AND2 and SVN Bug Reports - A New Dawn 2 ONLY

after last update to svn # 1025 it looks like the CTDs are gone, but now again one:
CTD when processing next turn
attached sav and mini dump

Edit
went 2 autosav back, made a minor change (did not do a spy operation) and I could continue the game and got fabrication research fine.
 
after last update to svn # 1025 it looks like the CTDs are gone, but now again one:
CTD when processing next turn
attached sav and mini dump

Edit
went 2 autosav back, made a minor change (did not do a spy operation) and I could continue the game and got fabrication research fine.

I loaded the save game you posted, did a recalc, and I was able to continue to the next turn and one turn after, to the discovery of Manufacturing, without problems. I was able to do this twice. I didn't go any further.
 
what are the requirements for bibre a city or a unit? In spy screen I have these options green for the enemy city, but the option is not listed when I click my spy in that enemy city.
Never done it before, but I vaguely remember that you can't bribe cities depending on some other civ's civics like democracy or similar. But I might be wrong, maybe that was still civ3 :D
 
45°38'N-13°47'E;14355974 said:
Never done it before, but I vaguely remember that you can't bribe cities depending on some other civ's civics like democracy or similar. But I might be wrong, maybe that was still civ3 :D

yes, that may be, but in spy adviser screen bribery is shown in green for this city. That should not be if not true
 
I have a request to make about the Terraforming improvements. When you build a Terraforming improvement, it destroys whatever improvement is already there. Then it changes the terrain type to the terraformed type. The problem is that the terraforming improvement stays on the tile, making it seem like you can't build another improvement without losing the terraforming, but you actually can. The terrain type stays changed after the improvement is replaced.

Would it be possible to have the terrain changing-routine remove the improvement after changing the terrain? I checked CvPlot.cpp and the appropriate line is in the code at line 10957, but commented out. I don't know why the routine shouldn't remove the terraforming improvement.
 
I have a request to make about the Terraforming improvements. When you build a Terraforming improvement, it destroys whatever improvement is already there. Then it changes the terrain type to the terraformed type. The problem is that the terraforming improvement stays on the tile, making it seem like you can't build another improvement without losing the terraforming, but you actually can. The terrain type stays changed after the improvement is replaced.

Would it be possible to have the terrain changing-routine remove the improvement after changing the terrain? I checked CvPlot.cpp and the appropriate line is in the code at line 10957, but commented out. I don't know why the routine shouldn't remove the terraforming improvement.
I'll have a look at it.
 
I have a request to make about the Terraforming improvements. When you build a Terraforming improvement, it destroys whatever improvement is already there. Then it changes the terrain type to the terraformed type. The problem is that the terraforming improvement stays on the tile, making it seem like you can't build another improvement without losing the terraforming, but you actually can. The terrain type stays changed after the improvement is replaced.

Would it be possible to have the terrain changing-routine remove the improvement after changing the terrain? I checked CvPlot.cpp and the appropriate line is in the code at line 10957, but commented out. I don't know why the routine shouldn't remove the terraforming improvement.
I've checked and that part has been changed by Afforess in revision 213, 6 years ago. Changelog reads: Fixed orchard bug, fixed CTD. I fear that change has to do with CTD problems. I'll try and revert that change but if it's causing crashes I can't debug it now. So in case of troubles, I'll revert the change again back to as it is now.

On the other hand, if it's orchard related, it might be OK because we've changed orchard improvements months ago.

I wonder if we might need to change line 10963 too, which is the same for feature change instead of terrain change. I think I'll start with line 10957 only and I'll see how it goes.
 
I have two cities, size 34 + 30, which can't use the 3rd tiles row
svn #1025

Edit
issue seems to be a bug. I have 3 cities, not 2, which can't use the 3rd row. These 3 cities are the last I made, and number 31 - 33 in building order.
The other (1-30) work fine.

Edit2
in between the 34 size city grow to size 36 and got the metropolitan managemant, and now it can use the 3rd row.
But the former cities got it with growing to size 26
 
I have two cities, size 34 + 30, which can't use the 3rd tiles row
svn #1025

Edit
issue seems to be a bug. I have 3 cities, not 2, which can't use the 3rd row. These 3 cities are the last I made, and number 31 - 33 in building order.
The other (1-30) work fine.

Edit2
in between the 34 size city grow to size 36 and got the metropolitan managemant, and now it can use the 3rd row.
But the former cities got it with growing to size 26
Look at the culture level of your cities.
 
I updated from svn1025 to svn1027 just now und come to problem with techtree:

Just researched Artificial Intelligence, and there I get a free tech.
As option to select I had among others Synthetic Fibres, but that I got long time before already.

When I selected it nevertheless, I got again notice that I get a free tech, but I got no option window.
When I select another one, I no longer have the Synthetic Fibres researched and it is shown as target with 8 turns and no longer can build i.e. modern paratrooper
 
just got notice of an issue that seems for me either a bug or ar logical failure:
when I plant forest I get light green forest mixed with dark green and field is with modernization "plant forest" (2 food, 2 hammer) that I can pillage and get normal forest (2 food, 1 hammer).

As I understand pillage, there also should be no longer the forest. Plant forest is reforestation, in reality it needs ~ 15 - 25 years, and if I plundert that, the young forest is dead.

This is opposite to a tree nursery, which I can plunder and the forest around still alives.
 
just got notice of an issue that seems for me either a bug or ar logical failure:
when I plant forest I get light green forest mixed with dark green and field is with modernization "plant forest" (2 food, 2 hammer) that I can pillage and get normal forest (2 food, 1 hammer).

As I understand pillage, there also should be no longer the forest. Plant forest is reforestation, in reality it needs ~ 15 - 25 years, and if I plundert that, the young forest is dead.

This is opposite to a tree nursery, which I can plunder and the forest around still alives.

It's a different game mechanic. Plant Forest adds a feature. Hybrid Forest is an improvement. Improvements are a layer over features. Also, you cannot pillage a feature. A unit with the appropriate build ability can remove a feature, but that isn't the same as a pillage that most units can do.
 
Back
Top Bottom