AND2 and SVN Bug Reports - A New Dawn 2 ONLY

I've struck the error, where you culturally flip a city, welcome it back, and nothing happens.

I've the save, the logs, etc

If your interested in looking at this, there it is, other wise, I'll just abandon the game, as I was only playing to culturally invade the 2nd continent, long since have the game won.
 
Thanks, I'll take a look when I get some free time. We've had other reports, but no reproducible saves.
 
The F4 Foreign Advisor lists that many Civilizations are willing to trade certain tech's when at war, when in fact being at war precludes the trades. I think it'd be much better if only the trades which were actually possible were listed. Particularly since I'm at war with three quarters of the AI...
 
If I've discovered Social Contract, should I be able to build Villages? I still have only the option to build cottages. v954.
 
If I've discovered Social Contract, should I be able to build Villages? I still have only the option to build cottages. v954.

You can never build the upgraded versions of hamlets, you have to let them grow.
 
You can never build the upgraded versions of hamlets, you have to let them grow.

Oh I thought that it had become an option recently (and I presume you meant 'cottage' rather than 'hamlet'). The help text for Social Contract includes "Can Build a Village", and for Civil Service it says "Can Build a Hamlet". If we can in fact only ever build Cottages, then I think those two texts should be removed.
 
Oh I thought that it had become an option recently (and I presume you meant 'cottage' rather than 'hamlet'). The help text for Social Contract includes "Can Build a Village", and for Civil Service it says "Can Build a Hamlet". If we can in fact only ever build Cottages, then I think those two texts should be removed.

I made the change back in v932. I forgot to include <TerrainMakesValids> for the upgraded improvements. When I put those in, the buttons become visible. I'll fix it in my next build.
 
You can never build the upgraded versions of hamlets, you have to let them grow.

On that note, I really think Shaft Mines and Industrial Complexes should be the same. Or at least have the price for 'rushing' them go up a ton.

I honestly don't like how you can do that with the Mines and Workshops - the main reason being you've got the following choices:
A) Wait 60 ~ 90 turns for it to do it on its own
B) Pay 10 gold to spend a few extra turns building it.
B1) If bankrupt, wait a turn to get the money and then proceed with B

Whereas with Cottages your'e forced to just wait - but get a free pass on all the other upgradable improvements. It's not that you can build them off the bat, but how they're so cheap they might as well be free and/or obsolete the building of the other improvements.
 
Oh I thought that it had become an option recently (and I presume you meant 'cottage' rather than 'hamlet'). The help text for Social Contract includes "Can Build a Village", and for Civil Service it says "Can Build a Hamlet". If we can in fact only ever build Cottages, then I think those two texts should be removed.

That is just how BTS writes the text.
 
Regarding signs... For a long time, signs were not saved. Now, they can't be deleted. :-) Specifically, every time I reload a game, all the signs I've deleted are back.
 
AIAutoplay can not get virtory pop when virtory condition is met.
so it just continue paly to trun 1200....
Victory conditions are NOT met. Mastery Victory overrides every other victory condition you set.
 
hello AND2 modders:

There seems to have a minor issue with the "add sign" feature (activated with ALT + S). it seems that once a sign is added, it cannot be removed anymore. For example, i cannot remove those "x" signs that i've added. I tried a few times, but when the next turn starts, they are back!

have you guys had a chance to look at this?
 
When you start a custom game in the modern era the costs for new technology research are huge ...
How to solve this problem?
 
When you start a custom game in the modern era the costs for new technology research are huge ...
How to solve this problem?

Check if you have disabled the "Realistic timescale" option (BUG Options, A New Dawn tab).

Also wait until you have some cities and have grown a bit, later techs cost a lot anyway, so at the start research times will be really long inevitably.
 
I've played a few customized games on deity. Nothing abnormal and I most won.

But please take a look at this one:the Aztec AI (led by Menelik) already got mass mech infantry and entering the future era in 1158AD. Is there a bug somewhere or is this part of the game design?

I checked the saves, I conquered the entire north America by BC622. At that time, I had way more cities and land than the Aztec. But when i first made contact with the Aztec (around 400AD?) - a few turns after i researched astronomy - the Aztec already built industry (which requires industrialism).

Some of the game settings are:
Normal size earth map (earth 3_162_mst)
Deity difficulty
Epic game speed
No tech trade
No tech brokering
No espionage
No vassal
Tech diffusion *is* turned on
 

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I've played a few customized games on deity. Nothing abnormal and I most won.

But please take a look at this one:the Aztec AI (led by Menelik) already got mass mech infantry and entering the future era in 1158AD. Is there a bug somewhere or is this part of the game design?

I checked the saves, I conquered the entire north America by BC622. At that time, I had way more cities and land than the Aztec. But when i first made contact with the Aztec (around 400AD?) - a few turns after i researched astronomy - the Aztec already built industry (which requires industrialism).

Some of the game settings are:
Normal size earth map (earth 3_162_mst)
Deity difficulty
Epic game speed
No tech trade
No tech brokering
No espionage
No vassal
Tech diffusion *is* turned on
Do you have the initial save at 6000 BC? I'm investigating the issue.
 
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