AND2 and SVN Bug Reports - A New Dawn 2 ONLY

SVN 1066 - Parade grounds.

Parade Grounds don't provide 'free' experience to mounted units, even though it says it provides it to ALL new units.

I assume it won't apply to Naval or Air units either, but only land, and non mounted at that.

As a civic specific building, Standing army, it won't upgrade, but you should note its for non mounted land units only.

Can you post a screenshot of the city screen showing the XP breakdown for a new mounted unit? I just tested and I got 1 XP from Parade Grounds for a mounted unit in a city with no other XP sources. It does say "1 XP from City", but that's what the text is for general XP without any other limitations.
 
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*DOH!!!! * I'm miss reading it, it says "2 from city", I took that to mean from civics or Garrison.

What that is, is the 2 from the Parade grounds.

I know change my :gripe: to "Extra experience should say from whence its coming, ie the parade grounds, and not the city.

Sorry....
 
*DOH!!!! * I'm miss reading it, it says "2 from city", I took that to mean from civics or Garrison.

What that is, is the 2 from the Parade grounds.

I know change my :gripe: to "Extra experience should say from whence its coming, ie the parade grounds, and not the city.

Sorry....

The text is not the clearest. I have been idly thinking of trying to understand DLL modding in order to fix some of the problems with game text as displayed.

What happens here is: to display the starting XP breakdown, the code checks for general free experience first, which covers buildings with flat +experience to all units built in that city, including not only Parade Grounds but also West Point and any other building with a non-zero <iExperience> value; then player free experience, including from wonders with <iGlobalExperience> and civics; then specialist free experience from Great Military Instructors; then experience from buildings that boost either a domain (Land, Sea, Air) or a unit class (Mounted, Melee, etc.); and then state religion XP at the end.

I think what needs to happen is that general free experience from buildings needs to be part of the loop that runs through the buildings to check for experience rather than at the beginning.
 
Another :gripe: small really, but every time you take a city, it says the name of your NEXT city in the build queue.

i.e. I've just taken the Holy Roman city of Sigtuna, but it gave the blurb as "the Borders of Warwick have expanded", not Sigtuna. :mad:

Petty I know, but that's who I am.

*Edit 1* Partisans event - This event is not triggering every time. It will give the blurb "Citizens from the city you have just raised, are forming Partisan groups".

I've received this message 3 times, and only once has it triggered. It didn't once for the Sumerian Empire, and once it didn't for the Holy Roman empire.
 
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Another :gripe: small really, but every time you take a city, it says the name of your NEXT city in the build queue.

i.e. I've just taken the Holy Roman city of Sigtuna, but it gave the blurb as "the Borders of Warwick have expanded", not Sigtuna. :mad:

Petty I know, but that's who I am.

Are you sure it's not one of your other cities expanding on the same turn? The message displays sometimes get messed up. The messages for "ranged attack hit" and "ranged attack miss" have different priorities and so show up differently.

*Edit 1* Partisans event - This event is not triggering every time. It will give the blurb "Citizens from the city you have just raised, are forming Partisan groups".

I've received this message 3 times, and only once has it triggered. It didn't once for the Sumerian Empire, and once it didn't for the Holy Roman empire.

There are two choices with the Partisans event; spawn in the field around the city OR spawn at the capital. The AI might be taking option 2.
 
I didn't have a city of Warwick, it was the next name on my build list, and I did settle it later on.

The Partisans has a choice does it..Oh!! I didn't realize.

That naming event, might be because the English (Victoria) start with Level 2 culture in their cities, due to being expansive I think??. So you take a city, its still in revolt, but you get the message, "(your next city build name) borders have expanded."

It didn't happen with India and Babylon now I think of it, playing a high to low. Its the Traits of my leader, causing it.
 
I didn't have a city of Warwick, it was the next name on my build list, and I did settle it later on.

The Partisans has a choice does it..Oh!! I didn't realize.

That naming event, might be because the English (Victoria) start with Level 2 culture in their cities, due to being expansive I think??. So you take a city, its still in revolt, but you get the message, "(your next city build name) borders have expanded."

It didn't happen with India and Babylon now I think of it, playing a high to low. Its the Traits of my leader, causing it.

That is true. The Imperialistic trait has the start at culture-radius-2 ability, not Expansive. But it shouldn't be misnaming like that.
 
SVN 1066 Upgrade cost for Cannons -> Artillery

These are only set at 20 :gold: each for a game on Eternity speed.

Conversely, a Musket to rifle cost over 350:gold:

Please to adjust to correct amount.

Another problem along the siege line is the AI buying captured Barbarian Ballista's from me for 1200+ :gold: at a time. Sure some won't offer that, but check enough and you'll find a buyer.

It would then cost a similar amount to upgrade it to a Canon/Artillery piece

Solution to this is to code in obsolescence for older units in value of trade.

Bit of a cheat, capture a Barbarian Ballista, send to city, and immediately trade it to another civ for 1200+:gold:

At least they aren't throwing cannons/Artillery at me for the units anymore, but for Trebuchets they are.
 
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I'm playing a game where for some new reason all civic revolutions are 0-1 turns?
The difference between Weaver & Taylor is Hemp, you lose Hemp as a resource on the "upgrade", but you can for some reason just build Weaver again... ?
Also, another maceman showing swordman graphics:
Capture.PNG
 
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The difference between Weaver & Taylor is Hemp, you lose Hemp resources on the "upgrade", but you can for some reason just build Weaver again... ?

You shouldn't be losing resources. Do you have a screenshot that illustrates this? You also can't lose commerce. As long as you have at least one of the resources required to build Tailor, you should at least break even.

Also, another maceman showing swordman graphics:View attachment 476793

This should go in the Megapack thread. Israel is not a core AND civilization.
 
Here's something I came across. I tried starting a custom game in the Future Era on a Duel map, and got caught in an endless loop of Python exceptions during the "Dawn of Man" screen.
  • AttributeError: 'NoneType' object has no attribute 'getDescription'
  • File "autologEventManager", line 466, in onFirstContact
  • File "BugEventManager", line 363, in _handleDefaultEvent
  • Traceback (most recent call last):
and then back to the AttributeError. The line being pointed to is:

Code:
sLeader = gc.getLeaderHeadInfo(gc.getPlayer(iPlayer).getLeaderType()).getDescription()

I don't know exactly what conditions triggered this.
 
SVN 1066 Bunker - Damage from bombardment.

The mouse over blurb says "+50% damage to defenses from bombardment, except units with high explosives", it should read "-50% damage from bombardment to defenses, except units with high explosives"

Now whether it actually works as such?? I don't know
 
SVN 1066 Bunker - Damage from bombardment.

The mouse over blurb says "+50% damage to defenses from bombardment, except units with high explosives", it should read "-50% damage from bombardment to defenses, except units with high explosives"

Now whether it actually works as such?? I don't know

It's an inverted sign in the XML. It will be fixed whenever I get around to compiling a new build.
 
Rev 1066
Just remembered about this:
The icon for the Security 1 promotion is actually using the icon for the Security 3 promotion, probably just a typo in the reference.
 
In my current test game, I am facing a peculiar problem. In the cotton tile just east of Bombay, I want to build a plantation, but the option does not exist (no icon to click, shift-P does nothing). I built a farm there in the ancient era, is that what's stopping me from building a plantation?


Edit: After using archer to pillage farm, workers can now build plantation.
 

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In my current test game, I am facing a peculiar problem. In the cotton tile just east of Bombay, I want to build a plantation, but the option does not exist (no icon to click, shift-P does nothing). I built a farm there in the ancient era, is that what's stopping me from building a plantation?


Edit: After using archer to pillage farm, workers can now build plantation.

That's a known bug. It has to do with both Farm and Plantation both upgrading to Dome Farm. I can't do anything to fix it; it needs DLL-level work.
 
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