AND2 and SVN Bug Reports - A New Dawn 2 ONLY

Anybody else having an issue with uranium not showing up on some iterations of maps? It was my assumption that at least one source of each critical resource would be added to a map. Have encountered this on the pangea and perfect world 2 maps even with standard size.
 
They don't show up in WB?

JosEPh
 
Path and Road have the same shortcut : R, while Jungle Camp doesn't have any.

Maybe because Jungle Camp is from a Modmod. No keyboard short cuts have been applied or made for it? Do you know how to do this? I don't.

JosEPh
 
I keep getting a CTD on this save here...I have no clue what the issue is...any help would be appreciated.

Which revision are you using? I have no problem in passing the turn using rev623... you can see your rev number by hovering the mouse over your flag near the minimap.
 
I'm using rev619 - I am downloading latest version now and will try and use this save with that version and see if that works.

Will there be any incompatibility issues using a 619 save with the 623 version that you are aware of?
 
I'm using rev619 - I am downloading latest version now and will try and use this save with that version and see if that works.

Will there be any incompatibility issues using a 619 save with the 623 version that you are aware of?

It should work. when you load the save a pop up will appear. It will ask if you want to do a Re-calculation of the modifiers because either Assets or DLL have changed. It is recommend but it's not necessary the 1st turn. But should be done within several turns after reload of the save.

@Blue Templar,
There is a BUG Option setting for it to show or not. Go into BUD screens and find it and turn it off.

JosEPh
 
They don't show up in WB?

JosEPh

Nope. Some iterations have a few uranium sources, while others haven't a single one. I think this might be specific to a few map scripts as I recently switched from almost always using perfectworld2, but I thought that it was definitely odd for such a critical late game resource not to be included.

Example from the pangea mapscript included (rev 622). Settings for resources were standard; standard map size.
 

Attachments

Nope. Some iterations have a few uranium sources, while others haven't a single one. I think this might be specific to a few map scripts as I recently switched from almost always using perfectworld2, but I thought that it was definitely odd for such a critical late game resource not to be included.

Example from the pangea mapscript included (rev 622). Settings for resources were standard; standard map size.

You're right, there's no uranium. Could be the map which is too small. Anyway uranium could popup just mining here and there, so it's not 100% certain that you won't find it before the modern era.
 
@Blue Templar,
There is a BUG Option setting for it to show or not. Go into BUD screens and find it and turn it off.

JosEPh

IIRC that option doesn't work. That BUG reminder will always remain there no matter what you do.

Edit: Or better, IIRC that option makes something else, but I don't remember right now what is doing.
 
45°38'N-13°47'E;12304529 said:
IIRC that option doesn't work. That BUG reminder will always remain there no matter what you do.

Edit: Or better, IIRC that option makes something else, but I don't remember right now what is doing.

If you want that reminder to stay gone, you have to edit the file Assets\Python\Afforess\AutomatedSettings.py and either delete or comment out lines 27 and 31. That is what's turning the reminder back on every time you start a new game or load a saved game.
 
45°38'N-13°47'E;12304519 said:
You're right, there's no uranium. Could be the map which is too small. Anyway uranium could popup just mining here and there, so it's not 100% certain that you won't find it before the modern era.

Is there any way for me to manually tweak the map script in order to force at least one resource of each critical type without using the "balanced" option? I had one game I played up until modern in which there was plainly no uranium. I had a decent tech lead but was facing an opponent with a very large force and so nukes would have been quite useful at that point. :lol:
 
Is there any way for me to manually tweak the map script in order to force at least one resource of each critical type without using the "balanced" option? I had one game I played up until modern in which there was plainly no uranium. I had a decent tech lead but was facing an opponent with a very large force and so nukes would have been quite useful at that point. :lol:

None that I know of at the moment, but I'm not a mapscript expert.
 
If you want that reminder to stay gone, you have to edit the file Assets\Python\Afforess\AutomatedSettings.py and either delete or comment out lines 27 and 31. That is what's turning the reminder back on every time you start a new game or load a saved game.

No, I don't think it will work. That option that you are disabling this way, is the same that you can disable via BUG menu. It doesn't disable the blinking BUG option reminder. It just disables the option box that appears on the right when you start or load a game.
 
45°38'N-13°47'E;12305693 said:
No, I don't think it will work. That option that you are disabling this way, is the same that you can disable via BUG menu. It doesn't disable the blinking BUG option reminder. It just disables the option box that appears on the right when you start or load a game.

What I'm referring to is getting the reminder to stay gone once you turn it off from the BUG menu.
This piece of code is in both the ANewDawnSettings.py file and the AutomatedSettings.py file.
Code:
	def onLoadGame(self,argsList):
		self.optionUpdate()
		MainOpt.setShowOptionsKeyReminder(True)

	def onGameStart(self,argsList):
		self.optionUpdate()
		MainOpt.setShowOptionsKeyReminder(True)

To keep the reminder from reappearing, the line MainOpt.setShowOptionsKeyReminder(True) has to be deleted or commented out in both files -- it's been done in the ANewDawnSettings.py file, but not the AutomatedSettings.py (looking at the logs, it was done to both of them at one point, but that got lost during a revert). Otherwise, the reminder will show up again whenever a new game is started or a saved game is loaded.
 
What I'm referring to is getting the reminder to stay gone once you turn it off from the BUG menu.
This piece of code is in both the ANewDawnSettings.py file and the AutomatedSettings.py file.
Code:
	def onLoadGame(self,argsList):
		self.optionUpdate()
		MainOpt.setShowOptionsKeyReminder(True)

	def onGameStart(self,argsList):
		self.optionUpdate()
		MainOpt.setShowOptionsKeyReminder(True)

To keep the reminder from reappearing, the line MainOpt.setShowOptionsKeyReminder(True) has to be deleted or commented out in both files -- it's been done in the ANewDawnSettings.py file, but not the AutomatedSettings.py (looking at the logs, it was done to both of them at one point, but that got lost during a revert). Otherwise, the reminder will show up again whenever a new game is started or a saved game is loaded.

Mmmm, it looks like you're right. Strange, I remember trying that trick a long time ago but I thought it didn't work for some reason. Oh well, next revision will include this little fix as well (and I plan to make Glasssmith a National Wonder with the same fix: I know, we were discussing about possible conflicts with Glassblower's Guild but 1. not everyone plays with Guilds, 2. Glassblower's Guild gets obsolete while Glasssmith doesn't, so I think it's ok making it a NW)

Edit: On second thought, it could be better to disable automatic blinking of Ctrl+Alt+O on loading the game but leave it there when starting a new game. That way you only have to disable it when you start a game but people won't forget about the option (if you remove it completely, I'm sure people will ask in the future how to reactivate it).
 
Getting a CTD 3 turns in from the savepoint.

Too big too attach here, so the save is at http://www.arksark.org/AutoSave_BC-1716.CivBeyondSwordSave

Rev: 623

It's a crazy big game, but that hasn't previously been a problem, CTD-wise. One thing that happens shortly before the crash is Pacal II declaring war on a different Pacal II. Multiple Pacals hadn't been a problem thus far though.

BTW, Is it my imagination/luck, or is stone ridiculously rare now on the ROM_Pangaea maptype these days? Has seemed that way on my last few games.
 
45°38'N-13°47'E;12305842 said:
Edit: On second thought, it could be better to disable automatic blinking of Ctrl+Alt+O on loading the game but leave it there when starting a new game. That way you only have to disable it when you start a game but people won't forget about the option (if you remove it completely, I'm sure people will ask in the future how to reactivate it).

Do what you want; I personally will leave it off permanently. It does appear on the little popup when you load a saved game, but it's buried at the bottom under the list of options that are currently turned on. I hate having to turn the blinking off.
 
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