AND2 and SVN Bug Reports - A New Dawn 2 ONLY

Hey guys! Great mod and great work!
Just wanted to bring your attention to this...
Androids tech. is also missing from the tech tree in Science Advisor screen.
 
This is more an anomaly,

Why does stock Broking give +1 gold to a factory and industrial complex, when you can't build them till industrialisation which is in another tech era further down the tech tree.

You can't get the egg with out the chicken 1st, and please, no philosophical arguments, or sesame street singing.

2nd Edit

Joan of Arc, is referred to as a Him or a male reference, when she's a female. Small thing, but important to me. :)
 
Hey guys! Great mod and great work!
Just wanted to bring your attention to this...
Androids tech. is also missing from the tech tree in Science Advisor screen.

I think I misplaced Superstrong Alloys in row 7 instead of 9. It'll get fixed when I upload the fix to Political Philosophy.
 
On the "free Commando" to the AI UNITS.

I've found what's causing it.

The cause of this bug bear to players, that affects some and not others, is NOT having Stack attack enabled.....

I myself, never played WITHOUT stack attack enabled. Both in the Civ 4 options and the REVDCM options.

Now I've figured out what was causing my Great commanders to not gain experience, I've turned it off in both.

NOW I get the AI 'free commando' problem. ARRGGGHHHH....

I put forward a hypothesis, if I DIDN'T have it with STACK ATTACK ENABLED. But I do with it DISABLED. Maybe its stack attack.

Sure enough, Turn it back on, they IMMEDIATELY stop the 'Free Commando', turn it back off, (had to declare on a 2nd AI as the 1st was out of offensive troops, 1st if moves 3 tiles from the neutral lands to where I see it in 1 turn, and it moves an pillages in the next turn, and its a Basic grunt Maceman, from a backwards civ. I had ROADS only at this time. 3 move per movement turn.

So to summarise;

1. Stack attack ENABLED, will cause your great commanders NOT to gain experience.
2. Stack attack DISABLED will give the AI 'Free Commando' Promotion to ALL its troops.

I say again,

ITS STACK ATTACK :blush: REVDCM stack attack.

P.S. I love the REVDCM additions, I can't play without them, but its stack attack causing problems.
 
I've studied the AI route bug a lot. It happens when both you and the AI have the same kind of roads in your own respective territories, AND the AI has a unit standing on one of its own roads. It looks like the AI units in your territory accidentally "steal" the movement rate from the other AI units standing on their own roads. My guess is that stack attack might confuse the issue of which units are where enough that the bug doesn't trigger. So it's more like Stack Attack is introducing a bug that accidentally stops the AI route bug from happening.

There is a work around for the AI route bug, but oh god is it painful. I edited my xml files to make exact duplicates of all of the road types, but with slightly different names, and completely cut off from the tech tree. If I'm playing a game and the route bug starts to become intolerable, I open the World Builder and manually replace all of my roads with the duplicate roads. Since the AI doesn't have any of the special duplicate roads in its own territory, this stops the bug from happening. It's a tedious workaround and it stops working if you let any of the altered roads fall into AI territory, but it can rescue an otherwise unplayable game.
 
Thank you guys, stack attack definetly needs to be reviewed. For the moment the best option is not to use it. Probably I've never seen these bugs happening to me because I rarely use Stack Attack.
 
So on the latest version of AND2, I have been playing multiplayer and get OOS about every 3-10 turns (sometimes, the turn after we restart). We've tried numerous settings (turning different options on/off) and nothing seems to have helped. So I am guessing the issues causing the desyncs are buried fairly deep. We run a script at start-up that clears out the cache and verified that all of our settings are the same.

I just wanted to know, is anyone out there playing or testing multiplayer? Has anyone had luck playing multiplayer rev 664 with certain settings? We can provide logs if someone will look at them, but didn't want to continue on if AND2 was moving away from multiplayer stability.

Still very much appreciate the time you guys volunteer to this effort - so please know I understand that this is difficult and sometimes thankless work. The above is not meant to sound ungrateful or "hurry up and fix this" in any way. Just wanted to get an idea of the direction in regards to MP, and if anyone has any advice on how to get a little better stability.

Thanks guys!
 
So on the latest version of AND2, I have been playing multiplayer and get OOS about every 3-10 turns (sometimes, the turn after we restart). We've tried numerous settings (turning different options on/off) and nothing seems to have helped. So I am guessing the issues causing the desyncs are buried fairly deep. We run a script at start-up that clears out the cache and verified that all of our settings are the same.

I just wanted to know, is anyone out there playing or testing multiplayer? Has anyone had luck playing multiplayer rev 664 with certain settings? We can provide logs if someone will look at them, but didn't want to continue on if AND2 was moving away from multiplayer stability.

Still very much appreciate the time you guys volunteer to this effort - so please know I understand that this is difficult and sometimes thankless work. The above is not meant to sound ungrateful or "hurry up and fix this" in any way. Just wanted to get an idea of the direction in regards to MP, and if anyone has any advice on how to get a little better stability.

Thanks guys!

MP has a lot of OOS, I know because I used to play it with my wife (I suppose now we won't have time to play anymore, not with Civ in MP at least ;) )
But it's definetly on my priority list although this will probably hard to fix and will need time; some revision ago there were almost no OOS, so when I have time I'll have to dig out older version to see what's causing the problem. Probably if you download some older SVN revision (before AND2.1 final), you'll see that OOS are very rare; but I don't know which one is the correct revision to use. If I'm able to discern which revision was the last with few OOS and where trouble started, chances are that I'm able to fix OOS issues.
 
Awesome! Thanks 45!

I think we can roll back and find a super stable build (because there was a time when OOS was very rare). I will be happy to test and forward logs on the newer builds if that is beneficial. I will hunt around and let you know if I can find the revision where the OOS started really popping up.

And congrats on the new addition! The way I see it, you've just added another civ fanatic and just have to bump up to 3-player MP with the wife and kid!;)
 
Awesome! Thanks 45!

I think we can roll back and find a super stable build (because there was a time when OOS was very rare). I will be happy to test and forward logs on the newer builds if that is beneficial. I will hunt around and let you know if I can find the revision where the OOS started really popping up.

That could be helpful, I suggest you try rev661 or earlier although some OOS were already happening in rev660. I guess I've fixed some OOS problems around those revisions. You can completely skip rev 655 and 656. I'd suggest if you want to try, to start with the oldest revision and then work your way up to the more recent ones. It's important to find the latest OOS-free revision and it could be as old as rev 650 or earlier. Personally, I'd give a shot at rev649 or 650. If we're able to find the revision where OOS started, I think I can fix this problem because I have a full changelog on my pc with intermediate revision which were never released, so I think I can pinpoint the code lines causing troubles.

And congrats on the new addition! The way I see it, you've just added another civ fanatic and just have to bump up to 3-player MP with the wife and kid!;)

:lol: Let's hope so! I'm playing Civilization since Civ1 more than 20 years ago, I hope Civilization will continue developing for next 20 years or more! ;)
 
Went to 650 and it had wildly low hammer requirements for units. Buildings seemed normal. But I also got an OOS on the first turn. We're gonna roll back to 645 and see where that gets us.
 
This is more an anomaly,

Why does stock Broking give +1 gold to a factory and industrial complex, when you can't build them till industrialisation which is in another tech era further down the tech tree.

You can't get the egg with out the chicken 1st, and please, no philosophical arguments, or sesame street singing.

I think it's because Stock Brokering is part of the Advanced Economy option. If you turn that option off, then the technology and its benefits never appear at all. The bonus should probably should be extended to Workshops which are the proto-Factory.
 
Hello all

I re-installed CIV4 BTS and therefore AND2 mod

But I tried to play but for some reason all the info and mini map is not on the screen.

The units work, shortcuts also work too
I'm sure if I installed something wrong or is a bug

Can you guys help me?
Thanks

Spoiler :
Civ4_Beyond_Sword_2013_11_18_20_00_13_07.jpg
Civ4_Beyond_Sword_2013_11_18_20_00_14_07.jpg
 
Hmnn, did you remember to patch up to 3.19?
 
Hello all

I re-installed CIV4 BTS and therefore AND2 mod

But I tried to play but for some reason all the info and mini map is not on the screen.

The units work, shortcuts also work too
I'm sure if I installed something wrong or is a bug

Can you guys help me?
Thanks

Spoiler :
Civ4_Beyond_Sword_2013_11_18_20_00_13_07.jpg
Civ4_Beyond_Sword_2013_11_18_20_00_14_07.jpg

Hmnn, did you remember to patch up to 3.19?

Or copy the "cvaltroot.py" file from the "Rise of Mankind - A New Dawn" directory to "/assets/python" directory of the mod.
 
Rolled back to 645 and found it to be incredibly stable. Looks like 650 has some OOS issues so perhaps the problem popped up in between those two builds.

We will press on to see if we can further isolate it, but at least it is a start. Also - and this is totally up to you guys - would it be better to have a multiplayer bug thread separate from this one? I don't want to clutter with OOS reports when others are reporting single-player bugs.

Thanks guys.
 
Hmmn, a little puzzled here folks. I DL'd and installed the latest (non-SVN) version on my WIN 8 lappy and got it running after a couple of minor tweaks. I DL'd and installed on my WIN7 PC and I'm getting a GFC error. I did make sure that I had the civaltroot.py folder in both of the proper directories, but it's still not working. I don't really want to move the mod into the mygames folder (where I got it working before) as I would like to keep it in the C: folder with the rest of the mods. Anyone have ideas or fixes for this?
 
Did you try starting a Play Now game let it load, do 1 turn and then exit. Start a new custom game and see if it loads properly. Could be a cache problem.

I have Win 7 Pro x64 on 1 computer and have never had to play out of the My Documents or My Games folder. Nor did/do I have to from my win XP pro x64 comp either.

Are you using a steam or Complete version by chance? The path is a bit different with either of those 2.

JosEPh
 
Did you try starting a Play Now game let it load, do 1 turn and then exit. Start a new custom game and see if it loads properly. Could be a cache problem.

I have Win 7 Pro x64 on 1 computer and have never had to play out of the My Documents or My Games folder. Nor did/do I have to from my win XP pro x64 comp either.

Are you using a steam or Complete version by chance? The path is a bit different with either of those 2.

JosEPh

It crashes with the GFC error before I can get to the selection screen (I.E. I can go adv, select the mod, and then as it cycles I get the GFC error).

Hmnn, my PC is also a WIN 7 sys. The only way I could get the mod to work before was to move the folder to the /mygames. I want to avoid this If I can. I have the complete version of civ in the /pro(x86) directory. All of my other mods work fine, even some of the more notorious problem children.

I thought it might be the civaltroot.py, but I made sure to copy to the correct folder. It's puzzling me, as I can't seem to find the fix in this thread. Thought maybe someone might know. My thx for the input JosEPh, any other thoughts?
 
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