AND2 and SVN Bug Reports - A New Dawn 2 ONLY

I play now with ruthless on but not aggressive and there been several wars, though feels like the initiator now wins more... Also actually there been a little less of the weird wars of nations halfway across the world declaring war or a really weak one trying to tackle a mighty one and getting destroyed.
 
I play now with ruthless on but not aggressive and there been several wars, though feels like the initiator now wins more... Also actually there been a little less of the weird wars of nations halfway across the world declaring war or a really weak one trying to tackle a mighty one and getting destroyed.

As far as I'm aware ruthless AI is broken and only aggressive AI will increase the AIs aggressiveness

Maybe someone can confirm this ?
 
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?

I would also like to know which victory settings would likely make the AI pursue a military victory more ?

I didn't think the victory settings affected the AI at all. The only victory I've ever seen the AI win is a space race
 
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?
IIRC ruthless AI includes aggressive AI.
As for Mastery, it doesn't matter if you select other victories because they are overridden.
 
Yeah the wars tend to prolong very long and I haven't seen anyone destroy each other yet, but the chinese are close by the byzantines, few cities left. No quarter...
 
Bug fix 1064

If you have SLOW!!! bump scrolling, Change the file in Assets/XML/Globaldefines.xml,

Search for
<Define>
<DefineName>CAMERA_FORCE_TO_SMALLEST_MAX_DISTANCE</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>

Change this to a 1, and reboot the game.

Bump scrolling is now back to quick.

The updates loaded have it set to 0, please to change if it doesn't affect anything else.

It also fixes the Zoom in/ Zoom out bug that you may get.

*Edit 1* Mines and paved roads - You don't get the +1 Production from a mine with a paved road, it remains at +3 production, Grassland hill with a mine and a road. The Civopedia says it should get +1 with both a road, and +1 with a paved road, and +1 with Iron working (It does work +1 with Iron working tech)

Either reset the civopedia to show correct information, or adjust mines to gain +1 with paved roads.

*Edit 2* Spies for Washington of America, start with Security 1, but it shows Security 3 in icon of promotion. Next promotion is security 2, with correct icon.

*Edit 3* No more police state, its now single party civic for rule
Spoiler :
 
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A few tweaks and things I noticed so far playing, not much bugs;

Nomad trait which gives a bonus hammer/food for jungle camps is wasted since only the mongol and N. american leader have them and they are very far away from any jungles to begin. Also it gives flanking to recon units... which cannot attack and therefore rarely make use of it (maybe can make a scout retreat?)

I got about 30 civs now all Republic (me too), all Vassalage (I'm a pacifist ;p) and all but one had burocracy (i switched from senate to burocracy) :p recent.

Little thing, on the civ 26 map; the starting location of the vikings is so terrible they never ever developed, often half of the cities have to be barbarian cities, that spawn late on. It is all mountains, water and tundra forest, compared to the rest they can't develop, might be better to let them starts more south near oslo...

Also Realistic corporations does that turn the ability to build guids off? 2 got autofounded (butcher, baker) but the rest just don't appear at all. I got no option to build the Vicallers guild either.
 
Nomad trait which gives a bonus hammer/food for jungle camps is wasted since only the mongol and N. american leader have them
...and a lot others in the MegaCivPack ;)
 
I noticed Servant guild hall and all other guild related National and great wonders don't even show in my civipedia, Also starting a new game with realistic corporations, they don't show in civipedia either, this might cause issues? When picking realistic corporations, in facto they are mostly not appearing at all, except bakers and butcher for some unknown reason (maybe cause I had autofound on, the others didn't show up though?), and cannot be build... Either.

Kinda ruined my game :s

Also noticed when you start a minor Civ a warrior starts somewhere far away, often next to another Civ, settler lol... Is that intentional? With England I got additional one to start in south west Africa. I saw a Greek one in North America... Guess he swam...
 
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I noticed Servant guild hall and all other guild related National and great wonders don't even show in my civipedia, Also starting a new game with realistic corporations, they don't show in civipedia either, this might cause issues? When picking realistic corporations, in facto they are mostly not appearing at all, except bakers and butcher for some unknown reason (maybe cause I had autofound on, the others didn't show up though?), and cannot be build... Either.

Kinda ruined my game :s

That's what Realistic Corporations does. When Realistic Corporations is on, the three National Wonder guildhalls cannot be built. Instead, the World Wonder guildhalls have a chance to found themselves. Guilds are just early corporations and use the same mechanics. Under RC, all corporations found, spread, and disappear without any player actions.
 
Also, Motorcycle and Jeep are Recon units that can attack. And Flanking I is a prerequisite for the Sentry I promotion, although there is an extremely limited window to use it, as Sentry I requires Optics and when you get to Compass, Adventurer units come available that start with Sentry I.
 
That's what Realistic Corporations does. When Realistic Corporations is on, the three National Wonder guildhalls cannot be built. Instead, the World Wonder guildhalls have a chance to found themselves. Guilds are just early corporations and use the same mechanics. Under RC, all corporations found, spread, and disappear without any player actions.

I see, weird only 2 guild are appearing and the rest isn't even showing up when they can appear, all the requirements are there, for dozens of turns.

Also, Motorcycle and Jeep are Recon units that can attack. And Flanking I is a prerequisite for the Sentry I promotion, although there is an extremely limited window to use it, as Sentry I requires Optics and when you get to Compass, Adventurer units come available that start with Sentry I.

Maybe making it so scouts and explorers and can actually attack, might be fun. :D So they can actively hunt animals :mischief:
 
I see, weird only 2 guild are appearing and the rest isn't even showing up when they can appear, all the requirements are there, for dozens of turns.

Realistic Corporations is very random. I don't really like it myself.

Maybe making it so scouts and explorers and can actually attack, might be fun. :D So they can actively hunt animals :mischief:

I'm not going to do that. Animals attack pretty often, so I'm not worried about that. Also, units that can only defend can cross into other civilizations' territory with only a Right of Passage, not Open Borders. OB is necessary for any offensive unit.
 
SVN 1064 Tech tree Bug - Civil Service.

You can reach Civil service with OUT going through Sanitation, as the arrows show???, its like an isolated tech, with arrows running through it.

Spoiler :


All you need to research is Vassalage, which ALL the AI's do so, as we all know :gripe:

Spoiler :
 
SVN 1064 Tech tree Bug - Civil Service.

You can reach Civil service with OUT going through Sanitation, as the arrows show???, its like an isolated tech, with arrows running through it.

Spoiler :


All you need to research is Vassalage, which ALL the AI's do so, as we all know :gripe:

Spoiler :

It's not a bug. I haven't figured out how to get OR prerequisite icons to show up on techs on the F6 screen. The Feudalism - Civil Service arrow is suppressed so that it doesn't do the ugly backwards arrow that shows up when an arrow goes between two techs in the same column.

To get to Civil Service, you can research either Politics + Sanitation, or go down the line of Politics - Vassalage - Feudalism. If you go the Feudalism route, then it saves you one Classical Era tech (Vassalage vs. Ancient Medicine + Sanitation) but it requires you to research an extra Medieval tech (Feudalism). It all depends on how badly you want CS and what you think is more valuable on the way there. I'm all in favor of variant OR paths to technologies if I think they are plausible, especially in the early eras.
 
I see, weird only 2 guild are appearing and the rest isn't even showing up when they can appear, all the requirements are there, for dozens of turns.
Realistic Corporations is very random. I don't really like it myself.

Agreed. I'm still having the problem of guilds/corps expanding then exiting after 1 turn in town. The adjustment in the XML I've previously tried (see earlier posts in this thread) only increases or decreases the amount of corporate movement each turn; but the 1-turn phenomenon still occurs consistently.

It has become so annoying that I'm shutting this feature off in all new games I play.
 
On corporations or guilds, it must be the civics your running??

What civics are you running, and does it continue to happen even when you change them?

I play with realistic corporations, and don't have this problem.

though I've just had Bakers guild expand into one city, but I'm effectively isolated, as I just killed my only other companion on the mini continent/island, and I don't have contact with anyone else?? No caravels, so how do they reach my shore???
 
I got a crash type, happens often weird enough sometimes loading the save even a couple times and ending the turn it works fine and maybe at the 7th time it goes on then suddenly save crashes, causing a corrupt autosave.

PY:player 50 Civilization Barbarian State Unit Stallion was killed by Player 18
01:08:53 DEBUG: Timer - scores took 25 ms
PY:OnPreSave
01:08:58 DEBUG: BugData - root.EventSigns.Global not dirty
01:08:58 DEBUG: BugData - root.EventSigns not dirty

Maybe related to autosave? I can't find out what these root evens not dirty means.

update: It is related to autosaves, alright turning them of in the ini... resolves it.
 
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