AND2 and SVN Bug Reports - A New Dawn 2 ONLY

Don't some promotions have a few ways of getting them? Eg you need either Drill I or Combat I to get thisPromotion? If that's the case, then how would you show only the 'top' one? Have the code show only the 'top' one if there is only one pre-requisite AND if there are no other promotions dependent on the non-top one which also have no other pre-requisites?

Also, when you would point at the icon for the 'top' one would the pop-up help text list the cumulative effects of all prerequisite promotions? This would again lead to confusion when two promotions branch from one: the 'cumulative' effect of the parent promo' would be shown for both, but of course the unit wouldn't have two instances of the parent's bonus.

Not a fan of this idea.

What I'd rather see, in order to clear up the display when stacks are selected, is all units of a group put together in the list. Say you select 100 tanks: the list on the side lists the 'best' one, the second 'best' one, etc... for about eight or so units, and then "Tank (91)" along with some information about who owns them and so forth. The "91" corresponds of course to the number which isn't shown in the individual list. I'd rather just see "Tank (100)", as when I select 50 tanks, 50 infantry, 30 archers, 25 cannons, and 99 hot air balloons, I'd see a list of just five items which would be much easier to read than the current one.

And in a final annoyance: the selected unit stack icons along the bottom of the screen and the way 'groups' work. This is, in my view, one of the most glaringly idiotic aspects of the Civ IV interface. Why not separate out groups with a little space between them (rather than the absurd flat list which is sorted solely by unit type), and allow units to be dragged and dropped between groups.

Cheers, A.

C2C uses the system being suggested, which means it only shows the highest ranks - so if you have three units with Drill IV it'll only show Drill IV for those units rather than three instances of Drill I, Drill II, and Drill III.
 
Hi there,
I've been playing AND (1 and 2) for quite a while and only the most recent updates seem to have a city raising problem. Without 'No city raising' selected, I still have no option after capturing a city to raise it. It only allows me to select the next build. Anyone else noticing this? or has this been posted already? I couldn't find it. Thanks for any help. I've attached a recent game save where I just captured a city and couldn't raise it.
 

Attachments

Hi there,
I've been playing AND (1 and 2) for quite a while and only the most recent updates seem to have a city raising problem. Without 'No city raising' selected, I still have no option after capturing a city to raise it. It only allows me to select the next build. Anyone else noticing this? or has this been posted already? I couldn't find it. Thanks for any help. I've attached a recent game save where I just captured a city and couldn't raise it.
It is a recent change. You now have to raise the city one population point at a time using the pillage button on units in the city while it is in revolt. Sometimes it takes a few pillage attempts to reduce the population. When you pillage it down to zero the city is destroyed and you may get a specialist in one of your cities.
 
interesting change. Thanks for the help :thumbsup:

One further thing to note is currently there's a bug where the AI ignores this feature and will auto-raze any city they capture (Except for recapturing their own) and always turn the ruins into a Fort. That's a feature that's being removed, but I'm pretty sure the AI's being adamant about razing isn't intended (I've NEVER seen them keep a city that wasn't theirs since the city razing mechanics were changed.)
 
Visual bug: on the main screen, the game does not add in interest to the gold changes. The financial advisor shows gold gain from interest just fine, but on the main screen? Nope.

Also, I've been toying with forbidding civics, and civics with a lot of forbidden civics are now shied away from civics with less forbidden stuff. For example, in my tweaks, Monarchy is now actively avoided because it has 10 forbidden civics compared to Despotism's 4 and Republic's 6! Pretty weird, if you ask me.
 
Also, I've been toying with forbidding civics, and civics with a lot of forbidden civics are now shied away from civics with less forbidden stuff. For example, in my tweaks, Monarchy is now actively avoided because it has 10 forbidden civics compared to Despotism's 4 and Republic's 6! Pretty weird, if you ask me.
Weird? I don't think so. The AI has at least a clue about the whole "forbidden civic" stuff.
EDIT: Maybe the weighting of it needs a little polishing but I think we need more time for that.
 
Weird? I don't think so. The AI has at least a clue about the whole "forbidden civic" stuff.
EDIT: Maybe the weighting of it needs a little polishing but I think we need more time for that.

Having a clue about it is good, but only the mayans used monarchy in my test game! Everyone went for Despotism or Republic!
 
I've also noticed this; by the Medieval, I see that nearly every AI goes for Republic, which is plain bizarre.
 
I play the big 26 nations scenario and I never see anyone remain despotism when monarchy arrives. After that they shift to about fifty/fifty mon or rep varieing per game. A serious note the computer often takes feudal or vassalage etc which has stability negatives... unhappiness, lol massive civil wars all over the place :p

I often get CTD similar as if alt-f4 it closes no message nothing and always no notices in the log. Ii never had with any other mods of civ. Happens random, sometimes during a turn or when closing a game, when I won't to load it (I never load directly while game is open, way to slow). sometimes just after an autosave or when I'm just looking over the map. Anyone know what might cause it?
 
Last edited:
You know, I just realised that. Can confirm.

(Although, I gotta admit that due to the fact Art Gallery comes in at a time where I spam it in every cities, the sound it makes is just a little bit annoying at times.)
 
I think I've fixed the problem with AI using the old "raze and fortify" feature; now it's correctly using the new system where you need to "pillage" the city. I'll upload the change soon, I'm still checking other things on my to-do list.
I recall I wanted to lower a bit espionage missions costs: Vokarya, do you have any plan for that or can I do it at my discretion? It's a long time I don't play a full game so I'll probably start by lowering costs of probably 20% of current costs. What do you think?
 
Just a quick idea about espionage:
Maybe smaller civs could be better at spy defense. The larger your civ is the lower your espionage defense will be. Big civs can easily compensate this but they need to work on it. In a small civ on the other hand it's much easier to know what's going on in your cities.
 
Just a quick idea about espionage:
Maybe smaller civs could be better at spy defense. The larger your civ is the lower your espionage defense will be. Big civs can easily compensate this but they need to work on it. In a small civ on the other hand it's much easier to know what's going on in your cities.

I dont know how complicated this can be to change, but i agree.
 
I don't think it would be complicated. There's already a tag for that in buildinginfos.xml, that should be copied to other areas too.

I'd start with something like this:
Have a base espionage defense, say +20% - (the number of cities). So having more than 20 cities would mean a negative modifier.

...and civics could make a good use of an espionage defense tag too. Hive, Republic, Single Party for example.
 
I think I've fixed the problem with AI using the old "raze and fortify" feature; now it's correctly using the new system where you need to "pillage" the city. I'll upload the change soon, I'm still checking other things on my to-do list.
I recall I wanted to lower a bit espionage missions costs: Vokarya, do you have any plan for that or can I do it at my discretion? It's a long time I don't play a full game so I'll probably start by lowering costs of probably 20% of current costs. What do you think?

:clap: Great to hear!

Also interested to see the lower espionage costs; hopefully that'll mean more activity from the AI as well. I don't see them using espionage all that often, unless its a Revolutions-spawned spy :undecide:
 
Will this also mean AIs will stop razing everything in their way?

Ah right, completely slipped my mind.... Just because they use the new mechanics properly, doesn't mean that they won't stop razing everything they get their hands on... D:
 
Like, I actually won't care too much about the AIs using different mechanics if they didn't burn everything in their way.
 
Back
Top Bottom