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AND2 and SVN Bug Reports - A New Dawn 2 ONLY

It's not caused by any of that. The game acts as if Movement Limits wasn't even selected. Terrain damage still applies (desert, ice, etc.) if enabled, but with no regard to Movement Limits.

Edit: I can send a file, if you'd like.
 
Yes im sure its not caused any of those.. I remember reports for that bug and I also experienced it my self few times.
Its just not working when this occurs, meaning that there is no movement limits. Terrain damage works always.

For me solution was emptying game options line
; Game Options
GameOptions =
, but i remember someone told that also switching movement limits on/off helped.

That bug is not really a bug, option works fine but for some reason game sometimes can start as if option is off even when its on.
 
Hasn't anyone noticed that you can build orchards where there are no resources? @Vokarya Is this something intentional that I missed, or is it a consequence of @HorseshoeHermit 's changes to improvements? It's not a big issue to me, but if it's not intentional, maybe I can find another solution.
 
Yes im sure its not caused any of those.. I remember reports for that bug and I also experienced it my self few times.
Its just not working when this occurs, meaning that there is no movement limits. Terrain damage works always.

For me solution was emptying game options line
; Game Options
GameOptions =
, but i remember someone told that also switching movement limits on/off helped.

That bug is not really a bug, option works fine but for some reason game sometimes can start as if option is off even when its on.

This is something that happens sometimes during an update, especially when new gameoptions are added or removed. "GameOptions =" is just a string of 1 and 0 telling the mod which options are active. Sometimes when a new options is added or one is removed, this string gets duplicated or it doesn't have the correct lenght, hence causing some options not to work. It's not a problem of Movement Limits, it happens with every option, depending on where on the list the option is being added/removed. Could it be this?
 
It's not caused by any of that. The game acts as if Movement Limits wasn't even selected. Terrain damage still applies (desert, ice, etc.) if enabled, but with no regard to Movement Limits.

Edit: I can send a file, if you'd like.

Yes, please, upload a file. Thanks.
 
Hasn't anyone noticed that you can build orchards where there are no resources? @Vokarya Is this something intentional that I missed, or is it a consequence of @HorseshoeHermit 's changes to improvements? It's not a big issue to me, but if it's not intentional, maybe I can find another solution.

It's a deliberate change. I made Orchards into a more generic improvement that you can build to get food from Forest tiles without having to chop the forests, but so that Orchards aren't too good, you take a -1 hammer penalty on that tile. Resources give a hammer bonus to cancel out said hammer penalty. It looks a little weird but it does what I want it to do.
 
It's a deliberate change. I made Orchards into a more generic improvement that you can build to get food from Forest tiles without having to chop the forests, but so that Orchards aren't too good, you take a -1 hammer penalty on that tile. Resources give a hammer bonus to cancel out said hammer penalty. It looks a little weird but it does what I want it to do.

Then it's ok with me too. I'm not sure why but I had a feeling that @HorseshoeHermit change might break something else, but I'm probably wrong. No offence, @HorseshoeHermit , I'm just usually very cautions about changes. :)
 
This is something that happens sometimes during an update, especially when new gameoptions are added or removed. "GameOptions =" is just a string of 1 and 0 telling the mod which options are active. Sometimes when a new options is added or one is removed, this string gets duplicated or it doesn't have the correct lenght, hence causing some options not to work. It's not a problem of Movement Limits, it happens with every option, depending on where on the list the option is being added/removed. Could it be this?

No, its not that either. I have seen it working and not working with exact same version and same everything.. 2 started games can end up working or not working movement limits.

Sometimes it can be fixed just restarting civ4. It wont change after civ4 is opened, meaning that it works or not with all started games. Only closing and restarting civ4 can change it.

And most weird is that emptying options line is not 100% solution, it helps in most times but not always.
 
I'm not sure actually. There are loops over ALL civs in the dll (not just the alive ones), which means the game will be slowed down a bit in later turns. But I might consider providing 2 different dll with different maximum number of civs. Each player can decide to use one or the other by just swapping between them manually.
But I guess a dead civ still doesn't "think" as much as one alive with just a few cities and some troops.
 
Just to report: I had the diplomacy screen snap closed twice on me before I could agree to an AI proposal. (I think this has been reported before.) Fortunately it doesn't count as an accepted proposal. I don't know how to go about fixing it.

I don't have a save for it at the moment.
 
Just to report: I had the diplomacy screen snap closed twice on me before I could agree to an AI proposal. (I think this has been reported before.) Fortunately it doesn't count as an accepted proposal. I don't know how to go about fixing it.

I don't have a save for it at the moment.

Did it happen twice in a row in the same turn? Did you have other trade proposals in the same turn that you were able to either accept or refuse?
 
Also, there's another bug that keeps popping up Python exceptions. It's your Python code in the Revolution.py file that when checking for rebel reinforcements, scales them for the human offset (line 837). You call for pPlayer but that was never defined. I think you want owner instead, because that is already defined as gc.getPlayer(ownerID).
 
Also, there's another bug that keeps popping up Python exceptions. It's your Python code in the Revolution.py file that when checking for rebel reinforcements, scales them for the human offset (line 837). You call for pPlayer but that was never defined. I think you want owner instead, because that is already defined as gc.getPlayer(ownerID).

I will check that, thanks. I'm also having a look at your request for resources and omnifactory if HH hasn't done it yet.
 
Oh I can't make heads or tails of too much of the codebase yet. Maybe it would be best if I -just- focused on bugs for now
 
Oh I can't make heads or tails of too much of the codebase yet. Maybe it would be best if I -just- focused on bugs for now

OK, I see what I can do with Vokarya's request. When I upload the changes, I suggest you have a look at the parts of the code I change. Adding an xml tag as Vokarya requested is usually a straightforward process, basically it's always the same for this kind of changes.
 
цеа5346.PNG

and 3 more times ..
bug? A feature?
 
SVN 1076 - Laboratory.

This building is currently incorrectly enabled at Scientific method, but the Civopedia say's its available only at Organic chemistry. They both actually enable the building.

Further its speed up by 50% by having chemical, which are only available at Organic Chemistry, but you need Plastics to build the chemical factory. This is one thing I've alway's found frustrating, you can't speed it up, without a tech deep into the tech tree.

Please to amend this, or replace the Organic chemistry building, with the proper building meant to be there, and delete the chemicals speeding up the Laboratory, and allow the proper replacement building at Organic chemistry.
 
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