AND2 and SVN Bug Reports - A New Dawn 2 ONLY

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Why every civilizations when they got a settler keep them in their capital city instead to send him to build new city?

Which revision are you playing with? Hovering your mouse on the flag near the minimap you can see you revision number. This was a problem some revision ago but it's been fixed lately. Sometimes it happens for AI to hold settlers in their capital when they know that founding another city would cause unhappiness or when there are threatening units just outside their borders.
 
A new dawn 2.2 beta 1 (rev662)!

Then that's strange; but I need to know if it's something happening randomly or if it happens always. Because it doesn't happen anymore in my games, except in the above mentioned occasions. Which gamespeed and handicap are you playing with?
 
I've recently noticed another bug: when I tell a city to build something (for an example, a Grocer) it suddenly turns to Research.
 
Epic and Noble. Ancient era, PerfectWorld2

3 civilization have their 1 settler (3 total), but they keep settler in their city. Only 1 city they have. I gave for experiment two warriers for Korea civilization, but warriers moved from the city and settler didn't moved with them.

I found what was it. Russian Civilization had 1 settler and 2 javeliners. I gave two more javeliners for Russia, and 1 settler with 2 javeliners moved to build new city after next turn. Then India had 1 settler and 2 warriors. I gave 2 javeliners for India, and 1 settler with 2 javeliners moved to build new city after next turn. After that I gave for Korea 1 javeliner. Korea had 1 settler and 2 warriors, and settler didn't went to build new city on next turn.

To build new city civilizations must have at least 3 javeliners in the city.
 

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Epic and Noble. Ancient era, PerfectWorld2

3 civilization have their 1 settler (3 total), but they keep settler in their city. Only 1 city they have. I gave for experiment two warriers for Korea civilization, but warriers moved from the city and settler didn't moved with them.

I found what was it. Russian Civilization had 1 settler and 2 javeliners. I gave two more javeliners for Russia, and 1 settler with 2 javeliners moved to build new city after next turn. Then India had 1 settler and 2 warriors. I gave 2 javeliners for India, and 1 settler with 2 javeliners moved to build new city after next turn. After that I gave for Korea 1 javeliner. Korea had 1 settler and 2 warriors, and settler didn't went to build new city on next turn.

To build new city civilizations must have at least 3 javeliners in the city.

Mmmm... looks strange to me but I'll look into this matter with some test game. Thank you for reporting this!
 
Why every civilizations when they got a settler keep them in their capital city instead to send him to build new city?

Are you playing with City Limits by Civics On? It's a game set up Option. If you are try turning it Off (in a new game) and see if they start using the built settlers.

Do you use REV?

How many AI did you allow in the PW2 map?

Try a Perfect Mongoose or a Fractal and see if you have the same results.

Bad start locations will cause the AI to have a slower growth (keeping a settler in the Capital longer). Amount of neighbors and barb animals also have affects on this.

JosEPh
 
I've found something strange, once I researched Monarchy, and I haven't adopted it as yet.

My research virtually dropped in half. I went from 300 to 152 beakers in a golden age.

Of course I had to drop tax rate to pay for my troops once I adopted Monarchy, that's the civic. But having my research rate halve, with on obsolete buildings??? I don't get it.

Civics were Patrician, Despotism (change to Monarchy), Caste, State religion and conscription.
 
I've found something strange, once I researched Monarchy, and I haven't adopted it as yet.

My research virtually dropped in half. I went from 300 to 152 beakers in a golden age.

Of course I had to drop tax rate to pay for my troops once I adopted Monarchy, that's the civic. But having my research rate halve, with on obsolete buildings??? I don't get it.

Civics were Patrician, Despotism (change to Monarchy), Caste, State religion and conscription.

Savegame please. :)
 
I am still getting the AI route bug. I'll see if I can get a reliable savegame for it.

:eek: :eek: :eek:

:suicide:

I haven't seen it for a long time now. Which rev are you using?
 
I gave requirements for few technologies. So before working on Trade and Writing civilizations working on Stone Tools and Hunting. Then they built javelineers and they settler went to build new city without any problems. For Animal Husbandry I made requirement Hunting + Agriculture, and The Wheel -> Stone Tools.
 
Are the source files in the SVN up to date? I'm using a personally compiled dll with one tiny change (enabled multiple wonder production per turn), and am getting all kinds of bugs that were solved a long time ago, like the AI route bug and the city maintenance bug. There's no possible way my tweak could have caused such strangely specific changes, so I wonder if the source files are old.
 
Not sure if this is the correct topic, but I believe that the research costs of the initial Industrial era techs (Steam Power, Railroad, etc) are quite lower than the previous Renaissance (Nationalism and others). We're talking about 2-3 turns on Epic speed.

Is that intended or balancing hasn't reached the Industrial era?
 
Not sure if this is the correct topic, but I believe that the research costs of the initial Industrial era techs (Steam Power, Railroad, etc) are quite lower than the previous Renaissance (Nationalism and others). We're talking about 2-3 turns on Epic speed.

Is that intended or balancing hasn't reached the Industrial era?

The game still needs balancing, I'm currently working on it.
 
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