AND2 and SVN Bug Reports - A New Dawn 2 ONLY

<snip>

Btw, stack attack had problems in c2c too, I haven't used it since Koshling said not to like a year ago or something.

@IPEX,
Sgt remembers it too but it could be number of units per tile in the stack. What ever is default that was Koshlings advice. And I believe it was -1, but I'll recheck C2C to make sure.

JosEPh
 
Say, in AND2 I can't load games more than once. Like, I play a game, then exit to main menu and load a new game, then it goes into MAF.

Is it from the mod or because I use a 32-bit computer?
 
You are going from 1 AND2.0 game to another AND2.0 game when this happens? Or some other Mod and then AND2.0?

JosEPh
 
Try to either reboot your computer, to clear the cache or disk memory, or maybe just reboot the game.

I don't fully understand the mechanics, but it seems to retain some item in RAM from when you boot up, so rebooting game or computer, would give you a clear set of RAM.

Maybe you just need more RAM, or better video card.
 
Started a new game last night with Epic, Prince, PM map and Barb World, No REV, No FB, No Realistic Culture Spread, etc.

Barbs don't attack scouts, explorers, Javelineer, archers all the way to 800AD. But as soon as I build a city relatively close to one of theirs (to get Copper) multiple stacks of Doom appear and begin to systematically wipe out 2 of my 4 cities. They actually capture my 2nd biggest city. I build archers until I'm bankrupt and send them to recapture the city. After many battles and much loss of units I get the city back. My economy is in shambles because that recaptured city had my silver mine and the loss of all the Jewelry stores and associated gold and commerce producers have to be rebuilt.

Research speed is of course off, as at 838AD I'm still in classical era techs, I've just gotten Iron working. That's why I had no axe or spear to fight the Barb SoDs. No horses, no elephants either of course. Trapped up north with a big desert between my lower cities and any neighbors including the offending barb city.

Rough game even on Prince.

Can't wait for Vokarya's Tech tree additions after 45* gets a rough balance done. Gonna be tooth and nails, knock down, dragouts with the AI and Barbs even on Noble and Prince levels.

JosEPh :D
 
Since I highlighted to xyth hr mod and c2c, I might as well highlight to you as well since you are making effort to improve AND.

Codes for colonists and pioneers are complete failure so long as it relied on cyinterface().gatheadselectedunit() to determine unit type
 
Since I highlighted to xyth hr mod and c2c, I might as well highlight to you as well since you are making effort to improve AND.

Codes for colonists and pioneers are complete failure so long as it relied on cyinterface().gatheadselectedunit() to determine unit type

I've read your post in C2C forum but at the moment this is not on the priority list.
 
I'm doing some test with some changes I've not made public yet but there are some odd things and I'd like to know if they're present in older revisions too:

- Barbarians are developing starting from classical/medieval era
- Attackers (both barbarian or AI Civs) are almost completely ignoring Settler, Workers, Missionaries. You can explore the whole world with them passing near barbarian units and they will not attack (only animals will); same goes if you're at war with a civ: you can wander their territory with missionaries or workers and they won't usually attack you. Can someone test this for me? Thank you
 
45°38'N-13°47'E;12611092 said:
I'm doing some test with some changes I've not made public yet but there are some odd things and I'd like to know if they're present in older revisions too:

1- Barbarians are developing starting from classical/medieval era
2- Attackers (both barbarian or AI Civs) are almost completely ignoring Settler, Workers, Missionaries. You can explore the whole world with them passing near barbarian units and they will not attack (only animals will); same goes if you're at war with a civ: you can wander their territory with missionaries or workers and they won't usually attack you. Can someone test this for me? Thank you

#1. Is that with or without Barb World?

#2. With Barb World On the Barbs are generally not attacking Unit you build a city near one of theirs. Then they Attack in force with Multiple SoD. They build and stock pile massive early unit Armies.

This is with Barb World On. But should give an overall Barb consensus.

JosEPh
 
I would like to know if this has been experienced before and/or corrected to the current revision.

Playing 648 Monarch, I am at June 1927. Gold last turn was 568,944, gold per turn 9,895. Ran turn and my gold now at 584,528. It added 15,864:eek: instead of the 9,895. I first noticed the excess gold maybe 60 or 70 turns ago.

At this point I am not looking for a solution for this game just if the issue has already been surfaced?
 
I would like to know if this has been experienced before and/or corrected to the current revision.

Playing 648 Monarch, I am at June 1927. Gold last turn was 568,944, gold per turn 9,895. Ran turn and my gold now at 584,528. It added 15,864:eek: instead of the 9,895. I first noticed the excess gold maybe 60 or 70 turns ago.

At this point I am not looking for a solution for this game just if the issue has already been surfaced?

It's a know problem of some older rev, it should have been fixed in the latest one, although balancing is still in progress. Just search the forum, in the latest posts there's a solution changing iGoldModifier.
 
I'm getting a crash to desktop, every turn or 2nd turn.

The Issue seems to be in Bug, with Multi threading code

Here's all the bug python error coding.

*See Attachment*

Lots and lots of Debug entries.

The crash is repeatable, and in 2 saved games.
 
What Era are you in now IPEX? Maybe a REV problem if you are past Modern Era.

Edit: To quote myself;
@IPEX,
Since you are not using windows OS try this. It's some of the new stuff for possible multithreading. Go into the XML in assets and A_NEW_DAWN_GLOBALDEFINES file. At the very bottom is a line for CITY_PIPELINES. Change the value to 1. I believe it's currently set to 2. This is for activating some new multi-threading capabilities that Koshling is building upon. See if this helps you out.

If this is set to 4 then 1st try a setting of 1. If CTD stops then try setting of 2. Rinse and Repeat up to 3 then 4 to find at what level it will CTD again. Koshling does have a fix for the Multi-threading that 45* may not have in the DLL yet.

JosEPh
 
Guys, multithreading hasn't been imported/activated yet. As you can see in A New Dawn xml multithreading options have been commented out.

Edit: While trying to solve the bug of AI not attacking Settlers, scouts, missionaries and workers, I've also imported multithreading up to the latest C2C svn revision and it looks like it's not causing any problem; will upload everything in the next rev
 
45°38'N-13°47'E;12615046 said:
It's a know problem of some older rev, it should have been fixed in the latest one, although balancing is still in progress. Just search the forum, in the latest posts there's a solution changing iGoldModifier.

Upgraded to 653 and still have approximately 5,500 excess being accumulated. This is after any adjustment for excess hammers converted to gold.

Other matter, "Holy Crap Batman", I applied the new modifiers for 653 and I am now short food in many cities. This is cool because now I will have to rush workers to convert factories to farms.

I have other items but will post separately so as not to confuse the issues.
 
Back
Top Bottom