AND2 and SVN Bug Reports - A New Dawn 2 ONLY

Oh, I do not have these, I have autosaves disabled, and by now I have migrated to another machine. I promise I will start a new game and will save always before a final blow for any city!
 
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.

Yes I am aware of that. The issue is that with many units (over e.g. 200), when the selected stack is multiple lines of unit icons across a 2560 pixel screen, the de-selection of the unit which fought (or alternatively, the selection of the rest of the stack) takes more than a second, almost two seconds, after the combat is complete. I don't know how to make this any faster because I've already got the graphics settings relatively low, single unit graphics, etc... It's clearly an example of extremely inefficient coding, that such a simple thing would take so long on a 2.8GHz i5, considering the miniscule work involved - changing the border around an icon from green to red and changing the dot colour if the unit became injured, and updating the list of combined promotion icons in the bottom left of the screen.

My computer is not new, but the work involved in this deselection process should not cause such slowness. 2.8GHz i5, Radeon 4850 512MB, 8GB RAM: more than sufficient for Civ IV otherwise.

Thanks anyway.

Cheers, A.
 
Yes I am aware of that. The issue is that with many units (over e.g. 200), when the selected stack is multiple lines of unit icons across a 2560 pixel screen, the de-selection of the unit which fought (or alternatively, the selection of the rest of the stack) takes more than a second, almost two seconds, after the combat is complete. I don't know how to make this any faster because I've already got the graphics settings relatively low, single unit graphics, etc... It's clearly an example of extremely inefficient coding, that such a simple thing would take so long on a 2.8GHz i5, considering the miniscule work involved - changing the border around an icon from green to red and changing the dot colour if the unit became injured, and updating the list of combined promotion icons in the bottom left of the screen.

My computer is not new, but the work involved in this deselection process should not cause such slowness. 2.8GHz i5, Radeon 4850 512MB, 8GB RAM: more than sufficient for Civ IV otherwise.

Thanks anyway.

Cheers, A.

I don't think basic BTS would be any faster with such huge stacks, provided the detail of so many units, buildings, etc is the same.
Problem is that I have no clue where Stack Attack broke. I'll need time to look back when it happened.
 
SVN 1049 - Multiple quarries being exhausted on same turn (6)

I just had an instance, with depleting resources, of 6, SIX !!!!! Quarries being exhausted on the same turn.

I had 16 Quarries in production, but to lose 37.5% on the same turn, is over the top.

Spoiler :





It's happened twice more, 3 on one turn and 4 on the other. In total, its only happened 3 times, but I've lost a cumulative of 13 Quarries in 3 turns in total.

Seems to me to be a systemic error in the resource depletion. Once is odd, 3 times is a ongoing fault.

Note, this is the only resource that has been exhausted, as well as 1 Iron mine was used up in SVN 1047
 

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I was playing and decided to turn off the the extra modules for the much more music mega mix module 1.8 (which I thought was needed but noticed the mod already has extra music itself, when turning it off), cause it always starts with the same song simcity theme song in industrial age and suddenly my tech biology cost I was researching went from 150k > 550k only cause I turned it off. It also gave the ctrl-shift T remark as something changed, but that doesn't fix issues with tech multipliers. turning it back on makes it 150k again, this effects all saves. This added music module affects the entire gameplay?

Tested a new game 26 civ (greek) gigantic world scenario on Blitz with music pack on pottery cost 58 and with it off it is 148, just wondering what of these two numbers is the normal value? As the music module obviously affects the core calculations.
 
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I was playing and decided to turn off the the extra modules for the much more music mega mix module 1.8 (which I thought was needed but noticed the mod already has extra music itself, when turning it off), cause it always starts with the same song simcity theme song in industrial age
MM is not needed but adds a lot of music for all eras - except for the modern era where it adds only a few extra tracks.
SimCity4 music was added by Affores in AND1.
and suddenly my tech biology cost I was researching went from 150k > 550k only cause I turned it off. It also gave the ctrl-shift T remark as something changed, but that doesn't fix issues with tech multipliers. turning it back on makes it 150k again, this effects all saves. This added music module affects the entire gameplay?
It shouldn't but I will check. THX for the report.
Tested a new game 26 civ (greek) gigantic world scenario on Blitz with music pack on pottery cost 58 and with it off it is 148, just wondering what of these two numbers is the normal value? As the music module obviously affects the core calculations.
To add the extra era music I had to use a modified erainfos.xml. Maybe it's not up to date. Sorry will check it.
 
Alright, Turns out I was the whole time playing with reduced tech growth, explains the quicker progress. Only wonder if the multiplier also got loads more, due to it? At the industrial age it is about 12-13 times more then at the start.
 
Alright, Turns out I was the whole time playing with reduced tech growth, explains the quicker progress. Only wonder if the multiplier also got loads more, due to it? At the industrial age it is about 12-13 times more then at the start.
Well my tests show no difference.
MM modifies nothing but era music. Other things are not even present in the Erainfos file. Are your sure you didn't edit anything in it?
 
SVN 1049 - Revolting cities.

I've just had an instance, well a number of turns ago 15+, where a Malinese city wanted to revolt to my Empire. If I refused them entry, they were going to form a Barbarian Civ.

I refused, and the city had just revolted now for 18 turns, still fully Mali. It would seem the revolutions code has some fault.

Zero Pillaged city - Gabae

I've got the problem of a Zero population Barbarian city, that won't raise itself.

Save attached. 100 character naming limit, say what???

Photo's to come later
 

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Revolting cities have a chance to rebel or for new civs/barbarians. It's not 100% sure. I don't think it's a coding problem.
Also, is the save before the city goes to size 0?I need a save before it happens.
 
The save is an auto save BEFORE I try to raise it to zero. Its the same city I reported before, the Barbarians actually took control of the city and grew it to size 3. I abandoned it as a size Zero previously.

What I said about the coding, was because I was given the option to either accept them into my empire, or they would form a barbarian civ. I refused them entry, wanting to raise a Barbarian city, but they just continue in revolt.

I'll double check the save to make sure I gave the correct one.

I just loaded it up, and it is BEFORE. You attack with a Grenadier, take the city and then unload troops and pillage it to zero, build a work boat, and don't pillage with the transport. City of Gabae in the Southern Ice Islands.

I used Cntl-Shift-T, didn't make any difference, apart from my gold /turn, which went from -1100 to +630, didn't raise the city, still size 0, with 1 turn of anarchy.

Oh yeah, I also have Joan de Arc, staying as a minor, with Ships of the line.
 
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The save is an auto save BEFORE I try to raise it to zero. Its the same city I reported before, the Barbarians actually took control of the city and grew it to size 3. I abandoned it as a size Zero previously.

What I said about the coding, was because I was given the option to either accept them into my empire, or they would form a barbarian civ. I refused them entry, wanting to raise a Barbarian city, but they just continue in revolt.

I'll double check the save to make sure I gave the correct one.

I just loaded it up, and it is BEFORE. You attack with a Grenadier, take the city and then unload troops and pillage it to zero, build a work boat, and don't pillage with the transport. City of Gabae in the Southern Ice Islands.

I used Cntl-Shift-T, didn't make any difference, apart from my gold /turn, which went from -1100 to +630, didn't raise the city, still size 0, with 1 turn of anarchy.

Oh yeah, I also have Joan de Arc, staying as a minor, with Ships of the line.

Uh, looks like your game is too big for my rig. I've loaded it and it froze. I'll try some other way.
 
rev. 1049. A fresh new game. After researching Animal Husbandry I can't Build a Pasture on the farm. Is it OK?

It's the Dome Farm glitch; if you build a farm on top of a resource requiring a pasture, plantation, or winery, you can't build the prerequisite improvement unless you pillage it. It's a dumb glitch that ties with the the fact farms, plantation, pastures, and wineries all upgrade to Dome Farm, which needs to be fixed on the DLL.
 
rev. 1049. A fresh new game. After researching Animal Husbandry I can't Build a Pasture on the farm. Is it OK?

No, it's not ok, although I don't know what's causing this bug. If you pillage your farm with an archer, then you can build your pasture again. But it's happening in other ways: sometimes some worker actions are simply not available and I don't know (yet) why. It happened to me with railroads/roads too.
 
45 - I may have been using graphics paging with that auto save. I've found if I save a game with Graphics paging enabled, it will only load 1/7 times, or multiple tries to get to load. It maybe my computer/operating system/graphics card??

Played on, cities still sitting there, no growth, no production, no raising.

On another note, the AI's raise cities using the pillaging function, :goodjob:
 
45 - I may have been using graphics paging with that auto save. I've found if I save a game with Graphics paging enabled, it will only load 1/7 times, or multiple tries to get to load. It maybe my computer/operating system/graphics card??

Played on, cities still sitting there, no growth, no production, no raising.

Although very slowly, I've been able to play part of that turn. I've conquered the city with the granadier, and it went down from size 2 to size 1. Then I moved all the fleet inside the city: this is where something strange is happening. Selecting boarded units, they CAN NOT pillage, exactly as intended. BUT, it looks like you can pillage using your ships, which is something that should not happen. If you do it, city goes down to size 0. I'll try and fix it by removing from air/sea units the ability to pillage cities. I've not been able yet to test what happens if I unload your transported units, but that should be ok: you should not be able to pillage. The worst part is that you can pillage the city down from 1 to 0 even if the city is NOT revolting.

Please, if anyone else is experiencing this bug about 0-pillaging a city, let me know if you do it with land units or sea units. Or if it happens with cities different than barbarian ones.


On another note, the AI's raise cities using the pillaging function, :goodjob:

That's good to know!
 
I've been pillaging with sea units and haven't seen the size-0 bug, but I agree that sea units shouldn't be able to pillage cities.
 
I've been pillaging with sea units and haven't seen the size-0 bug, but I agree that sea units shouldn't be able to pillage cities.

Yeah, I'll remove option for sea units to pillage. But that was not the problem of size-0 cities. Checking the save above, it might be connected to the city not being in revolt status although being just conquered. I need to investigate more, but I'd like to get other saves before a city is being razed to 0 population.
 
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