AND2 and SVN Bug Reports - A New Dawn 2 ONLY

More on that, I tried disabling contact decay, but it didn't make a difference.

I've looked through the changes made in 1001/2 but couldn't see anything standing out.

one thing I've noticed, is that I seem to have Buba Yeta back as default music, so I assume I lost the more music mod??

Could that be it?? seems strange, but contact decay is strange also??

*Edit* I just figured it out, its not installed in my SVN updating copy, only in the current mod I'm playing. But will install in 1002 and see if that changes anything.

*Edit 2*, Nah didn't change anything.
 
one thing I've noticed, is that I seem to have Buba Yeta back as default music, so I assume I lost the more music mod??

Maybe because of:
45°38'N-13°47'E;14097424 in No button to update said:
Yeah, for some reason it doesn't work but I need to ask Afforess and dbkblk.
Try going on Menu, Fix Installation and Check files again. Hopefully it will update to Rev1000 although this doesn't solve the problem of the missing button.
The above may delete everything that does not belong to the mod I guess.
 
In r1002, I'm encountering a graphics bug with the Yumi Samurai, see attached screenshots.

The red circle in the second screen is for the arrows when firing.
 

Attachments

  • Civ4ScreenShot0035.JPG
    Civ4ScreenShot0035.JPG
    269.3 KB · Views: 60
  • Civ4ScreenShot0036.JPG
    Civ4ScreenShot0036.JPG
    392.2 KB · Views: 134
  • Civ4ScreenShot0037.JPG
    Civ4ScreenShot0037.JPG
    285.5 KB · Views: 81
In r1002, I'm encountering a graphics bug with the Yumi Samurai, see attached screenshots.

The red circle in the second screen is for the arrows when firing.

Red circles aside, that's the Yumi Samurai bug I was looking for. When I do an FPK replacement, I will exchange the model for another. It will not be any time soon. I want to add new models for the Colonist and Pioneer AND a new model for the Special Infantry AND replace all the duplicate icons AND organize all the button files into atlases AND add a few buttons/building models AND reorganize all the graphics files (probably cut down to 3 FPK files, not counting the terrain textures file which is separate so that you can switch to whichever terrains you want). I know it is a gigantic project, but I don't think I have very much else to do with this mod.
 
It was looking to me like the supermarkets' commerce bonus wasn't being recognized and so when it replaced the grocer, you would lose income and just gain health and happiness...don't know if this is true for sure, but it might be worth a check.
 
What's with Ballista capture rates? Almost every time I fight one, it's a guaranteed capture. Intended or bug?
 
What's with Ballista capture rates? Almost every time I fight one, it's a guaranteed capture. Intended or bug?

It uses the <Capture> XML tag. Anything that uses that particular tag is captured 100% of the time if it is defeated when it is the only unit in its tile (not necessarily as the same unit type; Settlers capture as Workers). I think it's supposed to prevent players from sending out single units without escorts. Animals use a different mechanic.
 
What's with Ballista capture rates? Almost every time I fight one, it's a guaranteed capture. Intended or bug?

Pretty sure it's always been like that, for the reasons Vokarya pointed out I assume. Human military unit capture rate should be pretty low, but siege weapons have pretty much always been a guaranteed capture - one per stack though :P
Except... Late-era siege units (Past the artilleries) don't capture at all. I think the Mobile Artillery onwards simply die as usual instead of capturing. Is that intentional as well?



(p.s., Brotherhood of Steel ftw :P Pity their Fo4 leader is kind of a jerk xD)
 
Pretty sure it's always been like that, for the reasons Vokarya pointed out I assume. Human military unit capture rate should be pretty low, but siege weapons have pretty much always been a guaranteed capture - one per stack though :P
Except... Late-era siege units (Past the artilleries) don't capture at all. I think the Mobile Artillery onwards simply die as usual instead of capturing. Is that intentional as well?



(p.s., Brotherhood of Steel ftw :P Pity their Fo4 leader is kind of a jerk xD)

Mobile Artillery and up indeed do not capture. This is how it is coded. According to the changelog, capturing of Siege units was added in version 2.8. The Mobile Artillery was not mentioned, so I am assuming that it was deliberately excluded. I don't know if we still want it that way. It is a simple change if we want to include more units in being able to be captured.
 
Mobile Artillery and up indeed do not capture. This is how it is coded. According to the changelog, capturing of Siege units was added in version 2.8. The Mobile Artillery was not mentioned, so I am assuming that it was deliberately excluded. I don't know if we still want it that way. It is a simple change if we want to include more units in being able to be captured.

Perhaps it was considered overpowered at the time?
 
Yes, that's it.

That's what I was going to look for as well. Obsidian can replace metal in a few of the early combat units (Axeman, Spearman, Heavy Horseman) but generally by the Classical Era, Copper or Iron is mandatory and by the Medieval Era, it's Iron only. (After that, there's a transition stage to Steel, and I plan on implementing one last transition to Durasteel in the Transhuman Era.)
 
I'm experiencing a memory leak problem. I'm not entirely sure how to trace this to the event which is causing it. I logged the final turn. And it appears as though one of my plantations gets pillaged right before the leak. ....I'll see if I can prevent this by destroying the unit.

Edit: I'm playing rev1003
 
Yeah that had absolutely nothing to do with it. I have also tried ending the conflict to no avail. I have also tried continuing from a previous save, also no effect. I reach this turn and it'll just continue loading incessantly.
 
Back
Top Bottom