AND2 and SVN Bug Reports - A New Dawn 2 ONLY

Some things I noticed while playing rev651:

-Barbarians (animals and human units) won't destroy unescorted workers/settlers/missionaries

I'm looking into this, I've seen animals attacking but not barbarians

-AI seems to rush to discover religions. Also, AI seems to have weird teching paths, sometimes ignoring old techs like naval warfare and such(also noticed its mostly military techs, might be coincidence), while having engineering or theology researched

I've also noted this, currently under investigation

-Missing texures while viewports are enabled (farm missing, mine having weird graphics, missing resource textures etc.). Don't know if I mentioned this before but city placement preview (Alt-X) isn't working either with viewports enabled.

I've never experienced missing texture, but will have a look. Alt-X doesn't work for the moment with viewports, and it doesn't work in C2C too, so I guess we'll have to wait for Koshling to solve this problem because it's far beyond my ability.

-This is old bug but I'll mention it anyways. No Auto Corporation Founding option isn't working

Ok, noted.

-No Apostolic Palace resolutions available, just voting for leader. I also noticed when I or AI builds it, the message "The leaders of *religon* have unified under Apostolic Palace" (don't know if it's exact quote but it is displayed in blue font), doesn't show up

I've seen the message so it's there; the reason why you can't vote resolution is probably that a minimum of 3 civs with given religion is required. No changes were made to this part of the code, it's always been like that although I didn't know.
 
Prior to rev650 (Still haven't moved up yet) AI workers were quite suicidal. I'll march a military unit up and they'll just stand there instead of fleeing to the city one or two tiles away. Either they sit there idle or they keep working but they just sit there. I've captured a total of forty-six workers in one game because the AI refused to have their workers retreat. I parked an infantry next to one and it sat there for six turns working on a lumbermill and then just continued to sit there idle when finished. I moved my infantry away and then the worker moved one tile off to build a farm.

Do AI still do this with their workers in 650/651?

I wanted to ask this earlier before 650 was released, but I wasn't sure if the AI was just being stupid or if it was a recent update that caused it. Now I think it's a tad late to be bringing this up :P

It's probably related to a part of the new code, I'll have a look. Thank you for reporting it.

Edit: I've made a quick test with rev652 / rev653 (experimental, not yet released) and workers flee when in danger
 
45°38'N-13°47'E;12587409 said:
It's probably related to a part of the new code, I'll have a look. Thank you for reporting it.

Edit: I've made a quick test with rev652 / rev653 (experimental, not yet released) and workers flee when in danger

Awesome :)

Oh, may I ask what barbarian activity is like in 653? Same as before or do they launch naval attacks and overall be more aggressive?


*edit* I've noticed something in recent revisions, ever since 640 and so, when playing with Revolutions on if a city says "We'd like to be your Vassal" so to speak, you only have two options - Reject, or grant full independance. If you pick "Defect and lead rebels" it obviously makes you lose every city you built, but if I click "Accept and take control of new Civ" it does the same thing. If that's how it's supposed to work (Having two options phrased differently that screws you over the same way), why have both options? The first time I played with revolutions back before 635 selecting "Accept and take control" it would spawn a new (or defeated) Civ and place the city under their control and the Civ under your control as a vassal =/
Was this another thing that got changed when updating code or is it not related to AND?
 
Awesome :)

Oh, may I ask what barbarian activity is like in 653? Same as before or do they launch naval attacks and overall be more aggressive?

I don't know yet, but I hope so.

*edit* I've noticed something in recent revisions, ever since 640 and so, when playing with Revolutions on if a city says "We'd like to be your Vassal" so to speak, you only have two options - Reject, or grant full independance. If you pick "Defect and lead rebels" it obviously makes you lose every city you built, but if I click "Accept and take control of new Civ" it does the same thing. If that's how it's supposed to work (Having two options phrased differently that screws you over the same way), why have both options? The first time I played with revolutions back before 635 selecting "Accept and take control" it would spawn a new (or defeated) Civ and place the city under their control and the Civ under your control as a vassal =/
Was this another thing that got changed when updating code or is it not related to AND?

If you have a savegame, that would help. I'm not sure but I think it's always been like that. "Defect and lead rebel army" should make you in charge of some rebel units that you can use to conquer your former empire, and you'll be at war with your former empire. "Accept ant take control of the new civ" should make some cities independant and you should be able to control that civ without being at war with your former empire.
 
@Sarkyn and IPEX, you should be able to play your games without crushing your economy if you open Gamespeedinfo.xml and change iGoldmodifier from the value it's present for your current gamespeed to something between 130 and 160. That should work and that's how it will be in the next revision.
 
45°38'N-13°47'E;12589045 said:
If you have a savegame, that would help. I'm not sure but I think it's always been like that. "Defect and lead rebel army" should make you in charge of some rebel units that you can use to conquer your former empire, and you'll be at war with your former empire. "Accept ant take control of the new civ" should make some cities independant and you should be able to control that civ without being at war with your former empire.

Unfortunately I do not. I had (unwisely) played through the game without saving, and when I picked the "Take control of new Civ" to grab myself the Vassal - because I'm a sucker for dominating the AIs that way - I was reduced to the two cities that wanted to have independance and my former empire started demanding tributes from me :p
I was pretty frustrated and exited out of the game, and all of my recent auto-saves are from a vanilla BTS game I played a few hours later...

Anyway. I do remember my very first game with Revolutions I picked one of the options and got a vassal out of it at the cost of losing a few of my cities. It might have been a different message though... Or I might be remembering things wrong? Latter is probably more accurate. If things really are working as designed, then it's just the messages that are confusing me and I was expecting a completely different result.
 
Unfortunately I do not. I had (unwisely) played through the game without saving, and when I picked the "Take control of new Civ" to grab myself the Vassal - because I'm a sucker for dominating the AIs that way - I was reduced to the two cities that wanted to have independance and my former empire started demanding tributes from me ^^;
I was pretty frustrated and exited out of the game, and all of my recent auto-saves are from a vanilla BTS game I played a few hours later...

Anyway. I do remember my very first game with Revolutions I picked one of the options and got a vassal out of it at the cost of losing a few of my cities. I don't play with Revolutions often, only a total of four games out of twenty something played, so I can't be sure when it first started doing this. It might even have been the pre-AND versions that the "Accept and take control" option worked this way.

No, that's something I'm sure of. "Take Control on New Civ" makes exactly what I described, it gives you control over some of the cities and YOU will be the vassal. OR you can defect and lead the rebel army and you will be at war with your former empire. OR you can grant independance and some cities will break away from your empire. OR you can accept your rebel cities as vassals. Those should be the 4 options you have.
 
45°38'N-13°47'E;12589082 said:
No, that's something I'm sure of. "Take Control on New Civ" makes exactly what I described, it gives you control over some of the cities and YOU will be the vassal. OR you can defect and lead the rebel army and you will be at war with your former empire. OR you can grant independence and some cities will break away from your empire. OR you can accept your rebel cities as vassals. Those should be the 4 options you have.

Gotcha, I was just reading it wrong all this time it seems...
Well I feel a bit silly now ^^ I don't play with Revolutions often, so I guess that's part of it.
 
I've downloaded the latest SVN thanks for that, looking at the modifiers, its gone form 1040 to 160 I think...That's an 8 times modifier.

I've played on, been into a golden age, I now have 9 cities, and am barely in the green at 5% slider, maybe it's been too easy up to now, granted, immortal should be difficult.

Looking at the other AI's, all bar one seem to be struggling to expand with raging barbarians, only 1 other is larger than me. It probably is about the "Economy stupid" and I'm finding building economic buildings I never did before, does make a difference.

Thanks for you quick efforts, now I know where to look if problems arise.
 
minus knowledge? :confused:
 

Attachments

  • Civ4ScreenShot0002.JPG
    Civ4ScreenShot0002.JPG
    183.4 KB · Views: 74
minus knowledge? :confused:

It's normal, not a bug. You're replacing some monastery and until they become obsolete and school becomes necessary, they produce more science than schools, especially if you have some wonder boosting science produced by monasteries.
 
ah, i didn't know that. i noticed several turns later the schools were producing pluses so i must have obsoleted early buildings without realising.
 
Here is a bug that was fixed in c2c but hasn't carried over. See in the image here that to bribe this city (probably the best city in the world at the moment) it only costs 4050 espionage points. I'm making like 1k espionage points per turn so 4 turns to bribe this city is totally unreasonable. The main culprit is the -68% cost for city size. In c2c I think we concluded that it should be the opposite, +68% for city size. Also the bribe city espionage mission itself is too cheap, if this could be increased as well it'd be good. Otherwise, as you can see going an espionage based economy with nationalism that gives +50% espionage etc, you could theoretically bribe all the cities in the world pretty quickly/easily.

Spoiler :
8zj0N7D.jpg
 
I've more what would be called a game play bug.

When you have resources listed on the screen, *Bug Options, A New Dawn tab, Rise of Mankind options, resource listing.

Spoiler :



You can end up with a confusing screen shot like the above one, with any number of units selected.

Would it be possible, to have the resources listing on the right hand side, where no displays are located, and not the left, where you unit listing is.

Further, Barbs still aren't attacking workers, and I assume settlers, though workers do move when in danger.

I think Withdrawal might be written wrong, I had one unit withdraw from a battle with a scout, which it was 100% to win, so it seems the scout is the one that withdrew, as it had flanking, but it came up as My Pike man has withdrawn from combat, with 5.6/6 strength, with a native American scout, strength of 0.1/2. The Scout remained where it was on the plot, as I have defender withdrawal enabled.

Opportunity fire, seems to be working with stack attack, I played last night, and was up against a Barbarian stack of 340+ Archers and 470+ Javelineers, the ultimate stack of doom from hell, facing off against my 30 or so defenders behind high walls, with 3 Great General units. Stack attack works both of defence and offence, it will just take some time, like 5-10 minutes depending on map size, stack size etc. Just be patient I've found, it'll look like it freezed, but will eventually begin to move opposition units again, and move on.

Anyway, Opportunity fire with stack attack, will cause a 1000^1000 calculations, in all assorted parts, but will get through. I had one Great General Pikeman unit, who received nearly 300 promotion points from one battle, and had page after page of battle stats in full screen. Would have killed over 580 units in that one battle. 4 Strength Archers and 3 Javelineers though.

Stack attack, will only work with a certain number of units, then it'll set a subsequent animation for Stack attack, depending on attacking stack size, it may have 4 or more animations of attack.

Please note, this is only for higher systems, I use 64 Bits processor, so I don't think 32 would be able to cope, hence the note Stack attack has problems.
 
This 1st part was discussed in C2C, obviously, and the logistics of the UI screen placement was a problem. You're Supposed to turn off one if viewing another. And it's not recommended to have the cursor over a Stack or city when using a list like resources either.

Currently there are 556 Promotions available in C2C and Thunder-Brd Has Not worked all the bugs out I can assure you. Maybe 45* can make adjustments But T-brd's promotions and Combat Mod system is very convoluted (and imho overcomplicated). And it's not even fully implemented yet either. Maybe this is not affected by the merge of the DLLs but from what I try to keep up with alot of these new systems Are DLL integrated.

Do Not set stack attack limit in BUG at anything except the default -1. If set too low can cause problems per Koshling.

JosEPh
 
Further, Barbs still aren't attacking workers, and I assume settlers, though workers do move when in danger.

Yeah I noticed this, I cruised around with a worker grabbing tribal villages while all the barbs just watched :mischief:

Btw, stack attack had problems in c2c too, I haven't used it since Koshling said not to like a year ago or something.
 
Here is a bug that was fixed in c2c but hasn't carried over. See in the image here that to bribe this city (probably the best city in the world at the moment) it only costs 4050 espionage points. I'm making like 1k espionage points per turn so 4 turns to bribe this city is totally unreasonable. The main culprit is the -68% cost for city size. In c2c I think we concluded that it should be the opposite, +68% for city size. Also the bribe city espionage mission itself is too cheap, if this could be increased as well it'd be good. Otherwise, as you can see going an espionage based economy with nationalism that gives +50% espionage etc, you could theoretically bribe all the cities in the world pretty quickly/easily.

Spoiler :
8zj0N7D.jpg

This is something that should be easy to solve, IIRC it's an xml thing. I'll have a look.
 
Yeah I noticed this, I cruised around with a worker grabbing tribal villages while all the barbs just watched :mischief:

Yeah, I've noticed as well. :mad:
Just an idea: were you using Terrain Damage?
 
45°38'N-13°47'E;12589049 said:
@Sarkyn and IPEX, you should be able to play your games without crushing your economy if you open Gamespeedinfo.xml and change iGoldmodifier from the value it's present for your current gamespeed to something between 130 and 160. That should work and that's how it will be in the next revision.

Thank you, re-downloading now, I'll let you know how I get on :)

Thanks again!
 
Back
Top Bottom