AND2 and SVN Bug Reports - A New Dawn 2 ONLY

@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

Both of those appear to be set already

45°38'N-13°47'E;13736599 said:
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.

This has only started happening since I updated my SVN to 922. I was on one of the late 800s before the stupid (sorry, kinda) hunting module was implemented. I was able to minimize and maximize at will with no issues for the past 4 or 5 how many years I have been playing AND. I have made no driver or hardware changes, no windows updates nothing, just updating the mod via SVN.
 
Both of those appear to be set already



This has only started happening since I updated my SVN to 922. I was on one of the late 800s before the stupid (sorry, kinda) hunting module was implemented now I regret updating even more. I was able to minimize and maximize at will with no issues for the past 4 or 5 how many years I have been playing AND. I have made no driver or hardware changes, no windows updates nothing, just updating the mod via SVN.

I found the easiest way to correct the problem you are seeing is to run the and_updater.exe and select the interface color you want, then exit it and launch the game however you did before.

I agree it's not ideal and it will be corrected.
 
I found the easiest way to correct the problem you are seeing is to run the and_updater.exe and select the interface color you want, then exit it and launch the game however you did before.

I agree it's not ideal and it will be corrected.

Yep that even solved the lag after minimizing. Thank you

I realize its all a work in progress. I always appreciate the fast response!
 
I also get the lag but saving and loading the game has always solved the issue so far, even without quitting the game. At least until next time you alt tab.

Edit: I've tried afforess method but either I've not understood or it does nothing different from what I've explained, ie problem is still there when alt tabbing
 
@ 43, you haven't enable the Alt-tab disablement in the Civ 4.ini file

I have no problem with it under Linux, with and without it enabled. So seems to be a windows specific problem.
I've never done it and never had any problem alt tabbing, but thanks for pointing out that option
 
I've got a problem with a small civ asking to join my empire because they're too small. It happened twice, one at the start of the game and once again now; savegame here:
https://www.dropbox.com/s/9e2szwkjnifk3qc/r921-real-01 AD-2155.CivBeyondSwordSave?dl=0
It might not happen again but I think if you wait a couple of turns it will happen again. Problem is that they have 2 cities and when I answer "yes", only one city joins my civ, the other one is being destroyed. Both now and when it happened the first time at the start of the game, only the capital of their civ was added to my empire (by the way those were the same 2 cities, I reloaded the game the first time it happened; in that case the capital was the other city)

Edit: and yes, I'm losing this game, we're 15 turns from the end of the game and no way for me to win, but it's been a fun game.
 
I also found a bug about diplomacy while improving the AI. The AI have the capacity to declare war on someone and make peace with it the same turn. It occurs after the renaissance era. Is it a hidden feature or something ? The diplomacy is untouched in my custom DLL.
 
I also found a bug about diplomacy while improving the AI. The AI have the capacity to declare war on someone and make peace with it the same turn. It occurs after the renaissance era. Is it a hidden feature or something ? The diplomacy is untouched in my custom DLL.
Well, provided the other nation agrees, human can so why shouldn't AI? And anyone can using great diplomats.
 
Oh ok. I didn't know that!
 
About the naval warfare, while looking at improving AI production, I've noticed that the ships UnitAI definition is wrong almost half of the time. The AI don't know what to build because it believes it has built a transport ship whereas it's a war ship. I'm trying to fix that mess ATM. I'm not sure this is a poor handling of ships, but just a wrong UnitAI definition. On a side note, be prepared to fear the AI again.
 
About the naval warfare, while looking at improving AI production, I've noticed that the ships UnitAI definition is wrong almost half of the time. The AI don't know what to build because it believes it has built a transport ship whereas it's a war ship. I'm trying to fix that mess ATM. I'm not sure this is a poor handling of ships, but just a wrong UnitAI definition. On a side note, be prepared to fear the AI again.

I'm not surprised, the Unit AI system sort of sucks and isn't implemented well.
 
I think this is an easy fix, but it requires some time. I'm looking at each boat and change the UNITAI tags according to the cargo capacity. Then, I'll look at how it works. Reworking the AI is funny :) (well, not the xml part.)

EDIT: Do you know what is the purpose of the tag UNITAI_RESERVE(_SEA)?
 
I think this is an easy fix, but it requires some time. I'm looking at each boat and change the UNITAI tags according to the cargo capacity. Then, I'll look at how it works. Reworking the AI is funny :) (well, not the xml part.)

EDIT: Do you know what is the purpose of the tag UNITAI_RESERVE(_SEA)?

The best way to find out what UNITAI_RESERVE is for is to look at the BTS xml files. I am not sure offhand.
 
SVN 923 (I checked in this version)

The Food Processing plant incorrectly displays the Actual output as a -ve figure instead of an actual +ve figure. It actually, as it should, increased the food.

Solution - Just reverse or change from - to +

International port is another that incorrectly displays the Actual to the result, probably many others, a Bug in the code somewhere.

International port said it'd have a -7, with domestic and international connections not listed, actual was +19

National Music is playing OVER the wonder movies and their music. This causes delay's in the display of the wonder movies and they aren't as enjoyable. ( Small pleasures I know)

Solution - Disable the national music, whilst the wonder movie is playing.
 
Problem with the income calculated from the Chamber of Commerce.

Spoiler :


It say's that you receive a 10% boost, in total 893, which is 12 per city on average, based on city income that seems reasonable estimation, some higher/lower.

But the Gross income from the Chamber of Commerce is over 13K, No wonder I'm running republic with 67 cities.

It would seem it's incorrectly calculating the income.

Solution - Correctly calculate the income.

2nd'ly its not clear in the number display

solution - display the end result on the next line down, in the same column.
 
Base improvements are NOT being built by automated workers, when you have the upgraded version available, but choose to only have the base version built.

An Example or 3

1) Lumber mills and forest preserves are available, but you choose to only have automated workers, (in the Bug Automation&#8217;s tab) to only build Wood cutters, and now nothing is built.
2) You have Modern mines available, but choose to only build mines as the base build, now nothing is built on the hills/resources.
3) Workshop, when you have Industry available, they just leave the tile blank.

Solution - Fully follow the bug options, not preferring the latest and greatest over anything else.
 
v924. in the middle of a turn went from+50,000 to -HALF A MILLION!!!!

Integer overflow. Provide a save and it will be investigated.

SVN 923 (I checked in this version)

The Food Processing plant incorrectly displays the Actual output as a -ve figure instead of an actual +ve figure. It actually, as it should, increased the food.

Solution - Just reverse or change from - to +

International port is another that incorrectly displays the Actual to the result, probably many others, a Bug in the code somewhere.

International port said it'd have a -7, with domestic and international connections not listed, actual was +19

This will be investigated. If you could provide a save demonstrating this behavior, it would make the process much faster.

National Music is playing OVER the wonder movies and their music. This causes delay's in the display of the wonder movies and they aren't as enjoyable. ( Small pleasures I know)

Solution - Disable the national music, whilst the wonder movie is playing.

As far as I am aware, all control over the background music being played is in the EXE. While modders can trigger new sound effects to play, I don't think we can alter the background music.

Problem with the income calculated from the Chamber of Commerce.

Spoiler :


It say's that you receive a 10% boost, in total 893, which is 12 per city on average, based on city income that seems reasonable estimation, some higher/lower.

But the Gross income from the Chamber of Commerce is over 13K, No wonder I'm running republic with 67 cities.

It would seem it's incorrectly calculating the income.

Solution - Correctly calculate the income.

2nd'ly its not clear in the number display

solution - display the end result on the next line down, in the same column.

The issue with the Chamber of Commerce will be addressed. The issue with the column overflow on the display is confirmed & already known.

Base improvements are NOT being built by automated workers, when you have the upgraded version available, but choose to only have the base version built.

An Example or 3

1) Lumber mills and forest preserves are available, but you choose to only have automated workers, (in the Bug Automation&#8217;s tab) to only build Wood cutters, and now nothing is built.
2) You have Modern mines available, but choose to only build mines as the base build, now nothing is built on the hills/resources.
3) Workshop, when you have Industry available, they just leave the tile blank.

Solution - Fully follow the bug options, not preferring the latest and greatest over anything else.

Interesting report. This is..technically not a bug, but an aberration. What is happening is that the BUG options for automated workers prevents certain types of worker improvements. Each turn, every city calculates the best improvement for each city tile it is working. The cities are not units, so they are unaware of the automated worker restrictions. They calculate improvements the automated workers have been prevented from constructing. So no improvements are built.

I'll make human cities aware of automated worker restrictions. Nice find, btw. (Corrected in Rev 926, as it was an easy one to spot)
 
Is there something wrong with this tech?
(Picture below)
 

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