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Afforess
Nov 04, 2010, 11:32 AM
Reason why it seems to me that it doesn't effect AI is in my last game I had Dynamic XP on and had about 4 catapults constantly attacking Amsterdam every turn (because it's a good way to level them) and by the time my 2nd Great General spawned he was on his 5th and his spear men seemed to be gaining promotions quicker than my catapults. It only had that one city so there was no way it had capability of earning more XP than me.What more I even had my light swordsmen units hunting the fields for minor civ armies!

Perhaps I uncovered a Dynamic XP bug that exists only when attacking armies with siege weapons lol I dunno.

BTW My difficulty level was easier than Noble.

Remember how Dynamic XP works in the first place:

XP is determined by the odds of the battle. 60% Odds of success will yield the attack 4XP. 95% Odds of success, only 0.50XP. Basically, the less your odds, the more XP you'd gain.

Now, as everyone knows, the AI tends to be a bit...cavalier with their use of units. Therefore, it would stand to reason that the AI would get more XP than a more conservative human, but the AI would also lose more battles. Also, keep in mind that defenders could be stacking up lots of XP really quickly. I think you'd get a better picture if you played a team game with the AI, and watched how it earn XP vs how you earned XP.

cr0ws
Nov 04, 2010, 03:39 PM
Ah that makes more sense, thank you for explanation.

LoneStudent
Nov 05, 2010, 06:31 AM
Hello,
i played AND1.74H until yesterday, and it worked properly.
Now i've uninstalled everything and reinstalled from the beginning (also Civ4, Warlord and BtS) until AND 1.75B.
But in the Custom Game Screen many AND options are missed and in game there isn't Revolution button.

What's wrong? What should i do?
Thanks.

Civ4BtS 3.19, RoM 2.92, AND 1.75B.
Language: English.
Win 7 ultimate 64bit.
Intel Core 2 Duo P8600 (2.4GHz, 3MB L2 Cache).
4GB DDR3 RAM.
GeForce GT130 1GB DDR2.

NBAfan
Nov 05, 2010, 11:52 AM
Did you install AND to the right place? Make sure it is install in: BTS\Mods folder and not in BTS\Mods\Rise of Mankind.

LoneStudent
Nov 05, 2010, 03:29 PM
NBAfan...you are right, i'm stupid -__-
Thanks

strategyonly
Nov 08, 2010, 06:07 AM
A question about the barbarian AI, i am in he Renaissance Era and i am still getting "warriors" for the barb civ? And the cities are only producing small amounts of warriors/spearman, but when i was in Medival Era it was doing ok from the looks of it, plus I am not getting any higher than a 2 for pop for the barb's:confused:

Don Senglar
Nov 08, 2010, 06:41 AM
Great mod! Thank you very much! :goodjob::goodjob::goodjob:

However, I have a couple questions.

1. Serious problem with Guilds.
The "Guilds" button is activated in main screen (when I choose my starting conditions). I discoverd the Guild technology, choose Guild. I can construct only one building if I have Gold. However I cannot build nothing more from various Guilds buildings. I have both Great Engineer and Great Scientist in my main city, but cannot organize no one of various Guilds.
My opponents can organize Guilds without problems. I see the messages on the screen.

What's wrong?

2. Nobleman.
I captured some cities and see that some of them have Noble man as a Great person. However I cannot create Nobleman by myself. What I'm doing wrong?

I have the last version "Rise of Mankind: A New Dawn 1.75", fresh install, Windows XP.
Than you.

Afforess
Nov 08, 2010, 12:01 PM
A question about the barbarian AI, i am in he Renaissance Era and i am still getting "warriors" for the barb civ? And the cities are only producing small amounts of warriors/spearman, but when i was in Medival Era it was doing ok from the looks of it, plus I am not getting any higher than a 2 for pop for the barb's:confused:

I'm not sure what part of the Barbarian AI is bothering you - be specific! ;)

Great mod! Thank you very much! :goodjob::goodjob::goodjob:

However, I have a couple questions.

1. Serious problem with Guilds.
The "Guilds" button is activated in main screen (when I choose my starting conditions). I discoverd the Guild technology, choose Guild. I can construct only one building if I have Gold. However I cannot build nothing more from various Guilds buildings. I have both Great Engineer and Great Scientist in my main city, but cannot organize no one of various Guilds.
My opponents can organize Guilds without problems. I see the messages on the screen.

What's wrong?

2. Nobleman.
I captured some cities and see that some of them have Noble man as a Great person. However I cannot create Nobleman by myself. What I'm doing wrong?

I have the last version "Rise of Mankind: A New Dawn 1.75", fresh install, Windows XP.
Than you.

1.) You need to build a specific wonder for guilds, then train master guildsman from that city with the wonder to found guilds. Check the civilopedia for details.

2.) There is not a great noble, and there never has been. There is a noble specialist, but he provides general GPP.

strategyonly
Nov 09, 2010, 12:13 AM
I'm not sure what part of the Barbarian AI is bothering you - be specific! ;)

Well not really bothering me, but just confused i guess, why in the Renaissance Era i am still only getting warrior/spearman etc, rather than Musketmen/Knights etc, i guess that's my confusion:crazyeye: Plus their cities, some of them have only a population growth of 2, when it should be at a minimum of, well lets say 5/6:confused:

poncratias
Nov 09, 2010, 06:07 AM
Any way of razing buildings?

os79
Nov 09, 2010, 01:00 PM
AI doesn't use it so if you use it, you are basically cheating, fyi.

Anyway, it is Ctrl+A INSIDE! the city screen.

Kwami
Nov 09, 2010, 01:19 PM
I doubt that this is a bug, but it's odd anyway.

I play with the wonders limitation in place, so my cities are limited to 5 world wonders each. If I build some of the earlier wonders (e.g. Stonehenge), they go obsolete after I research certain techs (in this case, Astronomy). Okay, fine. The building is removed from my city screen, I no longer get its effects, etc. But, there are two oddities.

1. The building still exists if I check the "Top 5 Cities" screen.
2. I can't create a new wonder in its place. Why not?

Afforess
Nov 09, 2010, 01:29 PM
An Obsolete Building doesn't mean it isn't there. It just means most of the effects are gone. Obsolete buildings still provide defensive effects. (E.g walls still give +30% defense even when obsolete). It's the way the game works, and it forces players to plan out cities.

strategyonly
Nov 09, 2010, 03:57 PM
Nevermind, going to bug the Rev people, thx.

os79
Nov 09, 2010, 03:59 PM
Religions can spread into your civs. Limited Religions only limit you to one religion to FOUND.

Afforess
Nov 09, 2010, 04:00 PM
Os79, the Picture Shows a city with 2 holy sites in 1 city.

StrategyOnly, harass the RevDCM team, not me. It's not my feature.

strategyonly
Nov 09, 2010, 04:01 PM
Os79, the Picture Shows a city with 2 holy sites in 1 city.

StrategyOnly, harass the RevDCM team, not me. It's not my feature.

You betcha, no problem, i just liked it as an option in the BUG is all, thx.;)

os79
Nov 09, 2010, 04:13 PM
Thanks, Afforess. As you already know, I have low vision. Even with my Magnifier on, I didn't catch that. Wow, yeah, harass RevDCM team ;).

strategyonly
Nov 09, 2010, 11:27 PM
Os79, the Picture Shows a city with 2 holy sites in 1 city.

StrategyOnly, harass the RevDCM team, not me. It's not my feature.

Thanks, Afforess. As you already know, I have low vision. Even with my Magnifier on, I didn't catch that. Wow, yeah, harass RevDCM team ;).

Done and Done.:p

Danei
Nov 10, 2010, 11:15 AM
Unhappiness from barracks under certain civics strongly encourages players to demolish, given how easy barracks is to build later if one wants to, which is sort of exploit-y, as was previously mentioned, because the AI can't do it. What I personally would do is make barracks (and other military experience buildings) simply have no effect under pacifism instead of causing unhappiness, and instead of +1 unhappy for barracks under bourgeois, +1 unhappy from war weariness (or increased war weariness itself).

os79
Nov 10, 2010, 12:13 PM
If you feel strongly about this, post in RAND 1.76 Balancing Tweaks thread. Afforess may or may not do this for 1.76.

Otherwise, it is doable for you to edit Barracks to do what you want since the XML tag is there for you ;).

Danei
Nov 10, 2010, 12:43 PM
If you feel strongly about this, post in RAND 1.76 Balancing Tweaks thread. Afforess may or may not do this for 1.76.


Thanks. I'll post there too. I wouldn't say I feel "strongly" about it, but I do think some sort of change would be a nice design decision.

Otherwise, it is doable for you to edit Barracks to do what you want since the XML tag is there for you ;).

I've never done XML editing before, but with enough time I can probably figure it out. Unless you'd like to point me to exactly where I need to go to make these changes. :P

Asterix Rage
Nov 10, 2010, 12:59 PM
RAND 1.75b

This bug again :( :

A stack of units with a GG. One of a unit get enough experience to be promoted ( A Cavalry Auxilia 30.27/26 in this case ) but nothing happen. The unit doesn't give me the opportunity to add a promotion.

The stack is located at 87°11'E , 21°39'S

Win7 64b - 4Gb ram - HD4850 512Mb (Last drv)
AND 1.75 + Patch b (Not any other modmod)

271291

I notice this bug occurs only when the unit gains a new level under the "zone of control" of a GG.
It seems that the problem appears when the GG reach a high level (Not sure which one)
Also, horse units are affected not the gunpower units.

OwieB2003
Nov 13, 2010, 08:22 PM
Minor little snit in 1.75B, not sure if this is AND-specific or ROM-wide. Buuut... was considering playing a game as Carthage until I saw the difference between the Cothon UB and the Harbor that it replaces: +20:hammers:, and the only thing that differs is the Cothon has a line about being free on Industrial Age and later starts while the Harbor isn't. Checking a unmodded game, the Cothon is supposed to give +50% trade route yield vs. the Harbor's 25%. Is this functioning normally due to changes in trade, or what?

Edit: Second, not so minor snit: I can build mines on forested tiles without researching bronze working, and it appears to require the same amount of time that building a mine on an un-forested tile. Doing this gets rid of the forest feature but doesn't add :hammers: for clearing the forest to the nearest city.

Czacki
Nov 15, 2010, 04:00 AM
TXT_KEY_RESTRICTED_UNIT is plaguing my Sevopedia->units entries. I have 1.75 and 1.75b installed.

poncratias
Nov 15, 2010, 12:15 PM
Just have some weird bug, can't really track down the cause of it:

Suddenly I don't get any more gold.

So it say's that I should get like +215 gold/turn, but my gold always stays at something like 6-21 gold. Never much more.


Changing sliders didn't help.
Changing civics didn't help.


I had a longe, fine game till this bug, had no problems with the gold before and everything was cheesy.....strange.....

Vokac
Nov 15, 2010, 12:39 PM
Edit: Second, not so minor snit: I can build mines on forested tiles without researching bronze working, and it appears to require the same amount of time that building a mine on an un-forested tile. Doing this gets rid of the forest feature but doesn't add :hammers: for clearing the forest to the nearest city.

Because you are buring them down. You do not get hammers, until you get bronze working. Until then you burn them down and get nothing.

Kwami
Nov 15, 2010, 05:59 PM
Just have some weird bug, can't really track down the cause of it:

Suddenly I don't get any more gold.

So it say's that I should get like +215 gold/turn, but my gold always stays at something like 6-21 gold. Never much more.


Changing sliders didn't help.
Changing civics didn't help.


I had a longe, fine game till this bug, had no problems with the gold before and everything was cheesy.....strange.....

Do you have a bunch of workers set to auto-build railroads or something? I had a similar situation the other day and it took me a few minutes to figure out what was happening. Railroads are crazy expensive, something like 21g/tile.

Asterix Rage
Nov 18, 2010, 08:57 AM
I notice this bug occurs only when the unit gains a new level under the "zone of control" of a GG.
It seems that the problem appears when the GG reach a high level (Not sure which one)
Also, horse units are affected not the gunpower units.

RAND1.75b
I am back with a file that show where the problem is :

Load the file below, check out Rome (160°19'W, 26°13'S) which is about to build a Nuclear Submarine with 45XP.
A full promoted GG is 1 tile near the city.
The Submarine will be built but it will get 0 XP !

Now, reload the file and delete the GG or move it far away from Rome
Then, the Nuclear Submarine will be built with 45 XP as expected.

It's clear that the Range commande of the GG is the origine of the bug
That doesn't happen with all type of units. Horses, submarines, helicopteres and probably some others are affected. Gunpower units are not.

I do hope that will help...

272929

Oops ! The file is called RAND175a_BUGdemo but it runs the 1.75b version of RAND

Cecil Lizard
Nov 18, 2010, 12:12 PM
I have a city which should grow, but stays on 1 turn to grow. I don't know if it's all the cities or just this one. The cities (including the one I now have a problem with) have been growing normally up until now. I'm playing as the Holy Roman Empire and the city's name is Rilatuer (it's a map name).

Also a little thing that happened a little while back but it wasn't that important so I just carried on, the different colours for the eras stopped working after a crash.

Another thing which might be a bug or could just be that I made a mistake is that when I load the game, in the list of the game settings that turn up, I've recently noticed that Permanent Alliances is on the list, even though I could have sworn that I didn't select it when setting up the game, though maybe I did by accident.

I have a save but when I looked for a log, I couldn't find one. I went to the RoM-AND folder, but there wasn't any log there. The folder called Autolog in it is empty.

When I say I have a save, when I tried adding an attachment with the save, it said I exceeded the limit 2MB, since the save is about 2.9MB. How do I get the save to someone?

Sorry this is so long, I don't mean to be a bother.

gazius
Nov 19, 2010, 11:59 AM
Using 1.75B, the options in BUG are not saved, and need to be reset every time I start up the game.

dguichar
Nov 19, 2010, 04:28 PM
I don't know if it's really a bug or there's something wrong with the installation.

Both Cities and Revolution buttons take me to the Cities screen. I tried to use the keyboard Shift-Alt-G (if i remember well) to go to Revolution screen, but it still took me to Cities screen.

I went with Choose religion option activated, but instead of let me choose it picks it up at random.

whataboutit
Nov 19, 2010, 09:24 PM
When using Single Unit Graphics, some Units appear de-centered (French Archers, general Galleys; Persian Axemen unsure) or pretty weird (a little catapult surrounded by an Ironclad shadow - Siege Quinquereme). Also, some (Persian Heavy swordsmen, Aztec Caravel) use default designs until one selects them.

These units are the examples I spotted and remembered, up to the early renaissance as I haven't reached later eras yet.

**

Other (this issue was inherited from non-mod CIV): is it possible to fix that somehow, that when playing Multi - Hot Seat, after one turns on the resources indicator and finishes the turn, the game turns them off for the next player.
Other2, I haven't researched it yet here, but in non-mod CIV, when one researches the tech that centers World Map, turns will start zoomed out for one player and zoomed closely in for the other player.

Kwami
Nov 19, 2010, 10:11 PM
I believe the uncentered units are a result of using the Formations feature, which wasn't designed to be used alongside the Single Unit Graphics option. Basically, use one or the other.

whataboutit
Nov 19, 2010, 10:18 PM
I believe the uncentered units are a result of using the Formations feature, which wasn't designed to be used alongside the Single Unit Graphics option. Basically, use one or the other.

Yes, I have the Formations on. Thanks for pointing it out.

Asterix Rage
Nov 19, 2010, 10:42 PM
Using 1.75B, the options in BUG are not saved, and need to be reset every time I start up the game.

I noticed something like that as well but i took time to be aware of !!!
So I played a nearly entire game at noble level !!! instead of evolutive level

Czacki
Nov 20, 2010, 04:22 AM
As mentioned in my thread:

Once a unit reaches 100% withdraw chance by promotions and great commander's skills, it can no longer be promoted (it keeps getting exp but gets no promotions offered). Fortunately you can "fix" the bug by moving out of Great Commander's area of effect, losing the withdraw bonus, and once that happens, you can promote units again. But... yeah.

Also, 100% withdraw breaks game balance due to AI being not capable of blocking the super-unit's back before attacking it. If you have withdraw on defense on, your unit ends up being completely immortal. I'd advise either improving the AI so when faced a unit with 80%+ withdraw it tries to put a fast stack behind it when attacking it or put a global cap at withdraw chance at 90% or 95% so the player is rewarded for investing time in his warlord unit by having it nearly immortal, but not TOTALLY immortal.

Alornal
Nov 21, 2010, 08:19 AM
I have a city which should grow, but stays on 1 turn to grow. I don't know if it's all the cities or just this one. The cities (including the one I now have a problem with) have been growing normally up until now. I'm playing as the Holy Roman Empire and the city's name is Rilatuer (it's a map name).

I have the exact same bug with Vienna in my HRE. Out of curioisity, do you have mixed leaders and civilizations? What size is the city; mine's 4 trying to get to 5. The more points we have in common the more likely they can track it down.

Czacki
Nov 21, 2010, 08:56 AM
Maybe you have "avoid growth" turned on?

Alornal
Nov 21, 2010, 02:02 PM
Nope, it was off and toggling it didn't work.

OwieB2003
Nov 21, 2010, 03:47 PM
I don't know if it's really a bug or there's something wrong with the installation.

Both Cities and Revolution buttons take me to the Cities screen. I tried to use the keyboard Shift-Alt-G (if i remember well) to go to Revolution screen, but it still took me to Cities screen.

I went with Choose religion option activated, but instead of let me choose it picks it up at random.

I get this problem too, sort of: Both screens look VERY similar to each other but they're different, not sure what's different in each, but city advisor screen seemed to be better-designed so I used that. City screen had revolution information in its usual spot, even if I had to "jiggle" the mouse a little to get to get it to show the revolution tooltip. (Does it maybe only show on mouseover of text in the revolution meter, or a certain portion of the meter? Was kind of annoying to have to do that.) Will edit this post for any clarity should I find anything worth mentioning in my next play-through.

Edit: The screens look similar because they use the same interface, just the city screen has different items showing. Click on the little scroll next to the Executive Summary drop-down list at the bottom of the advisor screen and add fields (using the + button) with words like "REV" and "TEXT", and the "DELTA" text one near the top (shows stability trend). Not sure which of these if any is a text for National Stability, only place I've been able to see National Stability level is in the city screen revolution meter.

Cecil Lizard
Nov 21, 2010, 09:59 PM
I have the exact same bug with Vienna in my HRE. Out of curioisity, do you have mixed leaders and civilizations? What size is the city; mine's 4 trying to get to 5. The more points we have in common the more likely they can track it down.

The city size is 14 trying to get to 15. I am playing with mixed leaders, though I gave most of the civs one of their own leaders, cos I mostly chose the mix leader option to allow me to have a different leader to my civ (Darius). I also have "avoid growth" off.

steevo
Nov 21, 2010, 11:41 PM
A solution to an issue which I've also posted in its own thread in the main AND forum:

For a very long time playing AND I had no idea that additional modules existed which were disabled by default until recently when I was browsing the Sevopedia in-game to find some other info. Naturally, I was excited to discover these modules, but after following the instructions I came across the first problem:
There was no Unloaded Modules folder in my Assets directory. Soon, I discovered that a copy of the older mod, the second most recent version, had the unloaded modules folder so I copied the modules into the active Modules folder and for good measure re-copied them all within the unloaded folder into the Assets directory.

It was at this point that I came across the second problem:
None of the new modules took effect when I ran the game.
I tried running WoC just in case, but to no avail. After hours of trying to find a solution online I ran across a breif mention someone made of having to change an XML file, but not sure which one I didn't immediately follow up on the lead. However, I did notice that the process worked fine when I ran the older version with the modules active.
Then, I decided to look for the enigmatic XML file, starting with the two in the modules folder and located the answer within the MLF_CIV4ModularLoadingControls.xml file: the default active modules were named but none of the new ones were. I knew how to solve the problem since text-based files like these are something I routinely fiddle with using Notepad ++ when playing Paradox games like Europa Universalis or Hearts of Iron, and so I copied the code and inserted the names of the new mods, which went like this:

<Module>
<Directory>Custom Buildings</Directory>
<bLoad>1</bLoad>
</Module>
<Module>
<Directory>Static</Directory>
<bLoad>1</bLoad>
</Module>
<Module>
<Directory>Holy Wars</Directory>
<bLoad>1</bLoad>
</Module>

Bingo. Worked like a charm, although my pre-existing saved games were incompatible, though I don't mind.

Alornal
Nov 22, 2010, 12:32 AM
The city size is 14 trying to get to 15. I am playing with mixed leaders, though I gave most of the civs one of their own leaders, cos I mostly chose the mix leader option to allow me to have a different leader to my civ (Darius). I also have "avoid growth" off.

I'm using mixed as well. Willhellima and the HRE. Odd.

code32
Nov 22, 2010, 07:37 AM
It's incredible! But if when you install a player chooses not to install additional color theme, and another set additional color theme. They will not load saved multiplayer games. Will fly an error loading the save that I have twice written. Unbelievable is not it? Tested on version 1.75 Patch B

dguichar
Nov 22, 2010, 07:58 AM
I get this problem too, sort of: Both screens look VERY similar to each other but they're different, not sure what's different in each, but city advisor screen seemed to be better-designed so I used that. City screen had revolution information in its usual spot, even if I had to "jiggle" the mouse a little to get to get it to show the revolution tooltip. (Does it maybe only show on mouseover of text in the revolution meter, or a certain portion of the meter? Was kind of annoying to have to do that.) Will edit this post for any clarity should I find anything worth mentioning in my next play-through.

Edit: The screens look similar because they use the same interface, just the city screen has different items showing. Click on the little scroll next to the Executive Summary drop-down list at the bottom of the advisor screen and add fields (using the + button) with words like "REV" and "TEXT", and the "DELTA" text one near the top (shows stability trend). Not sure which of these if any is a text for National Stability, only place I've been able to see National Stability level is in the city screen revolution meter.

It's just different from what i remember. I played RoM alone for a long time and i could distinguish easily from Cities and Revolution screens.

I've noticed something else that might be a bug also. I have activated the option Multiple production, but sometimes it still doesn't carry over and i get the gold.

AndarielHalo
Nov 22, 2010, 04:20 PM
Dynamic Civ names mod should NOT be auto-disabled on the BUG screen. This ruined my first game right away as I had to enable it before the first turn, but it never took effect.

whataboutit
Nov 22, 2010, 06:06 PM
Dynamic Civ names mod should NOT be auto-disabled on the BUG screen. This ruined my first game right away as I had to enable it before the first turn, but it never took effect.

Is it actually there? I remember myself looking for this in-game but didnt find it.

Kwami
Nov 22, 2010, 06:15 PM
It's incredible! But if when you install a player chooses not to install additional color theme, and another set additional color theme. They will not load saved multiplayer games. Will fly an error loading the save that I have twice written. Unbelievable is not it? Tested on version 1.75 Patch B

Did you get multiplayer saves to load when both players had no additional color theme?

AndarielHalo
Nov 22, 2010, 10:33 PM
New question: Does Dynamic Civ Names work without Revolutions enabled? Last time I checked (way back in 1.73 beta or so), Dynamic Civ Names didn't work if you disabled Revolutions---it would rename you from Tribe to City-state to Empire, and no further.

code32
Nov 22, 2010, 11:14 PM
Did you get multiplayer saves to load when both players had no additional color theme?
We have not tried. When both have an additional color schemes, and it works.

modifieda4
Nov 23, 2010, 12:29 AM
i think i resolved a persistant crash problem which occured after a couple of turns. AND was installed over an old install of RoM. a reinstall to the /mod/ dir solved it. but beware...the installer tried to install to the same old dir.

anyway, the mod works awesome now! thanks for the excellent work!

OwieB2003
Nov 23, 2010, 11:53 AM
Okie, did some more playing-through. Findings:
1) There is no way to save a revolution-themed revolution advisor page and have it still be there if you save and reload. As it stands, you need to manually re-specify the columns you want every time you reload or start a new game.

2)There are a few oddities IMO with how "burn down the forest/jungle tile before Bronze/Iron Working" is researched. Olive Orchards cannot be constructed until you can safely cut the forest down, but as near as I can tell only olives have this requisite (haven't seen apples to see if this is true for apples as well). IMO you should only be able to burn away forest/jungle tiles that have no organic resources on them, unless I'm supposed to be building a Bacon Pasture instead of a Pig Pasture. Silkworms/the moths they turn into aren't going to be able to outrun a fire, and fires are too chaotic to assume enough of any animal will survive for it to function as a resource.

Cecil Lizard
Nov 24, 2010, 07:26 AM
Oooh, this makes no sense! I loaded up a previous save of my game from about 20 turns back, when the city which isn't growing from 14 to 15 was only size 13. I then quickly went through the turns, just clicking on the end turn button each turn. The city grew to size 14, as it had done before, but still didn't grow to size 15! How is that possible!? If there was a bug before, how did it grow to size 14? And if the bug wasn't there before, how did the exact same bug turn up twice!? Maybe the bug is that it's just that size that it won't allow that city to grow to, but that seems really, really strange...

To Alornal, the guy who said he had the same problem as me, do you know if you had a great person born on the same turn as the turn that the city you have a problem with did grow for the last time? I had a great prophet born on the turn my city grew to size 14, though in a different city.

This problem seems really odd, can anyone help?

Carwyn
Nov 24, 2010, 09:06 AM
Oooh, this makes no sense! I loaded up a previous save of my game from about 20 turns back, when the city which isn't growing from 14 to 15 was only size 13. I then quickly went through the turns, just clicking on the end turn button each turn. The city grew to size 14, as it had done before, but still didn't grow to size 15! How is that possible!? If there was a bug before, how did it grow to size 14? And if the bug wasn't there before, how did the exact same bug turn up twice!? Maybe the bug is that it's just that size that it won't allow that city to grow to, but that seems really, really strange...

To Alornal, the guy who said he had the same problem as me, do you know if you had a great person born on the same turn as the turn that the city you have a problem with did grow for the last time? I had a great prophet born on the turn my city grew to size 14, though in a different city.

This problem seems really odd, can anyone help?

Any chance you just don't have enough food for some reason? Is your city using citizens for Great Persons and not working enough food tiles? Just a random thought. :)

AndarielHalo
Nov 24, 2010, 09:52 AM
Any chance you just don't have enough food for some reason? Is your city using citizens for Great Persons and not working enough food tiles? Just a random thought. :)



That's exactly what I thought. I learned over time that the AI doesn't comprehend basic concepts of growth and production, and will literally cause starvation in a city just to have two engineers and three slaves packed into a city of 10, and only one free specialist.

whataboutit
Nov 24, 2010, 11:05 AM
That's exactly what I thought. I learned over time that the AI doesn't comprehend basic concepts of growth and production, and will literally cause starvation in a city just to have two engineers and three slaves packed into a city of 10, and only one free specialist.

Noticed this too. Governors seem to prefer avoiding unhealthiness. I had cities stagnating on 118/120 or so, with 0 (or maybe even +1) health surplus.

Alornal
Nov 24, 2010, 12:10 PM
Oooh, this makes no sense! I loaded up a previous save of my game from about 20 turns back, when the city which isn't growing from 14 to 15 was only size 13. I then quickly went through the turns, just clicking on the end turn button each turn. The city grew to size 14, as it had done before, but still didn't grow to size 15! How is that possible!? If there was a bug before, how did it grow to size 14? And if the bug wasn't there before, how did the exact same bug turn up twice!? Maybe the bug is that it's just that size that it won't allow that city to grow to, but that seems really, really strange...

To Alornal, the guy who said he had the same problem as me, do you know if you had a great person born on the same turn as the turn that the city you have a problem with did grow for the last time? I had a great prophet born on the turn my city grew to size 14, though in a different city.

This problem seems really odd, can anyone help?

I did recently have a Great Prophet in 1908BC, born in Aachen, and he founded the Zoroastrian Holy building in Vienna, but that is a full 700 years before the bug occurred around 1200BC. My autosaves are all gone so I can't check previous years to see if there was a correlation. The log isn't that explicit either. Is your city a Holy City? Tooltip if I hold the cursor over food stores shows 499/499 and the main screen says Prague (1) so I have no idea whats going on.

http://img152.imageshack.us/img152/2179/civ4beyondsword20101124.png

whataboutit
Nov 24, 2010, 01:37 PM
http://img152.imageshack.us/img152/2179/civ4beyondsword20101124.png

OFF: I like that you name landmark terrain features. :)

Kwami
Nov 24, 2010, 01:42 PM
OFF: I like that you name landmark terrain features. :)

That's a game option that you can select when you play a Custom Game of A New Dawn. It names distinctive mountains, lakes, forests, etc. for you. :)

Alornal
Nov 24, 2010, 01:44 PM
Yeah, customizable terrain or something like that. You can also set it to name cities if they are close to it.

Cecil Lizard
Nov 24, 2010, 02:27 PM
It is a holy city, Islam. As you can see, I do have food surplus, +18, and like Alornal's the food bar is on growth.

http://forums.civfanatics.com/attachment.php?attachmentid=273538&d=1290630248

Alornal
Nov 24, 2010, 02:34 PM
Can't see the picture. :(

So yours is a holy city as well?

Cecil Lizard
Nov 24, 2010, 02:49 PM
That's right.

Alornal
Nov 25, 2010, 10:47 AM
Also I had other cities grow. Aachen reached 8 but still Vienna wouldn't grow.

Cecil Lizard
Nov 25, 2010, 02:50 PM
I found a way round the bug. You can use the world builder to increase the city's population when it should grow. Though this does leave you with excess food, the city still won't grow when it comes to its next growth (I checked), so then you just have to calculate how much food you are in excess by, which is the amount of food the city actually has when you increase its size, MINUS the amount of the stored food you would have kept if there wasn't a bug and the city was growing normally, which is the total amount of food the city needed to grow times the proportion the city keeps (0 if no granary, 0.3 if granary, 0.5 if modern granary), AND ALSO MINUS the overrun, which is also missing cos of this bug (there is no growth for it to be the overrun of) which is the amount of food being added the turn before the city should grow minus the difference between the amount of food needed to grow and the amount of stored food in the city the turn before it should grow (hope you got all that! ;) ). Then once you have calculated the excess amount of food, write it down, and when the city next reaches 1 turn to grow again (but not before) and gets stuck, on the turn after that, take away the amount of food added in the last turn minus the difference between the food needed for the next growth and the total amount of food stored by the turn before. Then each turn after that one, from this new, smaller excess, take away the amount of food being added to the stored food that turn (again write all this down). When this number drops below 0, that means that is the turn that city would have grown again if there had been no bug, so use the world builder to increase the population again. Make a note of the amount the old excess dropped below 0 by, cos that is the new overrun, which again you must use to work out the new excess, along with the amount the city would have stored had it been growing normally (see above to see how you work that out), by again taking both away from the actual amount of food stored in the city when it grows. Then repeat the process of waiting until the city "says" it has 1 turn to grow and then do what I wrote above to do then and keep repeating until the end of the game. This should mean your city will always be the size it would have been if there had been no bug. Sorry if I haven't explained it very well.:blush:

Also just cos I have found a way round the bug, I would still be very appreciative if some techy type person could find out how to actually fix it, if that is possible.

os79
Nov 25, 2010, 05:27 PM
I finally figured out Auto-upgrade bug where some units don't upgrade when they were supposed to alongside with their brothers. It seem that all units I captured in combat (ships by WarPrizes and siege weapons by normal game rules), they don't upgrade automatically with their trained by me sisters.

SR-71
Nov 26, 2010, 04:10 PM
Hi friends! Any information about the dumb-AI issues? They are ruining my games, I can't play until the end because it has no sense to play against so stupid AI :cry: so I don't want to start any new game. Please don't forget about it.

Thanks meanwhile :goodjob:

whataboutit
Nov 26, 2010, 04:26 PM
Hi friends! Any information about the dumb-AI issues? They are ruining my games, I can't play until the end because it has no sense to play against so stupid AI :cry: so I don't want to start any new game. Please don't forget about it.

Thanks meanwhile :goodjob:

Could you point out that in what issues are they such?

Cecil Lizard
Nov 26, 2010, 06:34 PM
That's odd. I just carried on playing and my problem just disappeared after about 15 turns. Weird. :confused:

Alornal
Nov 26, 2010, 07:29 PM
That's odd. I just carried on playing and my problem just disappeared after about 15 turns. Weird. :confused:

I tried just that... Nothing. You must've triggered it somehow, cause I've played a hundred years on Epic and I still cannot fix the bug, despite doing things such as finishing training that tech, getting new great people, finishing buildings in that settlement, removing the unhealthiness, building other cities. I just don't know whats wrong.

os79
Nov 26, 2010, 11:47 PM
Doubling posts at both RAND main forum's Bugs Reporting thread and AUA stand-alone thread:

You might want to consider tossing out Worker Automations for Cities. Just leave National Automation portion but remove Cities.

Reason:
After capturing/colonizing high amount of cities, the BUG Options becomes too laggy when calling it up (Ctrl+Alt+O).

Alornal
Nov 27, 2010, 04:12 PM
I tried just that... Nothing. You must've triggered it somehow, cause I've played a hundred years on Epic and I still cannot fix the bug, despite doing things such as finishing training that tech, getting new great people, finishing buildings in that settlement, removing the unhealthiness, building other cities. I just don't know whats wrong.

150 years later and it finally fixes itself. Somehow. I honestly have no clue how or why, and would also hope for a better solution.

incognet
Nov 27, 2010, 10:12 PM
Hello all. Apologies if this question has been answered in a previous thread...

I just D/L RoM:AND + the patch. I chose the "Blue Marble" option, plus one of the snazzy interface choices (steel?) Installation took forever, but I'm patient...

I load AND from the BTS menu... and then I wait... and wait... and wait some more

Eventually, it loads... to a title screen with no (text) menu options. The cursor is present; I'm able to click on "dead space", but I cannot start a new game. When I do click on the areas normally occupied by "single player"/"multiplayer"/etc., a freeze (occasionally) results. Even when the game does not freeze, I'm stuck. What am I doing wrong??

I use Windows XP. Decent system. No major problems with any other CIV IV modpack//mod-mod.


Still trying to resolve this problem. AND is installed correctly; English is DEFINITELY enabled; most recent patch is applied...

Still it's a "no-go"

Alornal
Nov 27, 2010, 10:57 PM
Wasn't that due to a BUG install error? Do you have any other mods installed?

incognet
Nov 27, 2010, 11:15 PM
Wasn't that due to a BUG install error? Do you have any other mods installed?

Come again?

I have installed/played numerous other Mods (re: Dune Wars, RFC, TAM)

AND, LoR and Quot Capita ALL cause this problem on my PC.

I've heard the usual suggestions:

~ Check the install location
~ Update BTS
~ Patch
~ English language

None seem to fix the problem(s)

I did install BUG, but this doesn't seem to affect anything...

strategyonly
Nov 28, 2010, 12:53 AM
Been getting this error?

Traceback (most recent call last):

File "CvScreensInterface", line 998, in forceScreenRedraw

File "CvMainInterface", line 1465, in redraw

File "CvMainInterface", line 3378, in updateGameDataStrings

File "CvMainInterface", line 3641, in updateTimeText

RuntimeError: unidentifiable C++ exception
ERR: Python function forceScreenRedraw failed, module CvScreensInterface


if (bShowDateGA):
if (bFirst):
bFirst = False
else:
g_szTimeText += u" - "
szDateGA = unicode(CyGameTextMgr().getInterfaceTimeStr(ePlaye r))
if(ClockOpt.isUseEraColor()):
iEraColor = ClockOpt.getEraColor(gc.getEraInfo(gc.getPlayer(eP layer).getCurrentEra()).getType())
if (iEraColor >= 0):
szDateGA = localText.changeTextColor(szDateGA, iEraColor)
g_szTimeText += szDateGA

incognet
Nov 28, 2010, 02:49 AM
To strategyonly:

I just D/L your NWAPreH modpack... it does not work properly on my PC. Upon loading, I'm taken to title screen with no (text) menu options. That makes four mods with the same problem...

LoR, ROM: AND, NWAPreH, Quot Capita.

All use BUG code, if I'm not mistaken. Any thoughts on how to correct this??

Beller
Nov 28, 2010, 09:54 AM
Hi, first of all, Afforess, thanks for this incredible mod :)


And oddly, on the unit list, the first 50-so units have no names and when I click on them, their description is 0 cost, strength and movement, and the text "TXT_KEY_RESTRICTED_UNIT" and that they can nuke, when the pictures are of normal units, such as tanks and swordsmen and so on. The first unit that is normal on the list is the A-10 Thunderbolt.


I'm also still getting this problem even having patched to 1.75 C. It's OK with me if it's just a cosmetic annoyance, but I want to make sure it really is :)
Edit: now, this is strange - I've just reinstalled the mod and the patch and the problem's gone :crazyeye:. Sorry to bother.

SR-71
Nov 28, 2010, 03:54 PM
Could you point out that in what issues are they such?

Of course, but I pointed out them already in the right thread (which seems to be forgotten :( )

HERE, the 4 last quotes:

http://forums.civfanatics.com/showthread.php?t=366992&page=6

Alornal
Nov 28, 2010, 11:21 PM
Apparently the city needed to be happy in order to grow. Well now I feel like a noob. :(

On the other hand, why can every city in my empire build the Edinburgh Castle except for my capital, which also has a Castle built? The option isn't greyed out, it just doesn't exist in that city only. I have unlimited wonders turned on and I can clearly build the Circus Maximus as well, so its not an issue of room.

os79
Nov 29, 2010, 12:29 AM
Edinburg Castle is a "place" in its own right. That may be the reason ;).

Stormwind
Nov 29, 2010, 12:38 AM
AFAIK, no more than 1 wonder with "reduces maintenance in nearby cities" can be build in any city at the same time. That includes Palace, Forbidden Palace, Edinbourgh Castle, Versailles and others.

Carwyn
Nov 29, 2010, 12:40 AM
Apparently the city needed to be happy in order to grow. Well now I feel like a noob. :(

On the other hand, why can every city in my empire build the Edinburgh Castle except for my capital, which also has a Castle built? The option isn't greyed out, it just doesn't exist in that city only. I have unlimited wonders turned on and I can clearly build the Circus Maximus as well, so its not an issue of room.

I believe that you can set your city governor to deal with happiness issues and it is on by default, so it stops city growth when you have unhappiness. I didn't think to look for/ask about that, though I noticed that my own cities have the "Paris will be unhappy next turn" popup and growth stops next turn... duh!

I don't know about Edinburgh Castle - is it a World Wonder or National Wonder and does your capitol already have its allotment of them?

Alornal
Nov 29, 2010, 05:52 AM
I think Stormwind hit it on the head. I have the Palace in my capital of course, and that reduces maintenance as well.

amrod
Dec 01, 2010, 03:13 PM
Hi!
First: While I like the mod (from what I could see of it), the claim that it's faster than simple RoM is simply not true. It takes several minutes on my pc to load civ4 with this mod (even to reach the civ4's xml loading screen), while rom loads relatively quickly.
When starting a new game, it also loads for a very long time.

Second: it actually quit with a runtime error when I started a new game. (marathon, huge map). No log files found...

I have normal RoM:AND installed on top of Civ4 BTS (complete).
I have a laptop, not the fastest thing, but normal civ4 runs fine.

update:
It worked once, before installing the AND Custom Civ pack (that is, parts of it, not all civs).
After installing the civs (copying the dirs, running the java program), I could start a new game and the civas/leaders showed up right, but after some minutes the loading screen froze and the game quit with runtime error (though Civ4 remained in memory, in the task control list).

amrod
Dec 01, 2010, 03:15 PM
Also, it would be way more usable if the installer was not a self-unpacking exe but a zip, like most mods.
I know that most people have hundreds of GB, but not everybody (and laptop hdd is still more expensive and harder to get).
This way, with the exe, it first unpacks 1.7G to the C drive and then copies it to the destination. And it doesn't even find the Civ4 installation directory, so absolutely no need for the exe. (I had to install it on another pc and then copy the files, the 1.5G free space on my c drive was not enough for it...)

Kwami
Dec 01, 2010, 06:17 PM
The installer is crazy slow, too! And I shouldn't need administrator privileges to install to my My Games folder, but the installer demands it. Plus, it never gets the installation directory right.

amrod
Dec 02, 2010, 02:01 AM
The installer is crazy slow, too! And I shouldn't need administrator privileges to install to my My Games folder, but the installer demands it. Plus, it never gets the installation directory right.

Exactly. Dunno why it wants to write to registry? (Of course it works without it. Just copied the files from another pc).

Afforess
Dec 02, 2010, 02:56 AM
The installer is crazy slow, too! And I shouldn't need administrator privileges to install to my My Games folder, but the installer demands it. Plus, it never gets the installation directory right.

I use crazy good compressors for the installer, which cause it to take forever to unpack. Better a long install than doubling the download size, eh? ;)


Been getting this error?

Traceback (most recent call last):

File "CvScreensInterface", line 998, in forceScreenRedraw

File "CvMainInterface", line 1465, in redraw

File "CvMainInterface", line 3378, in updateGameDataStrings

File "CvMainInterface", line 3641, in updateTimeText

RuntimeError: unidentifiable C++ exception
ERR: Python function forceScreenRedraw failed, module CvScreensInterface


if (bShowDateGA):
if (bFirst):
bFirst = False
else:
g_szTimeText += u" - "
szDateGA = unicode(CyGameTextMgr().getInterfaceTimeStr(ePlaye r))
if(ClockOpt.isUseEraColor()):
iEraColor = ClockOpt.getEraColor(gc.getEraInfo(gc.getPlayer(eP layer).getCurrentEra()).getType())
if (iEraColor >= 0):
szDateGA = localText.changeTextColor(szDateGA, iEraColor)
g_szTimeText += szDateGA


I'd guess you fracked up something in the gamespeed code. The game can't handle fractional years before 0AD, for no particular reason. Be sure you still are using whole years before 0AD.


Doubling posts at both RAND main forum's Bugs Reporting thread and AUA stand-alone thread:

You might want to consider tossing out Worker Automations for Cities. Just leave National Automation portion but remove Cities.

Reason:
After capturing/colonizing high amount of cities, the BUG Options becomes too laggy when calling it up (Ctrl+Alt+O).

Yeah, I'm aware. I knew it from the start, and did my best to fix it, but python's just crazy slow. :sad:

Me,myself,and,I
Dec 02, 2010, 08:18 AM
Does anyone know how to turn revolutions on? I have the latest version of AND, however I do not believe it is patched.

amrod
Dec 02, 2010, 08:58 AM
I use crazy good compressors for the installer, which cause it to take forever to unpack. Better a long install than doubling the download size, eh? ;)


Not necessarily. It actually downloads way faster than it installs for me...
Also, I don't have as much space on the c drive where it wants to unpack the temp files...

amrod
Dec 02, 2010, 09:13 AM
Anyway, have any idea why the extra civ pack might not work? Or should I first try on a faster pc? (Will try..)

The_guy
Dec 03, 2010, 07:29 AM
Cry. I've been running the installor three times now, but I can never find A new dawn in the mod selection screen. Why not?

amrod
Dec 03, 2010, 02:24 PM
Cry. I've been running the installor three times now, but I can never find A new dawn in the mod selection screen. Why not?

stupid question - Did you input the correct folder? It tries to put it into c:\some_default_directory instead of finding the real folder (from registry).

strategyonly
Dec 03, 2010, 06:22 PM
I have been getting this a whole LOT lately, any idea what this is about? (see pic below also)


# Will update the help Strings
def updateHelpStrings( self ):

screen = CyGInterfaceScreen( "MainInterface", CvScreenEnums.MAIN_INTERFACE )

if ( CyInterface().getShowInterface() == InterfaceVisibility.INTERFACE_HIDE_ALL ):
screen.setHelpTextString( "" )
else:
screen.setHelpTextString( CyInterface().getHelpString() )

return 0


i also got this one:

Traceback (most recent call last):

File "CvScreensInterface", line 262, in showTechSplash

File "TechWindow", line 281, in interfaceScreen

RuntimeError: unidentifiable C++ exception
ERR: Python function showTechSplash failed, module CvScreensInterface

The_guy
Dec 04, 2010, 10:59 AM
stupid question - Did you input the correct folder? It tries to put it into c:\some_default_directory instead of finding the real folder (from registry).

sorry. :blush: Mainly I follow Garrison: There are no stupid questions, just stupid people. Anyway, thanks. I'll be trying it soon.

likewhoa
Dec 04, 2010, 03:29 PM
I've looked through this thread quite a bit but it's so long. I'm running BtS on windows 7 and have installed the AND mod. BtS loads fine however when I load the mod after about 30 seconds of loading I get a Windows message saying that the program has stopped working. I then get a crash to the desktop. Any ideas?

hotrodlincoln
Dec 06, 2010, 01:05 AM
So i've downloaded this three times now, and have repeatedly deleted and tried to reinstall this mod to no effect. I am installing into the right directory, shows up on the list just fine, but when I load up the mod it just crashes everytime. I don't understand what I could have really done wrong here.

Carwyn
Dec 06, 2010, 01:48 AM
So i've downloaded this three times now, and have repeatedly deleted and tried to reinstall this mod to no effect. I am installing into the right directory, shows up on the list just fine, but when I load up the mod it just crashes everytime. I don't understand what I could have really done wrong here.

I downloaded it 8 times, using several different mirrors before I got a clean download that would install.

Also I have pretty messy DSL and slow downloads. I figure that messed up my downloads.

Metalstorm
Dec 10, 2010, 06:28 AM
Hello, sory about my english, (I'm a German)
I found a few new? bugs.
I've got it into a 7z file with short descriptions, pictures in MS Word and saves.
I hope that I'm not one these persons who doesn' know what is a bug of ROM an AND.

I've I post at the wrong place please say where its is right, or submit it to it (and please tell me where it is correct).

How to hang it on a reply or to send it to the right person? I don't know how to :cry: !

thanks Metal

jimmy10fingers
Dec 11, 2010, 08:52 PM
Hi,
Ive installed RoM 2.92 and AND 1.75 + patch c (i couldnt find a and b). RoM works fine but when i load AND i get an XML error of

"Failed Loading XML file \Terrain/Civ4 FeatureInfos.xml.
{.\FXml.cpp:133] Error parsing XML File -
File: xml\Terrain/Civ4 FeatureInfos.xml.
Reason: The element 'bCanGrowAnywhere' is used but not declareed in the DTD/Schema.

Line: 508, 22
Source:
<bCanGrow Anywhere>1</bCanGrowAnywhere>"

followed by a seeming unending series if error messages of allocating zero or less memory in xml files (i tried clicking through them, but gave up there was so many)

I tried a few fixes ive seen on the site, like changing the regional settings and its in the program files/civ4.../mods folder, but no one seems to have quite the same problem i have, i can even get into the game to see if AND civilopedia is there

and ive uninstalled and reinstalled the mod

Any help? Please!?

Dancing Hoskuld
Dec 11, 2010, 09:28 PM
Hi,
Ive installed RoM 2.92 and AND 1.75 + patch c (i couldnt find a and b). RoM works fine but when i load AND i get an XML error of

"Failed Loading XML file \Terrain/Civ4 FeatureInfos.xml.
{.\FXml.cpp:133] Error parsing XML File -
File: xml\Terrain/Civ4 FeatureInfos.xml.
Reason: The element 'bCanGrowAnywhere' is used but not declareed in the DTD/Schema.

Line: 508, 22
Source:
<bCanGrow Anywhere>1</bCanGrowAnywhere>"

followed by a seeming unending series if error messages of allocating zero or less memory in xml files (i tried clicking through them, but gave up there was so many)

I tried a few fixes ive seen on the site, like changing the regional settings and its in the program files/civ4.../mods folder, but no one seems to have quite the same problem i have, i can even get into the game to see if AND civilopedia is there

and ive uninstalled and reinstalled the mod

Any help? Please!?

This sort of error is caused by either a bad download or installing over an old version.

If you are starting from RoM 2.92 rather than RoM-A New Dawn (1.75) that could be the problem as patch c is made for the latter not the former.

I would suggest deleting the "Rise of Mankind - A New Dawn" folder from your mods folder. Then install then apply the patch again. Make sure you get the correct folder name when doing the install since it does not always get the right name.

Tenketsu
Dec 11, 2010, 10:11 PM
I'm using 1.75C, first time with this mod, and it keeps crashing on me during world-creation, usually at Init Graphics. Sometimes it tells me "Memory allocation failure - exiting program. Reason: bad allocation". Sometimes I get "Runtime Error! Program: ...Civ4BeyondSword.exe This application has requested the Runtime to terminate it in an unusual way."

I just tested my RAM with Memtest86 recently, so I'm pretty sure my RAM is not bad. The problem also seems to be specific to this mod (I've recently run vanilla BTS, the Star Trek mod, and FFH Age of Ice with no problems). My system has a 2.9 GHz Athlon dual-core, a GeForce 250, and 3 GBs of RAM, so I don't think it ought to be my system specs. It looks like I can load Earth2 maps smaller than normal, but normal and above is a guaranteed crash.

EDIT: Forgot to mention, I've tried deleting the mod and reinstalling, which changed nothing.

amrod
Dec 12, 2010, 07:07 AM
I'm using 1.75C, first time with this mod, and it keeps crashing on me during world-creation, usually at Init Graphics. Sometimes it tells me "Memory allocation failure - exiting program. Reason: bad allocation". Sometimes I get "Runtime Error! Program: ...Civ4BeyondSword.exe This application has requested the Runtime to terminate it in an unusual way."

I just tested my RAM with Memtest86 recently, so I'm pretty sure my RAM is not bad. The problem also seems to be specific to this mod (I've recently run vanilla BTS, the Star Trek mod, and FFH Age of Ice with no problems). My system has a 2.9 GHz Athlon dual-core, a GeForce 250, and 3 GBs of RAM, so I don't think it ought to be my system specs. It looks like I can load Earth2 maps smaller than normal, but normal and above is a guaranteed crash.

EDIT: Forgot to mention, I've tried deleting the mod and reinstalling, which changed nothing.

And I thought my 4years old laptop was too slow for this mod... So much for my hopes running on a faster machine :(

Tenketsu
Dec 12, 2010, 11:53 AM
Further testing shows that turning the graphics quality all the way down (from pretty high) also changes nothing.

Dancing Hoskuld
Dec 12, 2010, 02:00 PM
After many years of running RoM without it I have finally done the 3GB switch for my XP machine. No more problems, for now. :)

Metalstorm
Dec 16, 2010, 06:33 AM
Hello!
Today my (theoretikal) bugs BTS (3.19) ROM AND 1.75b:

Error messages in the game while playing (in the same field like events, messages... like Ramses has 9 gold to trade, city Tokio destroyed...):

“Error in cityAcquired event handler <bound method
CvEnhancedTechConquestEventManager.onCityAcquired of
<CvEnhancedTechConquestEventManager.CvEnhancedTechC onquestEventManager instance
At 0x02CE6DC8”


“Error in cityAcquired event handler <bound method
CvEnhancedTechConquestEventManager.onCityAcquired of
<CvEnhancedTechConquestEventManager.CvEnhancedTechC onquestEventManager instance
At 0x02CE9DC8”


“Error in cityAcquired event handler <bound method
CvEnhancedTechConquestEventManager.onCityAcquired of
<CvEnhancedTechConquestEventManager.CvEnhancedTechC onquestEventManager instance
At 0x02B50E18”



Not able to play after Year 1675/1780/1785. Game Crashes. Have save but doesn’t know how to send it to the right person. And how is the right?


Missioners, Guild man and Corporation man collect at cities where they can’t expand if automatic-modus on (in cities where the headquarter of an other company/guild).Don't like to "work" after that.


Window of Resources Change position after minimise BTS ROM AND 1.75b


CIV IV Rise of Mankind A New Dawn crashes if event open window (Diplomacy, Wonder...) or I like to open civilization controls like government, research, religion…
And I get these Error message (from German to English):

“Graphic memory can’t addressed. Please reduce your graphic configurations.
File:\main\Civilization4\SDKsGamebryo2_0\CoreLibs\ NiDX9SourceTextureData.cpp, Line:321”

It would be nice if a person who knows what is wrong (are these found problems bugs or a corrupted download?) and when it is fixed, write it.

Thanks
Metal

Dancing Hoskuld
Dec 16, 2010, 01:43 PM
Hi,

I have been getting those first three errors also. Only been happening recently. Did you add in any other mods to AND? If you had it may help identify where it is happening.

“Graphic memory can’t addressed. Please reduce your graphic configurations.
File:\main\Civilization4\SDKsGamebryo2_0\CoreLibs\ NiDX9SourceTextureData.cpp, Line:321”

We think this one is caused by memory leaks in the game engine. Nothing can be done about fixing the problem. Reentering Civ IV and loading a save usually fixes it. If I play a full game I will probably get it twice in the game.

philipschall
Dec 16, 2010, 06:01 PM
One thing I've been noticing is the lack of updating civics. In my game, it's currently 0 AD on snail, yet half of all civs haven't even switched from the beginning civics, even though they have the techs that allow them to. Is this new? Does this eventually right itself?

Metalstorm
Dec 17, 2010, 07:57 AM
No, only CIV 4 BTS 3.19 AND 1.75b,
downloaded as AND 1.75 at sourceforge and patched with patch a and b.


The grapihc bug is a Civ 4 BTS bug?
If there is somebody how is able to post that bug to Firaxis (if someone checked it) ?

System
XP SP3 32 Bit
Core2Duo 7300 @ 2*2,66 GHz 3MB L2 Cache
4GB DDR2 800 (3328MB useable)
HD 4850 Sapphire 512 MB GDDR3

Dancing Hoskuld
Dec 17, 2010, 01:47 PM
The grapihc bug is a Civ 4 BTS bug?
If there is somebody how is able to post that bug to Firaxis (if someone checked it) ?

Suposidly it is in the engine they bought of someone else. So they can't release the code nor change it.

jimmy10fingers
Dec 17, 2010, 02:03 PM
Hi,
could someone post me a link for the patchs of AND. Tried in vain last week to get it workin on my new laptop. My old pc was able to run it, but it was so slow i never finished a game (5min per turn in the 16th century). My laptop should be able to run it fine. I installed RoM and that works fine, but i cant play it after playing AND. When i install and run AND, it crashes while loading, giving a memory allocation failure. Something about 1 not being defined. It cycles through seemingly endless error messages until i end the program.
Anyway, going to try it again with the patches (couldnt find them last week) and ill probably be back on if that doesnt work, so if anyone has any ideas whats going on, help would be gratly appreciated! Cheers.

PS, effin unreal mod!

Kwami
Dec 17, 2010, 07:58 PM
Patch C is the only one that you need. It's in the "Main Download Information" topic on this very board. I don't know how you could miss it.

http://forums.civfanatics.com/showthread.php?t=344525

Baron03
Dec 19, 2010, 09:37 AM
Whenever I start a game, at the top screen a bunch of errors are listed that never go away. Everything was running perfectly until all of a sudden this happened.

Flay
Dec 19, 2010, 10:20 AM
I am sorry but I need some help.
I have installed AND 1,75 + c on several PC without problem.

Yesterday I did a clean install of WIN7 64 on one PC than installed CIV + AND, but the mod doesn't start. if I use a direct shortcut to the mod, it start to load (I think), as in the task manager you can see precess with CIV, but after a litle time civ desapear from the task manager and well nothing.
If I first start CIV than load AND it do about the same closing CIV, and never came back to it.
I tried other mod (thos include with BTS) without probleme.

I use the same install path on every PCs: D:\civ

Damned this is the first time that I encounter a probleme with AND.

Please Help !
:)

os79
Dec 19, 2010, 12:02 PM
Remembered to download BtS 4.19, (remember ingame installer is a liar), and install that patch to BtS? :)

Flay
Dec 19, 2010, 12:18 PM
Well OS79, you maybe have a clue there. I went maybe a bit fast and forgot the BTS patch !

I do not understand :"(remember ingame installer is a liar)"

os79
Dec 19, 2010, 12:31 PM
Not relevant if you look like you understand the rest of my post.

It basically mean the installer inside the game itself that say it will update the game. It is a liar. You know:
Main Menu--->Advanced--->(Update? [Don't remember the exact wording])

LeEmmerdeur
Dec 20, 2010, 05:17 PM
@Tenketsu
Yeah I have the exact same thing happening. I have a decent comp and have been using CIV4mods for years, its installed in the correct directory and patched. I've also repaired my C++ runtime junk and reinstalled patched and updated BTS all to no avail. Everything else works (ROM 2.91 and others).
This mod looks like it will melt my face. Can anyone gimme a hand here?
Really want to play this one.

amrod
Dec 21, 2010, 03:20 AM
Now I tried it on another PC...
Pentium dual-core 2.5GHz, 2GB RAM, winxp, geforce 9500gt,512MB.

It took 12 minutes to install the mod. (And it's still funny, it wants to write to the registry, yet it can't read the Civ4 folder's location from it! Come on! Btw why on earth do you want to write to registry??? It's a mod only!!!!)

Then it took about 3.5 minutes of loading just to show the loading screen (until then, not much indication that it started loading at all), then another 2 minutes to load the main menu. (And it's way better then my laptop, where it took a few times that time).

Starting a new game (now on standard size to be safe) was relatively quick now, and the game itself played with a good pace, too. (Didn't dare to play on huge or larger for now).

But then after a hundred turns or so it quit with error. "Failed to allocate video memory. Please try reducing your graphics settings." (What is there to reduce in this game? I didn't install the blue marble or formations. Resolution is fixed with LCD. There's no antialiasing or whatever, it's not a 3d fps game or what! It's a 5 years old game... And I'm running 3D games on this pc without problems...) (And Civ's developers didn't learn, Civ5 is even worse, it actually takes some seconds to redraw the terrain when I move the map!!! A relatively static, limited size map!)

Kwami
Dec 21, 2010, 04:50 AM
Playing a standard map with 2GB of memory would be pretty painful, I bet. I doubt that the game actually failed to allocate video memory. More likely, you ran out of system memory and the game's error messages are just wrong.

I'm with you on the installer. It has no reason to write to registry and it never finds the correct Civ4 installation folder anyway. I'd much rather have a non-installer version of the mod. Last time I asked, Affo said that he uses the installer to take advantage of its awesome compression since the mod is so large. Oh, well. :/

os79
Dec 21, 2010, 10:30 AM
No, wrong ;).

He use installer because it help you choose properly the interface colors, whether or not to have Formations, and whether or not to have Blue Marble. The installer automatically adjust MLF file accordingly.

Why? Simple answer: many, many end-users are just ignorant of these small tweaks for installing these addons.

Honest :shrug:. Don't believe me? Ask Afforess if you must.

Sjru
Dec 21, 2010, 02:14 PM
Got a py exception here. Dunno if someone would care but I'll report it anyways.

Traceback (most recent call last):

File "CvRandomEventInterface", line 5467, in applyMalaccanPirates1

RuntimeError: unidentifiable C++ exception
ERR: Python function applyMalaccanPirates1 failed, module CvRandomEventInterface


It's not recurrent, but casual, since it's an event. Until now, I've had 2 crashes related to this event. Anyone?

LeEmmerdeur
Dec 21, 2010, 02:43 PM
@Tenketsu
Yeah I have the exact same thing happening. I have a decent comp and have been using CIV4mods for years, its installed in the correct directory and patched. I've also repaired my C++ runtime junk and reinstalled patched and updated BTS all to no avail. Everything else works (ROM 2.91 and others).
This mod looks like it will melt my face. Can anyone gimme a hand here?
Really want to play this one.

I did find what seems to be a work around, in case others have found the same problem.
I re downloaded the installer to eliminate the possibility of a bad download. Then installed to .../BTS/Mods directory
Then negelcted to patch to 1.75 C
Yup, seems to work without the patch, though I still got quite a few MAF errors.
So then I used the 3 Gig switch outlined elsewhere in the forum and now am having a kickass time with this most excellent mod.
Also, I can't find the A new Dawn.log file in my main ROM directory or the ROM-AND directory. Is that normal? Looked all over.

Kwami
Dec 21, 2010, 03:11 PM
No, wrong ;).

He use installer because it help you choose properly the interface colors, whether or not to have Formations, and whether or not to have Blue Marble. The installer automatically adjust MLF file accordingly.

Why? Simple answer: many, many end-users are just ignorant of these small tweaks for installing these addons.

Honest :shrug:. Don't believe me? Ask Afforess if you must.

Uh, I did. He said it was because of the awesome compressions. It's in one of these stickied topics.

os79
Dec 21, 2010, 03:44 PM
Uh, I did. He said it was because of the awesome compressions. It's in one of these stickied topics.

No, it wasn't a reason he use an installer. It is just an added tidbit in an installer. However, my point is this: the installer was used instead of zipped file because this modpack is easier to install with an installer executive instead of zipped file.

Granted there are few awkwardness for tiny percentage of users, but the majority install this modpack just fine with this installer. The same wouldn't had been said if Afforess use zipped file.

amrod
Dec 22, 2010, 05:04 AM
No, it wasn't a reason he use an installer. It is just an added tidbit in an installer. However, my point is this: the installer was used instead of zipped file because this modpack is easier to install with an installer executive instead of zipped file.

Granted there are few awkwardness for tiny percentage of users, but the majority install this modpack just fine with this installer. The same wouldn't had been said if Afforess use zipped file.

Then we are in that minority of users who find unpacking a zip file easier than running an exe that can't even find the directory, and which also takes 12 minutes or more to run.

I have to admit, that in my case, I'm against the current trend. That is, everyone on the net says "come on, hard disk space is free! hundreds of gigs! why care about a few hundred megs!"
Well I do care. Actually bandwidth is cheaper for me than hard disk... That is, it'd be better for me to download the zip file (in my workplace), put it on a dvd and at home, extract it from the dvd right onto the civ4 directory, no drive C temp files involved. Yes, I had a hard time making 1,5GB free on drive C. A new laptop hdd doesn't come with my breakfast :(
But I guess I'm the minority :D

Though this problem does arise in several other applications and they can add up pretty nicely... Adobe reader taking up 100-200MB (switched to Foxit, less than 10MB), browser necessary log, etc. files taking up 100s of megs etc. I remember when I had a 40MB hard disk. People could write software at the time. Now they don't have to... (Nothing to do with this nice mod's author, he has to use what limits the game gives for modding).

Anyway, sorry for the detour. But I have to do something while I'm trying to convince myself of buying extra RAM, so I'm here writing stupid stuff.
Still hard to accept that 2GB is not enough for this program... It's not even a real 3D application or what. It has a limited number of different graphic elements on a relatively small map. (I mean, if I can run Oblivion or NWN2 then why won't a civ4 mod run???) As far as I've read in some threads, one reason (at least for the slowness) can be the lot of python codes. (Do I understand correctly, there is interpreted code in this game? Funny, as when I used Basic for programming, it was viewed upon as useless :D)

NBAfan
Dec 22, 2010, 09:37 AM
I guess with 1TB Hard Drives now, some people don't worry about space.

Kwami
Dec 22, 2010, 01:15 PM
@amrod: Yes, Python is interpreted. It's also very slow compared to native code, but generally fast enough for what Civ4 was trying to accomplish. The problem here is that there's an absurd amount of Python running for all of the addons including in RoM+AND. So, it takes quite a while to load and initialize games and it takes quite a while for each turn once the number of civilizations grows high enough.

It's largely a limitation of the Gamebryo engine, though. Engines that allow for extensive modding like this one usually rely on an interpreted language (like Python or LUA) and XML. Allowing you to compile and run native code with the game is a recipe for trouble. Again, these languages are usually speedy enough to handle most normal modifications. RoM+AND is quite an exception with the amount of content it includes!

@NBAfan: I've got three 1TB hard disks. That doesn't mean that it's okay to waste space! I think the vast majority of the spaced used by RoM+AND is for art, though. There's not too much that you can do about that.

Anyway, down with installers! :)

os79
Dec 22, 2010, 01:41 PM
Haha, you hearing people are funny with hording of all music stuff in these "space". I have 930 GB Hard Drive memory but since I'm Deaf I have no desire for any music. So my space is plentiful except for gradually increasing numbers of e-books and e-comics I storage for future reading. I watch movies and TV shows downloaded but delete them afterward as they can be found online easily in future.

So to make this discussion long short:
Whatever make you happy ;). But remember most users are happy with what Afforess is doing with the installer so better to leave it alone. You can even just play with other modpacks (RevolutionDCM, Quot Capita, Legends of Revojutions, Community Civ V, or Star Trek are all good alternatives) if you object to Afforess' installer usage.

hhallahh
Dec 22, 2010, 03:24 PM
Alright, I'm having a problem installing the mod that seems to not be too unusual... the install simply fails 2/3 of the way through (more specifically, after 999mb of files have been installed.. perhaps this number isn't coincidental?) and I can't seem to do anything about this. This actually isn't the first time I've installed things, but I was having problems before that caused me to reinstall... but now the reinstall won't complete. That leads me to believe that the issue has something to do with something being changed by the old installs that screws up the future ones. Registry values? I noticed, for example, that the installer is not merely trying to install into the "Mods\A New Dawn" folder (or whatever it is), or even a "Mods\A New Dawn\A New Dawn" folder, but a "Mods\A New Dawn\A New Dawn\A New Dawn\A New Dawn" folder now.

I've spent hours trying to solve this in various ways without any luck. I was really looking forward to playing the 1.75 version of the mod but unless someone helps me it doesn't look like that'll be possible. As others have mentioned, it'd be nice if there were a .rar version of the files... somewhere in order to bypass install issues. But I haven't had any luck finding one. Thanks in advance.

(Obviously I hate to follow up a discussion on whether the installer is a good/bad idea with a complaint about the installer, but that's just an unfortunate coincidence.)

os79
Dec 22, 2010, 06:23 PM
Just delete A New Dawn folder. Whole A New Dawn folder from Mods.

Then run the installer.
Now be careful, OK.
Now when you get to the place where it say where to install, check it go to xxx/Beyond the Sword/Mods folder, then hit Next.
Install.
When you are stuck wherever you are, stop.
Check that you have plenty of space on your hard drive. You may need to clean out some files that you don't use if necessary.

But basically it is easy. Just be careful with the destination of the folder this mod is to be installed to. That's it. Nothing complex about it.

hhallahh
Dec 22, 2010, 07:38 PM
Just delete A New Dawn folder. Whole A New Dawn folder from Mods.

Not only did I already try that, but I actually completely reinstalled CivIV cause I figured that might help. I got the Steam version this time... but it still doesn't work.

I think other people have noted this, but it won't actually let me choose the folder it installs to. There's a window which is probably supposed to allow this (labeled "Mods Folder Location"), but there's no text field / button displayed to select a folder. But in any case I'm not sure that'll help because it'll still try to install into this weird filepath even if the higher-level directories are deleted (well, up to the level of "Program Files" at least.) But I'd guess that that's not the problem.

Hard drive space is definitely not the issue either. =\

Kwami
Dec 22, 2010, 08:23 PM
You can always cut/paste the mod to the correct folder when the installer throws it in the wrong one.

I have no idea why the installer wants registry access (one more reason to not like the installer!). I thought it was to find the Civ4 install directory, but it almost always fails to do that anyway. I actually just keep a 7z copy of the initial install + patch C handy and I use that when I want to reinstall the mod for some reason. The installer is long gone. I don't trust it.

Is the installer giving you an error message when it fails? What does it say?

hhallahh
Dec 22, 2010, 08:52 PM
You can always cut/paste the mod to the correct folder when the installer throws it in the wrong one.

I would if the installation was finished... =\ like I said, it stops at 999mb, whereas it says the full install should be ~1.5gb.

Is the installer giving you an error message when it fails? What does it say?

Just says "Install Error: An error has occurred during installation." Always at the same point, and yes.. I have tried to redownload the installer. Which is why I think something about a previous install messed up my future attempts.

Kwami
Dec 22, 2010, 09:07 PM
Here's the 7z archive that I was talking about. It's v1.75 Patch C with Formations, Blue Marble Terrain, and the Mint Green UI. Those are the options that I like.

I think this will stay active for 30 days after the last download. Hope it works for you or anyone else that might need it!

http://www.filedropper.com/riseofmankind-anewdawn

CivNoob2008
Dec 23, 2010, 07:53 AM
Hi,
I'm really enjoying the ROM_AND mod, it's a terrific piece of work.

I'm having a problem with two things:

1. The years go by 5 at a time even up to 1900, then 2 years at a time. I thought I might be able to set or reset an option somewhere, but when I press CTRL+ALT+O the options menu pops up, but:

2. When I click the "BUG MOD HELP" button at the bottom of the options menu, I get an error message that "BUG MOD Help-ENG.chm" can't be found, and that I should look at the Systems Tab. I put a copy of the .chm file into all the paths listed, but still cannot get BUG MOD HELP to open.

Any ideas?

Thanks in advance.

Solitude102
Dec 23, 2010, 02:30 PM
I have been enjoying RoM-AND for a while now, but for some strange reason it now won't load. Has this ever happen to anybody else and can it be fix? the only outside mod I use is the "Mega-Civ" pack. I tried uninstalling but that didn't even work. Can anybody offer me advice on how to fix this? :(

BobTheBull
Dec 23, 2010, 05:45 PM
Sol, there are LOTS of reasons it won't load. You got to give us some more info than "suddenly it won't load". At what point does it fail, what messages are there, have you changed anything in xml, have you run a chkdsk to see if there are any corrupted files?

What version are you running, and what had you done just prior to it not loading.

Solitude102
Dec 23, 2010, 06:22 PM
Sol, there are LOTS of reasons it won't load. You got to give us some more info than "suddenly it won't load". At what point does it fail, what messages are there, have you changed anything in xml, have you run a chkdsk to see if there are any corrupted files?

What version are you running, and what had you done just prior to it not loading.

Well thanks for the response, err I'm running the latest version with all patches (1.75). The only thing I change involving xml are the leader traits (I add two more traits to my Civs for personal enjoyment), add an extra building & unit (Again, for personal enjoyment). I don't believe any of my XML changes could damage the game as I have play with these changes prior to the crashes & have even try to play the game with none of these changes, but still it won't load.

What happens exactly is that once the loading is "finish", it just freezes. There usually is a screen to the right, but even if I press "OK" as I usually do, it still freezes. I get a "Runtime Error/ Microsoft C++ Runtime Library & when I get that error, I am un-capable of doing anything else but hit "OK" for the message that pops up. I'm not sure what "chkdisk" is or where I can install one, so I haven't done that. Err.. I hope that's enough info.

BobTheBull
Dec 24, 2010, 03:15 PM
Just recently something weird has sprung up. In City Screen the city map of some of the cities is zoomed way out, while all the others display normally. I cannot find any adjustment for this, nor did I do anything to do this that I know of.

I tried to have my Great Merchant sleep until a specific discovery was available and then discover it. Doesn't work at all. Tried it 3 times, nothing.

Does anybody know how to get rid of the *&^%$##$ Ctl/alt O for BUG options screen nagger? I have turned it off in BUG options but it always comes back. I have set it to false in xml and ini files but it' always there.

@solitude: When you say finished loading, finished loading what. Do you mean it has finished loading BTS (when the Blue ROM screen comes up) or finished loading the saved game file (the full blue screen with the progress bar in a box in the middle)?. What is the last thing that you saw in the progress box? Check the logs; they are in MyGames BTS folder to see if anything gives a clue there or shows the last successful action.

There are things you can change in xml that will cause the game to crash, but not like you are describing as far as I know. However, until I had a game crash after an xml change I would have said the same thing about that. But, since it's showing a runtime error in c++ runtime I am not too sure what might be causing that. You didn't include any OS or hardware info, but chkdsk is for checking file systems for errors and maybe correcting them. In SP I believe you have to set it up to check a disk and then reboot, as it checks in the boot process before the window system is loaded. Vista and 7 I don't know about, but you very well could have a corrupted file. Also, be sure you have enough free HD space.

Kwami
Dec 24, 2010, 03:56 PM
I tried to have my Great Merchant sleep until a specific discovery was available and then discover it. Doesn't work at all. Tried it 3 times, nothing.

I had the same problem with Great Prophets. Apparently they don't work in the obvious fashion, but rather always learn whichever tech is next on their list. For example, let's say that you set your Great Prophet to sleep until Social Democracy. I think that's one he can learn, but any tech from around the same time would do. Now, let's say that you never learn Papacy because another player has already built the wonder and you don't want the civic. Your Great Prophet's tech power is now entirely useless because Papacy will always be next on his tech list unless you waste research to learn it.

At least, that's what I've observed. It's a pretty horrible system, in my opinion. I just never use great people to research techs anymore.

Does anybody know how to get rid of the *&^%$##$ Ctl/alt O for BUG options screen nagger? I have turned it off in BUG options but it always comes back. I have set it to false in xml and ini files but it' always there.

Same here. I've just stopped turning it off since it always comes back anyway. It's very annoying.

@solutide: Update your Visual C++ Runtime from Microsoft's website. It might be included in Windows/Microsoft Update or you might have to search the site for it. That might fix your problem.

BobTheBull
Dec 24, 2010, 04:27 PM
Parade grounds are disabled because they require Standing Army civic, but SA IS my current military civ. WTF?

strategyonly
Dec 24, 2010, 04:35 PM
Does anybody know how to get rid of the *&^%$##$ Ctl/alt O for BUG options screen nagger? I have turned it off in BUG options but it always comes back. I have set it to false in xml and ini files but it' always there.

Same here. I've just stopped turning it off since it always comes back anyway. It's very annoying.

There's one more XML file to do the false in, can you find it also?

http://forums.civfanatics.com/showpost.php?p=9593888&postcount=3418

os79
Dec 24, 2010, 05:14 PM
Parade grounds are disabled because they require Standing Army civic, but SA IS my current military civ. WTF?

Obsolete maybe? Check the civilepia.

BobTheBull
Dec 24, 2010, 06:43 PM
Nope os, obsolete with communications network, which I am some way from. Exact statement is "Requires civic to be active". When I look at my civics screen, it is. No other conditions I can see in the BuildingInfos for this.

os79
Dec 24, 2010, 07:29 PM
Nope os, obsolete with communications network, which I am some way from. Exact statement is "Requires civic to be active". When I look at my civics screen, it is. No other conditions I can see in the BuildingInfos for this.

Oh right. Afforess forgot to add in Civilopedia, or just not available in Civilepia's "informing" ability. One more thing it require is Stone resource.

BobTheBull
Dec 25, 2010, 10:11 AM
Stone is not required, it just builds faster. Looking in buildinginfos, walls are required but walls are obsolete. Is there some sort of unintended loop going on here?

Yep! I removed the buildingorprereqs for walls and high walls and now can build parade grounds. So, even though PG should be good until network comm it actually is made obsolete with rifling by requiring city walls. I do seem to be getting the experience bonus which is listed as "From City 2 points". I changed the requiresactivecivics to 0 and there was no change. When I uncommented the prereqbuildings block but left activecivics to 0 the button was blacked out and it would not build, although the popup box showed it as being good. It does also show obsolete with comm net.

os79
Dec 25, 2010, 10:39 AM
Stone is not required, it just builds faster. Looking in buildinginfos, walls are required but walls are obsolete. Is there some sort of unintended loop going on here?

Definitely a bug for Afforess to look at for 1.76 or a new patch then. Afforess is maybe a bit busy but should be back in few days (I hope :lol:).

os79
Dec 25, 2010, 09:55 PM
With all posts burying my earlier concern, I'm repeating here for you Afforess, for either a patch or 1.76 version:
You should remove Worker Automation from BUG Options because with high amount of cities, the BUG Options screen take LONG time to load up.

BobTheBull
Dec 26, 2010, 11:08 AM
@os79: I too had the problem of BUG screen taking forever, but never connected it to worker automations, although once pointed out I understood immediately. For those who don't, there are a bunch of worker settings and they are all displayed for every city you have. So, if you have built up a big empire with lots of cities BUG won't display until all of those have bee iterated through and stored in data. This can take a LONG time.

In /Assets/Python/BUG/Tabs open ANDAutomationsTab.py. Scroll down until you see: #Automate Worker Options:
Comment out everything after that and save file. Now BUG screen loads quickly. If someone were clever enough they could make this an option.

@strategyonly: the link you show is for a python file, not xml. And,

For all those trying to get rid of alt/ctl-O nag:

in Assets/config/BUG Main Interface.xml set Options Shortcut Reminder to default=False. It's the first one.
In /UserSettings/BUG Main Interface.ini set Options Shortcut Reminder = False. Again first one.
In /Assets/Python/Afforess/ANewDawnSettings.py change to the following:

def onLoadGame(self,argsList):
self.optionUpdate()
MainOpt.setShowOptionsKeyReminder(False)

def onGameStart(self,argsList):
self.optionUpdate()
MainOpt.setShowOptionsKeyReminder(False)

AND, in same folder, AutomatedSettings.py do the same as above. Bye, bye nag.

For all those trying to display the BUG help file, make the following folder:

Mods\Rise of Mankind - A New Dawn\Info
Copy all files from:
Rise of Mankind - A New Dawn\Docs\combined_mods\BUG_mod_Info
to the new Info file. Help file now loads. This is a HTML help file so you cannot actually see it unless you are running in windowed mode.

In BUGPath.py there is this line:
INFO_FOLDER = "Info"
So BUG is looking for a folder named Info, which is what I gave it. I am sure you could change the folder name in the python file, but I am too busy working on several things to follow this through, so took easy way out.

@All you RAND geniuses out there:

Now that I have helped a few of you out, how about some help with my shrinking city map problem. It's very annoying and getting worse.

@kwami: I'll bet you are right. I was skipping around in the tech tree to get military techs. Now I have pretty well caught up my techs I will test your idea. Do you know where to find the tree for each GP's techs?

Oh yeah! And Merry Christmas to all RAND addicts.

os79
Dec 26, 2010, 11:34 AM
GP tech list is found only in "cheat" mode of the game. Use chipotle instead of 0 for the line in Civilization4.ini (forgot how to spell it exactly but you will catch my meaning) in My Documents/My Games/Beyond the Sword folder.

Then open up tech tree. You will see GPs and their tech order.

BobTheBull
Dec 26, 2010, 12:09 PM
Thanks os79. You did spell it right and I will use that to track down kwami's theory and report back when I know something.

BTW, I know what osX is, but what is os79? Is that 7.9 times better than osX?

Kwami
Dec 26, 2010, 02:49 PM
I think there's an option somewhere in BUG to show advisors on the left side of the tech tree. Those are supposed to be the Great People tech chains. I didn't have to edit any files to get them.

os79
Dec 26, 2010, 02:50 PM
OS79 is just a screen name ;).

BobTheBull
Dec 26, 2010, 03:54 PM
Aw shucks! I was hoping it was some new super operating system that would fix all the problems of all the other OS's.

Maltazard
Dec 27, 2010, 05:51 AM
Well, after a long, accurate checking, I realized that I misunderstood a thing or two. The bug I figured out actually didn't exist and not editing the report would make me look quite a simpleton.

Anyway, there's something I'm sure it's not working properly and fooled me: maintenance lowering buildings have as actual effect to cause losses in gold... that fooled me, now it's not difficoult to imagine the bug I imagined.

strategyonly
Dec 27, 2010, 07:56 AM
Dont know if this is what?

Spobe
Dec 27, 2010, 10:21 AM
I'm not sure if this has been posted before (I just haven't searched), but here goes.

The expanded city size doesn't work... Functionally, at least. Visually, cities do expand beyond the two-square-length fat cross radius, but those tiles can't be worked. Maybe I'm just not trying everything, but no matter what I do, it won't work.

JosEPh_II
Dec 27, 2010, 10:22 AM
@strategy

In all the AND games I've played, that had the Usable Mountains Mod included, I've Never gotten the Mountaineer Promotion for a GG. Must be a very rare occurrence.

JosEPh

Stormwind
Dec 27, 2010, 11:13 AM
The expanded city size doesn't work... Functionally, at least. Visually, cities do expand beyond the two-square-length fat cross radius, but those tiles can't be worked. Maybe I'm just not trying everything, but no matter what I do, it won't work.

The city needs at least influental (maybe higher ?) culture rating or a certain building if the culture rating isn't met, I think it was one of the administration buildings IIRC.

Maltazard
Dec 27, 2010, 03:10 PM
Either influential cultural rate or Metropolitan Administration building to expand workable plot radius to three.
Then it works, but I noticed that two squares in the lower part of the plot radius are actually cut out. At least graphically by the city screen wiev. But it seems they aren't actually workable, or at least, I can't select them.

Sjru
Dec 27, 2010, 03:50 PM
Hello there, I've got a bug to report. (Dunno if it was reported before):

If I order a unit to protect another unit that it can be consumed to do something (in my case, a Destroyer to protect a Oil platform unit) and such unit get consumed (To build the oil platform) I get a crash when I hit end turn.
Apparently made because the protector unit can no longer find the unit that was following, thus it crashes. I've fixed myself canceling the protect order, but it should be fixed anyways.

amrod
Dec 28, 2010, 10:20 AM
@amrod: Yes, Python is interpreted. It's also very slow compared to native code, but generally fast enough for what Civ4 was trying to accomplish. The problem here is that there's an absurd amount of Python running for all of the addons including in RoM+AND. So, it takes quite a while to load and initialize games and it takes quite a while for each turn once the number of civilizations grows high enough.

It's largely a limitation of the Gamebryo engine, though. Engines that allow for extensive modding like this one usually rely on an interpreted language (like Python or LUA) and XML. Allowing you to compile and run native code with the game is a recipe for trouble. Again, these languages are usually speedy enough to handle most normal modifications. RoM+AND is quite an exception with the amount of content it includes!


Thanks! I thought so. I don't blame Afforess, he's done a good work. That's why I keep trying to run it! I'm just sad that it can't really run on 2gigs of ram etc.

Sjru
Dec 28, 2010, 11:13 AM
I'm just sad that it can't really run on 2gigs of ram etc.

You're having problem with ram?
I have 2gb and so far everything is fine, no MAF. Just make sure you got the /3GB switch and lower video resolution if you don't have much of that, too.

glider1
Dec 28, 2010, 04:28 PM
AutomatedSettings.py do the same as above. Bye, bye nag.

Eh Bob
Thanks for posting that info on the CTRL-ALT-O nag! It was driving me nuts as well as I continue development on RevDCM.:goodjob:
Cheers

amrod
Dec 29, 2010, 04:24 AM
You're having problem with ram?
I have 2gb and so far everything is fine, no MAF. Just make sure you got the /3GB switch and lower video resolution if you don't have much of that, too.

Thanks for the tip.

I don't really know the problem, just some users suggested it (as the game quits after some time, as if the memory is filled up. Also it is very slow to load). I didn't know about that /3GB switch, can you help me on where to activate it?

As for the resolution, don't really understand how that would help - I mean, the mod didn't introduce that much additional graphics and even if it did so that wouldn't matter much in this type of game imho. (The original game runs well, relatively). Also, changing resolution on LCDs is often not viable (as many can only support only one resolution without loss of quality).

Stormwind
Dec 29, 2010, 05:22 AM
The problem with Video Memory in Civ4 is, every tile, every unit etc is stored in the videomemory along with its improvements and effects. As the game progresses and more and more tiles become improved and more effects added and more of the map is revealed Civ4 uses up lot of video memory for this. This can lead to out of video memory errors even in small maps with highest graphics selected (and only 128MB Video RAM eg). Lower graphics simply reduce the amount of information that needs to be put into video memory.

I myself ran out of video memory once, when playing a gigantic map on lowest graphics with only 256MB VideoRAM. That was in Medivel Era after I had discovered all the map.

Vorpal+5
Dec 29, 2010, 08:18 AM
I have archer bombard activated (from the bug options) but still, I don't have any target icon to click, any idea why it is not shown or how to fix my problem?

BobTheBull
Dec 29, 2010, 10:49 AM
Thanks for that explanation, Stormwind; it does clear some things up for me. Also explains why people report the game just won't work after a certain point. Maybe if they had more video memory they could. I have seen it posted that you cannot play on the largest map size in a very long game, you'll run out of memory. It seems like it's a combination of video and system memory, but likely the largest map (gigantic?) fully populated with cities and lots of units just won't work.

The /3GB switch is posted as a sticky in the ROM2 forum.

NBAfan
Dec 29, 2010, 11:58 AM
The problem with Video Memory in Civ4 is, every tile, every unit etc is stored in the videomemory along with its improvements and effects. As the game progresses and more and more tiles become improved and more effects added and more of the map is revealed Civ4 uses up lot of video memory for this. This can lead to out of video memory errors even in small maps with highest graphics selected (and only 128MB Video RAM eg). Lower graphics simply reduce the amount of information that needs to be put into video memory.

I myself ran out of video memory once, when playing a gigantic map on lowest graphics with only 256MB VideoRAM. That was in Medivel Era after I had discovered all the map.The Civ4 engine actually renders all the tiles from the start of the game despite it being covered by fog.

strategyonly
Dec 31, 2010, 01:01 AM
Is there a trick to get Open Borders or something lately? I cant get them and i am in the Renaissance Era already, and NO option is even available (to any civ)?

os79
Dec 31, 2010, 01:45 AM
:gasp in astonishment:

It had been a known feature for a LONG time ;).

Establish Embassy, then Open Border will be available.

strategyonly
Dec 31, 2010, 01:57 AM
It had been a known feature for a LONG time ;).

Establish Embassy, then Open Border will be available.

OK, thx, i NEVER get to play much, so i really dont understand some of the basic changes:(

Infact i have NEVER even played a complete game Since Civ I came out:rolleyes:


EDIT: Since i dont like Advanced Diplomacy, how else can you achieve Open Borders then?

os79
Dec 31, 2010, 05:35 AM
Don't turn on Advanced Diplomacy in Custom Game then.

amrod
Jan 02, 2011, 02:49 AM
The /3GB switch is posted as a sticky in the ROM2 forum.

Thanks (didn't think of looking there).

Unfortunately that doesn't solve the problem right away, as I've only got 2GB RAM so I still need to get some more. (Thought this switch would help for ppl with low ram, as I have stated in an earlier post I'm running out of it) Dunno yet if more RAM is enough instead of more video RAM... but don't want to have a new video card, all other stuff run finely on it. Will report when done.

From the other posts it seems that Civ4's developers weren't really good at programming ("but then again, who does?") Okay I admit that I myself stick to plain dos-style c programming and microcontrollers, but still I just can't imagine that a game like civ has to use so much in resources. Storing all the tiles separately in memory, when there are only a few types of different graphics, can't this repetition be used to conserve memory? (I mean 3d games run finely...) And storing tiles in fog.

((Hm, though looking at Civ5, there they seemed to have tried to conserve memory (to no avail) as when I center on a new area of the map it takes some seconds to load the tiles, quite irritating)). It seems to me that "buy new hardware" is the new (well, 10-15yrs old) slogan in programming. (Just look at all the bloatware - you can get a quick pdf reader in a few MB or a slow one in 100MB...)

BlueTemplar
Jan 02, 2011, 04:44 PM
Everything ran fine at first, but now (around 800 AD), I'm getting frequent CTD's. They happen when:
- I contact another empire.
- I open the civics screen.
- I open the finances screen.

Also, over a plot with Wine, it's written that Fermentation and Monarchy is required to exploit it (or is it an OR?), but I could build a wineyard on it without Monarchy.

And when I have a worker over a Mine with a 1/2 movement point road on it, it says me that I should get +1 hammer if I build a 1/3 MP road, but I don't get any hammers additional to that which the 1/2 MP road gave me.

Maltazard
Jan 02, 2011, 07:11 PM
I start getting random CtD about (i guess it is same for you) late middle age and early industrial age; and they get terribly worse from early modern era... to the point I don't play anymore once I get there.
It is slightly influenced by the number of civs... I get some more on standard maps than on small ones. Almost always on the load-up after the turn. Probably has to do with attempted contacts?

And, just to say, I have plenty ad more hardware to support the game, &GB RAM, 1VRAM, i-5 CPU... no MAFs in fact.

About the mines, it is true you get one more hammer, but you loose the previuos hammer that was given by the replaced road. It's trycky :P

BlueTemplar
Jan 03, 2011, 08:52 AM
I've lowered the video settings to medium, It has fixed the previous crashes, but new ones appeared: the game crashes sometimes with a "failure to allocate memory" error, when I click on a building in city screen.

Also, for some reason, variable difficulty stopped working...

Vokac
Jan 03, 2011, 11:11 AM
Has the religion issues with limited and select religion been fixed yet?

I know we were wainting on the BUG people...

Thanks

Dancing Hoskuld
Jan 03, 2011, 01:08 PM
Has the religion issues with limited and select religion been fixed yet?

I know we were wainting on the BUG people...

Thanks

It has been fixed in the latest RevDCM (I think) but not merged into RoM or AND.

BobTheBull
Jan 04, 2011, 12:31 PM
WTF? Suddenly one of my cities quit making steel mill because it had no coal. But all my other cities report having 5 coals, including every city around this city. And yes, it is well connected by railroad, as are all coal mines. What's going on here?

Not to change the subject, but does anyone find guilds to be good for anything? I don't see anything but a small increase in culture and gold, maybe GP points. Not enough to be worth the cost compared to other things I can build. And from elsewhere I found that guild masters do not spread the guild, so don't see what the point is. Better to develop religions as they can be spread all over the place and bring in lots of gold eventually.

Dancing Hoskuld
Jan 04, 2011, 01:12 PM
WTF? Suddenly one of my cities quit making steel mill because it had no coal. But all my other cities report having 5 coals, including every city around this city. And yes, it is well connected by railroad, as are all coal mines. What's going on here?

There are some buildings, like the national park wonder that remove access to coal from a city. Could this have happened? Mind you if it was in the middle of building a steel mill it does not sound like it.

Not to change the subject, but does anyone find guilds to be good for anything? I don't see anything but a small increase in culture and gold, maybe GP points. Not enough to be worth the cost compared to other things I can build. And from elsewhere I found that guild masters do not spread the guild, so don't see what the point is. Better to develop religions as they can be spread all over the place and bring in lots of gold eventually.

These are part of the reason I gave up on using them.

BobTheBull
Jan 04, 2011, 02:53 PM
Yeah ya right, DH. I did build NF in that city. Guess I didn't read the fine print for that wonder. But it was built before the steel mill, so I would think it would be grayed out (it is now), although it may have been in a build queue and came up several turns after NF was finished.
Edit: Yep, it was in the building queue.

And yeah, I'm right. I built a few of the guilds with GM's and now wish I hadn't, but the game I am playing now is to get familiar with RAND so I try everything out to see what they do.

Kwami
Jan 04, 2011, 09:45 PM
From what I've read on this forum, the guild system was basically a preview version that was never meant to be included in RoM/AND and there's a much better version elsewhere. Vincentz, possibly?

BlueTemplar
Jan 05, 2011, 02:30 AM
It's now 1500 AD, and now I'm getting crashes when I select a building almost every turn. (Also, the variable difficulty is working again for some reason).

BTW, would it be possible to sort buildings according to what they do? (Culture, Production, free specialists...)

vincentz
Jan 05, 2011, 02:32 PM
From what I've read on this forum, the guild system was basically a preview version that was never meant to be included in RoM/AND and there's a much better version elsewhere. Vincentz, possibly?

They are both my version. The difference is that awhile back I put modding on the shelf. Then afforess and another modder (sorry, cant remember name) took the old version and split it up so it was multi modular iirc. I later returned and continued to mod on the Guilds, but on my "old" version, which eventually ment that the AND version was outdated.
If you want to see the original intentions of the Guilds check my mod in the sig.

Kwami
Jan 05, 2011, 04:30 PM
Right, all of that. It'd be nice to have the better guilds incorporated into AND 1.76! In their current form, I don't bother enabling them.

AndarielHalo
Jan 05, 2011, 07:37 PM
John Titor as a Great Prophet? Really? Did you really run out of notable religious/spiritual/humanitarian figures?

BobTheBull
Jan 05, 2011, 08:28 PM
As for memory issues: I did some checking and while my game is running total memory usage is 750-800M, total commit charge, out of 3280. My system is far for average for Civ players as I am running XP in a virtual machine in a Linux host. I have 2G of system memory and an old Athlon 64 bit SC MP. When the virtual XP is running it is allocated 1G of mamory, as that is the most I can give it. I also have a 2G, contiguous, fixed size swap file.

My current game is standard size map, marathon, noble level. By this time, ~300 turns most of the land tiles are occupied and improved. Just guessing 200-300 total units in the game. I have had only one MAF since starting this game. Graphics set to medium which is fine with me. Game play is rather slow, as you would expect with such old HW.

Video is geforce 7950gts with 512m ddr3. Does anyone know how to check the actual graphics memory used while the game is running?

For all those having problems: You do have a large, contiguous, fixed swap file, right? You do have plenty of free HD space in your Win partition and keep it defragmented, right? And you have disabled all unnecessary processes and applications? Etc., etc. Load Task Manager and check your actual memory usage while the game is running and see where you are.

Not sure if the God Box could play a gigantic map at marathon or slower GS to the end turn. Let's all keep in mind we have taken Civ4 far, far beyond anything the original programmers envisioned. No amount of hardware can overcome some of the drawbacks imposed by the original programming. Vanilla civ4 does run much better, it's just too boring to all of us now.

Kwami
Jan 06, 2011, 01:05 AM
@BobTheBull: I'd imagine that most players have the default Windows paging file which is far larger than they need to play any variation on Civ4. I'd also wager that most of them don't know what you're talking about. :)

For what it's worth, I have pretty insane hardware right now and I can run AND without any troubles at all once the game has started. Starting the game still takes anywhere from 30 seconds (if I'm lucky) to a few minutes. I really don't understand why it takes a few minutes to parse some XML and initialize some Python, though. I also don't understand why the start time varies so greatly. If the game can start up in 30 seconds sometimes, why does it take three minutes other times? Bah!

KemetNesut
Jan 06, 2011, 03:54 AM
I want to report bugs I found. Should I start a new thread? How do I do that? I'm completely lost...
1st) Grenadiers do not renge attack
2nd) Frigates bust city defenses, but do not range attack other vessels
3rd) Workers do not have the option to make railroads.
How do I include here the "A New Dawn.log" file? And a save file?
Sorry, but it's the first time I attempt to post a bug.

Dancing Hoskuld
Jan 06, 2011, 05:37 AM
I want to report bugs I found. Should I start a new thread? How do I do that? I'm completely lost...
1st) Grenadiers do not renge attack
2nd) Frigates bust city defenses, but do not range attack other vessels
3rd) Workers do not have the option to make railroads.
How do I include here the "A New Dawn.log" file? And a save file?
Sorry, but it's the first time I attempt to post a bug.

1 & 2) probably because ranged attacks against units is broken. That is we know of this bug.
3) You need steel to build railways, have you built a steel mill? Or the Iron Works?

To post file attachments press the "Go Advanced" button and scroll down to the Manage Attachments button and press it.

Sjru
Jan 06, 2011, 09:00 AM
It's now 1500 AD, and now I'm getting crashes when I select a building almost every turn. (Also, the variable difficulty is working again for some reason).

Hello there, have you tried fixing the windows pagefile to 4092 mb?
Also, try the /3GB switch. I don't have more than 2Gb of ram, but somehow it worked for me that way.
Also it is quite possible that when you select a building, it crashes because it cannot allocate more video memory. Try reducing the setting even more to see if it helps.

KemetNesut
Jan 07, 2011, 09:10 AM
Thank you, Dancing Hoskuld.
1&2) Is there some way to fix these bugs?
3) My fault (The Steel Mill is yet being built)

BlueTemplar
Jan 08, 2011, 02:18 PM
Does the /3Gb switch work in Vista? I've already reduced the settings to the minimum. I hope that when I'll get to my regular PC tomorrow that it will work better...

ranged attacks against units is broken
How is it broken?

I've had another bug: let's say I have selected a stack of units for attack. Sometimes the unit that attacks is not the unit indicated by the help overlay. It seems to happen only when the unit shown in the overlay has a chance to withdraw.

There's no page for some of the Guild-related buildings in the civilopedia.

Is there an online equivalent to the civilopedia for this mod?

BobTheBull
Jan 08, 2011, 03:55 PM
@BT

Yes but the instructions are different for Vista.

Broken as in it don't work. Have you been reading the previous posts?

Not a bug. It's the way stack attack works. Personally I have quick stack attack set because I don't want to watch each unit battle for 10-20 seconds until they have all gone at it. If you want to know more about this search for posts on the combat system or look in the strategies and guides.

Basically, they don't work, or you could say they work but don't do anything in RAND. Have you been reading the recent posts?

Sadly, no. Would be good if there were, or even an extraction of the 'pedia you could download and look at out of game.

BlueTemplar
Jan 08, 2011, 04:11 PM
I've only read the last 10 pages.

I have quick attack and defense set, but not quick stack attack and defense since it's indicated it's unstable.

IIRC ranged attack worked correctly in RevolutionsDCM... why doesn't it work in AND?

Isn't stack attack supposed to always show and select the unit that has the highest chance to win? (unless an artillery unit is present)

Guild buildings worked for me - I've built the Guild Halls, then was able to build the Master Guilds, then the units to spread the guilds...

fox456
Jan 08, 2011, 10:09 PM
...
For all those having problems: You do have a large, contiguous, fixed swap file, right? You do have plenty of free HD space in your Win partition and keep it defragmented, right? And you have disabled all unnecessary processes and applications? Etc., etc.
...


Bob, could you explain how to set up these "parameters" like the swap file and the partition?

BobTheBull
Jan 09, 2011, 10:46 AM
All these instructions apply to XP

Defrag HD first. Go to System Properties, Advanced, Performance Settings, Advanced, Virtual Memory, Change; select Custom Size, enter the same value for Initial and Max, click Set button, Click OK. I would use at least 4092 as Sjru suggests if you have. I doubt more will accomplish anything. Defrag again.

It helps to have a good bit of free space on your HD, as Windows NTFS does not work well with really full disks; files get fragmented all over the place which slows performance and you have to defrag often to compensate. It is harder to get a good defragmentation with very little free space.You can use Diskeeper Pro and run it in the background to do this automatically.

One of the advantages of Linux file systems is they handle things differently and thus are inherently faster and rarely need defragging, even on very full drives. Win7 was supposed to have an improved file system similar to this but it got dropped, allegedly because MS didn't want to postpone the release date until it was finished. Hopefully they are still working on this and will release when it is ready.

As to Services, go to Administrative Tools, Services to disable unnecessary services by double clicking on them, click Stop if they are running and click under Startup Choices, Disabled, Apply, OK. For more information on which services are not needed Google the subject and you should get some information on the subject; Messenger is one of the notorious ones as it is a potential security hole which does nothing useful. Maybe someone here knows a site for this they can post here.

Be careful here as you can break the OS by disabling some services, or render tasks and programs inoperable. You can google any individual process by name (be sure spelling is exact) to get information about it and recommendations on whether to disable/remove it. Beware of sites encouraging you to tun a FREE performance scan. The legit sites just give out information; what-is-exe.com seems to be one of these. It also pays to look at running processes in Task Manager (ctrl-alt-del to invoke) and google any processes you don't know about. You will spot many trojans, virii, etc. this way. You should get familiar with this list and look at it periodically and check out any new process which shows up.

Needless to say, reboot after this. Another strategy is to set up a user account and configure it with bare minimum services and tasks for playing games.

BobTheBull
Jan 09, 2011, 10:55 AM
@BT

The things I referred to are discussed on this page, actually, although there are previous posts on these things as well.

Broke as in it don't work. If we knew, it would.

Don't know how stack attack is supposed to work, but if you want to know there are places where the combat is explained in detail around here. Don't see what difference it makes which is selected first as the purpose of stack attack is to have all units attack at once without my having to move each and every one of them. If you don't like the way it selects, turn it off and choose your own order of battle.

NBAfan
Jan 09, 2011, 12:31 PM
I've only read the last 10 pages.

I have quick attack and defense set, but not quick stack attack and defense since it's indicated it's unstable.

IIRC ranged attack worked correctly in RevolutionsDCM... why doesn't it work in AND?

Isn't stack attack supposed to always show and select the unit that has the highest chance to win? (unless an artillery unit is present)

Guild buildings worked for me - I've built the Guild Halls, then was able to build the Master Guilds, then the units to spread the guilds...The Stack attack option doesn't really work correctly.

BlueTemplar
Jan 09, 2011, 01:11 PM
On my regular PC after playing some turns around 1400 AD on a Standard map, I get a crash when I try to access the research screen. I'm playing on highest quality settings.

http://forums.civfanatics.com/attachment.php?attachmentid=278391&stc=1&d=1294599810

My PC:
Windows 7 32-bit
Athlon II X3 435 2.90 Ghz
4 Gb RAM
ATI Radeon HD 5700 (1Gb memory)

I can run Crysis on highest settings without a slowdown, the only game that ever gave me some trouble is Supreme Commander : Forged Alliance, and it was on a really big map with over 1000 units on the battlefield. But AND crashes...

P.S.: I didn't find A New Dawn.log...

BobTheBull
Jan 09, 2011, 06:55 PM
@Fox 456 and all the others struggling with these issues

Or, you could forget about my recent post and go to theeldergeek.com and read his pages on "pagefile" where he explains all the ins and outs of maximizing your swap memory. This site also has a complete rundown on ALL the processes for Win whatever with recommendations on whether you need a particular process. Lots of other good info there as well.

Just can't resist pointing that in Linux there is no swap file. There is a swap partition which is set up by the file system; If you read the eldergeek's page about where to locate the pagefile you will see why this is a really good idea.

BobTheBull
Jan 09, 2011, 07:15 PM
@BT

What is a regular PC? My PC is far from regular so maybe I don't know. Your say you're running 32 bit Win7. It is a little known fact that there is a 32 bit 7, but it is only installed on notebooks as OEM OS. Not available otherwise AFAIK. All other versions of 7 are 64 bit. So, how do you have a "regular PC" running 32 bit?

Telling us "around 1400CE" (notice my correction) tells us nothing. What is the turn no./out of how many turns. What is your gamespeed and difficulty level?

What you can do in other games is irrelevant. Civ4, as has been pointed out, is a unique construct, and not the best, which has been pused far, far from it's original envelope. It is difficult and kludgy and the only reason we put up with it is there is no other game like it. The Civ series has been attributed as having caused more lost sleep, lost time at work, broken relationships and all night binges than any other game. That's pretty fair. You love it, not you are addicted to it, or you don't.

There is no RAND log file. Why were you looking for it?

Kwami
Jan 09, 2011, 08:41 PM
@BobTheBull

1. You can set the Windows page file to have its own partition just like you set the swap file to have its own partition in Linux. On the other hand, there's no requirement that the swap file in Linux have its own partition. I'm not sure what you're getting at here.

2. You can most definitely buy 32-bit Windows 7. Also, most "regular PCs" are indeed OEM machines. Most people don't build their own.

3. Civ4 and AND don't use BCE/CE. So, 1400AD was correct.

4. I'm pretty sure WoW is at least tied with Civ4 for addiction and destroying lives. :)

5. I actually got a file called A New Dawn.log, once! It's only happened once, though. I usually don't get it...

Anyway, 1GB of video memory is more than enough to run AND with any settings. I don't know why the game is broken for you, BlueTemplar. Sorry.

glider1
Jan 09, 2011, 08:49 PM
not the best, which has been pushed far, far from it's original envelope

Exactly Bob that is the point.

If you keep BTS within it's envelope, it works very well and causes little stress except when the AI captures your capital. If people are prepared to play BTS within more conservative limits, there is no issue. Examples of mods like that are Legends of Revolutions and RevDCM. LoR adds extra graphics and infrastructure, but only very conservatively. There hasn't been an issue with memory, CTD's, page files etc etc etc with these mods that I am aware any more.

In order for people not to pull their hair out with RAND, you simply must prepare yourself by setting up RAND/ROM exactly as you want it, then test that setup. Autoplay through an entire game overnight with the application minimised to the taskbar so that the graphics engine is turned off and only one core is executing the game (prevents the graphics card from overheating). Turn autoplays to every turn and come back the next day to see how far your settings in RAND/ROM took the game. That is not the end. If it did make it all the way through, next you must get an autosave and run it full screen and see if the graphics engine then collapses. Run through 10 turns on autoplay from there with the app full screen, and check that it is stable then.

If all these tests pass, you are ready to play and enjoy RoM how you like it. Even then you must be aware that at these extreme envelopes, there is still the possibility that the game will CTD. This patience is what is required for extreme gaming which RAND is. Just keep in mind that when you play RAND and ROM you are playing the most heavy-weight BTS mod on the planet. In this situation, special procedures are needed.

It has nothing to do with Afforess. He has been as particular and as high quality a modder on CivFanatics as you can get. It is just a question of how far you can push BTS at the extremes like this mod does. When BTS was written, there were flaws built into the engine but the flaws did not manifest to significant levels because there were few machines back then that would run BTS as we now want it to run. Thus it passed quality control.

Better BTS variants will live on for a long time but at their best they are really tight/concise single core versions of civ that plays spectacular games on conservative settings. One day we will play the game on smart phones! But unfortunately we may have to lower our expectations of the graphics engine. It's just a question of habit. For example I have played BTS with BAT and enjoyed all the beautiful unit graphics. Then going back to BTS straight I was appalled. But within a short amount of time, my mind had adjusted to the lower quality unit art and it did not matter any more.

But my argument assumes that their is a problem inside the BTS graphics engine that is at the heart of our CTD woes at the extreme envelope.

Cheers

BlueTemplar
Jan 10, 2011, 07:44 AM
Will maximizing the swap memory help in my case? As far as I understand I'm running out of video memory, and changing the swap won't have any effect...

Under XP I used to have a dedicated 4Gb swap partition placed at the beginning of the disk.

Regular, as in the PC that I use when at home.

I've built my PC myself from separate pieces. It still has a Win 7 32-bit OEM OS. (It's probably linked to my motherboard). (I chose 32-bit out of fear of compatibility issues with old games).

This game is Normal size / Normal Speed / Noble.

Include your A New Dawn.log file (located in your Rise of Mankind folder)

With setting Low Quality Textures / No High quality Terrain, the game still crashes eventually. But with all settings to the lowest, I've been playing for ~20 turns without crash so far.

Bug : Steel Mill doesn't give you +15% hammers without power.

EDIT: Here's a crash that doesn't seem to be related to my video problem. The game crashes after I've chosen what to build in the cities. Previous turn included.

Kwami
Jan 10, 2011, 12:53 PM
@BlueTemplar: Did you enable the 3GB switch posted in the RoM forum? I don't know if it's necessary with Windows 7, but I thought I'd ask since you're running 32-bit. See if that helps anything.

Again, 1GB of video memory is plenty for Civ4+RoM. I was running with much less until last week. I suspect that whoever wrote the error codes for Gamebryo messed up on that one. A few people have posted about it here and the problem was almost always related to system memory, not video memory.

Gilgudan
Jan 11, 2011, 02:10 PM
Hello together, this is my first posting.
I'm playing Civ since Civ1, and Civ 4 BtS is a great game,
but AND is a mutch greater mod as some of many other mods.
But I'm little bit tired. I installed AND 1.75c and choose to play
a new custom game with the world generator. I like the dynamic
flair and influence of storms. But there is a little bit wrong with
these flowing winds^^ At 6000BC there are mutch of them. But
at 4000BC there are no more cloud. The World is dominated by
sunshine! Hey where are the Clouds and Storms are gone? In the
Game Settings i didn't marked the option to disable them. But
there are gone and so i'm a little bit tired, hope anybody can help
a little civ fanatic^^

Greetings Gilgudan

BlueTemplar
Jan 11, 2011, 04:30 PM
I have a hypothesis : I've looked at the memory usage for AND, and it seems to me that it crashes when I reach exactly 1Gb of memory used by the process. Could it be that AND duplicates the RAM usage on the video card RAM, and doesn't know what to do when it reaches my graphic card RAM limit?

I made a brand new XP install... and I can't play AND there either because for some reason my graphic card is VERY slow there. :(

I think I have seen that the city council is not shown when the metropolitan administration is available.

Also, it would seem that some buildings that are supposed to add maintenance remove it instead...

EDIT: What are the features, if removed, would free the most memory? I tried to install static leaderheads from RoM, and removing the Custom Leaderheads module, but the only thing it seemed to do is to load the default leaderheads...

Gilgudan
Jan 11, 2011, 05:47 PM
Hm, i have an old cpu Intel Q9550 + Nvidia GT260 812MB + 8GB DDR2 RAM.
And i didn't have crashes. But no Clouds and Heavy Storms, just sunshine...^^
Yeah, there is of course bigger problems, but i like the dynamic effects of these
little clouds =)

Kwami
Jan 11, 2011, 10:02 PM
BlueTemplar: Did you try the /3GB switch stickied on the RoM board?

strategyonly
Jan 12, 2011, 06:22 AM
OK i am hating the Open Borders, it does not work properly:

I have it checked , see pic, but if i dont have Embassies checked also, which i dont like Diplomacy, then it does NOT work:mad:

BlueTemplar
Jan 12, 2011, 12:18 PM
Interesting! Looks like there IS a /3GB switch in Win7! (http://www.jigsaw3d.com/articles/enabling-3gb-switch-on-windows-vista%E2%84%A2-or-windows-7)

I'm going to try it with IncreaseUserVa 2815 though, to leave 512 Mb for the system...

EDIT: Yay, it works! :beer:
Marathon games on huge maps, here I come!

Istanbul_Kop
Jan 13, 2011, 03:44 AM
I've got a seperate thread for this but thought I'd post here too:

I am running:

Rise of Mankind A New Dawn (latest)
Civ IV Complete (latest patch)
Huge Map
Marathon Speed

My PC:

Phenon II X4 965
8GB DDR3 (Crucial)
ASUS Radeon HD 6870.
Windows 7 X64

I have run diagnostics on RAM and drivers are up to date as well.

I receive this error now whenever I play, after a few turns or so, I am just coming up to the 20th Century. I tried going back 30 or so years and playing again, but get same crash around the same time ie 1865-1871:

Problem signature:
Problem Event Name: APPCRASH
Application Name: Civ4BeyondSword.exe
Application Version: 3.1.9.0
Application Timestamp: 4a0c27e6
Fault Module Name: CvGameCoreDLL.dll
Fault Module Version: 3.1.9.0
Fault Module Timestamp: 4c9eb1b5
Exception Code: c0000005
Exception Offset: 0014fee0
OS Version: 6.1.7600.2.0.0.256.1
Locale ID: 2057
Additional Information 1: 8485
Additional Information 2: 84853502223d8164a31468861a7c3d71
Additional Information 3: a4ea
Additional Information 4: a4eacf9d27e5ee8cb3a70ac0035eb8ab

Really gutted as I have been playing ages and now can't get any further.

Any help greatly appeciated, thanks!

SAVE: http://www.2shared.com/file/n5L2EJC3/Leo_Pypez_AD-1871.html

Metalstorm
Jan 13, 2011, 06:27 AM
“Error in cityAcquired event handler <bound method
CvEnhancedTechConquestEventManager.onCityAcquired of
<CvEnhancedTechConquestEventManager.CvEnhancedTechC onquestEventManager instance
At 0x02CE6DC8”


“Error in cityAcquired event handler <bound method
CvEnhancedTechConquestEventManager.onCityAcquired of
<CvEnhancedTechConquestEventManager.CvEnhancedTechC onquestEventManager instance
At 0x02CE9DC8”


“Error in cityAcquired event handler <bound method
CvEnhancedTechConquestEventManager.onCityAcquired of
<CvEnhancedTechConquestEventManager.CvEnhancedTechC onquestEventManager instance
At 0x02B50E18”



Not able to play after Year 1675/1780/1785. Game Crashes. Have save but doesn’t know how to send it to the right person. And how is the right?


Missioners, Guild man and Corporation man collect at cities where they can’t expand if automatic-modus on (in cities where the headquarter of an other company/guild).Don't like to "work" after that.


Window of Resources Change position after minimise BTS ROM AND 1.75b




Thanks
Metal

Can anyone say what these Errors cause and when they would fix?

MfG Metal

BlueTemplar
Jan 13, 2011, 08:50 PM
Palace of Potala says in the strategy description that it reduces war weariness, but lists +25% war weariness in the Special Abilities list.

I have the Smart Map type of map crash while creating a new game.

yuizaki
Jan 16, 2011, 08:04 AM
I captured an enermy city
99% culture belongs to my civ now
but forge doesn't change to mint (mali civ UB) in city screen
I'm not sure if it will be treated as mint even though it says forge in city screen

Alornal
Jan 16, 2011, 08:55 AM
Running late, so I'll screenshot later. Schools reduce science and occasionally culture in my cities. The Shrine? its replacing is buffed past what the school replaces it with.

os79
Jan 16, 2011, 09:33 AM
School replaces Monasteries.

Long story. Not going into it.

Anyway, monasteries obsolete at Modern Physics instead of Astronomy.
Now you have a chance to build School at Compulsory Education, or you can hold off until Modern Physics.

If you have multiple monasteries in a city, the school will reduce because it replace all of them. So either grab School for Happiness bonus before Modern Physics or wait until that tech come and Monasteries are obsolete, and go ahead and build Schools.

Kwami
Jan 16, 2011, 03:10 PM
I captured an enermy city
99% culture belongs to my civ now
but forge doesn't change to mint (mali civ UB) in city screen
I'm not sure if it will be treated as mint even though it says forge in city screen

There's an option for this when you create a custom game. Assimilation, maybe? Basically, captured cities will have whatever units were available to the original civ at the time of capture.

glm94
Jan 16, 2011, 03:17 PM
I got the latest AnD and I got this information before Civ IV crashed.
Problem Event Name: APPCRASH
Application Name: Civ4BeyondSword.exe
Application Version: 3.0.0.86
Application Timestamp: 467d16e8
Fault Module Name: CvGameCoreDLL.dll
Fault Module Version: 3.1.9.0
Fault Module Timestamp: 4c9eb1b5
Exception Code: c0000005
Exception Offset: 00087670
OS Version: 6.0.6000.2.0.0.768.3
Locale ID: 1033
Additional Information 1: eb4b
Additional Information 2: f0ba61663ed0456e746fa8052330fe73
Additional Information 3: 1ebf
Additional Information 4: a5079e2b868eee0379c75b158b73e4bf
Can anyone help consider the other thread I posted at seemed to of... well... uh died I guess. No one posted there in about a week so whatever.

Alornal
Jan 16, 2011, 03:37 PM
School replaces Monasteries.

Long story. Not going into it.

Anyway, monasteries obsolete at Modern Physics instead of Astronomy.
Now you have a chance to build School at Compulsory Education, or you can hold off until Modern Physics.

If you have multiple monasteries in a city, the school will reduce because it replace all of them. So either grab School for Happiness bonus before Modern Physics or wait until that tech come and Monasteries are obsolete, and go ahead and build Schools.

Ah, so it was a design decision, not a balancing mistake. Thanks!

Kwami
Jan 16, 2011, 05:09 PM
@glm94: We can't really see much from that report. Is your problem reproducible? If so, how do we do it? Could you enable logging and post the logs when you get a crash?

glm94
Jan 16, 2011, 05:43 PM
@glm94: We can't really see much from that report. Is your problem reproducible? If so, how do we do it? Could you enable logging and post the logs when you get a crash?

Yes, it's reproducible all I have to do is try to load AnD and then the game crashes before any loading seems to happen. That was just the info I got in the message "Civilization 4 has stopped working." If logging would help, then how do I enable it? I might have done it once before but I don't remember.

Moth Bones
Jan 18, 2011, 12:05 PM
Hello all. I love this mod, but now my saved game won't load. I've tried earlier saves that previously worked OK, and I've tried the autosaves, but all that happens is that the game starts to load then freezes at that planet screen. On going to desktop I find the following message:-

CvLSystemLoadError: LSystem XML subsystem failed to load. This is probably due to a schema error.
[.\FXml.cpp:133] Error parsing XML File -
File: XML/Buildings/CIV4PlotLSystem.xml
Reason: An invalid character was found in text content.

Line: 15896, 44
Source: <Attribute
Class="Scalar">szExtra:art:IM+ROVEMENT_VERTICAL_FARM_4</Attribute>

The plus sign in the last line isn't actually a plus sign; it is an unfamiliar character that looks like a capital letter I with a hyphen through it.

Has anyone else had this problem, and would anyone have an idea how to address it?

Moth Bones
Jan 18, 2011, 01:16 PM
I've solved my problem, but I'll leave it up as I find it quite curious, and this post may help anyone else who experiences the same issue.

I'm sure techie types will have already realised what the issue was, and it didn't take me much research to find it was an XML parsing error, download an XML editor and change the appropriate line.

What the error message showed as IM+ROVEMENT_VERTICAL_FA RM_4</Attribute> appeared in the XML as IM ROVEMENT_VERTICAL_FA RM_4</Attribute>, so I just changed it to IMPROVEMENT_VERTICAL_FA RM_4</Attribute>.

What I find odd is that the game ran perfectly well through several saves and reloads before today. Presumably this means that the XML was previously good, and that this line somehow got corrupted during either my last save or when I tried to load. Would this be a reasonable interpretation? If not, how might this have happened? I ask purely out of curiosity.

Aside from that, I love this mod; its epic scope and complexity are exactly what I've always wanted from Civ games. This is my first game and I'm looking forward to seeing if pollution and environmental degradation are implemented in interesting ways. I lost interest in Civ5 after finding that religion and environmental effects had actually been removed, when I'd hoped that (along with trade) they were going to be deepened and made more important. I love having lots of stuff to play with :)

os79
Jan 18, 2011, 02:22 PM
I checked. Yes, it is only you :).

Solitude102
Jan 21, 2011, 10:14 AM
Is this true? I'm running a 64-bit windows vista & have been searching anxiously for this 3gb switch in order for me to continue my rather large game that tends to tediously crash more than the usual. But supposedly I already have it? it automatically install it for you or do I have to follow a couple steps in order to gain this automated process?. Also are there any other tips & tricks that will essentially help me play this game on a large maps once I reach the later eras in the game. I'm running a Intel(R) Core(TM)2 Quad CPU Q8300 w/2.50GH, 8gb RAM & a GeForce GT 220 video card, if that helps. (If I need a better graphics card, let me know please). Great mod by the way, been having a blast with it.

os79
Jan 21, 2011, 10:30 AM
If you have 64-bit Windows, then you are already set up. You are just unlucky with MAFs. Try to reduce your graphics, is all you can really do. And tolerate MAFs until the game is over or your patience run out.

Solitude102
Jan 21, 2011, 10:41 AM
If you have 64-bit Windows, then you are already set up. You are just unlucky with MAFs. Try to reduce your graphics, is all you can really do. And tolerate MAFs until the game is over or your patience run out.

Thank you for the advice. I'll give it a try, MAFs are such a hassle :mad:.

glider1
Jan 21, 2011, 09:54 PM
The MAF issue seems to follow some kind of a pattern that I have experienced. I have experimented on a 4GB machine with 512MB graphics card running Vista 64 bit on huge maps blue marble, here are combinations that do and do not produce MAF:
1) RevDCM default - never MAF
2) RevDCM cultural city styles - never MAF
3) RevDCM unique unit art from Diversica - always MAF at some point not necessarily late game

I think what I'm trying to say is that overloading the unit art seems to be the main cause of MAF on machines with plenty of memory. Possibly the largest quantity and diversity of art probably exists in the unit xml. Perhaps a way forward would be to study how much unit art there is in Legends of Revolutions which doesn't MAF, then scale back the unit art in this mod to the same as Legends. After all this mod is about all the extra game play features, more than the pretty art work.

Cheers

Afforess
Jan 22, 2011, 12:19 AM
The MAF issue seems to follow some kind of a pattern that I have experienced. I have experimented on a 4GB machine with 512MB graphics card running Vista 64 bit on huge maps blue marble, here are combinations that do and do not produce MAF:
1) RevDCM default - never MAF
2) RevDCM cultural city styles - never MAF
3) RevDCM unique unit art from Diversica - always MAF at some point not necessarily late game

I think what I'm trying to say is that overloading the unit art seems to be the main cause of MAF on machines with plenty of memory. Possibly the largest quantity and diversity of art probably exists in the unit xml. Perhaps a way forward would be to study how much unit art there is in Legends of Revolutions which doesn't MAF, then scale back the unit art in this mod to the same as Legends. After all this mod is about all the extra game play features, more than the pretty art work.

Cheers


I already did that to a large degree in 1.75, I removed tons of duplicate units that were only there for artwork, probably close to 60-70 units. I suspect people getting MAF's could eliminate them by not installing extra civ's, and deleting some of the pre-installed extra civilizations in the modules/Custom Civilization folders.

BobTheBull
Jan 22, 2011, 09:31 AM
There is a 3gb switch for Vista; the instructions are in a sticky in the main ROM forum above this one. I have read that this switch gets Civ to utilize 3gb of memory but I don't know how accurate that is. I use it even though I don't have 3G of physical memory and it does seem to help, though I couldn't prove it. There have been posts from others saying the same. BlueTemplar says there is a 3gb switch for 7 as well and it worked for him. Don't know anything about 7 but just guessing it has to do with older 32 bit apps which were written for XP.

You can find how your memory is allocated by alt-tabbing into task manager while playing a game. So far I am not using more than 850Meg playing standard world with a highly populated map and a lot of units. I assume that would go up a lot for a hugh map fully populated. Somewhere earlier there was a post about using autoplay to play a game through and then check memory usage to find where your max usage is. It's by Glider1 and is currently on page 2.

AndarielHalo
Jan 24, 2011, 03:58 PM
A problem I'm having. Not even a problem, but just something.

At random intervals between turns 1100 and 1300 or so (years 1800 - 1900), I'm receiving messages that Dock workers are on massive strike in my lands, or that religious leaders, first Hellenistic then Muslim, are condemning Harry Potter books, but these only appear as white text in the front-center of the screen, and it doesn't show any popup with causes/effects etcetera.

Alornal
Jan 25, 2011, 07:22 AM
I eventually got events for each of those messages.

It seems that the Metropolitan Admin doesn't unlock the 3rd radius of tiles; simply hitting influential status for a city will do that. If its intended, the text of the building is faulty.

os79
Jan 25, 2011, 09:47 AM
No, BOTH influential AND Metro Admin or Capital Admin give you three tiles.

Kwami
Jan 25, 2011, 10:25 PM
@os79: Your post is confusing. I know for certain that simply reaching Influential status will open the third tier unless you disable one of the custom game options (I forget which). I've done it numerous times.

os79
Jan 26, 2011, 12:23 AM
No, it is you who are confused.
I said that it requires both culture level influential and either one of these buildings, Capital or Metro Admin.
The custom game option you are referring to is Larger Cities. In case option, only Influential level Culture is required, no need for the buildings.

AndarielHalo
Jan 26, 2011, 09:08 PM
What is wrong with the supermarkets? Grocers have some sort of commerce bonus (as well as a commerce bonus for food resources) which the supermarkets don't have, meaning big cities that have Grocers will have Supermarkets cause -50 research, -100 culture, -30 gold, etcetera.

As well, monasteries provide huge bonuses which Schools do not help at all, meaning that although Monasteries will eventually become obsoleted, I've had Schools for hundreds of turns, and just avoided building them due to the huge negatives it causes.

Spobe
Jan 27, 2011, 12:36 PM
What is wrong with the supermarkets? Grocers have some sort of commerce bonus (as well as a commerce bonus for food resources) which the supermarkets don't have, meaning big cities that have Grocers will have Supermarkets cause -50 research, -100 culture, -30 gold, etcetera.

As well, monasteries provide huge bonuses which Schools do not help at all, meaning that although Monasteries will eventually become obsoleted, I've had Schools for hundreds of turns, and just avoided building them due to the huge negatives it causes.

I've noticed this with several buildings, and I'm going through the XML file to see what I can do to fix it on my end. I'd rather do that than wait however long for another official update; that being said, once I find the culprit (it's probably a simple mathematical error), I'll post the findings and the remedy here.

Spobe
Jan 27, 2011, 12:55 PM
It looks like the easiest way to fix the problem is to make it so that monasteries no longer become obsolete, and give a smaller bonus to science output.

Still looking at the supermarket issue.

xrseyre
Jan 27, 2011, 12:56 PM
Having just discovered this mod, I decided to play through at a significantly lower difficulty level than usual in order to get a feel for the new elements. I like these - but on my first attempt, got to what should have been anyone's domination or conquest win (all remaining civilisations vassaled, main civilisation >90% in population and land) and got no win (though it repeatedly told me I was over the domination limit for both). Second time, I thought I'd look for a cultural victory. Well, I'm now up to ten cities at legendary status, and every time I've added one, another city has appeared at the bottom of my list.

Question - is there a glitch in the "win" criteria? Or have I missed something?

Big & Small map, Large, Epic (OK, only Noble level)

AndarielHalo
Jan 27, 2011, 01:49 PM
It looks like the easiest way to fix the problem is to make it so that monasteries no longer become obsolete, and give a smaller bonus to science output.

Still looking at the supermarket issue.



I don't understand what you mean here... Monasteries going obsolete is what makes Schools even worth building. The problem is, Monasteries don't go obsolete until Modern Physics, whereas Compulsory Education comes way before Modern Physics, meaning there's a long period of time to be passing over school-building (and thus rendering kids less secularly smrt) whereas the AI doesn't care and builds schools right away.


As for supermarkets, I tried matching the commerce bonus to Grocers in the XML, but they STILL churned out negative commerce. Then I doubled the commerce bonus each resource gave, and it ended up evening out, but in some cities still producing a negative income. Does the Grocer offer a commerce bonus by default that I looked over in the XML?

Kwami
Jan 27, 2011, 02:32 PM
Having just discovered this mod, I decided to play through at a significantly lower difficulty level than usual in order to get a feel for the new elements. I like these - but on my first attempt, got to what should have been anyone's domination or conquest win (all remaining civilisations vassaled, main civilisation >90% in population and land) and got no win (though it repeatedly told me I was over the domination limit for both). Second time, I thought I'd look for a cultural victory. Well, I'm now up to ten cities at legendary status, and every time I've added one, another city has appeared at the bottom of my list.

Question - is there a glitch in the "win" criteria? Or have I missed something?

Big & Small map, Large, Epic (OK, only Noble level)

AND introduces a new victory condition called Mastery. If you have this condition enabled, the game will play until the turn limit and then you'll be evaluated on a number of criteria to determine who wins (much like the built-in score system, but supposedly better). With the Mastery condition enabled, all others are ignored.

Personally, I don't use Mastery. Makes no sense to me.

Spobe
Jan 27, 2011, 03:08 PM
I don't understand what you mean here... Monasteries going obsolete is what makes Schools even worth building. The problem is, Monasteries don't go obsolete until Modern Physics, whereas Compulsory Education comes way before Modern Physics, meaning there's a long period of time to be passing over school-building (and thus rendering kids less secularly smrt) whereas the AI doesn't care and builds schools right away.


As for supermarkets, I tried matching the commerce bonus to Grocers in the XML, but they STILL churned out negative commerce. Then I doubled the commerce bonus each resource gave, and it ended up evening out, but in some cities still producing a negative income. Does the Grocer offer a commerce bonus by default that I looked over in the XML?

1: I definitely see what you mean here, especially after more play testing. Still reworking monasteries so the problem is really fixed. Although so far, keeping the science output at 5% is making things a bit more balanced for them.

2: The problem, oddly enough, was that the upgrade paths for not only Grocers, but Bakeries and Artesian Wells, were not fully fleshed out. That being said, upgrading from a Grocer to a Supermarket caused a massive deficit because the additional commerce bonuses weren't added to the Supermarket, and so on and so forth. You can easily see this for yourself if you go into the Civilopedia and look at the Building Upgrades screen --- it's all very plain to see. The Harbor upgrade path is a good point of reference, as every single upgrade keeps the commerce bonuses in place and successively builds on them; this isn't the case for the three buildings I first mentioned. With a bit of XML work, it's easily fixed.

xrseyre
Jan 27, 2011, 04:29 PM
AND introduces a new victory condition called Mastery. If you have this condition enabled, the game will play until the turn limit and then you'll be evaluated on a number of criteria to determine who wins (much like the built-in score system, but supposedly better). With the Mastery condition enabled, all others are ignored.

Personally, I don't use Mastery. Makes no sense to me.

Thanks for that. Now, how do I disenable Mastery?

AndarielHalo
Jan 27, 2011, 04:43 PM
I notice the same sort of problem with the Food Processing Plant overtaking Bakery