AND2 and SVN Bug Reports - A New Dawn 2 ONLY

Hmm... Does AND handle the global warming / radioactive dust mechanics any differently than standard BTS? Other than of course the automatically turning a tile into desert ^^

I've actually never seen global warming turning a tile into desert since years now. I'm not sure radioactive dusts (nuclear winter) is actually present in standard BTS, anyway this feature doesn't turn tiles into desert, it just destroys improvements and damage units stopping on that tile (I'm not sure if it works when terrain damage is off, but I always play with it).

As for automations, I really don't know guys as I've never used them. I'll have to try and see how they work.
 
Automating exploration works fine, as does upgrading trade routes. I haven't tried the others.
 
45°38'N-13°47'E;13246333 said:
I've actually never seen global warming turning a tile into desert since years now. I'm not sure radioactive dusts (nuclear winter) is actually present in standard BTS, anyway this feature doesn't turn tiles into desert, it just destroys improvements and damage units stopping on that tile (I'm not sure if it works when terrain damage is off, but I always play with it).

As for automations, I really don't know guys as I've never used them. I'll have to try and see how they work.


How can you even have the patience to deal with all those units turn by turn? :lol:

Aaah I'm so impatient :p

The only real automations I use are:
*Spread Religion (Works fine for me)
*Explore - Sometimes if I have an excess amount of Caravels or Galleys I'll have them run about exploring while I focus on other things.
*Hunt - Usually naval only, and on larger maps. Late-game more often than mid or early. Again, impatient and lazy.
*Governor - Only on cities not intended to be specialist farms.
*Build Routes
*Build Improvements - Work boats only. Land workers just wreck everything with this.
*Airstrike - I wouldn't even bother with AND aircraft of any kind for any reason ever if this was not available. Honestly, having dozens - or even a hundred - bombers in BTS is bad enough, but their operation range is absolutely broken in AND. Having to individually direct each and every one of them every single turn? Ugh. No way. I don't know how you all can do this - I'd drive myself insane trying to do that every game :lol:


Really am quite serious with the Airstrike one. Once I get to Bombers and Stealth Bombers, especially on larger maps, it's just too tedious. It's pretty much the only AND automation I wouldn't be able to live without.

I mean, I can understand other people not using these and preferring having more control, but I just don't have that sort of patience :sad:
Trust me, I've tried. But after a few dozen turns that take nearly ten minutes just to move units (And this is excluding dealing with cities and other decision making and waiting times) that's when I give up and start a new game. Airstrike and Hunt automations shaves minutes off my turns, while I manually keep my main strike forces going where I need them.
 
@Rezca,
Then it sounds like the perfect set up for you is a Small/Standard map 3-5 AI and Blitz game speed.

JosEPh
 
How can you even have the patience to deal with all those units turn by turn? :lol:

Aaah I'm so impatient :p

The only real automations I use are:
*Spread Religion (Works fine for me)
*Explore - Sometimes if I have an excess amount of Caravels or Galleys I'll have them run about exploring while I focus on other things.
*Hunt - Usually naval only, and on larger maps. Late-game more often than mid or early. Again, impatient and lazy.
*Governor - Only on cities not intended to be specialist farms.
*Build Routes
*Build Improvements - Work boats only. Land workers just wreck everything with this.
*Airstrike - I wouldn't even bother with AND aircraft of any kind for any reason ever if this was not available. Honestly, having dozens - or even a hundred - bombers in BTS is bad enough, but their operation range is absolutely broken in AND. Having to individually direct each and every one of them every single turn? Ugh. No way. I don't know how you all can do this - I'd drive myself insane trying to do that every game :lol:


Really am quite serious with the Airstrike one. Once I get to Bombers and Stealth Bombers, especially on larger maps, it's just too tedious. It's pretty much the only AND automation I wouldn't be able to live without.

I mean, I can understand other people not using these and preferring having more control, but I just don't have that sort of patience :sad:
Trust me, I've tried. But after a few dozen turns that take nearly ten minutes just to move units (And this is excluding dealing with cities and other decision making and waiting times) that's when I give up and start a new game. Airstrike and Hunt automations shaves minutes off my turns, while I manually keep my main strike forces going where I need them.

I pretty much never touch the modern era myself either, for exactly the same reasons.
 
(...)
Also, it would be quite nice if it were possible again to just send a unit straight into the unknown, and not have to click a destination every three tiles (especially with Caravels exploring the ocean).
(...)

Agreed.
Please, change that back to the old way, if possible. Please.
 
Agreed.
Please, change that back to the old way, if possible. Please.

I fear this isn't possible. At least with my knowledge. I've imported the pathing code by Koshling which solved a lot of AI pathing problems but his code is kind of magic to me. So no way to go back, sorry. And even if it would be possible, other old problems would arise.
 
^^ Agreed.

I'm quite willing to put up with a few extra clicks if it means pathing issues are cleaner than before.
 
The issue with control-clicking units aboard ships is also an issue in cities when there are aircraft present. When I control-click one of several Infantry units, a fighter is selected instead! I think that once all aircraft have moved you can then control-click land units - which is a clunky workaround, in my opinion.

I think the same problem exists when a ship is in the city.
 
45°38'N-13°47'E;13247004 said:
I fear this isn't possible. At least with my knowledge. I've imported the pathing code by Koshling which solved a lot of AI pathing problems but his code is kind of magic to me. So no way to go back, sorry. And even if it would be possible, other old problems would arise.

Actually, I think there is a compile time flag to toggle the new pathing code on and off. I haven't actually, say, tried it, but if you added "/DUSE_OLD_PATH_GENERATOR" to the GAME_OPTIONS in the makefile list, it might turn it off. Or it might crash. :p

PS. When changing makefile options, you need to force a full clean & recompile.
 
@Rezca,
Then it sounds like the perfect set up for you is a Small/Standard map 3-5 AI and Blitz game speed.

JosEPh

Except a game I can win in an hour isn't any more fun than a game that takes an hour just to pass fifteen turns, and I don't want to win games when I haven't even left the Medieval era yet! :lol:

I've played a few Quick/Small maps, but usually only after updating a major rev or when going between certain mods i.e. from AND to C2C or visa versa. Fastest victory so far with 5 AIs was indeed shortly after the Medieval rolled around.

Bombers in BTS had a fairly decent range, but Stealth Bombers have access to half a continent - or more than half - on a Large map, and Orbital Bombers have free reign over a good portion of the entire planet. It doesn't matter if it's a Small map or a Large map or a Huge map - the having to individually tell what tiles and units across such a massive area to bomb every turn is still a tedious thing. If I had to only tell twenty of them this every turn instead of 200, fine I can handle that.


Automate Hunt and Automate Airstrike work just fine for me. They're simple and do what they say they do. Normal and Epic have always been my preferred speeds since I don't *want* to be at the Industrial after just a hundred turns, but I don't want it to take over a thousand turns to get to that same spot. I don't much care for Blitz and I don't much care for anything slower than Marathon - except for when I'm feeling a bit adventurous or just want to try something new :)

If I have 200 units to move every turn, it's going to be tedious for me doing that every turn - small map or large map, blitz or snail.



All that aside, I'm just glad the automations are there. I don't really use the Border Guard automation except for in C2C to have a few military walk around whacking animals that show up. Not everyone may use them, or even all of them, but they do have their uses. ...Usually :p
 
Actually, I think there is a compile time flag to toggle the new pathing code on and off. I haven't actually, say, tried it, but if you added "/DUSE_OLD_PATH_GENERATOR" to the GAME_OPTIONS in the makefile list, it might turn it off. Or it might crash. :p

PS. When changing makefile options, you need to force a full clean & recompile.

I know there's some part with the OLD_PATH_GENERATOR tag, but I'm also not sure they still work as so much as changed since that time. But the problem is anyway that other problems would arise IIRC; not to mention I'm not sure that OLD_PATH_GENERATOR is the original one. Might be an older version of Koshling's pathing system. I don't remember.
 
I asked about Zone of Control once before when I was having some problems with Moats that I owned, but should... Um... That be happening with my own naval units with the Naval Tactics promotion?

Civ4ScreenShot2872.JPG

The Iron Frigate suffering in that storm can't enter the tile next to the Ship of the Line, or the tile to the right of it beside the other Iron Frigate. Both of the ships beneath the Iron Frigate stuck in that storm have the Naval Tactics promotion, and the ship in the storm tile can't enter either of the tiles between the other two ships, but it can go around them.

Is that how the naval Zone of Control is supposed to work? (Including preventing your own ships from getting by)
 
I've been getting some strange python errors.

Spoiler :


This one happened upon launch, in the opening screen. Had no effect on game play from what I could see.

The next happened, right after I changed from Senate to Beaucracy, state church to divine cult, and Monarchy to Republic I think. I also changed religions from Toaism to Christianity (as I held the holy city.)

Again no effect, apart from in immediate python error, something to do with revdcm I think??
 
I asked about Zone of Control once before when I was having some problems with Moats that I owned, but should... Um... That be happening with my own naval units with the Naval Tactics promotion?

View attachment 376320

The Iron Frigate suffering in that storm can't enter the tile next to the Ship of the Line, or the tile to the right of it beside the other Iron Frigate. Both of the ships beneath the Iron Frigate stuck in that storm have the Naval Tactics promotion, and the ship in the storm tile can't enter either of the tiles between the other two ships, but it can go around them.

Is that how the naval Zone of Control is supposed to work? (Including preventing your own ships from getting by)
As I said earlier, your own zone of control has NO EFFECT on your own units. Possibly this is a result of a bad cache. Save and reload the save and caches will be cleared. If you verify this fixes it, this will verify the ZOC caching is busted.
 
45°38'N-13°47'E;13247954 said:
I know there's some part with the OLD_PATH_GENERATOR tag, but I'm also not sure they still work as so much as changed since that time. But the problem is anyway that other problems would arise IIRC; not to mention I'm not sure that OLD_PATH_GENERATOR is the original one. Might be an older version of Koshling's pathing system. I don't remember.

I looked, it's BTS default path gen.
 
As I said earlier, your own zone of control has NO EFFECT on your own units. Possibly this is a result of a bad cache. Save and reload the save and caches will be cleared. If you verify this fixes it, this will verify the ZOC caching is busted.

I'll have to check that the next time I see it come up, since I had already moved one of the units to whack a Ship of the Line that was passing by on a pillage mission, and I sent the other back home for an upgrade to a Destroyer.


If Saving and Reloading doesn't fix it though, what else might it be? (Just curious)
 
I'll have to check that the next time I see it come up, since I had already moved one of the units to whack a Ship of the Line that was passing by on a pillage mission, and I sent the other back home for an upgrade to a Destroyer.


If Saving and Reloading doesn't fix it though, what else might it be? (Just curious)

If Saving and Reloading doesn't fix it then something is seriously broken and do provide a save for me to debug.
 
Another error, well really just the icon usage,

in the civopedia, its using the icon for the ship of the line for the icon for a Galleon under Naval Cannon.

Not in my revision (725). Can you post a screenshot? Could it be a problem while switching between different revisions?
 
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