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AND2 and SVN Bug Reports - A New Dawn 2 ONLY

Espionage units are apparently not getting the full XP that the game text says they are getting. I set up a situation where an Agent unit is supposed to be starting with a substantial quantity of XP. This includes Pentagon, West Point, Ultimate Soldiers Trainer, Volunteer Army civic, Intolerant civic with state religion, and Scotland Yard.

View attachment 456309

When the Agent finished production, it had only 2 XP. My guess is that Espionage units (UNITCOMBAT_SPY) only get XP from <UnitCombatFreeExperiences> tags, and not <iExperience>, <iGlobalExperience>, <DomainFreeExperiences>, <iFreeExperience>, or <iStateReligionFreeExperience>.

This is inconsistent, but I can see going either way with fixing it. Either we want espionage units to gain XP from non-espionage sources, in which case we need to fix the underlying code, or we want espionage units restricted to only the espionage buildings for XP, in which case we need to fix the game text.

Keeping espionage XP restricted this way does really rein in the number of promotions espionage units can start with. Besides Scotland Yard, since it requires a Great Spy to build, the first buildings that can grant XP to espionage units are the Intelligence Agency (at Communism) and the Interrogation Building (civic building, at Fascism). Also, the max possible would be 11 with Intelligence Agency (+2), Security Bureau/Security Center (+1), Interrogation Building (+2), Scotland Yard (+2), and The Agency (+4). That would be 3 promotions if you hit every possible source. Missing any of the big ones would mean only 2 promotions.

The drawback would be almost no way to customize regular Spy units at all, since they are replaced by Agents before reaching buildings that grant espionage XP (Scotland Yard is the exception).

If we do broaden out espionage units' access to XP, that will mean a lot more Spy promotions flying around, although mostly from Wonders and Civics as buildings target specific unit combat classes until Ultimate Soldiers/Combat Simulator.

Noted, I'll check the code, thanks.
 
Hi,
as promised I tested what happens if barbarians raze your first city.
Research stay same level as it is before city is razed. Rev is 1043 and Mega civ pack is installed.

crtl+shift+T change research level to 1/turn, but you can stil tech with that 1..

Edit: not just first city, I can keep research of all my razed cities. And once I also kept resources in razed city area.
 
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How do you remove the extremely annoying "Press ALT + CTRL + O to Customize Rise of Mankind"? It's annoying and won't go away, even when I disable the shortcut reminder in the BUG control panel. There's simply no need to show this alert all the time.
 
SVN 1043 - Fusion power plants

When you build a Fusion power plant, its supposed to provide Electricity for the whole continent. As well as doing this, its supposed to REPLACE the Coal, Oil, Hydro, Nuclear and Solar power plants.

The Hydro Plant will continue to employ 1 citizen, You can continue to build Solar plants in cities with a desert or plains tile available.

Solar Plants as well, will REPLACE hydro plants, when it says they only replace Coal, Oil, Hydro and Nuclear, But both Solar and Hydro provide clean energy to cities, so why replace Hydro with Solar (only 12/24 hr's max)

Note : Molten salts storage, etc can make 24 Hrs but only a game.

Too summarize :

1) Fusion power plants don't replace Hydro, Coal, Oil, Solar and Nuclear plants on continent built, continues to employ 1 Citizen in all power plants.
2) Solar plants REPLACE Hydro plants, both of which provide clean energy. No need for this, Coal, Oil and Nuclear ok.
3) You can continue to build Solar, Nuclear plants AFTER you've built the continental wide Fusion power plant to provide electricity.
 
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SVN 1043 - Fusion power plants
Solar Plants as well, will REPLACE hydro plants, when it says they only replace Coal, Oil, Hydro and Nuclear, But both Solar and Hydro provide clean energy to cities, so why replace Hydro with Solar (only 12/24 hr's max)

Solar Plants are supposed to replace Hydro Plants to protect you from the Dam Burst event. It's rare but it can happen. Likewise, Solar and Hydro both replace Nuclear Plants to prevent against nuclear meltdowns. Since power in Civ is a binary yes-or-no, the only power plant that applies is the one with the fewest consequences. Coal is the dirtiest; Oil is slightly less dirty; Nuclear is clean but can melt down; Hydro is clean but can cause a Dam Burst event; Solar is clean and has no consequences but can only be built in a bright area.

I can't do anything about the Fusion Power Plant. The only thing you can do is research Wireless Electricity and build Power Receivers. This will replace all other power plants and not take up a citizen.
 
SVN 1043 - Unit Naming mod

This mod HASN'T been updated for the new units or replace units in the game.

Main ones being the fighter lines, it has early_fighters and Combatjet_fighters. Neither of which are still in the game.

Modern fighters, early jet fighters, fighters, Jet fighters, Strike fighters are all missing from the unit naming mod.

Solution - Add these units to the unit naming mod, and any other recent additions.
 
Revolution button doesn't work. Nothing happends when I push it.
If I use a hot key Shift+Ctrl+G comming an error message :

2041437.jpg

I'm using a Russian version by the way.
 

Attachments

Ho all. Encountered strange glitch: my steel mill refuses to work coz it doesnt have coal (i cant see any coal in city resources too), but i have 2 deep shafts with coal. Maybe there is something that i missed? (i dont have depleting resources)
 
Ho all. Encountered strange glitch: my steel mill refuses to work coz it doesnt have coal (i cant see any coal in city resources too), but i have 2 deep shafts with coal. Maybe there is something that i missed? (i dont have depleting resources)

Try recalc ctrl-shift -T, it fixed some of wrong displayed resources in my game.
 
Solar Plants are supposed to replace Hydro Plants to protect you from the Dam Burst event. It's rare but it can happen. Likewise, Solar and Hydro both replace Nuclear Plants to prevent against nuclear meltdowns. Since power in Civ is a binary yes-or-no, the only power plant that applies is the one with the fewest consequences. Coal is the dirtiest; Oil is slightly less dirty; Nuclear is clean but can melt down; Hydro is clean but can cause a Dam Burst event; Solar is clean and has no consequences but can only be built in a bright area.

I can't do anything about the Fusion Power Plant. The only thing you can do is research Wireless Electricity and build Power Receivers. This will replace all other power plants and not take up a citizen.

Wasn't there a solar plant event about something going wrong and burning things to ashes? Maybe it's been removed, I don't remember and I can't check, I'll be away for one week probably.
Anyway I need to address that problem about power plants and employed citizens.
 
Wasn't there a solar plant event about something going wrong and burning things to ashes? Maybe it's been removed, I don't remember and I can't check, I'll be away for one week probably.
Anyway I need to address that problem about power plants and employed citizens.

There's no such event. I put Solar Plants in, and I deliberately wanted them to be the safest modern power plant. The restrictions are in the relative lateness of the building (mid-Modern Era) and the latitude/terrain limitations.
 
Had this happen to me earlier when loading a game after setting it aside for the night. I can't access any of the Glance, Info, etc tabs unless I click on some other leader's portrait first. It happens whether I have my portrait selected or not, but only goes away once I select someone else's.

Civ4ScreenShot0074.JPG


As a side-note, it did this for Suppiluliuma too after we formed a Permanent Alliance.

*Edit* Problem just went away, still no idea what caused it though or what made it stop.
 
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SVN 1043 - Voting link

Potential bug with Voting link building. It says it reduces maintenance in nearby cities. I'm about to mass build them on my 1st continent, so in theory, it will reduce maintenance in all cities, multiple time???
Spoiler :


Report once built.
 
SVN 1043 - Voting link

Potential bug with Voting link building. It says it reduces maintenance in nearby cities. I'm about to mass build them on my 1st continent, so in theory, it will reduce maintenance in all cities, multiple time???
Spoiler :


Report once built.

That's the standard text for any building that counts as a Government Center (Summer Palace, Versailles, etc.) Voting Link is the one example of a non-Wonder building that does this. The point of a Voting Link is that for a civilization that far advanced, the proper technology can wipe out distance.
 
Vokarya, I don't remember if we've discussed it before, but are you aware that it's possible to build paved roads without stone?

I think it's a bug for routes that have an OR resource requirement (<PrereqOrBonus>) but not an AND requirement (that is <BonusType> of NONE). Highway (supposed to require Cement OR Oil Products) and Maglev (supposed to require Copper OR Aluminum) have this problem too. Railroad (requires Iron + Coal OR Oil OR Oil Products) does not.

I tried to find out where this might be in the DLL code. I think it's CvPlot.cpp, lines 3414-3470. That covers whether or not routes can be built on particular tiles, but I can't tell why "no bonus" should override "or bonus".
 
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