AND2 and SVN Bug Reports - A New Dawn 2 ONLY

SVN 995 (Had to regress due to random crashes out of process) I think it was my editing to allow respawning of the holy city that caused it, I've reversed the changes and no problems.

Hyperlinks don't work in Civics screen (F3)

Solution - Enable the hyper link properly, it shows as one, but doesn't link to Civopedia
 
Playing on noble difficulty,normal speed,REV 996(updated),no future era and having the research rate no more than 30%,the research cost for every tech in modern era was on average 5 turns.After researching the last two modern era techs (Cloning,Cyberwarfare) the 1st Future Tech cost suddenly increased to 126 turns:eek:, keeping the same research rate.
 
WAD, I've given future tech a huge cost, you're not meant to discover dozens of them. Better focus on espionage or culture when you reach end of tech tree. There's really no point going on there.
 
Since Rice of Mankind some added features do not work, or I will reinstall the old version:
-1. The experience system doesn't workl. +2 points from a great leader, the Key West and Pentagon wonder? every level is 20 points or more. Put a level per win, three per great leader and six per wonder.
-2. Putting the mountains accessible on, it has no effect.
-3. Towns do not produce gold and shields with roads anymore.
-4. Happy resources silk, ivory, incence do not produce happy anymore, only some of them, and health resources don't work either. Therefore bazaars and market do not produce happy anymore either, which distributed those happy resources.
-5. Noticed too that on Planet generator 0.68, he best biome setting is climate variation drastic - hot, while moisture has no effect on plants. That should be fixed, to effect the trees. That has the most ice, tundra, and tropical, but there should be a way to expand tundra while tropics is expanded, as to minimize the green biome, as tundra and ice only withdraw the hotter the setting.
-6. The Smartmap doesn't have all the features that Planetgenerator has. I wish for higher map sizes, in Y coordinates, as they expand the biomes and the width only increases the size.
-7. Ultimately, Civ games need a realistic map, where distances are 100 times bigger, and moving and founding a city would only be possible based on the capabilities and resources of the units, unlike now, where the world is filled with cities identically distanced from one another. The amount and area of cities in Civ should not exceed that of the satellite images of Earth on the whole map.
-8. The Wonders do not offer the same benefits, such as Encyclopedia's all known techs By other players, instead 10% in all cities. Please let the Wonders be as they were in Rise of Mandkind 2012 December.
-9. Building a hut in a forest removes the forest. Why?
 
45°38'N-13°47'E;14055030 said:
WAD, I've given future tech a huge cost, you're not meant to discover dozens of them. Better focus on espionage or culture when you reach end of tech tree. There's really no point going on there.

I didn't know you toned up the research cost for future techs.FT researching is important only if I need the extra :health: bonus for some unhealthy cities.On the other hand :) bonus aren't important because unhapiness is never an issue in my games.
 
Since Rice of Mankind some added features do not work, or I will reinstall the old version:
-1. The experience system doesn't workl. +2 points from a great leader, the Key West and Pentagon wonder? every level is 20 points or more. Put a level per win, three per great leader and six per wonder.
-2. Putting the mountains accessible on, it has no effect.
-3. Towns do not produce gold and shields with roads anymore.
-4. Happy resources silk, ivory, incence do not produce happy anymore, only some of them, and health resources don't work either. Therefore bazaars and market do not produce happy anymore either, which distributed those happy resources.
-5. Noticed too that on Planet generator 0.68, he best biome setting is climate variation drastic - hot, while moisture has no effect on plants. That should be fixed, to effect the trees. That has the most ice, tundra, and tropical, but there should be a way to expand tundra while tropics is expanded, as to minimize the green biome, as tundra and ice only withdraw the hotter the setting.
-6. The Smartmap doesn't have all the features that Planetgenerator has. I wish for higher map sizes, in Y coordinates, as they expand the biomes and the width only increases the size.
-7. Ultimately, Civ games need a realistic map, where distances are 100 times bigger, and moving and founding a city would only be possible based on the capabilities and resources of the units, unlike now, where the world is filled with cities identically distanced from one another. The amount and area of cities in Civ should not exceed that of the satellite images of Earth on the whole map.
-8. The Wonders do not offer the same benefits, such as Encyclopedia's all known techs By other players, instead 10% in all cities. Please let the Wonders be as they were in Rise of Mandkind 2012 December.
-9. Building a hut in a forest removes the forest. Why?

9. Because we think it's more balanced like this, I suppose. I answered the rest in your other post (no need to double post, by the way)
 
I have a situation where the turn won't end, it continues in a loop.

Attached is the last save, on the turn it loops and 2 mini dumps from the latest 2 SVN versions that I've tried to move on with.

*Edit 19/Nov/2015*

I was able to move past, using an earlier save, at a guess, it was the Korean war decision causing a loop. As they did declare war on the turn it keep looping upon.

Maybe a rare bug, or just bad luck for me.

*Edit x 2 * It seems its a diplomacy bug, I've twice had the game crash out of processing, when accessing the diplomacy screen, after I finish and try to exit, it crashes.

Most recent mini dump is attached.
 

Attachments

the Laboratory isn't included in the F1 Screen list that you can edit.

It has the Research Laboratory included in its place as the laboratory, with the 80 digit blurb for the research laboratory.

Solution - Include the Laboratory in the f1 Screen - City overview.
AND Move the Research Laboratory to the Research Laboratory name and not Laboratory (Probably an old name hang over)

Note, I can build laboratories in some cities, but not in other?? ALL cities have Madrassa's, I have Chemicals, Chemistry tech.

Also, it seem only cities below 20 Pop have it available, except of 1 city???
*Edit* I must have mass built them, I just forgot it seems.

ID 802 = Laboratory, but should be Research Laboratory
ID ??? = Laboratory is none existent.

*Edit* Quern has only a 50 Point description. No 22 Point actual building data.

Chemosagade - Orphaned as well.

Research Laboratory, see above, 80 points only, no 22 building description.

Spoiler :



River port only has 1 description of 22 points for actual building.

There's a row of 6 of them with building description, etc as; "TXT_KEY_BUILDING_....." 6 in a row.
Below 465 Supreme court building.

Spoiler :



These 6 are the Orphans I saw, with only 1 line of description.

Solution - Assign orphan building types to building codes.

*Edit*, You can't sort by the added building descriptions/icons, they just default to the Civopedia.
 
Here's a screen shot of the 6 orphan buildings.

Spoiler :



You'll notice, it says I've build all of these Laboratories, BUT I HAVEN'T!!!!. I only just BULBED ORGANIC CHEMISTRY.

They actually do appear in Pop > 20 Cities????? Automatic upgrades???what???? I don't have Chipotle on


Again, I mass built them before?? forgot I did it, and its Chemistry not Organic Chemistry, that obsoletes Alchemist laboratory.

Solution - Unorphan the building build icons, and see what it does.

4 are wonders, Laboratory and the Pleistocene park building.

*Edit* one more suggestion, what about adding a hot link to the Building descriptions from the city screen to the Civopedia

Photographers studio build has no sound file attached to it, what about "freeze frame" Doin Doin Doin Doin..Freeze frame Freeze frame, FREEZE FRAME!" J Geils band??

Oh Yeah, Ranged attack doesn't work for shipping, known, but Archer bombardment, an Archery promotion does???

Solution - Either remove Archery promotions from shipping, to allow Ranged attack, or remove it as an option, and call Archery bombard - "Ranged attack"

Further more, Oil power plants need the river side requirement added to the Civopedia, it only shows on build list, if you have river, if not, you wonder why you can't build it!!!!
 
Hello I got a couple of bugs to report. Revision 989. Not the latest revision, but those bugs still could have been not fixed yet?
So, the first one is "Villa no longer functioning" and it's when I'm switching from Unmanned warfare to M.A.D.
Spoiler :
attachment.php

And I have seen it earlier, happens every time when I change civics. Villas should not be active already millenium or two though ;d

And second one is not the most important thing in the mod, and not really a bug, but still:
Land units are not able to use jumplines on water tiles to move between islands, only through tunnels and construction ships are not able to replace tunnels with jumplines, there is just no option to build jumpline on a tunnel tile.
Spoiler :
attachment.php


And third one:
I'm playing with increasing difficulty option on marathon speed, difficulty was increasing every 200 turns, reached deity as was promised in description, but then it increased further to immortal. And in next 200 turns I had message again that difficulty was increased. I thought where to lol. But when I checked difficulty turned out that actually it decreased to deity. I'm playing without flexible difficulty and have no save when it happened.
 

Attachments

  • Civ4ScreenShot0002.JPG
    Civ4ScreenShot0002.JPG
    310.3 KB · Views: 464
  • buddypal AD-1902-Summer.rar
    buddypal AD-1902-Summer.rar
    2.6 MB · Views: 1,014
  • Civ4ScreenShot0004.JPG
    Civ4ScreenShot0004.JPG
    398.6 KB · Views: 465
As I understand it, your tunnels will always provide the best transport option available.

If you up to jump planes, then they will be jump planes, move a unit through and check its movement points to confirm this.

Villas I don't use.

Immortal is below deity in difficulty. So Immortal to Deity is actually an increase, for the Human, a decrease for the AI.
 
Ow, so immortal is below deity lol. It makes all the difference then. In a mods I was playing before there was Emperor as maximal difficulty, so not surprising I forgot about these two.

On those jumplines, jumplanes I mean:
Now I made proper screenshots, there is construction ships on a tunnel tile and there is no option to build a jumplane. (tunnel has 4/5/8 yelds, meanwhile jumplane 5/6/8, so it's easy to notice them)
Spoiler :
attachment.php

And on next screenshot stack of workers, they are not able to enter small island near Shiraz, meanwhile this island connected with mainland by jumplines.
Spoiler :
attachment.php

So, land units are not able to use them, meanwhile water units definitely able to. They spend 0,1 movement points on jumpline.
That's maybe not really important but still...
 

Attachments

  • Civ4ScreenShot0005.JPG
    Civ4ScreenShot0005.JPG
    381.6 KB · Views: 468
  • Civ4ScreenShot0006.JPG
    Civ4ScreenShot0006.JPG
    366.3 KB · Views: 446
Ow, so immortal is below deity lol. It makes all the difference then. In a mods I was playing before there was Emperor as maximal difficulty, so not surprising I forgot about these two.

On those jumplines, jumplanes I mean:
Now I made proper screenshots, there is construction ships on a tunnel tile and there is no option to build a jumplane. (tunnel has 4/5/8 yelds, meanwhile jumplane 5/6/8, so it's easy to notice them)
Spoiler :
attachment.php

And on next screenshot stack of workers, they are not able to enter small island near Shiraz, meanwhile this island connected with mainland by jumplines.
Spoiler :
attachment.php

So, land units are not able to use them, meanwhile water units definitely able to. They spend 0,1 movement points on jumpline.
That's maybe not really important but still...

The ONLY route that allows land units to move through water tiles is the tunnel. Although it seems trivial to use jump lanes to jump units through water, it doesn't work like that.
45° promised that he would try to make a separate tunnel route to have an early one buildable on coastal tiles, and a later one for ocean plots.
I think jump lanes on water tiles cam from old-old ROM times to spice up trans-human era naval warfare. Maybe it would be better to disable it on water tiles to avoid such confusion. Water units are already fast enough.
(Of course it would be much-much cooler if jump lanes would really allow land units to jump through water, and water units to jump through land :mischief: )
 
Updated to rev 997 and it gives me the option to build Buddhist Stupa although my state religion is Hellenism.Is that intentional?
 
Updated to rev 997 and it gives me the option to build Buddhist Stupa although my state religion is Hellenism.Is that intentional?
Yes if you're running Free Church or Secular.
No otherwise.
Please let me know which is the case. And please upload a save if case 2 is happening.
 
45°38'N-13°47'E;14066301 said:
Yes if you're running Free Church or Secular.
No otherwise.
Please let me know which is the case. And please upload a save if case 2 is happening.

I'm sorry for being careless:sad:.I forgot that I'm running Free Church.
 
Bit of an issue. I usually make a better effort to look for solutions to bugs on my own, so I apologize if this one has been covered somewhere else, but troubleshooting this one is a bit out of my league, and multiple searches didn't help.

Once the diplomatic relations manager becomes available, the top is cut off above the visible screen and cannot be moved or modified. Using the controls I can see, it seems to operate normally otherwise. I've tried reinstalling the mod and using an earlier version without effect. I tried reproducing the bug in multiple games with widely varied options, and it was present each time. If you need a copy of some of my files, let me know which ones, as my upload capabilities are limited. I'm running revision 989 in ubuntu under a clean PlayOnLinux wineprefix (can't update with the tool). I've made alterations to the civics XML to grant additional free units, but it is otherwise left alone.
 

Attachments

  • Screenshot from 2015-11-29 03:17:44.png
    Screenshot from 2015-11-29 03:17:44.png
    82.2 KB · Views: 172
Bit of an issue. I usually make a better effort to look for solutions to bugs on my own, so I apologize if this one has been covered somewhere else, but troubleshooting this one is a bit out of my league, and multiple searches didn't help.

Once the diplomatic relations manager becomes available, the top is cut off above the visible screen and cannot be moved or modified. Using the controls I can see, it seems to operate normally otherwise. I've tried reinstalling the mod and using an earlier version without effect. I tried reproducing the bug in multiple games with widely varied options, and it was present each time. If you need a copy of some of my files, let me know which ones, as my upload capabilities are limited. I'm running revision 989 in ubuntu under a clean PlayOnLinux wineprefix (can't update with the tool). I've made alterations to the civics XML to grant additional free units, but it is otherwise left alone.

Hmm... Resolution settings?
 
I think I found a bug, it related to invisible units in transhuman era(revison 996):
An example
There is my dreadnought tank (he don't see invisible units) attacking a city
Spoiler :
attachment.php

So, it seems there is only one land unit - mechanized infantry, I'm attacking a city and auto-razing it.
Then I move on the same tile plazma tank (he able to see invisible units) and:
Spoiler :
attachment.php

turns out there was 2 invisible genetic soldiers on city defence lol.

And more or less the same happens to naval units, say if I have fusion cruiser (able to see invisble units) and, say, I have put him on fishing boat, so that enemy units wasn't able to pillage. Even then submarines able to float right under my unit and pillage fishing boats.
 

Attachments

  • Civ4ScreenShot0008.JPG
    Civ4ScreenShot0008.JPG
    328.1 KB · Views: 500
  • Civ4ScreenShot0009.JPG
    Civ4ScreenShot0009.JPG
    327.3 KB · Views: 493
  • buddypal AD-2022-Winter.rar
    buddypal AD-2022-Winter.rar
    5.4 MB · Views: 6,499
Does anyone have a save game available with the Japanese Longbowman crazy graphics? I was looking through CIV4UnitArtStyleTypeInfos.xml and I noticed there are two separate definitions for the Longbowman under UNIT_ARTSTYLE_JAPAN. I wonder if removing one of them will solve the graphics problem.
 
Back
Top Bottom