AND2 and SVN Bug Reports - A New Dawn 2 ONLY

Not related to Chopping at all, I removed all his workers it still happened. Found out deleting one city prevent it the city SENACA, which makes a Mohawk Archer in 2 turns and then it becomes 1 turn. No workers near it at all... Also seems nothing wrong it, removing all his cities and units besides the city of Senaca it happens. I tried removing all the units in the city and it happens... So it is centered around that city, but what it is...?

Don't know how to indepth analyze a city in Civ 4.
 
Maybe that's it then. The copy I have is labeled v161. I will grab whatever I can in files on the off chance it proves useful.

Ok, this bug has been around since revision 652, July 2013... everything works until revision 651, with changes I've imported in rev 652 from C2C something broke. I'm trying to figure out how to fix this bug, it's not that easy. XML tags are correct, it's an XML loading problem as I suspected.
 
Yeah I resolved it by utterly removing the city and building it up again for him with same buildings/units and even 2 extra for kindness of the AI being a dork, one spot next to it just in case it was related to location. I myself like to solve bugs but there was nothing in way of logs either, mysterious.

I am never able to raze city by the way with the custom scenario GEM of 26, is that normal? The cpu does it all the time, I never turned on don't city raze, so I should be able to do it... I play this scenario by the way didn't know if I mentioned that before, maybe it is scenario related bug?
 
Is it considered a bug that the AI always razes? Because it seems to me that taking over cities is more efficient than razing and subsequently rebuilding (if possible) from scratch. I think the AI's hurting itself by always razing.
 
A lot of people have been asking about that since the change... Can we add a string mentioning that to the "Hints" thing that shows when loading a game? Maybe add it to the Civpedia too.

You're right. Done it and uploading it now.
 
Is it considered a bug that the AI always razes? Because it seems to me that taking over cities is more efficient than razing and subsequently rebuilding (if possible) from scratch. I think the AI's hurting itself by always razing.

It should be fixed in rev1048, released a moment ago.
 
I always see them raze too, in 4 out of 5 times, even cities that have like 30 buildings. I can understand it when they can't get the racial culture high enough, having a city that is 98% enemy is hard to control... Maybe it should differ per personality of the leader?

Ghandi would be nice, but Genghis Khan would likely not.
 
I always see them raze too, in 4 out of 5 times, even cities that have like 30 buildings. I can understand it when they can't get the racial culture high enough, having a city that is 98% enemy is hard to control...

Is this in Rev1049? If so and I get other reports, I might lower some more AI tendency to raze.
 
I haven't had a chance to view all the replies here, so forgive me if I repeat someone's bug.
After 2 minutes- 5 minutes tops into the game, me and my friend get a Synchronization error. We play virtual LAN through Hamachi. We cant see ach other anymore, and there is a long ass red error message across the map.
Can you please advise me on what I can do to solve this error. I tried take screenshots but it ends up completely black for some reason.
Thank you. :thumbsup:
We installed the launcher, and load the game directly with the mod A NEW DAWN . Launcher rev. 1.23, Mod rev. 1049
 
Hey guys, you know how when you build a farm on a plantation resource, you can't build the plantation on it until you raze the farm? Also, when you hover over a plantation/winery resource, it says "+1 health with dome farm", for example. Well, the problem is, civ4improvementinfos is read by the game from top to bottom, and when it sees the plantation improvement below the dome farm improvement (even though it upgrades to it), it gets very confused. Word of advice: earlier stage improvements should ALWAYS be above later stage improvements in syntactic order (like how cottages are above hamlets, who are above villages). Reshuffling the civ4improvementinfos file to account for that is going to be a pain, but trust me, it's very much worth it.

Also, a small complaint I have: building last-stage improvements like towns, jump lanes, hybrid forests, and so on, is insanely expensive, and the upgrade times are way too long. Can that be toned down a little? Thanks in advance.
 
I just found something that seems a little weird.
Hey guys, you know how when you build a farm on a plantation resource, you can't build the plantation on it until you raze the farm? Also, when you hover over a plantation/winery resource, it says "+1 health with dome farm", for example. Well, the problem is, civ4improvementinfos is read by the game from top to bottom, and when it sees the plantation improvement below the dome farm improvement (even though it upgrades to it), it gets very confused. Word of advice: earlier stage improvements should ALWAYS be above later stage improvements in syntactic order (like how cottages are above hamlets, who are above villages). Reshuffling the civ4improvementinfos file to account for that is going to be a pain, but trust me, it's very much worth it.

I tried shuffling that file to fix the upgrade problem. It doesn't work. You still can't build a Plantation over a Farm, and you should be able to.

We need better wording on the pedia text for bonuses with improvements, because TXT_KEY_BONUS_WITH_IMPROVEMENT is only set up to handle one improvement type. It would have to be reworked in CvGameTextMgr.cpp.
 
I tried shuffling that file to fix the upgrade problem. It doesn't work. You still can't build a Plantation over a Farm, and you should be able to.

We need better wording on the pedia text for bonuses with improvements, because TXT_KEY_BONUS_WITH_IMPROVEMENT is only set up to handle one improvement type. It would have to be reworked in CvGameTextMgr.cpp.

Very weird, not gonna lie. Looks like it needs to get fixed in the DLL, sadly.
 
Oh can we please please please make Stack Attack work again? It's painful to have to do 250+ attacks one-by-one, especially on an older machine in which even just the selection of the next unit in a large stack takes over a second...

Thanks very much.
 
SVN 1049 - Minor bugs/ Irritants

Civs with Unique units for Frigates, ie the Xebec, show up as a Frigate in the mouse over in the city, specifically Zulu if its not across the board.

Promotions combat 1 to 2, moves about in the screen below the unit. Could you make it so the main promotions are stable in position, combat/Garrison, woodsman/Guerrilla etc.

District office is silent on its build, no .wav file is associated with it.
 
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SVN 1049 - Minor bugs/ Irritants

Civs with Unique units for Frigates, ie the Xebec, show up as a Frigate in the mouse over in the city, specifically Zulu if its not across the board.

It's not actually a UU. It's a <CivilizationName> that only appears once the unit is built. There's no stat changes. In fact, I'd prefer NOT to use special names unless a mechanical bonus is involved. (RI does this, along with very small bonuses, and I really don't like it.)
 
I have come across that I think is a bug. It might be intended, but I doubt it.

The situation is this.
  • Game is v1046.
  • I have a city set up as a military-production center (West Point, Ultimate Soldiers, Willow Run, has Red Cross but doesn't need it because I got Medic I from the Penicillin event).
  • It has a National Wonder slot available (3 NW built out of 4 possible. In this case, Ironworks, Red Cross, and West Point).
  • It has a Peak tile in its 3rd ring. It can work the 3rd ring tiles, having a Metropolitan Administration building.
  • However, it cannot build Mt. Rushmore or National Redoubt because the game doesn't count it as having a Peak in its city vicinity. See screenshots.

Civ4ScreenShot0075.JPG Civ4ScreenShot0076.JPG

Would it be possible to update the vicinity check for the 3rd ring if the city can work 3rd-ring tiles?
 
I think I found out what's wrong with the Art Gallery sound. I trimmed down the file and saved it at the wrong bit rate. It's working now and I will upload it with the next build. I'm also turning down the volume on it a bit; it would be quite loud if I just uploaded the fix.
 
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