AND2 and SVN Bug Reports - A New Dawn 2 ONLY

I have played a couple of games with revision 645; I have gone thru the bug fixes list of 648 and did not see any mention of the issues I am about to highlight that have surfaced as of 645:

1) As long as a unit is highlighted, its impossible to go into the city screen build options via the "all cities" interface (F1). Hitting F1 and choosing to alter the building instructions of a city is nigh impossible unless all your units have moved.

2) I was able to bulb education with a great prophet in the ancient era. After I had entered the modern era, sometimes the only tech that was bulbable was still education.

3) Unfortunately the AI route bug has crept itself into the game again. I have had this happen to me twice. If need be I will stay on the lookout for any re-occurance and upload a save should this not have happened to anyone else.

4) The AI's evaluation for trading tech's is seriously flawed as of this version. There are times where I have been on friendly terms with a civ, the only tech it had that I did not have was white (ie AI is willing to trade it), and I had about 10 techs most of which easily outcosted the value of the AI's one and only tech that I didn't have. Despite this the AI would refuse to trade that tech or would otherwise ask for ALL techs (effectively asking for 10 times the amount of techs for that one and only tech). This appears to be a bug, because I have noticed that when you click the "what do you want for this" option, there is a pause for a few seconds (like the code is looping) then the AI will usually respond that its unwilling to trade the tech.

Have other people faced these issues? If not I will upload some saves though items 1,2 and 4 happen 100% of the time.
 
Nuclear weapons are no longer available after loading saves again and again. And it seems that the AI ​​players are not going to build their projects Manhattan. It makes me sad :(
Does anyone even has the same problem that I have? What to do? Using Ctrl+Shift+T not enough.
 
Nuclear weapons are no longer available after loading saves again and again. And it seems that the AI ​​players are not going to build their projects Manhattan. It makes me sad :(
Does anyone even has the same problem that I have? What to do? Using Ctrl+Shift+T not enough.


That was brought up quite a while ago, and I think a few pages back even.

I dunno what revision started it though - haven't been paying attention since all of my games end before the Manhattan Project comes into play ^^

I built it once and only once, in a useless Tundra city, but I never finished it. Game ended :)

As for what to do... Just wait. It's not something you can fix yourself. In a later revision update it might be fixed.
 
Is it just me or does AND function differently with viewports enabled, specifically for me anyways, not seeing city build site recommendations or is this as intended...
 
Is it just me or does AND function differently with viewports enabled, specifically for me anyways, not seeing city build site recommendations or is this as intended...

AFAIK the viewports are experimental in the current revision and not meant for regular use, but someone else will probably correct me on that later ;)
 
Is it just me or does AND function differently with viewports enabled, specifically for me anyways, not seeing city build site recommendations or is this as intended...

Not deemed necessary at this point. But if you post in the C2C forum in the Bug Thread you might get a response from Koshling the author and guru of viewports.

@resca,
Viewports are for use for low end computer users who have trouble playing with large maps and many AI. So if you've been having trouble with graphics and MAFs by late Med Era viewports reduce the Ram usage foot print and allows you to continue playing. The "viewport" size is adjustable in the BUG Options screen. Recommended size is 60 x 40, iirc, and no bigger than 80 x 80.

JosEPh :)
 
Viewports are for use for low end computer users who have trouble playing with large maps and many AI. So if you've been having trouble with graphics and MAFs by late Med Era viewports reduce the Ram usage foot print and allows you to continue playing. The "viewport" size is adjustable in the BUG Options screen. Recommended size is 60 x 40, iirc, and no bigger than 80 x 80.

JosEPh :)

Ahh interesting. I've got a pretty decent laptop myself so that's not a problem for me, but I might just try it the next time Indigo's running away with 90% of my system's resources ^^ Civ is playable while it's running yeah, but not by much!


>_>
(And no, not Indigo the color: http://www.indigorenderer.com/ )
 
As you might be aware, the game auto-razes cities at 1 pop/0 culture. Unfortunately, this broke the game for me at Modern Era, running rev648, because it freeze and the sound sounded distorted.

Is this from the mod or it's my computer's fault, because it's not really new...

This should have been fixed importing the code from C2C some months ago, it shouldn't happen in rev648. I'll have a look, thank you.
 
Paradise Garden doesn't interact with Eden Project at all (although by the names, it probably should, but you can't put a building prerequisite on a Project). Paradise Garden is the prerequisite for the Ascension Gate Wonder. However, there is a problem with the iBuildingClassPrereqModifiers tag for Giant and Gigantic maps. This tag covers the change in the # of buildings required when a prerequisite building is specified. It's 0 for Duel and Tiny maps, 25 for Small, 50 for Standard, 75 for Large, and 100 for Huge; AND has 75 for Giant and Gigantic, which is almost certainly wrong. C2C has 120 for Giant and 140 for Gigantic. That's probably better; I think either 120/140 or 125/150 for Giant/Gigantic would work.
.

I've changed the relevant values in worldinfo.xml, will be updated in next revision. :)
 
That being said, difficulty or not I'm still a bit concerned about the high-tech stuff being researched so fast. Are they really supposed to blow through the Transhuman era in only two dozen turns (On epic)? :confused:
...Or is that what the Eternity game speed is for? ;P

I'm currently working on this. But the problem is that there are

35 techs in Ancient Era
32 techs in Classical Era
27 techs in Medieval Era
38 techs in Renaissance Era
49 techs in Industrial Era
50 techs in Modern Era
65 techs in Transhuman Era

My idea is that every era should have roughly the same number of turns, so that people starting from ANY era can play for the same amount of turns. Of course this means that Transhuman techs will need about half the time Medieval techs need to be researched. I'm giving a little more turns to Industrial / Modern / Transhuman era because it's usually more fun once you reach those eras. The rest is just a balancing matter, which I plan to solve once I'm done with the merging process.
 
For anyone who had problems with it: nukes should have been fixed in the next revision I'll release in the next days. A part of the code was missing, sorry, my fault. And now AI should be able to build many more nukes. I've had some test games, it usually goes like this: either anyone pass the "No nuke" resolution before anyone build nukes or the situation might get very dangerous. I had a game when the world became a totally nuked wasteland because of 2 AIs exchanging nukes; and I really mean that most of the world was covered with fallout.
 
45°38'N-13°47'E;12545400 said:
I'm currently working on this. But the problem is that there are

35 techs in Ancient Era
32 techs in Classical Era
27 techs in Medieval Era
38 techs in Renaissance Era
49 techs in Industrial Era
50 techs in Modern Era
65 techs in Transhuman Era

My idea is that every era should have roughly the same number of turns, so that people starting from ANY era can play for the same amount of turns. Of course this means that Transhuman techs will need about half the time Medieval techs need to be researched. I'm giving a little more turns to Industrial / Modern / Transhuman era because it's usually more fun once you reach those eras. The rest is just a balancing matter, which I plan to solve once I'm done with the merging process.

Classic Era has always been my favorite, mostly because of the music ^^ Always sad to see my empire advance into the Medieval and beyond ;P


I don't often get the chance to use certain modern units because of the fast tech pace in those eras. I think I maybe trained a total of seven Early Tanks in all of my games combined, because by the time I got them trained and started moving them out, it was time to upgrade to Tanks and heavy tanks. Once they left my continent and moved to the frontline, Modern Armor techs were researched XD

Marines I skipped entirely for a similar reason - there wasn't any point in training them since they'd be obsolete in a few turns.


I don't know anything about Civ IV modding, so I'll just ask: Is it something that can be a User Setting that can be switched on or off (EIther before the game, or during game via the AND Bug options)? That slows the later techs down.
 
45°38'N-13°47'E;12545417 said:
For anyone who had problems with it: nukes should have been fixed in the next revision I'll release in the next days. A part of the code was missing, sorry, my fault. And now AI should be able to build many more nukes. I've had some test games, it usually goes like this: either anyone pass the "No nuke" resolution before anyone build nukes or the situation might get very dangerous. I had a game when the world became a totally nuked wasteland because of 2 AIs exchanging nukes; and I really mean that most of the world was covered with fallout.


Were they using that "Peace Maker" super-nuke or regular ICBMs and Tactical ICBMs?
 
Classic Era has always been my favorite, mostly because of the music ^^ Always sad to see my empire advance into the Medieval and beyond ;P


I don't often get the chance to use certain modern units because of the fast tech pace in those eras. I think I maybe trained a total of seven Early Tanks in all of my games combined, because by the time I got them trained and started moving them out, it was time to upgrade to Tanks and heavy tanks. Once they left my continent and moved to the frontline, Modern Armor techs were researched XD

Marines I skipped entirely for a similar reason - there wasn't any point in training them since they'd be obsolete in a few turns.


I don't know anything about Civ IV modding, so I'll just ask: Is it something that can be a User Setting that can be switched on or off (EIther before the game, or during game via the AND Bug options)? That slows the later techs down.

Civ4 is highly moddable, in theory everything can be done. What you ask can be done via iResearchPercent and iAIResearchPercent tags; you should look at Civ4EraInfos.xml file. The problem is that if you alter this file too much, your civ might be able to discover ever tech while AI might not, hence making the game too easy. It's a matter of balancing and it's very hard to achieve. I'm constantly working on it but it will take some time. :)
 
SVN 649 Won't load a saved game, it keep crashing on the map loading, either at Rom_custom_Continents (Twice), or Rom_Donut (1 Tries)

Just to make you day ;)

Upload your save please, so that I can check. Thank you. :)
 
So, I've started a new custom game on Noble difficulty, Marathon speed and Standard size map, and noticed right away that units are produced way too fast. Warrior and Scout cost 4 hammers. Was this intended or? Also, cities grow way too fast, as well. It took me ~15 turns to get my capital to size 5 with only Rice and Plains near river. Was this intended or? (rev 649)

P.S. Cache cleared before starting the game
 
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