AND2 and SVN Bug Reports - A New Dawn 2 ONLY

Here's some minor bugs I encountered :
1) after recalculating from 86 to 90 version all buildings income dissapeared
2) after any AI adopts Imperium civic my scroller jumps to 95 science every time
3) some of my cities doesnt have resources I posses in great quantities( glassware etc.) . They are connected by miriads of roads . Is that intended? Also some of my port cities have recourses I DONT have ,and dont import ,like ivory ,for example. I try to not build elephapnts to not eploit ...but still.
4) I encountered weird AI bug when he had 20+ stack of units standing near another's country borders ( not in war,and never was) while my army was marching though his lands and even when I besieged his capital he hasnt moved single unit crom there, and prefer to capitulate. After capitulation stack still was at his place ,while AI was building new units for city defense. He moved units only when being my vassal I declared war on another coutry. Or maybe he didnt felt threatened by that other country anymore ,being under my protection ?: )
 
Sorry if this bug has been posted, just saw it and figured it should be posted about.

I settled a city and began building a worker, next turn I met native americans and then my worker in the new city was canceled due to being unable to continue work, and I received 210K+ gold as overflow. The autosave of that turn starts with it already happened in the game, I went back to the previous autosave and did the same steps and it did not happen again so I was unable to reproduce it.

I have attached the autosave where it happened and the one a few turns before as well. This was on Rev 990.

Eddited to add another example of it possibly happening. I played a new game and in it I was on a different continent then assyria, but when I finally got sight on the other continent and met the Assyrians, they had a gold level of 10+ million gold. No idea how that could happen except maybe with the bug as well?
 

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Problem with Fixed borders, probably been ongoing for a number of versions (+100) or since fixed borders was introduced.

When a Civ with Fixed borders loses its city, they retain culture on the tiles the city previously occupied, both on Land and Sea.

This can leave splotches of culture all over the map.

Solution - If no culture is being added each turn to a tile, it should revert to Neutral, or the highest cultural influence that IS inputting culture into that tile.
 
Problem with Fixed borders, probably been ongoing for a number of versions (+100) or since fixed borders was introduced.

When a Civ with Fixed borders loses its city, they retain culture on the tiles the city previously occupied, both on Land and Sea.

This can leave splotches of culture all over the map.

Solution - If no culture is being added each turn to a tile, it should revert to Neutral, or the highest cultural influence that IS inputting culture into that tile.

That would loss you tiles under some other circumstances, such as after just founding a city when imperialistic, and if you have border popped from a religion and then change to a different religion.

I notice this happening for one turn, but it then goes away. Do you mean when the losser civ has Fixed borders but the capturing civ does not? Or perhaps this is new to this version, I have not yet upgraded.
 
No, we both have Fixed borders. I'll add a screen shot to show what I mean.

They have NO cities within 20+ Tiles now, I've cleared out an area BELOW a natural choke point on a continent.

Both myself, the aggressor and Theodora, the victim, have splotches of culture in tiles from cities that we both previously owned.

Theodora - I've taken the city.
Myself - Taken and burnt the city to the ground.

This has left patches of culture, with NO city having adjoining cultural influence.

Spoiler :



Directly north of my border city, Hama, border = Line of settlement, there is a city ruin, with 1 ring of no culture, then a 2nd ring of Theodora's culture, and directly above the line of settlement note. I'm clearing out the influence of the Byzantine road kill.

I've NO forts/Bunkers, I've just raised the cities to the ground, and IMMEDIATELY vacated the area . Many turns later, these patches of culture still exist.

Upon reloading, Theodora's residual culture has disappeared, but mine remains

If you mouse over the tiles, Neutral tiles show 0% cultural influence. If you mouse over my tiles, in Light green, they show 99% Byzantine, but show up as Light green Arabic, not Grey Byzantine. They should revert to Neutral. ( I'm mousing over the inverted U shape above the promotions icons on the lower right of the screen shot.)

Spoiler :



It should have a reducing timer effect, if you don't add culture to the tile for say 10 turns, scaled to game speed, you lose ownership of that tile, of if if you don't have an adjoining tile, which your ARE putting culture per turn into, you lose that tile as well, it goes to the next highest cultural input or reverts to neutral.

If you pop a border, your cultural level doesn't drop because you change civics, the amount you output changes, the level doesn't.

Also It shows in the 2nd picture, the 100% enslavement rate for victories, I'm now getting it with Arabia, so its my configuration some how?? I haven't set it as such, its at 10%, and it annoys me, as I have to delete them all, and only keep captured workers built by the AI.

P.S. Rezca Axe's suck Spear Rule!!:band:
 
look at this:
my submarine has just defeated an enemy steamer carrying a worker unit and ...
man in the sea:eek:.
Is this intentional?First time happening to me.:lol:
 

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look at this:
my submarine has just defeated an enemy steamer carrying a worker unit and ...
man in the sea:eek:.
Is this intentional?First time happening to me.[emoji38]
Definitely not intentional. Can you reproduce it or post a save before it happens? Thanks
 
45°38'N-13°47'E;13988221 said:
Definitely not intentional. Can you reproduce it or post a save before it happens? Thanks

Is it intentional that if you are running slavery you can get workers from naval victories? If not, I am pretty sure I can replicate that, and it looks just like this.
 
Is it intentional that if you are running slavery you can get workers from naval victories? If not, I am pretty sure I can replicate that, and it looks just like this.
No, it's not. Then I don't need the save, I already know where the problem is. Thanks again.
 
In my latest game-play I have noticed that Warhead Factory is available only with M.A.D civic. Is it intentional? No other possibility to build it. I had all requirements available: Advanced Rocketry, Uranium, Aluminum, First Nuclear Test, Arsenal and Warhead Factory was not available to build (invisible). After changing my civic to M.A.D it was visible and available. Then, just for my curiosity, civic was changed back to Volunteer Army (with Unmanned Warfare available and multiple Warhead Factories) and I lost possibility to build anything except A-Bomb and Tactical Nuke.

991 Log:
"Increased nukes production probability (AI wasn't building any)" - I am not surprised. It looks like it is impossible without M.A.D civic.
 
In my latest game-play I have noticed that Warhead Factory is available only with M.A.D civic. Is it intentional? No other possibility to build it. I had all requirements available: Advanced Rocketry, Uranium, Aluminum, First Nuclear Test, Arsenal and Warhead Factory was not available to build (invisible). After changing my civic to M.A.D it was visible and available. Then, just for my curiosity, civic was changed back to Volunteer Army (with Unmanned Warfare available and multiple Warhead Factories) and I lost possibility to build anything except A-Bomb and Tactical Nuke.

991 Log:
"Increased nukes production probability (AI wasn't building any)" - I am not surprised. It looks like it is impossible without M.A.D civic.
It's intended and the fix you're reporting was applied because AI wasn't building ANY nuke at all. Now any civ with uranium and FNT can build basic nukes. But if you want advanced ones, either you use MAD or Unmanned warfare in order to build Warhead Factory. And believe me, AI is very good at it.
 
OK. I understand. But in my game-play ONLY M.A.D allowed me to build Advanced Nukes and discovery of Unmanned Warfare doesn’t change anything. Simply: no M.A.D no Advanced Nukes.
Does it only happen on my computer?
 
OK. I understand. But in my game-play ONLY M.A.D allowed me to build Advanced Nukes and discovery of Unmanned Warfare doesn’t change anything. Simply: no M.A.D no Advanced Nukes.
Does it only happen on my computer?

I think you need to adopt the military civic Unmanned Warfare (or MAD) to be able to build the warhead factory and Advanced Nukes, not just reaserch the tech.
 
I would like to thank our players to ensure the support for the mod :)
BTW, i like your local protocol pseudo.
 
I would like to thank our players to ensure the support for the mod :)
BTW, i like your local protocol pseudo.

I sure hope it is appropriate for me to answer questions I think I know the answer to even though I am not connected with this MOD at all. I thought it would help.

It cannot be stressed enough how much I appreciate the effort that goes into creating this, it is the best MOD I am aware of (for any game) and the support is incredible. There are plenty of pay-for bits of software that have much worse support than this MOD has.
 
OK. I understand. But in my game-play ONLY M.A.D allowed me to build Advanced Nukes and discovery of Unmanned Warfare doesn’t change anything. Simply: no M.A.D no Advanced Nukes.
Does it only happen on my computer?

Just a little additional info here. You also need to have advanced nukes checked in your custom settings.
 
I am having the most pleasant game with your mod guyz, right now I`v reached mid-industrial era and so far my only actual complains would be :
- AI doesnt use field generals, so i abandoned them aswell to prevent exploit, however Id realy like to play with generals
- It seems that AI doesnt consider defense pacts when chosing target for agression ,Carthage marched through my lands and Invaded England which was my defense pact associate . Carthage army was encircled and desolated, and it seems that ai didnt expect such treason from me and totaly lost his original plans,it looked like his army just scattered in panic.
- Arabs researched as far as electiricty without any gunpowder units exept arquebuisers , and not so long ago someone TRADED them cavalry tactics and cannons, but they still dont consider an techs from warfare line. Please link fusiliers and rifleman techs to progression, its essential for AI.
 
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