AND2 and SVN Bug Reports - A New Dawn 2 ONLY

First sorry for my bad english.

Some Keyboard Shortcuts are assigned twice.

For example the Key S (KB_S) used by any Unit. It shoud sentry the Unit but it cames a cursor for "automate protect".
The Error is in Assets\XML\Interface\Civ4InterfaceModeInfos.xml:
<InterfaceModeInfo>
<Type>INTERFACEMODE_SHADOW_UNIT</Type>
<Description>TXT_KEY_ACTION_AUTOMATE_PROTECT</Description>
<HotKey>KB_S</HotKey>...

I activated the "Alt" Key in this InterfaceModeInfo-Section to get the old functionality.

The same Problem is with Key C (KB_C) wich centers the map.
When a Unit is standing into City then the center will not work.
Now the Error cames from Assets\XML\Interface\Civ4AutomateInfos.xml:
<AutomateInfo>
<Description>TXT_KEY_ACTION_AUTOMATE_CITY_DEFENSE</Description>
<Help>TXT_KEY_ACTION_AUTOMATE_CITY_DEFENSE_HELP</Help>
<HotKey>KB_C</HotKey>...

There are more to find....
Greez Sgt.Pepper
 
Hi everyone,

Thank you for your awesome mod !

I hadn't played for more than a year, changed my computer and yesterday, I decided to give it a go, again. And then I found out I couldn't play due to a repeatable CTD.

Every time a warrior encouter a barbarian Stag, i got a CTD.

I play on Windows 7, wit a more than sufficient config, BtS is a steam version, and i play on rev:956

thank you for considering this :)
 

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Trading from city to city:

into a city on the left side on the upper part of the screen you see the citys which your choosed city is trasing with.

1)i just want to ask, if you gonna add the information of how much gold every city is trading with another one into the game, or if there is a reason why its removed?

2) is it posssible to add maybe a better trading system into the game for trading with foreign citys? to choose which which citys and so on?

i think that would make the game much more interesting :)))

thank you in advance for the answer :)
 
Trading from city to city:

into a city on the left side on the upper part of the screen you see the citys which your choosed city is trasing with.

1)i just want to ask, if you gonna add the information of how much gold every city is trading with another one into the game, or if there is a reason why its removed?

2) is it posssible to add maybe a better trading system into the game for trading with foreign citys? to choose which which citys and so on?

i think that would make the game much more interesting :)))

thank you in advance for the answer :)
Basically Trade Routes were changed with Connectedness because it's easier to understand and makes the game run significantly faster. So we're not going to change it again. There's a thread on the forum explaining how this new system works.
 
@Vokarya: I remember there was an issue with Single Unit graphic with Motorized Infantry, because in single unit graphic only the soldier was displayed and not the truck, which made it identical to normal infantry. But I've noticed that for barbarians only the truck is displayed (see screenshot: https://www.dropbox.com/s/883heezt7yhnq8i/Civ4ScreenShot0170.JPG?dl=0)
Have you changed something or is it something that works for barbarians only?

@dbkblk: I was thinking about UPT limit; isn't making city UPT limit 3x normal UPT a bit too much? I mean, if you have to siege a city, you need at least 3-4 free tiles around the city. If you have a 15 limit for example, you'll never make it to conquer a city with 45 units in it, unless you completely surround it. I've never thought about it until now, but is this intended?

@Afforess: I'm still not sure how connectedness works: is there any building or anything increasing number of connected cities? I haven't been able to find one, but maybe I've overlooked it. I ask because I've noticed that some of my cities have different numbers of connected cities, even if my cities are all connected to each other. I thought in this case every city should show the same number of connected cities.

Final note, I'm not sure because I'm testing it but I think I've found a case where I've released some cities which have become my vassal but it looks like I'm still receiving resources from their tiles as if those were mine. Edit: sorry, my wrong, I had one resource under a Bunker; I'm not sure if it's intended that I get Uranium if it's under a Bunker instead of a Mine but it could be ok to me.
 
About Mountaineering promotion, does it make any sense in requiring Initiative 4? By the time you reach that level with a Great General, you have most certainly discovered Mountaineering tech, don't you think?
 
45°38'N-13°47'E;13770226 said:
@dbkblk: I was thinking about UPT limit; isn't making city UPT limit 3x normal UPT a bit too much? I mean, if you have to siege a city, you need at least 3-4 free tiles around the city. If you have a 15 limit for example, you'll never make it to conquer a city with 45 units in it, unless you completely surround it. I've never thought about it until now, but is this intended?
The rational behind this was there are 9 tiles around a city so a x4 factor might balance this. You can try to change the ratio if you want to a lower value. 3 can still be correct but lower can potentially harm the city defense on low xUPT.
 
The rational behind this was there are 9 tiles around a city so a x4 factor might balance this. You can try to change the ratio if you want to a lower value. 3 can still be correct but lower can potentially harm the city defense on low xUPT.
You're right but AI, and humans too, can hardly completely surround a city, especially if that city is on the sea. Just imagine a chokepoint where a city is surrounded by sea except for two tiles on opposed sides of the city. That would make it impossible to conquest at least for AI because I can defend with 45 units and AI will never be able to attack with more than 15 (using that UPT limit), or 30 if it's smart enough to land troops on the other side, provided I'm not depending that tile too. I'm not saying I don't like it, in fact I like this difficulty in taking choke points but I was wondering if it had been taken into consideration.
 
What about typing Cyrillic characters? If i type - i see only empty space or "?".
image.png

image.png
 
There seems to be a bug/missed change regarding Unique buildings. Hammam and Baray have +5% Maintenance costs, but the Aqueduct they replace doesn't. If I remember correctly, at one point Aqueduct had +5% Maintenance but it was removed, and I suspect that the change never made it to the unique buildings.
 
@45°: Try to change it for 3 to see if it's better!

@instans: Unfortunately, adding signs in non-default language is not supported in game. The game engine cannot render those characters :(
 
@dbkblk, I remember you told me that you've seen some lines of code where you could sign a peace treaty right on the turn that the war was declared; I told you it was probably ok but now I think it could cause problems; here's what happened to me: I had a vassal, one of his cities revolted because of my (and others) overwhelming cultures so he spawned rebels which formed Egypt but had no cities; they were at war with my vassal and with me but on the very same turn they appeared they were willing to capitulate to me so they did, they disappeared but on capitulation I asked every tech they had (which were some techs my vassal had and I didn't have). So basically I got them for free. Hence, it's probably a good idea to remove the possibility to sign a peace treaty on the same turn that war is declared. If you remember where that code is I can try to change it myself if you don't have time.
 
45°38'N-13°47'E;13770226 said:
@Vokarya: I remember there was an issue with Single Unit graphic with Motorized Infantry, because in single unit graphic only the soldier was displayed and not the truck, which made it identical to normal infantry. But I've noticed that for barbarians only the truck is displayed (see screenshot: https://www.dropbox.com/s/883heezt7yhnq8i/Civ4ScreenShot0170.JPG?dl=0)
Have you changed something or is it something that works for barbarians only?

The barbarian Motorized Infantry displays a truck because it doesn't have an art definition in CIV4UnitArtStyleTypeInfos.xml, so it falls back to the default, which is the truck that you see there and in the Civilopedia. I do not remember why the UnitMeshGroup for the Motorized Infantry is the way that it currently is; it's two Motorized Infantry models (defined in the UnitArtStyle file as the Infantry for that civilization) and one Truck model. I'm pretty sure it had to be that way for some reason, but I can't figure it out. If we defined the barbarian Motorized Infantry model, then you wouldn't see the truck.
 
@instans: The answer to this isn't that easy. Yes, I'm aware the Russian localized version is able to support Cyrillic characters in signs but this version has one other severe limitation: It can only render Russian and nothing else...
The major problem here is that the sign letters are renderer using an image. When the game engine want to draw a "e" (for example), it looks for the coordinates of the letter e in the TGA image, then pick the part of the image and put it in screen. In other term, that means to support signs, we need to draw every letters of every languages supported (2 times because there are two images). But that's not all, the part of the image were characters are drawed is also limited. Basically, what I'm trying to say, is that some features like custom signs and text into the city billboard icons are not supported by our mod because we support too many language. This mod is the only one which have just as much as language supported in the Civ IV world!

@45°: Unfortunately, I remember to have spotted the problem, but not the code which allows this. The AI was able to DOW and make peace at the same turn. That was a bit strange on its own.
 
Hi, the game freezes after revision 958 after I build anything that modifies the city appearance like walls, colossus, moai statues.

Also the AI has forgotten how to play archipelago maps. They just stay on their little island with a couple of cities and never colonize.
 
@ordan: Thank you for the bugreport. Can you post a savegame before a gamefreeze? Do you know from what revision it started to not expand anymore?
 
It'll freeze next turn after building moai status. Also it freezes if you just look at the celtic capital.

Not sure which revision. I started using svn builds in the last few months so I'd say before that.

Also, I played a game with option high to low and the two starting civs I had were stuck as minor civs. Even as they built fusion reactors. It made for some reeealy strong barbarians, both those civs and the actual barbarians.
 

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