AND2 and SVN Bug Reports - A New Dawn 2 ONLY

45°38'N-13°47'E;13380782 said:
Then I didn't explain correctly, because that's what I meant. :(

No, you must be mistaken, because overflow gold is completely unrelated to what Val3 is now reporting.

Originally, back when val3 first reported a bug with multiple production, he wasn't getting all the overflow he expected. This way because the overflow was multiplied by the modifiers after the production, then unmultiplied at the end of the turn, so the modifiers wouldn't affect unrelated builds.

My attempt to fix this was to remove the unmultiplication at the end of the turn. This caused problems by giving val3 tons of extra hammers, as overflow was multiplied by the modifiers for each unit.

Your latest fix was to remove the modifier multiplication for overflow. Now overflow is not multiplied by modifiers nor unmultiplied. But this teams val3 can exploit the overflow by gaining hammers from a unit that he has high modifiers for, then use them on a wonder he where he has none.

We were both wrong at solving the problem at every step. We didn't even understand the problem.

45°38'N-13°47'E;13380786 said:
There's something I don't understand about connectedness. It looks like if I choose a civic with No Foreign Connectedness (Coinage & Mercantile), I can't trade resources with other civs. Or better, I can trade my resources to them, but I can't see the other civs resources in the diplo screen. And anyway, shouldn't Mercantile allow foreign trade?
The No Foreign Connectedness works exactly the same way as the No Foreign Trade from before when there were trade routes. In fact, is the same. I just flipped the text to read differently, nothing else.
 
The No Foreign Connectedness works exactly the same way as the No Foreign Trade from before when there were trade routes. In fact, is the same. I just flipped the text to read differently, nothing else.

Mmmm, I have to check but I don't remember No Foreign Trade Routes stopping me from trading resources. And even if it was like that, it still stops other civs from trading resources with me but not me trading my resources with them, so I still think there's something wrong. And anyway it doesn't stop deals already in place.

Edit: mmmmmmm, no, there must be something else causing this behaviour and not connectedness. In fact, I can trade resources with other civs. Now I have to understand why I can't with Korea.
 
@ Val, its not a bug, its because the city your attacking has Catacombs in it.

Attacking forces have a 10% chance of finding a 'Secret enterence' into a city with Catacombs, you've found one. If you check the logs for the previous turns, you'll have found this enterence.

When you do, you attack the WEAKEST defender 1st ALLWAY'S. Once you kill the weakest defender, the next weakest will be selected and so on until you kill them all.

The 10% chance is really a 100% chance, as you usually spend 10 turns outside a city bombarding it down, and a 1/10 chance will happen once out of 10 turns, and continues till the city falls, not during the 1 turn of discovery.
 
Something I still don't understand about the 'Cease Relations' diplomacy option...

Whenever I have Open Borders and an Embassy with a civilization, and an enemy of mine convinces/pays them to cease relations with me... The AI I had an embassy with gets mad at me for kicking his ambassadors out, despite him supposedly being the one that cut the relations between us. Unless the scripting has the player end the relations for some reason?

That is a bug, and I will fix it.
 
Well, now I really don't understand what's happening with resources trading. Isn't anyone else experiencing strange behaviour? In my save, I can trade some resources with some civs but I can't see a logic. I have China south of me with tons of resources, yet they can only trade a couple of them to me. For example no olives or iron or gems are shown in the diplo screen when I contact China. Same with Egypt, they have Dye but it's not displayed in the diplo screen. Not to mention Korea: they don't display any resource available to trade. But if I swith from Coinage to Guilds, next turn they display pearls availability, although they won't trade pearls with me.
What's going on? :confused: Am I the only one experiencing this strange behaviour?
 
@ Val, its not a bug, its because the city your attacking has Catacombs in it.

Attacking forces have a 10% chance of finding a 'Secret enterence' into a city with Catacombs, you've found one. If you check the logs for the previous turns, you'll have found this enterence.

When you do, you attack the WEAKEST defender 1st ALLWAY'S. Once you kill the weakest defender, the next weakest will be selected and so on until you kill them all.

The 10% chance is really a 100% chance, as you usually spend 10 turns outside a city bombarding it down, and a 1/10 chance will happen once out of 10 turns, and continues till the city falls, not during the 1 turn of discovery.

Thanks for the information!
I always wondering how catacombs work and now it is clearer.
One more reason to disable "expanded castles" option :)
 
45°38'N-13°47'E;13380668 said:
About Privateers, there's another problem we've noticed a long time ago and I've not been able to solve; when they're killed they leave a "halo" of visibility. You have visibility over the squares where they've been killed even ages after they've been sunk (probably forever).

I remember C2C having a bug about haloes being left behind with any unit with +sight range promotions. Is that what you're seeing?
 
I remember C2C having a bug about haloes being left behind with any unit with +sight range promotions. Is that what you're seeing?

Yeah, I've thought about this problem. But it looks like it doesn't happen every time. I've run a test with a single privateer now but the problem wasn't showing up.
 
Thanks for the information!
I always wondering how catacombs work and now it is clearer.
One more reason to disable "expanded castles" option :)

I'd prefer to get rid of catacombs (I never build catacombs), since there are other buildings which look interesting (Moat, Castle Gatehouse, Turrets, etc).
 
Well, if we're going to drop Catacombs, why not drop the game option altogether and move the remaining buildings into the main game, like (I believe) is the plan with the Early Buildings option?
 
Well, if we're going to drop Catacombs, why not drop the game option altogether and move the remaining buildings into the main game, like (I believe) is the plan with the Early Buildings option?

That's what Afforess is figuring out now. He want to ax few of these buildings and tweak others. Then fold them into the game. My guess he is taking his time to be sure of himself that new tweaks are balanced. They're his creations so I'm sure he'll figure them out ;).
 
Well, if we're going to drop Catacombs, why not drop the game option altogether and move the remaining buildings into the main game, like (I believe) is the plan with the Early Buildings option?

That would be ok with me and I suppose Afforess and Vokarya don't have anything against the idea (correct me if I'm wrong). But I think some people prefer having it an option. To tell the truth I don't know why someone would prefer not to move the whole option inside the core of the game if the problem with Catacombs is solved.
 
No, you must be mistaken, because overflow gold is completely unrelated to what Val3 is now reporting.

Originally, back when val3 first reported a bug with multiple production, he wasn't getting all the overflow he expected. This way because the overflow was multiplied by the modifiers after the production, then unmultiplied at the end of the turn, so the modifiers wouldn't affect unrelated builds.

My attempt to fix this was to remove the unmultiplication at the end of the turn. This caused problems by giving val3 tons of extra hammers, as overflow was multiplied by the modifiers for each unit.

Your latest fix was to remove the modifier multiplication for overflow. Now overflow is not multiplied by modifiers nor unmultiplied. But this teams val3 can exploit the overflow by gaining hammers from a unit that he has high modifiers for, then use them on a wonder he where he has none.

We were both wrong at solving the problem at every step. We didn't even understand the problem.

Ok, now I've run some more test and I've got what you mean and what's the problem val3 is experiencing. I'm not sure I'm able to solve it but I can try if you're working on something else. :)

Edit: thinking about it again... I know it can be used for "cheating" the way val3 has described but AI can do the same and to tell the truth it's more a feature that cheating. After all, if I have a huge overflow, why shouldn't I use it on something else. Mmmm, I'm really not sure what to do about it.
 
If the AI know how to use a 'feature' then I don't really consider it cheating personally. I'm not exactly a micromanagement type of person, so this 'bug' staying or being fixed wouldn't really affect me at all. I never even noticed it until it got brought up :lol: (Or maybe I did notice it but payed it no mind)


As for Extended Castles... I wouldn't mind some of the buildings being implemented into the game, but I still think that overall Castles obsolete too quickly - at least on anything faster than Normal speed :)
 
If the AI know how to use a 'feature' then I don't really consider it cheating personally. I'm not exactly a micromanagement type of person, so this 'bug' staying or being fixed wouldn't really affect me at all. I never even noticed it until it got brought up :lol: (Or maybe I did notice it but payed it no mind)


As for Extended Castles... I wouldn't mind some of the buildings being implemented into the game, but I still think that overall Castles obsolete too quickly - at least on anything faster than Normal speed :)

I think it's because of unbalanced eras. Suppose eras are better balanced, I wonder if they won't be obsolete too fast? See see.
 
I am completely "micromanagement type of person". I usially want to get 110% of all potential possibilities. ( Thats why I don't even play on deity, but play with some additional self-restrictions to make game even harder ). So this exploit bother me, because I can't refuse to exploit it, and it is too tediously to use it each turn. :)

I can explain what i suppose we need to do to prevent exploiting this feature.
I also tryed to compile project, to test my suggestions by muself, but it's was not succesfull
, it failed on linking step.

I have this eror in VS2008( in traslate to english)

"CvGame.obj : error LNK2001: not allowed external symbol "__imp___CrtDbgReportW"

Have anybody this error?
 
That I can understand - the possibility being there providing temptation :lol:


On a different note, but is anyone else having trouble 'muting' the music with Ctrl/Cmd-M around the Industrial Era? Generally in the Classical I have problems with the music playing once and then stopping (Even in BTS) so hitting Ctrl-M twice gets it going again, and frequently I'll keep hitting it to cycle through the tracks until Peloponnesian rolls around again - it being my favorite track in the game. Works just fine, but lately I've been having issues with this command at or around the Industrial Era - where hitting Ctrl-M won't stop the music, and it will just keep playing no matter what.

I know I can disable Music entirely, but that also cuts the music that plays when contacting other leaders, as well as music I do like. At the time, I just can't skip a song I might find boring or for whatever reason don't like since Ctrl-M doesn't seem to want to respond in this era. It was working in the Post-Medieval, Medieval, and Classical... It just doesn't seem to work reliably in the Industrial. I say 'reliably' because there are times when it does work.

The only real changes I have made that might possibly affect this (In my uneducated opinion) is adding additional music to the Modern Era, but that's all. I haven't really changed or touched much else - though that wouldn't explain why Classical soundtracks tend to just 'stop' all of a sudden (I read it had something to do with Custom Music Folders, which I don't have enabled...)
 
I am completely "micromanagement type of person". I usially want to get 110% of all potential possibilities. ( Thats why I don't even play on deity, but play with some additional self-restrictions to make game even harder ). So this exploit bother me, because I can't refuse to exploit it, and it is too tediously to use it each turn. :)

I can explain what i suppose we need to do to prevent exploiting this feature.
I also tryed to compile project, to test my suggestions by muself, but it's was not succesfull
, it failed on linking step.

I have this eror in VS2008( in traslate to english)

"CvGame.obj : error LNK2001: not allowed external symbol "__imp___CrtDbgReportW"

Have anybody this error?

If you can post the code you've changed, we can probably see what's going wrong.
 
45°38'N-13°47'E;13382473 said:
If you can post the code you've changed, we can probably see what's going wrong.

Are you sure? It is linker error.
And I haven't changed the code.

Oh, no, two changes was, because without them rev779 code not compiling.

1. I've added


in CvUnitAI.cpp line 27664

because it is using in many cycles and not declared in this function.

2. And commented

// szBuffer.append(gDLL>getText("TXT_KEY_MISC_HURRY_OVERFLOW",szOverflowBuffer.getCString));

in CvDllWidgetData.cpp, line 2479.

Also because it is not compiled without it.
 
Are you sure? It is linker error.
And I haven't changed the code.

Oh, no, two changes was, because without them rev799 code not compiling.

1. I've added



in CvUnitAI.cpp line 27664

because it is using in many cycles and not declared in this function.

2. And commented



in CvDllWidgetData.cpp, line 2479.

Also because it is not compiled without it.

Sorry, I didn't understand. I thought you've changed the code. Then it might be because of VS2008. I'm currently using VS2010 Express to compile.
 
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