• Our friends from AlphaCentauri2.info are in need of technical assistance. If you have experience with the LAMP stack and some hours to spare, please help them out and post here.

AND2 and SVN Bug Reports - A New Dawn 2 ONLY

I tried the save too and it crashes for me without generating an autolog file. I also tried erasing that Egyptian city in WorldBuilder and the game crashes as soon as I exit WB. I do not know why the game would do that.
Thanks for the effort anyway!
Are autolog files generated only in the event of crashes? Because, if I remember correctly and though I've searched again in the past, I never saw one in my files.
 
Thanks for the effort anyway!
Are autolog files generated only in the event of crashes? Because, if I remember correctly and though I've searched again in the past, I never saw one in my files.

Logging is turned on through the Logging page of the BUG Options Menu. It outputs a running text file to the Autolog folder. You tell it what to include and then it will record that. There is a separate option to turn on Python exceptions. That gives you a popup whenever the Python code gives an error. Outright crashes are usually problems at the DLL level and not the Python.
 
I destroyed the Chinese after a long war. At the time I had with them a very strong diplomatic penalty (-25 just for razing their cities).
After some decades, they spawn back as Mongolia's rebels and still have the same grudges against me (even if the Mongols are very pleased with me) but we are not at war.

I think the new civ should not inherit the previous modifiers, or at least inherit also the war/peace status (war in this case).
 
Its a compromise. You can't 'sandbox' rebels to a certain section of the map. Rebels appear as they appear.

Think of it as a migration of the populace.

They left the previous home lands due to your GENOCIDAL tactics, and moved to a 'new promised land'. They just have to content with a new Tyrant, and fight for their existence.
 
Actually, it was pretty fun and "historically" coherent.
I'm playing on a Earth map with true locations. China was the largest civilization in the world, having -just some decades before- destroyed and absorbed the Mongols.
I, as England, went at war with them to maintain my superpower status, and in the while razed lot of their cities in North China and Siberia to make space for my Korean allies.
When I was making the final push on their south cities, Mongols came back as a very large rebellion.
I conquered the last Chinese cities, and handed them to the Mongols, making them a pretty large and viable civilization.
So when the Chinese spawn back as rebellion to the Mongols, it was completely justifiable and fun.

My point is only about inheriting the diplo penalties but not the warring status: as last time we left with hatred and at war, they should be back in the same status.
 
Actually, it was pretty fun and "historically" coherent.
I'm playing on a Earth map with true locations. China was the largest civilization in the world, having -just some decades before- destroyed and absorbed the Mongols.
I, as England, went at war with them to maintain my superpower status, and in the while razed lot of their cities in North China and Siberia to make space for my Korean allies.
When I was making the final push on their south cities, Mongols came back as a very large rebellion.
I conquered the last Chinese cities, and handed them to the Mongols, making them a pretty large and viable civilization.
So when the Chinese spawn back as rebellion to the Mongols, it was completely justifiable and fun.
Would be fun to read a "Let's play" summary of it or at least see some pics as you expand :popcorn:
 
I think I had seen the Sevopedia (Civilopedia) fixed, but has it broken again?

What are you seeing broken? The routes page is broken in-game and will be until a DLL modder can fix the routes widget. It's beyond my ability to do so. If something else is broken, please let us know.
 
yes, The general Index, .. it shows only A B C D E , no more ...
this happens to all of you?

The index is breaking at Electric Railroad. It's the same cause -- the routes widget needs to be fixed and I can't do that. If you look at the index, it goes to Elder Council and stops. If you open the Civilopedia index before starting a game, the next entry is Electric Railroad.
 
I'd like to investigate that bug, but I don't see where in the source that civilopedia is given behaviour. Can you give some hint of where to look? Is it a collaborator with some python class? What function is being called?

All I can find on my own is a file called CvDLLWidgetData, which has so shook me in its total disregard for polymorphism, I don't feel up to looking at any more code tonight.
 
I'd like to investigate that bug, but I don't see where in the source that civilopedia is given behaviour. Can you give some hint of where to look? Is it a collaborator with some python class? What function is being called?

All I can find on my own is a file called CvDLLWidgetData, which has so shook me in its total disregard for polymorphism, I don't feel up to looking at any more code tonight.

I posted what I could figure out by reading that CvDLLWidgetData.cpp file here: https://forums.civfanatics.com/threads/new-civilopedia-section-routes.616423/#post-14784315. That file doesn't seen to have been updated since I made that post.
 
Hey guys,

Game seems to have problems with calculating the values correctly since the last update. My Turns start with unrealistic >1000 points in research and 200 in money, after [Strg+Shift+T] it changes to 200 research, -80 money and again after [Strg+Shift+T] it gets realistic. Third using [Strg+Shift+T] doesn't change anything.

This bug occurs in every turn again in regular manner.

I play in team game.
 

Attachments

The problem occurs again in another game:

When I first hit [Strg+Shift+T], it seems to destroy the correct calculation.
First hit: Too optimistic, second hit: Too pessimistic, third hit: Realistic

Question: Is the eco of my AI players affected too? I want to play a fair game without any unfair and wrong calculated values.

Here's the second save file. This time single player and "From winner to loser".
 

Attachments

I loaded the newest version - but now i dont have Science and Gold? I cant change the research % and have no science bulbs in the left top corner? Is this a bug or a new feature?
 
I loaded the newest version - but now i dont have Science and Gold? I cant change the research % and have no science bulbs in the left top corner? Is this a bug or a new feature?

It's a feature. You have to research up to Code of Laws to get the science slider available. CoL is now Ancient Era, not Classical, and I made it a centerpiece tech. You need CoL to mark the change from a tribe to a full civilization. It's where you get the science slider and your first civics options (Despotism, Caste, Conscription). The theme of the Ancient Era is "struggle to survive" so I wanted to reinforce that.
 
My crashes sometimes when switching from caste to slavery, I imagine due to an error in recalculating title value. I also got lots of crashes during Ai turns that kill the game. I'm playing with the mega pack
 
I'm stuck in what seems like an endless Dark Age resulting from a meteor strike. I'm playing on the slowest speed, and it has so far lasted for 55 turns. How much longer is it supposed to last for? And is there any way to manually bring it to an early end?
 
Back
Top Bottom