AND2 and SVN Bug Reports - A New Dawn 2 ONLY

I can see Foundling Hospital in the pedia in-game, and I was able to successfully build it and have it work in a test game. I also discovered that if I set Foundling Hospital's <iMaxTeamInstances> to -1 in CIV4BuildingClassInfos.xml (so it's still a National Wonder, but not a Team Wonder), then no message appears and the National Wonders page works without any problems.

I'm working on it, it was a quick fix for displaying it in the main menu and it will be up with the next revision once I'm able to get Advanced Cargo Mod working (I've imported the code in the dll but it doesn't work as it's supposed to). But I've discovered that there are othe entries not being shown while in game: buildings like Plague Hospital, Planning Office and probably others are not shown while in-game. There could be a problem with civic-specific buildings, I'll have to look deeper.
 
I can see Foundling Hospital in the pedia in-game, and I was able to successfully build it and have it work in a test game. I also discovered that if I set Foundling Hospital's <iMaxTeamInstances> to -1 in CIV4BuildingClassInfos.xml (so it's still a National Wonder, but not a Team Wonder), then no message appears and the National Wonders page works without any problems.

Vokarya (or anyone else), can you confirm that starting a new game from scratch you can see Foundling Hospital in the pedia in-game? I really can't see it, no matter what I do using rev674 (or previous revisions for what is worth, it looks like this bug is here since a while).
 
45°38'N-13°47'E;13053720 said:
Vokarya (or anyone else), can you confirm that starting a new game from scratch you can see Foundling Hospital in the pedia in-game? I really can't see it, no matter what I do using rev674 (or previous revisions for what is worth, it looks like this bug is here since a while).

I recopied v674 to my mods folder and I was able to build the Foundling Hospital. I've attached a save game where it has just been built. Also screenshots.

View attachment 369866View attachment 369867

Also, platyping's suggestion works. If you change the Team Wonder status for the Amusement Park to 1, then the pedia page crashes right after displaying the Aluminum Factory. It has to be something with Team Wonders.
 
Think I hit the Barbarian World CTD again, but when I turned on logging and reloaded the save, it didn't crash (probably the RNG deciding not to spawn the city?). Since this bug is a pet peeve of mine I decided to collect what's been mentioned of it from the original thread.

Spoiler :

http://forums.civfanatics.com/showthread.php?p=12007382#post12007382

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One word of Warning; Barb World Option does have a Bug. If the Barb AI attacks an AI Player that has a newly built city, conquers that city and then razes it, it will give a CTD. You can get past it but it takes a bit of work in that you have to clear the Log files replay the turn and get the CTD to reproduce. Then check the Python error logs and find the last line that reads like this example:

PY:Player 50 Civilization Barbarian State Unit Axeman was killed by Player 11
PY:Player 11 Civilization Kingdom of Rome Unit Explorer was killed by Player 50
PY:Player 4 Civilization Kingdom of Germany Unit Settler was killed by Player 50
PY:City Acquired Event: Duisburg
PY:City Razed Event: Duisburg

Especially the last 2 lines.

You will need to go into World Builder, Find that City and Delete the attacking barb units. Return to the game and you should be able to continue.

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I've tried to enlist Dancing Hoskuld to help find the python problem for Barb World. He was looking to see where it was but was having trouble locating the Razed City Event. The Event before that is the City Acquired.

I'm beginning to suspect that somehow the fact that if Player, AI, or Barb tries to capture a 1 pop city the city is automatically razed. That this is in conflict with the Barb AI. In every instance I can go back to the PythonDbg file locate the city Razed and then reload the turn that CTDs. Once the save is loaded I go into WB locate the city and change it's Pop to 2 from 1 and then hit EoT and No CTD occurs.



Maybe a temporary work around? Don't allow Barbs to raze 1 pop cities? Don't allow Barbs to raze, period? Make new cities have a 1-turn 100% defence? Make cities start at 2 pop? Make Barbs ignore 1 pop cities (or invalidate them as a target)?

Edit: oops, there's more stuff from the original thread, forgot to check the other pages
 
I recopied v674 to my mods folder and I was able to build the Foundling Hospital. I've attached a save game where it has just been built. Also screenshots.

View attachment 369866View attachment 369867

Also, platyping's suggestion works. If you change the Team Wonder status for the Amusement Park to 1, then the pedia page crashes right after displaying the Aluminum Factory. It has to be something with Team Wonders.

No, there's definetely something wrong. I see you've switched to Church to be able to build the Foundling Hospital; if I load your save, I can see it in Pedia in game, but I can't if I start my own game with rev674. Nor can I see other buildings as I said. Screenshots attached
 

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Strange, I had logging on and got another CTD - no mention of city razing at the end in the logs. Deleted the logs, loaded the save, new turn... no crash. PythonErr2.log has the same last few lines. So I'm not getting the Barb CTD but random ones? That sucks even worse.

Not sure how much this helps - I'm including the logs and that particular save. SVN 674, Lakes, Rocky, Large world, Marathon, Barbarian world + civs + generals; not sure what else you guys need to know.
 

Attachments

To the player(s) uploading saves from CTDs, please also upload the minidump file ( compressed by either .zip, .rar, or 7z). The Minidump file is located in the Main BtS Directory. Compress the file and and upload with your savegame.

The Minidump helps locate the coding area of the problem and in most cases speeds up a fix because it cuts down the time searching for where the problem is in the code.

Also tell us what version you are playing. Not just saying the "latest". Hovering your mouse over your Flag in the Main game screen will give you all that info.

Thanks
JosEPh
 
45°38'N-13°47'E;13054326 said:
No, there's definetely something wrong. I see you've switched to Church to be able to build the Foundling Hospital; if I load your save, I can see it in Pedia in game, but I can't if I start my own game with rev674. Nor can I see other buildings as I said. Screenshots attached

Did you check your Civic Buildings option? I notice that that Civic Buildings often turns itself off if you start a game with another mod.
 
Did you check your Civic Buildings option? I notice that that Civic Buildings often turns itself off if you start a game with another mod.

Hell, you're right, I've started C2C lately and this could also explain why Advanced Cargo Mod isn't working as expected. I'll check again, thanks for the tip.
 
From my reading this and other AND2 threads I understand that some do not use or set this up in their games. I don't know if it is just a preference or that it doesn't function well. I like it and think it adds to the game, but am frustrated.

My problem city/cities says they are tired of my state religion and wish to follow another.
A couple of "Bad" issues shown when I get the warning that a revolution is being contemplated are: Local 1) Non State religion 2) Monarch Difficulty Civ-Wide: Financial trouble.

My government is a Republic not Monarch and I am operating Free Religion. As to the Financial trouble I have 185,000 plus with 1800 plus per turn.

I am able to handle the uprisings wiping those devils out and rebuilding the destroyed improvements but every four or so turns they revolt again.

So, is this a bug or what?

Buck

BTW, I have learned not to occupy a captured city I always sell the buildings, abandon and start a fresh city.
 
From my reading this and other AND2 threads I understand that some do not use or set this up in their games. I don't know if it is just a preference or that it doesn't function well. I like it and think it adds to the game, but am frustrated.

My problem city/cities says they are tired of my state religion and wish to follow another.
A couple of "Bad" issues shown when I get the warning that a revolution is being contemplated are: Local 1) Non State religion 2) Monarch Difficulty Civ-Wide: Financial trouble.

My government is a Republic not Monarch and I am operating Free Religion. As to the Financial trouble I have 185,000 plus with 1800 plus per turn.

I am able to handle the uprisings wiping those devils out and rebuilding the destroyed improvements but every four or so turns they revolt again.

So, is this a bug or what?

Buck

BTW, I have learned not to occupy a captured city I always sell the buildings, abandon and start a fresh city.

You're using Republic but Monarch is your handicap level NOT your government. Hence, you get a penalty for using a harder level. Other difficulty levels different from Monarch still need to be balanced. Moreover, even if you run Free Church, you always have a state religion. Hence the penalty, which would have been worse had you been using State Church instead of Free Church.
 
Did you check your Civic Buildings option? I notice that that Civic Buildings often turns itself off if you start a game with another mod.

Well, I re-installed rev674 and cleared cache and deleted civilization.ini. Guess what, it all works like a charm, even pedia in the main menu. But if I start a game (I've tried without Civics Buildings), quit the game, and then restart, pedia is broken. I believe I can fix it easily anyway. I'll let you know.
 
45°38'N-13°47'E;13055057 said:
You're using Republic but Monarch is your handicap level NOT your government. Hence, you get a penalty for using a harder level. Other difficulty levels different from Monarch still need to be balanced. Moreover, even if you run Free Church, you always have a state religion. Hence the penalty, which would have been worse had you been using State Church instead of Free Church.

Thanks for your reply.

Buck
 
45°38'N-13°47'E;13055057 said:
You're using Republic but Monarch is your handicap level NOT your government. Hence, you get a penalty for using a harder level. Other difficulty levels different from Monarch still need to be balanced. Moreover, even if you run Free Church, you always have a state religion. Hence the penalty, which would have been worse had you been using State Church instead of Free Church.

I never understood the 'Financial Trouble' negative. If I'm losing hundreds or even thousands at 90% or 100% science, "All is well!" :crazyeye:


I remember taking over France's capitol in an earlier game on the Great Plains (Back when the AI insisted on beelining to Math from the very start of the game) since he had four religions founded in that city and several wonders I wanted. Well every few turns they kept revolting and spawning military units and hiding in the forests nearby. Nothing I could do would ever lower the aggression in that city it seemed, even when every other city of mine (Even captured ones!) were 'Safe & Improving' :(

I never did pacify the city or get it out of DANGER! in the revolution spectrum. I won the game via Domination and the city was in near-constant revolt for over 400 turns :sad:


I like the Revolutions mod, but sometimes it can be so strange and confusing :lol:
Speaking of which... There's the Tax Office building which adds a point of Local Instability to every city, but are there any buildings that reduce it? I'd think maybe the AI Surveillance might reduce it slightly, a Solar Power Plant would reduce it (Possibly only if running Green? Don't know if that's possible though) while a Nuclear Power Plant would increase it...
 
I like the Revolutions mod, but sometimes it can be so strange and confusing :lol:
Speaking of which... There's the Tax Office building which adds a point of Local Instability to every city, but are there any buildings that reduce it? I'd think maybe the AI Surveillance might reduce it slightly, a Solar Power Plant would reduce it (Possibly only if running Green? Don't know if that's possible though) while a Nuclear Power Plant would increase it...

I would like to see the Village Hall line reduce instability, being centers of local government. I'm thinking 2 points of stability per turn per level should be about right.
 
I never did pacify the city or get it out of DANGER! in the revolution spectrum. I won the game via Domination and the city was in near-constant revolt for over 400 turns :sad:
Makes you wish you can turn on Slavery for specific cities sometimes... Does stacking a bunch of military units garrisoned there help?

In your experience how has the AI handled Revolutions? I want to try it but the warning reminding that the AI deals poorly with it puts me off - I wouldn't like to use it if it just ends up making things easier.
 
Here is the save (I am afraid it is a bit large).
Thanks for looking into it.

It looks like you're right, I have to watch again at the assimilation code (when it's on/off).. Thank you.
 
Makes you wish you can turn on Slavery for specific cities sometimes... Does stacking a bunch of military units garrisoned there help?

In your experience how has the AI handled Revolutions? I want to try it but the warning reminding that the AI deals poorly with it puts me off - I wouldn't like to use it if it just ends up making things easier.

IIRC there are some civics which get a bonus for units stationing in a city while other get a penalty, but I don't remeber which ones are and I'm not sure if it has anything to do with revolt probability or just with happiness / unhappiness.

As for Revolution, I've never had problems with AI in my games and I always play with revolution on. Joseph will surely say otherwise. My advice is try it and see for yourself. :)
 
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