AND2 and SVN Bug Reports - A New Dawn 2 ONLY

45°38'N-13°47'E;13380835 said:
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?
43 Deg, the only thing I could think of is the LACK of diversity of resources.

ALL the Civs have the excess resources you have to trade, and the scarce ones are just that, scarce.

I played some turns, established embassy with Japan, and could trade immediately, but others no. Egypt, would trade the gold and silver, just must be hidden modifiers to your civ.
 
45°38'N-13°47'E;13383257 said:
I'm getting compatibility issues with rev780; I can't load a 779 save. Save is here. Minidump is empty, 0kb.

Afforess remove unused variables in CvPlot and he removed their save reading code from CvPlot::read. Thats causing this problem and to fix it WRAPPER_SKIP_ELEMENT should be used for the removed variables.
 
Afforess remove unused variables in CvPlot and he removed their save reading code from CvPlot::read. Thats causing this problem and to fix it WRAPPER_SKIP_ELEMENT should be used for the removed variables.

I'm not sure how to do it; I've added

WRAPPER_SKIP_ELEMENT(wrapper, "CvPlot", &m_bPeaks, SAVE_VALUE_ANY);
WRAPPER_SKIP_ELEMENT(wrapper, "CvPlot", &m_bDepletedMine, SAVE_VALUE_ANY);
WRAPPER_SKIP_ELEMENT(wrapper, "CvPlot", &m_bSacked, SAVE_VALUE_ANY);
WRAPPER_SKIP_ELEMENT(wrapper, "CvPlot", &m_bOvergrown, SAVE_VALUE_ANY);

but it still ctd.
 
Huh, I didn't realize I broke save compatibility. I'll take a look when I get home.
 
45°38'N-13°47'E;13383566 said:
I'm not sure how to do it; I've added

WRAPPER_SKIP_ELEMENT(wrapper, "CvPlot", &m_bPeaks, SAVE_VALUE_ANY);
WRAPPER_SKIP_ELEMENT(wrapper, "CvPlot", &m_bDepletedMine, SAVE_VALUE_ANY);
WRAPPER_SKIP_ELEMENT(wrapper, "CvPlot", &m_bSacked, SAVE_VALUE_ANY);
WRAPPER_SKIP_ELEMENT(wrapper, "CvPlot", &m_bOvergrown, SAVE_VALUE_ANY);

but it still ctd.

This should work and i noticed that m_bPeaks wasn't removed from CvPlot.h.

Code:
	WRAPPER_SKIP_ELEMENT(wrapper, "CvPlot", "m_bPeaks", SAVE_VALUE_ANY);

	WRAPPER_SKIP_ELEMENT(wrapper, "CvPlot", "m_bDepletedMine", SAVE_VALUE_ANY);

	WRAPPER_SKIP_ELEMENT(wrapper, "CvPlot", "m_bSacked", SAVE_VALUE_ANY);

	WRAPPER_READ_STRING(wrapper, "CvPlot", m_szLandmarkMessage);
	WRAPPER_READ_STRING(wrapper, "CvPlot", m_szLandmarkName);
	
	WRAPPER_READ(wrapper, "CvPlot", &m_eClaimingOwner);
	WRAPPER_READ(wrapper, "CvPlot", (int*)&m_eLandmarkType);

	WRAPPER_SKIP_ELEMENT(wrapper, "CvPlot", "m_bOvergrown", SAVE_VALUE_ANY);

I attached the modified files.

Edit:

For some reason it doesn't work i tried SAVE_VALUE_ANY and SAVE_VALUE_TYPE_BOOL.
 

Attachments

This should work and i noticed that m_bPeaks wasn't removed from CvPlot.h.

Code:
	WRAPPER_SKIP_ELEMENT(wrapper, "CvPlot", "m_bPeaks", SAVE_VALUE_ANY);

	WRAPPER_SKIP_ELEMENT(wrapper, "CvPlot", "m_bDepletedMine", SAVE_VALUE_ANY);

	WRAPPER_SKIP_ELEMENT(wrapper, "CvPlot", "m_bSacked", SAVE_VALUE_ANY);

	WRAPPER_READ_STRING(wrapper, "CvPlot", m_szLandmarkMessage);
	WRAPPER_READ_STRING(wrapper, "CvPlot", m_szLandmarkName);
	
	WRAPPER_READ(wrapper, "CvPlot", &m_eClaimingOwner);
	WRAPPER_READ(wrapper, "CvPlot", (int*)&m_eLandmarkType);

	WRAPPER_SKIP_ELEMENT(wrapper, "CvPlot", "m_bOvergrown", SAVE_VALUE_ANY);

I attached the modified files.

Edit:

For some reason it doesn't work i tried SAVE_VALUE_ANY and SAVE_VALUE_TYPE_BOOL.

I didn't notice cvplot.h, but I've also not paid attention to the order of variables: is it important (newbie question, I know)?
 
45°38'N-13°47'E;13384036 said:
I didn't notice cvplot.h, but I've also not paid attention to the order of variables: is it important (newbie question, I know)?

Here is the working version and it's important to keep the order.

Code:
	WRAPPER_SKIP_ELEMENT(wrapper, "CvPlot", m_bPeaks, SAVE_VALUE_ANY);

	WRAPPER_SKIP_ELEMENT(wrapper, "CvPlot", m_bDepletedMine, SAVE_VALUE_ANY);

	WRAPPER_SKIP_ELEMENT(wrapper, "CvPlot", m_bSacked, SAVE_VALUE_ANY);

	WRAPPER_READ_STRING(wrapper, "CvPlot", m_szLandmarkMessage);
	WRAPPER_READ_STRING(wrapper, "CvPlot", m_szLandmarkName);
	
	WRAPPER_READ(wrapper, "CvPlot", &m_eClaimingOwner);
	WRAPPER_READ(wrapper, "CvPlot", (int*)&m_eLandmarkType);

	WRAPPER_SKIP_ELEMENT(wrapper, "CvPlot", m_bOvergrown, SAVE_VALUE_ANY);
 

Attachments

I ran into a bug related to maintenance costs. I conquered a city (totaling 75) and the number of cities maintenance cost jumped to over 1.6 million gold. Deleting one of the cities reduces the cost to reasonable levels again.

I've attached a save file with the bug. I believe that it is SVN revision 777.
 

Attachments

I ran into a bug related to maintenance costs. I conquered a city (totaling 75) and the number of cities maintenance cost jumped to over 1.6 million gold. Deleting one of the cities reduces the cost to reasonable levels again.

I've attached a save file with the bug. I believe that it is SVN revision 777.

Thanks for the report. I've corrected the overflow, Revision 784 contains the fix. :)
 
Afforess, looking at the code you've changed recently I guess there's a new bug; until some revisions ago when a mine was depleted (i.e. a mine without resources) you could only build something else on top (a windmill, for example). But now you can build a new mine again. Is this intended?
 
You can't build mine on landmarks or something?
After I've build I got +3 unhappines without visible reason...

Spoiler :
0OmaAAD.jpg
 

Attachments

45°38'N-13°47'E;13391101 said:
Afforess, looking at the code you've changed recently I guess there's a new bug; until some revisions ago when a mine was depleted (i.e. a mine without resources) you could only build something else on top (a windmill, for example). But now you can build a new mine again. Is this intended?

Depleted Mines are still in the mod? I thought for sure they had been removed. I'll do that when I get a chance.
 
Depleted Mines are still in the mod? I thought for sure they had been removed. I'll do that when I get a chance.
Is there a reason for removing them? I never had any problem with them.
 
45°38'N-13°47'E;13391713 said:
Is there a reason for removing them? I never had any problem with them.

I was under the impression that it was agreed that Resource Depletion should be dropped from the mod. It's an entirely unpopular feature, I don't like it myself.
 
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