A New Dawn Bug Reports and Feedback

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its in the correct file, and changed UAC and also ran as admin. I can play other mods i downloaded. Dont understand whats going on.
 
its in the correct file, and changed UAC and also ran as admin. I can play other mods i downloaded. Dont understand whats going on.

AND is not a scenario it is a mod. Your reply title says "scenario". You need to go Start up screen -> Advanced -> Load a Mod and select "Rise of Mankind - A New Dawn".
 
Hi Afforess! I'm glad to see that you're working again in the excellent AND mod :goodjob:
Specially because I've tried Civ V and IMHO it's a complete piece of sh.. :mad: so CivIV+AND still rules.

My question it's if you´re going to improve the AI to avoid the problems it had (no use of airplanes and carriers in late eras, no use of aluminium nor fertilizer, etc atc...)

Thanks a lot :king:

Regards ;)
 
I'm playing with the latest SVN build (495) and when I found a religion and get to choose one, I selected Confucianism. Then the same window popped up again, asking me to choose a religion except this time Confucianism wasn't on the list. I can't get rid of this second pop-up: no matter what I select it doesn't go away.
 
I thought I would mention this here as well as the main beta thread. Courthouses now only reduce base maintenance by 25%, which is seemingly always .25 gold. It does not factor in distance or overseas or anything else. I do not believe this is WAD.
 
Each time I load a game, the BUG reminder keeps popping out. It's getting annoying...

Horse unit bonuses against grassland work also against cities if they are on grassland... I don't think that's intended!

I don't know what you did since beta 3, but the game is now loading a lot faster : it loads under 3 minutes compared to 5-10 before!
 
EDIT:

New Thread created for what this post was...
Hello Afforess (and fellow ROM:ANDers):

Due to your post here (http://forums.civfanatics.com/showpost.php?p=10666890&postcount=3981), I took a few hours to patrol the previous posts on the site in order to help "organize" some posts that are either current, or from the past that may have been lost in the shuffle. Just trying to help you see any needed changes that maybe were lost along the way. Some of these changes may been updated in the most recent beta or SVN (not sure, haven't had a chance to play-test in the past week), so I do apologize if I have included some posts that you have already taken care of. I tried to be sure to only include posts that maybe weren't directly commented on, or seemingly had not been included in the most recent beta I played. Below are, from what I can see, the remaining & current topics from the posters. Hopefully this post isn't taken in the wrong way...this is just for organization & refresher.

POTENTIAL BUG REPORTS:
Gold Not Giving Bonus?: http://forums.civfanatics.com/showpost.php?p=10653245&postcount=272
Gold continued: http://forums.civfanatics.com/showpost.php?p=10653251&postcount=273
Gold continued (occurs even without running coinage *VERIFIED *): http://forums.civfanatics.com/showpost.php?p=10654183&postcount=275
Gold continued: http://forums.civfanatics.com/showpost.php?p=10655426&postcount=276
Realistic Corportation Issue?: http://forums.civfanatics.com/showpost.php?p=10664699&postcount=281
Slavery Issue?: http://forums.civfanatics.com/showpost.php?p=10608111&postcount=4867
Espionage + Chopping?: http://forums.civfanatics.com/showpost.php?p=10610075&postcount=4878
Espionage Issue?: http://forums.civfanatics.com/showpost.php?p=10611991&postcount=4887
Espionage continued: http://forums.civfanatics.com/showpost.php?p=10652466&postcount=5005
Barter Overpowered?: http://forums.civfanatics.com/showpost.php?p=10621244&postcount=4921
Barter continued: http://forums.civfanatics.com/showpost.php?p=10621481&postcount=4922
Barter continued: http://forums.civfanatics.com/showpost.php?p=10656443&postcount=5014
Mine/Hammer: http://forums.civfanatics.com/showpost.php?p=10656443&postcount=5014
Irrigation?: http://forums.civfanatics.com/showpost.php?p=10652466&postcount=5005
Courthouse Maintenance?: http://forums.civfanatics.com/showpost.php?p=10664799&postcount=5026
Courthouse continued: http://forums.civfanatics.com/showpost.php?p=10663671&postcount=3973
Courthouse continued: http://forums.civfanatics.com/showpost.php?p=10671119&postcount=3989
**With regard to courthouse maintenance: Isn't it supposed to cut down on 25% of TOTAL maintenance...not just base maintenance which is always 1?**
Religion Founding?: http://forums.civfanatics.com/showpost.php?p=10671086&postcount=3988
Inquisitions not working?: http://forums.civfanatics.com/showpost.php?p=10686587&postcount=5038
Stables do not give unhappiness in Pacifism?: http://forums.civfanatics.com/showpost.php?p=10686587&postcount=5038
Jungles/Forest Re-Grow over improvements (with improvement maintaining tile yield)?: http://forums.civfanatics.com/showpost.php?p=10686587&postcount=5038
Rev-Saves Not Transferring?: http://forums.civfanatics.com/showpost.php?p=10687454&postcount=5040
Choose Religion not working?: http://forums.civfanatics.com/showpost.php?p=10692057&postcount=1


IDEAS/SUGGESTIONS/GAME ISSUES (non-bugged):
Great Prophet Required to Found Religion: http://forums.civfanatics.com/showthread.php?t=352657
AI Likes Apples: http://forums.civfanatics.com/showthread.php?t=428065
Mech INF & City Garrison: http://forums.civfanatics.com/showthread.php?t=429375
Claim Territory: http://forums.civfanatics.com/showthread.php?t=429310
Culture/Fixed Border: http://forums.civfanatics.com/showthread.php?t=428575
Great Commanders Overpowered?: http://forums.civfanatics.com/showpost.php?p=10649880&postcount=271
City Placement?: http://forums.civfanatics.com/showpost.php?p=10645083&postcount=268 & http://forums.civfanatics.com/showpost.php?p=10648614&postcount=270
Victory Condition: http://forums.civfanatics.com/showpost.php?p=10667910&postcount=3985
AI values workers too low in trades: http://forums.civfanatics.com/showpost.php?p=10686587&postcount=5038
Organic Chemistry for factory/industrial complex: http://forums.civfanatics.com/showpost.php?p=10692832&postcount=11
 
Hi,

I tried to remove some civs from a custom scenario included in RAND by editing the worldbuildersave and setting the civs that I wanted to remove to empty players. However when I try start the new map the game crashes.

Is there a way to remove civs from custom scenarios without RAND crashing?

Cheeres
 
Several people have mentioned forest growing over their improvements, and this happened to me yesterday. As far as I can tell, based on looking at the code, this can only happen if the improved plot is not being worked at the time. However, it still leads what I'd tend to regard as an invalid state (forest with a grain gatherer in my case on a C2C game). There are a few ways I could address this, and I'd appreciate feedback on which people would prefer:
  1. Simply don't allow forest (and similar) growth on improved land at all
  2. Determine whether it's an improvement that could arise on a forest (or whatever is spreading) tile, and allow it if it could, else disallow it.
  3. As (2) but rather than disallowing, destroy the improvement (falls in to disrepair since you were not working it)
The problem with (2) and (3) is that improvements don't define whetehr they can coexist with features. It's the build (that builds the improvement) which defines whether the feature is removed. I could search for the first build that gives rise to the improvement in qustion and use the 'removes feature' setting on that, but in principal there could be multiple builds leading to the same improvement, so the value may not be well-defined (I'd just take the first I find)
 
Yes, I had forests grow over my villages in the current game. While it's a bug, I wonder if it couldn't be used as a feature : it makes conserving and preserving forests more interesting, and those forested improvements become valuable so you'll be more interested in protecting them, since you won't be able to rebuild if pillaged.

And I just had an idea : what if really big (or really unhealthy) cities caused pollution that decreased the value of plots around the city? Or you could have plots slowly turn to desert.

Do you know any tools to easily edit the game files? I think I'd like to start helping by doing more than submitting bugs, but I have almost no knowledge of Civ4 modding...
 
Global Warming is already in effect in the game. It turns tiles into lower value ones, eventuelly reaching desert (or directly desert, don't know which one is active in the mod). It's tied to unhealthyness I think but on larger maps it is difficult to produce enough pollution to trigger it


PS: Before a "nerf" in the mechanic I got global warming on small maps before industrial, back in RoM 2.7x or 2.8x.
 
Why is a forest growing over an improvement considered a bug?


One thing this game lacks is scope and proportion. Global Warming should be tied to the size of the map and pollution, not one set value. The same should go for many things I've noticed.
 
Why is a forest growing over an improvement considered a bug?


One thing this game lacks is scope and proportion. Global Warming should be tied to the size of the map and pollution, not one set value. The same should go for many things I've noticed.

Because some improvements don't make sense with forest over them - farms with forest for example - not only does it not really make sense but it's also a bit over-powered since you get all the benefits of both. Not a super-urgent bug though I agree, just that I rememebred it had been brought up before when it happened to me, and it'll be easy to fix if we get consensus on what 'fix' means.
 

I'm with number 1, it's the easiest way and IIRC the way it has been handled most of the time.
Number 2 and 3 combined would be nice, but as you say this may run into problems. And how would it affect performance if these checks are run on maps bigger than large ?
 
I thought I would mention this here as well as the main beta thread. Courthouses now only reduce base maintenance by 25%, which is seemingly always .25 gold. It does not factor in distance or overseas or anything else. I do not believe this is WAD.

I don't know what version of the game you're playing, but at least since beta 5 courthouses work as expected, except that the tooltip would like you to believe they make you lose gold instead of gaining it. The other thing is that starting maintenance for cities is -100% (does not take into account base maintenance which by the way varies (in time?) - I have a game where it is 1.5). I'm not sure that's very balanced : as long as you refrain from building maintenance increasing buildings (or build maintenance reducing ones to compensate) or scrap them later, you can have as many cities as you wish as far away as you would like without crippling maintenance costs!

Btw we need another column for the domestic advisor : total maintenance costs. What file(s) are responsible for the calculations?

P.S.: In fact, it would seem that the costs in tooltips calculated for any maintenance increasing building are wrong.
 
I don't know what version of the game you're playing, but at least since beta 5 courthouses work as expected, except that the tooltip would like you to believe they make you lose gold instead of gaining it. The other thing is that starting maintenance for cities is -100% (does not take into account base maintenance which by the way varies (in time?) - I have a game where it is 1.5). I'm not sure that's very balanced : as long as you refrain from building maintenance increasing buildings (or build maintenance reducing ones to compensate) or scrap them later, you can have as many cities as you wish as far away as you would like without crippling maintenance costs!

Btw we need another column for the domestic advisor : total maintenance costs. What file(s) are responsible for the calculations?

P.S.: In fact, it would seem that the costs in tooltips calculated for any maintenance increasing building are wrong.

I'm running the latest SVN revision, where the tooltip saying courthouses adding maintenance was supposedly fixed.
 
Bugs and irks I've noticed during playing of Beta 5.


Apologies for any corrected in the SVN's I can't see to get that to work properly currently.


MAJOR BUGS:



  1. Inquisitions don't work still, I've played the latest version 176 Beta 5. I've ran both a game from 6000 BC and advanced start, world built in Inquisitors, but still says need civics (running Intolerant) and active state religion (which I do have)
  2. Advanced starts; religions aren't assigned at all. I had on Inquisition's and didn't have limited religions (was testing out the inquisition options) no religions were assigned, I had to world build in 3, no inquisitions either (world built them in as well).
  3. Fixed borders; This is a great concept, needs some more work. With fixed borders for self, if you take a city, burn it down, the old Civ's culture will remain in the outer rings still. If you take a city, burn it down, your culture remains in the initial BFC, without a city. Another point on this is forts give culture, when not occupied, if the forts abandoned, it should cease controlling the BFC for itself, that is reality, not game play. The land should revert to either Neutral territory or controlling Culture.
  4. Early worker trades are too easily exploited. Admittedly I had an advanced start game, but I was able to trade for 4 workers just using contacts, which I traded for as well. Getting Tech's , workers and/or Plus units for this is an outright exploit. Further on this, Fast workers RETAIN their status, graphics, while under your control. If done correctly, you could end up with a vast number of fast workers not being India. I was able to gain 4 of them, 2 of them in a 2 for 1 trade deal, 2 fast workers for 1 or my normal workers, which remained a normal worker unit. Units I recruited 3 cannons. This is exploitable, not what it was designed for.
  5. Any trading with the AI's is exploitable, not just tech brokering, but resource trades, contacts, etc. They may ask the world, but humans will 95% of the time refuse, unless in URGENT.
  6. Stables don't give any :mad: under Pacifism. Barracks and Garrisons do, but a Stable and/or Knights Stable don't. Further on Advanced start, you can build both still, barracks is replaced by garrison, stable isn't replaced. Bonuses to units still accumulate.
  7. Espionage generated from walls, Holy cities, high walls, and other building while either under State Church, or other civics is being read incorrectly. Its been said, that as the Civ 4 game can't read the figure, it assigns an infinite number to replace it, giving the Billions spy points per turn for running; state religion, patrician or other civics intended to gain spy points bonus.
  8. AI's under limited religions, I assume under normal religion spread as well, won't convert to own religion, but one that'll spread to their capital 1st. They seem to judge on impact on population % and not own advantages. Don't seem to value own religion high enough, either founded or captured.
  9. Bribed Garrison troops, don't try to retake a city, they just beeline the nearest friendly city of that Civ. No Garrison is installed for the Bribed units either. Example of both;
    I had 1 city bribed out from underneath my feet, I just moved out garrison unit and them moved back into city to retake EXPLOIT, I was at war with the rebels as well.
    2nd example, I bribe a city out from an opponent, we're at war, garrison units just beeline the nearest city of that Civ. (and I just follow to find it). In peace, they just leave, ok this is correct, but if war results, they just beeline nearest friendly city of that civ.
  10. Barter is grossly overpowered for a large empire. Example I'm top empire of 20+ cities on my continent. I'm barely cash flow +ve at zero %, I switch to barter, from coinage, to reduce inflation, and into Vassalage, as building up army for free experience, suddenly I can raise slider to 85% and be cash flow +ve still. For a civ Greater than 3 cities, barter should be penalized on a sliding scale or say x % per additional city, X+Y% for > 5-10 or more Y cities. as in reality, barter only works on a local small scale 1 on 1.
  11. Minor religions decay doesn't seem to work. The minor religions, 2 of them, 1 with a holy city, one with a holy city destroyed, both didn't lose any cities as converts, but no further gains were made either, these cities had my state religion in them, though not in all cities.
  12. Forest and Jungle is able to re-grow over improvements. Yet the improvement will retain previous values of production, and chopping bonus is still able to be harvested. Seen examples of both Forest and Jungle doing this.
  13. Post explosives, both the shaft mine and mine give the same hammer count, only commerce is added to Shaft mine. Normal mine will upgrade to shaft mine in X turns depending on speed selected. To gain a shaft mine, but no extra hammers, the mine has to be destroyed and a shaft mine built. Able to build either example as a mine, with same hammers output, but normal mine will upgrade in Number of turns.
  14. I as able to spread irrigation onto 2 tundra tiles, non river, without Canal systems, and no city or farm by river tile. i.e. River tile with tundra, tundra (I farmed this tile),city, tundra tile (I farmed again.) I could farm both at once, same time, either side of city, which wasn't bordering a river, or having canal systems.
  15. Once have the mining Tech, can't pre-chop mines any more, have to construct them only, no previous pre-chopping allowed to be continued.
  16. Mine with Road was equal in hammers to a Mine on the same terrain with a paved road, which is supposed to give +1 hammers.
  17. Able to build scouts as Mayan, without hunting tech, wasn't able to select it either as a researchable tech.


Minor irks and annoyances





  1. Unit numbering is bugged in 4.3 bug, please upgrade to 4.4 to remove this, (known bug)
  2. Space out the city count and minor civ notification brackets.
  3. Hover doesn't give unit strength in Civopedia, only gives the hammer cost, movement, class etc.
  4. Reports Treachery done to player twice, same as have to hit twice, stop bothering us :thanx:, or resume talks. This also doesn't carry over from a saved game.
  5. Insurance, Canal Systems and Stock Broking all use the same icon for Tech. Probably more examples.
  6. Guilds icon, will over ride the health icon in city screen, not sit beside as it should.
  7. To claim land, with building a fort, a unit will have to leave fort, if its built around it, and re-enter the fort to claim the land.
  8. Note about civic changes over rides the cost of each civic choice made.
  9. In Civopedia, a group of 25 or so unique units, all have no tags, listed before the number 3 in list, at top. Listed as TXT_KEY_RESTRICTED_UNIT – can nuke enemy lands.
  10. Paved roads aren't listed in Civopedia.
  11. Get fishing boats event, when don't even have a coastal city or any culture on ocean or coast tiles. Only on lakes.
  12. Storms can form on Lake tiles.
  13. Notified of Harry potter event, but no selection of events, appeared again 20 turns later.
  14. Not notification of Geo-thermal event, only listed in log. Listed as “Found beneath the Pacifist Commonwealth of Korea” no city given.
  15. Options for revolutions mod won't be saved from one save to resumption of save. Defaults back to original settings, any modifications are lost.




Things that improve game play:



  1. Claim tile with fixed borders, this actually works well, as intended, improves play a lot.
  2. Great commanders, used by myself and the AI, though they tend to use multiple great commanders now.
  3. Max units per tiles options. Improves the strategy required to take cities, defend cities and move armies about on map. Applies to Military units only.
  4. Sell buildings and abandon city options, great for moving that city 1 tile, removing those non used building, or those you never build, but the AI love too.
  5. Revolutions mod, just brilliant mod, improves the game play out of site.
  6. Most of the other options enabled, too many to list, ½ the fun selecting options.


Errors I've made reporting:


Slavery event, I see now how it works, seems counter intuitive to me, but maybe I think differently.


Random crashes, doh!!! it was Giant map, can only handle large, and high graphics when should be low with this mod.


Many others, its just a brilliant Mod. Sure there are bugs, change so much, alter play so radically and you bound to come unstuck. Keep up the good work
 
10. Coinage is useless now anyway - the extra gold from resources is way too small, and I'm not sure the National Mint is worth it.
11. I've had religions decay in my cities.
13. I think the shaft mine is working as expected.
16. This is a display bug

6. I've had no problem with guild icons
 
IPEX-731BA5DD06 said:
14. Options for revolutions mod won't be saved from one save to resumption of save. Defaults back to original settings, any modifications are lost.

Quoting myself from a couple of pages earlier:
Two little things that I noticed while playing:

1. I wrote in an earlier post that the rev-advisor isn't saving changes you edit into it during the game. I found out that the patch 1.75->1.76beta_x is missing the file (and containing folder) .../CustomRevAdv/CustomRevAdv.txt
I copied it over from another mod and now it works. But I think it should be included in later patches.

I don't know if this is what you mean but the problem should at least be related.
 
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