AND2 and SVN Bug Reports - A New Dawn 2 ONLY

Are you sure it's a memory leak because you actually see memory usage increasing (very strange, never happened), or is it simply a never ending turn (possibly a loop, it happens)? Can you upload your save?
 
45°38'N-13°47'E;14095062 said:
By Diplomatic Relations Manager, do you mean the one which has the button next to BUG options? That should have been removed since some revisions. Can you post a screenshot?

Yes, and the feature was removed when I updated to 999 so it wasn't a problem anymore. I was wanting to get to where I could approve/condemn, but I can't even remember if that's in AND in the first place now.

But now I can't update at all, the update button is missing from the revisions list screen. I even re-sized it thinking it had been cut off, but no such luck.

EDIT: Just noticed the launcher was updated. Where can I snag the latest version by itself?
 

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Yes, and the feature was removed when I updated to 999 so it wasn't a problem anymore. I was wanting to get to where I could approve/condemn, but I can't even remember if that's in AND in the first place now.

But now I can't update at all, the update button is missing from the revisions list screen. I even re-sized it thinking it had been cut off, but no such luck.

EDIT: Just noticed the launcher was updated. Where can I snag the latest version by itself?
Just go to the launcher menu and pick Fix Installation, that should do it.
 
I think you have a problem with the A.I.

Once it achieves a large empire, it will suddenly sell off all its troops to the point of only having 1/2 per city.

I don't know whether its going for a cultural victory?? or a cost cutting measure.

I've had 3 A.I.s, all of whom had a big warmongering tenancy, who suddenly just sold off the military and when down in relative strength to me.

The 1st 2 both Fell to the 3rd Warmongering A.I. who upon achieving a 2/3 continental empire, has suddenly gone pacifist, and reduced its armed forces down to 2 per city.

Empires with less then 1/10th of the cities, have a higher power ratio.

Problem defined - Empires that go for a cultural/Pacifist line, will sell off armed forces, to the point that they themselves become the next victim.

Solution - Code in a need to maintain a standing army, that is relative to its empire size, and that of its near opponents.

I've noticed this too, in my last game I was well behind two leading AIs, who suddenly reduced their army size by half and are now getting beat on by smaller civs.
 

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So I take it that there isn't anything we can do about the looping problem? I had never experienced this problem until the latest iteration (s) of the game.
 
I've noticed this too, in my last game I was well behind two leading AIs, who suddenly reduced their army size by half and are now getting beat on by smaller civs.

This sounds like a case of rather than active sell-off.
 
I'd disagree there, EVERY city went down to 2 defenders. In that game I mentioned, the Dutch actually started to rebuild its military, and went back up in power.

As I understand it, with a strike, the furthest units from a city/Culture are deleted 1st, then only 1 at a time, increasing with next turn to 2/3.

In this instance, it was a MAJOR drop in power, and ALL cities only had 2 defenders. One or two cities were liberated, vassal created, but it did recover.

I won via a cultural victory, wasn't even aiming for that, surprised when it happened, but victory is victory. 5 cities at > 720,000 :culture: :trophy:
 
I'd disagree there, EVERY city went down to 2 defenders. In that game I mentioned, the Dutch actually started to rebuild its military, and went back up in power.

As I understand it, with a strike, the furthest units from a city/Culture are deleted 1st, then only 1 at a time, increasing with next turn to 2/3.

In this instance, it was a MAJOR drop in power, and ALL cities only had 2 defenders. One or two cities were liberated, vassal created, but it did recover.

I won via a cultural victory, wasn't even aiming for that, surprised when it happened, but victory is victory. 5 cities at > 720,000 :culture: :trophy:

Ok, I might have seen something different then, in my case they still maintained a rather large army (>>>2 per city), just much less large then before. If it's an intended game function that I just didn't realize then it's probably not a bug.
 
Well, I'm not sure what's happening but the STRIKE thing seems realistic to me. I'd need a save the turn before a huge drop. When I have some time I hope I can check (same thing for the infinite loop problem). I suppose that following a civic change and anarchy, that civ can't support a huge army anymore. Has anyone noticed if those huge power drops are following a civic change?
 
As I understand it, with a strike, the furthest units from a city/Culture are deleted 1st, then only 1 at a time, increasing with next turn to 2/3.

That depends on how negative you are in gold, I suppose. The more gold you're losing per turn when your treasure is 0, the more units have to be deleted. I think that would explain the situation pretty well. I haven't checked though.
 
45°38'N-13°47'E;14107150 said:
That depends on how negative you are in gold, I suppose. The more gold you're losing per turn when your treasure is 0, the more units have to be deleted. I think that would explain the situation pretty well. I haven't checked though.

I don't have any saves from shortly before the drop since I tend to overwrite older saves. Both of the civs have managed to stay competitive tech wise though which seems strange unless I'm not understanding the mechanic, since as far as I know the science slider gets forced to 0 before units start disbanding.
 
Had not reached stirrup yet.

That would do it. You don't fail a quest until you reach any of the obsoleting techs, and Stirrup is the only obsoleting tech for that quest. I want quests to have a reasonable length of time to be able to be finished.
 
45°38'N-13°47'E;14106492 said:
Just go to the launcher menu and pick Fix Installation, that should do it.

Did the trick. Thanks.

As an aside, this mod is awesome. Playing Civ4 with it is helping me get through a rough time in my life. Your work and the work of the others on the project is greatly appreciated.
 
As the title suggests, I've found a small error.

When you take a city, it will say the name of your next city build had expanded its borders, and not of that of the city you just took.

Spoiler :


Solution - insert the name of the city taken, not the next on build listing.

1:strength: to scout isn't listed as an icon on archery, only as a mouse over.

Solution - Add an icon showing +1:strength: to Scouts.

:band: Happy new year to all, and to all [party]

P.S. The slow bump scrolling and the 100% victory enslavement, seems to have been cured by starting a new game. Version 1003
 
When you city is already >1 :mad: citizens, it will continue to grow as long as the food allows, even if you have "avoid unhappy citizens" checked.

Solution - Correct this so it works correctly, and not only when you have no unhappy faces.
 
In the attached save, the city I am attacking has no archers in it.

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When I attack it the game reports I have killed an archer.

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I am playing with great commanders. I do not think this is the first time it has happened in this game. Rev 997.
 

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In the attached save, the city I am attacking has no archers in it.

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When I attack it the game reports I have killed an archer.

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It's probably the javelin thrower because it's an archery unit.
 
45°38'N-13°47'E;14114098 said:
It's probably the javelin thrower because it's an archery unit.

Yes, there are some units that have flavor names (like Mongol Archer is named Javelin Thrower and Japanese Longbowman is named Yumi Samurai). If we want this to apply uniformly, it has to be fixed in CvUnit.cpp where TXT_KEY_MISC_YOU_UNIT_DESTROYED_ENEMY is used, because it calls the name of the defending unit and not the flavor name.
 
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