AND2 and SVN Bug Reports - A New Dawn 2 ONLY

One or 2 or 3 ppl can not catch all the bugs. We do appreciate the reporting of bugs and opinions on game play. But harping and demanding without supplying any help in the way of save games, screenshots, Minidump, or Python Dbg files Is rude. Lack of patience is too.

We are a small team and this is a Hobby not a job, please keep that in mind. We get frustrated too.

JosEPh :)
Well stated, JosEPh :thumbsup:

As 45 is already bogged down with merging DLL code and putting out fires that the merging creates, over the last 10 days I have taken the time to actually dive into the code with an attempt to implement a couple of features that have already been agreed on in these discussions (A) having an XML tag for AIResearch rates and B) being able to build river improvements as long as cities are have river tiles in vicinity rather than having to be founded on a river.) I have already tested the first feature with partial success, though I am trying add this feature with as little new code as possible so now I am in cleanup mode.

Diving into the code and understanding it takes time, implementing things in a manner that is consistent with already implemented material (thus keeping the code maintainable) takes even more time. Testing it can take even more time, depending on your machine (it takes me about 7 min to get the game running in debug mode everytime I want to test new code).

In short this makes me appreciate the time and effort that volunteers have spent maintaining this game - thus they owe no one anything.
 
45°38'N-13°47'E;12443954 said:
As far as I can tell, you can build nukes in the latest revision; I haven't tried rev628 but with rev 638 you definetly can (screenshot attached).

Oh all right then, time to change revision again.
Thanks!
 
I have a question about missionaries - do they "know" what they should do? Because in my second game (latest build) they just wander around. Right now I have egyptian missionary walking inside and outside my borders for about 15 turns. In my previous game - at least four missionaries of various religions were just wandering - doing everything expect spreading their religion.
 
When an empire sends a missionary out to spread it's religion it's initial target may have a civic that would allow it to spread. But if the Target Empire has a change in whether it will allow other religions to spread thru the Civics or even a change in Border policy, then the "target" is lost.

So what is your Religion and Border Civics set to? Do you have State Religion or Free? Are you using Limited Religion Option or Multiple Religion Spread Option? They all factor into this.

JosEPh
 
I have still folklore, but in ROM (as far as I remember) AI was able to spread religion in my cities under folklore (I was not able to convert though). I have open borders with everyone and multiple religion spread.

But now I noticed something else - buildings do not appear on map. I built few monuments, wheelwrights etc - and they are not visible (pity, I liked this feature). Only great wonders, national wonders and walls are visible. Last time when I played on the same settings - everything was as usual. And I don't see anything in both game and BUG options about it.
 
I have still folklore, but in ROM (as far as I remember) AI was able to spread religion in my cities under folklore (I was not able to convert though). I have open borders with everyone and multiple religion spread.

But now I noticed something else - buildings do not appear on map. I built few monuments, wheelwrights etc - and they are not visible (pity, I liked this feature). Only great wonders, national wonders and walls are visible. Last time when I played on the same settings - everything was as usual. And I don't see anything in both game and BUG options about it.

It could be an xml setting; open A_New_Dawn_GlobalDefines.xml, look near the end of the file

<DefineName>SHOW_BUILDINGS_LEVEL</DefineName>
<iDefineIntVal>3</iDefineIntVal>

And change 3 to 128; be advised that this could lead to CTD on some occasion while changing location on the map. It's a know limitation of AND and C2C, due to the core engine (nothing we can do about it, I fear). By the way, this setting has been like this for ages now. This XML tag was introduced some months ago exactly to limit the number of CTDs occuring while moving on the map (especially changing your view to distant locations).

Edit: as for missionaries, I'm looking into it now; never seen anything like that but it could be something that popped up in some of the latest revisions.
 
Aquila's lucky his missionaries even wandered about - When I set mine to Auto-Spread they just sit there idle in the city they were trained in! XD
Usually they only do that if every city they can reach by walking (Or airport late in the game) already has this religion, but I tried it on an island with no religions in any of the cities and he just sat there.

Still using rev636 as I haven't had the chance to use SVN to update it, so this may have been fixed recently (Although given what Aquila just said, perhaps not XD)

*edit* And to clarify, I'm typically using Divine Cult or similar civics that allow state religions, and my neighbors aren't using any civics that have "No State Religion" either. And I've got open borders with everyone (Except one AI who I'm readying to attack and wipe off the map ;P )
 
I've imported Viewports from C2C but the code isn't complete yet and I have some problems because when I import the code "as is" from C2C dll, I get a CTD which shouldn't be related to the dll (debugging it doesn't tell me anything useful). So for the moment viewports shouldn't be used (in the next revision they'll be made a BUG option but don't expect viewports to work for the moment).
 
45°38'N-13°47'E - I was pretty sure that I saw buildings in my previous 2.0 games... But you surely are right. And your solution worked. But I think I'll leave 2.0 and return to 1.75C for some time. 2.0 still seem to be not quite finished.
 
45°38'N-13°47'E - I was pretty sure that I saw buildings in my previous 2.0 games... But you surely are right. And your solution worked. But I think I'll leave 2.0 and return to 1.75C for some time. 2.0 still seem to be not quite finished.

You're right, it's not finished. rev628 was kind of a stable point but the dreaded AI route bug was still there. Now that bug has been solved but other bugs have been introduced as new features have been introduced. I'll need some more weeks to finish importing the code, so try again next month if you like: it should be better. :)
 
Hey everyone,

I'm having a serious issue. I've been playing AND2 for about a week now with no issues. About 2 days ago, I had a small issue where when I tried to load up the mod, it'd start loading, but then it'd stop at Init XML then just disappear. No crash error, no freezing, it just loads and when it gets to Init XML it hangs for about a second and a half then closes. I was able to "resolve" the issue by repetition. Two or three tries would finally launch the game, and I could continue on my merry way problem free.

However, today the issue finally seems to be unresolvable with that attempt. I've updated flash, directx, my video card graphics driver. Restarted the computer. Tried literally a dozen times in a row with different variations of "click before it loads, then click on it when it starts loading" "Don't click at all" etc, to no avail.

Basic info:
Windows 7 Home Premium, Service Pack 1
64 bit operating system
Intel(R) Core(TM) i7-2600 CPU @ 3.40GHz
8.00 GB Ram (6.99 Usable, apparently)

I'd be happy to provide any logs or anything to help out if someone can tell me how I'd produce them and where to find them. Just let me know what you need and where I can find it. Thanks for the help! I'm dying to get back to blasting Mailed Knights apart with Musketmen. Bloody Byzantinian's....

Edit: Before anyone asks, yes, I have the latest Civ update, version 1...... 1.19? 1.09? Whichever it is, the 9 one lol. And no my game isn't pirated, I have a physical copy of the game. And I don't have the AND2 SVN, I downloaded the "complete installer" about 6 days ago (give or take) and used that since it sounds like the SVN comes out with unstable patches from time to time.
Edit 2: I've also tried putting it in windowed mode as well as trying different resolutions, all to no avail, so I don't think it's a graphical issue. That's just my thoughts though.
Edit 3: The mods Broken Star and Next War open just fine, as does Rise of Mankind, so it's isolated to AND2. Again, the mod worked flawlessly for about 4 days, then started acting up for 2, and now I can't get it to launch at all. No updates, modifications, or tampering/altering of any way, shape, or form has been done to my game, simply the installation of RoM and RoMAND2. RoM was installed long before AND2
 
I am using the complete installer for AND2 and I am having a strange problem where the upkeep costs for each civic is 0 no matter if it is a low or high upkeep civic. This cant be normal right?
 
Please guys, when you report a bug I need to know which revision you're using; if you hover your mouse over your flag next to the minimap it will tell you which rev you're using. Or you can open \Rise of Mankind - A New Dawn\Assets\Python\Contrib\CvModName.py with a text editor and look at the revision from there.

@Amagous1029 The full installer is just the SVN copy updated to the date when you downloaded the game, so it could be faulty as well and your problem might have been solved in the last days revisions. Just tell me what revision you're using and if possible upload here the minidump.dmp file which is created in your main BTS folder when the game crashes. I'll have a look although it's possible that the problem has already been solved in the latest revisions.

@beatnik11 please post your revision and a savegame, thank you.
 
Hey 45,

I found:
modVersion = "2.0 Beta 4 rev640"

And I attached the minidump. Also, strangely, after a cluster of I don't know what, my game just opened as I was trying to open it so I could get a minidump since I had opened Broken Star mod last before that. But yea. The help is still needed/appreciated.
 

Attachments

I am not an expert by any stretch of the imagination and this may have been suggested before (possibly many times) but this works for me (I think) and may help.

I execute a new update after downloading; I then go into my data management program (I use a program called Power Desk but I think Windows Exployer is the generic); find and rename my ROM A New Dawn; inside the just renamed file is the new just downloaded update (currently 645); I copy or cut that file and paste it into the BTS Mods folder. Now your good to go.

Sounds complicated because of my lack of communication skills but its not really.

BTW if you use the BUG (and who doesn't) be sure to go in an reset your options.

Buck
(a 70yo fool)

Looked back and I had only loaded up the new 644. Sorry.
 
More on the signs on the map problem.

It seems its a problem with BUG options all together.

I've tried changing my unit naming options, multiple times. The first, I thought the update had over written, so I reloaded them from a separate saved copy, still not working, changed them again, closed bug, immediately reopened it, and the changes were gone. There is no option to save changes, it USED to automatically happen, now its not at all.

Again a recent occurrence, since SVN 636 or 8, at a guess, haven't loaded 645 as of writing, will reply iF fixed.

Well it won't load any game under 645, I had to use SVN 638, but that won't load 644 version.

645 just crashes on initialisation of game loading, it'll get to the selection screen, maps, options etc, but load a game and it crashes. SVN 644 worked fine, I've got a problem with 645
 
Saving the Bug Options after you set them requires saving the Game Twice.

Set your Options then Save game then Save again. That's how you lock them in.

Been that way for sometime in C2C and still is.

Have not had a chance to start a 645 game yet. At waht portion of the initialization does it dump? Uncached xml?

Also even if it crashes during the Loading process the MiniDump will catch it. Post it after compressing it and it will give 45* clues on where to look.

Most of the time if the Mod crashes during initialization it's an Art define or graphic problem of that nature.

JosEPh
 
I've noticed that since last rev, viewports and city placement planner (dotmap thingy) are clashing. If I have viewports on, I can't place city location "preview" using Alt-X, and vice versa. Anyone else experiencing this?
 
I've noticed that since last rev, viewports and city placement planner (dotmap thingy) are clashing. If I have viewports on, I can't place city location "preview" using Alt-X, and vice versa. Anyone else experiencing this?

I know, it was a known problem in C2C too, it will be solved in some of the next revisions. :)

By the way, there will probably be a slowdown in the next days because Thunderbrd Combat Mod is deeply interconnected in many files in the dll but I'm unsure if I want to import it and it's a huge work anyway. I need some days to test how things are working with/without it.

@IPEX: I know rev645 has issues while starting / loading, happened sometimes in my test games too, but it should all be solved in the next revision.
 
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