AND2 and SVN Bug Reports - A New Dawn 2 ONLY

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.

The Academy (also Scotland Yard, but it never goes obsolete) uses a different tag from all the other allow Unit X to build Building Y abilities -- it's called the ForceBuildings tag. From reading the Civ 4 modding wiki, the ForceBuildings tag overrides any other restriction on allowing the building to be built by the unit. Also, the +4 culture from Academy never obsoletes, so you can get that bonus after researching Computers, although it isn't really that beneficial by that point.

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.

Paradise Garden doesn't interact with Eden Project at all (although by the names, it probably should, but you can't put a building prerequisite on a Project). Paradise Garden is the prerequisite for the Ascension Gate Wonder. However, there is a problem with the iBuildingClassPrereqModifiers tag for Giant and Gigantic maps. This tag covers the change in the # of buildings required when a prerequisite building is specified. It's 0 for Duel and Tiny maps, 25 for Small, 50 for Standard, 75 for Large, and 100 for Huge; AND has 75 for Giant and Gigantic, which is almost certainly wrong. C2C has 120 for Giant and 140 for Gigantic. That's probably better; I think either 120/140 or 125/150 for Giant/Gigantic would work.

I don't know what to say about your third problem. I know a little Python, but only enough to do a few effects at this point.
 
After the current merge process I would imagine many of the maps will need to be updated.

Now if we only had an experienced map maker to help?!

JosEPh
 
Hello all.
My problem is like this:
Can't build nuclear weapons. Says manhattan project is needed in city screen but project is built and can be seen in national wonders built by me. I built the project far before inventing advanced rocketry and nuclear weapon bans are not placed in un etc.
I've seen the answers, I tried the solution by updating - after upgrading from "Installer" version to "SNV" and loading game - nukes weapons worked until the next loading savegame. I have tried to delete\put MP-wonder through the game editor - also worked again, until next loading.
Maybe i something do wrong updating the Mod? I just rewrite old files.

upd:
One more thing. After the upgrade - prices fell heavily to upgrade units. Price for the upgrade of Light Artilery to Mobile Artilery decreased from ~ 200 to 23. Or its not a bug?

version 648.

ps:
Thanks you all for great job.
 
One more thing. After the upgrade - prices fell heavily to upgrade units. Price for the upgrade of Light Artilery to Mobile Artilery decreased from ~ 200 to 23. Or its not a bug?

version 648.

ps:
Thanks you all for great job.

I noticed that as well. Normal Speed and Noble difficulty (Also tried Epic Speed at both Warlord and Noble via flexible difficulty) and I was able to do an empire-wide upgrade from 9 - 15 macemen and crossbows, and 30 - 37 Musketmen, all to Infantry for less than 1,000 gold. All of my Age of Sail ships (Sans Galleons) to steam ships for a similar price. All of the upgrade prices have dropped a ton, and I lost the wonders that reduce upgrade prices to the AI in the Medieval era so that shouldn't be the problem.


Not related, but I noticed the barbarians seem very passive in this update. I enabled Raging Barbarians since my previous game they built a ton of units but hardly ever attacked, instead just fortifying on hills in the middle of nowhere. Well they build 2x - 3x as many units yes, but they still insisted on fortifying o hills and in their cities. The Barbarians never took a single city during the entire game, and only once entered my borders (Was chasing a worker, but once it got inside it turned and ran off.)

Earlier revisions I never had any need for Raging Barbarians because they'd send dozens of Galleys and Flyuts at my coastal cities, making a navy and coast defenses on any sort of map with water a must. This revision... I've seen barbarian activity, but none of it aggressive :confused:
 
This Merge process 45*38'N has undertaken is a Huge project for 1 man. I just hope he doesn't burn out in the process cause I don't have a clue how to do what he is doing. I have very limited programming skills.

That said I'm sure a list is being compiled for things to be looked at. It's just a waiting game at this point in time.

JosEPh :)
 
This Merge process 45*38'N has undertaken is a Huge project for 1 man. I just hope he doesn't burn out in the process cause I don't have a clue how to do what he is doing. I have very limited programming skills.

That said I'm sure a list is being compiled for things to be looked at. It's just a waiting game at this point in time.

JosEPh :)

...Which is why I don't complain when something goes wrong XD
So much work done, and for free at that.

I might complain under my breath when I come across something I don't like, but that's not directed at anyone or anything in particular. It's the same sort of complaining one would do when they lose a combat at 93% odds - just ordinary griping ^^

Something I was complaining about the previous two games was once I hit the Modern Era, everything gets researched at 3 - 5 turns. I don't know if the late-game techs were designed to research fast or if that portion of the game was intended for Marathon speeds and higher and not Normal/Epic, but I just stopped building Laboratories, Universities, and etc and never pushed the Research slider above 30% because it just wasn't necessary. (Conversely, the AI were researching Industiral and pre-modern techs at 10 - 20 turns with varying Research slider rates.)
 
Something I was complaining about the previous two games was once I hit the Modern Era, everything gets researched at 3 - 5 turns. I don't know if the late-game techs were designed to research fast or if that portion of the game was intended for Marathon speeds and higher and not Normal/Epic, but I just stopped building Laboratories, Universities, and etc and never pushed the Research slider above 30% because it just wasn't necessary. (Conversely, the AI were researching Industiral and pre-modern techs at 10 - 20 turns with varying Research slider rates.)

Once there was a problem. Now I'm playing use "flexibly difficulty" switched the difficulty with the "noble" to "Emperor", and AI bots even catch up and overtake (playing on Normal speed). And totally no problems with the game, except the Manhattan Project and the lowering of prices for upgrade units after v648
also, this my savegame:
View attachment Onotoley AD-1951-Winter.zip
 
yeah just play a higher difficulty level, noble is way too easy, maybe monarch if your new or not confident, emperor is a good default though I reckon. The games not fun if its not challenging imo.
 
yeah just play a higher difficulty level, noble is way too easy, maybe monarch if your new or not confident, emperor is a good default though I reckon. The games not fun if its not challenging imo.

I always played on Warlord because in Vanilla civ that was about my threshold for being able to win. Chieftan was too easy, Noble I'd either lose to the AI very fast or lose to them relatively fast and lost pretty much very religion and wonder to them.
So with AND I often stuck to Warlord as well ^^;

That being said, difficulty or not I'm still a bit concerned about the high-tech stuff being researched so fast. Are they really supposed to blow through the Transhuman era in only two dozen turns (On epic)? :confused:
...Or is that what the Eternity game speed is for? ;P
 
Its too be expected, with fully developed cities of population of 30-40+, you should be able to blast through the late game techs quickly.

I myself, have played through to future tech period, and was blasting through the techs in under 10 turns on eternity speeds, at 90-100% Culture. Mind you I owned over 80% of the map.

The other 'remaining' civs, were still struggling at 50+ turns on average.

So it really depends on your empire size, the development of it, and your slider rate.

If you let a civ develop some core cities, any AI civ, will blast through the tech's at noble and higher, because its research and other penalties is set at a noble level. So while at Emperor you might have 150% research, they only have 100% still, and will blast through compared to your struggles.

With Tech diffusion enabled, as more civ's 'know' a tech, the cheaper it becomes for the civ's that don't know it. It may drop from 10K to 6K for them to research. Trade routes become more profitable. Hence a 40% slider may rise from 100 Beakers to 2500 Beakers.

I myself was researching at 14K + beakers at 0% science slider, I was running a 90% culture slider, as I was trying to flip cities culturally.

This current game it just to try out late game units, tech's buildings play etc.

Again it to be expected, as trade raises, so does commerce, science and tech diffusion will all reduce the times to research, even though the beakers will rise.
 
None of my cities were above 22 population at the time, but yeah I see what you mean.

It just... To me makes all those late-game research buildings like Accelerators and so on sort of pointless since even without them, by the time you get them and build even one you've already researched an entire tech or three.

I owned most of the map at the time too for the very reason that once the AIs were leaving the medieval era, I was entering the Modern era. (This was on Ancient Start/Epic Speed/Warlord). After that it was just "Wait five turns, get new tech". By the time I finally got oil products for Early Tanks, I could already build Tanks and Heavy Tanks. By the time I got a few built and shipped them across the ocean to the battlefront, it was time to upgrade them to Modern Armors! Units were obsoleted as fast as it took to make them for the last third of the game. =/

Personally, I think the really late techs like Teleportation, Terra Computer, and so on should *need* 7 - 15 fully developed cities with all of those fancy research-boosting buildings just to make a dent in the research cost, but that's just me. Thus far I've only played one game where I built Accelerators or Laboratories, and that was in a Normal-speed/Warlord Pangaea map before rev635 where Churchill was starting to pass me in technology. Lately though, those research boosting buildings have just been a waste of time making since even without them it's easy to research complex technology quickly without them.


I might just need to play on Noble a few times and stop sitting on Warlord then ^^;


Unrelated to the above, but has anyone else notices that no ship whatsoever can set a move route more than one tile into unexplored territory?
Attached two screenshots as an example. I can't make the ship go any further than that unless I manually move it to the edge of the darkness and then make it move further. Any more than one tile into the darkness will result in it claiming it's an "invalid move" and just show a red cursor, like if you try making a land unit move onto another continent with no way to get there, or onto a mountain with Mountaineering disabled.

It does this with all ships - wooden, steam, diesel, even fusion. As long as the area is unexplored, the ship refuses to go into it.
Usually when I research Optics, I take two caravels - often upgraded Triremes - and send one as far as it can west and the other as far as it can east and then wait the 20 - 35 turns for them to reach it, but now I have to guide them there turn-by-turn because they refuse to take any move route that would send them into the unexplored map =/

In the second screenshot I'm trying to move that caravel in the picture, but it won't move into the darkness - only one tile into it. (And I did check, it's ocean there.)
 
Once you get to a point in the game where you feel like techs are too fast, quit and go to:
C:\Games\Firaxis\Civilization 4\Beyond the Sword\Mods\Rise of Mankind - A New Dawn\Assets\XML\GameInfo\CIV4GameSpeedInfo.xml

Open that up with notepad and then scroll down to:
<Type>GAMESPEED_EPIC</Type>
<iResearchPercent>300</iResearchPercent>

Change it to like
<iResearchPercent>600</iResearchPercent>
Or whatever you want. Then load the mod again, it will apply the changes when you load the game, in this example; making techs twice as slow.

Regarding your screenshot, its just um.. how to put it.. its just like a visual bug. It won't literally take 3 turns. Not sure about the 2nd example, might be some bug - never happened to me.

Let me just say though, look at the scores bro.. if you are first in the score, like ever.. the game is basically over imo. AI needs to be ahead in score for the game to be a challenge. They aren't as smart as you with war and stuff, so they need score advantage. Keep this in mind. You should play higher difficulty, just my 2c. Wow didn't even notice the army sizes too, your closest rival has half your army size. (1.9), your army is 6.6x bigger than franco lol. I never have a larger army than AI, units become really expensive to maintain on higher difficulty, you gotta use them efficiently, unless your rich ^^
 
Once you get to a point in the game where you feel like techs are too fast, quit and go to:
C:\Games\Firaxis\Civilization 4\Beyond the Sword\Mods\Rise of Mankind - A New Dawn\Assets\XML\GameInfo\CIV4GameSpeedInfo.xml

Open that up with notepad and then scroll down to:
<Type>GAMESPEED_EPIC</Type>
<iResearchPercent>300</iResearchPercent>

Change it to like
<iResearchPercent>600</iResearchPercent>
Or whatever you want. Then load the mod again, it will apply the changes when you load the game, in this example; making techs twice as slow.


Interesting... Does it apply that to everyone or just the player?
 
I edited my post above btw.. and yeah it applies to everyone. CIV4HandicapInfo.xml - then you go to difficulty level - this applies just to player.
 
I edited my post above btw.. and yeah it applies to everyone. CIV4HandicapInfo.xml - then you go to difficulty level - this applies just to player.


Alright cool ^^

And yeah, I don't know what the AI were doing in the screenshots above. Franco only had three cities in the game ever. his first was razed by barbarians early in the game before I met them, then I met him, the Zulu, my now-vassal Mansa, and China all in the same turn. I got Mansa to declare on all three of them for some out-of-date techs (He was 16 behind me :eek: ) and some time later I destroyed China as Mansa captured Franco's second to last city - and a Holy City at that!

The only AI that was anywhere near having the same no. of cities as me was Toku, and he was alone on an island and was centuries away from getting Galleons.

As said, I've always played on Warlord because I would constantly get thrashed by the AI on Noble. AND was - for a while - considerably tougher, what with the AI planning ahead and making some great progress, and the barbarians being ruthless and actually making naval assaults... But somewhere around rev34x+ the barbarian attacks just didn't have the same sort of power behind them (I have yet to see them drop off units via ship even on Noble w/ Raging Barbarians), and the AI always seem to stall behind hopelessly - on Warlord anyway *shrugs*
Until future revisions, I might as well play on Noble and up then ^^

As for the two screenshots... Yeah. The first one was showing as far as the game would allow me to set that ship's move route before it'd say "You can't do that" :confused:
 
More on the city Liberation bug I reported.

I booted the game, from double clicking on the saved game, (don't know if it makes a difference), but the city liberation works via the UN vote, probably still bugged if an AI tries to release (just thought about it) haven't had a chance to check it out.

On the obsolete units, have you built air ports both commercial and Military in your cities (me its ALL OF THEM - STANDARD)

You invade a coastal city, take it, have 5 transports on hand, IMMEDIATELY build a Commercial airport, and now you can fly in re-enforcements at will, Subject to limits per tile. That, or place the landed troops into the city, and upgrade them their.
 
Signs won't stay, its another bug due to the merging of the C2C dll and and's dll. Signs won't stay.

Unit shortcuts, I've never used, building short cuts or build lists do work (Cntl-#) To be honest, I've never bothered with the unit short cuts.
 
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