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AND2 and SVN Bug Reports - A New Dawn 2 ONLY

I haven't seen any size-0 cities yet. Could you maybe post a saved game that has it? I think it would be worth looking at, but I also think it would be something that 45* would have to debug.

Here comes the save

https://drive.google.com/open?id=0B7-m1fqxZ3RRRjhKb3o5SWk5dzQ

One 0 city is still visible, it is Arabian Bukhara on the left of my empire. I tried to station an active unit nearby so it might be loaded just where needed. The other two cities I have them made grow artificially via Caravans, these are as well not razeable, they always raze to 0-sized cities. I have renamed them to Ex 0 city 1 and Ex 0 city 2. =)

Thanks so much!
 
Bug or Feature ?
With a Castle you can build : a Moat ( Burggraben ) , a Cannon Tower and so on...
When you upgrade the Castle , it is no longer possible .

By the way : Great Mod . Thank you !!

Edit : Ah , ok. Thanks for the fast answer.
 
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Bug or Feature ?
With a Castle you can build : a Moat ( Burggraben ) , a Cannon Tower and so on...
When you upgrade the Castle , it is no longer possible ./QUOTE]

Feature. Medieval castes were more than just military buildings, while Star Forts are pure military.
 
Weird as it might seem, after the last SVN update (1046) I was suddenly offered to build Elder councils again in What-to-construct list (already obsolete for Rennaissanse era) in all my cities. First, I refused to do that so to preserve the balance, but later I decided to accede, and built these. Though, as I remember, it surprised me that after constructing these in some cities, I was again offered to build Elder councils. Probably it is obsolete for that era, is offered for construction by error, and disappears after construction, but again, offered for construction.
 
I removed the obsoleting techs for most buildings with a replacement option. This is to allow buildings to continue operating until formally replaced. You still should not be able to benefit from a building and its replacement at the same time. So if you build a School of Scribes or a Printer, you shouldn't see Elder Council for that city.

You can hide buildings that have a replacement option available on the building list. Go to the BUG options screen (Ctrl-Alt-O or the bug icon in the upper left corner of the screen), click the "A New Dawn" tab, and turn on "Hide Replaced Buildings" under City Management.
 
I have the same problem mentioned above.By turning on "Hide Replaced Buildings", the problem hasn't been solved and Printer is already built in the cities with the problem.
 
I have the same problem mentioned above.By turning on "Hide Replaced Buildings", the problem hasn't been solved and Printer is already built in the cities with the problem.

I found the problem. I didn't carry the replacement XML as far as I should. I will fix it.
 
In my game, ver. 1046, the tech tree has three errors that I can see right off.
  • Pottery lists the Wheel as both an ANDprereq and an ORprereq.
  • Mathematics does the same for Writing.
  • Metal Casting has a glitched arrow that runs through it to Glassblowing, it seems to have something to do with Mythology.
Could anyone direct me to strategic discussion for this mod?
 
In my game, ver. 1046, the tech tree has three errors that I can see right off.
  • Pottery lists the Wheel as both an ANDprereq and an ORprereq.
  • Mathematics does the same for Writing.
  • Metal Casting has a glitched arrow that runs through it to Glassblowing, it seems to have something to do with Mythology.
Could anyone direct me to strategic discussion for this mod?

I'll fix the Metal Casting arrow. I can't fix the other ones, unfortunately. What is happening is that the arrows are nearly automatically drawn. Anything that's listed as an OR prerequisite gets an arrow. Anything that's listed as an AND prerequisite gets the corner icon. If a tech has only one OR prerequisite, then it works as an AND in practice but it gets an arrow.

The only way to override this is with the tag <TechArrowOverrides>. This allows drawing arrows from any number of particular techs and suppressing all other techs. It doesn't actually have to be a prerequisite. I could force an arrow from Pottery to Future Tech. Mathematics would have arrows from Stargazing and Trade, and Pottery would have arrows from Fishing and Agriculture, without using a TechArrowOverrides. Those would be quite messy, but I want to keep the possible prerequisite sets.

Other than the Metal Casting arrow (which is left over from when Metal Casting was mid-Ancient Era rather than early Classical), I think the tech tree is as good as it can get while avoiding lines crossing each other or going under existing techs. But I'll listen to suggestions.
 
For some reason i get a rather annoying but not really game breaking bug where i can build a certain bulding (and get a recomendation to do so) despite the city already having the more advanced version of it. In my case it's the Elder Council, despite already having a Printer in my capital.

Furthermore, recently the game tends to run out of memory about every 5 turns. While I don't think that it's bug, I it quite annoying and I'd appriciate advice on how to prevent that. For example, if there is a way to run BTS in 64Bit, so it can take advantage of my 8 gig of RAM.

I play RoM:AND Revision 1046 on Windows 10.

Savefile link
 
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Furthermore, recently the game tends to run out of memory about every 5 turns. While I don't think that it's bug, I it quite annoying and I'd appriciate advice on how to prevent that. For example, if there is a way to run BTS in 64Bit, so it can take advantage of my 8 gig of RAM.
AFAIK Civ4 being a 32bit application will never use more then 4GB RAM.
What's your game's settings by the way?

EDIT: I noticed your savegame. Will check it, but 6MB looks really huuge.
 
If I remember correctly it's a gigantic map with the default number of civs for the mapsize, but since barbarian civs are enabled the number of civs could be higher. I also use several optional settings from the BUG menu.
 
Well, there's your likely solution immediately - don't play on Gigantic. :)
 
My old laptop could handle it without major problems and my new one has at least double the specs in every aspect, so I blame Windows 10.
I mean, if your machine vastly surpasses the system requirements, shouldn't the game run perfectly provided there are no compatibility issues? And Win10 is notorious for those.
 
A massive save file like that is always going to run into problems, as you've noticed. Whether the rest of the game runs well or not is probably down to your hardware.
 
I'll fix the Metal Casting arrow. I can't fix the other ones, unfortunately. What is happening is that the arrows are nearly automatically drawn. Anything that's listed as an OR prerequisite gets an arrow. Anything that's listed as an AND prerequisite gets the corner icon. If a tech has only one OR prerequisite, then it works as an AND in practice but it gets an arrow.

The only way to override this is with the tag <TechArrowOverrides>. This allows drawing arrows from any number of particular techs and suppressing all other techs. It doesn't actually have to be a prerequisite. I could force an arrow from Pottery to Future Tech. Mathematics would have arrows from Stargazing and Trade, and Pottery would have arrows from Fishing and Agriculture, without using a TechArrowOverrides. Those would be quite messy, but I want to keep the possible prerequisite sets.

Other than the Metal Casting arrow (which is left over from when Metal Casting was mid-Ancient Era rather than early Classical), I think the tech tree is as good as it can get while avoiding lines crossing each other or going under existing techs. But I'll listen to suggestions.
I agree we can't have arrows running under technologies or crossing over everything, but then from my perspective the tech tree has a different bug, which is where the heck do I learn that Stargazing or Trade has anything to do with Math? Not from looking at the tech tree.

Any suggestions on offer would have to bring in the possibility of mechanically altering the tree in at least some respect. Are you willing to hear those suggestions?
 
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