AND2 and SVN Bug Reports - A New Dawn 2 ONLY

In my recent experiences, I've never had the AI poison my water or.... Actually, do anything other than the (Still very rare) Counter-Espionage and once in a blue moon, steal a technology.

Rebel-spawned spies will still Sabotauge buildings or cause revolts, but I've performed a good fifty seven missions - excluding destroying improvements - against Siam alone since we've gone to war, and I haven't gotten a single epionage mission performed in my territory all game. I've caught a few spies, but there's been no activity whatsoever beyond that.

Same here! During my last play, I've performed a lot of Espionage missions against all of my neighbors (most of them during peace time) and they haven't reacted properly to any of my threats, nor used Counter-Espionage against me! :crazyeye:

That's the reason why I think that there is some kind of problem with A.I. Espionage in AND2... That's a pity, considering the fact that Espionage became much more interesting in this mod (promotions and new missions! :D)!!! Could you guys please verify it? Thanks!!! ;)
 
Same here! During my last play, I've performed a lot of Espionage missions against all of my neighbors (most of them during peace time) and they haven't reacted properly to any of my threats, nor used Counter-Espionage against me! :crazyeye:

That's the reason why I think that there is some kind of problem with A.I. Espionage in AND2... That's a pity, considering the fact that Espionage became much more interesting in this mod (promotions and new missions! :D)!!! Could you guys please verify it? Thanks!!! ;)

Plus the increased cost for some missions (Like Civic switching; IIRC AI can just switch out of this a few turns or even a single turn later, rendering the 100k+ mission entirely pointless) makes them hardly useful at all. I tend to forget that Anarchy, Nuclear Device, and Change Civics/Religion even exists the costs are so high. Might as well just remove them from the mod - the end result would be the same: No one would be using them. :p

Stealing Technologies gets real expensive after the Medieval, but once you get a dedicated espionage city or two up, and start getting those esp-boosting buildings in, it's not impossible to get the few tens of thousands of espionage points to steal the technologies (unlike the 140k, 190k, 230k, etc requirements for the above missions where the costs are too high for the result of the mission)
 
Plus the increased cost for some missions (Like Civic switching; IIRC AI can just switch out of this a few turns or even a single turn later, rendering the 100k+ mission entirely pointless) makes them hardly useful at all. I tend to forget that Anarchy, Nuclear Device, and Change Civics/Religion even exists the costs are so high. Might as well just remove them from the mod - the end result would be the same: No one would be using them. :p

Stealing Technologies gets real expensive after the Medieval, but once you get a dedicated espionage city or two up, and start getting those esp-boosting buildings in, it's not impossible to get the few tens of thousands of espionage points to steal the technologies (unlike the 140k, 190k, 230k, etc requirements for the above missions where the costs are too high for the result of the mission)

I also cite the fact that, sometimes, the mission to spread Culture to enemy cities in our borders is not available, even if we have enough Espionage points to do so.

Unfortunately, spy units in AND2 share the same fate of Great Commanders: both are real cool, but only human players use them... :(
 
Hello everyone.I've been following the game improve for a long time and finally i started playing this week with the latest revision. In the very beginning of the game i created a fishing boat and started working a clam tile,but i'm not getting clam as a resource.why? Playing on Large, Terra and marathon speed.

Then I checked my previous resigned game and I saw that my city is getting a clam, that was on standard speed,dont remember the map. I continued this game to see if my city would get pearl within my radius for working that tile,but i didn't get pearl as a resource. I get clam but not pearl. Did something change in the mechanics? You'll make me so happy to help me with this. Thank you.

Pearls are not enabled as a resource until you reach Trade. Do you have that tech yet? Wild resources generally have both a reveal tech (shows you the resource on the map) and an enabling tech (actually lets you use the resource). Most of the time, the reveal tech and the enabling tech are the same, or the enabling tech comes before the reveal tech (strategic mineral resources have Mining as the enabling tech, but aren't revealed until much later in the tech tree). Some have a gap between the reveal and the enabling; for example, Spices are revealed at Naturopathy but not enabled until Calendar. Oil is revealed at Scientific Method but not enabled until Refining. The enabling tech is generally the tech that allows building the improvement that produces the resource. So that is my guess as to what is happening with Pearls; the seafood resources don't even have enabling techs of their own (Fishing is a de facto enabler because you need it to work water tiles and build Work Boats) but Pearls require Trade.

Side note: We need to fix some of the enabling techs. Apple, Lemons, and Olives are all enabled by Bronze Working; this should be Fermentation when Orchard improvements become available. Likewise, Obsidian is enabled by Mining, but this should probably be Masonry when Quarry is available.
 
I also cite the fact that, sometimes, the mission to spread Culture to enemy cities in our borders is not available, even if we have enough Espionage points to do so.

Unfortunately, spy units in AND2 share the same fate of Great Commanders: both are real cool, but only human players use them... :(

Revolution-spawned spies will incite revolts and sabotage buildings almost reliably, but AI competitors don't seem to do much. Some dozens of revisions ago, they'd sometimes poison water and sabotage production, but they mostly stuck to counter-espionage, stealing technologies (when possible), and sabotaging improvements/buildings.

Recent revisions however, yes - AI spies don't do nearly as much beyond just scouting.


On that note, I'd like to bring up again that I don't think the Instigator and Alchemist promotions have ever worked in AND. They're supposed to boost the effectiveness of these missions - pushing them past the default 8 or whatever - but they don't.
 
I actually don't mind Obsidian being revealed at Mining - it's a nice and useful :hammers: boost for early cities, and seeing it extra early can be useful
 
I actually don't mind Obsidian being revealed at Mining - it's a nice and useful :hammers: boost for early cities, and seeing it extra early can be useful

Revealing is not the problem (and Stone Tools is the revealing tech for Obsidian; Mining is currently the enabling tech). Enabling is what I want to adjust. Revealing a resource gets you the tile bonuses right away. Enabling is required to have a resource show up on the Resources list in-city and get the benefits from it. In fact, having the enabling tech appear before the improvement-providing tech gives benefits only to cities that are actually built on the resource tile, which is not something I think is a good thing. I was trying out Obsidian and having Obsidian simply revealed within city radius did not enable Stoneworker's Hut at all; it had to be Quarried and connected before the Hut could be built.
 
@ Vokarya

On the Stonemason not giving 30% but only 15%, I actually updated the mod Via KDESVN a linux tool, installed that version of the mod, still 982, and it now works.

The only thing I can think of, is that linux has a problem with updating, or when you exclude files, but not the buildings description file, it misses others in the same branch of the tree.

i.e. its a python file for example, and I exclude the Civ4AltRt.py file at the top of the python branch, but now all others below it are also excluded. In buffy, modtools entrypoints, etc

I still get that python error printed up at games start. Mod seems to crash on loading after the "load_module CvGameInterfaceFile"

I think its to do with the path for linux and windows, it seems to have been altered somewhere along the line, it was working 100%, now it down to 12.5% will try something else.

No didn't work, solved the problem in basic BtS or bug being in wrong path, but still crashes on or after that file.
 
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?

Sorry, but anyone knows the answer for my question?
 
I rather doubt it to be honest, but I have no actual idea.
 
Sorry, but anyone knows the answer for my question?
No, it doesn't slowly recalc. Probably new bonus are calculated with new values and old bonus with old values. There are some updates which are done from time to time in game but you'll end up with some bonus recalculated and others not anyway.
 
Pearls are not enabled as a resource until you reach Trade. Do you have that tech yet? Wild resources generally have both a reveal tech (shows you the resource on the map) and an enabling tech (actually lets you use the resource). Most of the time, the reveal tech and the enabling tech are the same, or the enabling tech comes before the reveal tech (strategic mineral resources have Mining as the enabling tech, but aren't revealed until much later in the tech tree). Some have a gap between the reveal and the enabling; for example, Spices are revealed at Naturopathy but not enabled until Calendar. Oil is revealed at Scientific Method but not enabled until Refining. The enabling tech is generally the tech that allows building the improvement that produces the resource. So that is my guess as to what is happening with Pearls; the seafood resources don't even have enabling techs of their own (Fishing is a de facto enabler because you need it to work water tiles and build Work Boats) but Pearls require Trade.

Side note: We need to fix some of the enabling techs. Apple, Lemons, and Olives are all enabled by Bronze Working; this should be Fermentation when Orchard improvements become available. Likewise, Obsidian is enabled by Mining, but this should probably be Masonry when Quarry is available.

now i got it vokarya. thank you
 
45°38'N-13°47'E;13886607 said:
No, it doesn't slowly recalc. Probably new bonus are calculated with new values and old bonus with old values. There are some updates which are done from time to time in game but you'll end up with some bonus recalculated and others not anyway.

Thank you :)
 
today i started another game with rome. at the very earliest stage of the game, i founded the city of antium, then i clicked storyteller circle but it finished the production only in 1 turn even if it had said more when i clicked on it. And then it said ' Antium can not overflow 941569 :hammers: anymore so that much of :hammers: is converted into 941569 :gold: . Now I have tons of gold. This must be a bug.
 
today i started another game with rome. at the very earliest stage of the game, i founded the city of antium, then i clicked storyteller circle but it finished the production only in 1 turn even if it had said more when i clicked on it. And then it said ' Antium can not overflow 941569 :hammers: anymore so that much of :hammers: is converted into 941569 :gold: . Now I have tons of gold. This must be a bug.

That sure sounds like a bug to me. Do you have any saves that you could attach to your post? If you have auto save on you may have a save from just before it happened in your autosaves directory.
 
It's another symptom of the notorious overflow bugs that occasionally occur in the game. Afforess corrected a bug where you gained a massive instant deficit from taking on new vassals, so this is probably a very similar issue.
 
today i started another game with rome. at the very earliest stage of the game, i founded the city of antium, then i clicked storyteller circle but it finished the production only in 1 turn even if it had said more when i clicked on it. And then it said ' Antium can not overflow 941569 :hammers: anymore so that much of :hammers: is converted into 941569 :gold: . Now I have tons of gold. This must be a bug.

You're a lucky guy! I wonder which story was created by this Storyteller Circle! :D
 
45°38'N-13°47'E;13884782 said:
Have you tried using espionage against your enemies? AFAIK Afforess coded AI so that it responds to espionage threat with espionage. Just to make sure this part is still working.

@ 45°38'N-13°47'E

Answering your question: Yes. Again, in my current game (with the Chinese - Wu), I've constantly used espionage against my German neighbors in peace time and their answer was inexistent. It's important to say is that not even one of my spies was caught (so my reputation with German wasn't prejudiced by espionage).

Considering the facts exposed above, I wonder if the AI code cited by you above only allows an AI player to recognise a espionage threat if it's able to catch a foreign spy or, at least, realize it was a target of foreign espionage (which seems obvious :crazyeye:). In my case, I always focus the first three spy promotions in detection avoidance. This may be the cause of AI's dormancy in terms of espionage: human efficiency in not being detected! :cool:

I'm not sure if this is the real problem, but it's worth a try.
 
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