AND2 and SVN Bug Reports - A New Dawn 2 ONLY

You shouldn't be losing resources. Do you have a screenshot that illustrates this? You also can't lose commerce. As long as you have at least one of the resources required to build Tailor, you should at least break even.
My bad wording, edit, you lose the Weaver's Hemp resource when upgrading to Tailor, i guess tailors can't make clothes from Hemp, but Weavers can weave it.
 
SVN 1066 Iron, steel and Aluminum

Not sure on this one, but...

Situation, I had my ONLY 2 Iron mines both run out on same turn, just as I was loading the game up to resume. Now my Iron works (x3) no longer functions, ie I have no Iron. ok I can accept that.

If you lose access to any of these resources, you can't build buildings that require them..ok not a problem.

But for a Bunker, which needs steel or Iron to build, if you lose access to these resources, suddenly the Bunker, won't function as a completed building.

No Iron/Steel you can't build it, fine, but ONCE COMPLETED. No Iron/Steel or Cement, it stops functioning....NO!!!!!! :mad: I won't accept that.

Cannery, Lose access to Aluminum, it stops working. Hmm no Aluminum, no can's, no cannery...yes...I can see it. (now that I type this)

But for a COMPLETED BUNKER to stop functioning.. is just plain wrong!!!! can't build without Iron/Steel YES., to stop functioning....NO!!!!!

Add Hydro plant to that as well. They've all stopped working, because I don't have Iron or Steel

Really, add any building that needs Steel or Iron to build.

*Edit* Oh yeah, nearly forgot, in the Diplomacy tab of Bug, last button in 1st Column, it says "Can trade vassals", but the mouse over is "Can have vassals".

You can't trade them, but can have them.

So options are;
fix the wording, to display correctly the having or not of vassals.
Enable vassal trading.
Another button to trade vassals.
 
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I have a weird game ongoing, any & every Civic is 1 turn or less of Revolution, i've never seen this happen, is there a BUG setting or other setting i may have set or Trait i have to have this quick Civic changing? (Normally it is between 4-8 turns/civic).

Also, in this same game, every now & again my distribution of Espionage Points seems to reset to other settings than mine, is there an accidental hotkey i'm hitting to enable the AI or an Advisor or Governor to take over or change my national Espionage point distributions?
 

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My bad wording, edit, you lose the Weaver's Hemp resource when upgrading to Tailor, i guess tailors can't make clothes from Hemp, but Weavers can weave it.

You don't get any extra commerce from Hemp with Tailor, but in total, you can't lose commerce from upgrading Weaver to Tailor. If you remove the bonuses that they have in common (from Cotton, Sheep, and Silk), Weaver is +1 commerce and +1 for Hemp, while Tailor is +2 commerce and +1 for Fur. With Hemp and no Fur, you break even. If the "actual effects" as shown on screen show a penalty, they would be wrong.
 
I have a weird game ongoing, any & every Civic is 1 turn or less of Revolution, i've never seen this happen, is there a BUG setting or other setting i may have set or Trait i have to have this quick Civic changing? (Normally it is between 4-8 turns/civic).

Also, in this same game, every now & again my distribution of Espionage Points seems to reset to other settings than mine, is there an accidental hotkey i'm hitting to enable the AI or an Advisor or Governor to take over or change my national Espionage point distributions?

Civic change times shouldn't be too long, but Spiritual leaders do have a 1-turn anarchy rather than no anarchy at all. What happens if you do a recalculation and then try to change civics?

The espionage reset is a known thing. We haven't figured out yet what is causing it.
 
If you lose access to any of these resources, you can't build buildings that require them..ok not a problem.

But for a Bunker, which needs steel or Iron to build, if you lose access to these resources, suddenly the Bunker, won't function as a completed building.

No Iron/Steel you can't build it, fine, but ONCE COMPLETED. No Iron/Steel or Cement, it stops functioning....NO!!!!!! :mad: I won't accept that.

Cannery, Lose access to Aluminum, it stops working. Hmm no Aluminum, no can's, no cannery...yes...I can see it. (now that I type this)

But for a COMPLETED BUNKER to stop functioning.. is just plain wrong!!!! can't build without Iron/Steel YES., to stop functioning....NO!!!!!

Add Hydro plant to that as well. They've all stopped working, because I don't have Iron or Steel

Really, add any building that needs Steel or Iron to build.
IIRC there is no XML tag for that: Buildings need resources to build AND operate. It's both or neither.
A solution could be to change "resource needed" to "build faster with resource". I think that would make sense.
 
I don't know if it's a bug or WAD but although running slavery I don't receive any slaves for killing barbarian units. Is that intended?

If I'm not mistaken, the chance of capturing slave is only 3%.It has recently been reduced.
 
If I'm not mistaken, the chance of capturing slave is only 3%.It has recently been reduced.

This is true. Enslavement is controlled by the <iEnslavementChance> tag. You could try setting it to 100 and see if you get a slave every combat. If you do, then it's just bad luck that you aren't getting any units.
 
This is true. Enslavement is controlled by the <iEnslavementChance> tag. You could try setting it to 100 and see if you get a slave every combat. If you do, then it's just bad luck that you aren't getting any units.
In my version it's 10%. Don't know if modularity has any affect, though.
Will try 100%
 
Getting this error message at the start of each turn in my learning game:
Error in BeginPlayerTurn event handler <bound method Revolution on BeginPlayerTurn of <Revolution. Revolution instance at 0x171701C0>>
Here is a save from right before the first time it happens

Edit: I am observing that the alphanumeric code changes each time, even loading the same save file and doing the same turn several times.

I've seen that happen too, but it doesn't seem to actually hurt anything. What happens if you keep playing?
 
I've seen that happen too, but it doesn't seem to actually hurt anything. What happens if you keep playing?

I didn't try playing very far, I went back to an autosave from a few turns earlier, played forward from there, and didn't have the error message, although Elizabeth wouldn't trade techs with me when I got to Alphabet, bcs she apparently had already acquired Monarchy this time around.
 
SVN 1066 - World bank national wonder.

Your gold per turn display, in the Top left, doesn't fully take into account the World bank National wonder in its calculations.

I had a -200:gold: per turn notice, but actually, I was making +42:gold: Due to the world bank.

Please to amend so the display, next to the Civopedia icon, displays correctly.

*Edit* Mines depleting of resources.

In two (2) turns, I've lost eight (8) coal mines in total, four (4) each turn.

I've now lost two (2) Iron mines in one turn, and now the coal mines.

I think you have a problem with the depleting resources code.

*Edit 2* Alternative energy event.

I received the Alternative energy event, build 25 Hydro/Nuclear plants, get reward, extra if running green. Counts already completed power plants.
Next turn, I received reward, but I have only 23 Hydro plants, and ZERO nuclear plants., 24 Oil and 14 Coal.

Error here is its counting either oil or coal as a nuclear. Both are fossil fuels, though it only mentioned coal, so I assume its counting oil as well.

Please amend to reflect the proper counting of Hydro and Nuclear only, not including the fossil fuels to be replaced. Also to add Oil plants to the needed replacement.

Also one of the rewards is 5:hammers: for factories,
A 2nd reward is +2:health: from the factory,
but they had been supplanted by Manufacturing plants at that stage, as I had 44 of them.

*Edit*, you can add Telephone network to the list of buildings that stop working WITHOUT the required resource, Copper is this one. I was trading away my only copper, as I just had my 2nd copper mine run out on me.
 
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Two issues:

1) In buildings list at the left of the city screen, the date of construction resets to 0AD for buildings that were built after a certain time.It's an issue I'd run into in the past and I think it had been fixed.
2) Labor Union requires Factory but it seems that if you've built directly Manufacturing Plant overpassing Factory, for some reason you can't build LU.Maybe LU should also require Mfg Plant.
 
SVN 1066 - Pacifism civic and opponents running M.A.D. :mad:

I've found an error here. If Your running pacifism (me), and opposing civ is running M.A.D., you get a -4 penalty, "your military policies threaten the world"

4 Civ's are running M.A.D., 1 civ runs Pacifism, and I get -4 "your military policies threaten the world"

2 Solutions.
1) Civ's running M.A.D. get a -4 diplomatic penalty from ALL civ's not running mad,OR -2 for most other military civics, apart from Pacifism, which gives a -4 TO the civ running M.A.D.

Volunteer army and M.A.D.

Same error here, a civ running volunteer army (Lenin) should give -2 to the 2nd civ (Mongkut) for running M.A.D., but they actually receive -2 "your military policies threaten the world" penalty, from Mongkut.

Same error as Pacifism, same solution.

Standing Army and M.A.D.

Same error same solutions as Volunteer army.

*Above posting was edited to correctly reflect the civics*

Peace movement building

The mouse over blurb, gives;
"+5% war in ALL cities" - Change this to city built in.
"Enemies suffer +5% war weariness"
Now is this cumulative, if I build 20 of them, do enemies suffer 100%, if I build 40..200% etc

OR is it just a once off effect, for a CHEAP building (880:hammers:, Eternity speed) for all cities, its overly powered, IF running pacifism.
 
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As far as I can tell, the Alternative Energy event is supposed to count all Nuclear and Hydro Plants AND upgrades. So Solar Plant would also count. Did you have any of those?

I can extend the production and hammer bonuses to Manufacturing Plants and Nanofactories. I think we should consolidate the gold bonus so that it applies to Nuclear/Hydro/Solar plants because you can only have 1 per city.

Peace Movement is definitely supposed to be cumulative: the more of them you build, the more your own war weariness increases, but your enemies' war weariness increases too. The three variables for war weariness adjustments are <iWarWearinessModifier>, which affects only the one city; <iGlobalWarWearinessModifier>, which affects all YOUR cities; and <iEnemyWarWearinessModifier>, which affects your opponents. I wish there was a true global war weariness modifier that would affect everyone, so this would even affect a war between two other civilizations that you weren't part of.
 
On Alternative Energy, I only had Hydro, oil and coal power plants.

I definitely only had 23 Hydro at the time, I checked to see what I needed to meet the goal.

As It didn't mention Oil, a fossil fuel, and I immediately received the reward, the following turn, that's why I questioned it.

Zero Nuclear, as I didn't have the tech for it at time, and solar as well.

I could only build Hydro 23, coal and oil, respective numbers given.
 
On Alternative Energy, I only had Hydro, oil and coal power plants.

I definitely only had 23 Hydro at the time, I checked to see what I needed to meet the goal.

As It didn't mention Oil, a fossil fuel, and I immediately received the reward, the following turn, that's why I questioned it.

Zero Nuclear, as I didn't have the tech for it at time, and solar as well.

I could only build Hydro 23, coal and oil, respective numbers given.

Do you have a save game from just before completing the quest? I'd like to see what happened. I am not denying it should be 25. That is the default number of players for a Gigantic world map, which is the number that is used for the quest.
 
I have a save from July 1932, 1 month after June 1932, I load it up and see what it has for you.

*To be edited* Ha Ha Suckers, editing time.

Attached is the Actual turn when I receive the quest.

I played to the next turn, just hit enter, and it gave a revolt notice 1st, Mansu Masa asking to join war 2nd, then gave the reward for achieving the goal.

I checked the figures again, definately 23 Hydro plants, zero nuclear.

I may have inherited 2 Hydro plants for cities I kept, and as such never built them, and they don't show up on buildings list, as they were a 2nd Civ's build.

That's the only thing I can think of.

Save attached June 1932, you get the quest.
 

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As far as I can tell, the Alternative Energy event is supposed to count all Nuclear and Hydro Plants AND upgrades. So Solar Plant would also count. Did you have any of those?

Actually, this is the problem. Hydro Plant is an upgrade of the Nuclear Plant. Therefore, Hydro Plants are getting counted twice in the building check, once as an upgrade of the Nuclear Plant and once as itself. If we remove the Hydro Plants from the calculation and only count the number of buildings that are Nuclear Plants or upgrades once, that will solve the problem.
 
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