AND2 and SVN Bug Reports - A New Dawn 2 ONLY

@ 45°38'N-13°47'E Thanks for the nice offer, but at the moment I cannot commit to joining another modding team. I have an extremely important life event happening soon and I may end up unavailable for a while. However, I will definitely make my fixes and improvements available as soon as I am able to, probably by forking the project (I simply can't stand SVN) and putting it up @ github. Will post a log of changes to make merging easier.
 
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I don't know if it is only me or intended behavior but combat with barbarians not produce slaves even tough enslavement is set to 50% in my own modmod. Is that intended? :confused:
View attachment 517551
There was a turn when around 20 barbarian units (not animals) attacked me in a row, killed them all but no slave was created.

Slaves? Labor civics? Is that "raw" AND2? or has some submod? Why my civics screen looks different?
Sin título.jpg
 
Slaves? Labor civics? Is that "raw" AND2? or has some submod? Why my civics screen looks different?
View attachment 518536
It is my modmod based on my previous modular modmod - see my signature - which is now a it outdated.
This new one won't be modular but a stand alone. It is still under construction. I'll upload it once I consider it as a playable alpha.
 
@ 45°38'N-13°47'E Thanks for the nice offer, but at the moment I cannot commit to joining another modding team. I have an extremely important life event happening soon and I may end up unavailable for a while. However, I will definitely make my fixes and improvements available as soon as I am able to, probably by forking the project (I simply can't stand SVN) and putting it up @ github. Will post a log of changes to make merging easier.

Well, let me know when you upload your changes somewhere, I'm usually very careful when merging some code because right now RAND is working pretty good and can be played in MP too so I don't want to risk breaking something. Good like with your event! :)
 
I was originally going to post about why my turn time increased from 5 seconds to a full minute in just one turn, but world builder showed me what the issue was- Barbarians occupy nearly every single open spot on the map. I've got raging barbarians plus barbarian world turned on. Is this my fault for choosing the two barbarian options?
 

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I was originally going to post about why my turn time increased from 5 seconds to a full minute in just one turn, but world builder showed me what the issue was- Barbarians occupy nearly every single open spot on the map. I've got raging barbarians plus barbarian world turned on. Is this my fault for choosing the two barbarian options?
Do you also have a low number set for units per tile option?
 
I've encountered an issue with Silk Road.
upload_2019-2-26_9-36-13.png

I should connect you with the LARGEST foreign capital city.
...that's not what happened to me.

Here's the largest city (Size 10)
Civ4ScreenShot0681.JPG
and the one I was connected to (Size 7)
Civ4ScreenShot0682.JPG
You can see the road connection running mostly E-W / SE-NW directions.
I'm not at war with either and has diplomatic relations with both.

Just wanted to report.
 
I was originally going to post about why my turn time increased from 5 seconds to a full minute in just one turn, but world builder showed me what the issue was- Barbarians occupy nearly every single open spot on the map. I've got raging barbarians plus barbarian world turned on. Is this my fault for choosing the two barbarian options?

On some mapscripts, barbarians get very large armies mostly on a single landmass. That said, it shouldn't slow down turns unless you use a low UPT limit as ZN said. The lower the UPT limit, the more difficult is for AI to find a suitable path when it needs to move some units without breaking the UPT limit.
 
There seem to be some serious problems with the way calculations are done. When i get an effect to add food either thougth a % or more food from farms, it gives higher yields than expected. The same happen with corporations. Here is the latest savefile and some screenshot to prove it
 

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Is anyone else having serious issues with memory allocation failures in the latest revision? I'm playing with all the same settings I've used without issue for years (Huge maps), but the game is now unplayable after about 15% through (multiple attempts on multiple reinstalls).

The only noticeable difference is that revolutions seem to be spawning new civs FAR more frequently than they have in the past, so that if I start with around 25 I'm ending up with 60+ before the game breaks.
 
Is anyone else having serious issues with memory allocation failures in the latest revision? I'm playing with all the same settings I've used without issue for years (Huge maps), but the game is now unplayable after about 15% through (multiple attempts on multiple reinstalls).

The only noticeable difference is that revolutions seem to be spawning new civs FAR more frequently than they have in the past, so that if I start with around 25 I'm ending up with 60+ before the game breaks.

Yes. Me at some others have reported that. Problems started around rev 1078-1079, random memory allocation errors. Havent seen them many years..
 
Yes. Me at some others have reported that. Problems started around rev 1078-1079, random memory allocation errors. Havent seen them many years..

Good to know I'm not the only one so hopefully the problem can be identified and fixed. I just tried scaling down my civs and map sizes and turning off revolutions to make sure I'm not taxing my system, but no luck...really frustrating.
 
Is anyone else having serious issues with memory allocation failures in the latest revision? I'm playing with all the same settings I've used without issue for years (Huge maps), but the game is now unplayable after about 15% through (multiple attempts on multiple reinstalls).

The only noticeable difference is that revolutions seem to be spawning new civs FAR more frequently than they have in the past, so that if I start with around 25 I'm ending up with 60+ before the game breaks.

Are you using the modified 100 civs dll? Otherwise there's no way you can reach 60+ civs as the limit is and has always been 50 barbs and dead civs included. I usually play with huge and larger maps and never had a MAF since years, but I will test some more.
 
Are you using the modified 100 civs dll? Otherwise there's no way you can reach 60+ civs as the limit is and has always been 50 barbs and dead civs included. I usually play with huge and larger maps and never had a MAF since years, but I will test some more.

I had, but I ran a game on a clean install with just AND and the Mega Civ pack and still started getting the MAFs a few hundred turns in, so I don't think the player counts are getting too high. Never had this issue until updating to the latest revision (from, I think, 1068).
 
I've encountered an issue with Silk Road.
View attachment 519085
I should connect you with the LARGEST foreign capital city.
...that's not what happened to me.

Here's the largest city (Size 10)
View attachment 519086
and the one I was connected to (Size 7)
View attachment 519087
You can see the road connection running mostly E-W / SE-NW directions.
I'm not at war with either and has diplomatic relations with both.

Just wanted to report.

It could be a problem with the pathfinding. Silk Road draws its road by creating a path for a hypothetical Spy unit between your capital and the targeted city. If the game can't find a path, the city gets skipped. The hypothetical Spy can go through enemy units and dangerous terrain, but I don't know if there are conditions that can cause the pathfinding to fail.
 
I've encountered a problem with Movement Limits, although it was on a hotseat test game. For some reason Movement Limits disappeared on reloading I'll have to check the code again. I never noticed tu is behavior before. Does someone remember if Movement Limits was fully working at some point?
 
Hi! Are there any new commits beyond rev. 1082? Now the launcher seems not to be able to connect to the repository - or the internet itself. It stopped showing the last changes either. What is happening and how to stay updated? Thanks!
 
It could be a problem with the pathfinding. Silk Road draws its road by creating a path for a hypothetical Spy unit between your capital and the targeted city. If the game can't find a path, the city gets skipped. The hypothetical Spy can go through enemy units and dangerous terrain, but I don't know if there are conditions that can cause the pathfinding to fail.
Can the code be affected by movement limit? The largest city is beyond my ML range.
 
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