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AND2 and SVN Bug Reports - A New Dawn 2 ONLY

Never know when something has been reported or not but here is what I am experiencing in build 667.

My ship patrols do not function. That is barbarian ships are allowed to attack sea resouces without first engaging in ships on patrol guarding the asset. Further when the asset is destroyed the Fish Hut and Fish Nets cease functioning as expected, HOWEVER, another city's Fish Hut in process could no longer be built and did not show in the menu of building available. It did not show up as available until the originally destroyed fishing grounds was rebuilt.

Buck

Upload a savegame please. Also Fish hut requires fish; do you have other fish resources beside the one destroyed by barbarians?
 
45°38'N-13°47'E;12990906 said:
Upload a savegame please. Also Fish hut requires fish; do you have other fish resources beside the one destroyed by barbarians?

Also does he have the tech that enables overseas trading? If you have a Fish resource on another continent that is separated by Ocean tiles without the ability to connect trade networks overseas then the city on the other continent can't receive the Fish resource even though you have some in your supply - the city treats it as if you had none at all.

I've had this happen with units that require Iron when settling off-shore but without the tech that enables overseas trading. :)
 
@Pedia
Simple.
Just set it at standard size if game not started
 
First upload failed.

I almost never use automation, so I've seen your ship doesn't attack that barbarian ship, but I don't know what's causing it; I guess I'll need looking at the dll code. As for Fisherman's hut anyway, it works perfectly: you have 2 crab resources, one gets destroyed but you're exporting the other one. Hence you don't have crabs anymore for your fisherman's hut or fish traps.
 
45°38'N-13°47'E;12991082 said:
I almost never use automation, so I've seen your ship doesn't attack that barbarian ship, but I don't know what's causing it; I guess I'll need looking at the dll code. As for Fisherman's hut anyway, it works perfectly: you have 2 crab resources, one gets destroyed but you're exporting the other one. Hence you don't have crabs anymore for your fisherman's hut or fish traps.

I understand what you are saying about the Fish Huts/Nets. I have never seen that before. Live and learn.

Question, using the same logic, had the Barbarian not destroyed the resource but I was exporting both crabs, would the Fish related buildings then no longer function? Think I'll test it.

Thanks for looking at it.

Buck
 
Thanks for your hard work:)

Resource filters in globe view are messed, oil and coal are under food, uranium is under luxuries etc..

rev 668
 
Actually this was probably broken already in And 1.7.. I just noticed it again:)

It should be easy to fix.. I remenber same thing in other mods.
 
Actually this was probably broken already in And 1.7.. I just noticed it again:)

It should be easy to fix.. I remenber same thing in other mods.
 
I just installed from the nightly built installer and started a new game. Right when I complete a research I sometimes get a few of the next available techs in only 1 turn. For example I research Slavery (123) and I am presented with the option to research Ritualism (71) or The Wheel (71) in 1 turn. The next turn I indeed do get the chosen tech, then research another normally and there is a chance the bug will happen again.
 
I just installed from the nightly built installer and started a new game. Right when I complete a research I sometimes get a few of the next available techs in only 1 turn. For example I research Slavery (123) and I am presented with the option to research Ritualism (71) or The Wheel (71) in 1 turn. The next turn I indeed do get the chosen tech, then research another normally and there is a chance the bug will happen again.

Not a bug:
http://forums.civfanatics.com/showpost.php?p=12997936&postcount=5894
and
http://forums.civfanatics.com/showpost.php?p=12998702&postcount=5896
 
Okay, maybe it should be toned down, because I got this (1 turn) effect immediately after the first tech I researched. On Emperor. I don't know, balancing is hard and I just re-installed the game after a year or so. Thanks for keeping this up, I still can't stand Civ 5 :)
 
Okay, maybe it should be toned down, because I got this (1 turn) effect immediately after the first tech I researched. On Emperor. I don't know, balancing is hard and I just re-installed the game after a year or so. Thanks for keeping this up, I still can't stand Civ 5 :)

Emperor isn't balanced yet, so it could also be a balancing issue; anyway I'm trying to make techs diffuse more gradually :)
 
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