AND2 and SVN Bug Reports - A New Dawn 2 ONLY

Did I broke something this morning? I'm sure I have updated he rev number.
 
Did I broke something this morning? I'm sure I have updated he rev number.
Revision number wasn't updated, also there's a missing text for unhappiness caused by empire size. I'll fix it now :)
 
You're right :( Tortoise detects the rev number change but does not tick he box by default so i haven't seen that. Thank you for the fix :)
 
Right, so I'm still on 962 but I haven't seen any mention of this particular issue in recent patch notes, so I'm going to assume it's still relevant.

Here in the General thread I had made notice of a situation where England had founded a city, which Azteca had captured, then lost to Rev-spawned Barbarians, but in the process removed all former ownership of the city from the English. When I captured it, it became a Holy Roman city. I moved my units out and the Barbarians re-captured it, but it said (Holy Rome) instead of (England).

At the time I didn't have a save file, but this time I reproduced the situation using the World Builder (They captured a city earlier but razed it on the spot, so I had to go in and artificially produce the scenario. It still went down the same way however - Rev Spawned or not)

So first, here's Ethopia's city.
View attachment 392880

I place a Barbarian Warrior inside, and it properly says it belonged to (Ethopia)
View attachment 392881

Once I take the city for myself however, (Ethopia) vanishes...
View attachment 392882


And is replaced by saying it used to be a (Roman) city when it should still say (Ethopia)
Civ4ScreenShot0205.JPG

This time I do have a save file, one before I made the test and one immediately after.
 
I had a spy set off a nuclear device in a rival capital. The spy was caught, but escaped back to my capital. Where the nuclear device then exploded.

Kind of funny when it happened, but I'm thinking this is not logical behavior
 
Hm, could u answer me a AI question? I dont know if its intended, but the AI behaviour is very strange, if they got huge stacks of Units. Even with a 300 Unit stack, they besiege a city with 4 units in it for several turns. They even had a 400 Unit stack which didnt attack my city with one unit in it -this ends with 2 nukes, which destroyed their army to the last man. I have watched this "Alamo-Feature" a few times. They dont dare to attack, even with 200 arty and a hundred or more regular troops - they sit there and wait. On another encounter, they defended their citys with 5,6 units, and their main stack still waited somewhere deep in their territory. Oh i play on highest difficulty on an earth map.

Seems to be a known problem right now, AI only attacking with one unit at a time no matter what. I just fended off a large attack force (19 units) with just three units in a city with no defense bonuses because he kept attacking one unit at a time, then walked off and continued to attack one unit at a time at my units traveling through the jungle to help reinforce the city. End result after a while was his whole stack dead with no units on my end gone. He still wants me to give him a city in exchange for peace though :lol:
 
Here is a save game from v955 showing some odd AI behavior. I control the large continent on the west side of the map. There is a small barbarian city on an island just southeast of the big continent (see screenshot). There is an AI stack of units there that has removed the defenders but refuses to take the city. (I played a few turns after this and the AI never took the city. I was able to raze the city with a Hybrid Tank.)

Screenshot of affected area:
View attachment 392908
 
Another problem with text.Rev965.
Pictures attached.
 

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Another problem with text.Rev965.
Pictures attached.

It's working here on rev965; actually, I've fixed this bug in rev965. Try deleting MISC.XML in text folder and update again using the launcher (or use "Fix installation"). For some reason your version doesn't have the updated file.
 
By the way a good side effect of dbkblk new production code is that AI auto governor is able to produce units again. Before these changes turning on AI governor, the city was producing building and nothing else. Now it looks like it's producing units too when needed. :goodjob:
 
45°38'N-13°47'E;13786315 said:
It's working here on rev965; actually, I've fixed this bug in rev965. Try deleting MISC.XML in text folder and update again using the launcher (or use "Fix installation"). For some reason your version doesn't have the updated file.

It's OK, I've already solved it.It was my fault.:D
 
question about the AI

i saw that the AI enemys are using now another way to fight on wars, they dont have only 1 Army with 10000000 of units but now they have more small ones, thats ok better than before, but there citys are not much protected, and they make wars but they dont attack for 30 rounds or so, is there a reason ? or can it be fixed that the fights are more agressiv at least a bit?
 
supermarket does not provide the +25% gold as it claims.

Probably because you're replacing Grocers. Supermarket replaces Grocer, and a lot of Supermarket's bonuses are copied from Grocer so you don't lose anything when you upgrade. The actual upgrade bonuses are +1 food, +1 happy from Coffee and Tea, +1 health from Cow/Deer/Pig/Sheep, and +1 Merchant slot; also -1 health from Tobacco, but you should be seeing a net health increase.
 
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