AND2 and SVN Bug Reports - A New Dawn 2 ONLY

I've found the same problem. Some AI's will grow, some won't, some will shrink.

I've been running slavery, not a problem. I thought it might have been the volcano event, but its been 150 Years since the dust clouds cleared, about 75 turns.

The shrinking I put down to the Volcano event. But staying at size 1, and building nothing in capital city.

I'll have a check of the civics. Though some AI's are thriving, 12 cities.
 
First, hi to those who remember me from last year. Had to scratch that Civ itch again, and I obviously can't play without this mod...

So... I've got what looks to be a real simple one to fix:

ePcsmE1.jpg


I get this at the start of a new game. I'm guessing there is a conflict with Bug Main Interface.ini (and the .xml?) but I'm not sure how to fix it.

Relevant info:
Changed screen resolution size. (A hopefully temporary downgrade from 1080p to my old WXGA [1440x900].)
Recently upgraded the mod from 1066 to 1069.

Any assistance would be appreciated.
 
When I try to create a new game using 'Play Now!' I can't change the game speed to anything quicker than 'Epic', as the options sort of disappear behind the UI. I can just about click the speed below Epic, but can't access anything beyond that. Thoughts?

Also, while I'm here, I hear a lot of references to A New Dawn 2. I'm not sure that I'm on this version, and can't find any download links to AND2 specifically. I got AND with the launcher, and the launcher's updated me to Mod rev 1069. Is this AND2 or just AND?
 

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Also, while I'm here, I hear a lot of references to A New Dawn 2. I'm not sure that I'm on this version,
You are. The name is truly a bit confusing though.

When I try to create a new game using 'Play Now!' I can't change the game speed to anything quicker than 'Epic', as the options sort of disappear behind the UI. I can just about click the speed below Epic, but can't access anything beyond that. Thoughts?
The game was not designed for that. You can either try custom game or try using the arrow keys instead if clicking.
 
You are. The name is truly a bit confusing though.


The game was not designed for that. You can either try custom game or try using the arrow keys instead if clicking.

Thanks! I can see that the arrows do indeed let me select other options, though I'm kind of guessing what option I'm landing on. Maybe it's just me, but I'm a bit of a sucker for the Play Now! screen presentation, as it gives me descriptions of the map types etc. Still, I guess it's not a biggie.
 
When I try to create a new game using 'Play Now!' I can't change the game speed to anything quicker than 'Epic', as the options sort of disappear behind the UI. I can just about click the speed below Epic, but can't access anything beyond that. Thoughts?

If you start a custom game at any speed, the Play Now screen will retain that speed setting until you change it. You'll still have to use Custom Game to change the speed setting to anything quicker than Epic, but you can use this to play several games in a row on Normal speed.

Most of the various in-game screens are coded in Python and amenable to modding, but the Play Now screen set is not, or if it is, I can't find it. I do not know why this is.
 
Wow! How did you fix it? Just curious.

I searched the code base for all references to improvements and worker builds. I found two locations that perform a yes/no check on allowing a build, though I couldn't verify where they were invoked (maybe in the executable). Each one is a function that examines several conditions that might disallow a build. One of those checks was literally the bug conditions. I removed it.
 
If you start a custom game at any speed, the Play Now screen will retain that speed setting until you change it. You'll still have to use Custom Game to change the speed setting to anything quicker than Epic, but you can use this to play several games in a row on Normal speed.

Most of the various in-game screens are coded in Python and amenable to modding, but the Play Now screen set is not, or if it is, I can't find it. I do not know why this is.

Ah, that's probably the best solution then. Thanks!
 
I don't know what cause it, but the bug with 1 pop per city is still there. It happens as soon they pick Proleteriat. No overuse of slavery or drafting. of course it still there. I'm using rev1069. Nothing of the patch notes so far hinted at being fixed.

Maybe it's just an issue with my version and I need to reinstall. I'll try to recalculate the DLL and see what happen

capital of that one civ I had to contact to, started to grow again.
I started the game, recalculated everything and played until now (before I posted this). It means I need to recalculated everytime a civ choose this civic (wouldn't surprise me if this happens if they choose a another civic, which got recently changed). Surely this isn't so great. I guess I should reinstall completly.

No it did not really fix the issue. recent game doesn't have any patterns. If anything I would say the AI can't handle huge maps and get overwhelmed with unhappy citizens. That's why their cities shrink to 1 - I never had such isse this big with standard maps
 
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I wonder why Proletariat would have that effect. The only thing I added to Proletariat in the last change was the -25% unhappiness from population, which uses the <iPopulationAngerModifier> tag. The strange part is that this tag is never declared in the XML schema, but the tag still has its intended effect. Also, Despotism has been using this tag with increased unhappiness, and Monarchy was using the tag before that, and it didn't seem to cause any problems.

If anything, Proletariat should make cities grow faster, because its primary effect is equivalent to at least +1-2 happiness per city. Proletariat doesn't stop the player's city from growing, so it has to be something with the AI. I don't know how to debug that.
 
I loaded the save game I uploaded and eh switched to an AI civ
well. Didn't recalculate the game (because this would fix things :p) - and I thought I saved the last game ... I didn't - autosaves are already overriden

https://www.dropbox.com/s/6xaprv3zha1qdvt/Screenshot 2018-06-26 13.38.39.png?dl=0

yeah that seems about right.
7 Food and only -2 is there..

So I did a completly AI controlled round because to be sure it is something with the recent version and stuff. I did use 3.0.1 MCP, It shouldn't do anything to the AI... but then all patches for the last couple of month shouldn't do anything with the AI.
Anyways
500 rounds of autoplay - "my" civ suffers with the same issue

https://www.dropbox.com/s/32guyah9oe6ciw9/Screenshot 2018-06-26 15.02.49.png?dl=0

Civics are Republic, Senate, Proleteriat, Tribute, Pacifism, Divine Cult, Public Works, Appeasment.

I recalculated the DLL and everything is back to normal.

Since I don't know any of civ4s/AND programming(-structure) I can't look for myself. If I have to guess - I mean I have to - Something in the DLL is broken - why recalculate helps.

Something else came to my mind:
what if you have slave-specialsts and change civic, but the game doesn't give you back the food you should have - or something similiar with Caste .. I'll test it
- No, it wasn't an issue .. as player

The AI looks like they aren't capable to handle RoM anymore(?). They didn't even build a Village Center.. - well looks like. I didn't look deeper to it. Recent threads seems to suggest it though
 
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Not sure if this is a bug or there's an option im not seeing:

1) When capturing city, it says I get a tech from the defeated city, but I dont actually get the tech

2) Archer bombard doesn't seem to do any damage to units fortified in cities
 
1) Capturing a city, you get research points towards the tech, you actually have to research it for 1 turn to gain the technology. It's not like BTS, where you received it outright.
2) Archer bombardment, only has a set % of success. Later units have higher rates of success. Archers start at 25%, Longbows 50%. Siege weapons (catapults, trebuchets, bombards....etc) are much better and cause collateral damage (damage to many units at once.)

Units in a city, will heal faster then a few archers can damage them. You need numbers and luck.
 
And if I may add: Don't play with archer bombardment. If you get a stack of doom of grenadiers it's over for you. Killing a lot of units of you without risking loosing one of their own. There isn't much to counter it properly - it kills the balancing. - siege units can't kill via bombardment, units considered as range unit can. Not sure if it have gotten a rework over the years
 
When I update the game using the AND launcher (I understand from a previous post I wrote here that it does update even if it doesn't show the new rev number), it seems to jolt the Mega Civ Pack out of sync, which then shows some kind of XML error messages when it tries to load certain cavalry units at the start of the game.

Im now running the game with the MCP and on mod rev 1062 without problems. Am I doing the update/installing the MCP wrong somehow? Seeing as the MCP works fine when I don't update, it seems to be the update that's causing the issue.
 
On siege not being able to kill with bombardment, yes and no.
Yes, they can only do 80% damage on a outright attack, (click and move)
No, IF you have them on sentry (shift-l), DON'T range bombard with them, they will automatically gain range bombardment, and cause collateral damage, or 100% or kill units outright.

But to kill a large stack of units, you need a large stack of siege, and defensive units to protect them. Garrisoned in a city, with walls/culture, would be enough. The stack would be sufficiently weakened to allow its extermination.
 
hi .. just a quick observation ..
the UNITCLASS_007 definition in "CIV4UnitClassInfos.xml" specifies "<iMaxPlayerInstances>1</iMaxPlayerInstances>" however when i play there are 5 units available .. further checking revealed that all "National Units" actually have 4 units more in the game than are defined in the "CIV4UnitClassInfos.xml" file .. just wondering why this is .. of course it doesn't affect the gameplay for your superb mod i was just wondering if i was misunderstanding something ..
 
On siege not being able to kill with bombardment, yes and no.
Yes, they can only do 80% damage on a outright attack, (click and move)
No, IF you have them on sentry (shift-l), DON'T range bombard with them, they will automatically gain range bombardment, and cause collateral damage, or 100% or kill units outright.

But to kill a large stack of units, you need a large stack of siege, and defensive units to protect them. Garrisoned in a city, with walls/culture, would be enough. The stack would be sufficiently weakened to allow its extermination.

So to clarify I should also turn off siege unit bombardment? It came as default? Wont they take damage when attacking regularly?
 
There is only one 'super' spy, 007,produced by having Scotland yard wonder, built by a Great spy if I remember correctly. You can have up to the national limit, scaled to map size for special agents.

They are separate and distinct units, as is the Great spy.
 
There is only one 'super' spy, 007,produced by having Scotland yard wonder, built by a Great spy if I remember correctly. You can have up to the national limit, scaled to map size for special agents.

They are separate and distinct units, as is the Great spy.



Thanks IPEX for clarifying about the UNIT_007 (aka "Top Secret Agent") but i think what i was asking about is the principle that for any unit defined in UNITCLASS as "<iMaxPlayerInstances>1</iMaxPlayerInstances>" which i understand as meaning only ONE unit is allowed when i look that unit up in the CIVILOPEDIA it says "National Unit (5 Allowed)" .. another example is the UNIT_EXPERIMENTAL (aka Peace Maker Missile) .. forgive my pedestrianism about details but it comes from 20 years of machine language programing .. i know .. get a life :confused::crazyeye:
 
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