AND2 and SVN Bug Reports - A New Dawn 2 ONLY

*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


Just my thoughts

I just tested it out myself (after upgrading to v648), and it doesn't completely work the way you are describing it. Replacement buildings don't invalidate the previous buildings until they are completed. Example: Arcology Shielding continues to work in a city with Advanced Shielding available on the build list. In fact, you have to have Arcology before you can build Arcology Shielding, so the Arcology Shielding won't show up until you get the Arcology built. (I tried it in WorldBuilder. Start a new game, found your first city, WB in Factory and Industrial Park on the first city and Megastructure Engineering and Shielding techs. You should see Arcology as buildable but not Arcology Shielding. If you build Arcology and Arcology Shielding, you can add Advanced Shielding tech through WB and Arcology Shielding will still be active.)

The National Shield, on the other hand, is a problem. As long as the National Shield hasn't been built, it will block all your other cities from building any of the Arcology buildings. I think the Hide Replaced Buildings check needs to check if the replacing building is possible to build.
 
On another note, I just updated my version to v648 and I got this Python exception pop up when starting a new Custom Game. Has anyone else seen this? It doesn't stop me from playing the game.

View attachment 352671
 
@Vokayra,
I started a new 648 game last night and did not have that at all.

@IPEX,
Do you have the Hide Replacement or Hide Obsolete Building button checked or unchecked in BUG? If you have them checked then they will break the building line giving you what you are experiencing.

JosEPh
 
Hi,

I've got a bunch of cities into which I cannot move air units; it says 0/0 capacity. When an airport is built, the capacity is listed as 4: it should then be 8, right?

Rev+AND Beta 2 rev626.

Cheers,
A.
 
What type of airport?

Military is needed for war planes. Regular airport is more about commerce.

JosEPh
 
I probably have hide replaced buildings enabled, as I've had the situation of a current build of a town hall invalidated and a City hall offered as its replacement. Didn't worry too much about that, so that would explain it.

That would also explain, why suddenly after I researched advanced shielding, all my Arcology builds in the cities were invalidated, I only got about 5 built in my highest hammer cities. These cities, could build the advanced Shield, while I was building the National shield.

On Airports, Commercial Airport, offers 4 placements for planes and is about commerce, as it offers 2 I think, trade routes.

Military Airports, offer another 4 places, and give experience to Military plane units built in that city.
 
On Advanced shielding, I have hide replace buildings checked, so that would explain why all my Arcology builds were suddenly invalidated. Same thing has happened with Town hall and City hall replacement before.

In cities that had built the Arcology, I could build Arcology shielding, and Advance shield as well.

On Airports, *just booted game*, Commercial Airports, give spaces for 6 Air units, 1 trade route, and ability to airlift 2 units per turn.

Military Airports, give Extra experience to Air units, 5 additional places for air units, and the Ability to Airlift 1 unit per turn for 3 in total combined with a Commercial Airport. Oh and Hammers to the builds.
 
The airport I'm talking about is the one available with Flight: can airlift 1 unit per turn, +4 air unit capacity, +1 trade routes.

But that's beside the point isn't it? Is the normal air unit capacity for a city zero? I thought it was four. If it's supposed to be zero in RoM-AND, then there's another bug where some newer cities have an air unit capacity of four - sometimes, and changing upon reload...

Cheers, A.
 
@aggri1,
Update to SVN revision 648 and see if the airport situation is corrected. 45* 38'N warned with the continuing merge of the AND and C2C DLL that some oddities will occur.

Also if the game asks for a Re-Calc please do so. Be advised that it may take more than 1 turn to stabilize the modifiers as their base values will be reset.

Thanks for reporting, but fixes may take a bit.

JosEPh
 
@aggri1,
Update to SVN revision 648 and see if the airport situation is corrected. 45* 38'N warned with the continuing merge of the AND and C2C DLL that some oddities will occur.

Also if the game asks for a Re-Calc please do so. Be advised that it may take more than 1 turn to stabilize the modifiers as their base values will be reset.

Thanks for reporting, but fixes may take a bit.

JosEPh

Hi,

thanks. I'm trying to update now, but the repository update keeps stopping after a MB or two. It's very slow...

I'll let it do the recalculate modifiers. I tried that manually once or twice, but it had no effect on the air unit capacities.

Funnily, I now have a city or two which has 1/0 air units. If the thing ever leaves, it won't be able to come back (until I build an airport)!

Cheers, and thanks again,
A.
 
Hmm not sure what happened, but after updating to rev648, the "Press Ctrl-Alt-O To customize..." message refuses to go away - even after unchecking the Options Reminder button. I'd save and re-load and it's still there, and the options box is still unchecked. It won't actually go away until I fully exit out of Civilization, restart Civ, and then load the saved game.

Has anyone else experienced this?
 
Hmm not sure what happened, but after updating to rev648, the "Press Ctrl-Alt-O To customize..." message refuses to go away - even after unchecking the Options Reminder button. I'd save and re-load and it's still there, and the options box is still unchecked. It won't actually go away until I fully exit out of Civilization, restart Civ, and then load the saved game.

Has anyone else experienced this?

As coded, it's supposed to appear every time you start a new game, but not reappear when you load a game. I'm not sure why it doesn't disappear when you just uncheck the box; I have a v648 with a lot of XML tweaks where the reminder turns on and off properly. (Personally, I hack my version every time I update the SVN so that message never appears.)
 
As you might be aware, the game auto-razes cities at 1 pop/0 culture. Unfortunately, this broke the game for me at Modern Era, running rev648, because it freeze and the sound sounded distorted.

Is this from the mod or it's my computer's fault, because it's not really new...
 
Ahh that's what it is. I was getting an AI civ raising cities, but with pop's of >1, and having a random crash. 2/3 would crash, and 1/3 wouldn't??.

I'm sure I've turned off AI raises, 1st war I've seen with AI's fighting each other. Previously, rebels, kept all cities. In this new war, with a puppet I was supporting, the puppet would AUTO RAISE any captured cities.

I thought it was doing that, because it couldn't realistically keep the cities it had captured, as opponent out gunned it 5/1, but most were trapped in flip suppression against me.

Doesn't matter, I'm just playing late game to check it out for bugs, game play etc.
 
Need more info to tell where the source of the problem on freeze and sound distortion.

At Modern Era how many Civs are still in the game?

What size Map and Type?

Do you have REV On and/or Barb World or Barb Civ On?

What OS does your computer use and how much system ram does it have.
Video Card, how much ram on it? Other basic comp specs?

It has been my experience that when the AI (usually barbarian but not always) razes a pop 1 city with starting culture ypu can continue if:
You go to the Log files in my documents and open up PythonDbg with notepad and look at the last 2 lines. It will tell which city got razed.
Then if you go back to the game, just prior to the Hang, go into WB and either up the city pop to 2 Or eliminate the attackers. Either way you can generally proceed from there.

JosEPh
 
Hello, I'm not sure if this is a bug or not, but I just noticed that I have a city with a 9 population number that only has 2500 people living in it, when you go to the city screen details. Is it supposed to be that way? I remember size 6 cities having populations of 150,000, so I'm a wee bit confused.
 
Hello, I'm not sure if this is a bug or not, but I just noticed that I have a city with a 9 population number that only has 2500 people living in it, when you go to the city screen details. Is it supposed to be that way? I remember size 6 cities having populations of 150,000, so I'm a wee bit confused.

That's not a bug but an intentional change. This was brought up a few times it seems, and had something to do with the limitations the game engine has (That can't be changed).

Because cities can get so much larger in AND, what with Farmscrapers and Terraforming, you can get dozens and dozens of cities up into the 30 - 40 size range, if not larger. Add this into a Huge map, and the vanilla Civ way of calculating population would hit the maximum number reachable by 32bit applications. Whether that would result in gibberish displayed on the info screen or the game crashing upon hitting that mark, I don't know - and thankfully won't have to find out! :lol:
 
That's not a bug but an intentional change. This was brought up a few times it seems, and had something to do with the limitations the game engine has (That can't be changed).

Because cities can get so much larger in AND, what with Farmscrapers and Terraforming, you can get dozens and dozens of cities up into the 30 - 40 size range, if not larger. Add this into a Huge map, and the vanilla Civ way of calculating population would hit the maximum number reachable by 32bit applications. Whether that would result in gibberish displayed on the info screen or the game crashing upon hitting that mark, I don't know - and thankfully won't have to find out! :lol:

Ah, ok. That makes sense. Thanks for the reply! :D
 
3 bugs I've found;

1. You can still build academies with a great scientist, after you've researched computers and supposedly obsoleted the academy builds.

2. Able to start the Garden of Eden build, without any Paradise Gardens having being completed. I had 10 Gardens being built, even though the requirement was only 7, but it allowed me to begin building the Eden project. Further on this, the number of Paradise gardens is not scaled to map size at all. 7 Gardens for a Gigantic map is nothing. Doh, this is the Ascension gate project, and it does require 7, again, nothing on a Gigantic map game.

3. This is more Revolutions mod, but it won't release a city to the humans control. I accepted the cities back into my domain, but it only spat out a python error and never gave them back to me, but did give a great boost to happiness in the cities to be relinquished. This has been reported before and its a revolutions mod problem, not RAND.

Spoiler :
 
I've been on this topic for half an hour now and still wasn't able to find the solution to my issue.
I've downloaded and installed the version 2 of this mod for the first time today (I has played the older versions) but whenever I try to load the mod, it simply won't open! It starts loading the XML ok and then it closes up and that's it. Nothing happens.
I haven't been able to play even once. I have tried loading several times, some of them while holding shift, but no use.
All my other mods work, so it is a problem specific with this one. The game simply won't play.

EDIT:
Ok I figured out how to fix it out of nothing more than a crazy hunch
I reinstalled the mod but this time i didn;t select any new UI color, and I loaded perfectly.
So I guess for some reason installed the custom UI color prevents the game from loading.
Any idea why might that be?
 
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