AND2 and SVN Bug Reports - A New Dawn 2 ONLY

When my naval units succesfully bombard an improvement and there is at least one enemy unit on the tile (of the improvement),the improvement never gets destroyed.When there's no unit on the tile the improvement the bombardment is ok.Also the naval bombardment of units never works.
 
When my naval units succesfully bombard an improvement and there is at least one enemy unit on the tile (of the improvement),the improvement never gets destroyed.When there's no unit on the tile the improvement the bombardment is ok.Also the naval bombardment of units never works.

I'm not 100% sure because it wasn't developed by me but I guess this is how it works. Units are always hit first. And you can only damage stack of units if the first defending unit is already damaged. The same applies to cannons/artillery/etc. I guess it was made this way to tune down bombarding because it was too strong, iirc.
 
45°38'N-13°47'E;12950551 said:
I'm not 100% sure because it wasn't developed by me but I guess this is how it works. Units are always hit first. And you can only damage stack of units if the first defending unit is already damaged. The same applies to cannons/artillery/etc. I guess it was made this way to tune down bombarding because it was too strong, iirc.

Yes, but when speaking of naval bombarding there's no damage for stack of units.The problem is that when the enemy has a single unit on a tile and you naval bombard it,neither the unit nor the tile improvement get damage.:cry:
 
Ok, that clears up a WTH moment for me. I thought I was doing naval bombard wrong.
 
Hi all. On the tech tree display the dualism and monotheism 'tiles' appear to be overlaid. It's on the extreme right of the screenshot.
 

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Hi all. On the tech tree display the dualism and monotheism 'tiles' appear to be overlaid. It's on the extreme right of the screenshot.

You're right! Vokarya, is it ok to move Monotheism to X5 Y11?
 
45°38'N-13°47'E;12952875 said:
You're right! Vokarya, is it ok to move Monotheism to X5 Y11?

I noticed that too but I hadn't gotten around to posting it yet. Monotheism is supposed to be at Y11, so the line from Sacrifice goes straight to it. We can fix it in the next revision.
 
Hey guys, I finally upgraded from 1.75c to AND2.1 final, heh. Did a clean reinstall, update to 319, all the good stuff. Got one problem though - the ctrl+R hotkey and UI icon to toggle resources display both don't work.

Well, actually it did at first, I started a new game to check whether things were running. Then I saw the "Ctrl + Alt + O" reminder and remembered back in 1.75 I edited some files so that they wouldn't show every single time I loaded a game. So I saved and quit, then went to tweak those files.

[ Here's the edit: in Mods\Rise of Mankind - A New Dawn\Assets\Python\Afforess; see these 2 files - ANewDawnSettings.py and AutomatedSettings.py. In the onLoadGame() function around line 25 or so, change the last line's setting from "(True)" to "(False)". ]

Tiny edit, no big deal right? So I loaded up the new game I saved, and yep, no more hotkey reminder. I had to redo all my BUG Options changes though (I vaguely recall having to do this back then too), then played a bit before I noticed I couldn't toggle the resource icon displays.

Edit: Great, I just fired up the game again, loaded, and yep this time the resource icons CAN toggle on >_>

Edit 2: Every time I launch Civ4 and load a savegame for the first time, SOME resources don't get icons, although toggling works for the ones that do. If I quit to Main Menu then reload the same save immediately, they reappear. Kind of strange.

-
Edit 3: ...and I just ran into the invisible unit bug - I'd just loaded a save, moved a javelin unit, it turned invisible. Next turn, it's still invisible, but I can select it etc. (The unit's faction flag still appears, so it's not impossible to tell that there's something there, it's just the unit's own graphics that are invisible.) UPDATE: Reloading from a previous save fixed it - even if I make the same move again, this time the unit doesn't turn invisible.
 
On noble difficulty, marathon speed in rev666 the last classical era techs cost ~3k science and the first medieval techs cost ~13-14k science. Is this four fold jump in tech cost, not repeated in any other era transition working as intended?
 
On noble difficulty, marathon speed in rev666 the last classical era techs cost ~3k science and the first medieval techs cost ~13-14k science. Is this four fold jump in tech cost, not repeated in any other era transition working as intended?

I believe so. I think I recall something said about the Medieval era going by far too quickly, so the tech costs were increased to compensate.
 
Hey guys, I finally upgraded from 1.75c to AND2.1 final, heh. Did a clean reinstall, update to 319, all the good stuff. Got one problem though - the ctrl+R hotkey and UI icon to toggle resources display both don't work.

Well, actually it did at first, I started a new game to check whether things were running. Then I saw the "Ctrl + Alt + O" reminder and remembered back in 1.75 I edited some files so that they wouldn't show every single time I loaded a game. So I saved and quit, then went to tweak those files.

[ Here's the edit: in Mods\Rise of Mankind - A New Dawn\Assets\Python\Afforess; see these 2 files - ANewDawnSettings.py and AutomatedSettings.py. In the onLoadGame() function around line 25 or so, change the last line's setting from "(True)" to "(False)". ]

Tiny edit, no big deal right? So I loaded up the new game I saved, and yep, no more hotkey reminder. I had to redo all my BUG Options changes though (I vaguely recall having to do this back then too), then played a bit before I noticed I couldn't toggle the resource icon displays.

Edit: Great, I just fired up the game again, loaded, and yep this time the resource icons CAN toggle on >_>

Edit 2: Every time I launch Civ4 and load a savegame for the first time, SOME resources don't get icons, although toggling works for the ones that do. If I quit to Main Menu then reload the same save immediately, they reappear. Kind of strange.

-
Edit 3: ...and I just ran into the invisible unit bug - I'd just loaded a save, moved a javelin unit, it turned invisible. Next turn, it's still invisible, but I can select it etc. (The unit's faction flag still appears, so it's not impossible to tell that there's something there, it's just the unit's own graphics that are invisible.) UPDATE: Reloading from a previous save fixed it - even if I make the same move again, this time the unit doesn't turn invisible.

I would strongly suggest putting the files back as they were before you modified them and use the BUG screen to turn off the Ctrl-Alt-O reminder.

Also when you load AND up hold down the shift key during the Mod's load process. You perhaps are playing a game of RoM or C2C between sessions of AND? This would require a "flush" of the game cache as both those mods have similarities to AND and can cause the cache to hold data that AND doesn't.

No one else is reporting what you are so I suspect your modification has triggered these discrepancies.

If you revert back and still experience these problems then post a game save as well as any Minidump.dmp file you find in the BtS main folder if it CTD's. (The Minidump.dmp will need to be zipped, rar'ed, or 7z'd before you can upload it).

JosEPh
 
Marathon isn't balanced yet, anyway medieval techs cost definetly more because there are fewer techs in medieval era and you prodeuce more science, hence a need for balancing its duration in term of turns in comparison with other eras. That said, game still needs balancing and I'm working on it. ;)
 
rev 666

AI somehow built the oracle without anyone ever founding kemetism

I don't understand this one. I've built the Oracle without Ever founding Kemet. When did someone founding kemetism become a prerequisite for building the Wonder Oracle?

JosEPh
 
I don't understand this one. I've built the Oracle without Ever founding Kemet. When did someone founding kemetism become a prerequisite for building the Wonder Oracle?

JosEPh

I guess he says without anyone founding Kemetism, which should be impossible because Oracle needs priesthood which in tursn requires Cerimonial Burial (hence Kemetism being founded). The only option I see is that he's selected "choose religion" option, which means that someone discovered Cerimonial Burial but picked a different religion.
 
I would strongly suggest putting the files back as they were before you modified them and use the BUG screen to turn off the Ctrl-Alt-O reminder.

Also when you load AND up hold down the shift key during the Mod's load process. You perhaps are playing a game of RoM or C2C between sessions of AND? This would require a "flush" of the game cache as both those mods have similarities to AND and can cause the cache to hold data that AND doesn't.

No one else is reporting what you are so I suspect your modification has triggered these discrepancies.

If you revert back and still experience these problems then post a game save as well as any Minidump.dmp file you find in the BtS main folder if it CTD's. (The Minidump.dmp will need to be zipped, rar'ed, or 7z'd before you can upload it).

JosEPh

I did a full uninstall, reinstall of Civ4 since I figured AND2.1 is a huge step up from the old 1.75. So nope, didn't have any other mod installed - didn't even start a vanilla game map, merely fired up vanilla Civ4 after installing one time just to update to 319. After that one launch I subsequently exclusively use the standard modded shortcut ("C:\...\Beyond the Sword\Civ4BeyondSword.exe" mod="Mods\Rise of Mankind - A New Dawn"). Btw I noticed if I change the install folder during Civ4 installation, the installer craps out on me, so I didn't even change that.

Kinda skeptical just touching those 2 python files to flip a value from True to False would cause that. Oh well, I just started out, no problem - gonna uninstall again and do another full install. Will edit this post when I'm done, brb.

Edit:
Unfortunately, I see the issue in a fresh install + new savegame. Started a new game, immediately saved, quit to desktop. Launch, load game... and yep, the nearby wheat doesn't show, and hitting toggle does nothing. Quit to menu, load game, oh hey there it is again. I dug up the saves from yesterday evening, same thing. Does nobody else play with the resource icons displayed? Try toggling them the very first thing after you launch Civ4 and start/load a game?

It's not a big deal (at least it's fixable simply by reloading the save, and only happens that first time after you launch Civ4), and btw reinstalling did me a favour since I apparently randomly picked a different interface colour (purple instead of silver) and hey whaddya know the various popup boxes are actually legible (the top portions) - whereas previously the white text on light background was really annoying.

Here's the new save: View attachment AND2 02-01 Craye BC-6000.zip

No idea on the invisible unit thing, I do remember reading a while back someone else also reported it but apparently it didn't recur to him either.

Do you guys have enough Python coders or maybe you could use another guinea pig? I know zero python but at least it's human readable - and I've done a little scripting before, small things like modding the missiles in Star Wolves to fire multi-stage MIRVs rather than the one-shots vanilla ones are (didn't go anywhere near the LUA storyline scripts though), random stuff like that. If the mod's python stuff isn't spaghetti or like multiple levels of recursion I figure I could pitch in... that is, if you guys got maybe a primer to throw newbies at? Any particular threads here or in C2C or wherever I should look up?
 
The C2C team has found that if BUG's Python files are changed it can do some very strange things to the different arrays python works with thru BUG. I'm not a python programmer just going on what those team members that are have reported trying to work with BUG.

Hope it all works out for you.

JosEPh
 
In "workshop" subject of "improvements" of sevopedia the link "factory" (where it says "upgrades to facory") leads to the factory-building, not factory-improvement.
 
In "workshop" subject of "improvements" of sevopedia the link "factory" (where it says "upgrades to facory") leads to the factory-building, not factory-improvement.

Fixed, it will be up in next revision. Thank you. :)
 
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