AND2 and SVN Bug Reports - A New Dawn 2 ONLY

"Movement limits not working"- bug hits me again, now only way i can get option work is deleting game options and victory conditions lines in config file. Funny thing is that in result of that there appears two lines, but deleting other leads not working movement limits..
This is what config looks like for me when option is working:

; Game Options
GameOptions = 0000000000010000000000000000000111010010000100111100111111110001
; Victory Conditions
VictoryConditions = 1111111111
; Game Options
GameOptions = 0000000000010000000000000000000111010010000100111100111111110001
; Victory Conditions
VictoryConditions = 1111111111

Edit: and its works only one time, meaning that have to do it every time I restart AND.
 
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Hi, this is a list of things I noticed in my last game (probably all already reported, some by myself :)):
  1. AI still doesn't know how to use Great Generals (at least it should employ them as Great Military Instructors).
  2. (Feature?) Conquering barbarian cities sometimes trigger a "Liberate" option in favor of the nearest civilization even if the city was never possessed by any civilization (and even if no culture ever reached them).
  3. To show the "Build a tunnel" action for the Modern Workboat you need to disable the "Hide Obsolete Worker Actions" option.
  4. (Cosmetic) The worker actions are sometimes inconsistent: i.e. it proposes as available actions the "Build a Mine" or "Build Shaft Mine" when you already have a Modern Mine on the tile.
  5. Way too many "One of your airliners has crashed..." events (I get one every ten/twenty turns)
  6. Impossible to load Helicopters on Carriers
  7. (Feature?) Cannot pillage roads inside your territory
  8. Cannot airbomb or bombard roads in neutral and enemy territory
  9. Cannot airbomb or bombard enemy units inside third party territory, even if they are at war with them too (for example barbarians)
  10. (Proposal) There should be a small diplomatic bonus for destruction of enemy units inside third party territory (for example barbarians)
  11. The diplomatic bonuses and penalties should be forgotten much faster, at least after one (two?) full era passed. It's crazy to be accused of an ancient era snub in modern times!
  12. (Proposal) There should be a way to connect resource on one-tile islands without building a city on them.
  13. Event bonuses should scale with eras (ten food in modern era for "people thriving in peace time"?)
  14. (Feature?) No ones wants to permanently ally with me because I've "grown too powerful" for them, even if I'm a mere 10% more powerful. Maybe this apply because I'm the most powerful? Anyway it doen't make much sense.
  15. (Cosmetic) For England the Spitfire mk1 is labelled as plain Fighter in the City screen
  16. Roads inside cities stop improving at Highway. Even if you force an upgrade by building with a worker an electric railroad on a city tile it will revert to highway at next reload.
 
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(Proposal) There should be a way to connect resource on one-tile islands without building a city on them.
Can you not just build a fort on it?
Event bonuses should scale with eras (ten food in modern era for "people thriving in peace time"?)
I agree with this, but what gets me more is that the city limits for quests do not scale. With revolutions on it seems to me requiring 15 cities for a quest that must be completed early in the game appears impossible to me, making these quests pointless.
 
Can you not just build a fort on it?
I need to do further testing, but I built a fort on a two tiles island, with the other tile having a winery and it didn't connect it (road on both tiles).

Others:
17. Tactical Nukes can be built without Warhead Factory
18. I cannot load missiles unit on Missile Destroyers (I tried with Tactical Nukes and Nuclear Missiles, both labelled as Missile units)
19. I built the United Nations and was elected leader. At the second election I was not a candidate even if I should be granted automatic eligibility (maybe because I also built a UN Mission?)
 
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I need to do further testing, but I built a fort on a two tiles island, with the other tile having a winery and it didn't connect it (road on both tiles).

Another problem:
17. Tactical Nukes can be built without Warhead Factory
18. I cannot load missiles unit on Missile Destroyers (I tried with Tactical Nukes and Nuclear Missiles, both labelled as Missile units)
19. I built the United Nations and was elected leader. At the second election I was not a candidate even if I should be granted automatic eligibility (maybe because I also built a UN Mission?)

I'll check later all the rest but

- forts must be built on top of resource to grant that resource.
17. WAD, it's intended to work like this.
18. IIRC nuclear missiles can only be loaded on missile subs, I think I designed it like that. You can load them on other units if they have cargo promotion I think.
19. WAD, you can't be elected twice in a row.
 
- forts must be built on top of resource to grant that resource
Forts should work, at least in plain BtS, as gateway for road-networks, and so should have connected the resource in my example (see here). But as I said I'll test it again to be sure.

17. WAD, it's intended to work like this.
OK, even if I don't get the reason :)

18. IIRC nuclear missiles can only be loaded on missile subs, I think I designed it like that. You can load them on other units if they have cargo promotion I think.
OK, their classification is misleading as they are Missile Units like plain missiles, than can be loaded on Missile Destroyers.

19. WAD, you can't be elected twice in a row.
Never known that. Is this specific to AND2?

BTW, WAD means?
 
I'll check later all the rest but

- forts must be built on top of resource to grant that resource.
17. WAD, it's intended to work like this.

Not Tactical Nukes. Those are meant to be built without a Warhead Factory. I can do so with a First Nuclear Test but without a Warhead Factory.
 
OK, their classification is misleading as they are Missile Units like plain missiles, than can be loaded on Missile Destroyers.

Not exactly. What matters is the <Special> designation, not the <Combat> designation. The Special designation feeds the right AI routines to the carrying unit, so for example, a SPECIALUNIT_PEOPLE adds the UNITAI_SPY_SEA, UNITAI_MISSIONARY_SEA, and UNITAI_ASSAULT_SEA to a carrying unit that wouldn't normally have those routines.

Not all Missile units are designated as SPECIALUNIT_MISSILE. That might be something to review.

BTW, WAD means?

Working As Designed.
 
Hi, I'm playing a Snail Gigantic Map Settler (yeah, I know just settler, but wanted to get used to this mod) game with no other mods installed but AND. I chosed the option "no transhuman era", so now, while I'm late in the game and researching some Future Techs, seems that if I recalculate by Ctrl + Shift + T I loose all the bonus got by those Future Techs. This is not an extra big issue, but last turn the game recalculated by his own and told me that I discovered "Community" (or a very old tech with a name close to this). All my saves gives this same result when I progress to this last turn. Is there anything I could try?
 
Community and another technology were added with SVN 1078, when you recalculate, the tech diffusion, grants you beakers into technologies. If you sufficiently 'behind' it can grant you the tech in full. This has happened to me in my current write up game of Charlemagne - A grid game.

got to promote the product
 
Hi Ipex, thank you for you reply. This explains why it recalculate by its own. But why does it strip me of the Future Tech bonus?
 
I made this bug report in another thread, but the 'specialists consume 1 food after leaving caste' bug is back again. Or am I missing a civic or trait ability that does that?

Recalculating does not fix the problem.
 

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I made this bug report in another thread, but the 'specialists consume 1 food after leaving caste' bug is back again. Or am I missing a civic or trait ability that does that?

Recalculating does not fix the problem.

yeah i checked your save file and think it has 'specialists consume 1 food after leaving caste' bug. Here's fixed(?) one. Hope this works. (wokred for me)
 

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Some answers.

Hi, this is a list of things I noticed in my last game (probably all already reported, some by myself :)):
  1. AI still doesn't know how to use Great Generals (at least it should employ them as Great Military Instructors).

I've seen AI cities with settled Great Military Instructors recently. Maybe we do need an AI routine to make the AI ignore field commanders since it can't use them properly.

  • (Cosmetic) For England the Spitfire mk1 is labelled as plain Fighter in the City screen.

It's because the name runs off a <CivilizationName> in the XML rather than a true Unique Unit. All the XML does is rename the unit after it's built. I think it should stay this way to remind you that you aren't getting any special capabilities. An English Fighter is the same as a German Fighter.

  • Roads inside cities stop improving at Highway. Even if you force an upgrade by building with a worker an electric railroad on a city tile it will revert to highway at next reload.

When you get to Superconductors, city roads should upgrade to Maglev. I see Maglevs all the time if I use WorldBuilder for testing purposes and give a player all Modern techs. The best route for a city is based on the <iValue> and <iMovement>, and Highway has better <iMovement> than Electric Railroad. Electric Railroad has a better <iFlatMovement> so it works better for 1-move units. Maglev has equal <iMovement> and a better <iValue> so it takes precedence.
 
Hello ,I'm new to the forum ,but not to the AND,I'm back after a long time to Civ and AND ,I have Civ bts 3.19 , AND 1078 ,Launcher 1.23,Chronicles 2.02 Addon (with hotfix) and megaciv pack 1.8.5.
Everything was running smoothly ,I was playing Poland and after a few hours of play I got problem with CTD ,after choosing next turn game crashes ,crash dump is empty and there is nothing about it in any logs. Tried rapairing mod,rapairing game,clearing cache ,making new save file ,changing options and changing some decisions in this turn ,no results. Please help! "First ATTEMPT SAVE 2" and AS 482 pne are those before crash ,the rest I will include ,because maybe U can see something I can't.
 

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  • SziserTrue 3240 P.N.E. POLSKA FIRST ATTEMPT SAVE 1.CivBeyondSwordSave
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Hello!

Happened the same to me. Played 3 times (Moremusic, Chronicles and MegaCiv activated) and game keeps on crashing around discovery of Alphabet, some turns later or before.
When I press next turn, game simply closes and goes to desktop.
In attachments the savegame before the crash.
Thank you in advance for your help.
 

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  • Infante D. Henrique BC-1558.CivBeyondSwordSave
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Hi

In my actual game, at some point the turns takes (apparently) infinite time to pass.
I have checked the log but I don't see any clue. Is another log than PythonErr2.log? or a way to register more details?
I attach save game, and log.

Launcher rev: 1.23
Mod rev: 1078

Thanks!
 

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  • Quike BC-0174.CivBeyondSwordSave
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The Shwedagon Paya isn't allowing me to choose all Religion civics. It did when I built it, but after saving and reloading it no longer does. Ctrl-Shift-T doesn't fix it.
 

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The Shwedagon Paya isn't allowing me to choose all Religion civics. It did when I built it, but after saving and reloading it no longer does. Ctrl-Shift-T doesn't fix it.

I tried your save and it allows up to Reformation but not Secular/Atheist/Personality Cult. I also tried a quick run of my own with a v1078 game: Worldbuilder all Ancient/Classical techs, Great Engineer rush Shwedagon, autoplay 10 turns, save and quit to desktop, load game and autoplay 20 turns, save and quit to desktop, load game. All religious civics were available. So I think this is a DLL-level problem that I personally can't really solve.
 
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