Slammer64
Mar 26, 2010, 08:02 PM
Don't hold your breath Afforess, I've been waiting on the release of SMAC/X's source code so some of us could clean it up and re-port to Linux, it's been since 1999!:mad:
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View Full Version : A New Dawn Bug Reports and Feedback Slammer64 Mar 26, 2010, 08:02 PM Don't hold your breath Afforess, I've been waiting on the release of SMAC/X's source code so some of us could clean it up and re-port to Linux, it's been since 1999!:mad: Afforess Mar 26, 2010, 08:05 PM I know; I don't expect anything. I just hope we see more of the code in Civ5. That's where it will really matter, since I'll be ditching Civ4 for Civ5 in a few months. Unregister Mar 26, 2010, 08:15 PM another OOS in MP, as soon as the game is launched. :mad: WildFire Mar 26, 2010, 08:16 PM OOS on start up of a MP game. oldmanpaco Mar 26, 2010, 08:21 PM Sounds like you installed to the wrong folder. I have a step by step guide for installation in the FAQ. If you still can't get it to work with the FAQ, I'll be happy to assist you further. ;) Let this be a lesson to all the kids out there - Don't drink and unzip. Anyway thanks for pointing me in the right direction. Everything is good now. Afforess Mar 26, 2010, 08:25 PM another OOS in MP, as soon as the game is launched. :mad: OOS on start up of a MP game. Turn 1 OOS errors are because of RevDCM, not much I can do there. I know they've gotten a bunch of MP breakthroughs, but other than that... :( Unregister Mar 26, 2010, 08:52 PM so...no point in trying? Afforess Mar 26, 2010, 09:04 PM so...no point in trying? Not really; not until RevDCM 2.8 anyway. strategyonly Mar 27, 2010, 12:16 AM Had a weird thing happen to me when playing, after the workers turn had ended (because they are the last to move before End of Turn) i could NOT select any of my units to move, plus the End of Turn flashing thing did not come up. This happened each and every turn from there on? Dont know for sure if it has anything to do with BattleField promotions? (Just a thought).:crazyeye: EDIT: OK on turn 345 (normal setting) the End Turn, returned:confused::crazyeye: So from around 310 to 345 this happended> btw, i have not gotten any Battlefield Promotion(s) since then either? EDIT: EDIT: Now they are back Flay Mar 27, 2010, 04:38 AM Turn 1 OOS errors are because of RevDCM, not much I can do there. I know they've gotten a bunch of MP breakthroughs, but other than that... :( But is there a different RevDCM from 1.70 beta 3 to 1.70 ? Cause I didn't ave any problems with betas. (playing with it now all ok) AndarielHalo Mar 27, 2010, 12:54 PM I'm CONSTANTLY getting the issue of the terrain turning black when I load a game. The first time I got it, I was told it was because I had too many civilizations, so I disabled a few. I've disabled TEN civilizations in this version, and I'm STILL getting it. Afforess Mar 27, 2010, 12:57 PM But is there a different RevDCM from 1.70 beta 3 to 1.70 ? Cause I didn't ave any problems with betas. (playing with it now all ok) No, I haven't changed RevDCM at all. I'm CONSTANTLY getting the issue of the terrain turning black when I load a game. The first time I got it, I was told it was because I had too many civilizations, so I disabled a few. I've disabled TEN civilizations in this version, and I'm STILL getting it. How are you using the Mega Pack with A New Dawn 1.70? The Mega Pack is meant for RoM 2.81, not RoM 2.9. AndarielHalo Mar 27, 2010, 12:59 PM You're saying it's due to that? How? Is it some files in the pack files that is unrelated to the actual civs themselves? How do I unpack those FPK files? Afforess Mar 27, 2010, 01:06 PM You're saying it's due to that? How? Is it some files in the pack files that is unrelated to the actual civs themselves? How do I unpack those FPK files? Those Civ's are missing a bunch of information new to RoM 2.9, and will likely break the game, as you have seen. Right now, you can only play with the Civilizations included in RoM 2.9 by default. AndarielHalo Mar 27, 2010, 01:07 PM I don't believe that; I have faith! Besides, the Confederacy civilization I had added myself still worked with 2.9 without the need for the MegaCiv packs xcrissxcrossx Mar 27, 2010, 02:07 PM I discovered a bug with the new fixed borders system that uses forts. I had a fort in my territory, and I did not have open borders with france, but we weren't at war. He went an adventurer into one of my forts (since they can go through enemy territory) and he took the fort for himself. Then I could not get it back since I could not enter his borders. You should change it so forts only switch if two civilizations are at war. Afforess Mar 27, 2010, 02:09 PM I discovered a bug with the new fixed borders system that uses forts. I had a fort in my territory, and I did not have open borders with france, but we weren't at war. He went an adventurer into one of my forts (since they can go through enemy territory) and he took the fort for himself. Then I could not get it back since I could not enter his borders. You should change it so forts only switch if two civilizations are at war. Okay, I'll look into it. Edit: Fixed now, for patch A. arcozelo Mar 27, 2010, 02:42 PM I had a general with some commander promos and they seemed to be working (you could see the small str effects on other units). The game hung on me, not sure why, and after I rebooted and reloaded from the autosave commander promos seemed to stop working altogether, including from previous autosaves. The general had 23 xps by that time, all from fighting barbs, don't know if there is supposed to be a cap on commander xps from barbarian combat as with normal units, but he didnt seem to get anymore xps from further barb combat. Playing with barb generals (obviously) and a charismatic leader. Fixed borders, Assimilation, Surround and Destroy, Raging Barbarians and all defaults except tech diffusion are also on Dancing Hoskuld Mar 27, 2010, 03:28 PM Minor thing with resources - there seems to be an over abundance of silver. They come in groups of three, ie three plots with silver next to each other. I got two sets of three within 9 plots of each other on huge map. Silver is the only resource that is clumping like this. (Lie - dye does as well but in bigger numbers, 5-7 plot clumps, and the clumps are not near each other.) Naturally it could just be probaility doing its thing which is why I said "seems" ;). AndarielHalo Mar 27, 2010, 03:48 PM I unpacked the FPK files for the MegaCiv pack. What files do I need to EFF with in order to fix the civs up? civ_king Mar 27, 2010, 04:03 PM The Dark Ages Pedia entry is still there, There are two Great Generals in the Pedia, one with promotion and the ability to make Safari Hunters HQ and Ultimate Soldiers HQ and one without any of that, maybe a pedia is in order? also how do I use the general option? EDIT: GEM is broken Afforess Mar 27, 2010, 05:19 PM The Dark Ages Pedia entry is still there, There are two Great Generals in the Pedia, one with promotion and the ability to make Safari Hunters HQ and Ultimate Soldiers HQ and one without any of that, maybe a pedia is in order? also how do I use the general option? Both fixed for Patch A. I just wrote a civilopedia article for Great Commanders, but I also have information on the Main Download Information OP. EDIT: GEM is broken I am loading it fine; what is broken? civ_king Mar 27, 2010, 05:22 PM Both fixed for Patch A. I just wrote a civilopedia article for Great Commanders, but I also have information on the Main Download Information OP. I am loading it fine; what is broken? giving me a C++ error NBAfan Mar 27, 2010, 09:54 PM It seems that you have forgoten a Schema file. Easy to fix though, just copy one from another folder. insecttoid3 Mar 27, 2010, 10:20 PM I've encountered a bug in regards to retained city culture and barbarian captures. Normal: German city is captured by Egypt, stays (German). I liberate it for Germany and it goes back to them and is still German in culture. Bug: German city is captured by barbarians, stays (German). I liberate it for Germany and it changes to (America) in culture before being transferred to Germany. This also happened with the Aztecs having lost a city to barbarians and it being liberated for them. civ_king Mar 27, 2010, 10:25 PM It seems that you have forgoten a Schema file. Easy to fix though, just copy one from another folder. I don't get that error Afforess Mar 27, 2010, 11:08 PM giving me a C++ error Has to do with your computer; GEM works for me. It seems that you have forgoten a Schema file. Easy to fix though, just copy one from another folder. Thanks, I just fixed that... I've encountered a bug in regards to retained city culture and barbarian captures. Normal: German city is captured by Egypt, stays (German). I liberate it for Germany and it goes back to them and is still German in culture. Bug: German city is captured by barbarians, stays (German). I liberate it for Germany and it changes to (America) in culture before being transferred to Germany. This also happened with the Aztecs having lost a city to barbarians and it being liberated for them. Technically not a bug, but certainly unexpected. What is happening is that America has the highest amount of culture (probably because Germany lost the culture when the Barbarians took it) and so the Civ with the most culture gets the culture when the Barbarian culture vanishes. Flay Mar 28, 2010, 04:38 AM Ok the OOS are revdcm related, but I never got that error messge before What does it mean what is it ? error in gameupdate event handler <bound method RoMEventManager.onGameUpdate of <RoMEventManager.RoMEventManager instance at xxxxxxxxxx>> strategyonly Mar 28, 2010, 06:54 AM Ok the OOS are revdcm related, but I never got that error messge before What does it mean what is it ? error in gameupdate event handler <bound method RoMEventManager.onGameUpdate of <RoMEventManager.RoMEventManager instance at xxxxxxxxxx>> Yeah that RoMEventManager might make it more simple in alot of areas, but that darn stuff just messes alot of other things up, thats why i wish Zappara would go back to the old CvEventManager. (My opinion):rolleyes: Aff@, any headway on that darn (menacing) cant pick a unit after your works yet? Its really starting to bug me. I have started three new games now and same thing, with fresh installs. Afforess Mar 28, 2010, 12:10 PM Ok the OOS are revdcm related, but I never got that error messge before What does it mean what is it ? error in gameupdate event handler <bound method RoMEventManager.onGameUpdate of <RoMEventManager.RoMEventManager instance at xxxxxxxxxx>> That's a message you got when the Game OOS'ed, right? It's meaningless then. Aff@, any headway on that darn (menacing) cant pick a unit after your works yet? Its really starting to bug me. I have started three new games now and same thing, with fresh installs. I'm watching for it. Flay Mar 28, 2010, 12:51 PM [QUOTE=Afforess;9044953]That's a message you got when the Game OOS'ed, right? It's meaningless then. yes only when it's goes OOS. (every time it goes OOS) like 7-8 line of the same error Never got that befor, never with any beta of 1,70 or ROM 2.8x + and Afforess Mar 28, 2010, 01:32 PM It's just an encoding issue. When the game OOS's, it logs tons of information to a file, so modders can Identify the problem. Except, it uses ACSII encoding, so when it hits a not-english character (like the spanish e with accent) it fails... Not a real issue, since the focus should be on fixing OOS errors, not errors caused by OOS errors. Flay Mar 28, 2010, 01:44 PM ok thanks Afforess. twjr Mar 28, 2010, 03:56 PM This isn't a bug so much as it is feedback or something that bugs me. I have found since installing AND 1.70 that the distribution of seafood resources is significantly lower than in ROM 2.9. In ROM I have had cities with access to 3-4 seafood resources and most coastal cities being able to be placed so they had at least one. Now with AND sometimes I might be lucky to get one of some of the resources on an entire map (what weird planet has more ivory (4) than crabs and shrimp(1)). Have the seafood bonus distributions changed with AND and what files do I need to modify so I can increase the bonus distribution? strategyonly Mar 28, 2010, 03:58 PM Had a weird thing happen to me when playing, after the workers turn had ended (because they are the last to move before End of Turn) i could NOT select any of my units to move, plus the End of Turn flashing thing did not come up. This happened each and every turn from there on? Dont know for sure if it has anything to do with BattleField promotions? (Just a thought).:crazyeye: EDIT: OK on turn 345 (normal setting) the End Turn, returned:confused::crazyeye: So from around 310 to 345 this happended> btw, i have not gotten any Battlefield Promotion(s) since then either? EDIT: EDIT: Now they are back I'm watching for it. I was wrong, i now get a Battlefield promotion even though i cant pick a unit after the workers are done with their turn(s).:mischief: Afforess Mar 28, 2010, 04:57 PM This isn't a bug so much as it is feedback or something that bugs me. I have found since installing AND 1.70 that the distribution of seafood resources is significantly lower than in ROM 2.9. In ROM I have had cities with access to 3-4 seafood resources and most coastal cities being able to be placed so they had at least one. Now with AND sometimes I might be lucky to get one of some of the resources on an entire map (what weird planet has more ivory (4) than crabs and shrimp(1)). Have the seafood bonus distributions changed with AND and what files do I need to modify so I can increase the bonus distribution? All food resources have been significantly lowered, if you chose Better RoM. This is to help balance the game, since previous versions had an overabundance of resources, leading to too much health and happiness. The change seems to be mostly positive, and my games seem to be fairly balanced. However, you can change it as you see fit in the Better RoM folder. arcozelo Mar 28, 2010, 06:28 PM Started a new game, got a great general with commander promotions and they were working. Then the game crashed, and on loading back the autosave commanders no longer worked - including from earlier saves where I'm certain they did - just like before. I didn't reinstall AND, just started a new game. I tried clearing the cache and starting a new game and then reloading the autosave, both to no effect. I strongly suspect the game hanging on me is due to graphic issues (3D card overload, dubious purchase) and not mod related. NBAfan Mar 28, 2010, 06:35 PM Started a new game, got a great general with commander promotions and they were working. Then the game crashed, and on loading back the autosave commanders no longer worked - including from earlier saves where I'm certain they did - just like before. I didn't reinstall AND, just started a new game. I tried clearing the cache and starting a new game and then reloading the autosave, both to no effect. I strongly suspect the game hanging on me is due to graphic issues (3D card overload, dubious purchase) and not mod related.What is your video card? arcozelo Mar 28, 2010, 06:54 PM Nvidia 9600 GT little_cyclone Mar 28, 2010, 07:05 PM Stumbled upon an interesting problem. At the end of the turn of the included save the game completely freezes. Doesn't MAF. Doesn't CTD. Just freezes solid.. Usually I get sent back to the desktop to try again, this is the first time It's totally locked up for me. I thought it might be system related, but I've tried juggling things around with no luck, and I've had games nearly a megabyte larger then this before, so I don't think its MAF involved. LOG:{Required Files} {Military Civics} {Castle Improvements} {Ideology Civics} Meteorology {Realistic Diplomacy} {Seafaring } {Resource Refinement} {War Prizes} Zoology Arctic Forestation {Sea Tunnels} Terraforming Education Sports NIMBY {Civic Buildings & More Wonders} {No Storms} {Early Buildings} ANM {Historical Wonders} {Mega Civ Patch} {Better RoM} Domestic Withdraw Depletion Farming Guilds {Modern Corporations} {Blue Marble Terrain} {Warriors of God} {Better RoM Artwork} {Water Mod} {Airbase Range} {Civic Diplomacy} Transportation {Misc Buildings} {Battlefield Promotions} Health Custom Running RoM 2.9 and AND 1.7 NBAfan Mar 28, 2010, 07:13 PM Nvidia 9600 GTThat should be able to run AND fine. If you are having video card problems it is probably overheating. arcozelo Mar 28, 2010, 07:19 PM That should be able to run AND fine. If your having video card problems it is probably overheating. I know. It probably is. I've seen it in other games, and I've had to underclock the card from it's factory values, otherwise any fps would hang the computer after 10 minutes or so. NBAfan Mar 28, 2010, 07:27 PM I know. It probably is. I've seen it in other games, and I've had to underclock the card from it's factory values, otherwise any fps would hang the computer after 10 minutes or so.Try opening up you computer case. Maybe you can get a fan to blow the hot air out. Afforess Mar 28, 2010, 07:31 PM I know. It probably is. I've seen it in other games, and I've had to underclock the card from it's factory values, otherwise any fps would hang the computer after 10 minutes or so. Factory fans (especially from less well known companies) often don't cut it. Fortunately, they are fairly cheap, you can get some good ones from Newegg under $30. arcozelo Mar 28, 2010, 07:35 PM Try opening up you computer case. Maybe you can get a fan to blow the hot air out. I used to have the case open all the time. Doesn't really make any difference that I could see. What does make a difference is Summer/Winter. When the room gets hot enough to annoy me, it also annoys the video card. civ_king Mar 28, 2010, 10:27 PM makes sure to regularly use a can of compressed air to clean dust off the inside scribbler Mar 29, 2010, 12:08 AM makes sure to regularly use a can of compressed air to clean dust off the inside Even better, see if you can get access to an electric compressor and hose - most compressed air that I've tried out is weak when it comes to dust that has built up over time. In a couple of the shops that I provide service for I've been regularly using their compressor air to clean out their systems. You don't really appreciate dust buildup until you've seen it at a millworker's. :D Edit: It goes without saying (but I will anyway) that you need to be careful when using high-pressure air on components. Although it's lots of fun making your fans fly...ehum. Make sure to also get at the CPU block -- if you happen to use a stock heatsink it'll have collected a lot of dust. Ah, right, [valley accent] I'm also, like, totally NOOOOOOT responsible if you, like, totally mess up your computer, OK? Not even if you just mess it up a bit. OK, thanks, byeeeee. scribbler Mar 29, 2010, 12:15 AM Stumbled upon an interesting problem. At the end of the turn of the included save the game completely freezes. Doesn't MAF. Doesn't CTD. Just freezes solid.. Usually I get sent back to the desktop to try again, this is the first time It's totally locked up for me. I thought it might be system related, but I've tried juggling things around with no luck, and I've had games nearly a megabyte larger then this before, so I don't think its MAF involved. LOG:{Required Files} {Military Civics} {Castle Improvements} {Ideology Civics} Meteorology {Realistic Diplomacy} {Seafaring } {Resource Refinement} {War Prizes} Zoology Arctic Forestation {Sea Tunnels} Terraforming Education Sports NIMBY {Civic Buildings & More Wonders} {No Storms} {Early Buildings} ANM {Historical Wonders} {Mega Civ Patch} {Better RoM} Domestic Withdraw Depletion Farming Guilds {Modern Corporations} {Blue Marble Terrain} {Warriors of God} {Better RoM Artwork} {Water Mod} {Airbase Range} {Civic Diplomacy} Transportation {Misc Buildings} {Battlefield Promotions} Health Custom Running RoM 2.9 and AND 1.7 Yeah, this is why I logged onto this thread today. Same thing happening. Aside from that, I'm getting a weird bug with National units (might have been covered already, haven't checked far back in thread) - they don't become unavailable when I queue all of them, and they don't become available when I use/lose them until next turn. Same thing if I had one in queue and deleted it from queue 1+ turn after putting it in queue. Further, when I queue too many by mistake, they all disappear and don't even get built. civ_king Mar 29, 2010, 01:12 AM Even better, see if you can get access to an electric compressor and hose - most compressed air that I've tried out is weak when it comes to dust that has built up over time. In a couple of the shops that I provide service for I've been regularly using their compressor air to clean out their systems. You don't really appreciate dust buildup until you've seen it at a millworker's. :D Edit: It goes without saying (but I will anyway) that you need to be careful when using high-pressure air on components. Although it's lots of fun making your fans fly...ehum. Make sure to also get at the CPU block -- if you happen to use a stock heatsink it'll have collected a lot of dust. Ah, right, [valley accent] I'm also, like, totally NOOOOOOT responsible if you, like, totally mess up your computer, OK? Not even if you just mess it up a bit. OK, thanks, byeeeee. :twitch::faint: twjr Mar 29, 2010, 02:07 AM All food resources have been significantly lowered, if you chose Better RoM. This is to help balance the game, since previous versions had an overabundance of resources, leading to too much health and happiness. The change seems to be mostly positive, and my games seem to be fairly balanced. However, you can change it as you see fit in the Better RoM folder. I see you used tejón's bonus file as the basis for the one in better ROM. Was it just the food resources you changed or were there other changes from that file. I know I could go through and hunt down the changes but I am guessing you will have a better idea anyway. I guess the reason why I have issues is because I generally play on small maps as I CBF'd waiting between turns, even with AND's improved speed. This gets multiplied as compared to normal ROM some of the seafood resources have been reduced by 8 times I think. Meaning I pretty much only have one of crab, clam and shrimp and half of the fish are in ocean plots where only a legendary city could use them. It was ok until I went into WB the other day and found that there were four times as many ivory lol. Perhaps the elephants on this planet were just super awesome at surviving. Furthermore I shouldn't even be complaining given I was playing as Siam. Could I simply delete the bonus xml file from the better ROM folder or just rename the original ROM bonus xml and put it in the better ROM folder? twjr Mar 29, 2010, 02:14 AM Sorry for the double post just doesn't seem relevant to the previous post at all. You should have ABSOLUTELY no problems playing Civ 4 on a 9600 GT. I play on an 8400m GS oK. You must have something going wrong on your end. I guess you might also want to check that the video card heatsink is mounted correctly as well as giving it a clean. Yes manufacturers do screw up. Also where do you live that it gets hot enough to throttle your video card? strategyonly Mar 29, 2010, 06:23 AM Had a weird thing just happen while playing (again) an error came up and STALLED the game, it said something about needing a disk for Drive1 in BtS:confused: Also when i got the tech Flintlock, i could not upgrade my units that turn? Had to wait till the next turn(all requirements were met:crazyeye: Just a thought also on the "end turn stuff" did you do anything with the advisers in-between the last Beta built and regular 1.70?(It has to be something between that caused this:crazyeye: Baskedyt Mar 29, 2010, 06:38 AM The Civilopedia text for the Revivalist Church buildings says that it "Reduces culture and science". But the stats says "-15% :science:, +10% :culture:". Which is the right one? (I play AND 1.70 Beta 3, so it might already be fixed) Talin2009 Mar 29, 2010, 06:45 AM Were Imperial Guard/Guard du corps got removed in 1.70? arcozelo Mar 29, 2010, 06:57 AM Sorry for the double post just doesn't seem relevant to the previous post at all. You should have ABSOLUTELY no problems playing Civ 4 on a 9600 GT. I play on an 8400m GS oK. You must have something going wrong on your end. I guess you might also want to check that the video card heatsink is mounted correctly as well as giving it a clean. Yes manufacturers do screw up. Also where do you live that it gets hot enough to throttle your video card? Lisbon, Portugal 5ºC-30ºC. Doesn't look like it would influence, but in a poorly ventilated room it does. Afforess Mar 29, 2010, 10:16 AM The Civilopedia text for the Revivalist Church buildings says that it "Reduces culture and science". But the stats says "-15% :science:, +10% :culture:". Which is the right one? (I play AND 1.70 Beta 3, so it might already be fixed) The stats are always right; the tool tips are outdated. Were Imperial Guard/Guard du corps got removed in 1.70? Yes. strategyonly Mar 29, 2010, 10:57 AM Got this error message: (screen went from normal font to a bigger one, and kept flashing back and forth, thats when i got this error message: Traceback (most recent call last): File "CvScreensInterface", line 987, in forceScreenRedraw File "CvMainInterface", line 3430, in redraw File "CvMainInterface", line 8032, in updateHelpStrings 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 RuntimeError: unidentifiable C++ exception ERR: Python function forceScreenRedraw failed, module CvScreensInterface Afforess Mar 29, 2010, 12:20 PM Looks like someone included help text with bad characters; not my problem. Also strategyonly, I've fixed the other research bug in the coming patch. NBAfan Mar 29, 2010, 12:43 PM ETA on the next patch? os79 Mar 29, 2010, 01:03 PM ETA on the next patch? Afforess mentioned Monday last week. Is it for sure? Maybe so. Depends on his alpha testing results. Afforess Mar 29, 2010, 02:05 PM ETA on the next patch? Afforess mentioned Monday last week. Is it for sure? Maybe so. Depends on his alpha testing results. Eventually? I know I said today, but I'm not quite happy with the new conquest options... It's not like any of the bugs reported are critical anyway. ;) NBAfan Mar 29, 2010, 02:31 PM Eventually? I know I said today, but I'm not quite happy with the new conquest options... It's not like any of the bugs reported are critical anyway. ;)I thought the ABC patches were suppost to be just bug fixes?;) How about putting features in a update that won't be save compatible? Lasagne Mar 29, 2010, 02:53 PM I have a problem, I can't install "A new dawn". When I install all seems to go ok but at the end a pop-up appears and it says that windows can't find "Woc_Installer.jar". I have checked it and I have that file (inside the mod) I have even put the installer on the same path but the same message keeps on appearing...What am I doing wrong???? (The mod is on the righ path) Thanx Afforess Mar 29, 2010, 03:01 PM I have a problem, I can't install "A new dawn". When I install all seems to go ok but at the end a pop-up appears and it says that windows can't find "Woc_Installer.jar". I have checked it and I have that file (inside the mod) I have even put the installer on the same path but the same message keeps on appearing...What am I doing wrong???? (The mod is on the righ path) Thanx When selecting the destination folder, you are selecting the Rise of Mankind folder, correct? Also, Win7 & Vista users will need to run the installer as administrator, or disable UAC. Have you tried reading the directions in the FAQ? Report back, and I'll see what I can do. ;) Afforess Mar 29, 2010, 03:02 PM I thought the ABC patches were suppost to be just bug fixes?;) How about putting features in a update that won't be save compatible? Fine; I'll call it 1.71... Happy? :rolleyes: NBAfan Mar 29, 2010, 03:02 PM I have a problem, I can't install "A new dawn". When I install all seems to go ok but at the end a pop-up appears and it says that windows can't find "Woc_Installer.jar". I have checked it and I have that file (inside the mod) I have even put the installer on the same path but the same message keeps on appearing...What am I doing wrong???? (The mod is on the righ path) ThanxI think you need to download Java. Afforess Mar 29, 2010, 03:03 PM I think you need to download Java. JAR files are self-executing and don't require Java, IIRC. NBAfan Mar 29, 2010, 03:07 PM JAR files are self-executing and don't require Java, IIRC.I tried to install AND on my new computer and it would not open it untill I installed Java. Ophryon Mar 29, 2010, 04:59 PM First, I just want to say thanks for all the hard work, creativity, and ongoing support of this mod. I'm a short way into an eternity speed game and am finding it a deeply engaging and satisfying challenge. Truly a work of art now. For the folks with freezing problems, I had similar problems and suspected Blue Marble might be the culprit. When I unchecked the"use high quality terrain" option in the options/graphics menu, my problems went away. Apparently the two didn't play nice with each other on my system. My only question so far is about Great Commanders. Can someone point me to an explanation of how they work? I read the civilopedia entry and the more info in the main download thread, but I'm still not seeing my great generals earning experience. I see the 5/5 stat when they stack with other units, but that's it. Help? thx scribbler Mar 29, 2010, 06:04 PM For the folks with freezing problems, I had similar problems and suspected Blue Marble might be the culprit. When I unchecked the"use high quality terrain" option in the options/graphics menu, my problems went away. Apparently the two didn't play nice with each other on my system. Doesn't look like that's the problem - I have both High Quality Terrain turned off and "low resolution textures" turned on. I'll see if reinstalling everything from scratch but without blue marble stops it. My only question so far is about Great Commanders. Can someone point me to an explanation of how they work? I read the civilopedia entry and the more info in the main download thread, but I'm still not seeing my great generals earning experience. I see the 5/5 stat when they stack with other units, but that's it. Help? thx I've pretty much given up on them myself, and turn all my GG units into instructors (I use King Richard's Crusade to build up a number of Warlord led units. And unless it was changed after Beta, Warlord led units also lose their XP during upgrade just like normal units, so it's not worth adding them onto a unit). So next game I start I'm just turning off Great Commanders. Arakhor Mar 29, 2010, 06:21 PM Remember to keep the scoreboard minimised. That can help your freezing problems tremendously. twjr Mar 29, 2010, 06:27 PM I tried to install AND on my new computer and it would not open it untill I installed Java. Yeah I had the same problem. Is it crucial to the installation for the .jar to execute? Also what is it supposed to do when you have Java installed? Mine simply opens and closes a command prompt window. konradcabral Mar 29, 2010, 08:39 PM I built some forts in my border with the Ottomans and in a few turns I lost the tiles. First they had Fixed Borders and I didn't, then we both had it. It happened both times. Afforess Mar 29, 2010, 08:44 PM My only question so far is about Great Commanders. Can someone point me to an explanation of how they work? I read the civilopedia entry and the more info in the main download thread, but I'm still not seeing my great generals earning experience. I see the 5/5 stat when they stack with other units, but that's it. Help? thx You put them in a stack of units. Initially, they provide no benefit, but gain XP from successful combat on that tile. Eventually, they will be able to get promotions; these promotions affect all the units in the command range, and boost their fighting ability. I've pretty much given up on them myself, and turn all my GG units into instructors (I use King Richard's Crusade to build up a number of Warlord led units. And unless it was changed after Beta, Warlord led units also lose their XP during upgrade just like normal units, so it's not worth adding them onto a unit). So next game I start I'm just turning off Great Commanders. They are not worthwhile right now, admittedly. I've seriously enhanced their promotions, and given 4 new promotions for them to get. They should be easier to level up and use, and be very useful in AND 1.71. Afforess Mar 29, 2010, 08:46 PM Yeah I had the same problem. Is it crucial to the installation for the .jar to execute? Also what is it supposed to do when you have Java installed? Mine simply opens and closes a command prompt window. It merges audio files; Civ is really picky about how audio files load. Not having it run just means you get no cool sound effects; which is sad, since there is about 20mb in sound effects. ;) I built some forts in my border with the Ottomans and in a few turns I lost the tiles. First they had Fixed Borders and I didn't, then we both had it. It happened both times. Looking into it. civ_king Mar 29, 2010, 09:13 PM It merges audio files; Civ is really picky about how audio files load. Not having it run just means you get no cool sound effects; which is sad, since there is about 20mb in sound effects. ;) Looking into it. ha! in Orbis it has 490mb! Afforess Mar 29, 2010, 09:16 PM ha! in Orbis it has 490mb! Orbis also doesn't have the luxury of reusing regular BTS sound effects, it's a fantasy mod. Adding 500 mb to the install sounds like I could lose some users with bandwidth limitations. (Fun fact, A New Dawn 1.70 is 5 mb less than 1.64 was) twjr Mar 30, 2010, 02:51 AM It merges audio files; Civ is really picky about how audio files load. Not having it run just means you get no cool sound effects; which is sad, since there is about 20mb in sound effects. ;) Ah that's why it is so quiet. What is it supposed to do when it runs? I can try and take a screenshot of the black box that comes up if that would help? Or is there a way you can manually do the sound files without the .jar running? And another question what application should the .jar set to be opening by default so that it would work? Also I got the stupid only being able to build units bug. Is there anything to get around this or am I just buggered and going to have to go back to an earlier save? Ophryon Mar 30, 2010, 02:58 AM You put them in a stack of units. Initially, they provide no benefit, but gain XP from successful combat on that tile. I've had the general present in quite a few battles, but I can't tell if he's earning points. Is the XP listed anywhere like it is for normal units? I see CR: 0 and CP: 5/5 in the hover text, which I assume are Range and Command Points (although the 5/5 stays at 5/5 even when the general is in a space by himself.) Sorry, I really did try to figure this one out myself before posting. To clarify, this is a fresh install of 1.70 over a fresh download of RoM 2.9. I have the Barbarian Generals option active. I'll start another game without that to see if it's conflicting. os79 Mar 30, 2010, 03:01 AM Ah that's why it is so quiet. What is it supposed to do when it runs? I can try and take a screenshot of the black box that comes up if that would help? Or is there a way you can manually do the sound files without the .jar running? And another question what application should the .jar set to be opening by default so that it would work? Also I got the stupid only being able to build units bug. Is there anything to get around this or am I just buggered and going to have to go back to an earlier save? First, google Java and download it. Nothing fancy, just download and install it and don't do anything else. Next, go into Rise of Mankind/Assets/Modules, and there you will see woc_installer. Just double click. With Java already installed, the screen will pop up. Just close it. It did its job. Now play with sounds that you hearing people love so much :lol:. twjr Mar 30, 2010, 03:45 AM What happens if you did a step 0 where you read on the net that .jar files were an archive so you defaulted 7zip to open it? I have tried making the default programme java.exe but I just get the black error box opening and closing before I have time to read it. os79 Mar 30, 2010, 05:30 AM What happens if you did a step 0 where you read on the net that .jar files were an archive so you defaulted 7zip to open it? I have tried making the default programme java.exe but I just get the black error box opening and closing before I have time to read it. Simpler to do what I described above and don't ask questions :). You will get your wish if so. Otherwise, I'm not interested in irrelevant questions :). arcozelo Mar 30, 2010, 08:40 AM More on the great commanders issue. I started a new game on a duel map to run some tests and this time great generals were spawning with unlimited promotions. As soon as me or the AI got one, we could promote them all the way thru the promo tree in the same turn. Afforess Mar 30, 2010, 11:02 AM What happens if you did a step 0 where you read on the net that .jar files were an archive so you defaulted 7zip to open it? I have tried making the default programme java.exe but I just get the black error box opening and closing before I have time to read it. It does extract; but it's just the source code. More on the great commanders issue. I started a new game on a duel map to run some tests and this time great generals were spawning with unlimited promotions. As soon as me or the AI got one, we could promote them all the way thru the promo tree in the same turn. Strange. Did you do anything unusual to cause this? arcozelo Mar 30, 2010, 12:00 PM Strange. Did you do anything unusual to cause this? I didn't reinstall AND after my previous crashes. Other than that, nothing. Is it possible for the core mod files to be altered during a game, so that if it crashes the mod files (XML, etc) are different? Afforess Mar 30, 2010, 12:03 PM I didn't reinstall AND after my previous crashes. Other than that, nothing. Is it possible for the core mod files to be altered during a game, so that if it crashes the mod files (XML, etc) are different? No, the game can not modify or generate XML. strategyonly Mar 30, 2010, 01:55 PM Did you change the tech tree so it only covers the tech size only, ie: i know that the techs i have marked have more in them and i cant find them because they are cut off:confused: Afforess Mar 30, 2010, 02:09 PM Did you change the tech tree so it only covers the tech size only, ie: i know that the techs i have marked have more in them and i cant find them because they are cut off:confused: Yeah, my tech tree prevents the buttons from overflowing. strategyonly Mar 30, 2010, 02:15 PM Yeah, my tech tree prevents the buttons from overflowing. Any way to get it back to OVERflowing?:rolleyes: Afforess Mar 30, 2010, 02:23 PM Any way to get it back to OVERflowing?:rolleyes: Why would you want that? :rolleyes: aender Mar 30, 2010, 02:51 PM quick question how do you change it so votes come more often.....playing on snail and lol seems like days go by between votes so i wanna have them come quicker Afforess Mar 30, 2010, 02:55 PM In the global Defines <Define> <DefineName>DIPLO_VOTE_SECRETARY_GENERAL_INTERVAL</DefineName> <iDefineIntVal>4</iDefineIntVal> </Define> Changing it should take effect immediately, and won't break saves. aender Mar 30, 2010, 02:59 PM In the global Defines <Define> <DefineName>DIPLO_VOTE_SECRETARY_GENERAL_INTERVAL</DefineName> <iDefineIntVal>4</iDefineIntVal> </Define> Changing it should take effect immediately, and won't break saves. tyvm a strategyonly Mar 30, 2010, 03:22 PM Why would you want that? :rolleyes: Just because i like to see everything thats the tech has to offer, cause alot of times, i cant remember what gives what, so i rely on the tech tree info:mischief: Afforess Mar 30, 2010, 03:53 PM Just because i like to see everything thats the tech has to offer, cause alot of times, i cant remember what gives what, so i rely on the tech tree info:mischief: The hover information is still correct. ;) strategyonly Mar 30, 2010, 05:16 PM The hover information is still correct. ;) Dang, i am still new to this BUG/BULL stuff, thx. unfaehig Mar 30, 2010, 05:37 PM Some feedback and suggestions after some games with a new dawn 1.7. It seems that religious victory still does not work together with mastery victory (had all victory conditions enabled, but mastery should take precedence iirc). Corporation upkeep costs are ridiculously high in large cities. I had a game with most cities being legendary and using a 3 tile radius and 60+ population in the late game. Upkeep costs of corporations are around 1K each per city. Arguably I was using 'green' and some other corporation cost increasing civics but 1K per city is still way too much and 1-2 orders of magnitude more than any other maintenance cost. No idea if this is a new dawn specific as i don't have any idea how corporation costs are influenced by population and culture. At the very least it seems obvious, that 3 tile radius allows a much larger population than only 2 and thus all population based features, costs, etc might need some tweaking. Costs for bribing cities also seem to be much out of control in the late game. I tried to bribe a city on a lone island far away into submission and had to pay around 50K for a city with around 50 culture and 4 population. The costs seem to be proportional to available gold but 50K with 200K in the treasury is still a bit unreasonable. I also noticed that many late game units etc costs +5 or +10 additional upkeep, but two units (assault mech, plasma armor iirc) cost +100 and +150 respectively, which is kind of unreasonable when taking their relative strength with cheaper units into account. Multiple research does not work together with limited religions. When researching two or more religion techs in the same round all get found. Is it possibly to add some rebuilding option to all disastrous events? Why can't i pay to restore improvements destroyed by a volcano but can if it's a landslide or a hurricane or whatever else? Would it be possible to do the same when there's a nuclear meltdown? It doesn't even have to be an instant rebuild option, but rebuilding improvements is a little annoying and rebuilding cities wasted by a nuclear meltdown is a real pain (but i suppose that's the way it's supposed to be). The well known graphic errors with battle effects terrain still persist (being able to see undiscovered terrain through the smoke, improvements and some terrain features (forests, flood plains) being drawn 'on top' of the smoke). I guess the problem's just that the smoke is part of the terrain and thus the rendering order gets all messed up, since it's supposed to be actually one layer above everything else. The glitches with the storms might be caused by a the effect. If i recall correctly, the domestic advisors hurry button hover would display the total hurrying cost when selecting multiple cities in pure bts and/or older versions of rise of mankind and/or new dawn, but i just noticed this has been changed. Or is it just some bug option? Diplomatic relations between ai players are still random and incomprehensible, but i guess thats just the way it is, has always been and will always be in the civ series. I love the ingenious 'cease bothering us' option to shut away incessant 'cancel deals with worst enemies' pleas of civilizations that have barely met. The new resource display in the city screen is great. Would it be possible to show all of the resource benefits directly (i.e. not only via mouse hover) and not only happiness and health modifiers? Could you do a revamp of the specialist stacker too? The free specialist display is overflowing into the plot display with a lot of free specialists (radius 3 commerce city with some free specialists from wonders etc, and 36 from towns and single issue party...). Would it be possible to manually hide some building options? There are lot of units buildable and present in the building list in the late game but many might not be used at all. Please forgive me for possible misrecalling or misstating things. I love both rise of mankind and a new dawn btw. gtc29 Mar 30, 2010, 05:46 PM Got this crash while trying to load a game in ROM 2.9 with AND 1.7 with full install except Sea Monsters Problem signature: Problem Event Name: APPCRASH Application Name: Civ4BeyondSword.exe Application Version: 3.1.9.0 Application Timestamp: 4a0c27e6 Fault Module Name: Civ4BeyondSword.exe Fault Module Version: 3.1.9.0 Fault Module Timestamp: 4a0c27e6 Exception Code: c0000005 Exception Offset: 005437f7 OS Version: 6.0.6002.2.2.0.768.3 Locale ID: 1046 Additional Information 1: 3164 Additional Information 2: f31c530d3d12785f4cca5eb2cbce0d8e Additional Information 3: 011d Additional Information 4: 01351879a445e41ad4df3ba5eb395c4d NBAfan Mar 30, 2010, 06:22 PM The well known graphic errors with battle effects terrain still persist (being able to see undiscovered terrain through the smoke, improvements and some terrain features (forests, flood plains) being drawn 'on top' of the smoke). I guess the problem's just that the smoke is part of the terrain and thus the rendering order gets all messed up, since it's supposed to be actually one layer above everything else. The glitches with the storms might be caused by a the effect.Don't play with battle effects on as it is broken. Afforess Mar 30, 2010, 06:37 PM Some feedback and suggestions after some games with a new dawn 1.7. It seems that religious victory still does not work together with mastery victory (had all victory conditions enabled, but mastery should take precedence iirc). So you were able to win Religious with Mastery enabled? If so, I need to look at that again then. Corporation upkeep costs are ridiculously high in large cities. I had a game with most cities being legendary and using a 3 tile radius and 60+ population in the late game. Upkeep costs of corporations are around 1K each per city. Arguably I was using 'green' and some other corporation cost increasing civics but 1K per city is still way too much and 1-2 orders of magnitude more than any other maintenance cost. No idea if this is a new dawn specific as i don't have any idea how corporation costs are influenced by population and culture. At the very least it seems obvious, that 3 tile radius allows a much larger population than only 2 and thus all population based features, costs, etc might need some tweaking. Corporation Maintenance is unchanged from BTS. The factors for maintenance are: Difficulty Level # of Resources consumed City Population Inflation Civics A City with population 60 would already be tripling corporation maintenance, by just that alone Add in a bunch of resources, inflation, and poor civics, and you could be losing lots of money. However, remember, by the late game 1k gold is equivalent to 10-20 gold in the early game. It's not so much. Costs for bribing cities also seem to be much out of control in the late game. I tried to bribe a city on a lone island far away into submission and had to pay around 50K for a city with around 50 culture and 4 population. The costs seem to be proportional to available gold but 50K with 200K in the treasury is still a bit unreasonable. Bribing is proportional to your economic history (how much gold you have been earning) , the city population, and the revolution index. 50k does seem unreasonable; however, your current gold supply was only contributing to 10k of the cost, the rest were from other factors. I also noticed that many late game units etc costs +5 or +10 additional upkeep, but two units (assault mech, plasma armor iirc) cost +100 and +150 respectively, which is kind of unreasonable when taking their relative strength with cheaper units into account. I can't really speak for the design decisions in the late game; Zappara designed it, and I rarely get that far into games. Multiple research does not work together with limited religions. When researching two or more religion techs in the same round all get found. It's not multiple research, it's limited religions; that option is pretty much broken. Is it possibly to add some rebuilding option to all disastrous events? Why can't i pay to restore improvements destroyed by a volcano but can if it's a landslide or a hurricane or whatever else? Would it be possible to do the same when there's a nuclear meltdown? It doesn't even have to be an instant rebuild option, but rebuilding improvements is a little annoying and rebuilding cities wasted by a nuclear meltdown is a real pain (but i suppose that's the way it's supposed to be). Nuclear Meltdowns aren't a type of event, they date back to vanilla, so creating an option to fix the damage from one isn't feasible. As for real random events, those types of changes are on my list to do; I'm just very busy. The well known graphic errors with battle effects terrain still persist (being able to see undiscovered terrain through the smoke, improvements and some terrain features (forests, flood plains) being drawn 'on top' of the smoke). I guess the problem's just that the smoke is part of the terrain and thus the rendering order gets all messed up, since it's supposed to be actually one layer above everything else. The glitches with the storms might be caused by a the effect. Don't use Battle Effects. They just suck. It was a cool idea, but turned out to be a terrible feature. If i recall correctly, the domestic advisors hurry button hover would display the total hurrying cost when selecting multiple cities in pure bts and/or older versions of rise of mankind and/or new dawn, but i just noticed this has been changed. Or is it just some bug option? I never noticed. It's likely a bug that regressed from other mods. I'll look into it. Diplomatic relations between ai players are still random and incomprehensible, but i guess thats just the way it is, has always been and will always be in the civ series. Yeah; it's pretty random. I hope they fix that in Civ5. The new resource display in the city screen is great. Would it be possible to show all of the resource benefits directly (i.e. not only via mouse hover) and not only happiness and health modifiers? What other benefits? AFAIK, resources just give health and happiness. (Yeah, they affect buildings too, but this is reflected in the building screen) Could you do a revamp of the specialist stacker too? The free specialist display is overflowing into the plot display with a lot of free specialists (radius 3 commerce city with some free specialists from wonders etc, and 36 from towns and single issue party...). Yeah; I saw a specialist stacker that reminded me of Civ3, I need to find that again and add it. Would it be possible to manually hide some building options? There are lot of units buildable and present in the building list in the late game but many might not be used at all. You already can. In the graphics option panel, select "Hide Unavailable Builds". It hides all units and buildings you can not construct. Got this crash while trying to load a game in ROM 2.9 with AND 1.7 with full install except Sea Monsters Problem signature: Problem Event Name: APPCRASH Application Name: Civ4BeyondSword.exe Application Version: 3.1.9.0 Application Timestamp: 4a0c27e6 Fault Module Name: Civ4BeyondSword.exe Fault Module Version: 3.1.9.0 Fault Module Timestamp: 4a0c27e6 Exception Code: c0000005 Exception Offset: 005437f7 OS Version: 6.0.6002.2.2.0.768.3 Locale ID: 1046 Additional Information 1: 3164 Additional Information 2: f31c530d3d12785f4cca5eb2cbce0d8e Additional Information 3: 011d Additional Information 4: 01351879a445e41ad4df3ba5eb395c4d Can you be more specific? Were you loading a game that you had started before using AND, or one that you had been playing with AND already? gramcrkr103 Mar 30, 2010, 06:56 PM Don't use Battle Effects. They just suck. It was a cool idea, but turned out to be a terrible feature. I often use battle effects and they don't seem to be that bad, or at least I dont notice any negative effects. Should I? civ_king Mar 30, 2010, 09:03 PM Orbis also doesn't have the luxury of reusing regular BTS sound effects, it's a fantasy mod. Adding 500 mb to the install sounds like I could lose some users with bandwidth limitations. (Fun fact, A New Dawn 1.70 is 5 mb less than 1.64 was) actually it is a separate download, its just gameplay music Any way to get it back to OVERflowing?:rolleyes: some techs would WAY spill over Some feedback and suggestions after some games with a new dawn 1.7. It seems that religious victory still does not work together with mastery victory (had all victory conditions enabled, but mastery should take precedence iirc). Corporation upkeep costs are ridiculously high in large cities. I had a game with most cities being legendary and using a 3 tile radius and 60+ population in the late game. Upkeep costs of corporations are around 1K each per city. Arguably I was using 'green' and some other corporation cost increasing civics but 1K per city is still way too much and 1-2 orders of magnitude more than any other maintenance cost. No idea if this is a new dawn specific as i don't have any idea how corporation costs are influenced by population and culture. At the very least it seems obvious, that 3 tile radius allows a much larger population than only 2 and thus all population based features, costs, etc might need some tweaking. Costs for bribing cities also seem to be much out of control in the late game. I tried to bribe a city on a lone island far away into submission and had to pay around 50K for a city with around 50 culture and 4 population. The costs seem to be proportional to available gold but 50K with 200K in the treasury is still a bit unreasonable. I also noticed that many late game units etc costs +5 or +10 additional upkeep, but two units (assault mech, plasma armor iirc) cost +100 and +150 respectively, which is kind of unreasonable when taking their relative strength with cheaper units into account. Multiple research does not work together with limited religions. When researching two or more religion techs in the same round all get found. Is it possibly to add some rebuilding option to all disastrous events? Why can't i pay to restore improvements destroyed by a volcano but can if it's a landslide or a hurricane or whatever else? Would it be possible to do the same when there's a nuclear meltdown? It doesn't even have to be an instant rebuild option, but rebuilding improvements is a little annoying and rebuilding cities wasted by a nuclear meltdown is a real pain (but i suppose that's the way it's supposed to be). The well known graphic errors with battle effects terrain still persist (being able to see undiscovered terrain through the smoke, improvements and some terrain features (forests, flood plains) being drawn 'on top' of the smoke). I guess the problem's just that the smoke is part of the terrain and thus the rendering order gets all messed up, since it's supposed to be actually one layer above everything else. The glitches with the storms might be caused by a the effect. If i recall correctly, the domestic advisors hurry button hover would display the total hurrying cost when selecting multiple cities in pure bts and/or older versions of rise of mankind and/or new dawn, but i just noticed this has been changed. Or is it just some bug option? Diplomatic relations between ai players are still random and incomprehensible, but i guess thats just the way it is, has always been and will always be in the civ series. I love the ingenious 'cease bothering us' option to shut away incessant 'cancel deals with worst enemies' pleas of civilizations that have barely met. The new resource display in the city screen is great. Would it be possible to show all of the resource benefits directly (i.e. not only via mouse hover) and not only happiness and health modifiers? Could you do a revamp of the specialist stacker too? The free specialist display is overflowing into the plot display with a lot of free specialists (radius 3 commerce city with some free specialists from wonders etc, and 36 from towns and single issue party...). Would it be possible to manually hide some building options? There are lot of units buildable and present in the building list in the late game but many might not be used at all. Please forgive me for possible misrecalling or misstating things. I love both rise of mankind and a new dawn btw. all the +% maintenance buildings are killing you, make sure to sell those minimal useful buildings at that point like graveyards So you were able to win Religious with Mastery enabled? If so, I need to look at that again then. Corporation Maintenance is unchanged from BTS. The factors for maintenance are: Difficulty Level # of Resources consumed City Population Inflation Civics A City with population 60 would already be tripling corporation maintenance, by just that alone Add in a bunch of resources, inflation, and poor civics, and you could be losing lots of money. However, remember, by the late game 1k gold is equivalent to 10-20 gold in the early game. It's not so much. Bribing is proportional to your economic history (how much gold you have been earning) , the city population, and the revolution index. 50k does seem unreasonable; however, your current gold supply was only contributing to 10k of the cost, the rest were from other factors. I can't really speak for the design decisions in the late game; Zappara designed it, and I rarely get that far into games. It's not multiple research, it's limited religions; that option is pretty much broken. Nuclear Meltdowns aren't a type of event, they date back to vanilla, so creating an option to fix the damage from one isn't feasible. As for real random events, those types of changes are on my list to do; I'm just very busy. Don't use Battle Effects. They just suck. It was a cool idea, but turned out to be a terrible feature. I never noticed. It's likely a bug that regressed from other mods. I'll look into it. Yeah; it's pretty random. I hope they fix that in Civ5. What other benefits? AFAIK, resources just give health and happiness. (Yeah, they affect buildings too, but this is reflected in the building screen) Yeah; I saw a specialist stacker that reminded me of Civ3, I need to find that again and add it. You already can. In the graphics option panel, select "Hide Unavailable Builds". It hides all units and buildings you can not construct. Can you be more specific? Were you loading a game that you had started before using AND, or one that you had been playing with AND already? not much??? when you have 5-6 cities like that it's not fun, how do I go in and decrease costs? Arakhor Mar 31, 2010, 03:03 AM Have you considered editing the quotes to quote only what's relevant? gtc29 Mar 31, 2010, 07:33 AM Got this crash while trying to load a game in ROM 2.9 with AND 1.7 with full install except Sea Monsters Problem signature: Problem Event Name: APPCRASH Application Name: Civ4BeyondSword.exe Application Version: 3.1.9.0 Application Timestamp: 4a0c27e6 Fault Module Name: Civ4BeyondSword.exe Fault Module Version: 3.1.9.0 Fault Module Timestamp: 4a0c27e6 Exception Code: c0000005 Exception Offset: 005437f7 OS Version: 6.0.6002.2.2.0.768.3 Locale ID: 1046 Additional Information 1: 3164 Additional Information 2: f31c530d3d12785f4cca5eb2cbce0d8e Additional Information 3: 011d Additional Information 4: 01351879a445e41ad4df3ba5eb395c4d I had this problem while trying to load a game I was playing (with AND already installed). This is not a game that I was playing before installing AND Thanks Ad Hominem Mar 31, 2010, 10:26 AM I have installed RoM 2.9 then your modmod but it fails to load. When I try to load the mod, it stops and crashes when it is "initializing XML (uncached)"... any thoughts? Afforess Mar 31, 2010, 10:46 AM I had this problem while trying to load a game I was playing (with AND already installed). This is not a game that I was playing before installing AND Thanks Can you load any earlier autosaves? Is just that save corrupted? I have installed RoM 2.9 then your modmod but it fails to load. When I try to load the mod, it stops and crashes when it is "initializing XML (uncached)"... any thoughts? Where is your Rise of Mankind folder located, and have you checked the FAQ? gtc29 Mar 31, 2010, 02:09 PM Can you load any earlier autosaves? Is just that save corrupted? I just had 2 saves from this game. I got this message in both.:sad: strategyonly Mar 31, 2010, 02:21 PM One thing i have noticed with the 1.70, someTIMES the installer does not install ALL of the selected items, ie, i had WarriorsofGod selected, the files were all there, but the python file was missing, that is why i found this happening somehow:confused: So i just download ANOTHER copy of 1.70 and now am trying that one out:crazyeye: Afforess Mar 31, 2010, 02:42 PM One thing i have noticed with the 1.70, someTIMES the installer does not install ALL of the selected items, ie, i had WarriorsofGod selected, the files were all there, but the python file was missing, that is why i found this happening somehow:confused: So i just download ANOTHER copy of 1.70 and now am trying that one out:crazyeye: The python file for Warriors of God installs regardless of whether the modules is or not. scribbler Mar 31, 2010, 05:07 PM I just had 2 saves from this game. I got this message in both.:sad: GTC, are you trying to load a game started in an unmodded BTS or with just RoM installed? If you didn't know, RoM isn't savegame compatible with saves from "vanilla" or unmodded Beyond the Sword. And RoM+AND isn't save game compatible with RoM only BtS. Afforess: A couple of bugs, although I'm not sure if one of them you can do anything about. 1) Easier first - when you set a spy to "Gather Intel", end turns are messed up, with units deselecting half a second after you select them, and the end turn button animation getting stuck on green. Fairly certain you should be able to reproduce this. 2) Game freeze while panning using the screen edges. Not sure if this is reproducible, but based on the last time this happened, I'd say it has something to do with tooltips popping up. Maybe. Afforess Mar 31, 2010, 05:14 PM Afforess: A couple of bugs, although I'm not sure if one of them you can do anything about. 1) Easier first - when you set a spy to "Gather Intel", end turns are messed up, with units deselecting half a second after you select them, and the end turn button animation getting stuck on green. Fairly certain you should be able to reproduce this. 2) Game freeze while panning using the screen edges. Not sure if this is reproducible, but based on the last time this happened, I'd say it has something to do with tooltips popping up. Maybe. I know about 1. Afforess Mar 31, 2010, 05:21 PM To those concerned, I have just fixed the rare bug where Great Commanders were allowed to get all the promotions w/o participating in any battles. scribbler Mar 31, 2010, 05:36 PM I know about 1. Good stuff. And while you're at it, you might want to look at Guerrillas+Forts+Fixed Borders. More of a balance/exploit issue, as I'm able to claim forts from players that I'm not at war with, and there is nothing that the AI does except get upset for our close borders. Not even attack the guerrilla as you can't attack a unit flagged like that when it's in a city/fort. Add to that that the AI seems to like spamming forts everywhere, I can pretty much take out the productivity of all my neighbors - press for win. :lol: Also, the AI is totally not retaking forts that I take away from it when I am at war when I leave the fort open. I actually ran a motorcycle with commando+morale+weather+speed (5 movement total) through enemy lines and just took out empty forts to keep them busy. But it didn't keep them busy - they never even reacted - despite the fact that those forts had none of my units around and they were on city worked tiles. scribbler Mar 31, 2010, 05:38 PM To those concerned, I have just fixed the rare bug where Great Commanders were allowed to get all the promotions w/o participating in any battles. In Beta I was always getting that one. I don't know why. Now (in 1.70 proper) I don't get any XP on my GC. Although I might have turned it off, I'm honestly uncertain -- the CP and CR are still showing in the GG info. Afforess Mar 31, 2010, 05:55 PM If it showing the GC info, you are playing with it. The game doesn't recognize any units as GC's with the game option off. Scribbler, I fixed that bug early in the patch dev cycle, no worries. ;) One last patch note, When playing w/o Mountains Mod, the Mountaineering tech will be unresearchable and no longer appear in the tech screen. gtc29 Mar 31, 2010, 06:26 PM GTC, are you trying to load a game started in an unmodded BTS or with just RoM installed? If you didn't know, RoM isn't savegame compatible with saves from "vanilla" or unmodded Beyond the Sword. And RoM+AND isn't save game compatible with RoM only BtS. NO, just because I have few posts, I'm not stupid. :mad: I've been reading this forum for more than a year. THIS IS NOT A VANILLA SAVE. IT'S A ROM 2.9 AND 1.70 SAVE. Sorry for the Caps, and thank you for any possible help... Afforess Mar 31, 2010, 07:19 PM NO, just because I have few posts, I'm not stupid. :mad: I've been reading this forum for more than a year. Longer than me then. ;) THIS IS NOT A VANILLA SAVE. IT'S A ROM 2.9 AND 1.70 SAVE. Sorry for the Caps, and thank you for any possible help... I need details. Map Size, Mapscript, Computer specs? scribbler Mar 31, 2010, 07:40 PM NO, just because I have few posts, I'm not stupid. :mad: I've been reading this forum for more than a year. THIS IS NOT A VANILLA SAVE. IT'S A ROM 2.9 AND 1.70 SAVE. Sorry for the Caps, and thank you for any possible help... I apologize.* I had hoped I had said what I had in as polite a "voice" as possible, without giving offense or suggesting your intelligence was higher or lower than any given metric. In my defense, I had inferred the possibility that you were inexperienced with mods because your join date was only several months ago and I was too hurried to check your post history. * I'm Canadian and like to live up (and down) to stereotypes, so I should probably have included an 'eh' somewhere in there :lol: arcozelo Mar 31, 2010, 07:48 PM To those concerned, I have just fixed the rare bug where Great Commanders were allowed to get all the promotions w/o participating in any battles. You think it also might have fixed the GCs stop working after a crash? Afforess Mar 31, 2010, 07:59 PM You think it also might have fixed the GCs stop working after a crash? No idea; I hope so; I've greatly revised GC's. gtc29 Mar 31, 2010, 08:01 PM Longer than me then. ;) I need details. Map Size, Mapscript, Computer specs? Starting with my Computer Specs Intel Core2 Duo P8600 2.40Ghz / 4GB RAM / NVDIA GeForce 9600M GT / Vista 64 bit Gigantic Map / 39 civs / eternity speed (i've always played this kind of game before, so nothing new for me) arcozelo Mar 31, 2010, 08:06 PM No idea; I hope so; I've greatly revised GC's. If you need it tested you can hand me an update, I have plenty of broken saves if it's savegame compatible and a crash-prone civ otherwise. gtc29 Mar 31, 2010, 08:10 PM I apologize.* I had hoped I had said what I had in as polite a "voice" as possible, without giving offense or suggesting your intelligence was higher or lower than any given metric. In my defense, I had inferred the possibility that you were inexperienced with mods because your join date was only several months ago and I was too hurried to check your post history. * I'm Canadian and like to live up (and down) to stereotypes, so I should probably have included an 'eh' somewhere in there :lol: Scribbler, apologies accepted. As a sign of this friendship I send you a photo of my Canadian Hero, Gilles Villeneuve Regards, http://img253.imageshack.us/img253/2074/1981aut27gvilleneuve.th.jpg (http://img253.imageshack.us/i/1981aut27gvilleneuve.jpg/) Afforess Mar 31, 2010, 08:25 PM If you need it tested you can hand me an update, I have plenty of broken saves if it's savegame compatible and a crash-prone civ otherwise. I keep my working files all online, you can test it now if you want. (http://anewdawn.svn.sourceforge.net/viewvc/anewdawn/) ;) @gtc29, the fault (aka crash) occured in the EXE, which means it is unrelated to this mod, and since Firaxis never released the EXE code, there is nothing I can do about it. :sad: arcozelo Mar 31, 2010, 09:19 PM What SCM service do you use for the svn? CVS, Subversion....? Afforess Mar 31, 2010, 09:23 PM What SCM service do you use for the svn? CVS, Subversion....? Subversion. arcozelo Mar 31, 2010, 10:15 PM rev 91 crashes civ on startup for me Afforess Mar 31, 2010, 10:16 PM rev 91 crashes civ on startup for me I'm playing it right now; I know it doesn't. Did you follow the guide in the main folder? You can't just drag and drop and expect it to work. ;) Edit: One minor detail, the DLL in the folder is out of date, you need to compile a new one... or wait a second for me to upload mine. ;) arcozelo Mar 31, 2010, 10:20 PM Edit: One minor detail, the DLL in the folder is out of date, you need to compile a new one... or wait a second for me to upload mine. ;) Where did you upload it? EDIT: nvm, just saw it. Thanks 2nd edit: So as not to make this post completely useless, I still haven't figured out what exactly are the Control Points in the GCs 3rd edit: GCs still not working. It isn't a crash issue, what actually breaks them for me is loading a game. This time I had no crash, I just saved the game and went to sleep, and the next day when I loaded, they weren't working again. Am I the only one to whom this happens? CivFanCCS Apr 01, 2010, 01:39 PM Afforess, Playing 1.7 right now and it's pretty good, but for a couple of little things here and there. Let me mention I just finished a vanilla ROM game so I have some comparisons. I'm playing with almost all options installed and with rev/barb off. AI seems to be worse in the beginning stages of the game. I'm playing on Monarch diff. with flexible/diff. on. I wish there was a way to see what difficulty level you are currently on with this option, maybe on the bottom right corner flag? I think the AI is much worse in my current game because of the all the new buildings and such, although I have aggressive AI on and every AI is pumping out tons of units each turn and going to war. Luckily I discovered religion first and now every single AI follows my religion so I'm basically friendly with everyone and not being attacked. This is the most likly cause of my great tech. advantage although the diff. level is prob. now on diety and they're catching up. The spy wait command has really messed up my game, even on reloads, but I will try and kill the spy when I get home and see if the game returns to normal. The game in general is much slower, interface lag here and there but I suspect the spy problem is the cause. One request.... I have been gifting tons of units to my neighbor who is at war with another neighbor of mine and yet I have no penalty for this? You would think that the neighbor who is being attacked by my gifted forces would be pissed off that I'm supplying troops against him. And on the other side you think I would receive a bonus from the neighbor who is receiving all the troops to save him from utter defeat. Afforess Apr 01, 2010, 01:44 PM Where did you upload it? EDIT: nvm, just saw it. Thanks 2nd edit: So as not to make this post completely useless, I still haven't figured out what exactly are the Control Points in the GCs 3rd edit: GCs still not working. It isn't a crash issue, what actually breaks them for me is loading a game. This time I had no crash, I just saved the game and went to sleep, and the next day when I loaded, they weren't working again. Am I the only one to whom this happens? Apparently so, but I will test it myself. Control Points are maximum number of units that the Great Commander can give his extra abilities to in one turn. If you use them all up, he can gain no XP, nor give any benefits. Afforess, Playing 1.7 right now and it's pretty good, but for a couple of little things here and there. Let me mention I just finished a vanilla ROM game so I have some comparisons. I'm playing with almost all options installed and with rev/barb off. AI seems to be worse in the beginning stages of the game. I'm playing on Monarch diff. with flexible/diff. on. I wish there was a way to see what difficulty level you are currently on with this option, maybe on the bottom right corner flag? I think the AI is much worse in my current game because of the all the new buildings and such, although I have aggressive AI on and every AI is pumping out tons of units each turn and going to war. Luckily I discovered religion first and now every single AI follows my religion so I'm basically friendly with everyone and not being attacked. This is the most likly cause of my great tech. advantage although the diff. level is prob. now on diety and they're catching up. The spy wait command has really messed up my game, even on reloads, but I will try and kill the spy when I get home and see if the game returns to normal. The game in general is much slower, interface lag here and there but I suspect the spy problem is the cause. One request.... I have been gifting tons of units to my neighbor who is at war with another neighbor of mine and yet I have no penalty for this? You would think that the neighbor who is being attacked by my gifted forces would be pissed off that I'm supplying troops against him. And on the other side you think I would receive a bonus from the neighbor who is receiving all the troops to save him from utter defeat. The AI seems to be too wonder happy in the very early game, stalling their expansion. I have discouraged this behavior in 1.71. The spy wait command has been fixed for 1.71. The part about gifting units... The AI does actually get mad/happy, but it depends on the value of the units. IDK how strong the effect either, but I know gifting nukes has a big effect. You can see your difficulty level, hover over your name in the scoreboard. ;) NBAfan Apr 01, 2010, 01:56 PM The AI seems to be too wonder happy in the very early game, stalling their expansion. I have discouraged this behavior in 1.71.That is good news. Dancing Hoskuld Apr 01, 2010, 02:02 PM The AI seems to be too wonder happy in the very early game, stalling their expansion. I have discouraged this behavior in 1.71. Now if only you could stop me being wonder happy:) Afforess Apr 01, 2010, 02:08 PM Now if only you could stop me being wonder happy:) Play a game on a tiny donut map, with 12 civs with ruthless AI. Good fun. I'm in my 3rd world war! :p civ_king Apr 01, 2010, 02:19 PM Play a game on a tiny donut map, with 12 civs with ruthless AI. Good fun. I'm in my 3rd world war! :p I'm going for it Afforess Apr 01, 2010, 04:15 PM Where did you upload it? EDIT: nvm, just saw it. Thanks 2nd edit: So as not to make this post completely useless, I still haven't figured out what exactly are the Control Points in the GCs 3rd edit: GCs still not working. It isn't a crash issue, what actually breaks them for me is loading a game. This time I had no crash, I just saved the game and went to sleep, and the next day when I loaded, they weren't working again. Am I the only one to whom this happens? Update: I checked this out and confirmed the bug. I've fixed it, so GC's work after loading saves again. ;) dragonmetal Apr 01, 2010, 04:49 PM Ok, having a graphics problem I've never experienced before. It only happens with A New Dawn. Vanilla BTS and RoM work just fine. The bug occurs while waiting for the next turn. Never before or after. Sometimes the whole screen goes blank and the monitor goes to sleep. Sometimes the display driver will also stop working. I've already tried reinstalling RoM and AND. I've got a clean install of ATI's latest 10.3 driver. My vid card is an ATI HD 4670 with 1 gig GDDR3. Windows 7 64 with 2 gigs RAM. AMD X2 4000+ CPU. Playing on standard maps (though it doesn't matter what size map I play on, I get the bug). This is my first time playing Civ since I got the ATI card. Previously used NVIDIA without a problem. My new ATI card plays Battlefield 2, Bad Company 2 and Crysis without fail. Temps never go above 40'C. Oh this is with the full version of RoM 2.9 NBAfan Apr 01, 2010, 05:00 PM Are you sure it is not overheating? You should be able to play it fine. Afforess Apr 01, 2010, 05:05 PM @Dragonmetal, Epic screenshot; but if AND is involved, there is no way I can do anything; rendering and graphics are not under modders control. I think you will have better luck trying a beta driver (if there are any) or rolling back to the last one. xcrissxcrossx Apr 01, 2010, 05:24 PM Here's a pretty important bug. I was talking with the Arabians, and I noticed they had the clerks guild. I was curious so I asked him what he wants for it. He said I could have it for free. I wondered how many other guilds I could have for free. there were two others, both owned by the incans. He gave one of them to me for free, and he only wanted 203 gold for the other. This is a pretty big AI problem, if they just give guilds away. xcrissxcrossx Apr 01, 2010, 05:25 PM @Dragonmetal, Epic screenshot; but if AND is involved, there is no way I can do anything; rendering and graphics are not under modders control. I think you will have better luck trying a beta driver (if there are any) or rolling back to the last one. I don't think it is his driver, The same thing happened to me too. dragonmetal Apr 01, 2010, 05:30 PM Are you sure it is not overheating? You should be able to play it fine. Yeah it's definitely not overheating. It actually runs 10' cooler than my last card and that thing never had issues. Afforess Apr 01, 2010, 05:31 PM Here's a pretty important bug. I was talking with the Arabians, and I noticed they had the clerks guild. I was curious so I asked him what he wants for it. He said I could have it for free. I wondered how many other guilds I could have for free. there were two others, both owned by the incans. He gave one of them to me for free, and he only wanted 203 gold for the other. This is a pretty big AI problem, if they just give guilds away. I already noticed this issue myself, but thanks for the reminder. dragonmetal Apr 01, 2010, 05:38 PM @Dragonmetal, Epic screenshot; but if AND is involved, there is no way I can do anything; rendering and graphics are not under modders control. I think you will have better luck trying a beta driver (if there are any) or rolling back to the last one. A roll back is the only thing I haven't tried, mainly because the new driver improves performance in my other games. I may try it just to see what happens. I also tried taking out graphics oriented components in AND but obviously that didn't work. No doubt this is yet another odd problem due to ATI architecture. Starting to regret my move from NVIDIA. Oh well. Thanks for replying anyhow. 0100010 Apr 01, 2010, 05:43 PM Maybe some other things to consider for patch A: Only barely started a 1.70 game, will probbaly abandon it when pathc is out though bugs and/or suggestions 1. Please turn off the freshwater flag for jungles in FeatureInfo. (I consider this as part of BetterRoM) I am fairly certain that this adds to the stupid factor when the AI decides where to place cities in jungle zones. When I turn fresh water on jungles off, the AI makes someone better (though still mostly dumb) choices for placing cities in jungle zones. They have a somewhat greater tendency to place them closer to natural freshwater than just anywhere that next to a jungle tile. 2. Enable the ability to build improvements on an oasis (again just another featureinfo xml change) 3. I use a more natural distribution of mineral based resources (Non-area specific, non-group distribution more on par w/ copper/iron) Also allow them to appear on any terrain/feature combination) This is more realistic and scatters them out more. I keep all non-mineral based resources as area specific (except horses for balance reasons) 4. Disable resource depletion for stone, marble, obsidian and salt (quarry resources) when using the Resource Depletion mod component. It is not possible to randomly re-spawn these, since you cant build quarries w/out a resource being there to begin with. 5. In Revolutions, when I accepted terms to have leadership changed to an AI for a while, I was never forced to actually give up control, I kept playing on as if nothing happen. Is this intentional form a change or did something break? 6. I was unable to sell obsolete buildings via the control-A sell building interface (I tried selling Elder Councils after getting writing) 7. Wasn't the Fish trap supposed to only be build-able next to a river? I could build it in all cities, river or not. Is this a bug or a change? 8. I like to play raging barbarians for more difficulty, but I think that on big maps this makes the game easier, as the AI don't know how to defend against them and many get killed off, or if they survive are in a very weak state. I wish there was a way to teach the AI how to defend against them properly at natural terrain choke-points, like players can. (Conversely players can just exploit the Line of sight bug and stop barb attacks altogether, so maybe barbarians should be made smart enough to know that 1 warrior standing in a choke-point pass is not really an obstacle to the nearly undefended city a few tiles behind it. Yet they go around the warrior or skip attempt to invade altogether if there is no clear path to the city tile itself.) 9. Is there an XP limit for Great Commander's winning battles against barbarians (attack or defense) Mine only got to 6 and 7 XP and never got higher than that. (only had barbarians to fight against so far, and yes barbarian XP was turned on) 10. All the civic buildings that give various % bonuses, shouldn't these get switched to a static bonus as well for BetterRoM like what was done/ Fisher's Hut, etc? Side question: Ive been playing w/ the mega civ pack expansion from 2.81 against 2.9/1.70 install and not had any issues, (could not find a mega pack for 2.9), has it been updated yet? Afforess Apr 01, 2010, 06:02 PM Maybe some other things to consider for patch A: Only barely started a 1.70 game, will probbaly abandon it when pathc is out though bugs and/or suggestions 1. Please turn off the freshwater flag for jungles in FeatureInfo. (I consider this as part of BetterRoM) I am fairly certain that this adds to the stupid factor when the AI decides where to place cities in jungle zones. When I turn fresh water on jungles off, the AI makes someone better (though still mostly dumb) choices for placing cities in jungle zones. They have a somewhat greater tendency to place them closer to natural freshwater than just anywhere that next to a jungle tile. Better solution. I'll tweak the AI so they ignore fresh water from jungles. ;) 2. Enable the ability to build improvements on an oasis (again just another featureinfo xml change) Yeah; I'll do this; I agree, it is needed. 4. Disable resource depletion for stone, marble, obsidian and salt (quarry resources) when using the Resource Depletion mod component. It is not possible to randomly re-spawn these, since you cant build quarries w/out a resource being there to begin with. With Resource Depletion, those resources actually do have a chance of spawning. ;) 5. In Revolutions, when I accepted terms to have leadership changed to an AI for a while, I was never forced to actually give up control, I kept playing on as if nothing happen. Is this intentional form a change or did something break? Revolution 2.71 bug; It's already been reported to them, but they haven't fixed it AFAIK. 6. I was unable to sell obsolete buildings via the control-A sell building interface (I tried selling Elder Councils after getting writing) Boohoo. I closed an exploit. 7. Wasn't the Fish trap supposed to only be build-able next to a river? I could build it in all cities, river or not. Is this a bug or a change? Really? I have not noticed that bug; I'll test it out. 8. I like to play raging barbarians for more difficulty, but I think that on big maps this makes the game easier, as the AI don't know how to defend against them and many get killed off, or if they survive are in a very weak state. I wish there was a way to teach the AI how to defend against them properly at natural terrain choke-points, like players can. (Conversely players can just exploit the Line of sight bug and stop barb attacks altogether, so maybe barbarians should be made smart enough to know that 1 warrior standing in a choke-point pass is not really an obstacle to the nearly undefended city a few tiles behind it. Yet they go around the warrior or skip attempt to invade altogether if there is no clear path to the city tile itself.) Yeah; I doubt that this will ever happen. The sheer number of units would make these types of calculations extremely lag-inducing. Civilizations 5's lack of SOD's should make this much more possible. 9. Is there an XP limit for Great Commander's winning battles against barbarians (attack or defense) Mine only got to 6 and 7 XP and never got higher than that. (only had barbarians to fight against so far, and yes barbarian XP was turned on) Yes and No. There is an XP limit for Great Commander's per turn; which is equivalent to the number of control points; otherwise no. However, there is a critical bug in 1.70 with GC's not reloading after saves properly. So your problem is probably related to that. 10. All the civic buildings that give various % bonuses, shouldn't these get switched to a static bonus as well for BetterRoM like what was done/ Fisher's Hut, etc? I've found that most of those buildings outputs aren't high enough to warrant changing. If there are specific buildings that you think are unbalanced, let me know. Side question: Ive been playing w/ the mega civ pack expansion from 2.81 against 2.9/1.70 install and not had any issues, (could not find a mega pack for 2.9), has it been updated yet? Not been updated; and I recommend you don't use it. arcozelo Apr 01, 2010, 06:05 PM rev 94 takes ~12min to pack on installjammer instead of the previous ~3min. The generated intaller claims there is an error during the install, seems to break the install process but then states "installation sucessful". Starting BtS shows that the installation failed (civilopedia shows ROM entries, but no AND entries). Is there an installation log anywhere I can post? edit: I deleted the RoM folder in BtS mods folder and did a fresh install. 0100010 Apr 01, 2010, 06:07 PM Boohoo. I closed an exploit. Well that's fine, I didn't know it was a purposeful change, Does that affect all building or only obsolete ones? They still show up in the list as sellable to it APPEARS like it is a bug. Afforess Apr 01, 2010, 06:16 PM rev 94 takes ~12min to pack on installjammer instead of the previous ~3min. The generated intaller claims there is an error during the install, seems to break the install process but then states "installation sucessful". Starting BtS shows that the installation failed (civilopedia shows ROM entries, but no AND entries). Is there an installation log anywhere I can post? edit: I deleted the RoM folder in BtS mods folder and did a fresh install. I haven't tested the latest installer. One moment. Well that's fine, I didn't know it was a purposeful change, Does that affect all building or only obsolete ones? They still show up in the list as sellable to it APPEARS like it is a bug. Okay. I'll update it to not show those buildings. 0100010 Apr 01, 2010, 06:20 PM Yeah; I doubt that this will ever happen. The sheer number of units would make these types of calculations extremely lag-inducing. Civilizations 5's lack of SOD's should make this much more possible. I don't see why this would be hard. There are 2 components to this. First getting the AI to defend choke points (and build forts there) should not be hard. First the choke points have to be identified, this could be done during the inital map setup only once, and then each AI civ simply finds the set of choke points closest to it within X radius and sends Y defensive units to them. (presense or non-presence of barbarians is irrelevant, as choke points do just as good defending against other civs) The barbarians should not be doing any calculations related to this, they should simply be ignoring intervening units on their way to attacking a city. The Barbarian Lemmings event code does this (ignore intervening blocking units) On the subject of choke-points, they lose their effectiveness w/ walkable mountains. I haven't brought a game far enough to check that effect out yet. Can any units cross mountains or only infantry/melee types? (IMO only infantry types should be able to cross them, and preferably only w/ the mountaineering promotion) Afforess Apr 01, 2010, 06:30 PM I don't see why this would be hard. There are 2 components to this. First getting the AI to defend choke points (and build forts there) should not be hard. First the choke points have to be identified, this could be done during the inital map setup only once, and then each AI civ simply finds the set of choke points closest to it within X radius and sends Y defensive units to them. (presense or non-presence of barbarians is irrelevant, as choke points do just as good defending against other civs) Said like a non-programmer. This is a LOT harder than you think. Tiles have a total of 8 directions, so at a maximum, you can be analyzing 9 tiles at any given time. It's pretty hard to tell from just those 9 tiles where/if there are any chokepoints. If you want to see one more radius outward, you are suddenly looking at 64 tiles. A lot more calculation. Especially since you can not calculate them at the beginning and just remember them. Mountaineering changes choke points drastically, as do cities, the presence of forests and forts. Choke points can be very dynamic. Doing that many calculations is simply unrealistic with todays technology. On the subject of choke-points, they lose their effectiveness w/ walkable mountains. I haven't brought a game far enough to check that effect out yet. Can any units cross mountains or only infantry/melee types? (IMO only infantry types should be able to cross them, and preferably only w/ the mountaineering promotion) Mountaineering grants all units movements on Mountains, but movement is very slow. There is a later tech that speeds up movement somewhat. The Mountaineering promotion is for the early game, to allow GG's to get early strategic access to mountains that otherwise could not be gained for some hundreds of years. Afforess Apr 01, 2010, 06:31 PM rev 94 takes ~12min to pack on installjammer instead of the previous ~3min. The generated intaller claims there is an error during the install, seems to break the install process but then states "installation sucessful". Starting BtS shows that the installation failed (civilopedia shows ROM entries, but no AND entries). Is there an installation log anywhere I can post? edit: I deleted the RoM folder in BtS mods folder and did a fresh install. Created A New Installer myself, I saw no problems. What exactly did the error message say? arcozelo Apr 01, 2010, 06:42 PM Created A New Installer myself, I saw no problems. What exactly did the error message say? Popup window "Install Error - An error has occurred during installation". This happens about 4/5 to 5/6 thru the installation, either somewhere during the "Installing Historical Wonders" or whatever comes after it that I can't see. Edit - This time i noticed something on the WoC installer log. There is an error processing ...World_Trade_Center/Soundpack/AudioDefines.XML. Edit 2 - The previous woc log error only occurs if I try to install AND over a previous failed install. All the other files say something along the lines of "Already processed", and that one gives an error. A fresh install still produces the same "Install Error", but the WOC log shows no problems. 0100010 Apr 01, 2010, 06:48 PM Said like a non-programmer. This is a LOT harder than you think. Tiles have a total of 8 directions, so at a maximum, you can be analyzing 9 tiles at any given time. It's pretty hard to tell from just those 9 tiles where/if there are any chokepoints. If you want to see one more radius outward, you are suddenly looking at 64 tiles. A lot more calculation. Especially since you can not calculate them at the beginning and just remember them. Mountaineering changes choke points drastically, as do cities, the presence of forests and forts. Choke points can be very dynamic. Doing that many calculations is simply unrealistic with todays technology. Mountaineering grants all units movements on Mountains, but movement is very slow. There is a later tech that speeds up movement somewhat. The Mountaineering promotion is for the early game, to allow GG's to get early strategic access to mountains that otherwise could not be gained for some hundreds of years. Actually I am a programmer, and I could send you some pseudo code how to do conceptually, because it was something I was considering doing myself. http://forums.civfanatics.com/showpost.php?p=7935846&postcount=878 I just never had the time to implement it (why because I'm too busy completing a master in CS (AI track) right now, my non-work programming time is consumed by school projects). I wanted to do this to make Forts more strategically useful. I'm not saying it isn't hard, but not as hard as you are probably thinking it is. Dancing Hoskuld Apr 01, 2010, 06:57 PM 6. I was unable to sell obsolete buildings via the control-A sell building interface (I tried selling Elder Councils after getting writing) Boohoo. I closed an exploit. Originally we let you sell obsolete buildings at a great discount 20% of the non-obsolete value I think. However if it can't be sold it should not be showing up in the list, I thought we had done that for free buildings and the like. Or did we just keep them all there and say free. Its so long ago that I worked on it. Did you also close the exploit where players would sell buildings then abandon the city? I couldn't figure out how to do that. Afforess Apr 01, 2010, 07:11 PM Actually I am a programmer, and I could send you some pseudo code how to do conceptually, because it was something I was considering doing myself. http://forums.civfanatics.com/showpost.php?p=7935846&postcount=878 Surprise me. ;) arcozelo Apr 01, 2010, 10:40 PM I downloaded the whole tarball from sourceforge instead of using tortoiseSVN to update my local copy and the installer took the usual ammount of time to compile and installed without any problems. I can tell it's rev 94 by the ark of covenant wonder. GCs are still broken after a save/load :( 0100010 Apr 02, 2010, 01:19 AM Surprise me. ;) Ok. First of all my definition of a chokepoint is the following: A single walkable tile which is bordered by a minimum of two diagonally adjacent, non-walkable tiles. or two non-walkable tiles on opposite sites with equal X or equal Y values. When this chokepoint tile, when considered "non-walkable" causes a single land area zone to become split into two sub-land area zones (A and B), where the minimum pathing distance from a tile in sub-zone A that is adjacent to the chokeponit tile. to a tile in subzone B that is also adjacent to the chokepoint tile, is greater than X or when a walkable land path between sub-zone A and B no longer exists. An Example: 1 = non-walkable tile 0 = walkable taile X = chokepoint tile 001110 000100 000X00 000100 000100 Some caveats: This was orignally envisioned before the mountaineering mod came into existance, so for now I am assuming that mountians are considered as non-walkable tile. Chokepoints as determined thus therefore viable for anyone not using the mountaineering mod. Even with the mountaineering mod, they remain viable pre-mountaineering tech or in regards to cost, or if one wants to modify the mountaineering rules to further restrict what unit types can traverse them. It is assumed that chokepoint locations will be calculated for land tiles only at the beginning of the game during inital map creation, via a single scan pass of the map. Terrain type and features are irrelavent, only a tile's walkable or non-walkable states are considered. The algorithm is for single tile chokepoints, but it could be expanded to cover two-tile chokepoints, but at more complication. (more on that later) I am assuming that chokepoint blocking that require 3 or more tiles to "fill the gap" to be too complex to bother with for the AI. The algorithm For Y = 0 to MaxHeight //Note this Y scan could be reduce if it is known that the map type is a 'polar' ice cap type, to begin and end at a reduce latitude to skip the ice/ocean rows For X = 0 to MaxWidth tile = GetTile(x,y) if (tile.IsWalkable()) //A walkable tile is != mountain and != water. { if (IsChokepoint(tile)) AddToChokePointList(tile) } IsChokePoint(tile) How many possible ways are there to divide an 3x3 tile grid, into two sub-land zone if a choke point is considered to be present at the center? Answer: 6 First lets ID our tiles as: 123 456 789 The tile passed into the function is at position 5. So position 3 = tile.X+1, tile.Y - 1, etc. How can we subdivide the grid? A, B = walkable tiles, 1 = non-walkable tiles, X = center (potential chokepoint site) A1B A1B A1B AAA AAA AAA 1XB AX1 AXB 1X1 1XA AX1 BBB AAA A1B BBB B1A A1B Translate positions 1-8's walkable (0) /non-walkable (1) states into a bitmask and we'll do some bitwise operations against the resultant 8-bit (8 because position 5 is ignored) byte to keep or throw away this candidate tile. I'm not going to explain bitwise ops here though, it will take too long. Notice that positions 2, 4, 6, and 8 are the primary positions we need to consider to determine if the tile is a chokepoint candidate (checking other positions might eliminate candidacy, but if a minimum of 2 non walkable tiles do not exist in position 2,4,6,8 then the tile is NOT a candidate chokepoint location, return false First some general culling: sum your bitmask, if the sum >=7 them the tile is NOT a candidate (8 means its a boxed in tile, 7 means it's a cul-de-sac) return false So for now if you have gotten this far, then position 5 is walkable, and there are at least 2 non-walkable tiles (non-diagonally) adjacent to it. Based on the calculated 8 bit number you are in 1 of the 6 states above. We want to find the opposing walkable positions as belonging to tile set A and tile set B (these represent walkable tiles in sub-zone A and B on opposite side of the chokepoint) note that it is possible for there to be a set C if positions (2,4,6,8) have 3 non-walkable tiles or a set D if they have 4. We want to divide the walkable tiles adjacent to the chokepoint into separate sets separated by non-walkable tiles. The minimum size for a set is 0 and the maximum size for a set is 5. We construct a list of positions 1,2,3,6,9,8,7.4 w/ values as their walkable states. Add to set A, the first walkable position encountered from the list starting at 1 and keep adding tiles to set A until a non-walkable tile is encountered at position 2,4,6 or 8 then stop. Each time a walkable tile is added to set A, remove it from the list. If set A contains position 1 or 2, then traverse the remaining list in backwards order starting from 4, and each walkable tile to Set A until a non-walkable tile at position 4,6 or 8 is encountered then stop. You have completed set A. Add to Set B the first non-walkable position encountered from the list, starting from the beginning until a non-walkable tile at position 2,4,6, or 8 is encountered. You have completed set B. Repeat the above to construct set C and D until there are no more walkable tiles left in the list. If Set B have no elements, then the tile is NOT a chokepoint candidate, return false. We now need to determine if the minimum shortest path distance between walkable tile pairs in disparate sets is greater than the given threshold T, for each set pair. The step will help eliminate extra unneeded chokepoints, but can be skipped. Calculating the shortest path because it will go outside the original adjacent 8 position of the candidate tile to find out if Calculate these shortest path assuming the the chokepoint is blocked. Note that there is a maximal limit to the compares based on the original prior determinations There is at MOST 6 walkable tiles from the original tiles adjacent to the candidate choke point. (because 2 were known to be non-walkable) There is a minimum of two different sets, the maximum elements of one set being 5, the minimum being 1 Therefore the max number of shortest path calculations is 9 (Assuming max number of tiles in different sets) (Set A tile 1 to Set B tile 1) (Set A tile 1 to Set B tile 2) (Set A tile 1 to Set B tile 3) (Set A tile 2 to Set B tile 1) (Set A tile 2 to Set B tile 2) (Set A tile 2 to Set B tile 3) (Set A tile 3 to Set B tile 1) (Set A tile 3 to Set B tile 2) (Set A tile 3 to Set B tile 3) You will need to abort some path calculations when the primary shortest path chain gets longer than T * (some other cutoff threshold value which is >= 1) T represents how far of an alternate path a unit must walk to bypass the chokepoint and get from sub-zone A to sub-zone B. (or from A to C, A to D, B to C, B to D or C to D) For each pair of sets, you should have the minimum shortest path between them. If ALL of these shortest paths are less than T then the candidate chokepoint is mostly useless, and should NOT be considered viable, return false. The Minimum value of T should be 2. and the maximum should be 6. Larger values of T will eliminate more candidate chokepoints. For example, assume all tiles with a Y position <= A.Y are walkable, and that tiles > A.Y continue to separate tiles A and B. The shortest bath form A to B would be 6. 111 AXB 111 The last check: Minimum Land zone size. M We want to make sure the size of our land sub-zones are sufficientlly large enough for the choke point to be important. For example, let say we had four sub-zone sets A1B 1X1 C1D Assume that this happens to be an 3x3 island. Placing a chokepoint at position X is rather useless in this case, because the size of each of our sub-zones is only 1 tile. If we assume it was the tail end of a peninsula. it is still useless, One sub-zone would be large but the other 3 still small. So we want to make sure at least 2 sub-zones land sizes are greater than M. For each set choose the first tile in the set. Count all contiguous walkable tiles radiating out from the set's tile. You don't have to count them all, stop once you reach M. Set this count result as the land size value for this set. If there is not at least 2 sets with a land size value = to M then this tile is NOT a chokepoint candidate, return false. If you have gotten this far, then the tile is a chokepoint. Ok now, how do you expand it to consider 2 tile length choke points? First remember than we are scanning top to bottom left to right for Y and X in map height and width. When we are preparing to construct our bitmask: If position 2 or 4 has been previously added to the chokepoint list, consider it to be non-walkable. If position 2 is a non-walkable tile, and position 3 is walkable, pretend position 3 is non-walkable if and only if tile(candidate tile.X, candidate tile.Y + 2) is a non-walkable tile. If position 4 is a non-walkable tile and position 6 is walkable, pretend position 6 is non-walkable if and only if tile(candidate_tile.X + 2, candidate_tile.Y) is a non-walkable tile. Construct your bitmask as normal and continue with the rest of the previously described function. --------------------------- Construct this list at the beginning of the map setup. These choke points are not going to change (however some might get flagged as "unimportant" or removed but none will be added) the only major kink I can think of is if any mod using rising sea levels this might create or wash away some chokepoints. If is washes them away, remove them from the list. (this is the only time they should get removed) Don't bother trying to determine new ones though, by the time a global warming mod raises sea levels chokepoints will mostly be a minor speed bump to any civ that is powerful, and its not worth recalculating anyway.. When does a chokepoint become important or unimportant to a civ? A chokepoint location becomes important to a civ when they expand to within R range of a choke point site, and the choke is in neutral territory or inside their borders. A chokepoint becomes unimportant when the a civ culturally controls P percent of all tiles surrounding a chokepoint up to range R. An important choke point needs to be controlled, by the nearby civ, and have defending units squatting on it (and workers sent to it to build forts). An unimportant choke point does not need defenders on it anymore. (or at the least, less defended on it) What values should R and P be? I don't know that requires testing. Each civ should have a list of "important chokepoints" that changes over the course of the came. A chokepoint is a candidate site for building a city. (it's priority and weight relative to other nearby city sites however, may vary) It is possible to identify chokepoints on water, by swapping the "walkable/non-walkable" state w/ water tile/land tile and using the function, but I am not sure if one would want to both tracking water chokepoints. I would advise against it. This algorithm won't be perfect by any means, there will be much tweaking required I am sure, to get the right balance. I can for see some issues along the lines of tile arrangements like this: 11111111111 00000000000 11111111111 Technically every one of the walkable 0 tiles would get flagged as a chokepoint, but there doesn't really need to be that many of them in a row.in that scenario only a few on the best terrain., This is where more culling functions would need to be expanded on. strategyonly Apr 02, 2010, 02:40 AM 0100010@ when you have something that long to write(as above), it would be appreciated if you put it inside a spoiler ok, thx. os79 Apr 02, 2010, 03:58 AM 0100010@ when you have something that long to write(as above), it would be appreciated if you put it inside a spoiler ok, thx. And so would be the long bug reports from you filled with undecipherable python errors :). You are no moderator and I admired him for taking time to share his expertise with Afforess in order to help Afforess develop even more. I strongly suggest you do the same and cheer them on :). Thx! Arakhor Apr 02, 2010, 04:10 AM To be fair, both of them should have been spoilered, but all in the name of progress, eh? :) Hydromancerx Apr 02, 2010, 05:32 AM I believe I reported this before but for some reason the Department of Water is not showing up in game. For some reason it can't be built. Please check it over to see why. Afforess Apr 02, 2010, 09:57 AM I downloaded the whole tarball from sourceforge instead of using tortoiseSVN to update my local copy and the installer took the usual ammount of time to compile and installed without any problems. I can tell it's rev 94 by the ark of covenant wonder. GCs are still broken after a save/load :( I should mention this now. You will need to get a compiler (Visual Studio 200x) running that can compile a dll for Civ, I have limited bandwidth at my location, and can not upload a new 6mb dll for each revision. The source code uploaded has fixed the GC bugs, but the dll is frequently out of date. I recommend you check out the modiki, and head to it's page on the SDK. It has tutorials on setting up a compiler for Civ; and once you get it working, everything is a snap. Some caveats: This was orignally envisioned before the mountaineering mod came into existance, so for now I am assuming that mountians are considered as non-walkable tile. Chokepoints as determined thus therefore viable for anyone not using the mountaineering mod. Even with the mountaineering mod, they remain viable pre-mountaineering tech or in regards to cost, or if one wants to modify the mountaineering rules to further restrict what unit types can traverse them. Even after Mountaineering is research, mountains are still decent chokepoints, just as long as the other team does not have mountaineering. When everyone has it late game; chokepoints are much less valuable anyway, because of the advent of flight. However, there are some disadvantages to this way of doing it. By calculating beforehand, and not on the fly, you create some obvious, and not so obvious issues. Obviously any changes in terrain or impassibility will cause issues. A player with a fancy for the worldbuilder could cause AI stupidities. However, the not so obvious issues; A player has mountaineering, but the victim player they are fighting does not. This code would tell them to fight in the pass, as the victim would be unable to advance. But strategically, the valley, or chokepoint, while strategically, the best place, is usually the worst place defensively. Moving onto the peaks would give the units invulnerability. The only way to tell which decision to make would be to see if the AI was winning or losing the war, if they were attacking or defending; however there is no good way to check this, and the AI might be losing on one continent, but winning on this one. Such is the state of Civ4 AI... A further problem is that the AI has practically no battlefield tactics. While most of the AI exists in the present, Unit AI is singularly unique in existing in the future. The Units are not particularly preoccupied with the ongoings of the now; and focus on a future destination. There is no existing AI to make them consider fighting in the battlefield; and I'm sure you have noticed the AI rarely does this. 9/10 of times, their stacks follow singular goals of moving to a location; then engaging. Deviating from this would require a even larger rewrite than what you propose. The good news is that I expect Shafer knows exactly the same thing about chokepoints as you do, and for Civ5, chokepoints will be even more valuable, with the 1 unit limit. I seriously hope they dedicated a programmer to just AI; with Civ4, they didn't, and this is the result... As for actually programming your pseudo-code, I must admit bitwise operations are a bit over my head; I am just completing my 1st year of programming. I understand some basic ops; but no where near the level you describe. 0100010@ when you have something that long to write(as above), it would be appreciated if you put it inside a spoiler ok, thx. Who died and made you a CFC admin? :rolleyes: I believe I reported this before but for some reason the Department of Water is not showing up in game. For some reason it can't be built. Please check it over to see why. Will do. ;) strategyonly Apr 02, 2010, 10:23 AM Who died and made you a CFC admin? :rolleyes: You didnt hear about it, WOW, you must be the last to know then:deal: Of course that could be the stuff i am hearing in my mind:lol: All i can say is Etiquette:p Afforess Apr 02, 2010, 10:29 AM You didnt hear about it, WOW, you must be the last to know then:deal: Of course that could be the stuff i am hearing in my mind:lol: All i can say is Etiquette:p I always am. :p 0100010 Apr 02, 2010, 11:15 AM As I said I original designed it out before the mountaineering mod existed, so it reflect that. Of course it cant account for all situations, you can't design for everything. Trade off for doing ahead of time is not spending time each turn later to do it on the fly. If a player is popping open world builder to change terrain they are pretty much changing the game anyway. A compromise could be to trigger a recalc after a world builder exit and/or a game load. (As an aside a hex map is a lot easier to ID chokepoints on than a square grid that allows diagonal moves) --And settle down SO, I merely forgot spoiler tags cause I pasted it from notepad, it wasn't intentional. xcrissxcrossx Apr 02, 2010, 12:10 PM I'm not sure if this is a civ 4 glitch, or a ROM glitch, but this is the first time it has ever happened. There is a 2 tile wide space of undiscovered land that I can not discover. If I walk units next to it, it doesn't show it, and I can walk units into it, but it takes all of their movement points. Even when the units are on the space, it is still black, and I can see the line of sight around the tiles but not the tiles. tibi Apr 02, 2010, 12:21 PM can someone explaim me please why I can not continue this game? When I press end turn it the mouse cursor turns in turning globe (like between turns) and keeps turning just like that, nothing happens after that! This game was ok until this turns, but I do not know what happened? I am playing AND with custom installation. Tell me what other information do you need? P.S. I am not able to finish one single game, everytime a different BUG stops me!! :mad::mad: Afforess Apr 02, 2010, 12:26 PM can someone explaim me please why I can not continue this game? When I press end turn it the mouse cursor turns in turning globe (like between turns) and keeps turning just like that, nothing happens after that! This game was ok until this turns, but I do not know what happened? I am playing AND with custom installation. Tell me what other information do you need? P.S. I am not able to finish one single game, everytime a different BUG stops me!! :mad::mad: I need your A New Dawn.log, located in your Rise of Mankind folder. civ_king Apr 02, 2010, 12:28 PM try clicking the minimap tibi Apr 02, 2010, 12:55 PM i can not upload this file it says invalid file, i copy paste what it contains {Required Files} {Military Civics} {Ideology Civics} Meteorology {Realistic Diplomacy} {Seafaring } {War Prizes} {Larger Cities} {Espionage Process} Forestation {Sea Tunnels} Terraforming {Lead From Behind} ANM Formations {Mega Civ Patch} {Better RoM} Withdraw Guilds {Modern Corporations} {Airbase Range} {Civic Diplomacy} {Battlefield Promotions} Custom tibi Apr 02, 2010, 01:01 PM try clicking the minimap i tried it didnt help, i can move around map, i can click menu, i can exit to desktop. But it just doesnt go to next turn :mad: scribbler Apr 02, 2010, 03:01 PM Haven't seen this mentioned before, so I'm reporting it myself: AND 1.70 - When upgrading Warlord Chief or Warlord Captain to Warlord Privateer or Warlord General, when 'led by noble', I lose the ability to level up. So I have something like 1000+/500 xp on one Warlord General, and have no ability to choose any promotions (I have not cleared all promos on the unit). An update: Seems to have something to do with having withdrawal at 105%. Seems that there are a multitude of problems when withdrawal goes over 100%. Will be testing that out. Update 2: I was right. Going into World Editor and removing the Kemetism promotion did the trick. dragonmetal Apr 02, 2010, 03:38 PM Ok, having a graphics problem I've never experienced before. It only happens with A New Dawn. Vanilla BTS and RoM work just fine. The bug occurs while waiting for the next turn. Never before or after. Sometimes the whole screen goes blank and the monitor goes to sleep. Sometimes the display driver will also stop working. I've already tried reinstalling RoM and AND. I've got a clean install of ATI's latest 10.3 driver. My vid card is an ATI HD 4670 with 1 gig GDDR3. Windows 7 64 with 2 gigs RAM. AMD X2 4000+ CPU. Playing on standard maps (though it doesn't matter what size map I play on, I get the bug). This is my first time playing Civ since I got the ATI card. Previously used NVIDIA without a problem. My new ATI card plays Battlefield 2, Bad Company 2 and Crysis without fail. Temps never go above 40'C. Oh this is with the full version of RoM 2.9 An update on my attempts to rid myself of this graphics bug. Rolling back the video card driver didn't help. However, I stripped out yet more components of AND, and presto, the bug is gone. Here is what I took out in addition to what's missing in the AND log in my original post: realistic diplomacy {war prizes} espionage process {event images} civic buildings & more wonders {withdraw} airbase range {transportation} misc buildings Not sure of which of these influences end of turn rendering (where my bug occurs) but I plan to add these components back in one at a time until I find the culprit. Common Sensei Apr 02, 2010, 03:38 PM Got a "Not Responding" issue, in the Renaissance era in the middle of a war. {Required Files} {Military Civics} {Beautification Project} {Castle Improvements} {Ice Breaker} {Ideology Civics} Meteorology {Realistic Diplomacy} {Seafaring } {Resource Refinement} {War Prizes} Firestorm Arctic {Larger Cities} {Espionage Process} Forestation {Sea Tunnels} Terraforming {Lead From Behind} {Event Images} Education Sports NIMBY {Civic Buildings & More Wonders} {No Storms} {Early Buildings} ANM {Historical Wonders} Formations {Mega Civ Patch} {Better RoM} Domestic Withdraw Farming Guilds {Modern Corporations} {Better RoM Artwork} {Water Mod} {Airbase Range} {Civic Diplomacy} Transportation {Misc Buildings} {Battlefield Promotions} Health Custom Afforess Apr 02, 2010, 04:27 PM An update on my attempts to rid myself of this graphics bug. Rolling back the video card driver didn't help. However, I stripped out yet more components of AND, and presto, the bug is gone. Here is what I took out in addition to what's missing in the AND log in my original post: realistic diplomacy {war prizes} espionage process {event images} civic buildings & more wonders {withdraw} airbase range {transportation} misc buildings Not sure of which of these influences end of turn rendering (where my bug occurs) but I plan to add these components back in one at a time until I find the culprit. If you do find out; let me know, and I may be able to figure out why it is causing the issue. arcozelo Apr 02, 2010, 05:58 PM VS 2008 Express fails build with this error: d:\anewdawnvn\anewdawn\Trunk\Sources\CvGameCoreDLL .h(160) : fatal error C1083: Cannot open include file: 'boost/python/list.hpp': No such file or directory Can't seem to find this file anywhere. I got the SDK for Windows Server 2003 R2 and the C++ Toolkit 2003. I couldn't find the same SDK you had in your makefile, but I have read that this one works too. Do I need to install python stuff too? Afforess Apr 02, 2010, 06:03 PM VS 2008 Express fails build with this error: d:\anewdawnvn\anewdawn\Trunk\Sources\CvGameCoreDLL .h(160) : fatal error C1083: Cannot open include file: 'boost/python/list.hpp': No such file or directory Can't seem to find this file anywhere. I got the SDK for Windows Server 2003 R2 and the C++ Toolkit 2003. I couldn't find the same SDK you had in your makefile, but I have read that this one works too. Do I need to install python stuff too? Copy and paste the Python24 and Boost folders from your CvGameCoreDLL folder in the Beyond the Sword folder into the source code folder. arcozelo Apr 02, 2010, 07:42 PM Copy and paste the Python24 and Boost folders from your CvGameCoreDLL folder in the Beyond the Sword folder into the source code folder. Thanks for the help. I got rev 96 working and I confirm the GC issue is solved. I noticed that a lot (possibly all) options like field of view and train units forever are reset when you load the game, I'm not sure if this is supposed to happen. I also found a minor typo: on the Ruthless AI mouseover, last line - where it reads "recieve" it should read "receive". Afforess Apr 02, 2010, 07:47 PM Thanks for the help. I got rev 96 working and I confirm the GC issue is solved. I noticed that a lot (possibly all) options like field of view and train units forever are reset when you load the game, I'm not sure if this is supposed to happen. I also found a minor typo: on the Ruthless AI mouseover, last line - where it reads "recieve" it should read "receive". Spelling and grammer is for wimps. (Bonus points to who can find the errors in that sentence) civ_king Apr 02, 2010, 08:19 PM Spelling and grammer is for wimps. (Bonus points to who can find the errors in that sentence) I iz teh dink dath de probem iz teh lak ov teh r in sted ov de iz?? (I think that the problem is the lack of the are instead of the "is"?) dragonmetal Apr 02, 2010, 09:01 PM If you do find out; let me know, and I may be able to figure out why it is causing the issue. Well it looks like I spoke too soon. I loaded up the saved game I had working yesterday, and the bug came back. So I cleared the cache in a vain attempt at troubleshooting, and the bug was still there. So next I decided to see if maybe this bug shows up in certain era's, like say industrial. No graphics bug until I got to starting in Industrial Era. I could have sworn I got this bug in earlier era's with AND but I guess I was wrong. Now I've been monitoring temperatures during all this testing. The Vid Card sticks to about 40'C (the highest it goes playing RoM with AND is 42'C). The CPU averages about 50'C sometimes reaching 57'C. The reason I did this is to have a reference, so I could check temps running vanilla RoM, which I hadn't had the bug in. Well tonight's testing has made me into a liar. Started custom game, Modern Era in Vanilla RoM, and after a few minutes, guess what? That damn graphics bug shows up. So obviously AND is definitely off the hook. I plan on testing Vanilla BTS, but this is looking like my particular hardware/OS setup simply doesn't like Civ 4 or Civ 4 is just exposing a hardware failure my other games and software don't. NBAfan Apr 02, 2010, 09:40 PM What does the MLF Frontend program do? Afforess Apr 02, 2010, 09:44 PM This. (http://forums.civfanatics.com/showthread.php?t=349385) An interesting idea that never gained popularity. civ_king Apr 02, 2010, 10:00 PM huh, I wonder who this Devon McAvoy is :D Afforess Apr 02, 2010, 10:07 PM Wait, you actually read the description/readme files? Inconceivable! Common Sensei Apr 02, 2010, 10:18 PM Got a "Not Responding" issue, in the Renaissance era in the middle of a war. {Required Files} {Military Civics} {Beautification Project} {Castle Improvements} {Ice Breaker} {Ideology Civics} Meteorology {Realistic Diplomacy} {Seafaring } {Resource Refinement} {War Prizes} Firestorm Arctic {Larger Cities} {Espionage Process} Forestation {Sea Tunnels} Terraforming {Lead From Behind} {Event Images} Education Sports NIMBY {Civic Buildings & More Wonders} {No Storms} {Early Buildings} ANM {Historical Wonders} Formations {Mega Civ Patch} {Better RoM} Domestic Withdraw Farming Guilds {Modern Corporations} {Better RoM Artwork} {Water Mod} {Airbase Range} {Civic Diplomacy} Transportation {Misc Buildings} {Battlefield Promotions} Health Custom I think I may have found a clue on this. It may have been tied to a civ that was created to be rebels without a city of their own. Going back to an earlier save without that rebellion occurring did not have the lockup appear again. civ_king Apr 02, 2010, 11:17 PM Wait, you actually read the description/readme files? Inconceivable! Afforess, do you know this neglected genius named Devon McAvoy? Afforess Apr 02, 2010, 11:23 PM Afforess, do you know this neglected genius named Devon McAvoy? That depends strictly on your definition of 'know'. ;) Hydromancerx Apr 03, 2010, 01:58 AM I like most of the changes you did to the Science Mod however I am curious why some buildings were not tweaked like the Archaeology Lab. For instance some have + science while others have % science. Why do they have a mixture of both and not all just the same? Ones that have % Science ... Biology Lab 5% Science Chemistry Lab 3% Science with Chemicals Archaeology Lab (Looks like no tweaking from Original) 5% Science 5% Science with Ancient Relics 5% Science with Modern Seismology Geology Lab 2% Science (For Each Mineral Resource) Paleontology Lab 5% Science 3% Science for Coal 2% Science for Stone Shouldn't the main 5% Science be a + instead?A dn possibly the same thing for ones connected with techs? Also you may want to adjust the costs of the buildings now that you tweaked them. I when I did the coast I did 5% science = 50 cost with a starting cost of 100. Now that you tweaked them all around you may want to make some earlier ones cheaper and later ones more expensive. strategyonly Apr 03, 2010, 06:26 AM The FOG of War is still messed up with the CURRENT d/l:( I have before, during, capture, and after shots to show whats happening look at the dates and other info in red.:( tibi Apr 03, 2010, 08:43 AM Afforess, do I have any hope that my game will be fixed and I can continue my game?:( riddleofsteel Apr 03, 2010, 10:24 AM I don't know if this is intentional, but running version 1.71 here and playing as Babylon. Vercingetorix and Meiji are asking me for an Embassy every single turn. AndarielHalo Apr 03, 2010, 02:18 PM I love the complex new arrangements for civilizations in revolutions, granting independence, etcetera, BUT! You should clarify what is meant by the option to "Accept and take control of civ" It sounds obvious now, but at the time I thought it would just mean that I retain control of a colony, but they get like... their own individual culture (since some of the cities I had founded myself) Two minutes later of loading, I lost my entire Empire and then -I- was the colony! So now I have to re-load to the last autosave. Slammer64 Apr 03, 2010, 02:20 PM Afforess, I get an instant CTD as soon as I click the tech bar on the main screen, it happens every time. Fresh install of RoM 2.9 and AND 1.71 Log as follows: {Required Files} {Military Civics} {Beautification Project} {Castle Improvements} {Ice Breaker} {Ideology Civics} Meteorology {Realistic Diplomacy} {Seafaring } {Resource Refinement} {War Prizes} Zoology Firestorm Arctic {Larger Cities} {Espionage Process} Forestation {Sea Tunnels} Terraforming {Lead From Behind} {Event Images} Education Sports NIMBY {Civic Buildings} {No Storms} {Early Buildings} ANM {Historical Wonders} Formations {Mega Civ Patch} {Better RoM} Withdraw Depletion Farming Guilds {Modern Corporations} {Coal UI} {Better RoM Artwork} {Water Mod} {Airbase Range} {Civic Diplomacy} Transportation {Misc Buildings} {Battlefield Promotions} Health {Better Air Interception} Custom And error report from Win 7 Pro x64 as follows: Faulting application name: Civ4BeyondSword.exe, version: 3.1.9.0, time stamp: 0x4a0c27e6 Faulting module name: CvGameCoreDLL.dll, version: 0.0.0.0, time stamp: 0x4bb69890 Exception code: 0xc0000005 Fault offset: 0x00136780 Faulting process id: 0x5fc Faulting application start time: 0x01cad3695aebd9c5 Faulting application path: C:\Program Files (x86)\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Civ4BeyondSword.exe Faulting module path: C:\Program Files (x86)\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods\Rise of Mankind\Assets\CvGameCoreDLL.dll Report Id: 6f753f50-3f5d-11df-bb51-f4c9b36b2962 Xperian Apr 03, 2010, 07:44 PM Afforess, I get an instant CTD as soon as I click the tech bar on the main screen, it happens every time. Fresh install of RoM 2.9 and AND 1.71 Log as follows: {Required Files} {Military Civics} {Beautification Project} {Castle Improvements} {Ice Breaker} {Ideology Civics} Meteorology {Realistic Diplomacy} {Seafaring } {Resource Refinement} {War Prizes} Zoology Firestorm Arctic {Larger Cities} {Espionage Process} Forestation {Sea Tunnels} Terraforming {Lead From Behind} {Event Images} Education Sports NIMBY {Civic Buildings} {No Storms} {Early Buildings} ANM {Historical Wonders} Formations {Mega Civ Patch} {Better RoM} Withdraw Depletion Farming Guilds {Modern Corporations} {Coal UI} {Better RoM Artwork} {Water Mod} {Airbase Range} {Civic Diplomacy} Transportation {Misc Buildings} {Battlefield Promotions} Health {Better Air Interception} Custom And error report from Win 7 Pro x64 as follows: Faulting application name: Civ4BeyondSword.exe, version: 3.1.9.0, time stamp: 0x4a0c27e6 Faulting module name: CvGameCoreDLL.dll, version: 0.0.0.0, time stamp: 0x4bb69890 Exception code: 0xc0000005 Fault offset: 0x00136780 Faulting process id: 0x5fc Faulting application start time: 0x01cad3695aebd9c5 Faulting application path: C:\Program Files (x86)\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Civ4BeyondSword.exe Faulting module path: C:\Program Files (x86)\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods\Rise of Mankind\Assets\CvGameCoreDLL.dll Report Id: 6f753f50-3f5d-11df-bb51-f4c9b36b2962 I have this exact same problem as well. {Required Files} {Military Civics} {Beautification Project} {Castle Improvements} {Ice Breaker} {Ideology Civics} Meteorology {Realistic Diplomacy} {Seafaring } {War Prizes} Firestorm Arctic {Larger Cities} {Espionage Process} Forestation {Sea Tunnels} Terraforming {Lead From Behind} {Event Images} Education Sports NIMBY {Civic Buildings} {No Storms} {Early Buildings} ANM {Historical Wonders} Formations {Mega Civ Patch} {Better RoM} Withdraw Depletion Farming Guilds {Modern Corporations} {Coal UI} {Blue Marble Terrain} {Better RoM Artwork} {Water Mod} {Airbase Range} {Civic Diplomacy} Transportation {Misc Buildings} {Battlefield Promotions} Health {Better Air Interception} Research Custom Sinapus Apr 03, 2010, 08:50 PM The FOG of War is still messed up with the CURRENT d/l:( I have before, during, capture, and after shots to show whats happening look at the dates and other info in red.:( I saw something similar with 1.70beta3. I reported it, but since I mod my game didn't think they'd find anything. One mod I added afterwards was removing the LineOfSight xml tags from all the tower buildings and I haven't seen it since so I'm guessing it's related to that. strategyonly Apr 03, 2010, 10:20 PM I saw something similar with 1.70beta3. I reported it, but since I mod my game didn't think they'd find anything. One mod I added afterwards was removing the LineOfSight xml tags from all the tower buildings and I haven't seen it since so I'm guessing it's related to that. Yeah thats where it began, but i am still getting it with a fresh install of 2.9 and latest AND.:crazyeye: NBAfan Apr 03, 2010, 11:29 PM Yeah thats where it began, but i am still getting it with a fresh install of 2.9 and latest AND.:crazyeye:Are you using the Towers modmod? I am going to try a game without it. strategyonly Apr 04, 2010, 01:49 AM Are you using the Towers modmod? I am going to try a game without it. I use everything EXCEPT Formations/Depletion's/Sea Monsters scribbler Apr 04, 2010, 03:33 AM I have this exact same problem as well. {Required Files} {Military Civics} {Beautification Project} {Castle Improvements} {Ice Breaker} {Ideology Civics} Meteorology {Realistic Diplomacy} {Seafaring } {War Prizes} Firestorm Arctic {Larger Cities} {Espionage Process} Forestation {Sea Tunnels} Terraforming {Lead From Behind} {Event Images} Education Sports NIMBY {Civic Buildings} {No Storms} {Early Buildings} ANM {Historical Wonders} Formations {Mega Civ Patch} {Better RoM} Withdraw Depletion Farming Guilds {Modern Corporations} {Coal UI} {Blue Marble Terrain} {Better RoM Artwork} {Water Mod} {Airbase Range} {Civic Diplomacy} Transportation {Misc Buildings} {Battlefield Promotions} Health {Better Air Interception} Research Custom Same for me. CTD on clicking on the research bar. Happened with custom and recommended installs (even tried the install based on what you are using), PerfectWorld2 map, both normal and custom starts. RoM 2.9 (not 2.91). arcozelo Apr 04, 2010, 09:51 AM I had the exact same problem with the compile of rev 96, but I didn't say anything because I was trying to figure out what exactly causes it, since it happens with regularity but not every single time. E_Pluribus_Unum Apr 04, 2010, 10:30 AM Hi! Windows can't open file : woc_installer.jar window appears at the end of installation. I know this is a java file. What is ther purpose of it. Can I play without running this? os79 Apr 04, 2010, 11:09 AM Hi! Windows can't open file : woc_installer.jar window appears at the end of installation. I know this is a java file. What is ther purpose of it. Can I play without running this? That jar file is used to make sure the audio files in Modules are combined into main RoM. For more details on its function, you'll have to wait. Anyway, just download Java, nothing more. Then double click on that jar file because it failed to do so when you installed it in the first place. But next time you install new versions of RoM/AND, it will work just fine. scribbler Apr 04, 2010, 01:18 PM I had the exact same problem with the compile of rev 96, but I didn't say anything because I was trying to figure out what exactly causes it, since it happens with regularity but not every single time. Happens to me every single time - unless you're talking about something else. Dancing Hoskuld Apr 04, 2010, 04:56 PM @Afforess, The AAranda units are now in a state that they can be included in AND (link (http://forums.civfanatics.com/downloads.php?do=file&id=14476)). they are fully WoC compliant so they could be moved to the Custom_Units folder instead of having them in the AAranda folders. If you do that please include the AAranda text file so credit is included. Thanks. Afforess Apr 04, 2010, 07:41 PM @Afforess, The AAranda units are now in a state that they can be included in AND (link (http://forums.civfanatics.com/downloads.php?do=file&id=14476)). they are fully WoC compliant so they could be moved to the Custom_Units folder instead of having them in the AAranda folders. If you do that please include the AAranda text file so credit is included. Thanks. Will add to 1.72. To All; I can confirm the issue with clicking on the research bar, and have already fixed it. Expect a quick release (1.72; due to save compatibility) by wend. ;) patrioticparado Apr 04, 2010, 07:58 PM 1.I guess this would fall under feature request rather than bug, but it could go either way. Lets say you have several different types of units in a city, for this example 2 macemen (macemans?) a spy and a swordsman. The macemen are fortified, the spy is 'sleeping' and the swordsman used the last turn moving to the city, so this turn it is ready to move. Now assume you have no units selected and then click on the city to move the swordsman, instead of selecting the only unit in the tile ready to move, the macemen or spy will be selected instead. This has annoyed me for as long as I can remeber playing Civ 4. 2.This one is definitely a feature request and concerns the barbarians in the game: I love to use the Barbarian World to spread plenty of units to kill and also give a few less advantaged civs a chance to emerge in the world. I'm not sure how the inner workings of the AI controls the barbarians, however, I do notice the barbarians appear organized as though they are one civilization, building roads to connect their cities and such. To me this is unrealistic. I believe the barbarians should act more like independent tribes than one team. Think ancient Rome, the Romans being obviously the civilization and the surrounding tribes the barbarians. The tribes didn't act as one group but instead independent groups often even warring amongst themselves. Slammer64 Apr 04, 2010, 08:30 PM Thank you kindly Afforess for the quick fix, keep up the good work. NBAfan Apr 04, 2010, 08:32 PM How do I get rid of the shadows on the tech tree? Maybe I am nitpicking but Rev exposed no longer shows the actual values in the city screen. VladDaImpaler Apr 04, 2010, 11:15 PM Same for me. CTD on clicking on the research bar. Happened with custom and recommended installs (even tried the install based on what you are using), PerfectWorld2 map, both normal and custom starts. RoM 2.9 (not 2.91). Same for me. I keep crashing to desktop when ever i click the research bar to change what is being researched Hydromancerx Apr 05, 2010, 01:19 AM Same for me. I keep crashing to desktop when ever i click the research bar to change what is being researched Me too! os79 Apr 05, 2010, 02:00 AM To All; I can confirm the issue with clicking on the research bar, and have already fixed it. Expect a quick release (1.72; due to save compatibility) by wend. ;) Repeat the above to you all with this complaint :). I just don't touch the bar for now ;). kaltruhe Apr 05, 2010, 02:48 AM First of all, Ruthless AI is just awesome!!! I even thought that I was playing with human player! nice work Afforess. However I found something looks like a bug. I turned off Assimilation option, but it still works in game. E_Pluribus_Unum Apr 05, 2010, 05:12 AM That jar file is used to make sure the audio files in Modules are combined into main RoM. For more details on its function, you'll have to wait. Anyway, just download Java, nothing more. Then double click on that jar file because it failed to do so when you installed it in the first place. But next time you install new versions of RoM/AND, it will work just fine. Thanks! I play without audio so I just ignor this. ;) Afforess Apr 05, 2010, 10:21 AM 1.I guess this would fall under feature request rather than bug, but it could go either way. Lets say you have several different types of units in a city, for this example 2 macemen (macemans?) a spy and a swordsman. The macemen are fortified, the spy is 'sleeping' and the swordsman used the last turn moving to the city, so this turn it is ready to move. Now assume you have no units selected and then click on the city to move the swordsman, instead of selecting the only unit in the tile ready to move, the macemen or spy will be selected instead. This has annoyed me for as long as I can remeber playing Civ 4. This is because the the swordsman has finished its moves, so the game chooses only units that has not moved, and the strongest unit, which would be the maceman. IDK I can do much about it. 2.This one is definitely a feature request and concerns the barbarians in the game: I love to use the Barbarian World to spread plenty of units to kill and also give a few less advantaged civs a chance to emerge in the world. I'm not sure how the inner workings of the AI controls the barbarians, however, I do notice the barbarians appear organized as though they are one civilization, building roads to connect their cities and such. To me this is unrealistic. I believe the barbarians should act more like independent tribes than one team. Think ancient Rome, the Romans being obviously the civilization and the surrounding tribes the barbarians. The tribes didn't act as one group but instead independent groups often even warring amongst themselves. Yes, you have stumbled on the Civ secret. There is actually an extra player in every game, the barbarians, who you can not initiate diplomacy with and are always at war with. They act as one cohesive player, and while they can not research techs like normal players, they do get free technologies when 5/6 of players have it. Again, I don't see any solutions to this. scribbler Apr 05, 2010, 11:02 AM Also it seems that cottages are not working right. The cottage upgrades are also giving one less:commerce:. Check your civics. Some civics (like Feudal) are pretty bad when it comes to towns. NBAfan Apr 05, 2010, 12:10 PM Check your civics. Some civics (like Feudal) are pretty bad when it comes to towns.Whoops, I forgot that Barter changes that.:blush::hammer2: I also have the CTD when the reasearch bar is clicked. How do I know what a CG's command range is? kaltruhe Apr 05, 2010, 09:42 PM One suggestion. I found new wonders (such as The Ark of the Covenant, the Library of Alexandria) have no obsolescence. For balancing, they may need to be obsolete as many other ancient wonders. patrioticparado Apr 05, 2010, 09:42 PM This is because the the swordsman has finished its moves I had a feeling that was going to be misunderstood. Allow me to reiterate. Assume its the beginning of a new turn, the macemen are fortified the spy is asleep and the swordsman is ready to move. When I click on the tile it selects one of the units with a white dot instead of the only unit with a green dot. I had forgotten that it selects the most powerful unit so I guess its not concerned about who is done for turn and who isn't, although it does seem to recognize when a unit has moved and has a red dot. It would probably be very difficult to alter anyway as I assume unit selection is hard coded in the game Afforess Apr 05, 2010, 09:53 PM I had a feeling that was going to be misunderstood. Allow me to reiterate. Assume its the beginning of a new turn, the macemen are fortified the spy is asleep and the swordsman is ready to move. When I click on the tile it selects one of the units with a white dot instead of the only unit with a green dot. I had forgotten that it selects the most powerful unit so I guess its not concerned about who is done for turn and who isn't, although it does seem to recognize when a unit has moved and has a red dot. It would probably be very difficult to alter anyway as I assume unit selection is hard coded in the game I just looked at the code for selecting cities and units; guess what, it finds the selected unit by calling the EXE... so nothing I can do about it. :sad: AndarielHalo Apr 05, 2010, 10:19 PM My game has frozen 46.93% of the way in, at 1754 AD. It's a Marathon game, on a Huge map. Should I include save game and such stuff? Afforess Apr 05, 2010, 10:23 PM My game has frozen 46.93% of the way in, at 1754 AD. It's a Marathon game, on a Huge map. Should I include save game and such stuff? IDK, do you want me to take a look? :rolleyes: civ_king Apr 05, 2010, 10:28 PM One suggestion. I found new wonders (such as The Ark of the Covenant, the Library of Alexandria) have no obsolescence. For balancing, they may need to be obsolete as many other ancient wonders. I thought that the Great Library and the Library of Alexandria are the same? AndarielHalo Apr 05, 2010, 10:31 PM IDK, do you want me to take a look? :rolleyes: {Required Files} {Military Civics} {Beautification Project} {Castle Improvements} {Ice Breaker} {Ideology Civics} Meteorology {Realistic Diplomacy} {Seafaring } {Resource Refinement} {War Prizes} Zoology Firestorm Arctic {Larger Cities} {Espionage Process} Forestation {Sea Tunnels} Terraforming {Lead From Behind} {Event Images} Education Sports NIMBY {Civic Buildings & More Wonders} {No Storms} {Early Buildings} ANM {Historical Wonders} Formations {Mega Civ Patch} {Better RoM} Withdraw Depletion Farming Guilds {Modern Corporations} {Blue Marble Terrain} {Warriors of God} {Better RoM Artwork} {Water Mod} {Airbase Range} {Civic Diplomacy} Transportation {Misc Buildings} {Battlefield Promotions} Health Custom draz Apr 05, 2010, 11:02 PM I thought that the Great Library and the Library of Alexandria are the same? Correct you are. :) What file/value would I need to alter to change the pre-Supersonic Flight Airbase Ranges? I like the idea in principle, but as it is you can move faster just by using the railroads, something available earlier so it doesn't make much sense from a gameplay point of view. Dancing Hoskuld Apr 05, 2010, 11:29 PM I thought that the Great Library and the Library of Alexandria are the same? They have totally different numbers of letters in their names, so they can't be the same:mischief:. There were many great libraries in the ancient world. patrioticparado Apr 06, 2010, 12:13 AM I just looked at the code for selecting cities and units; guess what, it finds the selected unit by calling the EXE... so nothing I can do about it. :sad: Thats very interesting that they would put that code in the EXE, but i guess they never expected that to be modded Oh well, thanks for looking into it anyways kaltruhe Apr 06, 2010, 02:38 AM I thought that the Great Library and the Library of Alexandria are the same? The Library of Alexandria has been added to AND 1.71. The Great Library also exists. weird :( civ_king Apr 06, 2010, 07:49 AM They have totally different numbers of letters in their names, so they can't be the same:mischief:. There were many great libraries in the ancient world. Read the Civilopedia on the Great Library Afforess Apr 06, 2010, 09:48 AM What file/value would I need to alter to change the pre-Supersonic Flight Airbase Ranges? I like the idea in principle, but as it is you can move faster just by using the railroads, something available earlier so it doesn't make much sense from a gameplay point of view. Rise of Mankind/Assets/Modules/Afforess/Rebase That is where all the files that control that are located. ;) Afforess Apr 06, 2010, 09:52 AM One suggestion. I found new wonders (such as The Ark of the Covenant, the Library of Alexandria) have no obsolescence. For balancing, they may need to be obsolete as many other ancient wonders. Good point. I'm probably going to remove the Library of Alexandria, since it is a dupe of the Great Library. The Ark of the Covenant... I'm not sure it ever went obsolete, just that it got misplaced... strategyonly Apr 06, 2010, 11:06 AM Good point. I'm probably going to remove the Library of Alexandria, since it is a dupe of the Great Library. The Ark of the Covenant... I'm not sure it ever went obsolete, just that it got misplaced... They may be the same thing but the Great Library does NOT give a free library to each city whereas the Lib of Alexander does. Infact they give almost totally different stuff. I personally like the Lib of Alex because of the 50%:science: That just like Hydro's Town Well and my Water Well, almost the same but totally different items given to each. Infact i am thinking of adding the Water Well to my first of AND? civ_king Apr 06, 2010, 11:13 AM They may be the same thing but the Great Library does NOT give a free library to each city whereas the Lib of Alexander does. Infact they give almost totally different stuff. I personally like the Lib of Alex because of the 50%:science: That just like Hydro's water tower and my Water Well, almost the same but totally different items given to each. Infact i am thinking of adding the Water Well to my first of AND? we could change it? strategyonly Apr 06, 2010, 11:22 AM we could change it? Thats true, remember awhile back the Great Lib did infact give a free lib but i dont remember when it changed or who did it? os79 Apr 06, 2010, 12:57 PM Really minor but weird and annoying bug: About two or so turns after a new game, the pop up message ask whether I wanted to check out my civics. At first, I thought it was Military Civics' bug only but when I made a new game without it, the pop up message is still there. Like I said, real minor bug ;). NotSoGood Apr 06, 2010, 01:15 PM Really minor but weird and annoying bug: About two or so turns after a new game, the pop up message ask whether I wanted to check out my civics. At first, I thought it was Military Civics' bug only but when I made a new game without it, the pop up message is still there. Like I said, real minor bug ;). Isn't that a feature of the original game? :confused: dragonmetal Apr 06, 2010, 01:32 PM I finally fixed my graphics bug which I erroneously believed was caused by AND. Apparently Civ 4 was giving my vid card a seizure as it will throttle memory and core clock speeds/voltages depending on graphics demands. Created an ATI profile to launch the game which locks everything down, and I can now finally play again. However I've encountered a new problem. My latest game is freezing up during end of turn at a particular year (1848 A.D.). Since I was about to discover Meteorology, I thought that was the culprit, so I went into world builder and gave the tech to everybody. Saved the world, exited world builder, then ended the turn. No luck. Game freezes up still. Hoping somebody can take a look at my saved game and see if they get the freeze up as well. patrioticparado Apr 06, 2010, 01:36 PM Really minor but weird and annoying bug: About two or so turns after a new game, the pop up message ask whether I wanted to check out my civics. At first, I thought it was Military Civics' bug only but when I made a new game without it, the pop up message is still there. Like I said, real minor bug ;). Yeah thats there for people like me who start an advanced game and forget to change their civics. I would hate to see it go away because I would end up in the trans-human era still running junta os79 Apr 06, 2010, 01:57 PM Isn't that a feature of the original game? :confused: Nope. I don't even use Advanced Start so this is a bug. New bug for you, Afforess, OR a feature :). Zappara has cart path to be only one move, nothing extra but with roads, it will add move points. Well in my game, my unit move on cart path and it feel like I'm using Road but I'm not. I'm as of this minute researching Monarchy. Of course if it is Better RoM feature, then I won't complain :D. Afforess Apr 06, 2010, 02:13 PM New bug for you, Afforess, OR a feature :). Zappara has cart path to be only one move, nothing extra but with roads, it will add move points. Well in my game, my unit move on cart path and it feel like I'm using Road but I'm not. I'm as of this minute researching Monarchy. Of course if it is Better RoM feature, then I won't complain :D. Not me; this must be the way RoM, or one of your custom modmods changes it to be. AND doesn't even overwrite RoM's routeInfos. I don't have one; check the SVN. ;) strategyonly Apr 06, 2010, 02:16 PM Really minor but weird and annoying bug: About two or so turns after a new game, the pop up message ask whether I wanted to check out my civics. At first, I thought it was Military Civics' bug only but when I made a new game without it, the pop up message is still there. Like I said, real minor bug ;). Yeah i get the same thing lately. os79 Apr 06, 2010, 02:18 PM Not me; this must be the way RoM, or one of your custom modmods changes it to be. AND doesn't even overwrite RoM's routeInfos. I don't have one; check the SVN. ;) Not me. So will report this to Zappara unless he has civic/building/whatever that increase my move points before I get roads. Afforess Apr 06, 2010, 02:27 PM Really minor but weird and annoying bug: About two or so turns after a new game, the pop up message ask whether I wanted to check out my civics. At first, I thought it was Military Civics' bug only but when I made a new game without it, the pop up message is still there. Like I said, real minor bug ;). This only should pop up after advanced start or when you research a tech that unlocks a civic you don't already have. AndarielHalo Apr 06, 2010, 02:35 PM {Required Files} {Military Civics} {Beautification Project} {Castle Improvements} {Ice Breaker} {Ideology Civics} Meteorology {Realistic Diplomacy} {Seafaring } {Resource Refinement} {War Prizes} Zoology Firestorm Arctic {Larger Cities} {Espionage Process} Forestation {Sea Tunnels} Terraforming {Lead From Behind} {Event Images} Education Sports NIMBY {Civic Buildings & More Wonders} {No Storms} {Early Buildings} ANM {Historical Wonders} Formations {Mega Civ Patch} {Better RoM} Withdraw Depletion Farming Guilds {Modern Corporations} {Blue Marble Terrain} {Warriors of God} {Better RoM Artwork} {Water Mod} {Airbase Range} {Civic Diplomacy} Transportation {Misc Buildings} {Battlefield Promotions} Health Custom This, pl0x. With attached save os79 Apr 06, 2010, 02:36 PM This only should pop up after advanced start or when you research a tech that unlocks a civic you don't already have. Repeating myself: Not playing with Advanced Start Playing with Ancient start :) Afforess Apr 06, 2010, 02:40 PM Repeating myself: Not playing with Advanced Start Playing with Ancient start :) I know; that is why posted that. I looked at the code. I don't see how what you are telling me is possible. Stormwind Apr 06, 2010, 02:49 PM The Field Hospital seems to be bugged, I could build it although I wasn't at war, and the turn after it was build wouldn't complete, essentially looping Civ forever. NBAfan Apr 06, 2010, 02:52 PM I know; that is why posted that. I looked at the code. I don't see how what you are telling me is possible.This happend to me too. No big deal though.;) Dancing Hoskuld Apr 06, 2010, 03:21 PM Good point. I'm probably going to remove the Library of Alexandria, since it is a dupe of the Great Library. The Ark of the Covenant... I'm not sure it ever went obsolete, just that it got misplaced... The Library of Alexandria is not a duplicate of the Great Library since they give different results in game. It may be necessary to down grade effects of the Library of Alexandria to fit better with RoM. There are a number of "duplicate" buildings in RoM especially with AAranda's religions. The Mosque at Djinne is represented twice once as a generic religious building (RoM) and once as a Islamic building (AAranda). However they have different names and different requirements and effects. This is not really a problem. What is more of a problem is wonders which are the same AAranda's and GeneralStaff's Terraccota Army wonder for example. I prefer AAranda's to the one in AND but if you install both they will combine into a new merged wonder combining the requirements and benefits of both. PS the Arc of the Covenant is supposedly in NE Africa. You can see the building containing it but only one monk can actually see the arc. |
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