AND2 and SVN Bug Reports - A New Dawn 2 ONLY

I removed zulu's modpack and the game continued so its related somehow to that.

However, again I encountered the annoying problem of when recalculating modifiers things go haywire. I would like to be able to have a game continue across multiple versions but this seems to cause too many problems. When I recalculated suddenly all my gp points trippled and some other weird stuff.
 
It seems that the research institute for the russians is missing. i can build laboratories in the non-russian cities but nothing in the russian cities
 
It seems that the research institute for the russians is missing. i can build laboratories in the non-russian cities but nothing in the russian cities

Uh, now that's really strange... I almost always play with Cathy and and I always go for Research Institutes. Besides, nothing has been changed regarding these buildings.
 
45°38'N-13°47'E;12283602 said:
Uh, now that's really strange... I almost always play with Cathy and and I always go for Research Institutes. Besides, nothing has been changed regarding these buildings.

Laboratory's been moved to Modern Physics, while Russian Research Institute is still at Superconductors. Maybe they should be on the same tech?
 
Laboratory's been moved to Modern Physics, while Russian Research Institute is still at Superconductors. Maybe they should be on the same tech?

Ah ok, will keep playing then to see if they eventually come up. Thanks
 
I have an issue with my game - not sure how to identify which SVN version it is - but I downloaded it on February 22nd.

Anyhow, the sprites for various units will change from time to time to different versions of themselves - For example my modern grenadier will change into a regular grenadier. My dreadnaught will change from time to time to a pre-dreadnaught sprite.

My apologies if I am not explaining this properly, but my lingo for these things is limited... Any help you can provide would be appreciated.
 
I have an issue with my game - not sure how to identify which SVN version it is - but I downloaded it on February 22nd.

Anyhow, the sprites for various units will change from time to time to different versions of themselves - For example my modern grenadier will change into a regular grenadier. My dreadnaught will change from time to time to a pre-dreadnaught sprite.

My apologies if I am not explaining this properly, but my lingo for these things is limited... Any help you can provide would be appreciated.

You probably have the Animations Frozen option turned on (it's accessible from the main screen, under Advanced - Options - Graphics). From what I've seen, turning that option on causes the unit graphics to revert to their base model. Try turning that option off and see what happens. If that option is off, then there's something else at work.
 
Vokarya is right, it's probably Animations Frozen option turned on. As for Revision number, you only have to hover your mouse over your flag in the lower right corner of the screen (near the minimap) while playing, and it will tell you which version you're using.
 
Laboratory's been moved to Modern Physics, while Russian Research Institute is still at Superconductors. Maybe they should be on the same tech?

Ok, then I would leave things as they are. It hasn't caused problems so far and Unique Buildings are being built with different prereq and give different benefits. So that's ok with me. :)
 
45°38'N-13°47'E;12285885 said:
Ok, then I would leave things as they are. It hasn't caused problems so far and Unique Buildings are being built with different prereq and give different benefits. So that's ok with me. :)

What I noticed is that Unique Buildings aren't on a later tech than their original building - the only two UB's that are changed are the Aztec Sacrificial Altar and the Sumerian Ziggurat, which are both available earlier than their parent building. When we get to revising the Modern Era, I'm going to be moving Superconductors much closer to the end of the era, so I'm not sure if we still want that much difference.
 
I have a repeatable crash, it seems to get through most of the AI's, if it goes in Alphabetical order, but will continually crash to desktop.

No logs are being written, although I have logging enabled. In either the mods folder or the My games/ Beyond the sword/logs.

I don't think its the graphics, as I've eliminated a couple of civs just recently. Well, one and two others gave up independence.

Giagantic Map, formations on, but crashes in single unit graphics, low resolution, otherwise It'd never run.
 
What I noticed is that Unique Buildings aren't on a later tech than their original building - the only two UB's that are changed are the Aztec Sacrificial Altar and the Sumerian Ziggurat, which are both available earlier than their parent building. When we get to revising the Modern Era, I'm going to be moving Superconductors much closer to the end of the era, so I'm not sure if we still want that much difference.

You're right, I guess we'll see how things turn out with the new tech tree
 
I have a repeatable crash, it seems to get through most of the AI's, if it goes in Alphabetical order, but will continually crash to desktop.

No logs are being written, although I have logging enabled. In either the mods folder or the My games/ Beyond the sword/logs.

I don't think its the graphics, as I've eliminated a couple of civs just recently. Well, one and two others gave up independence.

Giagantic Map, formations on, but crashes in single unit graphics, low resolution, otherwise It'd never run.

Thank you IPEX, I'll have a look
 
We still have some serious bugs that are over a year old.

1) Jungles can still spontaneously appear in the middle of nowhere. I remember Afforess saying that this was an accident before he retired.

2) The wasted food concept that was accidentally backported in from Cavemen2Cosmos is still present. With the updated dll, you can at least fix this by going into A_New_Dawn_GlobalDefines.xml and adding the following block:

Code:
	<Define>
		<DefineName>WASTAGE_START_CONSUMPTION_PERCENT</DefineName>
		<iDefineIntVal>-1</iDefineIntVal>
	</Define>

But really, this shouldn't be in here at all.

EDIT: It turns out I misunderstood the results of my experiment. The fix for the wasted food problem doesn't work after all. It looks like the dll contains the code for wasted food but not the code for exposing it to xml. I tried just copying over the C2C dll, but as expected, that caused the game to crash on load. If I may say so, this is a much bigger problem than all of the xml tweaks being discussed combined.
 
We still have some serious bugs that are over a year old.

1) Jungles can still spontaneously appear in the middle of nowhere. I remember Afforess saying that this was an accident before he retired.

I can confirm this one. Just had it happen yesterday. Had a jungle grow next to a city in tile that had a farm in it. Didn't seem to change anything other than adding the jungle tag to the tile though.
 
Is anyone else having issues with wasted food? This is an absolutely gigantic issue, and the fact that no one has even mentioned it at all in over a year makes me suspicious that the problem is on my end.
 
I was quite surprised to see some wasted food on some of my cities. It doesn't seem to have a big impact so far though (late Ancient). Please remove it, this is IMHO one of the features that complicates decision-making that should be part of C2C but not AND.
 
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