AND2 and SVN Bug Reports - A New Dawn 2 ONLY

I ran into a repeating CTD. The game crashes whenever I end the current turn. This is updated to rev 812. I started the game a few revisions ago, got the crash a few minutes ago, updated my current version, and still got the crash. Savegame and minidump files are in the zip.

Tracked it down. It happens in rare cases. When a civilization dies on a turn, and then a later civilization tries to asses the danger of nearby enemy tiles, it sees tiles that still belong to the dead civilization, and tries to calculate it's attitude with the dead civilization and blows up.

It's rare because dead civilization tiles are marked as owner-less tiles at the end of each turn, so it can only happen during the turn a civilization dies, and another civilization was at war with it, and whose turn comes after the dead civilization. Quite the chain of events.

All that was needed to fix it was to check that the tile owner was still alive.
 
I figured it out, it is actually really obvious. See this bit:

Code:
        if (!GC.getUnitClassInfo(eIndex).isUnlimitedException())

The condition is the opposite of what it should be. A unit class should be NOT maxed out, if it is the exception. So removing the "!" operator in the code fixes the bug.

I think you fixed it in CvPlayer.cpp, but not CvTeam.cpp. I noticed after upgrading to 812 that national units still aren't showing up as limited.
 
I have 2 "errors" it would seem

I don't have the option to Bombard with Archers,

1st
Spoiler :



An error with Archer bombardment, I can't bombard with Archers, but siege can gain Opportunity fire, and Archer bombard??

2nd.
Spoiler :



The Food Bandits event, it selected my cities spy, who can't "defend" the food, it should only select a offensive unit, and one that can attack as well. ;)

Save attached.
 
Whoever did the localisation for "Captured Byzantian siege" can't spell 'Byzantine'.
 
I didn't realize that one was there. Fixed now.

I updated to 814 this morning, and National Units still aren't showing up as limited. Something else must be wrong. I tried deleting both my UserSettings folder (I usually don't delete that when I update) and Civilization4.ini, and I'm still not seeing any limitations on units. Normally it shows up in the Civilopedia before starting a game.
 
I updated to 814 this morning, and National Units still aren't showing up as limited. Something else must be wrong. I tried deleting both my UserSettings folder (I usually don't delete that when I update) and Civilization4.ini, and I'm still not seeing any limitations on units. Normally it shows up in the Civilopedia before starting a game.

Are you actually testing the units in game, or just judging based on civilopedia text?

It is highly likely there is also a broken check in the civilopedia that is hiding the text. However the units should work, despite the missing text.
 
Are you actually testing the units in game, or just judging based on civilopedia text?

It is highly likely there is also a broken check in the civilopedia that is hiding the text. However the units should work, despite the missing text.

You're right. It was just that the text was missing both in the Civilopedia and in the in-game mouseover. I guess those both come from the same source.

On a side note, I don't think players should be allowed to "fall back" on Traders if they max out their Caravan allotment. I'm going to add some ForceObsoletes to stop that.
 
Revision 816

I haven't gotten far enough in a game to notice this behavior outside of slavery, but have been able to repeat it as a test - See attached savegame.

Angry citizens don't seem to do much. They don't eat any food and they don't take up any other citizens. If I'm not being clear, this means a 4-pop city with six unhappy faces can simply keep using those four citizens without any other effects.

This doesn't hold true when you use a building like the slave market. With the free slave, one angry citizen will work as normally. The village hall does not make angry citizens work as normally.
 
Revision 816

I haven't gotten far enough in a game to notice this behavior outside of slavery, but have been able to repeat it as a test - See attached savegame.

Angry citizens don't seem to do much. They don't eat any food and they don't take up any other citizens. If I'm not being clear, this means a 4-pop city with six unhappy faces can simply keep using those four citizens without any other effects.

This doesn't hold true when you use a building like the slave market. With the free slave, one angry citizen will work as normally. The village hall does not make angry citizens work as normally.

Angry citizens require 3 :food: just like all citizens.
 
Right, but like in the save game I posted: I can have a six-pop city, six slaves, three angry citizens, and only 18 food is being consumed.
 
Right, but like in the save game I posted: I can have a six-pop city, six slaves, three angry citizens, and only 18 food is being consumed.

Not all specialists are citizens. Some buildings can give free specialists, which do not count towards population, nor consume food.
 
I played on revision 800 on giant earth map, slowest speed and deity (with WB :) ). I also fond that AI behavior are very unbalanced. Some AI build 2nd city very late(e.g. Rome and Carthage), some AI build a tiny army (like Mali, one units per city), some AI develops faster (like India).
 

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I played on revision 800 on giant earth map, slowest speed and deity (with WB :) ). I also fond that AI behavior are very unbalanced. Some AI build 2nd city very late(e.g. Rome and Carthage), some AI build a tiny army (like Mali, one units per city), some AI develops faster (like India).

Mansa Musa's always been like that though, neglecting military. Pretty sure India's gone down the speedy development route in nearly every game I've been in as well.

Definitely not unique to AND :lol:
Though the late second city sites I've seen quite often in AND (Again, I've seen it in base BTS often as well) buit that's mostly been solved.
 
There's a problem with granting independence to colonies (first time I see it, I'm 100% sure there wasn't any problem until some revisions ago). Savegame attached. If you grant independence to my 3 cities on the continent west of my main continent, a new civ is formed and those 3 cities now belong to new civ, BUT the southernmost city still acts like it's mine (i.e. I can select buildings/units to produce in this city). Very odd.
 
I'm in turn 258 of an Epic game with revision 819, played on Immortal/Diety (i.e. Increasing Difficulty). At this point, all of the other thirteen AIs I have met are still running Barter. The -33%:science: penalty to Barter, IMHO, is really holding the AI back - I've essentially caught up to the AI tech-wise. When one adds in the significant :hammers: advantage of Slavery, the AI is hurting itself by running Barter for any significant period of time once the alternative of Slavery is available. I've attached the savegame file if it may be of any use.
 

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