AND2 and SVN Bug Reports - A New Dawn 2 ONLY

It works also on mine and so it does on the majority of players. Maybe the load on Afforess' server has made the updater to fail to download all the files. That's why i put the full installer by default this morning on the website.
 
@platyping (or anyone else with python experience);
I've tried all day long but I've not been able to make it work, I hope you can help me again. In MAD Nukes Manager there's a minimap with dots that are flashing when you select an outgoing or incoming nuke. It worked with the for... in... loop we've discussed earlier, both for outgoing and incoming missiles. But when I changed that for... in... loop with the while (pUnit/pCity) loop, the flashing dots stopped working.
Here's the original code

Code:
	def updateMinimap(self):

		# Get the instance of the screen
		screen = self.getScreen()

		screen.minimapClearAllFlashingTiles()
		
		objPlayer = gc.getPlayer(gc.getGame().getActivePlayer())
		iPlayer = gc.getGame().getActivePlayer()
		
		iTargetColor = gc.getInfoTypeForString("COLOR_RED")
		
		for iUnitID in self.selectedUnitHash.keys():

			if(not self.selectedUnitHash[iUnitID]):
				continue
				
			if(not screen.getCheckBoxState("UnitCheckbox%s" %(iUnitID))):
				self.selectedUnitHash[iUnitID] = False
				continue
				
			objUnit = objPlayer.getUnit(iUnitID)
			iColor = gc.getPlayerColorInfo(gc.getPlayer(iPlayer).getPlayerColor()).getColorTypePrimary()
			
			#screen.setMinimapColor(MinimapModeTypes.MINIMAPMODE_MILITARY, objUnit.getX(), objUnit.getY(), iColor, 0.6)

			screen.minimapFlashPlot(objUnit.getX(), objUnit.getY(), iColor, -1)
			screen.minimapFlashPlot(objUnit.getMADTargetPlot().getX(), objUnit.getMADTargetPlot().getY(), iTargetColor, -1)
		

		for iCityID in self.selectedCityHash.keys():

			if(not self.selectedCityHash[iCityID]):
				continue
				
			if(not screen.getCheckBoxState("CityCheckbox%s" %(iCityID))):
				self.selectedCityHash[iCityID] = False
				continue
				
			objCity = objPlayer.getCity(iCityID)
			iColor = gc.getPlayerColorInfo(gc.getPlayer(iPlayer).getPlayerColor()).getColorTypePrimary()
			
			screen.minimapFlashPlot(objCity.getX(), objCity.getY(), iColor, -1)

I've tried using a while loop here too, instead of using for... in..., but the only thing I've accomplished is to start all dots flashing at the same time, everywhere there's a nuke or everywhere there's a targeted city. Code should work so that when you select an outgoing nuke, target city flashes on minimap together with the launching city; and when you select an incoming nuke, target city flashes.
Do you have any suggestion? Thank you again.
 
The while loop is used only when you want to loop through all cities/units of a player.
For this case, both are looping through all items in a saved dictionary(self.selectedCityHash and self.selectedUnitHash, so leave it as it is.

If the codes are not doing what they should be doing, the items in the dicts may be stored incorrectly, so you need to look through other sections to see the info saved.
 
@45, Ok I give up. I don't have that savegame anymore and I do not remember the exact reason for the issue. If it comes up in my current game again I will try to post more information. maybe it will be more productive to look into the several ctds that I have posted recently.
 
@45, Ok I give up. I don't have that savegame anymore and I do not remember the exact reason for the issue. If it comes up in my current game again I will try to post more information. maybe it will be more productive to look into the several ctds that I have posted recently.
Oldnoob, your savegame is still attached to your post... a few pages ago in this thread, if you want to try and reload it. :)
 
While trying to compile the DLL on VS2013 with the MakeFile from Nightinggale, it fails with:
HTML:
Erreur	1	error C3861: 'calculateTradeProfitTimes100': identifier not found, even with argument-dependent lookup	C:\Civ4DLL\Sources\CvCity.cpp	26567	1	CvGameCoreDLL
>> l26567: iValue = calculateTradeProfitTimes100(pLoopCity);
Erreur	2	error C3861: 'calculateTradeProfitTimes100': identifier not found, even with argument-dependent lookup	C:\Civ4DLL\Sources\CvCity.cpp	26601	1	CvGameCoreDLL
>> l26601: iTradeProfit -= calculateTradeProfitTimes100(pLoopCity);
Erreur	3	error C3861: 'calculateTradeProfitTimes100': identifier not found, even with argument-dependent lookup	C:\Civ4DLL\Sources\CvCity.cpp	26611	1	CvGameCoreDLL
>> l26611: iTradeProfit += calculateTradeProfitTimes100(pLoopCity);

Any idea ?


EDIT: Nevermind, i've managed to make it work. To compile, it needs the VC2003 toolkit + Windows SDK 7.0A but you have to add the header sal.h from VC2008 redist inside the include folder of the SDK. Then i used the sources files in the repository and it compiles ! I love to loose my time.
 
I doubt those spies are really barbarians. I doubt barbarians use spies at all. I rather think they have the Loyalty promotion - never reveal nationality.

Well...

Spoiler :

4wHZwiH.png


s3m6Xot.png


...it happened again in my new game, again with the first "colony". And as you can clearly see, I've just catched a Barbarian spy up there - which seemingly appear out of fin air every other turn to make the city revolt, rendering it absolutely useless from some point on. The spy can't catch 'em all. And those spys just keep coming. The city is more than happy otherwise (oh, and there is not much more land up there next to that city; there is about two or three tiles you don't see, then it's ocean again... so there are no barbs up there any longer; and they shouldn't be able to spawn anyways since I observe all territory there with a ship or something).

IMHO there is something terribly wrong with the revolutions mod here, maybe in combination with barbarian influence, the spies mod and/or barbarian civs. I don't know. But you simply can't have any city separated by ocean from your mainland like this; which is super frustrating.

IMHO barbarians shouldn't have (or spawn) spies.
Maybe that could be a simple fix.
 
In some recent revision afforess made it possible for barbarian rebels to spawn more often. Although I've never experienced what you're saying (and I always play with revolution, except when autoplaying for testing purposes), I'll investigate. Can you also upload a save? Thanks
 
45°38'N-13°47'E;13649788 said:
In some recent revision afforess made it possible for barbarian rebels to spawn more often. Although I've never experienced what you're saying (and I always play with revolution, except when autoplaying for testing purposes), I'll investigate. Can you also upload a save? Thanks

Almost certainly related, as RevMod does often give rebels spies, and barbarians can not train spies normally.
 
45°38'N-13°47'E;13649788 said:
Can you also upload a save? Thanks

Sure. Game d32.z7 is the one where I mentioned this bug(?) first, with the two colonies Ostia and Jute being in a constant state of revolution.
And f12.z7 is the one I'm currently playing, shown above (nevermind the weird resource-situation; I added a "bunch" manually half way through the game, as I've noticed that there was no wine, no olives, or incense and more stuff missing completely (perfectworld2); but I haven't figured out yet if this is actually a new bug, or some regenerate-world crazies or what not... I certainly remember perfectworld2 to be more generous otherwise...).

Also I noticed that I actually have another "colony" (i.e. separated by ocean from the palace), but this one doesn't show these problems. There was occasional unrest, but that's fine. Nothing to worry about. So what's the difference? For one it's super close to the mainland/palace, still. But I doubt it's the distance. The other difference I can think of is this: the colony that doesn't make problems was founded on "clean" land, meaning no barbs settled there - ever. Thus no barb culture. The revolting colony, on the other hand, is build on a razed barb city. Thus there is barb culture, and as you can see, I "only" have 99% culture up there. And that 1% barb culture doesn't go away. Ever. As it seems.
 

Attachments

Could someone tell me if there is something displayed in the BUG options, tab automation, "Automated workers options", besides "Show city automation" (checked and unchecked) ?
It would save me time. Thank you.
 
Bug with High to low games. No complete kills enabled.

If you destroy your capital city, BEFORE, you've moved the Palace, it will automatically build you a new palace in the next best city immediately.

I think this only works if your on your 2nd/3rd Civ, and not the starting one, which would be treated as a normal human player.

More a game playing bug then actual fault, its just the Aesthetics of it all. :lol:

*Edit* Found anther bug, if you take the last city, but "Re-declare war" to take out a loose worker, before ending turn, it will keep that last player alive, saying they have a city (1) but actually none exist. I had 100% Culture in the captured cities.

*Edit 2* I made peace with Peter, price of 2 techs, and he disappeared next turn. Bit of a cheat, should be eliminated regardless. As you automatically make peace, with taking of last city, if you don't have Complete kills enabled, forgot to mention this at start, that AI player, should be eliminated.

Have played 5 turns, nothing as yet, have flexible difficulty set to 10 turns, so see after 11 turns. Could have played till end of game, unless I made peace.
 
I have a bug where the turn is not ending.

I've tried it 3 times, twice from 5 turns back, and it always seems to lock up on the same turn.

Nothing in the python logs, out of ordinary.

I'll attach a dump file from yesterday, when I tried one of the attempts, no dump this morning.
save is attached as well.

Added a 2nd attempt with an auto save of stuck save.

*Edit*

I've gotten to play the next turn, but it gets stuck again anyway.
 
For all in this post I'm playing AND2 with the AND2 Luncher rev 1.06 Mod rev 871;

I have played the game though a couple of times now and come across some issues. I'm not sure which of them is actually bugs and which is actually intentionally but here goes:

- It is not possible to whip, when you are in slavery civic. Eventhough it is possible to draft if you have the correct civic active. I'm not sure about hurry with gold.
Reason i'm not sure if this is intentionally is that the slavery civic allready without this ability is really strong.

- If both "High to low" and "Barbarian world" but without "Start as minor" enabled the high to low option will give you minor civilizations. This is a problem firstly because it seems rather harsh to start later with a minor nation when everyone else start earlier with a full nation. Second because the minor civilization as far as I can tell never evolve to a full nation once the human player takes over, which means that the 2nd and 3th nation you play with will start in war with everybody. Also it seems that the 2nd nation you play stays as minor even though you move on to the 3th nation. In effect the largest civilization in the world stay as a minor civilization.

- With Barbarian world and final five enabled it seems that it does not kill the lowest ranked nation if that nation have more than one city, its just destroy its capital and build a palace in the second city of that nation, at least that happened to me once. If necessary i can try to find a save for this situation.
 
- It is not possible to whip, when you are in slavery civic. Eventhough it is possible to draft if you have the correct civic active. I'm not sure about hurry with gold.
Reason i'm not sure if this is intentionally is that the slavery civic allready without this ability is really strong.

- If both "High to low" and "Barbarian world" but without "Start as minor" enabled the high to low option will give you minor civilizations. This is a problem firstly because it seems rather harsh to start later with a minor nation when everyone else start earlier with a full nation. Second because the minor civilization as far as I can tell never evolve to a full nation once the human player takes over, which means that the 2nd and 3th nation you play with will start in war with everybody. Also it seems that the 2nd nation you play stays as minor even though you move on to the 3th nation. In effect the largest civilization in the world stay as a minor civilization.

- With Barbarian world and final five enabled it seems that it does not kill the lowest ranked nation if that nation have more than one city, its just destroy its capital and build a palace in the second city of that nation, at least that happened to me once. If necessary i can try to find a save for this situation.

1.
IIRC was removed intentionally. But not sure, I never-ever used it.

2. and 3.
"High to low", "Final five" and "One city challenge" are abstract rules and were never meant to be balanced, especially not in combinations with each other and other rules. Iirc some in game hint even warns players that certain combos are not suggested to be used.
 
Slavery whipping was removed IIRC because "the AI sucked at using it". Technically they did know how to use it... Just not very well. They'd just cripple themselves in doing so because they spammed it to the point a city would take dozens or hundreds of turns just to recover from. It was great to use on archipelago maps though, where production was scarce - even in AND - but food was plentiful.


Sogroon's got it right with 2 and 3 - those options are more for 'fun' in most cases, and High to Low is especially just there for folks who find the game "way too easy, even on Deity" and the game even suggests not to use Final Five with anything that might spawn in additional civilizations :)
 
2. and 3.
"High to low", "Final five" and "One city challenge" are abstract rules and were never meant to be balanced, especially not in combinations with each other and other rules. Iirc some in game hint even warns players that certain combos are not suggested to be used.

Yeah but even though they are not meant to be balanced they should still be playable. I do count my self as one of those players who want the high to low options because Deity is just too easy with AND2 (or most other mods) but i still would like to use it while still getting the benefit from the AND2, like Barbarian spawns. I don't know much about programming but it doesn't seems impossible to make High to low pick a 'real' nation not just a minor nation, or at least let the minor nation evolve into a real nation.

About the Whip option i see the problem when the most useful option for a civic (maybe even the entire game) was never learnt by the AI. A shame though.
 
Yeah but even though they are not meant to be balanced they should still be playable. I do count my self as one of those players who want the high to low options because Deity is just too easy with AND2 (or most other mods) but i still would like to use it while still getting the benefit from the AND2, like Barbarian spawns. I don't know much about programming but it doesn't seems impossible to make High to low pick a 'real' nation not just a minor nation, or at least let the minor nation evolve into a real nation.

About the Whip option i see the problem when the most useful option for a civic (maybe even the entire game) was never learnt by the AI. A shame though.

Slavery whipping was removed because AI isn't good at it so it's like cheating; I think it can be switched on again in XML files but I don't remember now.
As for those options, you can't make the game work perfectly with every option. While it's probably possible to make high to low to skip minor civs, I wouldn't say that Deity is too easy. Which options are you using? Game is easy depending on settings you're using, more than on handicap. Try a game starting on Noble with Flexible Difficulty, Flexible AI, 10 turns handicap check (as default), Resource Depletion and Revolution (no "cheating" options like "unlimited wonders" or "no nukes"). Try it and let me know. :)

Edit: right now there's a problem with civs development in early eras, which makes the game too easy no matter which options you choose. It will be fixed in next revision, I'm testing the fix.
 
45°38'N-13°47'E;13662436 said:
Try a game starting on Noble with Flexible Difficulty, Flexible AI, 10 turns handicap check (as default), Resource Depletion and Revolution (no "cheating" options like "unlimited wonders" or "no nukes").

Maybe we should make these by default!

(OFF: Gram has begun danish translation of the website :)
 
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