AND2 and SVN Bug Reports - A New Dawn 2 ONLY

I'm trying to have a clue on what is happening to one of my favourite mods, but - maybe i'm stupid - without success.
I used to play with 1.75 patch C and i stopped play because of a bug which brought FOW in my own territory. I can't even seen certain cities of mine and barb units spawned in my territory. I reported that bug, but it was in the time frame where this mod was abandoned.
What should i expect now? not only about that bug, if you're kind... thankd in advance.
 
AND2 is far more advanced in every aspect. Very few bugs, new and more balanced techs, units and buildings. A single mod, you don't need Rise of Mankind anymore (it's included). Just make sure you remove Rise of Mankind and previous versions of AND before installing AND2
 
I've found a bug (which i remember was reported a long time ago). After building a barrack, a newly created archer has unlimited xp. It look like it has no cap to upgrade to a new level.

EDIT: Forget about this, i think this was caused by a non-cleared cache (because of the test i've made with the launcher).
 

Attachments

45°38'N-13°47'E;13618466 said:
AND2 is far more advanced in every aspect. Very few bugs, new and more balanced techs, units and buildings. A single mod, you don't need Rise of Mankind anymore (it's included). Just make sure you remove Rise of Mankind and previous versions of AND before installing AND2
Thanks for your answer, i don't have AND installed at present.

But i have a problem. I've just downloaded the 1 Gb RoM-AnD_repo.exe and it won't start. It's reporting smth about twapi.dll and other files. here the screenie
Spoiler :
attachment.php

I've tried to extract with Uniextract, but without success.

HELP!
 

Attachments

  • ANDerror.jpg
    ANDerror.jpg
    85.6 KB · Views: 232
SVN 683

Privateers don't seem to be holding their blockade status between turns.

My "Pirate" promoted ship of the line and Iron frigates will hold the blockade status, but a Privateer won't.

Also I don't get any gold from the privateers blockades, and I've also checked the status of the privateers, and they aren't holding the blockade.

I've been trying to do a full Continental blockade, but the privateers leave the gaps.

Solution - Something to do with the new Pirate promotion, seems to have only occurred since then.

I have a few privateers promoted to Pirate, I'll check on them and reply back.

*Edit* they seem to be holding the blockade around the island, but I'm only getting blockade funds from one particular area???, which is around the Spanish capital, could their civics have something to do with it, if they are in appeasement, they won't pay blockade funds???
 
Given that Trade Routes are no more, shouldn't this be renamed?

"Single Currency - +1 Trade Route in all Cities"

Or would it just have no effect? :confused:
Haven't gotten this far in the game since the removal of Trade Routes heh so I don't know.
 
On the Python error, I seem to be getting it regularly now, Seems to be related to the rebels that will spawn around a city, as all the AI's are now suffering from my blockade.

Another thing, the AI's don't seem to keep enough defenders for each city, I constantly see only 1 Defender per city, and the wrong unit type at that.

I myself, try to set 5 as the minimum defensive strength, with 3 Bows, 1 Melee, and 1 spear, upgraded through the years, though I find I don't have to bother as I kill all on my continent. Also a spy is a mandatory build, No 1 once I've discovered alphabet.
 
On the Python error, I seem to be getting it regularly now, Seems to be related to the rebels that will spawn around a city, as all the AI's are now suffering from my blockade.

Another thing, the AI's don't seem to keep enough defenders for each city, I constantly see only 1 Defender per city, and the wrong unit type at that.

I myself, try to set 5 as the minimum defensive strength, with 3 Bows, 1 Melee, and 1 spear, upgraded through the years, though I find I don't have to bother as I kill all on my continent. Also a spy is a mandatory build, No 1 once I've discovered alphabet.

Can you turn on python error logging and upload a zip of your logs folder after you get the error next time?
 
Just discovered Aquaculture, mousing over this icon only displays a single period (.)
I'm assuming it's the Sanitize (Coastal/Ocean) worker ability. Clicking on it brings up an entry that's more or less empty.
 
Another thing, the AI's don't seem to keep enough defenders for each city, I constantly see only 1 Defender per city, and the wrong unit type at that.

I can confirm this. And to add to it: this might have something to do with claimed territory. AI "wastes" a huge proportion of its units on such exclaves. A stack of doom on each claimed tile. Sometimes you'd say, fine, that iron resource is indeed that important. Other times it's just obsidian, a resource the civ already has access to otherwise, or even no resource at all (maybe a future one to still pop up?).
The result is just what you've observed: cities of AI are barely defended. In my latest game, the mighty Aztec lost a bunch of "important" border-cities to some inferior Gilgamesh - only because all of Monti's units were guarding such exclaves, instead of the cities (or mind you; using them offensively/to attack instead...). It was terrible to watch. :lol:

Maybe some weighting/modifier (or what not) is a bit off. Can't tell.


Another thing which currently drives me crazy is the fact that the two cities of my first colony (somewhere overseas) is in a constant state of revolution, to the point where you can't do anything. One city was a single-tile island, resulting in a lost/barbarian city every friggin time a revolution occured (each few turns...). Which was super strange, so I've opened up the world editor to make a two-tile island out of it. Now I could at least keep the city in my hands most of the time, probably due to the fact that the revolutionary units could spawn somewhere.. (this is really super annoying).
But despite being one of the leading powers (science, culture, military), those two cities kept revolting. So I've put spies there. Turns out that virtually each turn some barbarian spy spawns out of nowhere (confirmed by catching them every few turns and opening the world editor to see barbarian spies?!) to force those revolutions turn for turn... That's just nasty/cheap.

I love the revolutions mod - IMHO the best thing that ever happened to civ - but this drives me crazy.
There is something completly wrong with barbarian spies. :crazyeye:
 
I can confirm this. And to add to it: this might have something to do with claimed territory. AI "wastes" a huge proportion of its units on such exclaves. A stack of doom on each claimed tile. Sometimes you'd say, fine, that iron resource is indeed that important. Other times it's just obsidian, a resource the civ already has access to otherwise, or even no resource at all (maybe a future one to still pop up?).
The result is just what you've observed: cities of AI are barely defended. In my latest game, the mighty Aztec lost a bunch of "important" border-cities to some inferior Gilgamesh - only because all of Monti's units were guarding such exclaves, instead of the cities (or mind you; using them offensively/to attack instead...). It was terrible to watch. :lol:

Maybe some weighting/modifier (or what not) is a bit off. Can't tell.


Another thing which currently drives me crazy is the fact that the two cities of my first colony (somewhere overseas) is in a constant state of revolution, to the point where you can't do anything. One city was a single-tile island, resulting in a lost/barbarian city every friggin time a revolution occured (each few turns...). Which was super strange, so I've opened up the world editor to make a two-tile island out of it. Now I could at least keep the city in my hands most of the time, probably due to the fact that the revolutionary units could spawn somewhere.. (this is really super annoying).
But despite being one of the leading powers (science, culture, military), those two cities kept revolting. So I've put spies there. Turns out that virtually each turn some barbarian spy spawns out of nowhere (confirmed by catching them every few turns and opening the world editor to see barbarian spies?!) to force those revolutions turn for turn... That's just nasty/cheap.

I love the revolutions mod - IMHO the best thing that ever happened to civ - but this drives me crazy.
There is something completly wrong with barbarian spies. :crazyeye:
@Afforess/45*
Been looking into defense levels and behaviors in C2C and I can say a few things on the subject:
1) minimum defenders in the city can and probably should be increased.
2) the city defense and city counter AIs may benefit from some priority restructuring. Minimum defense requirements should be placed before the generic defend city call.
3) the general defend city ai call is highly complex and probably a bit overengineered with the ideal to help the AI defend chokepoints near the city. The brokerage seems to send quite a few of the generated defenders directly into that call rather than through the standard city defender ai routine, which in turn sends out about 3/4 of the defenders for the city to guard defensive positions AROUND the city. (I'm looking to eventually remove that feature entirely and replace it with a new AI that is specifically supposed to play this role since I believe this would be significantly differing enough to warrant different promotion determinations.)
4) We've recently adjusted how many defenders a settler requires to feel confident in getting moving and corrected a bug that allows them to depart without any defense accompaniment at all. However, we've also found that requiring more than one unit can screw up the second bonus settler given to AIs at the start of a deity level game so that still needs to be resolved.

These changes are some of the most recent in C2C and are well documented in the SVN review notes.
 
Yeah, it's a work in progress still. I wouldn't mind hearing from Afforess's opinions as well on the matter.

EDIT: While you're at it, you may want to review some of the adjustments made for tunnels but I warn that I'm still sorting out some fairly serious issues there. That should be wrapped up today I think but there's numerous commits to follow to get a correct version on that once completed.
 
I am halfway through Medieval era and just noticed that I have no paved roads. but my neighbor does.

Do you have any Stone hooked up?

Paved Roads require you to have that resource, so if you don't have any hooked up or are trading it away all you can make are Cart Paths and Roads.
 
HaHa my bad. Nice Catch Rezca! Thanks Man.

I've had that happen to me too xD
Sometimes I'd forget that Paved Roads required stone, and would be thinking "What the hey? There's stone in my territory, why can't I build them?!"

...Only to realize after a few minutes that I was trading away my only source in exchange for some other resource :lol:
 
Back
Top Bottom