AND2 and SVN Bug Reports - A New Dawn 2 ONLY

You can only claim tiles next to your borders. You cannot claim tiles next to tiles you have claimed. That's the reason why you cannot claim the tile with stone: the closest tile is the one you have claimed, it would not be part of your borders otherwise. This has been changed by Afforess long ago to avoid anyone can build a long string of claimed tiles.
I'm pretty sure that I could claim any tile in my previous games, as recently as rev 1055. I don't remember the civopedia description describing any limitation like that.
 
I been having a issue with all versions since a year now, sometimes the game just closes while in a turn doing nothing but maybe look over the map... Often when loading a save (sometimes rebooting the cpu fixes this) or just ending a turn and it happens mid sections. No messages or anything... similar to a alt-F4 shutdown. Anyone else had this and how they solved it? Don't have this with any other Civ or civ mods. Happens in window and ful screen.

pythonerr2 ends always with 19:36:19 DEBUG: BugInit - game not fully initialized

Also I play from the mods folder and not that place were the user where saves are located. I could never get the game started when I put it in there.
 
You can ignore that python bug, I get the same, it's not an issue. I don't know why you might get all those ctd but the only suggestion I can think of is trying to set cvaltroot.py. It's a file in your main RAND folder, open it with a text editor and follow instruction there: you need to set your civilizationIV.ini path, then copy the file in your python folder. This will tell the mod where some files are, because it might have troubles finding them otherwise.
 
In the valtroot.py. file we have

1. Change the text in the quotes below to match the full path to the
## "Beyond the Sword" folder that contains the CivilizationIV.ini file.
## Make sure to use forward slashes (/), even for Windows paths.
##
## Windows XP: "C:/Documents and Settings/[UserName]/My Documents/My Games/Beyond the Sword"
##
## Windows Vista: "C:/Users/[UserName]/Documents/My Games/Beyond the Sword"
##

What about windows 10 ?

Syntax will be Windows 10: "C:/
 
Noticed when doing shift/ctrl T after an update the calculations of you finances go out of wack. Resulting in many cities finances to go to 25% and my capitol even spawning a standard base of -129... Trade income often goes up 50%-100% but hardly can compensate for the odd negatives each city gets, so usually my science drops by 1/3 to 1/2. Is this intended? I have had this with all version for over a year now.

Pic shows what I mean.
 

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Noticed when doing shift/ctrl T after an update the calculations of you finances go out of wack. Resulting in many cities finances to go to 25% and my capitol even spawning a standard base of -129... Trade income often goes up 50%-100% but hardly can compensate for the odd negatives each city gets, so usually my science drops by 1/3 to 1/2. Is this intended?

Can confirm I've had this happen as well when loading older games on a newer version of the mod. My research bar approximately doubles the turns required without any other changes on my behalf. This is part of the reason why I don't update until I'm ready to start a new game.
 
Yeah, it goes to about half after one time using it and then if you use it a second time right after it goes to about 75% of it... It levels out after a few turns but it is annoying... also makes no sense
 
The problem with recalc is that I'm not sure why it's happening. There are 2 factors: one is that something isn't being recalculated properly (and finding what this might be is a hell of a task, I think), the other factor is that for some reason some things are not being calculated properly during the game so when you recalc you fix some calculation but you break some other. For example sometimes you have more resources than you should, there are duplicates that I still don't know where they come from. As I've said it's a long process fixing this, but I'm still trying.
 
yea, but that doesn't explains why city's get a negative base, sounds like there is a - where a + should be. The negative base can often be 3-4 times the regular base.
 
yea, but that doesn't explains why city's get a negative base, sounds like there is a - where a + should be. The negative base can often be 3-4 times the regular base.

It's not that easy, you can see it from your picture above: you have a base -129 commerce, total commerce -51.60 but research is calculated as 70% of 120 commerce, not 70% of -51.60. I suspect that 120 is being correctly calculated, the problem is (I hope) only what's being displayed above.
 
I'm pretty sure that I could claim any tile in my previous games, as recently as rev 1055. I don't remember the civopedia description describing any limitation like that.

Nothing's been changed there in months, maybe years. It's not described in civilopedia, it's in the changelog since revision 801: https://forums.civfanatics.com/threads/and-svn-build-thread.471725/page-59#post-13431030 Claiming territory tiles requires that you own a tile culturally adjacent to the tile you wish to claim
 
SVN 1063 Dutch city ruins

The city ruins for the Dutch, in the Ancient era, look like they have an Arcology around them.

They don't look like base City ruins.

In world builder, no longer is there the base city ruins, its only 2 choices, the Arcology looking ruin and the Greek column looking ruin.

Solution - Replace back the original 'burnt to the ground' city ruin.

*Edit 2* Minor cheat in getting out of Chiefdom, without any anarchy, you just keep taking cities till you breach the 7 city limit for chiefdom, and it will automatically switch you to Despotism, with no ANARCHY!!!
 
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Running Rev 1061, Mod = AND2-GEM-26Civs

When I start a game in eternity length the turn limit is set at 600. Even with time victory condition turned off the game stops at turn 600. I was running an older version (not sure of the number) and didnt have this issue, but after upgrading I am unable to play on eternity mode because the game stops early.

By the way fantastic mod, it made my favorite game that much better.
 
Rev 1064 (I saw these bugs in previous revision as well): Stack Attack setting stops Field Commanders functioning at all. When I attack with one of them present in same plot it does not use control point or give experience. No values change.

Another bug I always get is that some or all resource labels (toggled above mini map) will disappear when I first load a game. If I go back to main menu and load again it generally fixes the issue.

Lastly, not really a bug just a general issue: the AI is just not very good. Even on deity they don't seem able to keep up. I don't even need to do anything like early spamming settlers with chopping or whatever, just playing casually and not trying is still too much for them to keep up score wise.
 
Rev 1064 (I saw these bugs in previous revision as well): Stack Attack setting stops Field Commanders functioning at all. When I attack with one of them present in same plot it does not use control point or give experience. No values change.

Another bug I always get is that some or all resource labels (toggled above mini map) will disappear when I first load a game. If I go back to main menu and load again it generally fixes the issue.

Lastly, not really a bug just a general issue: the AI is just not very good. Even on deity they don't seem able to keep up. I don't even need to do anything like early spamming settlers with chopping or whatever, just playing casually and not trying is still too much for them to keep up score wise.

Stack attack has always been bugged, I don't really like that option and many times I was tempted to remove it altogether. I didn't write that part of the code, I really don't know how to fix it, sorry.
About resource labels, never experienced but then again I seldom use that feature.
Lastly, AI behaviour depeds on settings. If you play on Deity on a small map for example, AI doesn't stand a chance. Mod is not designed for certain settings: I would totally remove any map smaller than large, except for testing purposes. I'm not doing it because I know people are using small maps too. Which settings are you using? (mapscript, mapsize, gamespeed, revolution on/off, flexible difficulty/flexible AI are the most important I can think of).
 
Stack attack has always been bugged, I don't really like that option and many times I was tempted to remove it altogether. I didn't write that part of the code, I really don't know how to fix it, sorry.
About resource labels, never experienced but then again I seldom use that feature.
Lastly, AI behaviour depeds on settings. If you play on Deity on a small map for example, AI doesn't stand a chance. Mod is not designed for certain settings: I would totally remove any map smaller than large, except for testing purposes. I'm not doing it because I know people are using small maps too. Which settings are you using? (mapscript, mapsize, gamespeed, revolution on/off, flexible difficulty/flexible AI are the most important I can think of).

I'm noticing a large reduction in difficulty too. I play Huge/Giant, Continents/Custom Continents, Marathon, Emperor/Immortal. No revolutions. Aggressive AI. What does flexible difficulty / flexible AI do to the way the AI plays ?

I mentioned it in the general discussions too. I dont think the AI can deal with Republic government especially on larger maps. Also the increased unit costs may have done something or maybe the sheer amount of buildings in the mod, I'm not sure. I am noticing a consistent pattern of the AI falling behind in power very early. I'm at the point now where I can generally be ahead in power before the classical era. Is there a way to increase the AI aggressiveness overall ? Especially with the aggressive AI enabled no way I should be ahead in power so early. If I started in the middle of a few AIs previously it would be very difficult to survive past the classical era. Now I don't feel threatened at all other than by the barbarians in the very early game. I'm also noticing AI troop upgrades don't seem to be a priority. The priorities seem to be teching and building all buildings/wonders as soon as they are available.
 
I've noticed when you have mountains turned on to work on move, when inventing mountaineering the mountains stay unable to use, even if you find another tech stays the same. However claiming the mountain with another city and then reclaiming it with the original city you can use it then... However after several turns the rest stays unable to access... Any suggestions? Cause they a good 3 hammers resources, even better after macchu pichu.
 
I've noticed when you have mountains turned on to work on move, when inventing mountaineering the mountains stay unable to use, even if you find another tech stays the same. However claiming the mountain with another city and then reclaiming it with the original city you can use it then... However after several turns the rest stays unable to access... Any suggestions? Cause they a good 3 hammers resources, even better after macchu pichu.

Usable Mountains works, it's probably some of your settings. Ctrl+shift+q and check if you can see the option "usable mountains". If it's there, the problem is something else. Maybe are you playing with Movement Limits and is the mountain outside of your limit?
 
I've been playing a game at v1061 and it has been a CtD nightmare. I know there is the CtD issue with Corps & Wonders, but I don't think that's the problem with my game. (1) I have Unlimited Wonders on and (2) I can consistently crash the game by unloading troops from ships (using the right-click "goto" and dragging it onto land). I have tried unloading each ship one by one and it still crashes. Is this something that can be worked around with animation options, or am I out of luck?
 
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