AND2 and SVN Bug Reports - A New Dawn 2 ONLY

Yeah, I play a pretty simple game , no revs , no vassals, no corps, no storms. This game is marathon, gigantic, space ,scientific, domination, elimination. I cheat a little bit to get a good start then increase the difficulty to try to keep competitive. I hope this new variable difficulty for the AI works so the smaller civs can stay in the game instead of falling so far behind as they always do. It is so frustrating to have a civ with axmen continuously pick meaningless wars with civs on the other side of the globe who have riflemen.I really do not like these little ten turn wars that never have any result. And most of the time the civs are not even near each other.
 
Here's something I noticed: when an Aggressive leader upgrades an Archery unit to a Gunpowder unit, the unit does not get the Combat I promotion that Gunpowder units normally get. Is this something that should be fixed? It looks like the bug is also present in regular BTS.
 
I have a strange bug tonight. At Optics my workboats are now restricted to my occupied territory and cannot cross unoccupied territory. However before Optics they could.
And then another thing happened, I found two of my workboats on the other side of the world just happily swimming around!
I checked the Bug pages and the settings seem ok. so I ruled that out.
Pretty weird. I'll wait until something like Naval Cannon comes along before I get too concerned.
 
As a note to myself and 45*, this CTD is a result of infinite recursion leading to a stack overflow in DeleteChildTree in CvPathGenerator. I am totally unfamiliar with the new path generator and am attempting to contact the author to follow up for debugging.

Any luck with this so far?
 
Updated to rev705:Why Arquebusier upgrades to Dragoon?Also the Strategic advantages screen in Military Advisor is blank.
 
Updated to rev705:Why Arquebusier upgrades to Dragoon?


I think it's intended but I'll let Vokarya answer

Also the Strategic advantages screen in Military Advisor is blank.

It's been like that since forever I guess; I don't even remember what it was displaying.
 
Updated to rev705:Why Arquebusier upgrades to Dragoon?

It's intended. The "mobile defense" units (Mounted Infantry, Man-at-Arms, Dragoon, Mounted Rifleman, Motorized Infantry) are combining an infantry unit with a mount. Mounted Infantry is a generic Ancient Melee unit with horses, and so on. Dragoon is an Arquebusier unit on a horse. Musketman appears after Dragoon and is stronger, so that is not a viable option.
 
It's intended. The "mobile defense" units (Mounted Infantry, Man-at-Arms, Dragoon, Mounted Rifleman, Motorized Infantry) are combining an infantry unit with a mount. Mounted Infantry is a generic Ancient Melee unit with horses, and so on. Dragoon is an Arquebusier unit on a horse. Musketman appears after Dragoon and is stronger, so that is not a viable option.

Hey Vokarya... I've been poking about the AND forums to make sure I don't miss some important revelations here considering that y'all are doing brilliant things here as well. I decided to break a little silence here because this brings up something I'd been wanting to ask a few questions about.

1) With these 'mounted foot' units, are they all given the unusual mounted unit ability of being able to accept defensive modifiers?

2) Which units in C2C were supposed to be these? It LOOKS like you may have added some new ones here. I've been trying to identify them so as to make sure they all had the ability to get defensive modifiers as I think this is what's going to make them really stand out as valuable.

There's a few factors involved there... with the Pursuit developments in C2C, cities can really hurt for defenders that can reasonably develop the ability to counter the attackers that easily withdraw. But having a clear line of "mobile defense" units like these would mean they could have the pursuit AND be able to get defensive modifiers, something very unique (and valuable) indeed.

And with the retraction of the strength of Recon units there, a unit style that plays such a strong role in rapidly getting to positions to defend other units scattered around in enemy territory (such as captives) can also be a huge asset and one we now really need to highlight!

And of course I've been debating on the combat classes for these guys, if they should possibly not be considered mounted as they fight as melee or gun but be considered riding nevertheless.

Anyhow, it's just stuff I wanted to sort out eventually as these can really be a good way to get some units to fill some rarely filled niches. Helps them to stand out from the rest of the crowd of other mounted units as well.


Hope you don't mind me asking from the 'other side of the fence' here ;)
 
The whole reason of having these "mobile defense" units is that they are speed-2 but don't have the "no defense" flag of regular cavalry units. The tradeoff is generally they aren't quite as strong as regular ground units of the same era would be, so you can use them for field defense of an all-cavalry stack or emergency defense until you can bring up regular defenders.

I don't really know any more which C2C units are supposed to have these abilities. I redid this line from the beginning, with the starting point that the Mounted Infantry had this combination of speed-2 and defense bonus in the early Classical Era, but it didn't appear again until the Mechanized Infantry. So I filled in the gaps:
  • Man-at-Arms is the Medieval Era upgrade of the Mounted Infantry.
  • Dragoon is the first gunpowder mounted infantry.
  • Mounted Rifleman is the late-Renaissance/early-Industrial upgrade.
  • Motorized Infantry is upgrading the rifleman part to Infantry and the horses to vehicles.
  • Mechanized Infantry and Walker Mech were already in AND, so I left them as the end point of the line.
 
Thanks! I think only the Mounted Infantry and Dragoon really made it into C2C so far (well... of before-modern stuff). Will definitely have to look into filling the gaps as you have here. We also have the Trench Cavalry which I think would probably go between the Mounted Rifleman and the Motorized Infantry in your outlook.

And yes, I get it. Overall my point was that I needed to get a bit more clarity on what was supposed to be a mobile defense because I'm not sure all of them are setup to be able to enjoy defensive bonuses properly, among further ability reviews that they will be rather blessed with. And to make the point that the need for the niche to be very well defined has grown a lot. You were quite visionary to give them consideration to begin with.
 
It's intended. The "mobile defense" units (Mounted Infantry, Man-at-Arms, Dragoon, Mounted Rifleman, Motorized Infantry) are combining an infantry unit with a mount. Mounted Infantry is a generic Ancient Melee unit with horses, and so on. Dragoon is an Arquebusier unit on a horse. Musketman appears after Dragoon and is stronger, so that is not a viable option.

The problem in my case is that i use auto-upgrade for my city defenders so the arquebusiers(with city defence promotion-i don't remember the exact name for this promotion) that guard my cities,upgraded to dragoons:confused: which don't get such promotion.I expected them to upgrade to musketman.:cry:

Also, what about the strategic advantages screen in military advisor?
 
The problem in my case is that i use auto-upgrade for my city defenders so the arquebusiers(with city defence promotion-i don't remember the exact name for this promotion) that guard my cities,upgraded to dragoons:confused: which don't get such promotion.I expected them to upgrade to musketman.:cry:

I didn't consider auto-upgrade, but there really isn't anything I can do about it; I really want to have the option to upgrade foot units to mobile defense. I think units with auto-upgrade turned on will upgrade at the first opportunity. Mobile Defense units should keep any City Garrison promotions they already have, but they can't get new ones. The reason for Dragoons appearing where they do is that I would prefer that Cavalry Tactics have two units that are as dissimilar as possible, and a heavy cavalry (Cuirassier) and a mobile defense (Dragoon) made the best pairing.

Also, what about the strategic advantages screen in military advisor?

It's supposed to show you what rival civilizations can do that you can't and vice versa. I don't know much more about it; I might try some experiments to find out how to make it work.
 
I didn't consider auto-upgrade, but there really isn't anything I can do about it; I really want to have the option to upgrade foot units to mobile defense. I think units with auto-upgrade turned on will upgrade at the first opportunity. Mobile Defense units should keep any City Garrison promotions they already have, but they can't get new ones. The reason for Dragoons appearing where they do is that I would prefer that Cavalry Tactics have two units that are as dissimilar as possible, and a heavy cavalry (Cuirassier) and a mobile defense (Dragoon) made the best pairing.



It's supposed to show you what rival civilizations can do that you can't and vice versa. I don't know much more about it; I might try some experiments to find out how to make it work.

I think I can fix strategic advantages, I'm working on it. It stopped working some revision ago.
 
Mobile Defense units should keep City Garrison promotions they already have, but they can't get new ones.

Here is the weird point: units keep promotions they can't get by normal means(e.g. a newly built mounted unit cannot get City Garrison promotion).
 
45°38'N-13°47'E;13218556 said:
I think I can fix strategic advantages, I'm working on it. It stopped working some revision ago.

It looks like the problem started when I added Advanced Cargo Mod in rev675; I'll fix it as soon as I can.
 
45°38'N-13°47'E;13218556 said:
I think I can fix strategic advantages, I'm working on it. It stopped working some revision ago.

Ok, I've seen what part of the code is causing troubles. In UnitUtily.py

Code:
		# getSpecialUnitType, game.isSpecialUnitValid
		eSpecialType = unitInfo.getSpecialUnitType()
		if eSpecialType != -1 and not game.isSpecialUnitValid(eSpecialType):
			BugUtil.debug("  %s -> special unit type %s invalid", unitInfo.getDescription(),
					gc.getSpecialUnitInfo(eSpecialType).getDescription())
			continue
		# cities

Problem is that when advanced cargo was added some months ago SpecialUnitType was changed from

Code:
SpecialUnitTypes CvUnit::getSpecialUnitType() const
{
	return ((SpecialUnitTypes)(m_pUnitInfo->getSpecialUnitType()));
}

in CvUnit.cpp to

Code:
SpecialUnitTypes CvUnit::getSpecialUnitType(int i) const
{
	return (SpecialUnitTypes)(m_pUnitInfo->getSpecialUnitType(i));
}

int CvUnit::getNumSpecialUnitTypes() const
{
	return m_pUnitInfo->getNumSpecialUnitTypes();
}

When I have time I'll find a way to fix it.
 
45°38'N-13°47'E;13219956 said:
When I have time I'll find a way to fix it.

Solved, I'll upload it tomorrow in the next revision.

Nevermind, I've uploaded it now, rev708
 
I don't know if it's a bug or a feature, so I post it here:

'Claim territory' is a great feature, I really like it when I am 1tile away from a resource I want.
The problem is, that this option is present only in the early game. I guess it can be used only in the first military civic, but when I change that, CT is gone.
Couldn't it last just for the whole game?
[Or it those, just changing revisions turned it off?]
 
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