AND2 and SVN Bug Reports - A New Dawn 2 ONLY

1056 (but this was the case in previous versions as well)

Revolutions ignore Max Unit Per Tile rules.
I play with 3 MUPT. City revolts. Spawns ~10 extremely strong units onto a single tile and attacks my city. I kill 3-5-6 with my strongest units being garrisoned in the city, but due to 3v7 or 3v10 scenarios, I ALWAYS LOSE MY BLOODY CITIES TO REVOLUTIONS then alt+f4.
Jó napot Morva úr! :)

I want to add what Ipex said above that MUPT is not meant/recommended to be used with such low values. IIRC 15 is said to be the lowest safe value.
You may experience infinite AI turns if the value is too low and the AI fails at finding its way to move units.
 
v1056 - CtD...
Logs quoted and save game attached. Error will popup on next turn, CtD occurs the next turn after that.
PythonDbg

TRACE: Error in EndPlayerTurn event handler <bound method BarbarianCiv.onEndPlayerTurn of <BarbarianCiv.BarbarianCiv instance at 0x18752CD8>>
TRACE: unidentifiable C++ exception

PythonErr

Traceback (most recent call last):

File "CvCultureLinkInterface", line 262, in assignCulturallyLinkedStarts

File "CvCultureLinkInterface", line 277, in __init__

File "CvCultureLinkInterface", line 291, in __initRWCoordinatesList

KeyError: 1
ERR: Python function assignCulturallyLinkedStarts failed, module CvCultureLinkInterface
Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "BarbarianCiv", line 198, in onEndPlayerTurn
File "BarbarianCiv", line 1346, in checkMinorCivs
File "BarbarianCiv", line 1651, in settleMinorCiv
File "PyHelpers", line 696, in setNumRealBuildingIdx
RuntimeError: unidentifiable C++ exception
 

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Hi! Just realized I'm unable to load my save games after the last update. I'll attach a screenshot of the error message and my most recent save game. The loading screen seems to stall out at about a third of the little meter. Thanks for any help!
 

Attachments

  • Frank AD-1971-Winter.CivBeyondSwordSave
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    error message.JPG
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Hi! Just realized I'm unable to load my save games after the last update. I'll attach a screenshot of the error message and my most recent save game. The loading screen seems to stall out at about a third of the little meter. Thanks for any help!
I think one or more of your files were lost or damaged during the update process.
You could try running the and2_checker.exe. Menu -> Fix Instillation -> Check Files Again
 
So, I've got something else strange going on. I have several ships with the Navigation I promotion that lose this extra movement point on the open ocean, but retains it along the coast. Is this intended behavior? (i.e. something I've inevitably missed)
nazl4YY.png
 
So, I've got something else strange going on. I have several ships with the Navigation I promotion that lose this extra movement point on the open ocean, but retains it along the coast. Is this intended behavior? (i.e. something I've inevitably missed)
nazl4YY.png
Ocean tiles have a movement cost of 2, so this is as intended.
 
Ocean tiles have a movement cost of 2, so this is as intended.

Ah, I see that now. This is another one of those changes from base BtS that I missed. I figured. +1 derp to me for not looking at that earlier. Thank you.
 
Ah, I see that now. This is another one of those changes from base BtS that I missed. I figured. +1 derp to me for not looking at that earlier. Thank you.

This is why the Maneuvering promotion is very valuable to ships that are going to cross oceans. It's the only promotion that lowers terrain movement cost for wooden ships. I think it's powerful enough that I reduced it to just that effect in the last revision.

Steam ships and above all ignore terrain movement costs, so they don't worry about ocean tiles. It does mean that the Maneuvering promotion is dead weight on a steamship upgraded from a sailing ship.
 
So, I guess noone else noticed this tech/building labyrinth yet...?
I just finished a play through build 1056. In modern-trashuman eras, you research Fiber Optics to build Computer Networks, a presequite building to a lot others. Later on, I aim for Mesh Networks, to get more production by Advanced QQ buildings...only to find that I have to build first Network Nodes, a building that can be built a few techs later (with Advanced Computers)...that also needs an even later tech, Nanotechnology, to be researched, a National Wonder to be built (Nanite Lab to get Nanites), when by then I could just build Nanofactories...
Anyway, I built them (and Network Nodes also), and I tried queing up the long awaited-now available Adv.QQ...only to find that it requires...(tadaaaaa)...Computer Networks!!!!! :crazyeye: (Which now does not recognise that are built in the city!!!!)

Great mod btw, you got me addicted once more! Many thanks to all you modders!
 
Must be a recent error, didn't happen in my game, version 1051, I played through fine.

Only problem I had was foundries suddenly becoming available again, but been fixed in 1056.

No problem with Advance Quality control, Omni factories etc. Some are civics based.
 
So, I guess noone else noticed this tech/building labyrinth yet...?
I just finished a play through build 1056. In modern-trashuman eras, you research Fiber Optics to build Computer Networks, a presequite building to a lot others. Later on, I aim for Mesh Networks, to get more production by Advanced QQ buildings...only to find that I have to build first Network Nodes, a building that can be built a few techs later (with Advanced Computers)...that also needs an even later tech, Nanotechnology, to be researched, a National Wonder to be built (Nanite Lab to get Nanites), when by then I could just build Nanofactories...
Anyway, I built them (and Network Nodes also), and I tried queing up the long awaited-now available Adv.QQ...only to find that it requires...(tadaaaaa)...Computer Networks!!!!! :crazyeye: (Which now does not recognise that are built in the city!!!!)

Great mod btw, you got me addicted once more! Many thanks to all you modders!

It was bugged in v1056. I fixed it in v1057.
 
Something is bugged when using <TechYieldChanges>. I am implementing this feature for Iron Forge and Mint.

I have attached in the ZIP an altered Civ4BuildingInfos.xml file that gives Iron Forge and Mint -15% production with Chemistry, that should only serve to cancel out the normal +15% production from those buildings. It is also supposed to remove the Engineer slot at Chemistry as well. That part seems to be working properly.

The save game in the ZIP has a Hittite city with an Iron Forge. If you go into WorldBuilder and give the player Chemistry tech, the production of the city goes negative. I'd like to know why that is happening.
 

Attachments

Here is another minor thing that I discovered. I was looking at the F1 screen to figure out how much production you need to get from a Factory if it replaces Forge+Foundry.

The "Raw Yields" section in the upper left corner only displays production values for the currently-selected tab beneath it. If you have both buildings and wonders with production bonuses, such as having a temple+religious wonder with the Apostolic Palace, then if the Buildings tab is selected, the bonuses for the Wonders are not shown and this leads to inconsistent information with the top-center pane.

Civ4ScreenShot0217.JPG Civ4ScreenShot0218.JPG

I'm looking into this. I think the problem is in CvMainInterface.py. It shouldn't be ignoring buildings for this calculation. (RawYields.py refers back to CvMainInterface.py for building yield calculations.) The center of the problem appears to be using the bFiltered variable as a control for the entire calculation process, and the yield calculation needs to be outside the loop for the raw yields calculator to work properly.
 
At one point I need to re-read the whole thread and take note of every single bug and/or proposed/requested change because I keep forgetting what I need to fix otherwise, while I work on something else. Good thing we have this thread as a reference.
 
There is a problem with the mod launcher. When i try to update the mod to '57 from '55, it does not work. There is a "updating game. please wait" window, progress bar reaches 100%, closes, and nothing happens, mod version is still 1055. What should i do?
 
There is a problem with the mod launcher. When i try to update the mod to '57 from '55, it does not work. There is a "updating game. please wait" window, progress bar reaches 100%, closes, and nothing happens, mod version is still 1055. What should i do?

Getting the same thing trying to update v1056 to v1057.

Have tried:
  • Updating Mega Civ Pack from 1.8.2 to 1.8.5.
  • Clearing Cache (within the fix installation menu).
  • Check files again (within the fix installation menu).
Will try a system restart after this post -- will update if that works. (did not work)
 
Last edited:
Same here, there might be a problem with the server. Updating via SVN works anyway.

Yeah, if it persists I'll just get a snapshot from sourceforge.

By the by, 45, do you know if corporation decay is something that can be edited via XML? I can't find the variable to adjust. I'd like to tinker with it a bit after dealing with some 1-turn "immediate departure" chaos when the "Realistic" option is on.
 
I always play with Realistic Corps and never had this problem you reported. I'm not sure , you might try changing CORPORATION_SPREAD_RAND in A_New_Dawn_GlobalDefines.XML and see what happens, maybe trying extreme values like 1 and 100000 (right now it's 2500), but be warned that you might get unexpected results. As I've said, I don't have your problem with current value and I only use Realistic Corporations. So your problem might depend on some other combination of causes.

Edit: in theory, increasing the value should do the trick, here's the relevant code in the dll:

Code:
                if (this != GC.getGameINLINE().getHeadquarters((CorporationTypes)iI))
                {
                    iAverageSpread = GC.getGameINLINE().getAverageCorporationInfluence(this, (CorporationTypes)iI);
                    iSpread = GC.getCorporationInfo((CorporationTypes)iI).getSpread();
                    iSpread *= getCorporationInfluence((CorporationTypes)iI);
                    iSpread /= 100;
                    iSpread *= kOwner.getCorporationInfluence((CorporationTypes)iI);
                    iSpread /= 100;
                   
                    int iDiff = iAverageSpread - iSpread;
                    //Our influence is lower than average
                    if (iDiff > 0)
                    {
                        int iRand = GC.getDefineINT("CORPORATION_SPREAD_RAND");
                        iRand *= GC.getGameSpeedInfo(GC.getGameINLINE().getGameSpeedType()).getConstructPercent();
                        iRand /= 100;
                        if (getCitySorenRandNum(iRand, "Corporation Decay") < iDiff)
                        {
                            setHasCorporation((CorporationTypes)iI, false, true, false);
                            break;
                        }
                    }
                }
 
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