AND2 and SVN Bug Reports - A New Dawn 2 ONLY

The most current installer doesn't work. Installed and starting a new game results in several xml parsing errors, then the whole unit interface is gone.
 
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.

Depends on mapscript, handicap, gamespeed and mapsize. Which settings are you using? Game isn't balanced for every possible setting yet.
 
The most current installer doesn't work. Installed and starting a new game results in several xml parsing errors, then the whole unit interface is gone.

Probably you have an older version of ROM or AND installed. Delete the old version, clear your cache and reinstall AND. It will work.
 
45°38'N-13°47'E;12846408 said:
Probably you have an older version of ROM or AND installed. Delete the old version, clear your cache and reinstall AND. It will work.

Thanks, clearing the cache did the trick. By the way what's the latest release? I downloaded the auto-installer and it's rev662?
 
Thanks, clearing the cache did the trick. By the way what's the latest release? I downloaded the auto-installer and it's rev662?

Latest revision is 2.2 beta 1 (rev664); it displays rev664 and at the same time rev662 a couple of line below (because dll isn't being updated every time I upload a revision). I've uploaded this revision yesterday but full installer is usually 12-24 hours behind. I've just downloaded it now and it correctly displays rev664.
 
Sometimes for no apparent reason research is doubled at the beginning. I have 17 research at 100% science and 9 research from nowhere even setting science at 0. This happens in some games and not others. I attached a save.
 

Attachments

Rebel Settlers, have no sense of self preservation. They just sit there out side of the rebelling city, and won't move. I even left one alone for 20 turns, with no other of its rebel units to support it, I finally captured the settler, and scored a free worker, which I deleted, as it was a cheat.

They AI's have no sense of danger for the rebel spawned settlers. They won't move them away with the rebel troops, and settle a new city.

I've just updated to the latest SVN and the problem is still there.
 
Rebel Settlers, have no sense of self preservation. They just sit there out side of the rebelling city, and won't move. I even left one alone for 20 turns, with no other of its rebel units to support it, I finally captured the settler, and scored a free worker, which I deleted, as it was a cheat.

They AI's have no sense of danger for the rebel spawned settlers. They won't move them away with the rebel troops, and settle a new city.

I've just updated to the latest SVN and the problem is still there.

Hasn't that always been a problem with using REV? And the REV code is quite frankly (according to koshling) a mess.

JosEPh
 
Sometimes for no apparent reason research is doubled at the beginning. I have 17 research at 100% science and 9 research from nowhere even setting science at 0. This happens in some games and not others. I attached a save.

You're using a savegame from a previous revision. Recalculate and you'll see science drop to 1 (probably due to some approximation).
 
As well, I only realised I didn't post it, the dynamic great wall wasn't so dynamic, it would only move when I did a re-load of a save.

I'm still having the problem of the Great commanders not gain experience. They sit on 5/5 control points and don't earn experience.

This problem did 'self' fix once, when I updated to a new SVN, but it immediately went back to the no experience gaining upon the loading of the save.

Previously, I've had the great commanders gain experience, Max of 5 per turn.
 
As well, I only realised I didn't post it, the dynamic great wall wasn't so dynamic, it would only move when I did a re-load of a save.

I'm still having the problem of the Great commanders not gain experience. They sit on 5/5 control points and don't earn experience.

This problem did 'self' fix once, when I updated to a new SVN, but it immediately went back to the no experience gaining upon the loading of the save.

Previously, I've had the great commanders gain experience, Max of 5 per turn.

Are you using viewports? And are you using Realistic Culture Spread? Both of these can affect the GW "dynamics".

Are you still "modding" the mod?

JosEPh
 
I don't need to use View points, so No.

Modding the mod, I've made a few changes to the Revolutions screen file, added a couple of comments to other alterations, such as formations, the Civ.ini file to retain my personal settings after a SVN upgrade, but nothing to great commanders, I wouldn't know where to look.

The non dynamic great wall, is a recent thing I've just noticed, I usually don't build it, and I captured it from a neighbouring civ early on.
 
Still no barbarians spawning.

also not on other continents.

checked on on savegame with standart settings, giant map, normal speed & on fresh game with huge map.

no barbarians spawn and no barbarian cities, but a lot of animals.


anybody else has this with a new game?
 
Still no barbarians spawning.

also not on other continents.

checked on on savegame with standart settings, giant map, normal speed & on fresh game with huge map.

no barbarians spawn and no barbarian cities, but a lot of animals.


anybody else has this with a new game?

What revision?
Did you clear your cache before starting?


I started a game on Perfect Mongoose script (Chieftan, Epic speed) and barbarian cities popped up quite a bit - especially on islands.

Highlands mapscript there was already 37 barb cities before the Classic era was even over (Noble difficulty, Marathon.)
There definitely are barbarians spawning, so I'd assume its got something to do with the mapscripts. Some spawn 'em like crazy and others don't do much at all.


I still haven't experienced a barbarian naval assault yet, but I see lots of barbarians.
 
I don't need to use View points, so No.

Modding the mod, I've made a few changes to the Revolutions screen file, added a couple of comments to other alterations, such as formations, the Civ.ini file to retain my personal settings after a SVN upgrade, but nothing to great commanders, I wouldn't know where to look.

The non dynamic great wall, is a recent thing I've just noticed, I usually don't build it, and I captured it from a neighbouring civ early on.

Since you captured the GW, do you have Assimilation Option On? If you don't then the GW should not change with "your" culture shifts, so it won't be "dynamic".

Now if you had built it and it would not shift with your culture Then there is a problem.

JosEPh
 
What revision?
Did you clear your cache before starting?


I started a game on Perfect Mongoose script (Chieftan, Epic speed) and barbarian cities popped up quite a bit - especially on islands.

Highlands mapscript there was already 37 barb cities before the Classic era was even over (Noble difficulty, Marathon.)
There definitely are barbarians spawning, so I'd assume its got something to do with the mapscripts. Some spawn 'em like crazy and others don't do much at all.


I still haven't experienced a barbarian naval assault yet, but I see lots of barbarians.

yeah, I'm using planetgenerator 0.68 mapscript (alhtough I have modded it a little, mainly only to have more realistic&balanced forest,desert & jungle distribution).

How do I clear the cache?


Also: In the mod install instructions it says to extract the SVN RAND folder to some other folder and then use that one to play.

well, I just copypasted the "Rise of mankind a new dawn" folder inside the SVN folder to the mod directory...figured this is the same as what happens if i extract it....amirite?
 
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