AND2 and SVN Bug Reports - A New Dawn 2 ONLY

It happens on map initialisation, after you select the game to load up.

It gets as far as loading ROM_Donut.py so either missing a map or what comes next

I'll attach the 2 main Python error logs.

I'll load a 638 and see what comes next and report back.

*Edit* Ok loaded 638, won't load a 644 version of game for a start.

2ndly seems to be crashing here

Spoiler :


load_module RoM_Donut

10:56:33 DEBUG: BugInit - initializing...
10:56:33 DEBUG: BugPath - initializing...
10:56:33 DEBUG: BugPath - initializing application folder
10:56:33 INFO : BugPath - app dir is 'C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword'
10:56:33 DEBUG: BugPath - app folder is 'Beyond the Sword'
10:56:33 INFO : BugPath - mod name is 'Rise of Mankind: A New Dawn'
10:56:33 DEBUG: BugPath - initializing mod folder
10:56:33 DEBUG: BugPath - checking mod dir 'C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind - A New Dawn'
10:56:33 INFO : BugPath - mod dir is 'C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind - A New Dawn'
10:56:33 DEBUG: BugPath - mod folder is 'Rise of Mankind - A New Dawn'
10:56:33 DEBUG: BugPath - checking for NoCustomAssets
load_module encodings.utf_8


So seems the Bug pathing is the problem. Just to raise your spirits.

Ciao
 
45°38'N-13°47'E;12475372 said:
I know, it was a known problem in C2C too, it will be solved in some of the next revisions. :)

By the way, there will probably be a slowdown in the next days because Thunderbrd Combat Mod is deeply interconnected in many files in the dll but I'm unsure if I want to import it and it's a huge work anyway. I need some days to test how things are working with/without it.

@IPEX: I know rev645 has issues while starting / loading, happened sometimes in my test games too, but it should all be solved in the next revision.

Alt-x, cntrl-x wasn't solved for c2c, it doesn't work with viewports.
Regarding combatmod, it isn't fully integrated yet, keep that in mind is my point. Also its mainly centred around equipment and how lots of c2c buildings will enable different types of equipment, AND2 won't have these buildings. I guess it all comes down to how integrated it is with the DLL, it may be just easier to include it.
 
Regarding combatmod, it isn't fully integrated yet, keep that in mind is my point. Also its mainly centred around equipment and how lots of c2c buildings will enable different types of equipment, AND2 won't have these buildings. I guess it all comes down to how integrated it is with the DLL, it may be just easier to include it.

That's what I'm trying to guess; I get some weird problems with AI in my latest merge; I think I can exclude TB Combat Mod, but I want to be sure that I'm not losing some important update to the code.
And about dotmap and viewports, yeah, you're right; I don't think I'm able to solve it myself if Koshling or AIAndy haven't done it yet. :(
 
I agree that TB's Combat Mod should be set aside. It's still very alpha and very extensive.

I also hope that before the New Trait system is implemented that it's given a sizeable trim. It's currently got 4 Game start Options! With imo 2 conflicting systems. But Sgtslick knows the insides of this amalgamation. So some insight could come from him.

JosEPh
 
I agree that TB's Combat Mod should be set aside. It's still very alpha and very extensive.

I also hope that before the New Trait system is implemented that it's given a sizeable trim. It's currently got 4 Game start Options! With imo 2 conflicting systems. But Sgtslick knows the insides of this amalgamation. So some insight could come from him.

JosEPh

I agree with this too. I think the more radical C2C ideas should not be included at all at this point. We already had problems with Divine Prophets even when it was supposed to be turned off. I'd hate to see what more extensive changes would do.
 
Yes, I'll definetly leave out (at least for the moment) TB Combat Mod and New Trait System. TB Combat Mod is already giving me headaches and I've just started looking at it. It's probably great to use once it's done but too many things to import right now.

Edit: I will also leave Multi Feature Mode out. I've imported some preliminary code of the Multi Feature Mod, but I think that code won't be used as long as I don't compile the DLL with the MFM flag, so it shouldn't cause any troubles.
 
45°38'N-13°47'E;12475372 said:
I know, it was a known problem in C2C too, it will be solved in some of the next revisions. :)

By the way, there will probably be a slowdown in the next days because Thunderbrd Combat Mod is deeply interconnected in many files in the dll but I'm unsure if I want to import it and it's a huge work anyway. I need some days to test how things are working with/without it.

@IPEX: I know rev645 has issues while starting / loading, happened sometimes in my test games too, but it should all be solved in the next revision.

....... I don't get any help?
 
45°38'N-13°47'E;12477817 said:
Yes, I'll definetly leave out (at least for the moment) TB Combat Mod and New Trait System. TB Combat Mod is already giving me headaches and I've just started looking at it. It's probably great to use once it's done but too many things to import right now.

Edit: I will also leave Multi Feature Mode out. I've imported some preliminary code of the Multi Feature Mod, but I think that code won't be used as long as I don't compile the DLL with the MFM flag, so it shouldn't cause any troubles.

I saw other changes in the viewports. Is it working? Do you merge the new save format of the C2C?
 
Hey everyone,

I'm having a serious issue. I've been playing AND2 for about a week now with no issues. About 2 days ago, I had a small issue where when I tried to load up the mod, it'd start loading, but then it'd stop at Init XML then just disappear. No crash error, no freezing, it just loads and when it gets to Init XML it hangs for about a second and a half then closes. I was able to "resolve" the issue by repetition. Two or three tries would finally launch the game, and I could continue on my merry way problem free.

However, today the issue finally seems to be unresolvable with that attempt. I've updated flash, directx, my video card graphics driver. Restarted the computer. Tried literally a dozen times in a row with different variations of "click before it loads, then click on it when it starts loading" "Don't click at all" etc, to no avail.

Basic info:
Windows 7 Home Premium, Service Pack 1
64 bit operating system
Intel(R) Core(TM) i7-2600 CPU @ 3.40GHz
8.00 GB Ram (6.99 Usable, apparently)

I'd be happy to provide any logs or anything to help out if someone can tell me how I'd produce them and where to find them. Just let me know what you need and where I can find it. Thanks for the help! I'm dying to get back to blasting Mailed Knights apart with Musketmen. Bloody Byzantinian's....

Edit: Before anyone asks, yes, I have the latest Civ update, version 1...... 1.19? 1.09? Whichever it is, the 9 one lol. And no my game isn't pirated, I have a physical copy of the game. And I don't have the AND2 SVN, I downloaded the "complete installer" about 6 days ago (give or take) and used that since it sounds like the SVN comes out with unstable patches from time to time.
Edit 2: I've also tried putting it in windowed mode as well as trying different resolutions, all to no avail, so I don't think it's a graphical issue. That's just my thoughts though.
Edit 3: The mods Broken Star and Next War open just fine, as does Rise of Mankind, so it's isolated to AND2. Again, the mod worked flawlessly for about 4 days, then started acting up for 2, and now I can't get it to launch at all. No updates, modifications, or tampering/altering of any way, shape, or form has been done to my game, simply the installation of RoM and RoMAND2. RoM was installed long before AND2

Because AND is based off of RoM it's better to remove RoM from the Mod folder when playing AND. Otherwise if you play a session of Rom and Then come back to AND there will be settings stored in the cache file for the game that will cause conflicts.

2 ways to clear the cache:
1. Hold Shift key down will AND is loading
2. Start a AND Play Now play 1 turn and then exit and resume the current AND custom game or start new custom game.
There is a 3rd but I forgot where the cache file lives. If you know just delete it's contents.

If the Mod crashes at init xml it will genrate a MiniDump file located where the BtS exe lives (same folder). Compress the Minidump and upload. This will also help in find any other problems.

JosEPh
 
I saw other changes in the viewports. Is it working? Do you merge the new save format of the C2C?

Hey Cruel,
Max Compat has been in AND2.0 for sometime. But the revised Max Compat Save format is still in the merge process.

Viewports work for the most part but still have some issues to be aware of. One of them is don't use greater than 80 x 60, actually 60 x 60 is better still.

I personally have never had the need for viewports as my comp handles the Big maps. But I don't play GEM (not into re-enactments of history) and I never use more than 20 AI in a game. I also do not use REV as it causes tons of mini empires and quickly put too many Civs into the game. All weak little sisters that are no fun to me. But strain lower end computers and ram.

JosEPh
 
Here's a weird bug in the Civilopedia that I think has been around for a while, and I'm just wondering if this can be looked into. If you load the mod and go into the Civilopedia from the title screen, the abilities of Build Culture (at Music), Build Research (at Alphabet), and Build Wealth (at Currency) do not show up at all - try clicking on Alphabet and all you will see is the Spy. When you start a game, the abilities appear, and continue to appear if you exit the game to the title screen and read the Civilopedia from there. Any ideas why this could be?
 
Here's a weird bug in the Civilopedia that I think has been around for a while, and I'm just wondering if this can be looked into. If you load the mod and go into the Civilopedia from the title screen, the abilities of Build Culture (at Music), Build Research (at Alphabet), and Build Wealth (at Currency) do not show up at all - try clicking on Alphabet and all you will see is the Spy. When you start a game, the abilities appear, and continue to appear if you exit the game to the title screen and read the Civilopedia from there. Any ideas why this could be?

Yes, It seems to me with a similar problem that happened in K-Mod. If you go first in sevopedia it was in the old format. And if you enter after the game loaded it worked perfectly. Maybe it's a problem in this "pre-loading". Take a look in our revision 3986.

Hey Cruel,
Max Compat has been in AND2.0 for sometime. But the revised Max Compat Save format is still in the merge process.

Viewports work for the most part but still have some issues to be aware of. One of them is don't use greater than 80 x 60, actually 60 x 60 is better still.

I personally have never had the need for viewports as my comp handles the Big maps. But I don't play GEM (not into re-enactments of history) and I never use more than 20 AI in a game. I also do not use REV as it causes tons of mini empires and quickly put too many Civs into the game. All weak little sisters that are no fun to me. But strain lower end computers and ram.

JosEPh

Thanks!
 
I agree that TB's Combat Mod should be set aside. It's still very alpha and very extensive.

I also hope that before the New Trait system is implemented that it's given a sizeable trim. It's currently got 4 Game start Options! With imo 2 conflicting systems. But Sgtslick knows the insides of this amalgamation. So some insight could come from him.

JosEPh

The AND2 traits are fine as is, apart from a few balance issues. I always play with my tweaked AND2 traits with the changes I suggested awhile back.. can't remember them all but here is the file I use..

Industrious down to +35% wonder production, deceiver gets another espionage point per city, humanitarian buffed slightly, stuff like this. Not too many changes and nothing major, the industrious nerf probably the biggest. I had spiritual as max 1 turn anarchy instead of max 0 turn anarchy, but this change has already been adopted in AND2 now.

I also redistributed the leaders a little bit back in august last year for AND, i think I posted it, not sure.. I'll include my civ4leaderheadsinfos.xml in the .rar too.. here u go.
It just gives out a more even distribution of the traits, so there are some more deceiver, scientific, less aggressive etc.
 

Attachments

Thanks again for the file. I hope 45* and Vokayra look at it too.

JosEPh :)
 
Thank you Sgtslick; I'll have a look at your work once I'm done with this part of the dll merging process. Then we'll see if your changes are ok with AND2.1 or if we can merge them into the new AND when we'll update the tech tree.

@Amagous1029 and anyone else: I'm sorry if I can't answer you all, this merging process is keeping be busy and it's easy to miss something both on the forum and in the merging process because I can't follow everything at the same time. Bear with me please, I'm doing my best. :)
 
I'm not sure if this is a bug or an actual part of the game, but the population in my game is really low. For example my capital city has a city size of 30 but my population is only 225,000. Is this possibly due to the year (1302). If this helps any, I am also in the industrial age already. I'll try and upload my save file later. The revision update is 645.
 
A bug has cropped up that I don't think was in previous versions, the edited Domestic Advisor (F1), how you can add different things and change the size of each column and stuff. This keeps getting reset to default every time you load/start AND2. I remember this bug existed in the past, but I can't remember whether that was c2c or AND.
 
I'm not sure if this is a bug or an actual part of the game, but the population in my game is really low. For example my capital city has a city size of 30 but my population is only 225,000. Is this possibly due to the year (1302). If this helps any, I am also in the industrial age already. I'll try and upload my save file later. The revision update is 645.

It is an actual part of the game. AND uses a list rather than a formula to determine city populations, and it's set up to give much lower population totals. There is no easy way to revert back to the original (you would have to edit the source file and recompile the DLL).
 
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