AND2 and SVN Bug Reports - A New Dawn 2 ONLY

Hi,
is the contact decay feature activated yet?

Option is on in BUG but I have never lost contact yet. Am I missing something..? How many turns it should take to loose contact?

Heres screen shot and save game where I have no sight on rome but still have contact. Its been like that since I met rome in beginning of that game.

See also Ottoman slinger graphic.
 

Attachments

  • Contact decay BC-4161.rar
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  • Civ4ScreenShot0012.JPG
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Some of bugreport:

File "GameFont_75.tga" in "\Mods\Rise of Mankind - A New Dawn\Assets\res\Fonts" broking many russian letters, for example in civics screen. I delete this file and game will use font file from "\Beyond the Sword\Assets\res\Fonts" - it make all good in russian version. (test on a steam-version (unsupported), rus files from civfanatics.ru)
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Not really! It was bugged translate.
 
Hi,
is the contact decay feature activated yet?

Option is on in BUG but I have never lost contact yet. Am I missing something..? How many turns it should take to loose contact?

Heres screen shot and save game where I have no sight on rome but still have contact. Its been like that since I met rome in beginning of that game.

See also Ottoman slinger graphic.
I think there are still issues, anyway number of turns depends on gamespeed. It should be around 60 turns at normal speed if I'm not mistaken
 
45°38'N-13°47'E;13704749 said:
I think there are still issues, anyway number of turns depends on gamespeed. It should be around 60 turns at normal speed if I'm not mistaken

Ah, ok:) Its possible that I played about 50 turns before asking and earlier game was on eternity so..

Maybe little less turns? Btw, can it be modified in xml?
 
Yes, it can be tweaked in A New Dawn Global Defines, if I'm not mistaken current value is product of two factors in GD and growth percent in gamespeed. On snail I think it could be around 180 turns. I think I could scale it down a bit
 
If traders can go to enemy cities without right of passage - its bug or not bug? If not bug - why trader can do that? I cant see logic in this situation.
 
If traders can go to enemy cities without right of passage - its bug or not bug? If not bug - why trader can do that? I cant see logic in this situation.

I think because they can do no harm to a rival (while workers could chop forest :lol: )
They represent a partially independent unit.
 
So... I deleted the entire mod folder and downloaded & installed 884... and still getting the same crash to desktop on the Blarney Castle movie. The window in which the movie is to play opens ok, but remains entirely blue - no video pane appears within it. A second or two later, ctd. Not an issue cos i can just turn movies off for a turn... weird though.

Nothing really stands out in the BtS logs, except maybe the penultimate line in pythonerr2.log:

16:43:28 DEBUG: BugEventManager - adding event 'addTeam'
16:43:28 DEBUG: BugInit - init() called
16:43:28 DEBUG: BugInit - game not fully initialized
PY:OnInit

edit: deleted contents of prefetch folder & tried again, same result
saved game attached

further edit: same ctd with Greek Fire movie, consistent as before, workaround: turn off movies a turn or two before completion (one day I'll remember before it crashes)

Now I know you guys have tested this and found no issue, and given the easy workaround and inevitable mountain of other stuff to do, it's not worth bothering with, but....

I'm pretty sure deleting the mod folder, and prefetch folder, and reinstalling, should have eliminated stuff like intermittent hard drive controller faults - anything like that should cause random, not consistent, errors. There's gotta be something about those two wonder videos that's different to the rest, maybe need a different codec or making a hard call to a shader model 3 function or something? Only other possibility I can think of is the crash on those two wonders is because I've fuxed with inflation & global warming in the civ/bts .ini files, but iirc those two wonders don't have anything to do with either, so *shrug*

Since tone tends to be lost in text, maybe I should add... I'm not angrily demanding a fix or anything, just turn movies off, who cares, it's still the best game ever. Just a bit of a headscratcher is all. You know how it is.
 

Attachments

@shipdit: I've added your issue to our bugtracker: https://trello.com/b/2pl5QYF3/civ4-rand
We will look into that. Thank you for the report.

Note that the last version is 899. You can update through the launcher.
 
I dont like see modern bridges and medieval units in a 565 B.C....
Spoiler :
image.png
I think the bridge can be wooden, but I agree on the Explorer.
Enemy trader make gold for futute-enemy, its bad.
Enemy = At war
At war caravans won't make it to the city but are killed in the hostile territory.
 
Little spelling mistake: when choosing an Espionage mission, the spelling for "Sabotage research" reads "SabAtOge", which should be corrected.
 
@Shipdit: Afforess looked at your issue and there seems to be no problem in the code. It seems to be a problem on your side. Maybe an old graphic driver or something like this ?
 
I'm still finding that it will;

1) Remove ALL settled great people by the AI in my cities, what happens in the AI cities I don't know. These are cities I've captured off the AI, and HAD settled Great Generals, up to 7 in one city, Great Engineers, Diplomats, Merchants, Scientists.

2) The bump scrolling is very slow

3) I've lost the Great General naming, it happened in a much earlier update, either to 878, as I've always just reloaded the saved SVN of 878 when I found problems.

All Great people settled by myself AREN'T affected at all. So in the Ex AI cities,where I have settled a Great General, they will still be there.

I've narrowed it down to a change between 878 and 882.

I'll start a new game using the latest SVN, to check it works fine with bump scrolling etc, if so, its just one of those things.
 
File "GameFont_75.tga" in "\Mods\Rise of Mankind - A New Dawn\Assets\res\Fonts" broking many russian letters, for example in civics screen. I delete this file and game will use font file from "\Beyond the Sword\Assets\res\Fonts" - it make all good in russian version. (test on a steam-version (unsupported), rus files from civfanatics.ru)
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Not really! It was bugged translate.
GameFont should not cause any problem. The CivFanatics russian patch use GameFont but to make the game more universal, this file isn't used anymore in all non-default languages (including Russian). The characters are rendered using standard characters.

To update / fix the Russian translation (it will nice to have new Russian translators): https://www.transifex.com/projects/p/and-main-mod/
 
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