AND2 and SVN Bug Reports - A New Dawn 2 ONLY

I haven't had a chance to view all the replies here, so forgive me if I repeat someone's bug.
After 2 minutes- 5 minutes tops into the game, me and my friend get a Synchronization error. We play virtual LAN through Hamachi. We cant see ach other anymore, and there is a long ass red error message across the map.
Can you please advise me on what I can do to solve this error. I tried take screenshots but it ends up completely black for some reason.
Thank you. :thumbsup:
We installed the launcher, and load the game directly with the mod A NEW DAWN . Launcher rev. 1.23, Mod rev. 1049

There's a multiplayer subforum here: https://forums.civfanatics.com/forums/rise-of-mankind-multiplayer.550/
Make sure you follow all suggestions there: not all options are working in MP. I've just started a MP game with my wife and we've played up to turn 132 of 600 (blitz speed) before getting the first OOS (out of sync) error. But with past revisions I've been able to play decently up to modern era although OOS are somewhat frequent; the more you advance in the game, the more OOS can become frequent. I usually start having problems around Middle Age. I'm still working on fixing OOS problems.
 
Oh can we please please please make Stack Attack work again? It's painful to have to do 250+ attacks one-by-one, especially on an older machine in which even just the selection of the next unit in a large stack takes over a second...

Thanks very much.

I've never used it but I also think I've never changed anything regarding Stack Attack. Do you remember the last time it was working?
 
I have come across that I think is a bug. It might be intended, but I doubt it.

The situation is this.
  • Game is v1046.
  • I have a city set up as a military-production center (West Point, Ultimate Soldiers, Willow Run, has Red Cross but doesn't need it because I got Medic I from the Penicillin event).
  • It has a National Wonder slot available (3 NW built out of 4 possible. In this case, Ironworks, Red Cross, and West Point).
  • It has a Peak tile in its 3rd ring. It can work the 3rd ring tiles, having a Metropolitan Administration building.
  • However, it cannot build Mt. Rushmore or National Redoubt because the game doesn't count it as having a Peak in its city vicinity. See screenshots.

View attachment 463718 View attachment 463719

Would it be possible to update the vicinity check for the 3rd ring if the city can work 3rd-ring tiles?

Never noticed it but I can look into it.
 
Why are these pearls not connected ? Also had the same city go unhappy at size 4 regardless of whether the gems were connected.
 

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Have you researched Trade? Also, there's a large unhappiness malus (well, large for the Ancient Era) when you reach size 4.
 
No haven't researched trade. Trade tech says +1 commerce from pearls. So you don't get the happiness either until trade ?

Yes I was aware of the unhappiness boost from size 4 but I thought by having an early gems hooked up it would have allowed size 5.
 
Actually, it is in the Civilopedia for Pearls. Pearls has Fishing listed as its revealing resource and Trade as its enabling resource, and you need both to use the resource (if the resource actually has both). For most resources, the enabling tech either comes before the revealing tech or it coincides with the tech that allows the improvement necessary to tap the resource. Pearls is one case where the reveal and the enabler are far enough apart that it actually matters.

If you mouse over Pearls on the map, the game does say "Research: Trade" if you don't have a Fishing Boats on the tile, but the game doesn't say that once a Fishing Boats is built. This particular problem applies even in original BTS with Uranium; it's revealed at Physics but not enabled until Fission. You can build a Mine on a tile with Uranium that you normally couldn't mine (such as a grassland/forest) without Fission, but once the Mine is built, it won't say anything more about needing Fission tech.
 
SVN 1049 - Maintenance from Number of cities.

This doesn't how up at all.

It DOES how ever show the cost for Distance to Palace.

This is true for all the Government civics.

F2 only shows both of these as a generic city maintenance costing.

Solution - Split the City maintenance into Distance from Palace and Number of cities, include number of cities in the display for changing government civics.

Settler, Colonist & Pioneer - The unit window will not correctly show the correct icon, and the unit itself, in the unit listing, will only show the icon for settlers. This is true for Zulu, others some are correct some aren't I think??

Link to workshop units on Pioneers
 
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Hi again!

Is there a chance to make a Ctrl-T make as well look for all the 0-size cities on the map and convert them to 1-sized, please? As we remember, the 0-sized cities managed to happen after the new raze mechanics sometimes failed to delete the city from the map when coming to the 0 size.
 
When Red Curatins theatre was unfortunately made to replace a Theatre, the Theatre's +1 happiness from Private wasn't carried over to the Red Curtains Theatre. As a result, when running Private, replacing a Theatre with a Red Curtains Theatre results in a loss of 1 happiness. I expect that that's not intended (and is daft in any case).

Cheers, A.
 
I've never used it but I also think I've never changed anything regarding Stack Attack. Do you remember the last time it was working?
No idea. Can't remember using it in AND for a long time.

With stacks of almost 500 units, it's just too tedious to do combat one-by-one. It's really really slow - in large stacks, selecting the next unit takes almost two seconds on a slightly older machine (which otherwise runs Civ IV very well). Might not sound like a big deal, but after EACH ATTACK a new unit is selected, so doing these attacks one-by-one is extremely time-consuming.

Cheers, A.
 
Hi again!

Is there a chance to make a Ctrl-T make as well look for all the 0-size cities on the map and convert them to 1-sized, please? As we remember, the 0-sized cities managed to happen after the new raze mechanics sometimes failed to delete the city from the map when coming to the 0 size.

I'd prefer to understand what's causing this problem and get rid of it. I've never experienced it myself, I'll look back in the thread to see if someone posted a relevant save.
 
No idea. Can't remember using it in AND for a long time.

With stacks of almost 500 units, it's just too tedious to do combat one-by-one. It's really really slow - in large stacks, selecting the next unit takes almost two seconds on a slightly older machine (which otherwise runs Civ IV very well). Might not sound like a big deal, but after EACH ATTACK a new unit is selected, so doing these attacks one-by-one is extremely time-consuming.

Cheers, A.
Isn't it Quick Combat you are referring to?
Spoiler :
1280px-Civilization_IV_Gameplay.jpg
 
Isn't it Quick Combat you are referring to?
No. That just turns off the combat animation. I've never been interested in watching the animation, so I've always got those quick combat options selected. Stack attack allows you to select a group of units and tell them to attack, and they'll all go to combat in order of decreasing odds of victory (I think).
 
No. That just turns off the combat animation. I've never been interested in watching the animation, so I've always got those quick combat options selected. Stack attack allows you to select a group of units and tell them to attack, and they'll all go to combat in order of decreasing odds of victory (I think).
You do know that without stack attack on (I have never used it) you can select a stack of units, attack one at a time and the unit that attacked is unselected. Using the keypad you can attack at more than 1 battle / second this way.
 
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