AND2 and SVN Bug Reports - A New Dawn 2 ONLY

Yes 45 Deg, you can switch it off and on, either I have it OFF by default, or I switch it off every time I do an update.

I'll do a test of having it off, and see if it makes difference with times.

the more civs you have the bigger difference it makes, I've seen. Hmm maybe it was just a stage of game, will test and get back on it.

Still looking/testing. Done that, if actually will load up a saved game with Graphics paging on, I just must have had a glitch with the save when I tried to do it one time. It plays 50% faster on a couple of tests, but if you try to scroll or switch to another part of the mini map, it will take up to 5 seconds to load the graphics, but once loaded, it will keep it in memory for that turn. New turn, new graphics.

I've just received the Geothermal event, I selected continental wide power, on a 1 city island...no wonder it was so cheap. Any way, it didn't remove the Coal plant from the city and the -2:yuck:, but did remove the -4:yuck: for using it. If I've now gotten clean Geo-thermal energy, shouldn't the coal power station now be removed?? As well, its still employing 1 citizen in the coal power plant, which is now shut down??

Solution - Geothermal event, should remove power stations on continent.

More on Power plants, a Hydro plant will FULLY REPLACE a coal plant, Oil and Nuclear plants as well, but will employ 1 citizen, from the Coal plant, so no loss of jobs. ;)
 
Last edited:
Any news on Ranged Bombardment against enemy units?It doesn't seem to work anymore.

I need to check but I've fried my video card and waiting for a new one so I can't start RAND; when I get the new video card I think I can check but I always end up mixing Ranged Bombardment / Bombardment when I'm not playing. I remember one is not supposed to work unless you first hurt the leading unit of the stack. Might this be the case? Then I think there's a separate issue with naval units, but I need to test that too.
 
I've actually used Battleships to bombard enemy units, if that helps?

Did it work for both ground units and naval units? I mean, can you use your battleships to bombard other ships and land units and it actually works? I suppose then the head unit of the stack you were bombing was already hurt. IIRC it shouldn't work otherwise.
 
45, it DOESN'T HURT the lead unit. The example is that it hits massed troops, so ones on the Periphery (the edges) won't be injured. It also won't work against a single unit. then you have the Max collateral damage limits of 4,6, etc.

Naval WOULD work against a single unit, naval unit, but now won't even hit a group of naval units.

Both the AI and Human can't use it.
 
I need to check but I've fried my video card and waiting for a new one so I can't start RAND; when I get the new video card I think I can check but I always end up mixing Ranged Bombardment / Bombardment when I'm not playing. I remember one is not supposed to work unless you first hurt the leading unit of the stack. Might this be the case? Then I think there's a separate issue with naval units, but I need to test that too.

Here's what is supposed to happen.

Archer Bombardment is the icon with the blue promotion background and the yellow arrows. It is supposed to be able to damage the lead unit in a stack, and it's supposed to be usable by any unit with <iDCMBombRange> and <iDCMBombAccuracy> stats. It can miss, and it can destroy enemy units even if the unit can't do so when attacking.

Ranged Bombardment/Siege Bombardment is the blue bullseye icon (the red bullseye icon is Bombard that can only reduce city defenses). It is supposed to be usable by any unit that deals collateral damage. It deals collateral damage as though the unit had attacked, but it doesn't deal any damage to the lead unit in the target stack or to the attacking unit. If it is used on a city with a defensive bonus, the defensive bonus gets removed first.

I've been playing a v1046 game and haven't seen any problems with either ability. I've used Archer Bombardment from ships to outright destroy enemy land units.
 
The problem seems to be with Archer Bombardment(button with blue promotion background and yellow arrows):
I've recently tried to use it with a Stealth Destroyer against an enemy stack of land units and it worked as excepted.However, every time I've used it with my Rocket Artilleries against enemy stacks of land units, it didn't worked.
I repeat that I refer to recent issues.In the past I had no problems with AB.
 
Ranged isn't working to damage units in the FIELD.

I take archer bombardment to mean, ARCHERY units only. Once I pass Gunpowder, its turned off. Lately I've turned it off from the beginning.

Cannons/artillery etc can't damage units in the field, in attacking the cities it works fine. Civopedia says "deals collateral damage to X units, but not the lead unit, to Y% " or to that effect.

That is the problem we are saying, cities are fine, units in the field/water aren't being damaged as they were previously.

Archer bombard, is for Archery units, that's how I take it to be.

Personally, delete archer bombard, leave only ranged bombard. Archer bombard has a 100% success rate (if I remember correctly)
 
I like Archer Bombardment on Grenadier and Modern Grenadier. I think it adds another dimension to the units and gives them a use in the face of a lot of other, more powerful units. The name isn't perfect, I will admit.

Archer bombardment is not always successful. I think the success rate is about 75%+, and it varies by unit type, but it's not 100%.
 
I think your correct, its 50% for base archers upwards, I'll have to check the game.

Manned units:
Slinger 25% (who build them), Archer 50%, Longbow 60%, Crossbow 70%, Grenadier 70%, Modern Grenadier 90%.

Not going into siege.

I personally believe that Archer bombardment is only for Archery units, sending bolts into the air mechanically. Grenadiers/Modern use human muscle only.

That's my take.

Ranged Bombardment *Looking into currently* doesn't seem to work on cities, it does work on stacks of units on land, but not cities or Naval units
 
Last edited:
It is odd to achieve the same what an archer volley does with grenades. Arrows can travel over a 100 yards and even beyond, Trying throwing that with a bomb and in case of a grenadier an large iron one, it doesn't add up. If you'd consider grenadiers armed with hand mortars and like blunderbusses, I guess it could be an effective means to lob grenades over longer distances, making them able to attack groups, though not even close as fast as arrows can. The type of mortar a single unit or small team can set up quickly. Even so mortar teams would be little effective against a global target, they best served for a smaller focused assault, I reckon they not useful on a city so much to hurt troops...
 
Bug with the Police state random event, there is no 'Police state' so it defaults to Despotism for 1 turn of Anarchy.

Is this working as designed (W.A.D.) or should it change to another government civic.??

I chose the 3rd option, to see if would work properly, other 2 had free troops and lose rebellious captain, or lose rebellious unit, gain 10 turns of happy, for x gold.

Should be scaled to game speed as well.
 
Bug with the Police state random event, there is no 'Police state' so it defaults to Despotism for 1 turn of Anarchy.

Is this working as designed (W.A.D.) or should it change to another government civic.??

I chose the 3rd option, to see if would work properly, other 2 had free troops and lose rebellious captain, or lose rebellious unit, gain 10 turns of happy, for x gold.

Should be scaled to game speed as well.

It's supposed to change your civic to Despotism; the help text is hard coded and hasn't been changed. I'll fix that. I think the one turn of anarchy was deliberately decided, to avoid hurting you too much.
 
I meant the turns of Happiness should be scaled to game speed, not the turns of anarchy.

I agree, that only 1 turn of anarchy should be implemented for ALL random event changes of civics.

You shouldn't have to go through say 28 turns of anarchy, to change to Democracy, due to a random event occurring. THAT IS scaled to game speed.

1 Turn of anarchy for ALL random events, where, your given the option of changing a civic.

If you decide to change every 5 turns, that's YOUR choice.

A random event is just that, RANDOM, but having a choice, should give a benefit to selecting another option, a bonus.
 
As far as I'm aware, temporary happiness from events has never been scaled to gamespeed, even in original BTS. All you can tell the XML is how many turns of happiness you want. You can't even have different events give different amounts of temporary happiness. It's defined by a single global TEMP_HAPPY variable.
 
A random event is just that, RANDOM, but having a choice, should give a benefit to selecting another option, a bonus.
I don't mind having to choose the lesser of two evils, personally. Like pay X gold or lose this building.

Some event choices are terribly unbalanced: "Lose your Oil Refinery or pay 20 gold", and some quest conditions are too. The Blessed Sea quest required me to found 17 Blessed cities on 17 different Blessed landmasses.

I guess that ironing out events is one of the last things to-do.
 
Hi, I have problem with freezing game after 499 turn. I ended turn, some AI attacks are performed and then game is freezing, music is playing, cursor-earth is spinning and can be moving but nothing else happend and I have to manually end process. Problem occured even when I loaded autosave and play different, game is freezeing always on 499/500 turn.
Rev 1050/1051.
 

Attachments

Back
Top Bottom