AND2 and SVN Bug Reports - A New Dawn 2 ONLY

Updating or checking install seems to remove the CustDomAdv.txt file! There go all the changes, which btw are necessary just to read/fix column widths.

Still can't get FoV to save my settings on exit, saving twice rarely works, sigh. Sometimes FoV seems absolute and sometimes relative, maybe that's why it can't save?
 
Do what I do - save a copy of your CustDomAdv somewhere safe and import it when necessary.
 
This has no doubt been mentioned earlier in the thread, but what the hey, here i go! I play with realistic cultural spread enabled. When a revolution occurs and a new civ demands independence, and I give it to them, the borders of their city(ies) expand evenly, as if realistic culture spread wasn't applied.
 
This has no doubt been mentioned earlier in the thread, but what the hey, here i go! I play with realistic cultural spread enabled. When a revolution occurs and a new civ demands independence, and I give it to them, the borders of their city(ies) expand evenly, as if realistic culture spread wasn't applied.
That's probably because your culture is dominant. Given time, it should work for them as it does for anyone else.
 
Do what I do - save a copy of your CustDomAdv somewhere safe and import it when necessary.
My point is that it should not do this as there is a button to revert it to defaults.

Other...

When Routing to a Prairie with a pre-existing cart path, 5 green workers will create paved roads, but 20+ or more yellow workers will not, even if i route 4 greens as well, i think there could be infinite yellow workers and still no paved road etc., what's going on? (Colors refer to move points btw).

As noted in earlier posts, going from Medieval to Renaissance is quite dramatic, research is like 2.5x greater maybe? I don't mind if that's intentional, but is it supposed to be or should it be less or more gradual than that?
 
I don't get your point about workers. As for tech cost, if you're using Realistic Timescale (On by default), that also depends on how advanced you are compared to the real timeline. Also depends on handicap and a lot of other factors. It's intended anyway.
 
45°38'N-13°47'E;13874214 said:
I don't get your point about workers. As for tech cost, if you're using Realistic Timescale (On by default), that also depends on how advanced you are compared to the real timeline. Also depends on handicap and a lot of other factors. It's intended anyway.
Ok, i can accept that it is intended, it seems to be a golden age for me in research when i reach Renaissance. ... Can you let me know what don't you get about the workers? It seems like a bug if 5 workers can do what several tens or hundreds or thousands or infinite numbers cannot do, no?
 
Can you let me know what don't you get about the workers? It seems like a bug if 5 workers can do what several tens or hundreds or thousands or infinite numbers cannot do, no?

I am also trying to understand what you are saying. I always micromanage my workers and have never noticed a problem. Are you saying that you can have multiple workers on a tile with a cart path, these workers have moved but have move left (a yellow circle on their icon), yet when you press "R" or select the road action button they fail to build a road. If however these workers have not moved (a green circle on their icon) they successfully build a road? Are you sure that you did not see the yellow circle BEFORE they enter the square, and because the square has only a cart path the worker is using up its last move getting onto the tile?
 
I am also trying to understand what you are saying. I always micromanage my workers and have never noticed a problem. Are you saying that you can have multiple workers on a tile with a cart path, these workers have moved but have move left (a yellow circle on their icon), yet when you press "R" or select the road action button they fail to build a road. If however these workers have not moved (a green circle on their icon) they successfully build a road? Are you sure that you did not see the yellow circle BEFORE they enter the square, and because the square has only a cart path the worker is using up its last move getting onto the tile?
You're probably correct, yellow before moving red after moving so no road built, whereas green before moving yellow after moving so road gets built? I noticed on desert & forest tiles that green before moving is still red after moving, correct? If all of that's true, then those are some steep MP losses, my bad. It just seemed that i could move yellow workers on and still get work done sometimes.
 
Another possibility would be that he has the workers selected together as a stack, and at least one of the units has finished all move for the turn (red dot). In this case, selecting any action would not produce any result this turn, even if other units in the stack still have some move left(yellow dot).

If this is your situation, then you have to either manually select every single worker, or "ungroup" them (one of the last icons, it's a green circle that splits into three circles) and then select only the ones still with some move left.

Also you can check in the Civilopedia how many Move Points each terrain costs. For example, a worker moving into a forest or a desert, without roads (or better), will always use up all moves and have to wait next turn.
 
You're probably correct, yellow before moving red after moving so no road built, whereas green before moving yellow after moving so road gets built? I noticed on desert & forest tiles that green before moving is still red after moving, correct? If all of that's true, then those are some steep MP losses, my bad. It just seemed that i could move yellow workers on and still get work done sometimes.

Pretty much. Workers have 2 moves, moving onto a flat grassland or plains tile, or one that has a cart path takes 1, onto most other tiles (including desert and forest) takes 2 or more. So if a worker is "green" it can move onto a 1 move tile.

Roads (the type you can build at Monarchy) take 0.5 moves, so a worker can move 1 tile on roads and still move onto a 1 move tile and work. Any further and it is red after moving.
 
How many level 3 religious buildings can be built? Is it one for every five level 2 buildings, or only one after five level 2 buildings, or as many after five level 2 buildings? Not really a bug, but it would be nice if it said in Civ-o-pedia somewhere. For example, in the Shinto Jingu reference, all others etc.

Other...

Greek Fire graphic is smoking like a jet stream! I think the animation in the City Screen for it is going way too fast?
 
How many level 3 religious buildings can be built? Is it one for every five level 2 buildings, or only one after five level 2 buildings, or as many after five level 2 buildings? Not really a bug, but it would be nice if it said in Civ-o-pedia somewhere. For example, in the Shinto Jingu reference, all others etc.

Other...

Greek Fire graphic is smoking like a jet stream! I think the animation in the City Screen for it is going way too fast?

By "level 3 religious buildings" you do mean cathedral / panthenon (like the Shinto Jingu)? It is 1 for every X (3 at standard, probably 5 at your map size) temple. So when you build 5 temples you can build 1 cathedral, and when you build 10 temples you can build a second cathedral.
 
Still seeing the infamous "Single unit attacking" from the A.I.

Don't know if its supposed to be fixed, or its just noted.

Asked my Vassal, to attach a city, far way from where I am attacking, and it sends a stream of single units to do so.

No gathering into a stack of attack (doom?) single siege, melee etc.

I still don't need to make siege, I can just build my siege component of my stacks from the AI I'm at war with. Usually better then I can build as well.

*Edit* Another thing, attaching great generals to units, making them great generals, isn't attaching the name, its keeping the original naming convention. i.e. Unit 3 remains unit 3 not Dixon smith (Great General)

*Edit 2* I've notice that the multiple selection from the F1 screen seems to be back, :goodjob: Congratulations and :thanx:
But...always a but, the 1st city on the list will Double count the click of units, example, if 5 cities are selected to build longbows, the 1st on the list will have 2 listed, with the rest only having 1, if that's what it takes to work, so be it.
 
*Edit* Another thing, attaching great generals to units, making them great generals, isn't attaching the name, its keeping the original naming convention. i.e. Unit 3 remains unit 3 not Dixon smith (Great General)

It works for me just fine. Are you trying to attach to a single unit ore more? I guess in the second case there is no naming (though I never tried that to max out the Xp bonus on single super-units).
 
I've sort of figured out what's wrong, the Great Generals are just coming out as Generic Great Generals. No names.

Where is the naming file, it must be missing or corrupt, its only just started in last 6 hr's of game play.
 
...
:goodjob: Congratulations and :thanx:
But...always a but, the 1st city on the list will Double count the click of units, example, if 5 cities are selected to build longbows, the 1st on the list will have 2 listed, with the rest only having 1, if that's what it takes to work, so be it.
I've noticed the double-click thing happening when i add units to City List too, but directly in City Screen, just thought i was doing that myself, but i felt i wasn't, it's like the 1st unit added to list, then every other unit is single, have to delete the double many times.

Other...

I've noticed other particularities of the Workers doing work and MPs, the green ones can move 3 of 4 tiles and still enter onto a cart trail and do work, yellows are at a sever disadvantage... i think somethings not quite right there. Anyways, i'll try to test it more and give a better discovery on that asap.
 
When using Advanced Espionage and promoting my spies with Alchemist I and Alchemist II, the "Poison Water" mission always gives +8 :yuck: - unpromoted or fully promoted. Alchemist states it causes +50% bonus unhealthiness when performing that mission, but it doesn't?
 
I've sort of figured out what's wrong, the Great Generals are just coming out as Generic Great Generals. No names.

Where is the naming file, it must be missing or corrupt, its only just started in last 6 hr's of game play.

More likely you've simply run out of GG names, in my games there's so many being born that I get generic unnamed GGs already towards the end of the classical era sometimes.

I've noticed other particularities of the Workers doing work and MPs, the green ones can move 3 of 4 tiles and still enter onto a cart trail and do work, yellows are at a sever disadvantage... i think somethings not quite right there. Anyways, i'll try to test it more and give a better discovery on that asap.

Cart Paths have an odd behaviour sometimes, to Workers they sometimes act as roads but not always and not to other units. No idea why though.
 
Do what I do - save a copy of your CustDomAdv somewhere safe and import it when necessary.
My point is that it should not do this as there is a button to revert it to defaults.
Now there's another update (:goodjob:), but before i do it i want to save off the CustDomAdv.txt file, which appears to no-longer exist and has become itself a BUG mod? I found two other files which are global (meaning, in the game install directory itself): CustDomAdv.ini and Customizable Domestic Advisor.xml, which one is getting overwritten - the .ini or the .xml or both? Did this overwriting get resolved in the newest release?

... Cart Paths have an odd behaviour sometimes, to Workers they sometimes act as roads but not always and not to other units. No idea why though.
I agree, hard to do a detailed analysis of imho.
 
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