AND2 and SVN Bug Reports - A New Dawn 2 ONLY

Hi, I have problem with freezing game after 499 turn. I ended turn, some AI attacks are performed and then game is freezing, music is playing, cursor-earth is spinning and can be moving but nothing else happend and I have to manually end process. Problem occured even when I loaded autosave and play different, game is freezeing always on 499/500 turn.
Rev 1050/1051.

I can't test it right now but try increasing your unit per tile limit if you are using a limit. Sometimes this problem happens when AI can't move a unit because of the upt limit.
 
Rev 1050 Pillaging city out of revolt.

It's happened again, the same said city, I was just waiting till I lost most of my cultural influence.

I took the city, and was able to pillage 4 times, as was a size 5, but now its out of revolt at size 1, on the same turn I took the city.

Attached is a auto save from the Turn BEFORE.

Attack the city, land the tank transport to pillage and it should happen.

Tunnels - Civopedia, says they are Sea tunnels, and are only available at Nanotechnology.

This needs to be changed to Tunnels, and available at Seismology. Still can be build as says, need etc is correct, just change name in civopedia to Tunnels, and technology to Seismology.
 

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I can't test it right now but try increasing your unit per tile limit if you are using a limit. Sometimes this problem happens when AI can't move a unit because of the upt limit.

I increased limit up to 100 and still game is freezing, as I said, problem doesn't happened until 500 turn.
 
it's not the 5th, it is the change from pop 2 to Pop 1 that does it.

I had one or 2 pillages that didn't reduce population, but when it goes from 2 pop in revolt to 1 pop, out of revolt.

Culture level is only 25%, so its not influence driven war, doing it. I've pillaged cities at over 80% culture.

*Edit* Fighters strike -

This uses the hot key S, which is the same as the one for attacking units on the ground. To use the fighter strike, you need to click on the button itself, otherwise it defaults to attacking ground units and not air units as is suggested by the button and its hot key of S

Solution - Simples, change to a hot key F for fighters to attack planes on the ground, S can remain for both the fighters and Bombers units to strike ground units.
 
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SVN 1050 - Pillaging city out of revolt.

I've had it happen again, this time it happened with an Ottoman city, size 15 or so,I pillaged it down to 1 and suddenly its out of revolt, all on the same turn as I took the city.

I had previously occupied the city as 100% culture, but let 3 of them go due to rebellions and finances, but this was over 300 turns ago (Eternity speed) so would have been 100% Ottoman culture.

I didn't keep the auto save, but I could play from an earlier save and provide it for you. Earlier save I'd just attack that turn, or once the sea tunnels are completed to connect the city to the attacking force.
 
Once achieving Mastery Victory the time reset to 0 and then goes up again to 10,20 AD,... etc.
I remember this issue occuring in the past again.

I like to keep up playing, although victory is achieved and I wonder if the AI gives up so there's no point continuing such a game.I don't care about game points or Victories, I just enjoy playing the game till it gets boring.
 
Once achieving Mastery Victory the time reset to 0 and then goes up again to 10,20 AD,... etc.
I remember this issue occuring in the past again.

I like to keep up playing, although victory is achieved and I wonder if the AI gives up so there's no point continuing such a game.I don't care about game points or Victories, I just enjoy playing the game till it gets boring.

Never happened to me; and I've just tested and it doesn't happen. I always play with Mastery so I've got plenty of saves to run some tests, but it's not happening here. Which gamespeed are you using? After year 2200 (when Mastery Victory occurs), the game simply goes on with each turn taking the same time as the last turn before Victory: if it's 2198, 2199, 2200, then it's 2201, 2202 and so on. If it's 2196, 2198, 2200, it goes on like 2202, 2204, and so on.
 
Never happened to me; and I've just tested and it doesn't happen. I always play with Mastery so I've got plenty of saves to run some tests, but it's not happening here. Which gamespeed are you using? After year 2200 (when Mastery Victory occurs), the game simply goes on with each turn taking the same time as the last turn before Victory: if it's 2198, 2199, 2200, then it's 2201, 2202 and so on. If it's 2196, 2198, 2200, it goes on like 2202, 2204, and so on.

I play on normal speed.
Since Mastery Victory, every time I load game, the time is reset to 0 .
 
Just downloaded revision 1052. When restarting the game, I get the following error message upon game load: "failed to load TXT_KEY_MOD_ Currrent XML file is: xml\text\pbmod.xml"
 
Just downloaded revision 1052. When restarting the game, I get the following error message upon game load: "failed to load TXT_KEY_MOD_ Currrent XML file is: xml\text\pbmod.xml"

Fixed in rev1053
 
Just install AND and have rev1053. Every time I start the game I get an XML Error "failed to load TXT_KEY_UHV_TITLE Current XML file is xml\text\victory\xml". I have RFC Dawn of Civilization which is the mod that uses that file. Is AND conflicting with DoC? Can I fix this without uninstalling DoC?
 
Just install AND and have rev1053. Every time I start the game I get an XML Error "failed to load TXT_KEY_UHV_TITLE Current XML file is xml\text\victory\xml". I have RFC Dawn of Civilization which is the mod that uses that file. Is AND conflicting with DoC? Can I fix this without uninstalling DoC?

I don't get that error and that xml entry is not part of AND AFAIK. No idea, sorry, but there should not be any incompatibility.
 
Hi!

Recently re-downloaded the modpack, and I'm having trouble updating the pack from my local version which came from your sourceforge link which gives me the local version 989. When I try to update it to a recent version from the button on the main launcher there is not button to set the update going and when I try to force it to update via the fix installation it checks a couple files then hangs ad infinium. I've tried re-installing it and giving it admin rights but the process uses no memory that I can see in the task manager. I'm on win10 with 8gb of ram on a 64bit operating system if that helps.
 
Hi!

Recently re-downloaded the modpack, and I'm having trouble updating the pack from my local version which came from your sourceforge link which gives me the local version 989. When I try to update it to a recent version from the button on the main launcher there is not button to set the update going and when I try to force it to update via the fix installation it checks a couple files then hangs ad infinium. I've tried re-installing it and giving it admin rights but the process uses no memory that I can see in the task manager. I'm on win10 with 8gb of ram on a 64bit operating system if that helps.

I suggest you download the mod again from the main download thread, there was a bug before revision 1000 preventing you to update the mod.
 
Hi!

I have now applied the lates changes (Revision 1053, just the files but not recalculated the values) and recogniced some weird things:
The production speed of nearly all units have been decreased to about 30% to 40% of the former speed.
In the city screen there are no hammer values shown for nearly all buildings that have an +xx% value increase (railway station, assembly plant, manufacturing plant, recruiting center,...).
However the building production speed seems not to be affected so far.
Is this as planned for those changes made in Revision 1052/1053?
 
SVN 1053 - Stealth destroyer.

This unit will NOT defend 1st against an attack submarine, nor will it even defend at all.

I lost a fast battleship at 38% odds defending, to an Persian attack submarine, and I had a stealth destroyer on the same tile, I then lost the fish nets attached to the tile as well.

I had just upgraded ALL missile destroyers the turn before or 2 ago, so wouldn't be that.

Mouse over on the unit, say's it defends 1st against ALL submarines.

Also, my work boats have suddenly stopped building tunnels with the upgrade of the SVN.

one :goodjob: the upgrade costs of units has finally been increased, :trophy:, :thanx: for that.
 
Hi!

I have now applied the lates changes (Revision 1053, just the files but not recalculated the values) and recogniced some weird things:
The production speed of nearly all units have been decreased to about 30% to 40% of the former speed.
In the city screen there are no hammer values shown for nearly all buildings that have an +xx% value increase (railway station, assembly plant, manufacturing plant, recruiting center,...).
However the building production speed seems not to be affected so far.
Is this as planned for those changes made in Revision 1052/1053?

Units costs have been increased 3x, yes. Buildings are not affected.
 
SVN 1053 - Stealth destroyer.

This unit will NOT defend 1st against an attack submarine, nor will it even defend at all.

I lost a fast battleship at 38% odds defending, to an Persian attack submarine, and I had a stealth destroyer on the same tile, I then lost the fish nets attached to the tile as well.

I had just upgraded ALL missile destroyers the turn before or 2 ago, so wouldn't be that.

Mouse over on the unit, say's it defends 1st against ALL submarines.

Also, my work boats have suddenly stopped building tunnels with the upgrade of the SVN.

one :goodjob: the upgrade costs of units has finally been increased, :trophy:, :thanx: for that.

Stealth units have always worked like that as far as I can remember. Not saying that it doesn't need to be fixed.
No changes to tunnels in the latest revisions.
 
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