AND2 and SVN Bug Reports - A New Dawn 2 ONLY

<DefineName>SHOW_BUILDINGS_LEVEL</DefineName>
setting this to 1 seems to allow me to scroll and zoom and just bask in the glory of my empire without having to ask myself "did I save this last turn?"

The .exe "large address aware" file header thing was one of the first things I did when reinstalling the game, but didn't help with the map scrolling MAFs.
 
Oops! I see that I accidentally reported the AI route bug in the old AND thread. We should probably lock that thing, since having two similarly named bug threads is super confusing.

Anways, I made a clean install of 625 and whipped together a game that demonstrates the problem. Watch the American units in German territory. Most (maybe even all) of them incorrectly use the German roads on their turn.
 

Attachments

I've noticed (via the process linked to in my signature) that the Unlimited Wonders option is still being set in the game options (and even set to true), but that option doesn't show up in the game options at start, and it also has no effect on the actual amount of wonders you can build in a city.
Will this be included later on, or is it a leftover from deleted functionality and really shouldn't be there anymore at all?
(Note that you can still set the amount of wonders per city in the GlobalDefines.xml)


Oops! I see that I accidentally reported the AI route bug in the old AND thread. We should probably lock that thing, since having two similarly named bug threads is super confusing.
Yeah, I've made the same mistake previously...
 
I believe it will be found that this so called "route bug" is not a bug at all. And to limit the AI or your own units from using enemy roads is fundamentally flawed. I purport that it is functioning as it should. And the player needs to adapt to it.

The only way to change it is to redo the promotions from the ground up. Anyone care to volunteer?

Do you want to have your Tanks unable to Blitz? And if Tanks can Blitz why also can't your horse and elephant units not do the same? Or Crusaders, etc., etc..

I think 45* will end up chasing his own tail over this one. As he has already done.

I know it will be argued it's a Bug. I just disagree.

JosEPh
 
No, it's a bug. That's inarguable. What's happening is that units can randomly and sporadically use enemy roads when controlled by the AI. It has nothing to do with the commando promotion. The bug happens even if you completely remove the promotion in the xml. I don't see how you can possibly argue that this is the intended behavior.
 
AI Route Bug, might be a bug but since I haven't found a source for this bug nor have I seen it repeating over and over again I'm not sure I can fix it because I can't find what's causing it. I think I've seen it myself from time to time but I'm not 100% sure. I still have to try HotFusion save.
As for Unlimited Wonder, I don't understand the problem. There IS an option to play with Unlimited Wonders at the start of the game (between Advanced Diplomacy abd Barbarian Generals) and AFAIK it's working perfectly. And AFAIK, globaldefines is not setting how many wonders you can build in a city: in fact CulturalLevelInfo does (under Gameinfo xmls); # of Wonders could be cultural level-dependant, but for the moment (for balancing reasons) you're limited to build 4 WW and 3 NW per city, no matter what the cultural level is (that is, if you don't use Unlimited Wonders).

I'm currently trying a full merge with C2C's dll following Koshling advices; hopefully this should solve the AI Route Bug, but don't expect it very soon. :)
 
I did some experiments on that save.

The American Rifleman near Berlin is trying to get to Boston. As long as you don't move any units around or otherwise change the situation, that's what he'll do. He doesn't take the most direct route, he takes the route that takes the least time. You can change the roads around him and see how it affects his behavior.

I recommend using the World Builder and increasing Berlin's culture by several notches. It's easier to see what's going on when there are no gaps in your culture.

If you replace the paved roads with railroads, the rifleman loses his ability to use foreign routes. If you replace some of the paved roads with railroads, but leave some of the paved roads intact, the rifleman will take the route that lets him stay on the paved roads. I was able to make him go through the jungle to the east to get back to Boston instead of his normally preferred path through Hamburg by selectively replacing paved roads with rails.

I suspect that his is happening because the AI has lots of roads in its territory, but no railroads. I think that the rifleman is "stealing" route data from other friendly units. I bet that if I replaced the paved roads with normal roads, he would still lose his ability to use off-culture routes because there are no friendly units that have access to normal roads either.
 
I just converted a saved game from revision 624 to 626 and I noticed that none of my citites food is being correctly calculated. From the City Screen when I hover over the food icon it shows the city's correct amount of food (and food consumed) but the equation directly to the right does not show the correct gross food resulting in the city shrinking when the food consumed is deducted. This is in all cities!!

Again the hover calculation is correct:confused: Might have to start a fresh game under current revision.

Buck

Started new game and food calculating correct. Sooooo saved games not OK with new revisions (at least this one).
 
@buck beach,
When you updated to 626 on your 1st turn there should have been a pop up titled Re Calculate Modifiers, and it will ask if you want to. It is advised to do so. But it takes another turn for the recalculated base modifiers to reset with the new values from the new revision.

If you did the Re-Calc, Did you give it more than one turn to right itself?

JosEPh
 
@buck beach,
When you updated to 626 on your 1st turn there should have been a pop up titled Re Calculate Modifiers, and it will ask if you want to. It is advised to do so. But it takes another turn for the recalculated base modifiers to reset with the new values from the new revision.

If you did the Re-Calc, Did you give it more than one turn to right itself?

JosEPh

Yes and yes, no soap. Then tried to go back and use 624 and it wouldn't allow giving me an error message regarding an incorrect version.:(:(:(
 
There are two particularly annoying key binds in AND2 for units:
1) B -> Is normally used for bombard, but if this is not available anymore, e.g. because you bombared a city and ordered the unit to wait afterwards, it defaults to "Border Patrol" for ships
2) C -> Centers map on a unit, but also "Automate City Defense". I'm not yet entirely sure when the latter is triggered, but it does occasionally, and you've just wasted a turn for that unit and will actually have to search for it on the map.


Also, at one point it seemed that I wasn't able to attack a city with fighters when the city's defense was higher than 25-40%. I then bombarded the city with artillery and after that was able to attack normally with fighters again.

SVN revision is still on 624.
 
I've struck an error, that when it occurs, it will cause a crash to desktop.

I'm not sure if its possible for you to code a correction, or its just the base games fault.

anyway,

Spoiler :
Pythonerrors_zps423c040a.png


Pythondisplayerrors_zps6896a061.png



 
Also, at one point it seemed that I wasn't able to attack a city with fighters when the city's defense was higher than 25-40%. I then bombarded the city with artillery and after that was able to attack normally with fighters again.

This is from the city having one of the Castle improvements, Gatehouse I think, where defenses have to be reduced to less than 25% before you can attack the city. And yes it effects Fighter aircraft too.

Which brings to mind, if that city had Bunkers bldg built it does the same as Gatehouse. Which is more likely what you have just experienced.

JosEPh
 
Doesn't the Bunker only reduce aircraft damage by 20%? At least that's what the Pedia says.

Anyway, I've also just checked the city with a spy and there doesn't seem to be a Bunker, but it does have a Castle Gatehouse, which would then be the explanation. However this doesn't make sense at all, it's not as if airplanes will have to pass through a gate to be able to attack units stationed within a city.

Also, shouldn't it have gone obsolete with Economics? Tech progression is far beyond that already.
 
It's 4608 BC Into a 626 game. My start game selections (relating to Barbarians) are: Raging; Generals; and Always Raze (with Aggressive and Ruthless AI thrown in). Not a single Barbarian has shown its ugly face, only animals and not to excess.:confused:

Thought you might like to know.

Buck

Not quite sure how to attach a saved game at this point.
 
Doesn't the Bunker only reduce aircraft damage by 20%? At least that's what the Pedia says.

Anyway, I've also just checked the city with a spy and there doesn't seem to be a Bunker, but it does have a Castle Gatehouse, which would then be the explanation. However this doesn't make sense at all, it's not as if airplanes will have to pass through a gate to be able to attack units stationed within a city.

Also, shouldn't it have gone obsolete with Economics? Tech progression is far beyond that already.

It should have at some point, obviously this has not been corrected in AND. It was brought up during the winter in C2C and corrected there, iirc.

@Buck,
To upload a save game, (If the save game size is bigger than 2Mb, then compress it with win zip, win rar, or 7z), Then when you are ready to post select the Advanced Post. Under the Additional Options area is several sections the 2nd is labeled Attach Files. Click on the Manage Attachment button and a pop up will appear. Follow instructions to upload your save.

As to your selections at Set up, Aggressive, Ruthless, and Raging are all step gradients for how aggressive the Barb AI will be. Only 1 should be selected, Not all 3. And the Barbs don't generally make an appearance until around 4000BC, unless this was changed recently.

JosEPh
 
Check if this line is present in CvCity::clearModifierTotals:
m_iNumPopulationEmployed = 0;

Otherwise every recalc will just add to the old value as it processes the buildings.
But if that line is there it should work properly (and also restore the falsely employed people to unemployed state).

I'm sorry, where exactly is that line? I couldn't find any CvCity file
 
It should have at some point, obviously this has not been corrected in AND. It was brought up during the winter in C2C and corrected there, iirc.

@Buck,
To upload a save game, (If the save game size is bigger than 2Mb, then compress it with win zip, win rar, or 7z), Then when you are ready to post select the Advanced Post. Under the Additional Options area is several sections the 2nd is labeled Attach Files. Click on the Manage Attachment button and a pop up will appear. Follow instructions to upload your save.

As to your selections at Set up, Aggressive, Ruthless, and Raging are all step gradients for how aggressive the Barb AI will be. Only 1 should be selected, Not all 3. And the Barbs don't generally make an appearance until around 4000BC, unless this was changed recently.

JosEPh

I'm following you but, doesn't Ruthless and Aggressive relate to the other Civ's AI as opposed to the Barbarians?

I'll play it out a little longer to see if the Barbs show up.

Thank you and I will try the attaching thingy next time.

Buck
 
I'm following you but, doesn't Ruthless and Aggressive relate to the other Civ's AI as opposed to the Barbarians?

Yes you're correct regular AI, but still even here only one should be selected, Ruthless Or Aggressive. Having both can cause conflicts. Same as choosing Limited Religion and Multiple Religion Spread. It should be an either/or type choice.

JosEPh
 
Yes you're correct regular AI, but still even here only one should be selected, Ruthless Or Aggressive. Having both can cause conflicts. Same as choosing Limited Religion and Multiple Religion Spread. It should be an either/or type choice.

JosEPh

Roger that.

BTW those aforementioned bad guys just showed up at 4300BC. Bring'em on.

Buck
 
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