AND2 and SVN Bug Reports - A New Dawn 2 ONLY

Inverse shift in queuing makes CTRL in queuing unusable!
 
45°38'N-13°47'E;12811601 said:
The game still needs balancing, I'm currently working on it.

Since your still balancing, you might want to give some thought to not having Electricity before Power Plants are available. Seems strange to have Broadway before having power.

Also, farms in the Dessert may want to be put off until later in the game. And while I'm at it, Tundra should have much reduced food capabilities if any. I know this not real life but, while there are a few plants that can withstand the conditions of the Tundra, food crops are not among them.

Just throwing out thoughts.

Question, do Calvary units have the ability to move more that one tile through forests, if there is a cart path? Mine do.
 
Since your still balancing, you might want to give some thought to not having Electricity before Power Plants are available. Seems strange to have Broadway before having power.

Both electricity and Broadway theaters origin belong to early XIX century, so it looks to me that's perfectly fit.

Also, farms in the Dessert may want to be put off until later in the game. And while I'm at it, Tundra should have much reduced food capabilities if any. I know this not real life but, while there are a few plants that can withstand the conditions of the Tundra, food crops are not among them.

Tundra food is also going to stay because otherwise civs starting in tundra don't have any chance to develop. Moreover, while there are no food crops in tundra, food can be gained by hunting. There are animals living in tundra. I guess it's already hard enough for civs to develop in that environment, I don't want to make it harder.

Question, do Calvary units have the ability to move more that one tile through forests, if there is a cart path? Mine do.

Yes, they should, I think that's ok.
 
45°38'N-13°47'E;12819307 said:
Tundra food is also going to stay because otherwise civs starting in tundra don't have any chance to develop. Moreover, while there are no food crops in tundra, food can be gained by hunting. There are animals living in tundra. I guess it's already hard enough for civs to develop in that environment, I don't want to make it harder.

The part about animals living in the tundra got me thinking... What about a hunting camp or something that can only be placed in Tundra Forests, or a similar food producing improvement for Tundra Rivers? :)
 
The part about animals living in the tundra got me thinking... What about a hunting camp or something that can only be placed in Tundra Forests, or a similar food producing improvement for Tundra Rivers? :)

Good suggestion, I thought that myself but it's not on the top priority list.
I still have to release the last revision I'm testing, mainly some small bugfixing and a "No nukes" gameoption. But I'm working a bit on balancing the game too, I've made some promising changes but I still need further testing.
 
No barbarians spawning & other issues:

Got the latest rev build, am in the year 2600 bc, gigantic map size, 21 civs.
And barbarians are activated per setup.

I am on a huge continent with only 2 others, lots and lots of free space everywhere.

Yet i hadnt seen 1 single barbarian.

Is this a bug?


Also:

Why is the early goverment civic only allowing 3 cities? none of the other civs got stoneworks yet so here we are spending thousands of years on empty continents restricted to 3 cities.
why not 6?

Plus i think there should be something between "Stammeskultur" (only know the german word) and Despotism, as it feels like a huge gap between them, most civs don't go to despotism right away so the early game is pretty empty.
 
No barbarians spawning & other issues:

Got the latest rev build, am in the year 2600 bc, gigantic map size, 21 civs.
And barbarians are activated per setup.

I am on a huge continent with only 2 others, lots and lots of free space everywhere.

Yet i hadnt seen 1 single barbarian.

Is this a bug?


Also:

Why is the early goverment civic only allowing 3 cities? none of the other civs got stoneworks yet so here we are spending thousands of years on empty continents restricted to 3 cities.
why not 6?

Plus i think there should be something between "Stammeskultur" (only know the german word) and Despotism, as it feels like a huge gap between them, most civs don't go to despotism right away so the early game is pretty empty.

Spamming the same message in 3 different topics isn't a very good idea. :mischief:
I've got your message.

Game isn't balanced yet so this kind of things might happen. And there's another thing: with some mapscript at least, it looks like barbarians don't spawn in the same way on every continent; open your save with worldbuilder and have a look with it to see if barbarians appear on other continents. It might be they're spawning more on another continent.

Also Chiefdom was designed to limit initial expansion. 6 cities is a huge limit for smaller maps. That limit should be mapsize-dependant and I've imported some code for this feature but it's not active yet because I'm not sure what kind of troubles it might cause. It will be fixed in the future.
 
Was playing a Huge (Global?) Highlands map a dozen barbarians spawned almost every other turn, and five civilizations kicked the bucket at the dirty hands of the barbarians before even the Classic Age :eek:

Babylon and the Vikings were in danger during that era, and I sent a large group of War Elephants over to help Babylon (Ragnar hated me so I left him to his fate) but when I saw FORTY horsemen, axemen, and spearmen headed towards Babylon I high tailed it out of there. Ten turns later Ragnar left the game, and Hammurabi followed shortly later.

In fact, the barbarians posed a threat to the only three civs left (That could defend themselves. A few civs were tucked away in a corner behind America and myself, so they were never in danger but also could never grow) up until the Reinessance era.


All this without Raging Barbarians (Rev657 I believe)


Because this was so vastly different than most my other games with the same revision, where even Raging Barbarians yielded very passive barbarians, I can definitely agree with 45° on the mapscripts spawning barbarians in different ways (And I believe the Highlands one is very harsh with barbarian activity even in Vanilla BTS)


I am looking forward to when Barbarians can launch naval attacks again, since while frustrating that was a very nice addition and kept my island bases busy instead of twiddling their thumbs for years on end ^^



As for Chiefdom, is it possible to scale the City restriction to gamespeed? Normal and lower it'd be three cities, Epic to Eternity it might be 5 or 6 even? I'm actually okay with the three city limitation regardless, being a very early civic, but hey :)
 
Was playing a Huge (Global?) Highlands map a dozen barbarians spawned almost every other turn, and five civilizations kicked the bucket at the dirty hands of the barbarians before even the Classic Age :eek:

Babylon and the Vikings were in danger during that era, and I sent a large group of War Elephants over to help Babylon (Ragnar hated me so I left him to his fate) but when I saw FORTY horsemen, axemen, and spearmen headed towards Babylon I high tailed it out of there. Ten turns later Ragnar left the game, and Hammurabi followed shortly later.

In fact, the barbarians posed a threat to the only three civs left (That could defend themselves. A few civs were tucked away in a corner behind America and myself, so they were never in danger but also could never grow) up until the Reinessance era.


All this without Raging Barbarians (Rev657 I believe)


Because this was so vastly different than most my other games with the same revision, where even Raging Barbarians yielded very passive barbarians, I can definitely agree with 45° on the mapscripts spawning barbarians in different ways (And I believe the Highlands one is very harsh with barbarian activity even in Vanilla BTS)


I am looking forward to when Barbarians can launch naval attacks again, since while frustrating that was a very nice addition and kept my island bases busy instead of twiddling their thumbs for years on end ^^



As for Chiefdom, is it possible to scale the City restriction to gamespeed? Normal and lower it'd be three cities, Epic to Eternity it might be 5 or 6 even? I'm actually okay with the three city limitation regardless, being a very early civic, but hey :)

In some of the latest revisions (don't remember which one), I've imported a fix for naval assaults, which should work now. And in some previous revisions barbarians were made too strong due to a balancing problem which should be gone in the latest available revision.
As for city limit, it should be tied to mapsize and not gamespeed. Either if you play a blitz or an eternity game, the number of cities should stay the same; it only takes longer for you to build a settler: say you need 10 turns with blitz, you'll need 80 turns with eternity. So you will found your second city exactly in the same year, and that's ok. If you play on a large map, you will found 25 cities no matter the gamespeed because there's room for 25 cities on your continent. Problem arise when you have a bigger map because you have more room and with the same gamespeed you should be able to control more cities.
 
Awesome ^^
I'm on a naval map right now so I'll look out for them.
I got stuck on a very small island, and the only thing I could reach pre-astronomy was a strip of Ice and Tundra >< The AIs (One a notorious tech-racer) got a huuuge continent to play with. Not fair at all xD He wound up founding all but one religion himself.


Yeah while I was typing that message I kept thinking to myself "Mapsize would probably be better here..." but I ended up leaving that out ^^;
 
45°38'N-13°47'E;12838049 said:
<snip>
Also Chiefdom was designed to limit initial expansion. 6 cities is a huge limit for smaller maps. That limit should be mapsize-dependant and I've imported some code for this feature but it's not active yet because I'm not sure what kind of troubles it might cause. It will be fixed in the future.

If you don't use the map size scale then it needs to be removed completely. It's an old carry over to kill Expansionist play style and AI Leaders with Expansionist trait. I absolutely dislike this false limit and it's intent. And yes I feel very strongly about this.

JosEPh
 
If you don't use the map size scale then it needs to be removed completely. It's an old carry over to kill Expansionist play style and AI Leaders with Expansionist trait. I absolutely dislike this false limit and it's intent. And yes I feel very strongly about this.

JosEPh

I thought Chiefdom limited you to three cities not six?
Or was that changed and I just didn't notice? :)
 
I thought Chiefdom limited you to three cities not six?
Or was that changed and I just didn't notice? :)

Right now 3 is the limit, 6 it's what was proposed by poncratias.
Usually I don't play with maps larger than huge so right now I don't remember if the limit is scaled by mapsize but given the above feedback, I'd say no. But my idea is to scale it, so have faith, it will change. ;)
 
I just noticed something with the newest revision... But I can't select multiple units in a transport by shift-clicking. It only allows me to select one at any time =/

It happens with Galleys, Caravels, and doesn't really seem to matter what sort of unit it is either. They could all be warriors and I can only select one at a time. Makes it tedious when launching large naval attacks onto a city or just unloading troops in general ^^

I don't remember it being like this before though, did something change?

(I edited in a galley and two units because I was too lazy to wait two turns for the galley I already had :P That and that city is in danger of revolting so... >_>)


*On a separate note, is it possible to have the AI stop asking you to make peace with leaders you're at war with? As far as I can tell, the Diplomacy options in the BUG menu only affect you - the AI can still demand you make peace (Even with leaders you're at war with that they hate, amusingly enough)
 
I just noticed something with the newest revision... But I can't select multiple units in a transport by shift-clicking. It only allows me to select one at any time =/

It happens with Galleys, Caravels, and doesn't really seem to matter what sort of unit it is either. They could all be warriors and I can only select one at a time. Makes it tedious when launching large naval attacks onto a city or just unloading troops in general ^^

I don't remember it being like this before though, did something change?

(I edited in a galley and two units because I was too lazy to wait two turns for the galley I already had :P That and that city is in danger of revolting so... >_>)


*On a separate note, is it possible to have the AI stop asking you to make peace with leaders you're at war with? As far as I can tell, the Diplomacy options in the BUG menu only affect you - the AI can still demand you make peace (Even with leaders you're at war with that they hate, amusingly enough)

Nothing was changed in this sense recently from what I remember; I'll have to look. As for AI asking you to make peace, I don't know if there's something I can do right now, besides suggesting you to use the "Stop bothering me" phrase. ;)
 
45°38'N-13°47'E;12843285 said:
Nothing was changed in this sense recently from what I remember; I'll have to look. As for AI asking you to make peace, I don't know if there's something I can do right now, besides suggesting you to use the "Stop bothering me" phrase. ;)

The former isn't anything important - just slightly annoying (Depending on the situation)

The latter I'd use the Stop Bothering Me feature more often... If AI that were very friendly with me weren't doing it to :)
 
On the stop bothering me, you have to click it twice for it to take effect, once won't do it. I assume "resume speaking" takes two as well, I've always done it twice regardless anyway.

I'm still having that bug with Great Commanders not gaining experience, affecting both me and the AI's.
 
I was playing on giant earth map with preset 26 civs, and found that many AIs build lots of warriors (ROME had 88 warriors and just 1 city in one game). And AI behavior is pretty much the same in each game. For example, German always dominate europe and Ethiopian conquers africa. I played on rev662 and deity, eternity game speed.
 
Compared to what I remember from my previous games 6 months ago, I see needing a lot more culture for culture expansion, the barbarians seem totally absent, AI is building lots more archers and lot less settlers.

I almost lost a game on a Highlands map on Warlord because of barbarians alone, so they're not totally absent^^

Only a few AI survived the first 150 turns, myself barely managing as well.


I think the barbarians aren't as active on some mapscripts, but they're there definitely. Maybe not as active as they once were, but they're not gone.
 
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