AND2 and SVN Bug Reports - A New Dawn 2 ONLY

Not sure if this has been reported yet, but "Automate border patrol" and "Automate national defense" do not attack foreign (at war) units within my borders for some reason. I remember it working in the past.

Automated units will not attack if the odds of success are poor. Check the automations tab in BUG to see settings to control that.
 
Automated units will not attack if the odds of success are poor. Check the automations tab in BUG to see settings to control that.

By default I think it only attacks at near-guaranteed odds, which leaves for a lot of ignored units. I have mine at 70%'ish for the ones not on Sentry duty and the rest I control myself. Except for automating smacking animals at times in C2C, I rarely use those two automations. Automate Hunt on the other hand, I use extensively :D
 
Is it intentional that Castle expires at Economics and Castle Garden expires at Applied Economics? The reason I ask is because I have lots of cities with no castles, and having Econ' but not yet having discovered App' Econ', I have the Castle Garden lurking in the build queue like a nasty leprechaun, promising health and happiness but ever un-constructable.

Perhaps Castle Garden should become obsolete at Economics, when Castle become obsolete.

Cheers, A.
 
Is it intentional that Castle expires at Economics and Castle Garden expires at Applied Economics? The reason I ask is because I have lots of cities with no castles, and having Econ' but not yet having discovered App' Econ', I have the Castle Garden lurking in the build queue like a nasty leprechaun, promising health and happiness but ever un-constructable.

Perhaps Castle Garden should become obsolete at Economics, when Castle become obsolete.

Cheers, A.
If you do it you will not have something to replace castle garden before city park appears. I'm fine with the current solution.
 
45°38'N-13°47'E;13748837 said:
I think this is an interesting bug: some cities are revolting and I choose "Defect and lead rebel army!". I get control of a couple of units, I can move them to attack the city but when the battle is being zoomed in, even if I win the battle, it stays like that: zoomed in and I can't do anything else but reload the game (and it doesn't work anyway, I can't reload that save)

Savegame before and after defection:
https://www.dropbox.com/s/s61bdogmlg6xsek/r939-03 AD-0350-BEFORE-DEFECTION.CivBeyondSwordSave?dl=0
https://www.dropbox.com/s/bjgwharup...-0430-AFTER DEFECTION.CivBeyondSwordSave?dl=0

If you try the savegame before defection, autoplay for a dozen of turns and you'll have a chance to defect and lead the rebel army.

Edit: Also if I don't attack the city and try to skip the turn, turn never ends.

Has anybody ever really tried "Defect and lead the rebel army" option anytime in the entire history of RoM or AND? I've always thought it got broken somewhere more or less recently but I've gone back as far as to the original version of Rise of Mankind 2.92 (before AND started) and that option never works. If you choose it, you're stuck there forever. Does anybody recall to have used it succefully, either in our or some other mod?
 
hi !
Thank you for all your work ! :)

a little bug :



Looks really strange, I don't see it happening and I've never seen this problem before. What's your screen resolution?
 
1920x1080

Same as mine and I don't get this problem. I frankly don't know what might cause it; can you try switching to english and see if it happens in english too?
 
same in english...

i use revision 972. Already reinstalled, totally (i suppress all folders and reinstall)
it's only this window.
 
45°38'N-13°47'E;13833548 said:
Looks really strange, I don't see it happening and I've never seen this problem before. What's your screen resolution?

I think this always happens for people who use the Play Now! option; you can't see any game speed faster than Epic. It happens for me too. That window isn't set up for more than 4 speed options and we have 7. Picking Custom Game allows you to pick a faster gamespeed.
 
It's possible that the file got corrupted during an update. Vokarya (or anyone), you wouldn't happen to know which specific fpk file contains the unit model? I'll just redownload the fpk and replace.

Re-installed the entire Asset folder. Longbowmen were still glitchy. Turned Anti-Aliasing to 0, and now I am not having that issue. Weird that it was only with that unit.
 
Re-installed the entire Asset folder. Longbowmen were still glitchy. Turned Anti-Aliasing to 0, and now I am not having that issue. Weird that it was only with that unit.

That is odd. The model is in RoM.fpk, and that's been part of the mod for a very long time (Rise of Mankind v2.8, according to the old version history file).
 
45°38'N-13°47'E;13833281 said:
If you do it you will not have something to replace castle garden before city park appears. I'm fine with the current solution.

Eh, I don't quite understand, sorry. As it is, I can't build the Castle Gardens in most of my cities.
 
Eh, I don't quite understand, sorry. As it is, I can't build the Castle Gardens in most of my cities.
I meant, if you change the mod to make castle gardens go obsolete earlier, there will be a gap before you're able to build city parks.
 
Early game question (possible bug, maybe not). This is a Noble game 40 turns in. My capital is only size 2. An AI capital has reached size 5. How is this possible?
 
Automated units will not attack if the odds of success are poor. Check the automations tab in BUG to see settings to control that.

The odds are 95%+. Battleships vs. steamer for example... they just don't attack at all. I checked BUG and it's set to 75% minimum.
 
Peaks: while cottages cannot be built on them, Hamlets, Villages and so on can. I suppose that is an oversight ?
 
SVN 972 :

The A.I. Will abandon it cities with its archers, and try to defend in a forest or jungle.

I'm attacking with great General Quechua's against archers, but they have less defensive odds in forest against my woodsman 3 Quechua's.

I've seen both Civ A.I.'s and Barbarian A.I.'s do this. They leave behind the Javelineer units.

Most strange.

Another thing, is the unhappy due to distance from capital.

I can't get a city above 4 Population, without it going crazy with :mad: 4 "We hate our Government", Even the capital is 2 angry at 4, when at 3 they all are productive.

Screen shots attached.

Spoiler :


And at Pop 1 no less, thought they will grow to Pop 3 no problems.




3rd Item, the constant 99 SCREEN TURNED ON, Reinitialising RevDCM SDK variables parameters seems to be slowing down the game a lot. Scrap that, I had High graphics on a gigantic map, my bad sorry.
 
Peaks: while cottages cannot be built on them, Hamlets, Villages and so on can. I suppose that is an oversight ?

It is an oversight. I did not add <PrereqNatureYields> to those improvements. They should only be available on tiles that produce at least 1 food by nature (so no Peaks, Deserts, or other really nasty terrain).
 
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