AND2 and SVN Bug Reports - A New Dawn 2 ONLY

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).

Is that for all versions? and when will the population usually hit in the 10 millions per city? I am just wondering because I usually like my games realistic in terms of population and things like that.
 
Is that for all versions? and when will the population usually hit in the 10 millions per city? I am just wondering because I usually like my games realistic in terms of population and things like that.

It should apply to all of the AND 2 versions (I think it was a change made to C2C sometime in 2012 and imported to AND after that). City size 68 is 10 million people.
 
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.

If I'm not mistaken it was there in C2C and was also solved there; I think I've skipped that part of the code for the moment as I was getting graphical problems importing the relevant code, probably due to something in the dll, but will definetly solve it in some future rev.
 
It should apply to all of the AND 2 versions (I think it was a change made to C2C sometime in 2012 and imported to AND after that). City size 68 is 10 million people.

If I'm not mistaken, this was done because of the total population limit of the whole world, which being a 32-bit number can't be too large (maximum (2^31) -1 = 2.147.483.647).

Here's an explanation
http://forums.civfanatics.com/showthread.php?t=477066
 
Hi everyone, (my first posting here after years of lurking),

There's a bug that's been around for years.... You still can win the game with a diplomatic victory when selecting to use the United Nations, and not using Diplomatic Victory as a winning condition.

The latest beta versions seems a lot faster and more stable than before.... however the game crashes at times when trying to load saved games.
 
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I play the last vision in prince diffculty.It's so great.But I met some strange things.

1.Why nearly all small factions want to be my vassal?
2.What will happen if "Your population:214(34.19%)exceeds the Domination Limit:206(33.00%)"?
3.Why the more vassals I have,the more money I cost every turn?Should the vassal give money to me?
4.No religion at all.Why?
 
@Futar, I know about Diplomatic Victory; I'm currently working on another part of the code but I will definetly look at this, I hate it too.
About crashing while loading savegames: does it happen randomly? Or does it happen always with a specific savegame? I know there's a specific incompatibility with some old saves (before about 30 revisions ago) which causes ctd while loading; but it shouldn't happen with more recent saves. I've never had problems saving/loading lately.

@Ofu:
1. that depends on AI logic, it could depend on many factors (among which there are strenght, rivality with other nations, distance,etc). Bear in mind that the latest revisions aren't balanced very well, more balancing work will follow.
2. You win if you have Domination Victory enabled and at the same time you're over the land limit.
3. No, it depends on many factor. You also have to spend money to maintain your vassals. But you can ask them tributes.
4. Probably a bug, probably caused by not clearing your cache before starting a game with the latest revisions. Clear your cache and start again, next time it should work.
 
thanks for reply,and what will happen if I over the land limit?

If you're over both land and population limit, you win. It's the Domination Victory. Unless you've selected Mastery Victory, in this case Mastery Victory will overrule every other victory condition.
 
i don't know if these are bugs or my laptop is underpowered (3gig mem, athlon64 dual core)

1. i sometimes get a ctd when rand is loading up. i think it's about the 'loading xml (uncached)' stage
2. labels (Alt-S) disappear the following turn.
3. my current game froze when moving a caravel around 1160's ad. i'm sure it was about 'discover' a new civ. i haven't had time to investigate it though....
 
i don't know if these are bugs or my laptop is underpowered (3gig mem, athlon64 dual core)

1. i sometimes get a ctd when rand is loading up. i think it's about the 'loading xml (uncached)' stage
2. labels (Alt-S) disappear the following turn.
3. my current game froze when moving a caravel around 1160's ad. i'm sure it was about 'discover' a new civ. i haven't had time to investigate it though....

I need your revision number (just hover your mouse over your flag next to the minimap) and a savegame where the problem occurs. Thank you.
 
1. i sometimes get a ctd when rand is loading up. i think it's about the 'loading xml (uncached)' stage

I've had the same problem for the past few revisions now. Works about 40% of the time and works perfectly, the rest of the time CTD's at "loading xml (uncached)"

noticed a handful of others were having the same exact problem, did this:

fixed my civaltroot.py to reflect correct folder path for windows 7, and i also delete cache and customassets folders before I run the program each time-- I thought the former had fixed it actually, but problem still occurs, just not all the time.

running rev 645, will update to 648 when the svn is... fixed/up to date? will see if that changes anything.
 
SVN 645 one bug of note

Error with the Super Virus event
Spoiler :
Doesn't properly describe the the event. I received this event, and from what I read, it was pay +5K gold for 1 :mad: or receive 3:mad: in all cities, well I thought, its only 3 :mad: and I'm running 90% Culture, lets rock. (Opp's just realised I didn't scroll down for furthers options DOH!!!, looking at picture )

Well, it certainly rolled me, I lost 4 pop in 7-10 cities, now this isn't a big deal, I've a food surplus of 30-60+ in half of cities, but its a huge penalty if you had a smaller empire.

Other game play bugs;

Deselecting various road and mine types, in bug, won't deselect it in worker actions. Bug options :blush:
Work shops and factories are bug options, but industrial plants aren't. On this, with mines as well. You shouldn't be able to replace an improvement, with say a cottage, then immediately build the upgraded version of that improvement. I believe they ALL should start at the base improvement, and be upgraded as cottages are.

Believe me, I'm very ANTI COTTAGE. I don't build them, I pillage at EVERY OPPORTUNITY. But I feel strongly, this is an exploit in game play, ALL IMPROVEMENTS. Mines, Workshops, and any others that may be added, such as lumber mills line, all should only upgrade with time worked, the same as cottages. You can't build a Town immediately, and pillage it down, it has to grow again.

March promotion, its not working on ICE. Is this Working As Designed (WAD) or is it a bug. They will heal on ice if not moving, but move and they lose health.

*Edit* Blitz isn't working for Mech Infantry either. I've attacked a target with a blitz enabled unit, and with 1 move remaining, it can't attack a 2nd time. I can also promote new units to Blitz, so looks as if should be working, but isn't.

Can build the UN mission, when I have built/own the UN building myself. Again WAD? Probably as can lose UN, but shouldn't be able to build UN Mission, unless don't have UN, as only 4 available, takes away 1 spot (should be given with Owning UN.)
 
SVN 648 - Bugs of note

1. Upgrade cost hasn't been scaled to speed at all. At eternity speed, I have 48 gold upgrade cost, when previously it was costing 900+ gold for same upgrades..

2. March isn't working for Mech infantry, neither is Blitz. March does work for gunpowder units on ice.

3. Getting crashes upon an AI raising a city, happened twice now. 1st one continued, as I was focused on city, and didn't crash..."Hmmm maybe that's the solution." 2nd time, next turn, I was focused on city to be raised, but it crashed, and I didn't see troops move in, probably Helicopters I gifted. (fighting war Via Proxy)
 
45°38'N-13°47'E;12495887 said:
I need your revision number (just hover your mouse over your flag next to the minimap) and a savegame where the problem occurs. Thank you.

it was 645, but i've updated to 648. btw, using the new link as you advise gives an error that the url does not point to the target... i just did a new checkout. i'll give the new version a go and see if the same issues arise.
 
Use this address in Relocate thru tortoise on the old folder instead of Checkout in a New folder.

JosEPh
 
*Bug* well more game play bug.

Advanced Shielding, it will obsolete Anti Missile batteries, arcology, and shielding.

Thus once you research this tech, all those previous buildings are no longer available, and as such will leave you cities vulnerable to attack.

The National shield is a world wonder, and only available once. Later players, will have to build an advanced shield.

I believe, it should run the same as the work shop - Factory - industrial complex upgrades line to quote one.

You need A before B to get C allowing D, which gives E.

It shouldn't immediately invalidate the current builds, thus leaving your cities open to attack.

*Edit* As well, while building the National shield, you can't build advanced shielding else where as well, I know that would be self defeating, but if your in a race for the Advance shield, and lose, your immediately set back 10+ turns in you BEST hammer cities, and more in lessor ones. Plus the health benefits and others associated with Arcology, shielding etc

*Edit 2* Further to this, some cities, can create advanced shielding, while others, of equal buildings, can't. Again this is an inequity. Either they all should be able to build advanced shielding, or shielding, or even Arcologies.


Just my thoughts
 
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