AND2 and SVN Bug Reports - A New Dawn 2 ONLY

I'm noticing a large reduction in difficulty too. I play Huge/Giant, Continents/Custom Continents, Marathon, Emperor/Immortal. No revolutions. Aggressive AI. What does flexible difficulty / flexible AI do to the way the AI plays ?

I mentioned it in the general discussions too. I dont think the AI can deal with Republic government especially on larger maps. Also the increased unit costs may have done something or maybe the sheer amount of buildings in the mod, I'm not sure. I am noticing a consistent pattern of the AI falling behind in power very early. I'm at the point now where I can generally be ahead in power before the classical era. Is there a way to increase the AI aggressiveness overall ? Especially with the aggressive AI enabled no way I should be ahead in power so early. If I started in the middle of a few AIs previously it would be very difficult to survive past the classical era. Now I don't feel threatened at all other than by the barbarians in the very early game. I'm also noticing AI troop upgrades don't seem to be a priority. The priorities seem to be teching and building all buildings/wonders as soon as they are available.

A reduction compared to what? To previous versions or to other mods/plain BTS? I didn't notice any difference in the former case, while there's no sense in comparing with other mods because AI is totally different from plain BTS. I suggest you try Flexible Difficulty/Flexible AI. If the AI falls behind too much, either your handicap will increase or AI's will decrease. Either way, you won't be able to grab all wonders and get too far ahead in terms of techs or military. I also suggest playing with revolutions. Playing without revolution is way too easy, just a matter of spamming cities until AI can't catch up with you and you only need to pay attention to maintenance costs, I find it very boring.
 
I've been playing a game at v1061 and it has been a CtD nightmare. I know there is the CtD issue with Corps & Wonders, but I don't think that's the problem with my game. (1) I have Unlimited Wonders on and (2) I can consistently crash the game by unloading troops from ships (using the right-click "goto" and dragging it onto land). I have tried unloading each ship one by one and it still crashes. Is this something that can be worked around with animation options, or am I out of luck?

Either upload your save so I can test it or try updating the mod and see from yourself if updating removes the ctd. I'm confident enough that updating will work.
 
Either upload your save so I can test it or try updating the mod and see from yourself if updating removes the ctd. I'm confident enough that updating will work.

You're probably right, just thought I'd ask. I'm not getting anything in the logs for it either, so it's either that bit of code you reverted or an animation issue. I have a savepoint that I was reloading to test. Let me update and check it again. I'll upload the save if it persists.

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Save uploaded. It's the stack of Galleons on the SE corner of my continent. The game is no longer crashing to desktop, but it is freezing up (requiring a taskman »» end process). When doing the ships one by one, it seems like one particular ship locks it up. Probably around the 25th ship in the stack, which is somewhere around 100 units offloaded to shore.
 

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Usable Mountains works, it's probably some of your settings. Ctrl+shift+q and check if you can see the option "usable mountains". If it's there, the problem is something else. Maybe are you playing with Movement Limits and is the mountain outside of your limit?

I got them on hence I can get some mountains to work and not using movement limits as these mountains are in the city area. I'll upload a picture.

The mountains after inventing mountaineering, I can't use them, they remain greyed out as if they can't be used. However when another city claims them they can be used, from that point on, suggesting something else is going on...

Fozman: I tried your save besides tons of messages that I don't have the nations :p I can unload them properly, though do notice a delay of the sheer number of troops, might be a memory issues?
 

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might be a memory issues?

8GB on my PC, civ4 gobbles up about 2.5GB at most. Could just be garbage leftover in the RAM, but it shouldn't be a memory leak. I don't know, but it's obviously something local. I'll work it out, thanks Nyayr.

Oh, and if you want all the nationalities, install the mega civ pack (launcher menu bar » modules » get modules). It increases the total # of civs to well over 100.
 
You're probably right, just thought I'd ask. I'm not getting anything in the logs for it either, so it's either that bit of code you reverted or an animation issue. I have a savepoint that I was reloading to test. Let me update and check it again. I'll upload the save if it persists.

***Edit***
Save uploaded. It's the stack of Galleons on the SE corner of my continent. The game is no longer crashing to desktop, but it is freezing up (requiring a taskman »» end process). When doing the ships one by one, it seems like one particular ship locks it up. Probably around the 25th ship in the stack, which is somewhere around 100 units offloaded to shore.

I'll test it later when I have time. In the meantime, have you tried increasing Unit Per Tile limit?
 
A reduction compared to what? To previous versions or to other mods/plain BTS? I didn't notice any difference in the former case, while there's no sense in comparing with other mods because AI is totally different from plain BTS. I suggest you try Flexible Difficulty/Flexible AI. If the AI falls behind too much, either your handicap will increase or AI's will decrease. Either way, you won't be able to grab all wonders and get too far ahead in terms of techs or military. I also suggest playing with revolutions. Playing without revolution is way too easy, just a matter of spamming cities until AI can't catch up with you and you only need to pay attention to maintenance costs, I find it very boring.

Compared to previous versions and BTS. I hadn't played any Civ4 for a long time until playing this mod.
I'm not noticing a drop in difficulty with regard to wonders or tech. In my last game I reached the renaissance era without having a single world wonder and was around 8 techs behind the tech leader. It's the AIs military power that I'm noticing a large drop with. They just don't seem to prioritise war / build any worrisome stacks / upgrade troops and they keep the bare minimum defending their cities.

I remember previous versions of this mod feeling the same as BTS where starting next to Shaka on Immortal was almost certain to end in a loss. Not really seeing that in the latest version.

I can try revolutions turned on haven't tried that yet.

Is there a way to check the AIs priorities as in declare war probability or build preferences ?
 
Compared to previous versions and BTS. I hadn't played any Civ4 for a long time until playing this mod.
I'm not noticing a drop in difficulty with regard to wonders or tech. In my last game I reached the renaissance era without having a single world wonder and was around 8 techs behind the tech leader. It's the AIs military power that I'm noticing a large drop with. They just don't seem to prioritise war / build any worrisome stacks / upgrade troops and they keep the bare minimum defending their cities.

I remember previous versions of this mod feeling the same as BTS where starting next to Shaka on Immortal was almost certain to end in a loss. Not really seeing that in the latest version.

I can try revolutions turned on haven't tried that yet.

Is there a way to check the AIs priorities as in declare war probability or build preferences ?

As I've said, there's no sense in comparing to plain BTS. As for previous versions, it depends on how old versions you're talking about. Very old versions where building lots of units but totally neglected everything else, so before Renaissance AI was doomed. Right now, at least when using Revolutions and Flexible Difficulty/Flexible AI, I think you'll have a hard time at reaching Modern Era.
If you mean if there's a way to check what AI is building and how it's considering to declare war, there are logs that can be activated in CivilizationIV.ini and from the BUG menu, but they're not easy to read and they're mostly meant for developers.
 
Stack attack has always been bugged, I don't really like that option and many times I was tempted to remove it altogether. I didn't write that part of the code, I really don't know how to fix it, sorry.
About resource labels, never experienced but then again I seldom use that feature.
Lastly, AI behaviour depeds on settings. If you play on Deity on a small map for example, AI doesn't stand a chance. Mod is not designed for certain settings: I would totally remove any map smaller than large, except for testing purposes. I'm not doing it because I know people are using small maps too. Which settings are you using? (mapscript, mapsize, gamespeed, revolution on/off, flexible difficulty/flexible AI are the most important I can think of).

Yeah don't worry I don't care about stack attack, I was just notifying as it will help other people who see this bug.

Regards to settings: giant perfectmongoose map (slightly modified to produce more rivers and allow flood plains on other plot types), snail speed, start in old world. I start at prince difficulty with flexible difficulty. Although I set maximum difficulty to deity it only seems to scale to immortal. I'm still miles ahead in score and I am consciously not trying hard. I also noticed that when attacking me the AI did a very poor job: they left their main stack just inside their border instead of moving one square in to help their small force take my city. If they had gone all in they would have done it easily before I could respond, but instead they just dicked around and I easily gathered the rest of my forces. I am going to start a new game, have flexible diff only for my and leave all the AI on default, set them ruthless and see what happens.

Also if there are recommended map settings or known bad ones please share them!
 
I only suggest you use Flexible Difficulty for both you and AI. If you are too far ahead, AI handicap will decrease while your increases. I usually get reports that AI is too far ahead until classical era, I'm a bit surprised of your report.
 
I only suggest you use Flexible Difficulty for both you and AI. If you are too far ahead, AI handicap will decrease while your increases. I usually get reports that AI is too far ahead until classical era, I'm a bit surprised of your report.
I noticed that the AI in second place was set to immortal and the next below him was noble, so I thought I might try something else. I also just started a new game same except standard map size, normal speed, random civ and I am (just) ahead in score by 1000BC or so. I just realised I forgot I am also using Chronicles mod mod. I can remove it and try again if you reckon it might be an issue.

/edit actually it turns out I had the Chronicles modules but not enabled!
 
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I noticed that the AI in second place was set to immortal and the next below him was noble, so I thought I might try something else. I also just started a new game same except standard map size, normal speed, random civ and I am (just) ahead in score by 1000BC or so. I just realised I forgot I am also using Chronicles mod mod. I can remove it and try again if you reckon it might be an issue.

I don't use Chronicles, so I don't know. From what I know, the only problem might be with AI not understanding how to use some civics properly, and civics is the only factor that might change military production in that modmod. But theoretically, it shouldn't cause issues. If in your game some AI is on Immortal, it means that some other civ is on Settler/Warlord, those civs should catch up easily enough while the immortal one should slow down. Either way, it shouldn't be that easy to destroy those civs: even small civs could be more advanced and despite their little armies they might have modern units which might be hard to defeat. At least that's how it works in my recent games. Up to a couple of revisions ago, it was somewhat easier to manage a big empire (for humans), which in the end is making victory easier because you can outnumber your opponents by simply producing more units because you have more cities. But playing with revolution in the last revision should be harder now if using a 2.5 or higher setting of revolution difficulty. The bigger your empire, the harder your revolutions will strike.
One last thing: score is not that importat unless you're playing for a Time victory. It depends on what your victory conditions are. If you're playing for Domination/Conquest, military strenght is of course the main thing you must pay attention to. But for other victories, AI doesn't necessarily need a strong militarty: maybe it needs what's enough to prevent an invasion while focusing on other aspects (techs and culture, mostly).
 
Can someone check my save it has mountain on, but still got the issue the mountain squares aren't workable unless I claim with another city, then point on that single tile works, others don't. Older saves it worked properly (but I remember it had an issue of some sorts, related to that you had to reload to build units that had a limit number.) and I got the mountain option on and invented mountaineering, not the tech that you can build on mountains yet.

Wanna know if it works for you guys and if I miss something, I use 1063.
 

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Can someone check my save it has mountain on, but still got the issue the mountain squares aren't workable unless I claim with another city, then point on that single tile works, others don't. Older saves it worked properly (but I remember it had an issue of some sorts, related to that you had to reload to build units that had a limit number.) and I got the mountain option on and invented mountaineering, not the tech that you can build on mountains yet.

Wanna know if it works for you guys and if I miss something, I use 1063.

Experiencing the same problem. Tried it as is and with Ctrl-Shift-T update to 1064. The tile yields show up and units can move onto them, but the tiles cannot be selected from the city screen unless swapped with another city as you detailed.
 
so it's either that bit of code you reverted or an animation issue.
do notice a delay of the sheer number of troops
I'll test it later when I have time.

Did further testing with some of the animation options, switching to "Single Unit Graphics" allowed me to unload all of them instantly. Apparently something on my PC doesn't like trying to draw 200+ units in one tile with full unit formations.

Re-saved the game, shut off "SUG", then restarted civ4. Save loaded just fine and I have full unit formations again. Noticed the stack in that tile adds up to just under 256, in case there is a known 8-bit storage or calculation issue.

Unless this happens to you as well, 45, I'd say don't worry about it. I have a workaround.
 
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If you're playing for Domination/Conquest, military strenght is of course the main thing you must pay attention to.
Do you mean victory conditions affect the AI? I mean: will the AI be more aggressive with a Conquest only than with a Religion only or a mixed victory setting?
 
Do you mean victory conditions affect the AI? I mean: will the AI be more aggressive with a Conquest only than with a Religion only or a mixed victory setting?

If nothing is broken, AI should know which victories are enabled and act accordingly. In theory, it's more important toward the end of the game IIRC the code.
 
Experiencing the same problem. Tried it as is and with Ctrl-Shift-T update to 1064. The tile yields show up and units can move onto them, but the tiles cannot be selected from the city screen unless swapped with another city as you detailed.

Figured out what the issue was mountaineering isn't what gives you access to the mountain Algebra does... Which allows you to build cities on the peaks, even though with mountaineering you can work them with workers (little worldbuilder try), something is not proper here though. Since mountaineering does give some access to them with switching between cities.
 
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If nothing is broken, AI should know which victories are enabled and act accordingly. In theory, it's more important toward the end of the game IIRC the code.
I generally disable all except mastery, what happens then?! Or perhaps that might not work? I never really figured out if you are meant to have them all enabled for mastery, or disabled. Also it isn't clear if ruthless and aggressive AI settings should both be on, or only one or the other?
 
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