AND2 and SVN Bug Reports - A New Dawn 2 ONLY

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

I have to check but I've also noted strange behaviour for Dynamic GW; it's disabled by default but every time you reload the game, it moves. I haven't turned it on lately so I don't know what happens when it's turned on in ANewDawnGlobaldDefines.xml
 
I mentioned not being able to select multiple units in transports by Shift-Clicking before, but I just found you can't select multiple aircraft on carriers either?
Never really noticed this myself until now since I rarely build carriers ^^;
 
I mentioned not being able to select multiple units in transports by Shift-Clicking before, but I just found you can't select multiple aircraft on carriers either?
Never really noticed this myself until now since I rarely build carriers ^^;

I'm not 100% sure, but I don't think I've changed anything about it and certainly not lately. I guess it's a feature of AND since a very long time.
 
I guess so... I'm just surprised I hadn't noticed it until now ^^
Seems like a bit of an odd feature though, assuming it is intentional.
 
If you followed AND when Afforess left the 1st time os79 was modding AND for awhile and he made numerous changes. He actually took ammunition and sulfur out at one point, among other thing, as an example. So some of these changes didn't have impo enough testing. This could be a by product of that time frame in the mod's history. Just sayin'

JosEPh
 
I'm still having trouble with great commanders not gaining experience

I've attached a saved game, where I world built in a great Commander (great general promoted as such) and a Modern Marine in the Ancient Era. The commander doesn't gain any experience from battles with the Modern Marine.

This has been on going for a number of SVN's

I tried out the option on No barbarian Generals, didn't change anything.
 
I disagree.

JosEPh :)

Why guys do you disagree?:confused:
A sub can stay submerged and is not affected by weather conditions on the surface. Especially modern (nuclear) subs operate submerged (without need to surface) for weeks or months so they don't care if it is raining,snowing etc.
 
I actually would have liked to see Sulfur stick around as a requirement for most gunpowder units. That was one thing that surprised me when buying Civilization IV for the first time, was how muskets became a resourceless unit between III and IV. I'm perfectly fine with Sulfur or any resource for that matter not being needed to train early gunpowder units, however - I'm not complaining ^^

@nionios - I'm pretty sure the submarine's being damaged by storms is the same reason heavy fusion destroyers and other Transhuman battleships can be damaged by them: Gameplay and balance reasons :)
Could be wrong though, but that's my thought ^^
 
I actually would have liked to see Sulfur stick around as a requirement for most gunpowder units. That was one thing that surprised me when buying Civilization IV for the first time, was how muskets became a resourceless unit between III and IV. I'm perfectly fine with Sulfur or any resource for that matter not being needed to train early gunpowder units, however - I'm not complaining ^^

IIRC, Sulphur was removed in AND1.76 or early AND2 before I took over the project because there was a limit in resources usable in the game. Same for ammo, which also was a resource. I guess that limit was removed in C2C and I suppose it's not a limit anymore in AND2 too. Maybe we'll add it again later but for the moment I think it's ok to let things as they are now.

@nionios - I'm pretty sure the submarine's being damaged by storms is the same reason heavy fusion destroyers and other Transhuman battleships can be damaged by them: Gameplay and balance reasons :)
Could be wrong though, but that's my thought ^^

Yes, this is what I think; moreover, I guess removing storm damage to subs would require additional coding which is not on the priority list now. Maybe we'll think about making it an option, but not anytime soon I think. :)
 
The reason why Gunpowder units in BTS do not require resources is because they are defensive units.

Without any resource, you cannot build mounts, tanks, planes, ships, nukes...
Fine, at most you cannot attack aggressively.
But at least you can still defend yourself with gunpowder units and try to win by other means like Cultural Victory.

Now add Sulphur as a requirement.
Civ without any resource will be stuck with warriors and fight with sticks.
Sitting Duck waiting for others to kill.
 
The reason why Gunpowder units in BTS do not require resources is because they are defensive units.

Without any resource, you cannot build mounts, tanks, planes, ships, nukes...
Fine, at most you cannot attack aggressively.
But at least you can still defend yourself with gunpowder units and try to win by other means like Cultural Victory.

Now add Sulphur as a requirement.
Civ without any resource will be stuck with warriors and fight with sticks.
Sitting Duck waiting for others to kill.

Sounds very reasonable to me.
 
45°38'N-13°47'E;12855155 said:
Yes, this is what I think; moreover, I guess removing storm damage to subs would require additional coding which is not on the priority list now. Maybe we'll think about making it an option, but not anytime soon I think. :)

Ok, i understand it is a coding problem, thanks.:)
We could also discuss the difference between submarine-attack submarine and nuclear submarine in ROM-AND because INMO there is a confusion but i realise that there are other priorities on ROM-AND development at the current time.
 
Some feedback on SVN r664 (completely new copy of the svn, cache cleared):

1. Still seeing major AI route bug issues in the game. Have had enemy horse and tank units rampaging all over my territory by using my transport network. Seeing this with both ancient tech roads such as Paved and modern ones such as Railroad and Electric RR. Just abandoned a game as it got too irritating to deal with anymore, we're talking tanks moving 5+ tiles across mountain ranges to snipe workers and pillage in the backline areas, moving across tundra forests to attack cites and so on.

2. Movement animations at times appear... weird for lack of a better word. They can be jerky and non-animated when executing previously set movement orders, they just go from tile to tile without doing the usual walk animations. Normal commands where you manually tell a unit to move somewhere work fine, it's only the pre-ordered actions that are triggered that appear strange to me. It's hard to describe really, hopefully this is clear enough. Last SVN rev I played was fine in this aspect - that was back in the 620 - 630s era several months ago. I wonder if this has anything to do with how the map seems to "flash" at times, where for a brief moment units disappear and then reappear right after. Another odd thing I've noticed since the last revision I've played, the old revs never did that.

3. Loving the new tech tree changes on a content level, however there appears to be some visual glitches in the tech tree itself when it comes to pre-req arrows and what leads to what. It's hard to tell at first glance sometimes what a tech requires going by the chart itself. Techs I've noticed the lines/arrows issues on (may be others that have issues as well, this is just where I noticed them):

Seafaring, Scriptures, Iron Working, Mounted Archery, Sacrifice, Masonry, Elephant Riding

Some of the techs in later eras have lines that go thru certain techs but don't require them. Forgot to write down the exact ones I noticed this happening on but here's a basic example:

Tech 1 -> Tech 2 -> Tech 3 -> Tech 4

So you click on Tech 4 and it'll select techs 1, 2, and 4 but skip 3 as it isn't required. Happens with vertical lines in the tree as well where the lines pass thru techs but don't require them. This isn't a problem as such but it is a visual mismatch and can be confusing when you're trying to plan out your research in the huge tech tree we have.

4. On the barbarian issues that have been brought up, I do agree that they can spawn in large numbers, but what I've seen is that they spawn large amounts of settled barb cities. Actual wandering units/attackers are very very rare in my games. They settle down too quickly for me, I'm seeing cities when in vanilla civ you'll be defending your borders from the incoming pillagers. Animal units are spawning fine (maybe even too many), but human barb units that go for your land/cities aren't seen all that often. Perhaps an aspect of the mod that is too aggressive on the "settle city" vs "send attackers" ratios for barbs.

5. Map signs are completely broken for me. That is hand placed by me and the signs that are placed denoting names for natural map features such as lakes, mountains, bays and so on. The appear for a turn or two, but shortly thereafter they'll just vanish. This is highly irritating as I use signs to note things on the map all the time, especially new city sites or attack targets for future wars. They do sometimes appear (briefly) on save game load, some issue related to the new dynamic Great Wall feature (which I love in theory) perhaps as that also only changes on save game load.

6. News on the create colony issues I was having awhile back on a previous rev. Good news is that I've seen the "create colony" popup actually appear for the first time ever since using this mod so at least I know that it is possible to create them in this mod - that was in doubt for me before now. Bad news is that it eventually went away never to be seen again in that game.

Is there some hidden limit on growth/culture/tech/population/infrastructure/SOMETHING for island cities to be considered as potential colony sites? That's the only thing I can think of as the pop-up appeared when the cities were fairly low pop and weak. I didn't set them free right away as I wanted to build them up so they'd be useful. That's when I noticed the option disappear, when they'd gotten fairly good in terms of pop and internal city development. I even used WB to set all the cities to 1 pop and 1 culture, but it had no effect at all. I did go back to an earlier save and the pop up is there when they're still somewhat advanced and then it goes away. I can post both saves with the working/non-working pop-ups if you want them.

All for now, thanks for all the work on this mod.
 
@The sulfur topic: Yeah it would suck quite a bit to be left completely defenseless because of a missing resource, and I've had it happen to me before. It's fairly rare for me to be faced with multiple strategic resources missing though, usually just one.

I suppose [if] Sulfur ever re-appears it could simply speed up gunpowder unit production instead of being a requirement. :)


@The barbarian issue: I've noticed them settling down rapidly as well, but I'd really recommend you try a Highlands map on a fairly large mapsize. The barbarians there attacked my cities - every city I had - almost every other turn with warriors and archers and javelineers until they were replaced with spearmen and axemen. They didn't stop their rampaging until gunpowder units hit the field and even that only slowed them down a bit. Any city without a minimum of six arqubustiers or muskets would be razed within a handful of turns because it'd be swarmed by 20 or even 30 barbarians as soon as it got settled. (Thank heavens for sulfur-less arqubustiers and muskets? ^^)
Until Infantry came about, no freshly founded city could be sent out without a small army accompanying it.


Map signs... I've seen that before too, never understood why they go poof if you save or load the game (I've had them disappear when minimizing the game too). =/

Highlands the barbarian activity was perfect. On every other mapscript I've tried so far it's been as you pointed out: Lots of animals and cities, but below-average assaults by barbarians. I've also yet to see a naval landing by barbarians, but I'm eagerly on the lookout for them :)
 
Some feedback on SVN r664 (completely new copy of the svn, cache cleared):

1. Still seeing major AI route bug issues in the game. Have had enemy horse and tank units rampaging all over my territory by using my transport network. Seeing this with both ancient tech roads such as Paved and modern ones such as Railroad and Electric RR. Just abandoned a game as it got too irritating to deal with anymore, we're talking tanks moving 5+ tiles across mountain ranges to snipe workers and pillage in the backline areas, moving across tundra forests to attack cites and so on.

2. Movement animations at times appear... weird for lack of a better word. They can be jerky and non-animated when executing previously set movement orders, they just go from tile to tile without doing the usual walk animations. Normal commands where you manually tell a unit to move somewhere work fine, it's only the pre-ordered actions that are triggered that appear strange to me. It's hard to describe really, hopefully this is clear enough. Last SVN rev I played was fine in this aspect - that was back in the 620 - 630s era several months ago. I wonder if this has anything to do with how the map seems to "flash" at times, where for a brief moment units disappear and then reappear right after. Another odd thing I've noticed since the last revision I've played, the old revs never did that.

3. Loving the new tech tree changes on a content level, however there appears to be some visual glitches in the tech tree itself when it comes to pre-req arrows and what leads to what. It's hard to tell at first glance sometimes what a tech requires going by the chart itself. Techs I've noticed the lines/arrows issues on (may be others that have issues as well, this is just where I noticed them):

Seafaring, Scriptures, Iron Working, Mounted Archery, Sacrifice, Masonry, Elephant Riding

Some of the techs in later eras have lines that go thru certain techs but don't require them. Forgot to write down the exact ones I noticed this happening on but here's a basic example:

Tech 1 -> Tech 2 -> Tech 3 -> Tech 4

So you click on Tech 4 and it'll select techs 1, 2, and 4 but skip 3 as it isn't required. Happens with vertical lines in the tree as well where the lines pass thru techs but don't require them. This isn't a problem as such but it is a visual mismatch and can be confusing when you're trying to plan out your research in the huge tech tree we have.

4. On the barbarian issues that have been brought up, I do agree that they can spawn in large numbers, but what I've seen is that they spawn large amounts of settled barb cities. Actual wandering units/attackers are very very rare in my games. They settle down too quickly for me, I'm seeing cities when in vanilla civ you'll be defending your borders from the incoming pillagers. Animal units are spawning fine (maybe even too many), but human barb units that go for your land/cities aren't seen all that often. Perhaps an aspect of the mod that is too aggressive on the "settle city" vs "send attackers" ratios for barbs.

5. Map signs are completely broken for me. That is hand placed by me and the signs that are placed denoting names for natural map features such as lakes, mountains, bays and so on. The appear for a turn or two, but shortly thereafter they'll just vanish. This is highly irritating as I use signs to note things on the map all the time, especially new city sites or attack targets for future wars. They do sometimes appear (briefly) on save game load, some issue related to the new dynamic Great Wall feature (which I love in theory) perhaps as that also only changes on save game load.

6. News on the create colony issues I was having awhile back on a previous rev. Good news is that I've seen the "create colony" popup actually appear for the first time ever since using this mod so at least I know that it is possible to create them in this mod - that was in doubt for me before now. Bad news is that it eventually went away never to be seen again in that game.

Is there some hidden limit on growth/culture/tech/population/infrastructure/SOMETHING for island cities to be considered as potential colony sites? That's the only thing I can think of as the pop-up appeared when the cities were fairly low pop and weak. I didn't set them free right away as I wanted to build them up so they'd be useful. That's when I noticed the option disappear, when they'd gotten fairly good in terms of pop and internal city development. I even used WB to set all the cities to 1 pop and 1 culture, but it had no effect at all. I did go back to an earlier save and the pop up is there when they're still somewhat advanced and then it goes away. I can post both saves with the working/non-working pop-ups if you want them.

All for now, thanks for all the work on this mod.

I've taken note of your observation, thank you. There's something which isn't causing me any trouble (for example I don't experience the dreaded route bug since ages now), other things I've never noticed (signs, I've never used them). But I'll try to look into these problems and fix them if I'm able to.
 
One thing i've noticed is that the AI doesn't overwrite depleted mines with like a windmill or something. I realise this image isn't the best example coz i'm not sure he can replace it, but previous games i've noticed it too, and this just reminded me. The problem is this tile is very unproductive, i think it may give 1 hammer or even 0 total, no food etc, so its very inefficient to keep them as depleted mines. Depleted mines only occur when u choose the resource depletion option in BUG menu I think, I have always used it though.

Spoiler :
h7kkfMA.jpg


One other thing I noticed today was that the routes upgrade option in the .xml that you changed recently doesn't actually work. At least not for trails>road. I remember a few months ago when I changed it - it did work, but for some reason it isn't working now, not sure why :confused:


Was also wondering if you have had any progress on the bug where the customizable F1 city list isn't saveable. Like it saves, but only until you restart civ. I wonder if the map signs and this issue have a similar cause?
 
One thing i've noticed is that the AI doesn't overwrite depleted mines with like a windmill or something. I realise this image isn't the best example coz i'm not sure he can replace it, but previous games i've noticed it too, and this just reminded me. The problem is this tile is very unproductive, i think it may give 1 hammer or even 0 total, no food etc, so its very inefficient to keep them as depleted mines. Depleted mines only occur when u choose the resource depletion option in BUG menu I think, I have always used it though.

Spoiler :
h7kkfMA.jpg


Actually I continued this game today and the Ethiopians did in fact replace the depleted mine, and made it into a windmill, so idk what I saw in other game.. :blush:
 
One other thing I noticed today was that the routes upgrade option in the .xml that you changed recently doesn't actually work. At least not for trails>road. I remember a few months ago when I changed it - it did work, but for some reason it isn't working now, not sure why :confused:

Paths cost 0 gold so if you upgrade from paths you have to pay full cost of your new road/paved road/whatever. If you upgrade from road (2 gold) to paved road (4 gold), upgrade cost will be 2 gold. Same for other routes.

Was also wondering if you have had any progress on the bug where the customizable F1 city list isn't saveable. Like it saves, but only until you restart civ. I wonder if the map signs and this issue have a similar cause?

It could be, I frankly forgot to check that thing about custom domestic advisor because I very seldom use it. I'll put it again on my to-do list.
 
"Highlands the barbarian activity was perfect. On every other mapscript I've tried so far it's been as you pointed out: Lots of animals and cities, but below-average assaults by barbarians. I've also yet to see a naval landing by barbarians, but I'm eagerly on the lookout for them"

I've had Barb Amphib Ops in several of my games (depending on map types, etc).. Although, I play with RB on, so that may have something to do with it.
 
"Highlands the barbarian activity was perfect. On every other mapscript I've tried so far it's been as you pointed out: Lots of animals and cities, but below-average assaults by barbarians. I've also yet to see a naval landing by barbarians, but I'm eagerly on the lookout for them"

I've had Barb Amphib Ops in several of my games (depending on map types, etc).. Although, I play with RB on, so that may have something to do with it.

im like 300 turns into a game and i've had about 7 or 8 barbarian landing parties, not too difficult to hold off though, usually just 2 units, once it was 4.
 
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