AND2 and SVN Bug Reports - A New Dawn 2 ONLY

No, you need to compile the DLL in debug mode, and start the debugger. Just before to crash, it will point you on the thing which make it to crash. Then you have to find in the code, why it leads to that. Anyway, thank you for the RNG information on the other topic. I was waiting for Afforess answer to answer but it was helpful :)
 
Glad that was of use. Grateful to you and Afforess and 45* and everyone else I don't yet know who've contributed to this project. It's given me a ridiculous number of enjoyable gaming hours :D
 
:( I have a crashing game. Crashes on the next turn every time - build 994 -

Fairly early on - just starting castles - huge earth custom scenario with revolutions enabled, mega civs modules, multiple religion spread, and various other options enabled (should I include other files with the save?)

I reloaded, did different stuff that turn, hit end of turn, same crash - no message - Civ4 just disappears from existence. I looked through the log files at My Games\beyond the sword\Logs, and I see nothing of interest. Not sure what I could be looking for?

Save game:
http://www.mediafire.com/download/egf0s4t542763b1/Crash.CivBeyondSwordSave

Most probably it depends on MegaCivPack; are you using it, right? I don't and I've been able to pass the turn without crashes. dbkblk, have you also tried with MCP or without it?

Edit: on the other hand I've checked the resource problem and for some reason you're right, you can't get that third wine resource, not even with all medieval+renaissance techs. I need to have a look and test more.
 
My game is currently crashing to desktop on or around the 10% (240 turn) mark. I've tried it with both the manual save (crashes when trying to turn over at 2229 BC) and the last autosave (crashes at 2218 BC).

Even in this case CTD is caused by MegaCivPack. I don't have it installed and I can load your game and play perfectly fine.
 
Not necessarily a 'bug' per-se, but the Terra Computer tech still states researching it allows the training of Sentinels, which were removed a while ago.
 
45°38'N-13°47'E;14004526 said:
Even in this case CTD is caused by MegaCivPack. I don't have it installed and I can load your game and play perfectly fine.

Interesting. I started another game, same settings (with Mega Civ Pack) and it's gone past turn 240 and is doing fine. I'll bear MCP in mind if I have any more problems. Thanks for that.
 
Siam & England have the same national color (red numbers & white color). Could you guys modify this one to distinguish them?
 
Hello,

I started a new game and everything was fine till I saw some unexpected things.
I changed the minimum distance between cities to 7 tiles (I always play with this). I did this change in the new dawn's GlobalDefines and in the BTS GlobalDefines too (after this "bug" but no luck).
This is the only change In the game and everything is up to date. I play on smart map.

Everything was ok the distance worked but on these islands the AI (and me too) can settle cities within 3 - 4 tiles.
Also weird why the "smart AI" make a city on that 1 tile island? lol
 

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It's a BtS "Bug", the minimum distance is only calculated for cities on same "continents" or "areas".
 
@isenchine: Thank you for the information. Do you know if there were attempts at fixing this?
 
I don't recall one. It's in the dll of course, might be an easy trick or a tricky one... I'm not much of a C++ coder. I'll have a look though.

PS/Edit: it's in CvPlayer::canFound (at the bottom)

Spoiler :
Code:
	if (!bTestVisible)
	{
		iRange = GC.getMIN_CITY_RANGE();

		for (iDX = -(iRange); iDX <= iRange; iDX++)
		{
			for (iDY = -(iRange); iDY <= iRange; iDY++)
			{
				pLoopPlot	= plotXY(pPlot->getX_INLINE(), pPlot->getY_INLINE(), iDX, iDY);

				if (pLoopPlot != NULL)
				{
					if (pLoopPlot->isCity())
					{
						if (pLoopPlot->area() == pPlot->area())
						{
							return false;
						}
					}
				}
			}
		}
	}

	return true;
}

Can we comment out
Code:
if (pLoopPlot->area() == pPlot->area())
?
 
It isn't such a bad idea to place cities on one tile islands, especially one so near enemy lands.
It serves as an additional safety zone to park your planes and super navy which you can use to bombard nearby cities and return to the city in the same turn.

Or simply use recon every turn.
 
Can we comment out
Code:
if (pLoopPlot->area() == pPlot->area())
?
I guess so. Thank you for seeking this one, it will be fixed on the next update.
 
Don't forget that it is not a bug per se but looks like a designer's concept, to which you can agree or not. I tend to think that we are talking about placement of cities, whether in the same area or not. I will do the change in my own mod as I like to play with a MIN_CITY_RANGE of 3.

Of course, if you stick to a MIN_CITY_RANGE of 2, the change doesn't really matter.
 
I found a Python error in the Diplomatic Relations Manager; I don't use it at all, so I never saw it before now. I don't think the Python file has been changed in a long time.

View attachment 399381
We're going to temporarily disable that until Afforess has some free time to complete the code. I think it also causes OOS issues. I'm about to release a new revision in next days and I can disable it temporarily if Afforess doesn't do it before.
 
45°38'N-13°47'E;14011026 said:
We're going to temporarily disable that until Afforess has some free time to complete the code. I think it also causes OOS issues. I'm about to release a new revision in next days and I can disable it temporarily if Afforess doesn't do it before.
Yes. Good idea! I think we should also move the button in the diplomatic advisor as something like "Diplomats configuration" or IDK.
I plan to remake this advisor once I'll have finished with the main screen.
 
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