AND2 and SVN Bug Reports - A New Dawn 2 ONLY

Thanks for the quick update, you're a miracle worker. :goodjob: Really, this mod is running so much more smoothly since you started doing bug updates. Believe me when I say your efforts are appreciated.

very true!!:goodjob:
 
Ahh I see, so its the 'definition' of being next to a river. Having access to water, isn't defined as being next to a river. You need the river to run along a tiles boundary edge to to speak, just having it touch doesn't count.

Seems strange to me, as a city that touches a river, has all the river benefits, but a Lumber mill won't.
 
Oh, was this only something c2c implemented? I thought it was apart of AND too.

That part of the code was imported but not yet fully activated, althoug I think it's just an xml change now. I'm considering it for the next version of AND, when we will have the new tech tree as a balancing work will be needed for both the new tech tree and the culture-dependant number of wonders.
 
very true!!:goodjob:

@Blueblood and Noyyau, thank you :)
I'm doing my best (which I feel isn't enough anyway, I'd like to do more but time is limited as are my skills) ;)
I'm happy to keep this mod alive with all the players' help
 
This is another bug that has occurred in C2C before. It's definitely related to Sentry promotions and other promotions that give +1 sight range, but I don't remember how it was fixed.

Thank you for the hint Vokarya, I'll search through C2C revisions to see when and how it was fixed; otherwise I'll try to find a solution myself if I'm able to.
 
Seems to be an issue with nuke building, or something changed. At first I noticed that my vassal was building A-Bombs and that he had completed the Manhattan Project. I then looked to see if I could build these as well but they were greyed out saying I needed to build the Manhattan Project. Looking at the wonders stats, apparently everybody has built the Manhattan Project which I find odd - isn't this supposed to be built by one nation and then it enables nukes for everybody? Moreover, I took over a city from Justinian which had the Manhattan Project, which is why I can't build it, but he also has another city that contains this same project. What?? So two things here - why can I not build nukes as I have many sources of Uranium and the "Manhattan Project" building, and why are there more than one instance of this project?
 

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I've an instance of a python error for minors, in the bug options. It didn't affect the game at all, just produced the error messages, but is stopping something else from happening.

Screen shot are attached that explain it all

Spoiler :
Line1493SettlebarbarianCivs_zps2ff3f909.png


Line1335Barbariancivs_zps606efdf2.png


LIne187_zpsad56bf5c.png


BugeventManager363_zps140037f6.png


That's the order they occurred, time on computer sets it out.

Didn't crash the game, but does affect some aspect of it. ENJOY :goodjob:
 
Seems to be an issue with nuke building, or something changed. At first I noticed that my vassal was building A-Bombs and that he had completed the Manhattan Project. I then looked to see if I could build these as well but they were greyed out saying I needed to build the Manhattan Project. Looking at the wonders stats, apparently everybody has built the Manhattan Project which I find odd - isn't this supposed to be built by one nation and then it enables nukes for everybody? Moreover, I took over a city from Justinian which had the Manhattan Project, which is why I can't build it, but he also has another city that contains this same project. What?? So two things here - why can I not build nukes as I have many sources of Uranium and the "Manhattan Project" building, and why are there more than one instance of this project?

First of all, Manhattan Project is not a Project anymore; and this is something that has always been like that since the early stages of RoM (before AND) if I recall correctly. So it's perfectl normal that everyone has to build it, it's a National Wonder since many years now :) So there are not many instances of the project, it's just that everyone has its own national wonder, as it is supposed to be.
That said, there's clearly a bug (or more):
- first of all tooltips shouldn't say that "enables nuclear attacks (for all players)".
- secondly, you can't build nukes because you're supposed to build MP, not to own one; but at the same time you can't build MP because you already own one.
I will correct the tooltip and will give manhattan project no chance to be conquered (it will be destroyed if you conquer a city).
The reason why justinian has another MP is that he's built the second one after you conquered his first one, so that's ok.
Thank you for spotting this. ;)

Edit: problem in your game will be that you need to raze this city or reload the game from an earlier save otherwise you won't be able to build Manhattan Project anymore.
 
45°38'N-13°47'E;12316401 said:
First of all, Manhattan Project is not a Project anymore; and this is something that has always been like that since the early stages of RoM (before AND) if I recall correctly. So it's perfectl normal that everyone has to build it, it's a National Wonder since many years now :) So there are not many instances of the project, it's just that everyone has its own national wonder, as it is supposed to be.
That said, there's clearly a bug (or more):
- first of all tooltips shouldn't say that "enables nuclear attacks (for all players)".
- secondly, you can't build nukes because you're supposed to build MP, not to own one; but at the same time you can't build MP because you already own one.
I will correct the tooltip and will give manhattan project no chance to be conquered (it will be destroyed if you conquer a city).
The reason why justinian has another MP is that he's built the second one after you conquered his first one, so that's ok.
Thank you for spotting this. ;)

Edit: problem in your game will be that you need to raze this city or reload the game from an earlier save otherwise you won't be able to build Manhattan Project anymore.

Ah okay, I'm not sure how I missed that all this time. :crazyeye: And yeah I went ahead and razed the city and it worked after building it myself. Again I appreciate the help!
 
Finally got my first cavalry!
And... it didn't get any xp. It only got the free Morale promotion from the confucian shrine. But this is my military town with settled GGs and all possible xp giving buildings! Built a couple more, same result: new cavalry, no xp, just Morale. Will try making them in different towns, see what happens.

Update: cavalries built in other cities get their correct free xp at creation. Only my designated military town doesn't give them... and only for the cavalry, earlier mounted units got their xp just fine.
 
Finally got my first cavalry!
And... it didn't get any xp. It only got the free Morale promotion from the confucian shrine. But this is my military town with settled GGs and all possible xp giving buildings! Built a couple more, same result: new cavalry, no xp, just Morale. Will try making them in different towns, see what happens.

Update: cavalries built in other cities get their correct free xp at creation. Only my designated military town doesn't give them... and only for the cavalry, earlier mounted units got their xp just fine.

Can you post a savegame please?
 
I think its strange that every time I expand my Mercers guild to an new city, my net increase in gold/turn is about 30. It tells me something small like 0 or 4 or even 9 depending on the city and i should be getting a base of 16 gold/turn +/- modifiers. So for example, in one city i got 16gold/turn + 120% = ~35g/turn. but then id have to subtract like 15 for corporation payments and tehn add like 2 gold in the base city. HOWEVER, id still end up with like 40 extra gold/turn. so i think that the corporation maintenence costs arent being subtracted properly. thats my guess. Hopefully you can figure it out!

Btw, i just downloaded the most up to date version last night. had fun with it so far, thanks for doing all this work!

Also, i played on monarch and breezed through like 4 computer players before 0ad, to lazy to cross the ocean. computer feels easier than regular Rise of mankind.
 

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btw, it does show up as subtracting the gold in the city screen. But i think there is a mismatch between the calculation on the city screen and the actual gold added to my gold pile.
 
Noyyau said:
Finally got my first cavalry!
And... it didn't get any xp. It only got the free Morale promotion from the confucian shrine. But this is my military town with settled GGs and all possible xp giving buildings! Built a couple more, same result: new cavalry, no xp, just Morale. Will try making them in different towns, see what happens.

Update: cavalries built in other cities get their correct free xp at creation. Only my designated military town doesn't give them... and only for the cavalry, earlier mounted units got their xp just fine.
45°38'N-13°47'E;12320071 said:
Can you post a savegame please?

Sorry, forgot about that. Here it is, just end the turn and in the next turn check the cavalries in the cities of Noyyau (the one with the problem) and Robertia (working as expected)

Edit: oh, and this is still beta4 rev 620.
 
In my game the AI has also been quite generous in trading! Not to that point, but they did offer me 2000+ gold for a single worker a few times...
 
In my game the AI has also been quite generous in trading! Not to that point, but they did offer me 2000+ gold for a single worker a few times...

The only time I ever had bids that high was when there was a market for workers caused by persistently forming radioactive dust. :lol:
 
I hesitate to post this as this seems like a very major game breaking glitch and yet I've seen no discussion or comments on it. I'm the only one experiencing or noticing some odd behavior once again? Sigh, lucky me... this is with SVN revision 620 as that was the latest available when I started this game.

Anyways, the glitch only manifests in advanced games - I've only noticed it happen in late Industrial/Modern era games and later when I have 30-40+ cities. Perhaps that's because the buildings that cause (or show?) the problem don't become available until then. It has to do with buildings that "employ" your citizens. This always seemed a dubious mechanic at best to me, but it appears to be a major problem now. The only ones I know for sure do it are the power plants, those that provide power to your factories. Doesn't matter which type, Oil or Coal or Hydro - they all do it. If there are other buildings that "employ" citizens that I'm missing here or haven't noticed, they'll probably do it too as the mechanic seems to be the issue rather than the specific buildings.

What they do is they take away your usable pop points in cities and employ them in the buildings. But they don't stop there, they do it again and again every time you recalc (CTRL + SHIFT + T) the modifiers for the game. And this pop reduction is PERMANANT - you will never get that population back to be usable for working tiles or specialists. It also causes you to not be able to build any buildings/wonders/projects as the city is "too small" for some bizare reason to build any of these items. Units and Wealth/Culture/Research still work ok, but nothing else can be built. See the screens for evidence of what I'm talking about here.

I can hear you already - then don't do that. Yeah, but if I don't I'll go broke as the other glitch I mentioned in another post, that of your income going massively negative every time your city count changes (you capture or raze a city) will pop up and strangle your economy. You *have* to recalc as this bug happens far more often than I was led to believe ("isolated"), basically every single time your number of controlled cities changes. So you recalc, and then this bug hits and any of your cities with buildings that employ citizens are reduced to no usable population after it happens enough times.

I have 3 Gorges Dam built in one of my cities and I held off building any power plants as I beelined 3GD so as none of my cities have any buildings that employ citizens I'm immune basically in this current game, aside from any AI cities I capture where a power plant survives. So moderately to majorly annoying for me yes, but what is even worse is that the AI is basically dead now. They have no population to use their city's normal workable tiles or as specialists, their cities slowly starve out to whatever population the city tile and guild/corporation/building food can provide. I was wondering why I just started to get silly overpowered vs the AIs once the Modern era hit in this game, here's the reason. The AI basically lost right then and there once this bug started happening.

Some of the many screenshots I've taken that illustrate these issues both in my cities and in AI cities I have visibility in via espionage:

Civ4ScreenShot0206.JPG Civ4ScreenShot0209.JPGCiv4ScreenShot0222.JPG Civ4ScreenShot0237.JPGCiv4ScreenShot0238.JPG Civ4ScreenShot0242.JPGCiv4ScreenShot0243.JPG Civ4ScreenShot0247.JPGCiv4ScreenShot0255.JPG

A current save game where these shots are taken from (game started with svn 620, don't know if it's required to load the save):

View attachment Employed-WTH-CivBeyondSwordSave.7z

I'm still playing this game just to see the techs/wonders in the Transhuman era as I've never gone this far with the mod so I can provide a current up to date save if you need/want one. The glitch is happening regularly as I take over/found new cities as I mess around with taking over the territory of a little 7 city AI "empire" stuck in the Industrial techs.

For testing purposes, I did try something that I'll mention. I had a city I knew I was going to take over in the above war. I had another neutral AI city nearby that was suffering from the glitch, in this case a Coal Power Plant. What I did was before I took over the city, I opened up Worldbuilder and deleted the CPP from the neutral city. Closed WB and then took over the enemy city. Did the usual recalc after my +9000 GP/turn economy turned into -14000GP/turn just from doing that (happens EVERY time the city count changes). Then I looked at the neutral AI city again. Now sadly this didn't fix the problem, the glitched pop points were not returned to a usable state but on the bright side the glitch itself did not happen this time. So given that a recalc without the CPP present in the city did not make it happen, seems fairly obvious to me where the problem lies just based on this little test. Unless there's a deeper issue buried in the code somewhere but then that's not something I'd know where to look for.

So... that's what I can tell you about this issue, hopefully it will help track down the source of the problem. Also hopeful is me that I'm not losing my mind here and this is yet another glitch only I have the joy of experiencing and this can be solved as it seems to be a rather serious problem for the mod going forward, and one that I'm frankly very surprised no one else has seen or noticed... unless it's only my good fortune to have unique bugs with this mod of course.
 
That's scary urtho. :eek:
I'm just entering Industrial Era so I'll try and see if that happens to me as well.

Update: since I'm playing without espionage I'm not sure how to check for this in the AI players. WB shows me what buildings any city has, but I can't access the city screens themselves.
I remember there was an option to actually change what civ you are controlling, and one of the readmes says to use ctrl+shift+l to do so, but those buttons do nothing for me.
Is there something I need to do before I can use that function?
Or is it possible to activate espionage even if at game creation it was disabled?
 
@urtho: I see 2 problems here;
  • recalc shouldn't be used as you do, it should be used only when you switch between different revisions; that doesn't solve the problem, and recalc should surely be revised. This is why I keep saying that there's something wrong in maxcomp saves; to tell the truth the problem is probaby in recalc (which again should be used only if you switch between different revisions). I'll have to look deeper into this matter.
  • the other problem is the reason why you're recalculating: I've never had such huge imbalance when capturing a city, so there must be something there too.

As a temporary solution, I might re-enable normal saves so that people can use maxcomp saves only when needed switching from one revision to another.

@Noyyau: IIRC there's a way to change civ using ctrl+alt+l but I think you have to enable cheats in civilization.ini by changing the cheat code from 0 to "chipotle". Then ctrl+alt+l should work. At least I think so.
 
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