AND2 and SVN Bug Reports - A New Dawn 2 ONLY

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.
I've sent you a dm about my progress. I need credentials to commit to the repository.
 
Not really a big issue, but in modern era, if you have a Stealth Destroyer on the same tile of a Modern Workboat, if you get attacked by a Barbarian ship that can't actually see the destroyer first you got the Workboat killed, then your Destroyer defend against the attack
 
Not really a big issue, but in modern era, if you have a Stealth Destroyer on the same tile of a Modern Workboat, if you get attacked by a Barbarian ship that can't actually see the destroyer first you got the Workboat killed, then your Destroyer defend against the attack

You can't really use Stealth Destroyers as escort units. The Stealth mechanics don't work that way. Cruiser ships can do that.

I don't know if there is another good solution.
 
You can't really use Stealth Destroyers as escort units. The Stealth mechanics don't work that way. Cruiser ships can do that.

I don't know if there is another good solution.
Yeah, I found it out the hard way :) now I am using battleship. Sorry for coming up with something you were already aware of, thanks for your answer.
 
Hi all!
I don't know if it is a bug, but why can't i see the harbor if i build it in my coastal cities?
 
I found a bug in my quests:

"Build 15 galleys until renaissance" (german: Triere)
I did, but it didnt worked. Maybe it should be not renaissance, but middle ages?

"Build 15 war wagons until classic era" (german: Streitwagen)
As I got the quest, I was already in classic era...

______________

Suggestion:
Build a counter in the quest menu, so we can check the progress directly.
 
Hi all!
I don't know if it is a bug, but why can't i see the harbor if i build it in my coastal cities?

Non-defensive, non-wonder buildings are hidden to save effort on the graphics engine.

If you must display all buildings, open A_New_Dawn_GlobalDefines.xml. Under SHOW_BUILDINGS_LEVEL, change the 3 to 131. This will show all buildings.

I think it would be a good option to define a separate level to be able to show coastal buildings. Right now, how it works is that the decimal number is converted to a binary number. If the 1's place is 1, then national and world wonders are shown. If the 2's place is 1, then defensive buildings are shown. If the 128's place is 1, then all other buildings are shown. The places in-between are undefined. I think 4 would be good for coastal buildings.
 
the game crashes every time i move my (eastern) scout to the south to uncover the city.
 

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You can't really use Stealth Destroyers as escort units. The Stealth mechanics don't work that way. Cruiser ships can do that.

I don't know if there is another good solution.

Hmm, to see if I have this right, the "bug" is that the destroyer doesn't mobilize to defend, but -does- nonetheless mobilize, de-stealth, and give up its position. So a better behaviour would be reordering those events. An ideal behaviour might be the ability to give disposition orders to stealths on whether to engage or stay frosty.

Shall we move this discussion to a specialized location? For... brainstorming redesigns that address bugs?
 
I've moved the scout, I don't have the Civ Mega pack installed?? so maybe that made a difference?? I moved it 1 SW

I think having the MegaPack installed does make a difference. Pol Pot is the leader that is met when the Scout moves southwest. But I didn't have problems. If you don't have the MegaPack installed, it swaps in Jayavarman VII as another Khmer leader.

If you start a game with a module installed, and then run the game on another version without the module, then you can't go back to the module-installed version; the game swaps out everything that isn't present in favor of the same type of thing (civ, leader, unit, building) that is.

Here is my save after moving the east scout but before moving the west scout. If you can, try initiating diplomacy with Pol Pot and see if the game still crashes.
 

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and2_checker.exe runs ???
apparently no connect, no shows latest changes
The checker didn't update the game for me either but the offlinepattcher worked.
 
Since it seems it isn't an MCP issue I want to brought this issue to attention. 655 turns (marathon) in and their cities rather shrunk then grow. The mighty inca once had 7 pop early on and now has .. 3.. where some of the civs had only 1 pop cities (all of them) now more civs have those - either I didn't notice it before rev1069 or this issue is since then .. or by installing the MCP but don't activated it.

https://forums.civfanatics.com/threads/and-mega-pack.618417/page-4#post-15154605
 
Since it seems it isn't an MCP issue I want to brought this issue to attention. 655 turns (marathon) in and their cities rather shrunk then grow. The mighty inca once had 7 pop early on and now has .. 3.. where some of the civs had only 1 pop cities (all of them) now more civs have those - either I didn't notice it before rev1069 or this issue is since then .. or by installing the MCP but don't activated it.

https://forums.civfanatics.com/threads/and-mega-pack.618417/page-4#post-15154605

Can you tell what civics are being run? The only changes I made in rev1069 were to civics, and the only growth-related changes were to give Caste a food bonus from specialists, which should make cities grow faster, and remove health from Proletariat and unhealth from Bourgeois.
 
yeah, that's why I'm so very confused about. I'm wondering if I noticed it just now or if MCP(even when deactivitad) or newest Rev did something... with civic changes that shouldn't do any harm..
no real pattern here: nearly all known civs have: Republic or Monarchy, Bureaucracy or Senate, guilds, Fealty, divine cult, public works, appeasment.
Since I used the changed civics at some point, they work as intended..


Here's the savefile:
https://www.dropbox.com/s/2ny389atrx4zb2x/AutoSave_AD-0317.CivBeyondSwordSave?dl=0
 
yeah, that's why I'm so very confused about. I'm wondering if I noticed it just now or if MCP(even when deactivitad) or newest Rev did something... with civic changes that shouldn't do any harm..
no real pattern here: nearly all known civs have: Republic or Monarchy, Bureaucracy or Senate, guilds, Fealty, divine cult, public works, appeasment.
Since I used the changed civics at some point, they work as intended..


Here's the savefile:
https://www.dropbox.com/s/2ny389atrx4zb2x/AutoSave_AD-0317.CivBeyondSwordSave?dl=0

I'm not sure either. I loaded your save, recalculated, ran 25 turns of AI autoplay, and all the AI cities started growing. Some things I think could be happening are misusing Conscription (early draft) or Raiders (military units produced with Food), or running too much Slavery (-1 food from Slave specialists).
 
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