AND2 and SVN Bug Reports - A New Dawn 2 ONLY

I think there's a bug with the Food Processing Plant. It is supposed to give +5 food, but it actually gives -10 according to the "actual" stats in the tooltip.

Also, in the Demographics screen, there's a glitch with the displayed number of soldiers, it is higher than the displayed total population of the empire :lol:.

Yes,I can confirm that the tooltip for the Food Processing Plant is misleading.If you have most of the bonus resources surely it increases food production.You can verify it by making exact calculations through sevopedia data.
 
The new "Unhappiness from number of cities" line in the unhappiness list in the city screen gives a "TXT_KEY_..." that is too long to see the actual number of unhappy faces.
 
A formerly barbarian city was captured by the AI-controlled British. When I came across it, it had zero population, yet it continued to exist under British control with normal cultural spread and workable plots.
 

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I think somewhere in the latest revision code was changed when a unit being produced becomes obsolete. Some revisions ago that unit was changed to corresponding more modern unit in production queue, now it simply says you can't produce that unit anymore (for example archers when you discover feudalism)

Can't reproduce it anymore, maybe it was a problem updating revision.
 
A formerly barbarian city was captured by the AI-controlled British. When I came across it, it had zero population, yet it continued to exist under British control with normal cultural spread and workable plots.

When I captured it, it showed a population of 1.
 
Can't get past this turn at all - it doesn't crash or anything it just.... Sits there. Hitting End Turn and it will keep waiting and waiting but never actually pass the turn. I came back eleven minutes later and it was still 'loading'. Had to just force-exit the game.
 

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Can't get past this turn at all - it doesn't crash or anything it just.... Sits there. Hitting End Turn and it will keep waiting and waiting but never actually pass the turn. I came back eleven minutes later and it was still 'loading'. Had to just force-exit the game.

Are you sure you are on the latest version? I can get to the next turn just fine.

Here's the next turn's save:

View attachment Akaikosh AD-1688.7z
 
I think the "Actual: " yields of some upgraded buildings is being caluculated incorrectly. I attach a save where this is demonstrated with 2 different buildings in 2 cities. City "Corn" has recently been built and has few buildings, city "Memphis" is my capital with most buildings. In Memphis I can upgrade my harbour to a port or weaver to tailor, in Corn I can build all 4. I would have expected the yield of the upgrades in Memphis to be the difference in yield between the 2 in Corn, but this is not the case:

Corn:
Weaver Actual: +1.35 G, +1.65 B
Tailor Actual: +1 H +1.35 G, +1.65 B

Memphis:
Tailor Actual: +1 H -0.90 G, -1.10 B
Expected: +1 H

Corn:
Harbor: Actual: +2.70 G, +3.30 B
Port: Actual: +1 U, +4.05G, +4.95 B, +1 C

Memphis:
Port: Actual: +1 U, +0.45 G, +0.55 B, +1 C
Expected: +1 U, +1.35 G, + 1.65 B, +1 C
 

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Samson I'll take a look when I get a chance, but you are sure you are taking into account that the replaced buildings yields are subtracted from actual effects?
 
Samson I'll take a look when I get a chance, but you are sure you are taking into account that the replaced buildings yields are subtracted from actual effects?

I have tried my best to take that into account. It is fairly easy with the weaver to tailor upgrade, the only difference should be the +1 happy from dyes but it is reporting a negative for both gold and beakers. I should have mentioned that I have used world builder in the attached save, to do a few things including saving the game as a WBS and restarting it with different settings.
 
There is obviously something wrong with tech cost. While developing some unit AI code (nothing else unchanged), I used autoplay. An AI has already arquebusers at -270BC (turn 271 in normal speed). That seems very early.

https://dl.dropboxusercontent.com/u/369241/test_AI_13.7z
 
There is obviously something wrong with tech cost. While developing some unit AI code (nothing else unchanged), I used autoplay. An AI has already arquebusers at -270BC (turn 271 in normal speed). That seems very early.

https://dl.dropboxusercontent.com/u/369241/test_AI_13.7z
I'll check your save but can you provide the initial savegame? Were you using realistic timescale? Was it played entirely with the same revision? We changed then reverted some erainfos value some revision ago
 
45°38'N-13°47'E;13754735 said:
I'll check your save but can you provide the initial savegame? Were you using realistic timescale? Was it played entirely with the same revision? We changed then reverted some erainfos value some revision ago
The initial savegame?
Yes, I was using realistic timescale and the game was emulated with the same revision in 30min (a modified 949 with only changes in CvUnitAI).
 
Hi again. I am playing and older version rev 922.

So around 3500 BC i own 7 cities. I conquer one more from an other civ.
Next turn suddenly I am running despotism instead of chiefdom.

I know that you can not settle more than 7 cities with chiefdom but i did not imagine that conquering one additional city could force change my civics.
Is this normal?

I reloaded and it seems that other times it force changes and others doesn't
 
The initial savegame?
Yes, I was using realistic timescale and the game was emulated with the same revision in 30min (a modified 949 with only changes in CvUnitAI).
Yes, the automatic save at 6000 BC so that I can try autoplay and see how it goes for me.
 
Hm, no it was erased. I'll try to reproduce that!
 
There seems to be a bug in the Nuclear Protest event. I set up a save game to meet the conditions of the event (10 ICBM units and the President civic). I know you can trigger events with cheat codes, but I triggered it by setting the iWeight to -1 so I don't have to go back and turn off the cheat codes afterwards. If the event goes off and you choose option 1 (disband all nuclear units), only half of them are removed. I also tried cranking the number of ICBMs up to 30 with WorldBuilder and I got cut down to 15.

I've attached the save. It is set up for v949 with no changes other than to make the event fire. The Python was not touched at all when I was testing this.
 
Latest revision, Signs still aren't saving for me.

I've planted a sign, waited a few turns, saved 3 ~ 5 times over the next few turns, and then re-load the game to find it gone. Haven't been able to keep a sign saved no matter how many turns pass or times I save :sad:
 
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