AND2 and SVN Bug Reports - A New Dawn 2 ONLY

45°38'N-13°47'E;13030863 said:
Actually MV works perfectly. The problem is only with UN option and is not connected with MV. MV disables other victories by design, it's how it works. You can always choose to turn it off and use default victory conditions. What UN option does, is letting you build UN and vote resolutions even if you have turned off diplomatic victory, BUT you can't vote for World Leader (i.e. Diplomatic victory). Problem is, IIRC, that this option doesn't work and if you check it, you always enable Diplomatic victory even if it's turned off under victory conditions.

Yep, just tested and united nations options is broken. Without it I can play without diplo victory.

Btw what does aquatic anti-air defence do? pedia says +50% air defence, mouse over says nothing.
It doesnt intercept nor reduce bombing damage so what that air defence means..?
 
45°38'N-13°47'E;13029954 said:
By the way, if crashes are caused by translations, which could really be since CTD are not so common as you're reporting, try clearing your cache after switching to English and before starting a new game.

I don't know where it comes from. Sometimes it crash with my new translation, sometimes it don't. I managed to make the game crash by setting the game to autoplay 100 turns with my translation.
It have generated a minidump.

Could you try to see what's going wrong ?

Here is a zip with the minidump, the savegame, the current translation:
https://dl.dropboxusercontent.com/u/369241/Debug_AND2.7z

If you can't understand french, just set the game to this language, and push enter ;) or use autoplay.
I have strictly no idea how the translation could cause some freeze.

Thanks,

EDIT: I might have a track. The files "RoM_Rubber_Civ4GameText.xml" and "Strategy2_CIV4GameText.xml" are UTF8 encoded but my translation contains some accents. I don't know yet how to convert them to ISO 8859 to try. I will continue my investigations.

EDIT2: I have converted the files. I will test playing and keep you informed.
 
Yep, just tested and united nations options is broken. Without it I can play without diplo victory.

I'm not sure if that "diplomatic victory" using UN option is just a graphical display on victory screen or if it's an actual activation of Diplomatic victory; we should try disabling Diplomatic victory, enabling UN and checking if it's possible to vote for World Leader.

Btw what does aquatic anti-air defence do? pedia says +50% air defence, mouse over says nothing.
It doesnt intercept nor reduce bombing damage so what that air defence means..?

Never used it. I hope Vokarya can have a look at it when he has some spare time. :)

Edit: I've tested UN Option and it definetely doesn't work. If you check that option, Diplomatic Victory becomes active, no matter what's your choice of victory conditions. I'll have a look at the code
 
45°38'N-13°47'E;13030863 said:
Actually MV works perfectly. The problem is only with UN option and is not connected with MV. MV disables other victories by design, it's how it works. You can always choose to turn it off and use default victory conditions. What UN option does, is letting you build UN and vote resolutions even if you have turned off diplomatic victory, BUT you can't vote for World Leader (i.e. Diplomatic victory). Problem is, IIRC, that this option doesn't work and if you check it, you always enable Diplomatic victory even if it's turned off under victory conditions.

I believe we just said the same thing but from opposing views. :p

I don't like MV and you do. I don't use it, you do. It supercedes all the original Victory conditions, which I do not want. I complained in C2C that UN option was broke along time ago. It was supposed to be fixed. I do use Diplomatic Victory so I've not used Un Options for awhile. But I also turn Diplo off from time to time and use Conquest instead.

MV only add impo unnecessary layers to achieving a win or loss. Basically prolongs the game before a Victory can be declared. By that time I've generally deleted that game and moved on. Hence MV is a redundant VC for my style of play.

JosEPh
 
I believe we just said the same thing but from opposing views. :p

I don't like MV and you do. I don't use it, you do. It supercedes all the original Victory conditions, which I do not want. I complained in C2C that UN option was broke along time ago. It was supposed to be fixed. I do use Diplomatic Victory so I've not used Un Options for awhile. But I also turn Diplo off from time to time and use Conquest instead.

MV only add impo unnecessary layers to achieving a win or loss. Basically prolongs the game before a Victory can be declared. By that time I've generally deleted that game and moved on. Hence MV is a redundant VC for my style of play.

JosEPh

The reason why I use MV is that you don't know the actual winner until the very end of the game. Most of the times I was surprised at the AI surpassing me in the last few turns, while I was thinking that my victory was certain. :) And if I'm by far (very far) the strongest civ, I can always use Mercy Rule to end the game before the last turn. ;)
But I admit it's just a matter of playstyle.
 
If it weren't for the Mercy Rule option, I'd almost never use Mastery ^^

I do find it interesting, but there are times when I don't want to sit and wait until the end of time to see who wins - especially if I've already essentially reduced all opposition into cowering on a seven-tile tundra retreat ;)
Mastery I'd never enable on anything slower than Normal speed for that reason, unless Mercy Rule was also there. I just don't have the patience to sit through hundreds of turns in a game that's already won (Or if I've done poorly, a game that can't be won but you still have to wait it out anyway)


MV is like Revolutions for me: It's something I like from time to time, but don't want to play every game with it on. :)
 
My tries to fixing the game are a fail. I have noticed that everytime i start a game and force autoplay for 50 turns starting as renaissance, the game crash somes dozens of seconds after the first turn.

By the way, if i select "Marathon" speed, the game start a 7662 after JC. Could it'd be a source of crash ?
 
Enjoying the latest build. The new wonders are a great add. And playing on Monarch with the bonus tech points for lagging civs is excellent. Everyone is about on par. I am ahead in a few techs while the Brits under Victoria are ahead in others. Hey I will trade you this tech for ALL of yours, all your resources, and 20k gold just does not grab my fancy lol.

Playing on a giant map, its around 1000 AD. 10 civs.

The continent I started on had 2 other civs, the mongols and the dutch. I finally got annoyed with them and reduced them to vassals by 600 AD.

Sadly I am once more reaching the point where the turn timer is starting to take a minute or more to process each turn.

I guess my lust for a gigantic 24 civs race to Alpha Centurai game will have to be a dream :)
 
If it weren't for the Mercy Rule option, I'd almost never use Mastery ^^

I do find it interesting, but there are times when I don't want to sit and wait until the end of time to see who wins - especially if I've already essentially reduced all opposition into cowering on a seven-tile tundra retreat ;)
Mastery I'd never enable on anything slower than Normal speed for that reason, unless Mercy Rule was also there. I just don't have the patience to sit through hundreds of turns in a game that's already won (Or if I've done poorly, a game that can't be won but you still have to wait it out anyway)


MV is like Revolutions for me: It's something I like from time to time, but don't want to play every game with it on. :)

+1
+1
+1
:D

JosEPh
 
Enjoying the latest build. The new wonders are a great add. And playing on Monarch with the bonus tech points for lagging civs is excellent. Everyone is about on par. I am ahead in a few techs while the Brits under Victoria are ahead in others. Hey I will trade you this tech for ALL of yours, all your resources, and 20k gold just does not grab my fancy lol.

Playing on a giant map, its around 1000 AD. 10 civs.

The continent I started on had 2 other civs, the mongols and the dutch. I finally got annoyed with them and reduced them to vassals by 600 AD.

Sadly I am once more reaching the point where the turn timer is starting to take a minute or more to process each turn.

I guess my lust for a gigantic 24 civs race to Alpha Centurai game will have to be a dream :)

How many cities do you have now?
How many cities are in the game?
How many military units do you have?
How many Units in the game?
How many workers do you have?
How many workers in the game?

These are all major factors in how long it takes the Civ IV engine to process a turn.

You have an x64 OS, iirc, don't you? With more than 4 GB of ram?
1 minute EoT wait is not bad for your game setup.

JosEPh
 
Joseph

Will check when I get home. I can say I have an ARMY of workers. Not enough troops it seems because every AI thinks I am their lunch :lol:
 
I would like to find a way to see an error message relative to my freeze problem. Is there a way to find errors if i use a debug dll ? I have some skills in C and C++ but i've never done that.

EDIT: I ran some tests to find it out with a turn 1 savegame, renaissance era, 200 auto turns.
-> Old settings (i forgot to remove .ini Usersettings)
rev668 > crash at 93
rev660 > no crash
rev665 > crash at 36

-> I cleaned up the svn to a clean default revision
rev664 > no crash
rev671 > default settings, crash at 55
rev671 > no paging, no crash
rev671 > my russian buggy savegame, no paging, no crash (just 100 auto turns)

I will continue investigations, but the culprit seems to be that magical paging feature :(
 
Playing on a giant map, its around 1000 AD. 10 civs.

The continent I started on had 2 other civs, the mongols and the dutch. I finally got annoyed with them and reduced them to vassals by 600 AD.

Sadly I am once more reaching the point where the turn timer is starting to take a minute or more to process each turn.

I guess my lust for a gigantic 24 civs race to Alpha Centurai game will have to be a dream :)

Im going to try my modified GEM with 38 civs:) Autoplay testing takes about 20 min / 100 turns early game, 35-40 min/100 turns after 1000 turns and getting slower.. I think later eras easily take that minute/turn and 2-3 minutes doesnt suprise me. Theres literally thousends of units:( good news is stability, crashes are rare (rev669).
 
My tries to fixing the game are a fail. I have noticed that everytime i start a game and force autoplay for 50 turns starting as renaissance, the game crash somes dozens of seconds after the first turn.

By the way, if i select "Marathon" speed, the game start a 7662 after JC. Could it'd be a source of crash ?

No, it shouldn't cause any crash but there's no reason why it should start at 7662; anyway game isnt' made (yet) for starting later than ancient era.
 
I have a bug with the Civopedia.

I booted up the game, just to look through the civopedia, and it spat out these python errors in the pythonerror.log

Don't know why or what they are, but they are there.

I think it's caused by civics not being displayed correctly after chiefdom if you haven't started a game yet, because it can't display a number of cities limit until you've set your mapsize. Will be fixed in next revision (it works, I've already tried it).
 
I will continue investigations, but the culprit seems to be that magical paging feature :(

Looks strange to me, but if it is, you can turn it off under BUG options.
 
45°38'N-13°47'E;13031899 said:
Edit: I've tested UN Option and it definetely doesn't work. If you check that option, Diplomatic Victory becomes active, no matter what's your choice of victory conditions. I'll have a look at the code

A check was missing, bug solved, it will be up with next revision. :)
 
Ok year is 1054

How many cities do you have now? 59
How many cities are in the game? Not sure, is there button somewhere to count?
How many military units do you have? 215 total units (77 workers)
How many Units in the game? 10 civs, most have WAY more military units than I
How many workers do you have? 77
How many workers in the game? Not sure

I am going to try to a regular map now. Everyone save my 2 vassals decided to jump me. And the slog war makes me go bah
 
@Tom,
In the main screen of the game there is a group of icons in the bottom right corner. One of those Icons is a List of all players you have met in the game. Thru BUG screen you can add details to that list that shows number of cities, whether vassal or not, and relative Mil str in comparison to yours, plus several other bits of info. Try it sometime.

If you have 59 cites and there are 10 AI left in the game there could be as high as 600+ cities in your game. Probably not because if everyone DoW'd on you then you are the largest Empire. But still 400+ cities would be a good approximation for your game. Now Avg 6 mil units and at least 1 to 2 workers per city (probably more) then you game could have close to 3000 units involved in the game. Add in tiles being worked/improved and you have ~4000+ calculations the game has to perform during an EoT wait. And in reality some of the city build lists plus tile improvements can have multiple calculations.

So over all a 1 minute wait at 1054 AD is not bad at all, nor is a 2 min actually.

JosEPh
 
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