AND2 and SVN Bug Reports - A New Dawn 2 ONLY

Hello and let me express enormous thanks to dev team for the work you are doing:goodjob:. Now I have experienced 2 bugs so far, one easy and fixable and one I do not understand, at all (my knowledge of coding is limited).

Win 7 64 bit
Latest version (974 that is) installed over retail version patched to 3.19 and modified:

  1. changed research and unit production speeds on epic in CIV4GameSpeedInfo.xml (longer research, more units)
  2. Cheated my start in CIV4CivilizationInfos.xml for Egypt by adding Settler, workers and great generals :)
  3. no other file modified

I suggest you don't modify build and research times as they're connected to other variables too (revolution, for example)

BUGS:
  1. Palace of Potala (Great wonder for Buddhists): in the description it says that "reduces War Wearness" but in reality (the info just couple lines above) it adds 25%. I fixed this for myself by just adding negative sign in the Civ4BuildingInfos, making it -25, but I am not sure if this was intended.
  2. My second bug appears to be a bit of a mystery to me, but it is easily reproducible.
    • When I have enough money to rush production in multiple cities, it only hurries the cities at my main continent, not the cities on other continents or islands - at my new game it only hurries first couple of cities.
    • When I select any city from F1 screen on another landmass and rush it, it deselects the city and music start to play until I select another city.
      [*]Also, I have problem setting multiple cities to maximize its production for food or hammers etc...

I will start a new game soon without modifying the game (since I am starting to understand the changes you made), but I cannot see how editing the files mentioned above might produce this bug...
I had to pack my save file (bigger than 2Megs). If you need any info, just ask.

I've never used multiple city selection, so I don't know. I'll fix the Potala Palace thing in next build.
 
I don't consider it a bug, but anyway worth reporting: if you modify the file Civ4GameTextInfos.xml to don't display the annoying "[Civilization] wins a [Victory Type] Victory!!!!" (see here), when you load the mod you'll get a TXT_KEY_MISC_WINS_VICTORY error.

45°38'N-13°47'E;13851703 said:
Why don't you just make it an empty text instead of removing the string?

What do you mean by empty text? A string comprised only by a space?
I tried this but the mod fail anyway.
 
I have just had the War Chariots event, that expires at the beginning of the classical era after I have left the classical era.
 

Attachments

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    Hitites AD-0445WarChariotQuestTooLate.CivBeyondSwordSave.zip
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What do you mean by empty text? A string comprised only by a space?
I tried this but the mod fail anyway.

You change it from

Code:
    <TEXT>
        <Tag>TXT_KEY_MISC_WINS_VICTORY</Tag>
        <English>%s1_PlyrName Wins a %s2_VctryName Victory!!!!</English>
        <French>%s1_PlyrName remporte une victoire de type : %s2_VctryName !</French>
        <German>%s1_PlyrName trägt den Sieg in der Kategorie %s2_VctryName davon!!!!</German>
        <Italian>%s1_PlyrName conquista una vittoria %s2_VctryName!</Italian>
        <Spanish>%s1_PlyrName ha obtenido una victoria %s2_VctryName</Spanish>
        <Finnish>%s1_PlyrName voittaa! %s2_VctryName[COLOR_REVERT]voitto!</Finnish>
        <Hungarian>%s1_PlyrName "%s2_VctryName" tipusú gyõzelmet aratott!!!!</Hungarian>
        <Polish>%s1_PlyrName wygrywa! Rodzaj Zwyci&#281;stwa: %s2_VctryName!</Polish>
        <Russian>%s1_PlyrName &#1086;&#1076;&#1077;&#1088;&#1078;&#1072;[NUM1:&#1083;:&#1083;&#1072;:&#1083;&#1086;:&#1083;&#1080;] %s2:4_VctryName!!!!</Russian>
        <Japanese>%s1_PlyrName&#12364;%s2_VctryName&#21213;&#21033;&#12434;&#36948;&#25104;&#12375;&#12390;&#12289;&#21213;&#32773;&#12392;&#12394;&#12426;&#12414;&#12375;&#12383;&#65281;&#65281;</Japanese>
        <Korean>%s1_PlyrName &#51648;&#46020;&#51088;&#44032; %s2_VctryName &#49849;&#47532;&#47484; &#45804;&#49457;&#54644; &#49849;&#51088;&#44032; &#46096;&#49845;&#45768;&#45796;!</Korean>
        <ChineseSimp>%s1_PlyrName&#36194;&#24471;&#20102;%s2_VctryName&#32988;&#21033;!!!!</ChineseSimp>
        <Portuguese>%s1_PlyrName conseguiu uma vitória %s2_VctryName!</Portuguese>
        <Brazilian>%s1_PlyrName conseguiu uma vitória %s2_VctryName!</Brazilian>
        <Catalan>%s1_PlyrName ha obtingut una victòria %s2_VctryName!!!</Catalan>
    </TEXT>

to

Code:
    <TEXT>
        <Tag>TXT_KEY_MISC_WINS_VICTORY</Tag>
        <English></English>
</TEXT>

Does it work like this?
 
Few days ago I started to play again old game from v834, after updating to last version.Everything works flawlessly, except after every reload year is reseted 0000.
Somehow I think it is related to BUG mod, but maybe I am wrong?

I would appreciate if someone could check it out.
 

Attachments

@Cor'e =)
You're right about the pillaging, I forgot that option. But in my current revision I have no problem pillaging my own territory...
As for the BUG Help file, it's there, I don't know why it's not being opened when you click on the link under BUG options, but it looks like an old bug; added to the bug tracker.
 
Got a bug, latest revision + some XML changes I was trying out. Mod name is Rise of Mankind - V Work. Both saves are 1-2 turns away from founding Hellenism, but the religion is not founding when I finish the tech. I've sometimes noticed Hinduism is not founding at all as well.

Other note: I think Revolution is okay now, EXCEPT for the Overcrowding Unhappiness. Is it supposed to cripple cities when they get to size 4? That's what I am noticing at this point.


I've seen it happening with hinduism, I'll see what I can do.
 
Got a bug, latest revision + some XML changes I was trying out. Mod name is Rise of Mankind - V Work. Both saves are 1-2 turns away from founding Hellenism, but the religion is not founding when I finish the tech. I've sometimes noticed Hinduism is not founding at all as well.

Other note: I think Revolution is okay now, EXCEPT for the Overcrowding Unhappiness. Is it supposed to cripple cities when they get to size 4? That's what I am noticing at this point.

Ok, I think I've got it: a religion can't be founded by barbarians. In your save barbarians already have Athletics. I'll see what I can do.

EDIT: Vokarya, do you have a save of this game before barbarians got Athletics?

Edit2: nevermind, I've found one myself
 
well guys, can anyone tell me, if it's just my problem or is it known bug: that problem with multiple cities management (mentioned above)? Thx.
 
well guys, can anyone tell me, if it's just my problem or is it known bug: that problem with multiple cities management (mentioned above)? Thx.
It was not a known bug, but I doubt it's your problem only. :)
 
Here's another bug. Shrines in captured holy cities are not showing up as Wonders in the Wonder count; if you capture a holy city with a Shrine built, the WW counter still says 0/1. This may be related to the NoLimit tag I used to make them buildable when the city count is full.
 
Hello,

Something seems odd about tech costs. They ramp up from ancient through to renaissance (which makes sense), but at the industrial era they drop dramatically (for instance, military science costs about 1/3 as much as military tradition). They then increase again through the industrial era, but drop steeply at the start of the next era.

This seems to happen for every era for the rest of the tech tree. Even end-game techs don't cost quite as much as techs at the end of the renaissance era.

I unfortunately don't have the savegame of the first game I noticed this in, but it's happening in every game I start, so I've attached a brand new save to illustrate. Not sure if this is a bug, or just a setting I'm missing.

Thanks!

(edit: sorry, forgot to mention I'm using version 967)

savegame:
View attachment Maya.CivBeyondSwordSave
 
Not a bug, it's intended. Each era is intended to last more or less the same number of turns. Since industrial and later have more techs, they cost less or you'll never be able to research them all before the last turn. And same for AI. You can uncheck Realistic Timescale and see if it gets better for you.
 
45°38'N-13°47'E;13852604 said:
Code:
    <TEXT>
        <Tag>TXT_KEY_MISC_WINS_VICTORY</Tag>
        <English></English>
</TEXT>

Does it work like this?

That was already my situation when I posted (see the post I linked).
I also tried with a space between <English> and </English>, but got the same error.

Seems that the parser want "real" text inside the tag... :confused:
 
Have you tried putting a single full stop or exclamation mark?
 
@fdelbene: Try to just add <English>[SPACE]</English> instead of a text, it will force a space.
 
Here's another bug. Shrines in captured holy cities are not showing up as Wonders in the Wonder count; if you capture a holy city with a Shrine built, the WW counter still says 0/1. This may be related to the NoLimit tag I used to make them buildable when the city count is full.
Can you post a save? Thanks!
 
45°38'N-13°47'E;13855131 said:
Can you post a save? Thanks!

I think it's all Shrines actually. I went back and looked at the Reichstag save game you posted, and Novgorod (Jewish Holy City) is showing 4/4 Great Wonders when it actually has 5 (Masada, Apostolic Palace, Mausoleum of Maussollos, Temple of Solomon, obsolete Ishtar Gate). So if you check any save game you have where you founded a religion, it should show the same thing.
 
Here's another bug. Shrines in captured holy cities are not showing up as Wonders in the Wonder count; if you capture a holy city with a Shrine built, the WW counter still says 0/1. This may be related to the NoLimit tag I used to make them buildable when the city count is full.

I honestly think this is OK, and while it might be technically a bug, we could consider it a feature too. Religious Shrines are a world wonder mostly so they can be built once, and not because they are on the same level as other world wonders.
 
i saw that some times when we play multiplayer games with others, the loading of somebody who want to connect with me, load the game in 1 sec. and other times it takes a few minits, is there a way to make it always fast? or do you have a idea why this happens sometimes?
 
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