Chronicles of Mankind

There was a workaround posted in the AND Bug thread which just removes the routes section in SevoPediaIndex.py which in turn fixes the index. I checked it and it seems to work fine, but it is not a real fix.
I'll try it. Thanks for the post :thumbsup:
 
Call me crazy but I'd say that it'd be a better idea for them to focus on bugfixing and balance before adding yet more features.
I took it as more of a request for something that can be added later down the road, not something to do as soon as possible. Also balance is more something for Nexus to do, Not sure if much
DLL work will be needed there.

But as far as I am aware there isn't too many big issues anymore, lots of small issues but nothing huge (Correct me if I am wrong, my memory is terrible these days). Oh also all these DLL and python bugs are mostly inherited
from vanilla "A New Dawn" and nothing we caused. But yeah I still want to get stuff squared away.
 
I took it as more of a request for something that can be added later down the road, not something to do as soon as possible. Also balance is more something for Nexus to do, Not sure if much
DLL work will be needed there.

But as far as I am aware there isn't too many big issues anymore, lots of small issues but nothing huge (Correct me if I am wrong, my memory is terrible these days). Oh also all these DLL and python bugs are mostly inherited
from vanilla "A New Dawn" and nothing we caused. But yeah I still want to get stuff squared away.
Well the whole city razing thing is a big one.

Although honestly my message was more along the lines of a reminder to people in general not to bombard you with feature requests as you a) probably have a road plan anyway and b) have bugs to fix. And it was honestly made in good will inspired by my own experiences from work. The down side with game development is that, more often than not, the guys in charge have an attitude of "I don't know what I want but I want it immediately. That is until I change my mind half way into production."

*sigh* It's been a long week.
 
Did you by chance miss Nexus post? It's been fixed a few days ago.
I was under the impression that it was just turned off and that you had to use a cheat based workaround to delete cities which isn't a real fix. So yea, I missed it. Thanks for telling me or I would not have known.
 
Speaking of bugs:
There is a BtS bug about Great Generals:

https://forums.civfanatics.com/threads/unique-units-great-generals.560427/#post-14100557

Well, it's not a real bug but a design flaw that should be easy to fix, since the code to merge is ready.

It would be a great help with a future project I am planning where civs would more unique stuff. Some would get unique Great Generals, that would be sort of dual-class great people. E.g:
  • Pharaoh (Egypt) also knows everything a Great Prophet does
  • Heros (Greek) also a Great Artist
  • Shogun (Japan) also a Great Diplomat
  • Founding Father (America) also can settle as any great person
Having several Great General replacements would be beneficial, because larger and slower games run out of names too early. In my current game (snail, gigantic) I'm in the middle of the medieval era but the game is already out of GG names.
 
There is a BtS bug about Great Generals:
This is interesting. I'll add it to the list.

that should be easy to fix, since the code to merge is ready.
Well it's not necessarily that simple, if AND modified the way great generals work or altered the code in any way then this proposed fix might not slot neatly into the DLL.
But it is something to go off of at least.
 
I've been playing around, and the inability of hunters to survive persists. Here is a game in which I have three of them, just outside my borders. I have weapons, and they all have the Hunting II promotion. They will all be dead within three turns due to the sheer number of animals that surround them.
 

Attachments

I've been playing around, and the inability of hunters to survive persists. Here is a game in which I have three of them, just outside my borders. I have weapons, and they all have the Hunting II promotion. They will all be dead within three turns due to the sheer number of animals that surround them.
I'll take a look at it next week when I get back home.
 
I've been playing around, and the inability of hunters to survive persists. Here is a game in which I have three of them, just outside my borders. I have weapons, and they all have the Hunting II promotion. They will all be dead within three turns due to the sheer number of animals that surround them.
Okay, I played your game a good 20 turns and all of 3 them are alive (save attached). And I have collected a few animals too.
upload_2022-1-30_22-40-46.png

So here a few hints:
Hunters are for hunting and not really for scouting. Keep that in mind. Don't try to explore the whole continent with them. At least not in the early game.
Defend and heal them. End your turns with them on plots with +25% or +50% defense. When they are injured heal them IMMEDIATELY, even if it's just 1.8/2:strength:
Use promotions wisely. Remember, when you promote a unit, it also heals. So you may not always want to promote a unit with 100% health.
The dice is mean sometimes, so don't be afraid to reload the game sometimes. Have fun, not frustration.
 

Attachments

also there are some bugs with shintoism buildings + agricultural trait, when i played all was ok, but when i load save i have big penalties to food, some wrong miscalculations maybe?

I came across the same (?) bug... :sad:
I had a long game session yesterday where i did not pay too much attention to everything as i was doing other stuff at the same time. All seemed fine, my cities had lots of food and grew a couple of times, so i allocated many specialists in every city to combat the fast growth...
After loading the save today i noticed that all my cities were starving, see attached savefile 1.

My leader has the agricultural trait and my civ has a state religion (Buddhism), although it is not spread to all cities yet.

As it turns out the problem is that after some time every city gets extra food, out of thin air it seems.
And i think it gets worse the longer you play the save, so you end up with a city which seems to have, say +2:food:, but is actually starving.
It looks like this in the city screen...
MHP2FhRl_o.jpg


Try to play savefile 2 for a little bit and you should eventually notice the mysterious extra :food: after maybe 10-20 turns...sometimes it takes longer.

I did not see this happening when playing with other leaders, so i cannot say if it is just the agricultural trait or a combination with a certain civic,religion,building or action...:confused:

A force recalc did nothing, only reloading the savefile or restarting the game reverts everything back to normal, for a while at least.
 

Attachments

@moviebrain Well, I tried your save but I didn't find anything useful. I'm not even sure if the bug appeared for me :dunno:

Here's how it looks like for me after 20+ turns of AI autoplay:
upload_2022-2-8_14-50-26.png

EDIT: The screenshot was missing for some reasons...
 
Last edited:
Could it be a rounding issue?
 
Wow! I just reloaded the autosave file and now it's completely different :eek:
upload_2022-2-8_17-38-14.png


After recalculating:
upload_2022-2-8_17-42-25.png


Than a 2nd recalc:
upload_2022-2-8_17-46-55.png


...and then a 3rd recalc:
upload_2022-2-8_17-47-18.png


Looks like the values keep changing every time I do a recalc.

Now this is something far beyond my skill. It's something for @Inthegrave 's guys to look into.
 
Yeah, it is a really weird issue, isn't it? :crazyeye:

It might be yet another ancient AND bug which was never fixed.
I found a post in the AND2 Bug Thread which seems to describe a similar issue...
My city's growth rate has gone out of hand, even with the tribal civic on (-50% growth rate). With only 1 of 4 pops being worked and on a +2 food tile the city is still growing with +2 food (link 1), insane right? Why is food growth so off here? When I check where it comes from it seems that much of the food is unaccounted for (see link 2), so is this a bug then? Excuse my lame way of uploading screens. I have no idea how to get rid of the default .tga screens

1. https://imgur.com/a/cG4AoXo
2. https://imgur.com/a/5DWutYJ
 
I'm stuck on my civics. I'd like to adopt Liberal, but there doesn't seem to be any way for me to get to it. The problem is that you can't adopt Liberal if you have either Religious Censorship or Political Censorship active. My civ is running the latter, and there is no way to select any other Media civic. I can't get to Chronicles, and neither Media Regulation nor Mainstream Media will become available for a long time. It feels like the civic system has too many bottlenecks, where you either can't get to some civic that you've researched, or have to do so in two or three steps that involve being in Anarchy for 30 turns or so. Is there any way out of this dead end?
 
In general I am happy with the civic system, as I feel it turned out to be rather realistic and mostly balanced too. But you are right about this: Liberal being available and also being blocked at the same time is not a good thing.
So I will move Media Regulations to Absolutism tech (which is a little short on content anyway), so it will be a available in the same tech column al Liberal.
I like this change because in my opinion MR is not typically a renaissance era civic but part of its advantage (+1:gold: from some buildings) will come only later.
 
In general I am happy with the civic system, as I feel it turned out to be rather realistic and mostly balanced too. But you are right about this: Liberal being available and also being blocked at the same time is not a good thing.
So I will move Media Regulations to Absolutism tech (which is a little short on content anyway), so it will be a available in the same tech column al Liberal.
I like this change because in my opinion MR is not typically a renaissance era civic but part of its advantage (+1:gold: from some buildings) will come only later.

That would help, and in general I like the civic system. But this isn't the only instance of this basic problem. I don't like the inability to switch to half of the civics that you have researched. I understand why you can't (and shouldn't be able to) run certain combinations of civics. But it should be possible to switch to civics not permitted in combination with your current choices as long as you are also switching out of those incompatible choices. As I said, getting from here to there too often involves changing one or two civics, waiting through a lengthy anarchy, then changing another one or two civics that you weren't allowed to change the first time, waiting through another lengthy anarchy, and finally being able to change the civic you really wanted, and waiting through a third anarchy. Even if you're in a Golden Age, you have to wait out the 4-5 turns between each change of civics. A revolution triggering a long anarchy should be an actual revolution, in which you can completely overhaul your society.
 
Back
Top Bottom