AND2 and SVN Bug Reports - A New Dawn 2 ONLY

Do you have a save that demonstrates this? I was just trying myself and if I just plop down a city and add some rival or barbarian subs right by it, they aren't visible.

No,I don't have a proper save.
OK,I'll have to recheck.
 
Been having issues with inability to load my save. Happened before went a few turn back and tried again and now same. Suggesting it is messy.

https://drive.google.com/file/d/0B1MH9jnB_FFuQW5TTU80SkxjaDg/view?usp=sharing <-- save with the khmer (26 nations world, though there more then 26 now.)

https://drive.google.com/file/d/0B1MH9jnB_FFuS2dYV3N5VkRTTkk/view?usp=sharing <-- pythonerror2.log

Unsure why it keeps stating warlords path, I don't even have warlords I only use BTS.

After building the printer that replaces the Scriptorium which replaces the elder council, I was able to make elder councils again (which I did), they show they can still be build and also that they are build. Question is elder council suppose to be able to be build with printer? I doubt it...

https://drive.google.com/file/d/0B1MH9jnB_FFuUmphMUlEUVNxS3M/view?usp=sharing <

Update: I went back a few years and see if that fixed it, I use 1046. Emptied the cache and checked the game again and oddly, it asked me to ctrl/alt-T did that and my science rate went from 9500 to 5500, 6800 after I did a second shift/ctrl-T but also the cost for technology went from 9k even before doing cltr-shift-T, I am still clueless what caused this odd spiraling...
 
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After building the printer that replaces the Scriptorium which replaces the elder council, I was able to make elder councils again (which I did), they show they can still be build and also that they are build. Question is elder council suppose to be able to be build with printer? I doubt it...
This bug is reported at least three or four times and Vokarya answered each time that he will fix it in his next rev.
I think if players were to read others' bug reports they would get (find) answers much easier and save some annoyance for the devs.

HINT:
Searching with CTRL+F for "elder" in this and the previous 2 pages had 11 results. So it's not that hard to quickly look through older post.
 
I don't think my save corruption is related to the 'elder' issue though. The Shift/ctrl-T shows that each time the money fluactuates with easily 1000-1500 and also the research rate goes up slowly, but after clearing cache it goes down again to like 25% of what it was before. The calculations for coins/research etc seem out of wack.
 
Hi. Hope this is the right place to post this.

I'm getting a crash to desktop in Summer 2010 - reloaded several times now, to no avail - very frustrating because I've been playing this game for days now! Loving it otherwise.

Not sure what I can tell you, except that when you load the game, some of the CIV unit xmls bring up errors. It doesn't stop the game from loading up. They seem to be UUs for civilizations with knight replacements, if that helps.

Using the latest AND patch (1046) and the mega civs pack (1.82). Not sure what else I can provide, info-wise! Can't be my computer - this is a new machine. I know Civ IV is kinda stuck on one core, 2gb ram or whatever though.

Thank you for making such a great mod - I just wish I could play it to completion! THe game was getting really interesting...
 
I'm getting a crash to desktop in Summer 2010 - reloaded several times now, to no avail - very frustrating because I've been playing this game for days now! Loving it otherwise.
Upload a savegame...

Not sure what I can tell you, except that when you load the game, some of the CIV unit xmls bring up errors. It doesn't stop the game from loading up. They seem to be UUs for civilizations with knight replacements, if that helps.
Here's a HOT FIX for that. (But that is not causing CTDs AFAIK).

Using the latest AND patch (1046) and the mega civs pack (1.82). Not sure what else I can provide, info-wise! Can't be my computer - this is a new machine. I know Civ IV is kinda stuck on one core, 2gb ram or whatever though.
Do you have only 2GB RAM?
 
Upload a savegame...

Here's a HOT FIX for that. (But that is not causing CTDs AFAIK).

Do you have only 2GB RAM?

Thanks for the hotfix. I have 12GB of RAM - just heard that Civ IV can't use close to that because it's 32 bit.

Here's my save (hope this format suffices) https://drive.google.com/open?id=0BxNA3lzgw1m7S2tpcHNNNWtma0E

Cheers!

EDIT: I replayed it from a save in 2005 - about 10 turns earlier - and I've now got past 2010. Not sure why that works, but it does!
 
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Whenever I tinker with settings and options in RoM and load a game I'd been playing previously, I get a prompt asking me to recalculate the new variables that are being used - which I obviously want to do. However, every time I do this I notice my gold and research plummets dramatically. Upon checking and re-checking the economics tab before and after doing the whole Ctrl+Shift+T thing, I found the reason why this happens: Buildings stop producing commerce entirely when the recalculations are done, and this persists across turns and even saves!

Is there any way around this? It's very game-breaking as far as I'm concerned

I don't know how to fix it, but I can confirm that it happens. I'm playing with rev1046 myself and a Ctrl-Alt-T causes a drop in commerce.

Also confirmed for me building not counted anymore and realllllly slowly recover over turns as if they are added 1 at a time of each type...
!!!Also your foreign city connection go from around 800->300!!!
It seems the foreign trades routes after a recalculate are counted in value to the same as domestic trade routes. Might be the bonuses for distance, peace, longevitity and such are last maybe?
If you do another ctrl-alt-T you do get the building money again but less going from 630-> 500 (in my case), since there aren't numbers/info next to trade routes and the buildings, I cannot see which building has issues. (unless you can turn this on somewhere I don't know.)

This is with v1047
 
Also confirmed for me building not counted anymore and realllllly slowly recover over turns as if they are added 1 at a time of each type...
!!!Also your foreign city connection go from around 800->300!!!
It seems the foreign trades routes after a recalculate are counted in value to the same as domestic trade routes. Might be the bonuses for distance, peace, longevitity and such are last maybe?
If you do another ctrl-alt-T you do get the building money again but less going from 630-> 500 (in my case), since there aren't numbers/info next to trade routes and the buildings, I cannot see which building has issues. (unless you can turn this on somewhere I don't know.)

This is with v1047

There seem to be several things at work. Unfortunately, I can't mod the DLL, so I can't really fix anything. I did notice that income from buildings gets completely wiped out on a Ctrl-Shift-T; some of that might have been losing New Zealand's UB, as I don't have the megapack handy and really can't download it. Tax income also lowered drastically.

Trade income was not affected by a recalculation. The AND trade system is not the same as BTS. The only factors that have an effect are # of connected cities, buildings, and civics. Certain buildings generate trade income based on the number of connected cities (separate factors for capital, domestic, foreign, and foreign capital), and then that can be affected by civics.
 
Weird that doing the Ctrl-shift T a second time makes the gold of buildings show up again though obviously without any extra bonuses, like trade etc... The foreign trades is restores after a turn though and building I think the next one...

I can assume that all the calculations are much heavier and complex then vanilla.
 
"Museum removed gold production": Ai ai ai nooo, my whole economy might collapse due to the fact that my museums were supporting all the war expenditures ahahah! :D
 
SVN 1047 - Promotions display.

This is more of a "Bugs me report"

Why don't we enable that only the top promotion is shown, and not ALL promotions.

I.E. Combat 4 ONLY would show up with the relevant multipliers, ie, Strength +40, heals 10% faster in neutral lands.

Woodsmans 3, 50% Jungle and forest attack, 50% Forest and jungle defense, Double movement in forest and jungle, heals units in same tile 15%

This would make the mini screens for the units much neater, and allow you to see the units.



Some mods have already done this, and to me, it seems an oversight from the Original BTS and Civ IV games.

Who wants to look through 3 or 4 rows of promotions to see what the top one is.

On this as well, could the newest promotions go to the end of the queue when upgrading. I don't like how they seem to move about as you select combat II say, and Combat III is moved 3 promotions over.
 
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I don't like this, and I would fight strongly against it. I like seeing all the promotions.
 
I don't like this, and I would fight strongly against it. I like seeing all the promotions.

I've been wanting it to just show the best version of a line since it can potentially clutter up the screen when a unit has a great variety of promotions, but it doesn't seem like something that could just be an on/off thing in the BUG Options for those who may or may not want it, so I can live without it. If it was something that could be toggled on and off then I'd love to see it, but if it was a mandatory change then I'd agree it should just remain as-is. Wow often are you really going to have a unit with a third of every promotions available anyway? :lol: That should happen a lot less frequently now too since we've been cutting down on free EXP provided from buildings and civics.
 
well, if majority are against my idea, its just that, an idea/ideal.

What about moving the promotions down a line or 2 so it doesn't obscure the units name like it currently does...Like...like ya no!!! :crazyeye:

and also, so it doesn't obscure the unit itself, might just be my resolution, I use 1680x1050
 
I think its great idea. There is so much promotions and in this mod and I would also like to see what unit there is under all of them:lol:
 
I think that it's a pretty sensible idea, actually. If you have Woodsman IV, say, clearly you have the other three and they wouldn't need to be listed. I speak from total ignorance though about that might affect things within the code.
 
I think that it's a pretty sensible idea, actually. If you have Woodsman IV, say, clearly you have the other three and they wouldn't need to be listed. I speak from total ignorance though about that might affect things within the code.

Like with Vokyara, I do like seeing all of them but at the same time it can get cluttered after a while. Compacted promotions look neat and tidy sure but..... I'd say leave things as is unless it can be made an option you can switch on or off. Or a Module, so people that want it can use it and those who don't can leave as is.
 
Don't some promotions have a few ways of getting them? Eg you need either Drill I or Combat I to get thisPromotion? If that's the case, then how would you show only the 'top' one? Have the code show only the 'top' one if there is only one pre-requisite AND if there are no other promotions dependent on the non-top one which also have no other pre-requisites?

Also, when you would point at the icon for the 'top' one would the pop-up help text list the cumulative effects of all prerequisite promotions? This would again lead to confusion when two promotions branch from one: the 'cumulative' effect of the parent promo' would be shown for both, but of course the unit wouldn't have two instances of the parent's bonus.

Not a fan of this idea.

What I'd rather see, in order to clear up the display when stacks are selected, is all units of a group put together in the list. Say you select 100 tanks: the list on the side lists the 'best' one, the second 'best' one, etc... for about eight or so units, and then "Tank (91)" along with some information about who owns them and so forth. The "91" corresponds of course to the number which isn't shown in the individual list. I'd rather just see "Tank (100)", as when I select 50 tanks, 50 infantry, 30 archers, 25 cannons, and 99 hot air balloons, I'd see a list of just five items which would be much easier to read than the current one.

And in a final annoyance: the selected unit stack icons along the bottom of the screen and the way 'groups' work. This is, in my view, one of the most glaringly idiotic aspects of the Civ IV interface. Why not separate out groups with a little space between them (rather than the absurd flat list which is sorted solely by unit type), and allow units to be dragged and dropped between groups.

Cheers, A.
 
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