AND2 and SVN Bug Reports - A New Dawn 2 ONLY

I had noticed that. I'm 700 turns into my Marathon game and the Indians still have only one city and the Chinese only have two.
 
45°38'N-13°47'E;12645807 said:
IIRC probably even "change civic" mission should be increased. Will have a look in the next revision.

Yes definitely civic change, forgot about that one. I abuse that all the time :lol:
 
I had noticed that. I'm 700 turns into my Marathon game and the Indians still have only one city and the Chinese only have two.

Same here, playing on Marathon, and I was kicking everyone's butt because they had only one city. I actually just quit because it was no fun. I had such a big army, that I would win the game very easily with one city takeovers.


I don't remember AND2 being like this in the past, but then again I only play civ iv like every 4 months or so.
 
Same here, playing on Marathon, and I was kicking everyone's butt because they had only one city. I actually just quit because it was no fun. I had such a big army, that I would win the game very easily with one city takeovers.


I don't remember AND2 being like this in the past, but then again I only play civ iv like every 4 months or so.

Because we are still in the Balancing part of the DLL merge. 45* is working on it.

Macomb, IL. now somehow that town seems Soooo familiar. :mischief: Home of Western Il. Univ., home of the Fighting Leathernecks and cornfields. In fact see my Location under avatar.

JosEPh ;)
 
Because we are still in the Balancing part of the DLL merge. 45* is working on it.

I fear it's not something easily balanced with xml tweaking. :(
I've done some test with older revisions and it looks like the problem arised in rev636. Up to rev 635 AI was founding cities very early; starting with rev636 it looks like AI isn't willing to found cities before 100 turns with Blitz gamespeed (the same goes for other gamespeeds, obviously scaled up). There's something in the code I'm trying to analyze but there are a lot of deeply interconnected changes in that revision; I believe I've found the part of the code responsible for the problem, which was probably imported from C2C rev2405, but I guess it won't be an easy fix. :( I'm working on it.
 
I'll think you'll find there's a bug with City growth, well at Eternity speeds anyway.

I was in the civics of;

Despotism - Government
Junta - Power
Tribal - Society
Slavery - Economy
Banditry - Military
Folklore - Religion
Charity - Welfare

With these civics, I had city growth for the first 2 population points of over 1K in food. Ok, its an eternity speed game, its scaled for growth.

I then changed to Divine cult for Religion, and Patrician for Power, and suddenly the growth requirements are 1/10 of the previous levels.

One city, I had, that was struggling to get to pop 2, is suddenly pop 4, and growing into the new lower bin level for the Granary.

Why it suddenly changed by a factor of 10, I don't know. No civics, or combination of should have such a large effect.

I think I have a save with the old figures, its an Auto save, as I didn't realise till later what had happened.
 
I'll think you'll find there's a bug with City growth, well at Eternity speeds anyway.

I was in the civics of;

Despotism - Government
Junta - Power
Tribal - Society
Slavery - Economy
Banditry - Military
Folklore - Religion
Charity - Welfare

With these civics, I had city growth for the first 2 population points of over 1K in food. Ok, its an eternity speed game, its scaled for growth.

I then changed to Divine cult for Religion, and Patrician for Power, and suddenly the growth requirements are 1/10 of the previous levels.

One city, I had, that was struggling to get to pop 2, is suddenly pop 4, and growing into the new lower bin level for the Granary.

Why it suddenly changed by a factor of 10, I don't know. No civics, or combination of should have such a large effect.

I think I have a save with the old figures, its an Auto save, as I didn't realise till later what had happened.

It probably wasn't a civic matter; it's just a guess but maybe were you advancing from ancient to classical era or anyway from one era to another? There's an imbalance that I'm trying to solve (I think I'm almost there, in my test version I think I've been able to solve the problem of AI not expanding early in the game).
 
I have been using the old eras xml (I might have tweaked a couple of things can't remember) and I honestly think its fine. I have my own personal gamespeed xml too and haven't seen any problems with the AI not expanding or anything like that.

May I ask what in particular you thought was wrong with the old gamespeed and eras xml 45°38'N-13°47'E?

I think changing the production speed of things and growth of cities based on eras is bad. If you want to make units cheaper in the early game, then why not just decrease the cost of those individual units? I guess it is a much longer process doing it this way especially if you wanted to do it for tech's too.
 
I have been using the old eras xml (I might have tweaked a couple of things can't remember) and I honestly think its fine. I have my own personal gamespeed xml too and haven't seen any problems with the AI not expanding or anything like that.

May I ask what in particular you thought was wrong with the old gamespeed and eras xml 45°38'N-13°47'E?

I think changing the production speed of things and growth of cities based on eras is bad. If you want to make units cheaper in the early game, then why not just decrease the cost of those individual units? In terms of growth, I thought it was fine, not sure why you wanted to change it.

Well, first of all if you haven't tweaked Era settings, they are what they are because I tweaked them some weeks ago if I'm not mistaken. Problem is (as reported by other users as well) that AI isn't building cities in the first 100-120 turns on Blitz speed (and the same proportionally goes for other gamespeeds, I've been told). It's definetly too much: by the time AI is founding its second city I already have 4-5. Usually AI catches up a bit later but if I go very early at war (which happens with some maps), I can win very easily. Besides, it's not a matter of making units cheaper: settlers cost is not calculated using "normal" cost formulas, so I can't change their cost as I can do with other units. And finally, I've seen that AI sometimes builds settlers and leaves them sitting in a city for a while before sending them to build a new city.
In the revision I'm testing now before uploading it looks like the problem has been partially solved, so I guess I'll release another revision soon. :)
 
I have been using the era settings from before you changed them. I haven't seen the ai not expanding so I can't really help.
 
I have been using the era settings from before you changed them. I haven't seen the ai not expanding so I can't really help.

I guess it depends on settings; look at the post up here by Arakhor. I've also experienced it sometimes but I mostly play on Blitz now for testing purposes. So if I'm the only civ having more than 1 city after 100 turns on Blitz, there's definetly a problem. In my last revision it doesn't happen anymore but founding more cities early in the game unbalanced a bit the game, so I'm trying to restore proper balance. I guess I'm almost there but I have some more test to do. When we'll introduce Vokarya's tech tree, we'll have to tweak balance again a bit but hopefully there won't be big changes.
 
Its happened again, I changed civics, as I had just researched Democracy, and adopted Republic and Proletariat.

Then suddenly, most of my cities have overflowing food bins.

Spoiler :



I took a shot of the worst offender. Nearly 200 Extra food over and above the bin limits.

Most cities had >100-<150 excess, with one growing, even though it was in negative food territory.

I have s saved game of when it happened this time. I'll attach it as well.
 
The Civics in general will need updated/revised too with the merge of the C2C DLL. That DLL has modifiers in it that are used by C2C Civics, which are Vastly different than AND's.

I tried to start a New set of Civics for AND but got shot down by Afforess. My ideas were "stupid" and "unbalanced". Oh well, it's not like I haven't played game after game of C2C or AND to know anything or how things might work together. ( And yes I was hurt and pissed off too, end of rant. )

JosEPh
 
I'll try your save IPEX but at the moment the only time I've seen such a jump in food production is when changing era (mostly from Ancient to Classical) and it's not related to civics (and by the way it's done on purpose). I'll have a look anyway, maybe I've missed something.

Civics will be reworked sooner or later, I have a grand plan for this subject but it will take time, lot of discussion and someone to lend a hand in many fields. But I prefer to make sure everything will work with Vokarya's tech tree and units before we face such a major overhaul; and I'd prefer to make it as a modmod at least for the start. Once I'm sure everything works and people like it, we'll consider merging it in AND2.3 final.
 
45°38'N-13°47'E;12675221 said:
Hasn't anyone noticed that the Members page of UN/AP isn't displaying anything? Or better, it starts displaying data only after a recalc (latest revision of course)

Ok, I've solved this one and the bugfix will be included in the next revision (this bug was here since about 10 revisions).

But now I've found something else: granting independence to a colony grants them some free units... it's perfect except for one thing: those free units are lions... Hasn't anybody noted this problem? I don't know how long it's been there so if you try granting independence to a colony, please report here to me if you get lions or other units, and please tell me your revision number (found hovering your mouse over your flag near the minimap). Thank you.
 
45°38'N-13°47'E;12678752 said:
But now I've found something else: granting independence to a colony grants them some free units... it's perfect except for one thing: those free units are lions... Hasn't anybody noted this problem? I don't know how long it's been there so if you try granting independence to a colony, please report here to me if you get lions or other units, and please tell me your revision number (found hovering your mouse over your flag near the minimap). Thank you.

Nevermind, I think I've already solved it; it started in rev654 due to some code imported from C2C. I'll do some more test but it looks like I've solved it; fix will be uploaded in the next revision as well.
 
In my rev654 game, my spies are listed in the mouseover as getting an experience bonus from the ekal masharti (assyrian unique barrack replacement), but don't seem to actually get it.
 
In my rev654 game, my spies are listed in the mouseover as getting an experience bonus from the ekal masharti (assyrian unique barrack replacement), but don't seem to actually get it.

I guess the tooltip is wrong. AFAIK spies only get promotions when they complete a mission succesfully, they're not supposed to get promotion from barracks if I'm not mistaken (but I'll check anyway).
 
Regarding the CIV4EraInfos.xml

All those variables in that file only affect games that start in that era.
Not when you are currently in that era.

I remember reading this before too, like if you set itrain to 50% for ancient, it'll mean that itrain will remain at 50% for the entire game.
 
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