AND2 and SVN Bug Reports - A New Dawn 2 ONLY

Trying not to get antsy or pushy, but a revised updated SVN would make me happy. :D

JosEPh ;)

A new update is coming before sunday. I had to fix a couple of CTD and I think I the game could be balanced enough for playing. Further balance will be necessary anyway, but I think I'll delay that part after we've added Vokarya's changes. I'm delaying too long this addition and I'm also eager to test his changes. :)

And for everyone's happiness, I'll need some betatesters to balance the game faster and better: be warned that it could be no fun and I'll make some necessary requests for testing purposes (testing with particular options/gamespeeds/mapsizes). But it should make it faster to have a final AND2.2 (with Vokarya's changes).
 
I started a new game now I have classical era and still I only have wild animals and no barbarian soldiers. Something wrong with the time when they should start spawning?

Rev 658, advanced start, snail,cache cleared.

EDIT After 500 turns barbarian soldiers start spawning. (snail speed)
 
I started a new game now I have classical era and still I only have wild animals and no barbarian soldiers. Something wrong with the time when they should start spawning?

Rev 658, advanced start, snail,cache cleared.

EDIT After 500 turns barbarian soldiers start spawning. (snail speed)

Was your Starting Era Classical? And that is what you specifically chose at game set up? Or did you start in the Ancient Era?

Depending upon your Game Start Options selections, Barbs showing up on Snail speed at turn 500 is close to the correct time.

A bit more information please on set up options used. Your post is very vague and lacks detail. Hard to tell if there is a problem or not.

JosEPh
 
@macadoshis: starting time for barbs to spawn is correct more or less given your gamespeed. If I'm not mistaken, I've tuned down a bit barbarian number in this last revision compared to previous ones. There are 4 or 5 settings regarding barbarians and I think I've tuned down only number of barbarian per undiscovered tile and not the rate at which they're created. Let me know if you think there are too few or too many barbarians when you reach middle age (and please let me know mapscript, mapsize and difficulty level). Thank you. :)

Edit: sorry, I misread your post: I've seen you've started straight from Classical Era. Right now, it's not advisable. As I've clearly written in the latest post in the SVN thread: "Advanced start balancing will also be delayed until next stable version"
This means that technically you CAN start the game with Advanced Start, but don't expect it to be balanced (yet). The above point stands anyway: let me know please when you reach middle age how's your experience with barbs; it will be useful to know anyway when I'll get my hands on balancing advanced starts ;)
 
My starting era was Ancient Era and I played a lot of games with old SVN revisions (<630) with same settings (ROM Planet Generator, ancient era, snail, emperor, huge map, advanced start) and I didn't have this problem before and barbarians start spawning faster than 500 turn. Now I have medieval era and barbarians are weak when you compare to my units and they have only few cities. With old revisions they have a lot of cities in classical era.
 
Older revisions they also launched an annoying number of naval attacks on lightly defended cities the very turn after they got the techs for Galleys. Heh, even on a 15% water map I had to keep half a dozen Triremes centered on this bay because of barbarian galleys throwing themselves at my capitol! Much fun.


I can't remember which revision started it, but barbarian activity wasn't the same after a while.
In any case, I'm pretty sure barbarians will be back to their true savage glory and menace soon enough once the other balancing issues have been ironed out. Maybe when the new techtree arrives even.
 
After playing a little bit, i'm happy to say balance actually seems ok :D
Maybe itrain should be increased a bit imo. Either way good job!
 
After playing a little bit, i'm happy to say balance actually seems ok :D
Maybe itrain should be increased a bit imo. Either way good job!

Which settings are you using Sgtslick? I know I'm tedious but even if things are working correctly I'd like to know mostly mapscript-maspize-handicap-gamespeed, so that I can check.
About itrain: do you say it should be increased meaning that right now units are built a little bit too fast, correct?
Thank you.
 
45°38'N-13°47'E;12697574 said:
Mathematics shouldn't have anything to do with food, but I'll have a look. Anyway depending on your difficulty leve, AI WILL develop its cities faster because less food is required for AI than for you.

45 Degrees et al.:

I just downloaded AND2 for the first time to give it a shot. I found the same problem: the AI just beelines Mathematics (avoiding basic techs like ritualism and mining). Furthermore, there is something weird with the AI's city expansion. I was in touch with 6 civs by 1000 BC and only one had 2 cities. The others hoarded warriors (like 5 or 6) and a settler in their capital while it grew to 6 or 7 pop points. This is all while they are beelining mathematics. I didn't continue to play long enough to see what would happen, because the AI was already so far behind it didn't matter. What happened?? :confused: Does everyone else have these issues? I'm playing on SmartMap, but that shouldn't affect it. Perhaps Vokarya's tech tree will fix it?

Snoop
 
45 Degrees et al.:

I just downloaded AND2 for the first time to give it a shot. I found the same problem: the AI just beelines Mathematics (avoiding basic techs like ritualism and mining). Furthermore, there is something weird with the AI's city expansion. I was in touch with 6 civs by 1000 BC and only one had 2 cities. The others hoarded warriors (like 5 or 6) and a settler in their capital while it grew to 6 or 7 pop points. This is all while they are beelining mathematics. I didn't continue to play long enough to see what would happen, because the AI was already so far behind it didn't matter. What happened?? :confused: Does everyone else have these issues? I'm playing on SmartMap, but that shouldn't affect it. Perhaps Vokarya's tech tree will fix it?

Snoop

Settings, settings, settings. I need to know your settings if I am to understand if something is going wrong. First of all, revision number (you can find it hovering your mouse over your flag near the minimap - I wish I had a shortcut on the keyboard for this phrase ;) ); then mapscript, mapsize, handicap and gamespeed. In the latest revision I usually don't see this problem although I used to see it in rev before 654. There are a few civs with small number of cities in the classical era, but they usually develop a little later, while you will find that other civs have already fully developed many cities. And yes, mapscript also affects the game. As for beelining, AI always used to beeline for some techs; a while ago AI was beelining for Vassalage; but this problem should be at least partially solved with Vokarya's new tech tree.
 
Rev 657, ROM_Tectonics, Huge, Marathon, Monarch.

Something funny is going on with personalised naming. Features get named, but the name tag disappears in short order once the view is moved. I understand this is unlikely to be a priority to track down, but I thought I'd mention it.

Possibly more interestingly, the AI seems obsessed with building military. At turn 110 I just have my initial Warrior, so that's 1000. The demo screen shows me that the biggest AI force is 60,000, the average is 32,384 and the smallest is 20,000. I know the AI does like its units, but this seems somewhat excessive to me.
 
Rev 657, ROM_Tectonics, Huge, Marathon, Monarch.

Something funny is going on with personalised naming. Features get named, but the name tag disappears in short order once the view is moved. I understand this is unlikely to be a priority to track down, but I thought I'd mention it.

Possibly more interestingly, the AI seems obsessed with building military. At turn 110 I just have my initial Warrior, so that's 1000. The demo screen shows me that the biggest AI force is 60,000, the average is 32,384 and the smallest is 20,000. I know the AI does like its units, but this seems somewhat excessive to me.

LIke 45* posted above "settings, settings,settings,".

On marathon at turn 110 you have 1 warrior? How long does it take you to build a warrior? 30 Turns?

How many scouts do you have? They count towards military too.

Are you bee-lining Archery? Many AI do. Javelineers?

If you would look into WB I think you will find that that AI with 60,000 does Not have 60 warriors either.

Save game and screen shots also help.

And how about updating to SVN 658?

JosEPh :)
 
I posted the settings I thought were required, and I downloaded the version I'm playing earlier this evening from the link, so I've no idea how I could get 658; I assumed that 657 must be the most recent.
 
45°38'N-13°47'E;12713852 said:
Which settings are you using Sgtslick? I know I'm tedious but even if things are working correctly I'd like to know mostly mapscript-maspize-handicap-gamespeed, so that I can check.
About itrain: do you say it should be increased meaning that right now units are built a little bit too fast, correct?
Thank you.

When I was testing I think I was playing large map (perfect mongoose) standard speed. Tried marathon huge as well I think.

About itrain, I think itrain in 'eras' should be increased from 45 to like 55 or 60 in my opinion. Its not far off it just seems that units build a bit too fast generally.
 
@Sgtslick, ok, thank you, I'm also considering this after some initial test.

@Moth Bones & Joseph:

There's a glitch in the latest revision showing still as rev657 when in fact it's 658, nothing to worry about.
About personalized naming, you're right, it's not on the priority list right now.
About military units; handicap levels have been reworked a bit: some players were playing at Immortal or Deity and finding it easy, so I've changed a bit the balance. Now harder levels (above Noble) should be really harder compared to the past. What you've described looks a bit extreme but I suggest you play on and see how the game develops or you play with an easier level. I've found myself sometimes at a 0.3 strenght ratio with another civ (using Noble); sometimes I've been able to catch up and get stronger, especially by researching more modern units, sometimes I've not. Hey, it's a game, you're not supposed to win every time you play. ;)
 
45°38'N-13°47'E;12715873 said:
@Sgtslick, ok, thank you, I'm also considering this after some initial test.

Played a bit using 60 instead of 45 in eras and units are a little bit too expensive, so 55 is probably perfect. Just my opinion of course.

Edit:

Played up to classical era and Igrowth values in CIV4EraInfos.xml need to be changed I noticed. Currently they are:

<iGrowthPercent>100</iGrowthPercent> Ancient
<iGrowthPercent>30</iGrowthPercent> Classical

It resulted in my cities suddenly growing twice in 2 turns with a huge drop in food required to grow. Obviously igrowth in CIV4EraInfos.xml doesn't work like itrain, in that each era is in fact separate, and the value in ancient doesn't carry over. So I suggest just leaving them all at 100.

I do feel like trying to balance through CIV4EraInfos.xml isn't as safe or maybe 'manageable' as gamespeedinfos.xml.
 
45°38'N-13°47'E;12715873 said:
@Sgtslick, ok, thank you, I'm also considering this after some initial test.

@Moth Bones & Joseph:

There's a glitch in the latest revision showing still as rev657 when in fact it's 658, nothing to worry about.
About personalized naming, you're right, it's not on the priority list right now.
About military units; handicap levels have been reworked a bit: some players were playing at Immortal or Deity and finding it easy, so I've changed a bit the balance. Now harder levels (above Noble) should be really harder compared to the past. What you've described looks a bit extreme but I suggest you play on and see how the game develops or you play with an easier level. I've found myself sometimes at a 0.3 strenght ratio with another civ (using Noble); sometimes I've been able to catch up and get stronger, especially by researching more modern units, sometimes I've not. Hey, it's a game, you're not supposed to win every time you play. ;)

Is the full download function still broken? I still find it cumbersome to try to use the SVN method.
 
The SVN method should be the easiest to use. Just click SVN Update let it do it's thing.

Next pull up your Mod in the BtS\Mods folder delete the old Assets folder. Then copy/paste in the New SVN Assets folder (from the updated SVN) in its place. Your mod is now updated to the newest version.

JosEPh
 
The SVN method should be the easiest to use. Just click SVN Update let it do it's thing.

Next pull up your Mod in the BtS\Mods folder delete the old Assets folder. Then copy/paste in the New SVN Assets folder (from the updated SVN) in its place. Your mod is now updated to the newest version.

JosEPh

Not trying to read into your reply, but that means Yes the full date is still broken.:confused:
 
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