AND2 and SVN Bug Reports - A New Dawn 2 ONLY

SVN 1071 - Can't build/upgrade to Landsknecht.

I can't build or upgrade to this unit.
Spoiler :
GUjzaTBeuWLpBm_PNuO8Yfkx6MEiYcARDyUZnkZGxqQG3AJD-w4afqBuPwLIXua9Gu8XCmcTujMKA0Si7WHnsFVbhxZNHabLZ9ZerourheRVHhW7InD11yZBLw_pk-0L-n-zfQirmhFvxTX7CrCN8jDLfZ4Sd9oZXwLG9coTUBiN5GbhvGkvNj40X5kkTmb9phQnXvt6_e_lKbc0MZdCk9egErI7XvjwtQ5NqFBN54i9WMhX3h4YXjPZfNtavhSa5ZGRPZa_wIrzaMeXvyr_-teNC4DPPDI-ZlPHdrHgbINyX5oikF6CNQdJPSLR19-DBWezVCCMNQvTV_2uUjV0NMoNUJpAzkGW29iehQ0Mx4nBpO8nqk29V8qbWYbppxU-njVc6jqyuh51fOYV8OTASNDsAvUsIoCBSRv-rS3Yiv6NCtobl6DMf3NXO86XK32aML4lfAqjV1UISp6SQMvj7sUMyP8zbBivIuSLmw27W5dcoDJ-S7nFkDhFt4GDbRTtyn98JR6lGvuUoD7dbgBw8m0mjwbVDzwiesYrpOMoxXACVoH7Nu29tZV7MFx17dG434opTlFm2Un8gB1cntwvwigmmLUrZuaUJ9VK63g=w1492-h932-no



Say's its a TXT_KEY_RESTICTED_UNIT Looks like its been omitted some how. I can only build pikes, I have Armour crafting and Iron, as I've just upgraded the Swordsmen to Heavy [pimp]swordsmen.
 
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SVN 1071 - Can't build/upgrade to Landsknecht.

I can't build or upgrade to this unit.
Spoiler :
GUjzaTBeuWLpBm_PNuO8Yfkx6MEiYcARDyUZnkZGxqQG3AJD-w4afqBuPwLIXua9Gu8XCmcTujMKA0Si7WHnsFVbhxZNHabLZ9ZerourheRVHhW7InD11yZBLw_pk-0L-n-zfQirmhFvxTX7CrCN8jDLfZ4Sd9oZXwLG9coTUBiN5GbhvGkvNj40X5kkTmb9phQnXvt6_e_lKbc0MZdCk9egErI7XvjwtQ5NqFBN54i9WMhX3h4YXjPZfNtavhSa5ZGRPZa_wIrzaMeXvyr_-teNC4DPPDI-ZlPHdrHgbINyX5oikF6CNQdJPSLR19-DBWezVCCMNQvTV_2uUjV0NMoNUJpAzkGW29iehQ0Mx4nBpO8nqk29V8qbWYbppxU-njVc6jqyuh51fOYV8OTASNDsAvUsIoCBSRv-rS3Yiv6NCtobl6DMf3NXO86XK32aML4lfAqjV1UISp6SQMvj7sUMyP8zbBivIuSLmw27W5dcoDJ-S7nFkDhFt4GDbRTtyn98JR6lGvuUoD7dbgBw8m0mjwbVDzwiesYrpOMoxXACVoH7Nu29tZV7MFx17dG434opTlFm2Un8gB1cntwvwigmmLUrZuaUJ9VK63g=w1492-h932-no



Say's its a TXT_KEY_RESTICTED_UNIT Looks like its been omitted some how. I can only build pikes, I have Armour crafting and Iron, as I've just upgraded the Swordsmen to Heavy [pimp]swordsmen.

It's a problem with Formations. I have it slated to be fixed. Try turning off the Formations module and see if that allows you to upgrade.
 
Thanks IPEX for clarifying about the UNIT_007 (aka "Top Secret Agent") but i think what i was asking about is the principle that for any unit defined in UNITCLASS as "<iMaxPlayerInstances>1</iMaxPlayerInstances>" which i understand as meaning only ONE unit is allowed when i look that unit up in the CIVILOPEDIA it says "National Unit (5 Allowed)" .. another example is the UNIT_EXPERIMENTAL (aka Peace Maker Missile) .. forgive my pedestrianism about details but it comes from 20 years of machine language programing .. i know .. get a life :confused::crazyeye:

National Units are supposed to scale by map size, but I'm inclined to agree that the scaling should be implemented only for units with a MaxPlayerInstances greater than 1.That way, if there's only supposed to be one of a unit it stays at one of a unit, but if you are normally allowed 5 or 10, then on a gigantic map you are allowed a lot more. Unfortunately, this is done at the DLL level (rev1052) and that's not something I can currently fix.
 
National Units are supposed to scale by map size, but I'm inclined to agree that the scaling should be implemented only for units with a MaxPlayerInstances greater than 1.That way, if there's only supposed to be one of a unit it stays at one of a unit, but if you are normally allowed 5 or 10, then on a gigantic map you are allowed a lot more. Unfortunately, this is done at the DLL level (rev1052) and that's not something I can currently fix.

thanks Vokarya .. your Mod is really great and this is not important .. however in the next revision if they did modify it for units with a MaxPlayerInstances greater than 1 only it would be good .. i liked having single unit "Legends" sometimes just for fun .. anyway .. appreciate your time ..
Cheers
 
National Units are supposed to scale by map size, but I'm inclined to agree that the scaling should be implemented only for units with a MaxPlayerInstances greater than 1.That way, if there's only supposed to be one of a unit it stays at one of a unit, but if you are normally allowed 5 or 10, then on a gigantic map you are allowed a lot more. Unfortunately, this is done at the DLL level (rev1052) and that's not something I can currently fix.
Would it break the bank if instead a new tag were introduced that meant "solo", and if it is not present then the MaxPlayerInstances tag is interpreted normally? Gives more flexibility, replaces special-casing with rich semantics. And there would be a review of each National Unit afterward anyway.
 
Would it break the bank if instead a new tag were introduced that meant "solo", and if it is not present then the MaxPlayerInstances tag is interpreted normally? Gives more flexibility, replaces special-casing with rich semantics. And there would be a review of each National Unit afterward anyway.

I don't think we need a new tag. I was thinking along the lines of how buildings that have a <PrereqBuildingClass> required, but that building is a Wonder, don't scale the prerequisite count. For example, the number of Temples required to build a Cathedral scales with map size, but regardless of map size, it only requires one Fusion Power Plant to build any number of Power Receivers. The function is getBuildingClassPrereqBuilding in CvPlayer.cpp. If the prerequisite building is a Wonder, then the number returned for buildings required is just the original number.

The test for limited units in CvInfos.cpp is if (m_iMaxPlayerInstances != -1). Change this to if (m_iMaxPlayerInstances > 1) and we should get the results we want without having to make any other changes.
 
The test for limited units in CvInfos.cpp is if (m_iMaxPlayerInstances != -1). Change this to if (m_iMaxPlayerInstances > 1) and we should get the results we want without having to make any other changes.

So if i make this change will it be "interpreted" when i start BTS-RAND or does it need to be recompiled?? .. sadly i don't have a C++ compiler (or the skill to use it anymore .. haha) ..
 
Actually after looking at the code i tried setting MaxPlayerInstances to -3 and it came up 1 in the game .. interesting and thanks guys for your pointers .. it gave me the direction to look ..
Cheers
 
I would want to be more circumspect in changes to the program, particularly after my gaffe with the version number update.

The behaviour you point to involves a determination that a specified BuildingClass has a separate quality (being MaxGlobalInstances = 1) which changes how numbers are scaled when referring to it. And these behaviours are buried in long-running functions instead of in Single-Responsibility routines with Intention-Revealing Names, so I'm extra cautious for vicious couplings and not too confident that the original code has encapsulated concerns to the degree where a change could be a one-line fix.
 
The test for limited units in CvInfos.cpp is if (m_iMaxPlayerInstances != -1). Change this to if (m_iMaxPlayerInstances > 1) and we should get the results we want without having to make any other changes.

So if i make this change will it be "interpreted" when i start BTS-RAND or does it need to be recompiled?? .. sadly i don't have a C++ compiler (or the skill to use it anymore .. haha) ..

You'd have to make the changes in the sources files and then recompile the DLL. That is what I am referring to. DLL editing is about the most complex level of modding you can do. I'm not even really there yet. I can sort of read the sources files but I don't have the willingness to change them. XML modding is fairly easy and Python modding is more complex but I can handle that. It's DLL-level that I'm not at yet, but I'm strongly considering learning it, although I don't know if it's even possible anymore if you don't already have the right programs.
 
When I update the game using the AND launcher (I understand from a previous post I wrote here that it does update even if it doesn't show the new rev number), it seems to jolt the Mega Civ Pack out of sync, which then shows some kind of XML error messages when it tries to load certain cavalry units at the start of the game.

Im now running the game with the MCP and on mod rev 1062 without problems. Am I doing the update/installing the MCP wrong somehow? Seeing as the MCP works fine when I don't update, it seems to be the update that's causing the issue.

What did you install exactly? MCP or the MegaPack seen in my signature? MCP is outdated. Use MegaPack and don't forget to apply the patch too.

@Vokarya and HorseshoeHermit:
If you can fix unit and building instances, could you please take a look at iCityLimit in CivicInfos too? That should scale only above 1 too.
 
hello!
auto updater, aparently runs 1069--->1072 rev , but after nows shows a disponibility and stay rev 1069 ??


The checker didn't update the game for me either but the offlinepattcher worked.

PLEASE !
where do I find the 1072 rev offline?
 
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No listed in the civopedia?? some sort of black ops unit?? Looks like a Unique unit replacement for the heavy swordsman.
That's no bug. Units can have civ related names even if they are not UUs.
Other examples are Xebec for certain civ's Frigate, some planes have civ names too (MIG, Zero, etc) or Greece has Hypastist for Light Swordsman, Peltast for Slinger and Prodromoi for Horseman. There are a couple others but those may not be so... "surprising" as Sacred Band :religion: :band: :religion:
 
I have a doubt regarding the Future Era CTD.

Does only happen when you start a new game in that era? Does not happen when you start in another previous era and you reach it?
 
I have a doubt regarding the Future Era CTD.

Does only happen when you start a new game in that era? Does not happen when you start in another previous era and you reach it?
The mod wasn't really designed to start in any other era than Ancient. The other era starts may not cause CTD but are known to be unbalanced.
 
I don't know if its a bug but Dales combat mod does not allow to use the bombing option in a vassal territory against an enemy.
Working only on his own territory and enemy territory

I am separated from my worst enemy by 2 states (once vassals, sometimes not but with a very good relationship) I subsidize them and provided weapons when my enemy attacks them. But sometimes I must intervene and when I send my armies in the allied cities, impossible to bomb my enemy.

Which line of code should I change and in which file?

Sorry for my bad english, not my mother tongue.
 
I don't know if its a bug but Dales combat mod does not allow to use the bombing option in a vassal territory against an enemy.
Working only on his own territory and enemy territory

I am separated from my worst enemy by 2 states (once vassals, sometimes not but with a very good relationship) I subsidize them and provided weapons when my enemy attacks them. But sometimes I must intervene and when I send my armies in the allied cities, impossible to bomb my enemy.

Which line of code should I change and in which file?

Sorry for my bad english, not my mother tongue.
I think this was brought up before and the suggestion was to check BUG options to see if 'No Friendly Pillage' or something similarly named option is on. Try that first.
 
OK I tested unchek No Friendly Pillage
But not working I still can't bombard ennemy on ally or vassal lands.
 
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Hi, iam getting bug from Dark fall event. the game doesnt work properly, game dont jump to next unit movent or go to next city etc etc. Usualy CTD few turns later.
I have try look Dark fall event up in XML file but dont find it. Does it have another name ?
 
I am now in the second game with a problem with the resource Icons. I load a game, and sometimes only few of them are shown. I go back to the main menu and load again, and then all of them are there.
 
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