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AND2 and SVN Bug Reports - A New Dawn 2 ONLY

I think you have a problem with flexible difficulty.

Spoiler :





As can be seen, Industrial era techs are 1/2 the cost of the previous era's techs, of which I haven't fully researched.

It is only myself and the leading A.I. who's advance this far, 1/2 are still stuck with longbows and heavy swords.

So is the game adjusting tech research to account for a 2500 finishing point,?? I've only just thought of that posting this.

Seems strange to reduce a whole NEW era, and not the existing one??
 
bldgclass_build is missing for the seaport.

Solution - add this definition for the sea port.

As well, as reported previously;

Laboratory, Pliestocene park, leaning tower are all miss named as txt
Spoiler :



Solution - Duh!!! name them properly, as well as other 3
 
I think you have a problem with flexible difficulty.

Spoiler :





As can be seen, Industrial era techs are 1/2 the cost of the previous era's techs, of which I haven't fully researched.

It is only myself and the leading A.I. who's advance this far, 1/2 are still stuck with longbows and heavy swords.

So is the game adjusting tech research to account for a 2500 finishing point,?? I've only just thought of that posting this.

Seems strange to reduce a whole NEW era, and not the existing one??

IPEX, it's not flexible difficulty. I've already explained many times that each era should last more or less the same amount of turns to balance the game. Since Industrial has many more techs compared to Renaissance for example, you simply discover techs more quickly; which doesn't mean that Industrial will last less than Renaissance, it only means that you need to think more about which techs you choose. It's a feature, not a bug. :) And anyway lower tech costs IIRC are only true for first Industrial techs compared to last Renaissance techs. You just have to learn that, differently from vanilla civ, tech costs don't always increase. It might be that Flexible Difficulty or Realistic Timescale increase this effect, but it's working as designed. :)
 
I figured out the treefarm thing, thnx for the help. Got a new prob, some of my techs only cost one point, I cant remember changing anything and I redid the mod also. This is perplexing me because on a new game all the costs are correct, but with my savegame and any game started on about later than renaissance the future techs are half normal cost and half of them are one point cost, and they change too, doesnt seem like the same set of techs ever...any thoughts.
 
I figured out the treefarm thing, thnx for the help. Got a new prob, some of my techs only cost one point, I cant remember changing anything and I redid the mod also. This is perplexing me because on a new game all the costs are correct, but with my savegame and any game started on about later than renaissance the future techs are half normal cost and half of them are one point cost, and they change too, doesnt seem like the same set of techs ever...any thoughts.

That sounds to me like an overflow error. What game speed are you playing on? I also don't think the game can handle later starts very well.
 
I have a request to make regarding the code in CvGameTextMgr.cpp. When a tech allows an improvement upgrade, the text is only showing in the Civilopedia if the improvement is reduced rather than destroyed by pillaging (that is, the improvement has a specified <ImprovementPillage>). I do not think this is right. There are improvements where I think pillaging should destroy the improvement completely (Hybrid Forest) and this is causing the improvement upgrade text to not appear.

This is the relevant part of the CvGameTextMgr code, lines 10637-10644:
Code:
	for (iI = 0; iI < GC.getNumImprovementInfos(); ++iI)
	{
		if (GC.getImprovementInfo((ImprovementTypes)iI).getPrereqTech() == eTech [COLOR="Orange"]&& GC.getImprovementInfo((ImprovementTypes)iI).getImprovementPillage() != NO_IMPROVEMENT[/COLOR])
		{
			szBuffer.append(NEWLINE);
			szBuffer.append(gDLL->getText("TXT_KEY_TECH_ALLOWS_IMPROVEMENT_UPGRADE", GC.getImprovementInfo((ImprovementTypes)GC.getImprovementInfo((ImprovementTypes)iI).getImprovementPillage()).getTextKeyWide(), GC.getImprovementInfo((ImprovementTypes)iI).getTextKeyWide()));
		}
	}

Do you think you could delete the text I marked in orange? I think all tech-allowed improvement upgrades should show up in the Civilopedia.
 
<PrereqVicinityBonuses> buildings don't seem to be working properly at the moment. I did some testing with Stoneworker's Hut and Fish Traps/Fisherman's Hut.

Stoneworker's Hut would only appear on a city's build list with a Stone resource that was improved with Quarry and a route; this makes the Stone Tools requirement for Stoneworker's Hut meaningless as you couldn't build a Hut until Masonry.

Fish Traps would only appear with Sailing which enables Trade on Coast; again, the Fish Traps is supposed to be available with Fishing tech.

On top of that, Fish resources that have a Fishing Boats improvement built on them don't appear on the resource list until Sailing is discovered (presumably because it enables Trade on Coasts). This is not normal BTS behavior. In regular BTS, all you need to have Fish appear in the building list is Fishing tech, a Fish resource, and a Fishing Boats built on top of it.

It seems to me that the vicinity check is testing for connectedness as well, which it shouldn't be. I looked through some of the source files and I think the problem is CvPlot.cpp, lines 5410-5437 (Afforess' vicinity check code), but I do not know enough to be certain of what else might happen if you change it.
 
<PrereqVicinityBonuses> buildings don't seem to be working properly at the moment. I did some testing with Stoneworker's Hut and Fish Traps/Fisherman's Hut.

Stoneworker's Hut would only appear on a city's build list with a Stone resource that was improved with Quarry and a route; this makes the Stone Tools requirement for Stoneworker's Hut meaningless as you couldn't build a Hut until Masonry.

Fish Traps would only appear with Sailing which enables Trade on Coast; again, the Fish Traps is supposed to be available with Fishing tech.

On top of that, Fish resources that have a Fishing Boats improvement built on them don't appear on the resource list until Sailing is discovered (presumably because it enables Trade on Coasts). This is not normal BTS behavior. In regular BTS, all you need to have Fish appear in the building list is Fishing tech, a Fish resource, and a Fishing Boats built on top of it.

It seems to me that the vicinity check is testing for connectedness as well, which it shouldn't be. I looked through some of the source files and I think the problem is CvPlot.cpp, lines 5410-5437 (Afforess' vicinity check code), but I do not know enough to be certain of what else might happen if you change it.
Noted, I'll have a look at this and your request. To tell the truth I've noticed some odd behaviour regarding these resources and buildings but I've never investigated. I'll have a look when I can.
 
On top of that, Fish resources that have a Fishing Boats improvement built on them don't appear on the resource list until Sailing is discovered (presumably because it enables Trade on Coasts). This is not normal BTS behavior. In regular BTS, all you need to have Fish appear in the building list is Fishing tech, a Fish resource, and a Fishing Boats built on top of it.

Actually in BTS, you don't even need Fishing Tech. All you need is the improvement, route (for land), and the enabling tech. Tech is not required in BTS for Fish, since there is no enabling tech.
 
I have a request to make regarding the code in CvGameTextMgr.cpp. When a tech allows an improvement upgrade, the text is only showing in the Civilopedia if the improvement is reduced rather than destroyed by pillaging (that is, the improvement has a specified <ImprovementPillage>). I do not think this is right. There are improvements where I think pillaging should destroy the improvement completely (Hybrid Forest) and this is causing the improvement upgrade text to not appear.

This is the relevant part of the CvGameTextMgr code, lines 10637-10644:
Code:
	for (iI = 0; iI < GC.getNumImprovementInfos(); ++iI)
	{
		if (GC.getImprovementInfo((ImprovementTypes)iI).getPrereqTech() == eTech [COLOR="Orange"]&& GC.getImprovementInfo((ImprovementTypes)iI).getImprovementPillage() != NO_IMPROVEMENT[/COLOR])
		{
			szBuffer.append(NEWLINE);
			szBuffer.append(gDLL->getText("TXT_KEY_TECH_ALLOWS_IMPROVEMENT_UPGRADE", GC.getImprovementInfo((ImprovementTypes)GC.getImprovementInfo((ImprovementTypes)iI).getImprovementPillage()).getTextKeyWide(), GC.getImprovementInfo((ImprovementTypes)iI).getTextKeyWide()));
		}
	}

Do you think you could delete the text I marked in orange? I think all tech-allowed improvement upgrades should show up in the Civilopedia.

Without that check, the next line of code will be an error when there is no downgrade available.
 
Actually in BTS, you don't even need Fishing Tech. All you need is the improvement, route (for land), and the enabling tech. Tech is not required in BTS for Fish, since there is no enabling tech.

I meant in terms of being able to build a Work Boat in-game. Otherwise, you would have to either place the Work Boats with WorldBuilder or conquer them from someone else.
 
Without that check, the next line of code will be an error when there is no downgrade available.

Then that needs to be changed too. I can see now that it's checking for the improvement that gets downgraded to. It should be just the improvement that is getting the upgrade.
 
Then that needs to be changed too. I can see now that it's checking for the improvement that gets downgraded to. It should be just the improvement that is getting the upgrade.

Actually just did a simple test in BTS, by removing pillage info from Town.
Village still display upgrade info both on map itself and in pedia.

Also, looking at setImprovementHelp in original BTS, there isn't any for loop for that, quite straightforward actually. No checks for downgrades.
 
That sounds to me like an overflow error. What game speed are you playing on? I also don't think the game can handle later starts very well.

playing on snail speed. Update, every tech seems sorta ok now except one. would an overflow error also be responsible for me not being able to spend espionage points after a while, it happened in a previous game where after like 3000 turns i had a limited list of espionage tasks and they were all free of cost, it didnt even say 0 points.
 
SVN 1007. Pure Installation (update from 1003 with and2_checker). I tried two times. First time there are two civilizations (my and one AI) who had a lot of money. I drop that game and begin new one. Now only one AI (Egypt) has huge income.

How can I fix this bug?

Both times I played for Romans. Using "Alt+Z" I changed the side to make a save. Please find detailes in savegame. Screenshot.
 
SVN 1007. Pure Installation (update from 1003 with and2_checker). I tried two times. First time there are two civilizations (my and one AI) who had a lot of money. I drop that game and begin new one. Now only one AI (Egypt) has huge income.

How can I fix this bug?

Both times I played for Romans. Using "Alt+Z" I changed the side to make a save. Please find detailes in savegame. Screenshot.


I had a similar issue with the same revision. It was Victoria, and shortly after we opened a Free Trade Agreement (Not sure if coincidence, but I dont have any save from before we signed it so I cant check either)
 
I recall that there were already problems&fixes about religions not funded by barbarians but I think I have found a new source of problem.
When a barbarian city becomes a minor civ or a minor civ matures, it may be gifted with some techs.
This happened with me when the Sweden civ appeared in my game. They had Code of Laws but not have funded Confucianism. Later an other AI also researched it and a few turns later I did too, but no one has ever funded Confucianism.
Civ4ScreenShot0398.JPGCiv4ScreenShot0399.JPG
 
Hi out there!
I am a big Civilization Fan and after Years of Battles in Team Battleground against as many Civilizations as possible I tried your mod with some of my friends.
First: The mod is simply insane!!! Theanks for all the days/weeks spend in coding it.
Second: The only Problem we have, is that after about 50-60 Rounds it goes out of Sync, in war even more often. Because we only play for a win by War, it is a Little bit pitty, that the game crashes all 10 Rounds in war...
Is there any fix out there? I read that some got help by disabling the Barbarians. Is it still helping?
With best Regards
Topf it
 
This mod is superb, but could you please fix bug (you cant promote a RAM units), and when I try to auto promote RAM units the game crashes, please help
 
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