AND2 and SVN Bug Reports - A New Dawn 2 ONLY

ctd v921.

please try to follow this chain of events;
After the runtime error posted above,
I downloaded the launcher posted by dbkblk today above
after extracting that folder to the AND folder I clicked on and2_checker.exe and received the posted error above
I then updated the AND mod via SVN update.
THEN I updated the AND mod using the launcher popup - twice.
then I used the launcher to launch the AND mod.
I did the recalculation.
now I have this ctd. (I am sorry that I only have the quicksave to post but the ini was F..ked up by SVN as usual)
Woh! Be really careful. You cannot use SVN + launcher, it's either one or the other. You can use the launcher from an svn installation because it will make a mirror of the server, but if you change a file and SVN don't know about it, it's crash time!

From the screenshot you've posted, there is a "rsync.exe" in the root folder and this is the one from Cygwin and not MinGW. What I suggest is to remove:
- All files in the mod folder (not the folders)
- Remove the "checker" folder
- Replace with this: https://dl.dropboxusercontent.com/u/369241/launcherv1.17_test2.7z
- Restart the launcher and do "Menu -> Fix -> Check files again".
It will restore the mod from default state with the latest installation.

@instans: When you installed the latest full build, did you updated straight after or did you try to launch the full installer version first (rev915)?

@os79: My time is pretty limited today, maybe the others could have a look at this.

@masayh: I've tried to remove as much static options as needed but the standard C++ lib are essentials. I think there is a mixed setup problem here. The transition I've made between Cygwin and MinGW wasn't exceptional, but that was to fix a major problem for some players. The point is, now some have new problem.
If you have try to find a solution with instans, please let me know!
 
@dbkblk: Install mod and update. Launch after this.
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UPD: Find it! Launcher will launch game if steam run as a administrator. :)
UPD2: Also - game MUST BE installed in default steam folder (for me is C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword), not another.
 
Ok. I have thought about that earlier but forgot to mention it. I already had this kind of issue in the past. What I suggest is to reinstall Steam and your Steam games in another folder, like C:/Games/. But at least you have a solution here. Thank you for the report!

@os79 / Afforess: The issue of os79 is a stack overflow. I've never handled such error before so it would like a while for me to fix this. If you have some time, can you look at it?
 
@dbkblk do you have something like gmail? or some IM ? i have ffew ideas for launcher but they need to be disscused so i think real-time talk will be much better..
 
@masaykh: PM Mister Russian.
 
I've a suggestion, if its not already implemented.

That :cultural: buildings, should only output/influence according the the % of :culture: that you own in a city, starting at a base 10%.

i.e. if it outputs 5:culture:, then in a newly concurred city, with only 5% of your conquest :culture:, then it would only output 0.5 :culture:/turn.

A city of 20% :culture:, the building would output 1:culture:/turn.

in a city of 100% Culture, the building would output 5:culture:/turn

A thought for those who play with Cultural conquest, would make it more realistic, and not so easy to just ramp up culture immediately.

Of course, Killing off a civ completely, still is the best and only way to ramp up culture.
 
Bug in that version, if fixed??

Steam ships are NOT eligible for the piracy promotion, even though it states such in the Civopedia.

Spoiler :


Solution : Either enable piracy for steam shipping, or correct the Civopedia to remove such a statement. (Under Piracy heading)

*Edit* Submarines aren't eligible either, I haven't gotten as far as Diesel ships, but I'd say not at this stage, will notify if any different.
 
Hi I am making a scenario for this mod and I am having trouble with diplomacy in the world builder save file. For some reason I cant get OpenBordersWithTeam or DefensivePactWithTeam to work on load up however vassals do work fine. Is this because I have Advanced diplomacy enabled? Also how can I establish Embassies and Rights of Passage in the save file.

I am currently on Rev 916 and using the mega civ pack.
 
Hey guys! Many thanks for all the hard work you do! Occasionally I go back to Civ when I am on a break from my studies, and lately I've really fallen into RoM-AND with a vengeance! It doesn't help of course that you all made it crazily accessible so it's basically a case of plug and play ;)

....Having said that, I have three q's. My game works fine first of all, no probs or anything even tho I'm on quite an old laptop.

1) The game is installed in the C/Program Files (x86).... etc. destination, but lately I've been getting these weird BUG errors that don't cause a CTD or anything major, but they're very annoying and clog up the event log so I can't see what else is happening in the game. I'm pure useless with code or anything like that, but the problem sounded something like;

"BUG ERROR", it then denotes the location of the error (in the C/Program Files (x86) folder, with the cause always in the 'UserSettings' folder of the 'Rise of Mankind - A New Dawn' folder.

I should add that this problem only appeared once I loaded the game, and after the previous day I had changed a few things in the BUG menu. Before that, none of this appeared at all, so I obviously did something wrong somewhere...

So yeah, my question is, how does one fix this?

2) Can you set 'choose religions' as a feature in the 'Custom Game' menu, and if so how, because if so I cannot find it; tho the other options for customising the game are super exciting ;) I may just be super slow, but I've looked up and down the list numerous times and can't find the option.


3) The DynamicCivNames mod, how well does it work on this mod? I only ask because, while it seems to work once you change civics (and you become the 'English Provisional Government' for eg until anarchy ends), my Civ doesn't seem to change in description all that much. Granted I haven't gotten to Republics yet (since problem 1) is so annoying I've put play on hold for the mo) but still, I want to make sure I'm not doing something wrong.

-Another small and somewhat related issue; is it still possible to name one's Civ? When I tried to change the name in the pre-launch screen it then reverted back to the name of the actual Civ once game-play began- obviously quite disappointing. The username seems to stick though (so the AI still call me by my leadername but just not by my customised Civ name). Anyone else even heard of this happening so I know I'm not going crazy?

So yeah, that's it really. Thanks again for all you have done so far for us grateful gamers out there! :goodjob:
 
Anyone else been having issues with the AI where they are carrying troops in Frigates, attacking with Galleons? They also use the Frigates to bombard my ships which does nothing. Essentially the AI is completely neutered in naval warfare atm.

Edit:

Also world view city text is unreadable
http://cloud-4.steamusercontent.com...889DB68CB8C437124D8F67/2048x1152.resizedimage

New loading screens the civ4 logo gets cut off at top at least on 2048x1152
http://cloud-4.steamusercontent.com...76C023B9A21F45380FF0EC/2048x1152.resizedimage

Edit2: Also when you minimize the game and then bring it back up it lags like crazy less than 1 fps. Really a showstopper for me since I minimize the game so often doing other things.
 
@Combat Wombat: The interface module is disabled, and it shouldn't. Either start the launcher once and wait 5s or :
- Set Assets\Modules\MLF_CIV4ModularLoadingControls.xml <Directory>Interface</Directory> to 1.
- Set Assets\XML\Art\CIV4ArtDefines_Misc.xml <Type>CITY_BILLBOARDS</Type> to 1.0

About the logo, you have a very large resolution, I'll check if it's possible to scale it.

@zaxdabomb: I'm glad you like the mod!
1) Does the mod is also installed in Program files or it is in My Documents ? You should prefer the mod in My Documents as it won't require admin privileges to work (it's the default location when installing).

2) I think this has been disabled to not unbalance the game. Later religions have buildings with different bonus. However, that need to be confirmed by the team.

3) The civ name should change when there is a civic change, when your empire becomes larger or when you are a vassal state! However, I don't think you can set a custom name for your civ with that option because the script is made to use the adjectives of the civs, so it should overwrite your name on update.

@cien2004: Yes, you should etablish embassies before to make agreements. I don't know about the technicals. Wait for 45° or Afforess.

@IPEX: Thank you for reporting the issue. We'll look into that!
 
I also get the lag problem when switching in and out of the game (alt tab). Only way to solve it so far is reloading.

Also I can confirm we've removed Choose Religion for balance purposes.

About cien request, I don't think it's possible with current worldbuilder but I haven't tried.
 
Conglomerates and Communication Networks have the same icon.
Also about the Diplomatic Manager, I've noticed that if I set a default rule, then I go to the nation tab and (without changing anything) I get back to the default rules tab, those are being reset.
 
45°38'N-13°47'E;13736987 said:
Conglomerates and Communication Networks have the same icon.
Also about the Diplomatic Manager, I've noticed that if I set a default rule, then I go to the nation tab and (without changing anything) I get back to the default rules tab, those are being reset.

Literally nothing but the All Nations tab is implemented. Defaults don't do anything yet. I wanted to get the custom rules feature done, and will finish defaults then as well.

@os79 / Afforess: The issue of os79 is a stack overflow. I've never handled such error before so it would like a while for me to fix this. If you have some time, can you look at it?


Yep. I was looking into it over the weekend and got sidetracked. I did confirm it was an infinite loop in the AI pathing code. Can't say more than that at the moment.

@Combat Wombat: The interface module is disabled, and it shouldn't. Either start the launcher once and wait 5s or :
- Set Assets\Modules\MLF_CIV4ModularLoadingControls.xml <Directory>Interface</Directory> to 1.
- Set Assets\XML\Art\CIV4ArtDefines_Misc.xml <Type>CITY_BILLBOARDS</Type> to 1.0

I know we discussed this briefly before, but I hadn't given it much thought before. Can we change the SVN to have the right default values for the city billboard, and also change the interface color to be blue for the SVN? I sometimes wipe my workspace to get a clean slate and it is annoying that the SVN does not work out of the box.
 
Literally nothing but the All Nations tab is implemented. Defaults don't do anything yet.
Ah ok, that explains it. Well, I already love the current feature :)
 
Yep. I was looking into it over the weekend and got sidetracked. I did confirm it was an infinite loop in the AI pathing code. Can't say more than that at the moment.

Thank you for the update. I'm looking forward to more details later and a fix.
 
I know we discussed this briefly before, but I hadn't given it much thought before. Can we change the SVN to have the right default values for the city billboard, and also change the interface color to be blue for the SVN? I sometimes wipe my workspace to get a clean slate and it is annoying that the SVN does not work out of the box.
Of course, I'll change that in the next rev. I've totally forgot about that!
 
Bug in that version, if fixed??

Steam ships are NOT eligible for the piracy promotion, even though it states such in the Civopedia.

Spoiler :


Solution : Either enable piracy for steam shipping, or correct the Civopedia to remove such a statement. (Under Piracy heading)

*Edit* Submarines aren't eligible either, I haven't gotten as far as Diesel ships, but I'd say not at this stage, will notify if any different.


Thanks for the report. It will be addressed.

I've a suggestion, if its not already implemented.

That :cultural: buildings, should only output/influence according the the % of :culture: that you own in a city, starting at a base 10%.

i.e. if it outputs 5:culture:, then in a newly concurred city, with only 5% of your conquest :culture:, then it would only output 0.5 :culture:/turn.

A city of 20% :culture:, the building would output 1:culture:/turn.

in a city of 100% Culture, the building would output 5:culture:/turn

A thought for those who play with Cultural conquest, would make it more realistic, and not so easy to just ramp up culture immediately.

Of course, Killing off a civ completely, still is the best and only way to ramp up culture.

I recommend making suggestions for new features in a separate thread. Bug Reports is not the place... I don't read here frequently except to follow up on reports.
 
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