AND2 and SVN Bug Reports - A New Dawn 2 ONLY

That's the first I've heard of the xml file!
 
These are the two I have sitting in storage, "just in case". You're welcome to them. :)
 

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These are the two I have sitting in storage, "just in case". You're welcome to them. :)
Thank you, this clears up something, the filename is not as told in-game as "CustDomAdv.txt" but is "CustomDomAdv.txt", that's a bug/typo that needs updating like the "missing" in-game help file broken-link i mention in an earlier post. I will now happily upgrade! I found a "CustomDomAdv.txt.orig" as well, perhaps that is my old settings or as the extension says the original, i'll see. :)

Other...

Newest build has truncated the Event Log, i only see the last & present events... ? Update: my bad, if one resizes the Events Log large enough, it will automatically truncate it to the last &present turn of events, when i resized it smaller and got a scroll bar then i could scroll down into the past events like normal.

Has anyone looked at how to make autosaves happen at the end-of-turn rather than the beginning-of-turn (which imho is rather useless)? I think the current method is really a bad design, i would rather save all the moves i've done for a turn than none of them each turn, any thoughts?

Just had an situation where a settler could not build a city on a Forest/Marsh tile with an existing Lumber Mill, the settler could build a city in any tile surrounding that one tile, in World builder i did not see anything stopping a city from being built like a Spy or something, any ideas, bug? Tile was part of a destroyed Barbarian City, and was "owned" by one of my military units... I've noticed that tiles "owned" by military units do not get "owned" by new cities nearby as fast as if they were not militarily "owned"? It's like the city ignores owning those tiles until my military units clear off and leave.
 
marsh has to be a 'River tile' to build upon it, other wise you can't.

And it does save the moves at the end of your turn, depending on how you look at it, you move end turn and it saves it.

I'll check for rivers, that may be it!

(And no, it *only saves at beginning of turns* if you look at it correctly, thus it never saves your moves each turn, if you go back to a turn all your moves are lost!)
 
So I updated my rev from 977 to 982. The game loads and runs like a charm but if I want to recalc it goes CTD. If I don't recalc it's running fine and I see the new content as well.
I guess the problem is that my PC has to do too much calculation at once and that causing the CTD. It's a big map, bigger than Huge (144x104).
My question is: Does the game slowly recalc itself during gameplay? If I just continue my game, will it use the proper values after some time?
 
I have 3 Issues.

1st - Stonemason is still only 15% building production and not the noted 30%, have used Shift Alt Cntl T (My error, realised in bed that night) to recalculate once more to make sure.

Spoiler :


2nd problem, though he's now a vassal, Mehmed had WAY WAY TOO much money.

Spoiler :



Don't know how he managed this??? never been him, always an AI player.

3rd Gsigns is used before global declaration??
Spoiler :


Other 'improvements' haven't noticed as yet, Grocer is working fine, +1 food.
 
How do you cease fire and anything else? Cease fire can usually be only chosen on its own.

Besides, I thought Civ IV's recalc command was Ctrl-Shift-T?
 
I'm getting 30% building production from Stonemason. Do you maybe have an extra BuildingInfos file somewhere in a module?

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The other thing that I can think of that might be related is this: +% building production only is derived from generic +% production and -% unit production. Omnifactory has a listed +15% unit production but winds up with +30% in-game. I don't know why that happens. No other building has that issue.
 
@jackelgul

I looked xml and there are 2 cargo for helicopters, also looked gunship and it is "helicopter" special unit so you should be able to load gunships in carrier.

Are you sure you dont have more than 6 fighters in carrier?

There is error in xml and if I am right you can load 8 fighters and maxium cargo is set to 8. I think there supposed to be 6 fighter cargo and 2 for helicopters but that error lets you load up to 8 fighters.
 
Civ4ScreenShot0071.JPG
This is the situation. I am trying to fit 10 gunships onto 5 supercarriers which are carrying nothing else. But there is no loading symbol for those gunships.
 
I think you have to make bug report and send save game.

I tested and I can load gunships in supercarriers, rev 982. I even tried same situation, 10 gunships stacked and 5 carriers without any problems. Sorry but cant help you more than this:(
 

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