AND2 and SVN Bug Reports - A New Dawn 2 ONLY

SVN 1054 Re-spawning of holy cities.

Holy Cities won't re-spawn, even when you have this option selected in the Bug menu.

I think I've found the problem.

in XML under A_New_Dawn Globaldefines.xml

<Define>

<DefineName>OC_RESPAWN_HOLY_CITIES</DefineName>

<iDefineIntVal>0</iDefineIntVal>

</Define>

Change this to 1 to allow re-spawning of holy cities. Located in A_New_Dawn Globaldefines.xml, under xml, hard coded to 0 (zero), changing with a comment will be over written in an update, and too important a file to ignore under updates.

Even though I have re-spawn holy cities checked, and it does show as being checked in another XML file, but this one DOESN'T change to reflect this option.

Either change this option to 1, and if people DON'T want re-spawning of holy cities, the other file will stay at zero to reflect this.

OR

Correctly link this file to the bug menu options.

Thats the limit of my knowledge. I found this by accident, looking for something else, which I've know forgotten what was so important to look into files??? I'll realize again at some later date.

I had a look at the code: I was wondering, are you talking about holy city respawn caused by city razing or by Inquisition? I'm asking because that specific XML tag is only used for Inquisition code and the tooltip on the BUG option says the option is specifically for Inquisition. From some notes in the code, it looks like that part might be incomplete, but I'm not sure. I'm wondering now if Holy City should be respawned even when the city is being razed or only when you use an Inquisitor. Maybe it's better to leave the code as it is so it works for Inquisition only; I'll try switching on that XML tag in my next commit.
 
I'm wondering now if Holy City should be respawned even when the city is being razed or only when you use an Inquisitor. Maybe it's better to leave the code as it is so it works for Inquisition only; I'll try switching on that XML tag in my next commit.
I think if someone want Holy Cities to be re-spawned then he prefers both cases. However I always played with it off.
 
I agree with the re-spawning from a removal from inquisitions. Re-spawning upon a city being raised.... seems a bit exploitive.

"I don't like this tundra, city being the holy city, I'll raise it"

Re-spawning, because you don't want the holy city of a 'heathen' religion to your state religion, and you root it out with Inquisitors, then its set to the 2 city rule, with no holy city (if you play with limited religions) is fine, and that's the game play I'd want.
 
SVN 1054 - Random event, Slavery to Nationalism

There is an error with this event, one city will demand that you change your society civic from Slavery to Nationalist.

Slavery is now in the Economic civics and not the Society civics.

Additionally, I wasn't even in slavery, and was already in Nationalism society civic,

I accepted the request, and received 2 turns of Anarchy for my trouble, even though I'm in a golden age.

This random event needs to be fixed on so many levels, I have an auto save from the turn before is required.
 

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I tried the save and didn't get any events that changed civics, with or without a recalculation. I got Heretical Research twice on the next turn. I skipped all the unit turns, ended the turn, and then got the Heretical Research at the beginning of the next turn.

Is it repeatable for you? Maybe a screenshot would help.

There isn't anything in the random events code that makes a civ Nationalist. I think it might be something Revolution-related instead.
 
Yes, it would seem its revolution based, as it was one city 'demanding' I change from Slavery to Nationalism society civic.

As I said, I was in Nationalism, and slavery is in Economy.

I'll try loading the auto save, I went off the events log, Cntl-tab, from the turn before, ie July 1932 was event, so I attached June 1932 as save, might be one out.

Will report back. - No, I couldn't repeat it at all...just one of those random revolution events.

*Edit*, one more bug, I suddenly have Foundry's ARMOURER *my bad* appearing as a build in my cities, AFTER I built a Skyscraper I think. It doesn't appear in every city, as ALL cities now have Skyscrapers, so possibly a 3rd building is obsoleting it again.

I have one city I know just built a skyscraper, laggard of a city, and will compare that one to one that doesn't have the option.

Just had a thought, the building that immediately obsoletes the foundry *Doh* armourer, may not have been built in every city, as it was replaced again before it could be built. Seems logical.

The only link I can find, is the ORDER of FOUNDING the cities, THAT I HAVE FOUNDED. Captured cities that were founded by the AI either a player of barbarian, won't have a Armouror.
This only runs up to the ending of the BC's.

Another link maybe, Cities I founded, and built walls in, but there are 3 captured cities that retained their walls, yet don't have a Armouror.

I'm at a loss, no biggie, just an anomaly that's shown up.

And another thing

Scrap that, I was only 1/2 strength anyway, due to Stealth bomber attack.

Also, NLOS Cannon, no unit has flanking against it, Gunships and Hybrid Gunships, only flank as far as Rocket Artillery.

*Why stop now, I'm in full flight - Upgrading Transports to Fusion transports.

It only cost me 20:gold: to upgrade a transport to a fusion transport!!!! 20:gold: MUAH AHHAHA

its costing me over 2K to upgrade a modern infantry to a bolter infantry, that's acceptable for Eternity game speed :goodjob:

But 20:gold: to up grade a transport, isn't scaled to speed or reality.

Solution - Increase by a factor of 150.

One last :gripe: When you pillage a Sea tunnel with a Helicopter unit (Hybrid Gunship) the unit is immediately lost, I assume because the sea tunnel caved in on it. But its a Air borne unit????

Working As Designed?? (WAD) or WTH (Yes you know)
 
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The only thing Foundry upgrades to or from is the Omnifactory.

Buildings have different capture % rates. Some will survive city capture, some will not.
 
I started looking into the civic change issue.

First of all, I don't think the game is actually looking for the Slavery civic with a capital S. The text string TXT_KEY_REV_HL_EMAN_REJECT reads "requesting that you officially reject the practice of slavery and adopt". Then the game builds the rest of the text from that. Does that sound like what you got? That word slavery is small-s, meaning not the civic, and hard-coded into the text.

What is being looked for here is the labor freedom values of your current civics and civics you could change to. According to the save you posted, you were in Hive. Hive has a labor freedom of -5. Nationalist has a labor freedom of 8. Liberal has the highest labor freedom with 10, but you were locked out of that due to Intolerant. So it was really switching you from Hive to Nationalist. The civic change code does check to make sure that both the civic that you are being asked to change from and the civic you are being asked to change to are in the same category, so it shouldn't ask you to switch Slavery to something else.

We can probably fix this with a text change. I think "requesting that you officially reject your oppression of the people and adopt" would work here.
 
On the "Bug" with Armourer, It was my error, I was confusing Armourer (built only in Troop production cities) and the Foundry (built in all cities)

I now realize that those cities, were early troop production cities, hence I only settled them, and only up to 55BC.

There after, I started to specialize my cities, for troop production.

they have a very similar icon, and similar functions, in increasing hammers, but one is for troops (Armourer) and the other is overall hammer generation ( Foundry).

My bad.
 
Armourer is bugged, I know that. It should be fixed in my next build. It's not being replaced properly by the Mech Assembly Plant and it should be.
 
I'm playing on huge Earth map with 11 AI civs on my slightly modified (I removed few random events, modified game speed a bit because I love very slow games - nothing that could cause any problems IMO) rev. 1051 (I'd like to finish my old game before I update) with 10 units per tile limit. So far everything was ok, I'm now in renaissance on turn 2117 (IIRC) and game just gets stuck on AI turn. I can't go past this. Are there any known causes that could explain it and possibly help me continue with that session? I can upload my save but I don't know if you could use it because of my xml changes and older version of the mod.
 
Awesome! Thanks, it worked! I suspected it had something to do with stacks and at first I tried to delete some units in WB, but there's just too much of them (it would take me half an hour) and it would also alter the situation too much, so I decided not to do it. I set the limit to 20 and try to stay at it for the rest of the game.
 
Hey guys, wondering if this is a known issue:

9vS4IQe.png


It seems like it is popping up when an AI civ is in the middle of a revolt; sometimes multiple times per turn. It's the same hexidecimal # each time.
 
Hey guys, wondering if this is a known issue:

9vS4IQe.png


It seems like it is popping up when an AI civ is in the middle of a revolt; sometimes multiple times per turn. It's the same hexidecimal # each time.

It happens when mod is started with AltRoot parameter. If you are using it, you can set the correct path in cvaltroot.py and follow instructions in the file. If you don't know what I'm talking about, might be a faulty installation. Try reinstalling the mod. I play with revolution since years and never encountered this problem.
 
It happens when mod is started with AltRoot parameter. If you are using it, you can set the correct path in cvaltroot.py and follow instructions in the file. If you don't know what I'm talking about, might be a faulty installation. Try reinstalling the mod. I play with revolution since years and never encountered this problem.

Makes sense, I install games on a second SSD (D:/ not C:/) and I put the mod into the game's directory. I should be able to tidy that up. Thanks.
 
Makes sense, I install games on a second SSD (D:/ not C:/) and I put the mod into the game's directory. I should be able to tidy that up. Thanks.

Then look inside the Rise of Mankind - A New Dawn folder, you'll see a file called CvAltroot.py, open it with a text editor and change the last line to match the path of your CivilizationIV.ini file: this will tell the BUG component where the ini file is located. Once you've edited that line, copy the cvAltroot.py file in your python folder (Rise of Mankind - A New Dawn\Assets\Python). Make sure you read instructions inside the CvAltroot.py file!
 
Hmm, came up again in a new game with a new hex # after making the changes:

aJK5FxA.png


Going to try the suggestion within the .py file and throw it into the BtS\Assets\Python folder as well. See if that works.

Edit: No dice. Loaded up an autosave 1 turn before my screenshot and it kicked out a different hex value.
 
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SVN 1054 - Capturing clones

Clones can't be captured, they can be traded, but not captured.

Workers and Androids CAN be captured and traded, according to the civopedia, but Clones may only be traded.

Solution - make clones a unit available to be captured as well as traded.

As well, Mobile artillery upwards on upgrade lines, all can't be captured, they can be traded, but not captured.???? If you can trade, you can capture. It only seems logical.

Inquisitors, you can only build 7 of them, Eternity speed, but you can build 9 Freight, as a national unit.
Solution - Allow 9 Inquisitors to be classified as National units, and given that limitation.
 
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