AND2 and SVN Bug Reports - A New Dawn 2 ONLY

OOS, turn 446 (2 human players, direct IP), REV 626

I have attached the OOS logs in case they are helpful. The game has been very stable up until this point, but now the OOS errors are starting to occur after 10 or 12 turns.

Any ideas as to what may be causing the problems?

Will look into this, but I'm currently in the process of a major merge with C2C dll which should solve a lot of bugs; so stay tuned, major bug fixing is expected in the next days/weeks.
 
you have to re-enable each time you load a game. Save and load the next time, you have to tell them AGAIN to stop bothering you twice.

Quick load a game, you have to tell them ALL to stop bothering you AGAIN.

As I said, not properly implemented, as saves don't carry over the setting.
 
This is a very minor thing, just putting it here for the distant future: in the BUG options screen for the unit naming, there's no line for the "submarine" class of units
 
This is a very minor thing, just putting it here for the distant future: in the BUG options screen for the unit naming, there's no line for the "submarine" class of units

This should go in the BUG Mod subforum as it is their Mod's problem. And needs to be reported to them.

JosEPh :)
 
you have to re-enable each time you load a game. Save and load the next time, you have to tell them AGAIN to stop bothering you twice.

Quick load a game, you have to tell them ALL to stop bothering you AGAIN.

As I said, not properly implemented, as saves don't carry over the setting.

Ah I didn't know about the save/load resetting it that fully explains my problems. Thank you.
 
This may be caused by the new route stuff from C2C but when I move my units now their projected paths won't automatically take them around enemy territory I have no ability to traverse. I have to manually walk them around.
 
If you allow them to use the projected path do they in fact try to go thru the enemy territory? Or do they take another path?

JosEPh
 
They simply won't move if their projected path crosses enemy territory. Doesn't even offer a declare war prompt.

I'm aware of this problem and I'm currently trying to fix it; thank you for pointing it out. :)
 
For a long time c2c had the problem where the AI would horde lots of their units in/around their capital. Koshling managed to fix it with his routing system and stuff. In my current game I noticed the AI doing this, like 60% of their overall army I reckon is just hoarded uselessly around the capital. I was wondering if, as apart of you implementing c2c's routing - that you will be able to also implement this fix & how AI cities send out requests for units and stuff, 45°38'N-13°47'E?
 
Hello, I don't have a bug to report just yet, but I was wondering how to add music tracks to the background?

I like the SC3 and SC4 music when you reach the Industrial Age, but I found some music from another game that would fit the Modern Age and above and wanted to add those.
 
Hello, I don't have a bug to report just yet, but I was wondering how to add music tracks to the background?

I like the SC3 and SC4 music when you reach the Industrial Age, but I found some music from another game that would fit the Modern Age and above and wanted to add those.

It looks to me like you have to edit 3 XML files to add music to the soundtrack:
  • Assets\XML\Audio\AudioDefines.xml associates each song file with a SoundID.
  • Assets\XML\Audio\Audio2DScripts.xml associates each SoundID with a ScriptID.
  • Assets\XML\GameInfo\CIV4EraInfos.xml contains the list of scripts that can be played in each era.

Have you ever tried modding before?
 
It looks to me like you have to edit 3 XML files to add music to the soundtrack:
  • Assets\XML\Audio\AudioDefines.xml associates each song file with a SoundID.
  • Assets\XML\Audio\Audio2DScripts.xml associates each SoundID with a ScriptID.
  • Assets\XML\GameInfo\CIV4EraInfos.xml contains the list of scripts that can be played in each era.

Have you ever tried modding before?

I have fooled around with all of the games I own but never submitted anything except for SC4/Rush Hour.

I worked with a small group on the single track mod(RAM) for SC4, and created a bunch of rail yard stuff for it,...under a different username:NorthCountryDude

I found a free xml editor and looked at the files you indicated, seems Afforess added quite a bit of music to the other Eras as well?, -the Industrial really grabbed me,...I've always enjoyed that music and it really makes those marathon games more interesting.

I'd like to add some more to the Modern and Transhuman Eras, from Transport Giant Gold,...some of the 1990's era music in that game would sound good. Maybe some techno/trance/HOS stuff too?

anyway, thanks for the heads up on the correct xml files to look at.

since these mods are distributed for free, there shouldn't be any licensing hassles?
 
I've noticed a few cases where event strings were written oddly (symbols like s% and such were present in place of a name/civic/unit, and in one case the event dialogue was exactly the same as the "choices" at the bottom. Like this (Is an almost exact copy anyway... The event text says "Personal computers manufactured in Texcoco..." but the "Receive x amount of cash" line says "Personal computers manufactured in ???..."


Also, when double-clicking on a town to open the City Info screen there's a good chance it will pop open a seemingly random Civpedia entry, usually one about a resource that is nearby the said city. It will open up the same entry before taking me to the City screen every time I attempt to open that city but only during that turn. Hitting End Turn solves it.


Both of these oddities I've only experienced in the SVN revision 635 (Although the text strings I've sometimes seen earlier than 634, just not as often)
 
This is some of the "oddities" of merging in the C2C DLL. SVN version 636 is available that has more merging completed. But as 45*38'N has stated the process is still ongoing so expect some odd things to show up during the continued merge process.

JosEPh
 
For a long time c2c had the problem where the AI would horde lots of their units in/around their capital. Koshling managed to fix it with his routing system and stuff. In my current game I noticed the AI doing this, like 60% of their overall army I reckon is just hoarded uselessly around the capital. I was wondering if, as apart of you implementing c2c's routing - that you will be able to also implement this fix & how AI cities send out requests for units and stuff, 45°38'N-13°47'E?

Yes, it will be implemented. The whole dll is being imported from C2C so at least in theory every feature will be available, although I'm keeping some options off at least for the moment (like crime,flammability and others).
 
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