AND2 and SVN Bug Reports - A New Dawn 2 ONLY

Is horse supposed to give happiness? If so, the tool tip should be told :)
Rev 982.
[EDIT] BTW I do not have the Circus Maximus, that is my only city.
 

Attachments

  • isHorseSupposedToGiveHappiness.jpg
    isHorseSupposedToGiveHappiness.jpg
    106.8 KB · Views: 90
Is horse supposed to give happiness? If so, the tool tip should be told :)
Rev 982.
[EDIT] BTW I do not have the Circus Maximus, that is my only city.

Kublai has the Nomad trait. It gives +1 happy from Horse and Fur.
 
I can confirm that gold over flow bug,

Though it didn't happen to me, it has happened to an AI player. Mehmed had 989,345:gold: (A rough approximation) and it stayed for over 500 - 1,000 turns he was a vassal of mine.

As I'm playing high to low, I've now moved on to my 3rd and final civ. But the gold bug applies to all it seems. I don't know how it occurred, but it has happened. To an AI player, never human in the game.
 
Scotland Yard is a special building and i assume i can build *many* of those, but Academies have become National Wonders(?!) and i can only build one? This must have been changed recently as i have two Academy special buildings atm, so it shows -1.

Other...

Bombards that say 0% damage are false, there is damage, at least the ones in green.
 
The Archer Bombard text for a succesful bombarding actually tells you the health of the target unit BEFORE damage is applied. No idea why.
 
The Archer Bombard text for a succesful bombarding actually tells you the health of the target unit BEFORE damage is applied. No idea why.
Would we call that a bug maybe? Maybe it's just timing, it may be displaying that message a bit early and getting the wrong result, obviously by the next bombard message it calculates the right percentage. ?

Other...
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, does a mod exist, can this be modded?

(AutoSave appears to *only save at beginning of turns*, thus it never saves any of our moves each turn, if one goes back to a turn all the made moves are lost; but if it saved just before the end of turns all our moves would be saved as well.)

I haven't thought about it, but I like this idea. The code you want to look at is CvGame::doTurn(). It contains the line
PHP:
gDLL->getEngineIFace()->AutoSave();
Maybe all you have to do is to move it to the right location. Moving it from the end to the start of that function might be enough.
:eek::think
Actually now that I think about it, I wonder when the AI takes turns. Maybe it would be a good idea to use new random seeds on reload and then make a test game to see where to autosave to allow the AI to make different things during the AI turn. The place in the code you are looking for is after the human turns and before the AI turns.
Code:
CvGame.cpp, line 5682 ... maybe like so?
	testVictory();

	gDLL->getEngineIFace()->SetDirty(GlobePartialTexture_DIRTY_BIT, true);
	[COLOR="Blue"]gDLL->getEngineIFace()->AutoSave();[/COLOR]
	gDLL->getEngineIFace()->DoTurn();

	PROFILE_END();

	stopProfilingDLL();

[COLOR="Blue"]// 	gDLL->getEngineIFace()->AutoSave();[/COLOR]
}
 
I've a Query on the Republic Civic.

I had an Empire of only 8 cities, which to me seemed ideal for republic.

Granted they were a bit spaced out, but the capital was centrally situated.

I could barely make headway with research, while running a flat 20% culture rate.

And once I settle another city, the science would crash.

Now obviously, now that I post this, the civic ISN'T scaled to map size. I play on Gigantic maps, and I'd say its set up for normal.

As has been stated before, scaling will happen at a later date, do we just have to deal with it.

But posting to let you know, Civics need to be scaled to MAP SIZE, eventually.

Thanks for you work, its greatly appreciated.
 
I've a Query on the Republic Civic.

I had an Empire of only 8 cities, which to me seemed ideal for republic.

Granted they were a bit spaced out, but the capital was centrally situated.

I could barely make headway with research, while running a flat 20% culture rate.

And once I settle another city, the science would crash.

Now obviously, now that I post this, the civic ISN'T scaled to map size. I play on Gigantic maps, and I'd say its set up for normal.

As has been stated before, scaling will happen at a later date, do we just have to deal with it.

But posting to let you know, Civics need to be scaled to MAP SIZE, eventually.

Thanks for you work, its greatly appreciated.


Afforess programmed that part about Republic so I'm almost sure he included scaling by mapsize, but I'll have a look.
 
If you research Liberalism and get the free tech/advance and choose Physics - you will not receive a free Great Scientist. I added one with World Builder, then saved & quit to desktop, the game gave two app crashes on exit.
 
If you research Liberalism and get the free tech/advance and choose Physics - you will not receive a free Great Scientist. I added one with World Builder, then saved & quit to desktop, the game gave two app crashes on exit.

Are you sure you are the first at Physics? ;)
For me it worked fine with Chamsangdae's free tech and than picking a tech with a free GP.
 
If you research Liberalism and get the free tech/advance and choose Physics - you will not receive a free Great Scientist. I added one with World Builder, then saved & quit to desktop, the game gave two app crashes on exit.

The Great Scientist got moved from Physics to Chemistry. I wanted every tech to have at least two "tricks" for achieving it. Physics already had Isaac Newton's College and I moved the Cannon unit to it. Chemistry got a Laboratory (mid-level linking building between the Alchemist's Lab and the later Lab that got renamed to Research Laboratory) and I count bonuses to existing improvements (Workshops in this case) as half a trick, and I couldn't find anything else to give Chemistry, so I moved the GS over.
 
Ah, well then, all we need to do is change the Civ-o-pedia to match that. =) I suppose that the setting Academies to 1 build was also a part of balancing recently? (See past queries).
 
@ 45Deg - The slavery option is working fine, but it works too well, I have 100% success rate of gaining a slave from a winning battle, haven't checked the AI with winning a battle.

This is both offensive and Defensive battles. I've won a few defensive battles, and gained a worker.

you haven't set it to 100% by mistake, instead of 10%.

Sample set is 12 battles, 12 workers.
 
Have you tried recalculating? I'll check later if it's not my mistake, but I thought it happened something similar in one of my test before doing recalc

Edit: checked, it's 10%, try recalculating and let me know please.
 
BUG: Holy Rome. In the description of the civ, it states that Rathaus gives -75% upkeep, but when I hover over the building icon, it says -50%.
 
BUG: Holy Rome. In the description of the civ, it states that Rathaus gives -75% upkeep, but when I hover over the building icon, it says -50%.

There are many "mistakes" in the descriptions. Expect those fixed in the very final version of the mod, when there going to be no more changes.
 
I've done a re-calculation, still 100%, 3 attacks 3 workers.

I also get a worker, when I kill a unit through Bombardment.

I'm playing the Japanese, with deceiver and aggressive, say's nothing about capturing workers.

-10% inflation still on description of slavery.

It says 10% chance of enslavement of combatants

One other side effect, it keep resetting my science rates to 70% science, 25% culture and 5% espionage.

I'd prefer 50% culture and 30% science, as I'm at war.
 
Back
Top Bottom