AND2 and SVN Bug Reports - A New Dawn 2 ONLY

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 366623

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?

I also find it strange that those python files are responsible for what happened to you. In fact, I've changed those values many times myself and never had such a problem. As for the invisible units, it happens sometimes but I've not yet understood what's causing them to disappear. As for python coding, I'm not an expert myself, I guess Vokarya is our best man at the moment for python coding. Right now I don't think we have big python issues, we're mostly working on balancing the game and fixing some dll code (and improving it, I'm still importing code from C2C).
 
The python errors already existing in AND and C2C won't trigger error messages which is why nobody finds problems with them.

It is just an illusion they are all working perfectly.
 
I am facing a permanent CTD upon ending the turn of this current saved game attachment. I am playing revision 666. Let me know if there is any more information I can upload to facilitate the tracing of this bug :)

EDIT: Also as a side note, I was unable to find Dualism in the tech tree - it looks like its overlapped by another tech.
 

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I am facing a permanent CTD upon ending the turn of this current saved game attachment. I am playing revision 666. Let me know if there is any more information I can upload to facilitate the tracing of this bug :)

EDIT: Also as a side note, I was unable to find Dualism in the tech tree - it looks like its overlapped by another tech.

I'll have a look at your save; yes Dualism is under Monotheism, it will be fixed in next revision.
 
attached the savegame. Choose religions was not turned on. This save is pre-completion because I did a rage quit after it happened :D 5 or 6 AI are have it building though.

I don't know what it could be but from WB I've seen many civs having discovered Cerimonial Burial and Priesthood (which is required for Oracle), so building Oracle should be ok. Among them there are Carthaginians, that can't be found anywhere on the map. Is it possible that their only city has been razed while founding Kemetism? It's the only explanation I have for the moment.
 
I am facing a permanent CTD upon ending the turn of this current saved game attachment. I am playing revision 666. Let me know if there is any more information I can upload to facilitate the tracing of this bug :)

EDIT: Also as a side note, I was unable to find Dualism in the tech tree - it looks like its overlapped by another tech.

I've been able to play 1 turn and then CTD; from debugging I got some dll code related to some python event, probably something about a corporation; but I'll have to investigate more, right now I have no solution.
 
Hey, this is pretty minor as far as bugs go, but it seems I can't get friendly automated units and enemy units to animate between turns. They just teleport from tile to tile.

I've checked the options are selected in the base game, both expansions and with the mod loaded. It works fine with the base game and previous versions of the mod (though i get errors starting the game, probably a faulty installation on my side), but with this version their movements don't animate at all.

Is there any option I've missed somewhere?
 
Hey, this is pretty minor as far as bugs go, but it seems I can't get friendly automated units and enemy units to animate between turns. They just teleport from tile to tile.

I've checked the options are selected in the base game, both expansions and with the mod loaded. It works fine with the base game and previous versions of the mod (though i get errors starting the game, probably a faulty installation on my side), but with this version their movements don't animate at all.

Is there any option I've missed somewhere?

Haven't you by chance checked "Minimize AI turn times" under BUG options?
 
Nope, Minimize AI Turn Time is turned off. Re-installed beyond the sword and the mod and still getting the same issue. Tried turning that setting on and off and didn't help either.
 
Nope, Minimize AI Turn Time is turned off. Re-installed beyond the sword and the mod and still getting the same issue. Tried turning that setting on and off and didn't help either.

Mmm, right now I have no idea; if I come up with something, I'll let you know.
 
Something I noticed during my beta: AP/UN votes-in-progress are not being saved. If a resolution is called and voted on, but not announced, and you save and quit, when you restart, the resolution fails with 0 votes, and no one's vote of any kind appears. None of the players' votes are being saved.
 
Something I noticed during my beta: AP/UN votes-in-progress are not being saved. If a resolution is called and voted on, but not announced, and you save and quit, when you restart, the resolution fails with 0 votes, and no one's vote of any kind appears. None of the players' votes are being saved.

I know, it works that way since a long time now; I've tried to fix it many times but I haven't been able yet. I'll look at C2C code to see if there are differences when voting, hopefully they've already solved this bug.
 
Something else to fix in the next revision: in Civ4TechInfos.xml, please change line 20754 (prerequisites for Ecological Engineering) from
Code:
<PrereqTech>TECH_CLIMATE_MODELS</PrereqTech>
to
Code:
<PrereqTech>TECH_CLIMATE_MODELLING</PrereqTech>

Climate Models should be a prerequisite for Ecological Engineering, but it's Climate Modelling in the XML code. I didn't see it when I did the revisions.
 
45°38'N-13°47'E;12963455 said:
I've been able to play 1 turn and then CTD; from debugging I got some dll code related to some python event, probably something about a corporation; but I'll have to investigate more, right now I have no solution.
Sorry I have not checked the forums in the last few days. Thank you for looking into this - your continued efforts are greatly appreciated :)
 
This isn't a bug report, but I couldn't find anything on it anywhere else and it didn't deserve it's on thread. When I click on a city, but without opening the city screen, some plots are highlighted with different colored circles. Can someone point me towards the documentation on what they represent?
 
It's the year 1487 AD, and the Japanese Empire is poised to take over the world...

Unfortunately I keep crashing on the next turn. No error window pops up, just like the program shuts right off. Here's my savefile.
 

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Is the "Choose Religions" option broken?
Or does anybody else not get any religion founded? at all?
rev 666 (dl'ed as a full install, not svn)
 
Is the "Choose Religions" option broken?
Or does anybody else not get any religion founded? at all?
rev 666 (dl'ed as a full install, not svn)

You have to be careful on custom options with this, as I've found out the hard way.

Do you have limited reli AND choose reli active? You need to have both of these checked in order for it to work properly on the latest rev (non-SVN version). Some of the custom options are a bit tricky, you'll have to experiment a bit (as I have done :crazyeye:) in order to get things running at optimum.
 
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