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AND2 and SVN Bug Reports - A New Dawn 2 ONLY

My revolutions is set at 5, I think?? have to confirm.

And yes, its is Alt-D, to change civ description for self, other civs I guess are in XML code.

Actually its set to 2.5, I've just now upped it to 5, will take effect on next reload.

I'm only 16 Turns from winning a space race, no one else is even close to launching. I would have won a Mastery victory, by 1 point only, after building the ascension gate.
 
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You cant change your details for your CIV...it comes back to default the next turn..but i did change in XML..so now its working..
 
Hello! Long-time player of this mod. I have recently switched to Linux, Ubuntu 16.04 LTS, to be exact. I have been having a certain issue with the mod. While BTS is completely operable, RAND2 hits a snag after I update it from the normal rev1062 that comes from the main download link. Both Play Now! and Custom Game are greyed out.
 
Long time lurker, first time poster.

I'm having an issue where I'm not getting the prompt to raze cities. It's playing as if the option to disable razing is on, but I double checked that it is off.

https://nofile.io/f/mwcDqV7qT3t/noRazeSave.CivBeyondSwordSave

Razing in AND is done differently than in BTS. You can't raze a city just on conquering. If a city is in revolt, you can pillage the city. This gives it -1 population and has a chance to extend the revolt timer. If you pillage a size-1 city, then the city is truly razed. We chose this to prevent one unit from razing a huge city. If you want to level an enemy city, you have to work at it.
 
Razing in AND is done differently than in BTS. You can't raze a city just on conquering. If a city is in revolt, you can pillage the city. This gives it -1 population and has a chance to extend the revolt timer. If you pillage a size-1 city, then the city is truly razed. We chose this to prevent one unit from razing a huge city. If you want to level an enemy city, you have to work at it.

That's pretty metal. Thanks for the reply.
 
I can't directly change a tile's improvement from lumber mill to forest preserve. I can do when I change the improvement to a fort first and then build the preserve, so I suspect this isn't intended.
 
your correct, its a bug in the improvement upgrades path.

You have to pillage the original improvement, or build another as you have, them build what you want.

OR Just work the tile till it has the required turns to automatically upgrade.
 
I can't directly change a tile's improvement from lumber mill to forest preserve. I can do when I change the improvement to a fort first and then build the preserve, so I suspect this isn't intended.

It's not intended, but I'm not a DLL programmer, so I can't do anything about it.
 
And is this a bug or a feature: on several occassions I've notice the game automatically giving weights to espionage missions. There seems to be some logic behind how much weight it gives to each civ, but it happens infrequently, I don't know what triggers it and I can't find a way to switch it off. Some of these weights have a value in the dozens and it's pretty annoying to have to click dozens of times to bring it down again.
 
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It's not intended, but I'm not a DLL programmer, so I can't do anything about it.
I've found what is probably the function causing this behaviour.

I'll say again that I've found the code that results in the disallowed improvement-that-upgrades-from-another-improvement bug. It's so blatant that the tough part is figuring out what invokes it. There is an entire function whose only purpose is to cause that bug. Replacing the boolean-valued function with just "true" would eliminate that check as a limitation in... whatever it's limiting.

What would help me is a game save that has the bug so I can just do a test. Setting it up through play is... ^_^;

As I said, a save file would be a grand thing. The issue is that I'm not used to compiling C modules. The plan was for me to work under 45 Degrees for a bit, but that has been delayed.
 
This should work for testing. I set up a Worker on a Cow tile that can't be Pastured because it has a Farm, and another on a Forest that can't get an Orchard because it has a Woodcutter.
 

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I have a repeatable crash to desktop on pressing enter for next turn. I think I am on the latest version. This link is good for 30 days: https://ufile.io/nq2my
 
I have a repeatable crash to desktop on pressing enter for next turn. I think I am on the latest version. This link is good for 30 days: https://ufile.io/nq2my

Did not crash for me. I pressed Enter and was able to continue to the next turn. Hippocratic Oath finished. No diplomacy requests. I wasn't asked to recalc, so you do have the latest version.

The attached save is the beginning of the next turn after the Hippocratic Oath movie plays.
 

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I don't know if it's a bug or not, or just due to the fact I've got a gigantic empire and running Revolutions at the same time, but my game will routinely freeze up during the middle of my turn while I'm giving my units orders. Eventually after about an hour or so it will start running again. It's a hard freeze, it doesn't respond to tabbing out, or even control-alt-delete until whatever it's processing gets done. Is there a way to fix that in my options? I'd hate to think I've wasted weeks on a game I can't finish.

Thank you for your assistance and the wonderful mod.
 

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and2_checker.exe
Yes, and2_checker.exe, mistake of drweb?
On newly installed windows im found only one instance of trojan, in installer.
Before reinstall of windows, same trojan was have the many of copies...
Maybe it's a coincidence ... I still recommend that you double-check ...
Im use drweb cureit utility,
 
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