General A New Dawn discussion

If the option "Assassinate Mission" is enabled in BUG, then it's a feature.
If it's disabled, then it's probably something going wrong.


I always have that option disabled personally - Bribing cities over into your control is one thing, you can just waltz right in and take it back the next turn in most cases. But you can't get those great people back if they get sniped by a Spy.
 
Same here, never use assassinate mission, for that very reason.

On save/ Load, I'm finding it difficult to load games with the latest SVN updates.

Have to start a new game, drop to main menu, and load the saved game.

then bump scrolling is very slow, painfully as opposed to normal bump scrolling, which is fast.
 
So Qin just paid Alfonso to declare war on me, and neither of us have ever been at war before.

Can the AI get dubbed as "Suspicious warmongers" just like the player? :crazyeye:
 
On that losing settled great people in ALL cities bar the capital, it happens if I load an earlier SVN version 878, and update the modifiers.

I can play with base 882, using 878, it has fast bump scrolling as well, where 882 has the slow bump scrolling.

Just a note so you know.
 
On that losing settled great people in ALL cities bar the capital, it happens if I load an earlier SVN version 878, and update the modifiers.

I can play with base 882, using 878, it has fast bump scrolling as well, where 882 has the slow bump scrolling.

Just a note so you know.

Thanks IPEX, I'm reporting it in the bug thread.
 
Here's a question. Does Biology still need to give +1 food to Farms? This is a holdover from BTS that I don't think has ever been looked at. It's the only such bonus in regular BTS.

Farms get +5 food from techs over the course of the game.
  • Medieval Era: +1 from Crop Rotation
  • Industrial Era: +1 from Agricultural Engineering, +1 from Biology
  • Modern Era: +1 from Gene Manipulation
  • Transhuman Era: +1 from Artificial Evolution
I think the other 4 bonuses are much more appropriate, and +2 food in one era is something we should avoid.
 
Here's a question. Does Biology still need to give +1 food to Farms? This is a holdover from BTS that I don't think has ever been looked at. It's the only such bonus in regular BTS.

Farms get +5 food from techs over the course of the game.
  • Medieval Era: +1 from Crop Rotation
  • Industrial Era: +1 from Agricultural Engineering, +1 from Biology
  • Modern Era: +1 from Gene Manipulation
  • Transhuman Era: +1 from Artificial Evolution
I think the other 4 bonuses are much more appropriate, and +2 food in one era is something we should avoid.

I feel like there was a discussion of it earlier (because I already nerfed farms significantly a while ago). I can't find it though. Would be grateful if it could be found.

My instinct is that I am ok with removing that +1.
 
Well. AND certainly changed. I see that there's new loading screens, plus a new main screen. Sure breathes a new life in AND.

The increase of civilizations spawned certainly creates new situations, although for some reason, Barbarians seem to spawn a lot more - once I destroyed a city in the jungle, just to see another being spawned right next to it!
 
Rather nice. Although, it had the fun effect of turning a newly-conquered barbarian city into the Holy City of Judaism.. not very nice.
 
I feel like there was a discussion of it earlier (because I already nerfed farms significantly a while ago). I can't find it though. Would be grateful if it could be found.

My instinct is that I am ok with removing that +1.

We should probably look at some of the other improvements as well. Watermill gets a LOT of bonuses from techs. In fact, in the Transhuman Era, Watermill is better than Town, which it probably shouldn't be.
 
I have changed the Traitinfos.xml to defeat the situation that allows civs with Protective trait to create uber soldiers . However all of a sudden in this revision my change does not work anymore.
would someone please look and tell me what is needed now to make my change work? This is the same issue that Rezca has been reporting several times.
rev893
 

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We should probably look at some of the other improvements as well. Watermill gets a LOT of bonuses from techs. In fact, in the Transhuman Era, Watermill is better than Town, which it probably shouldn't be.

I agree that this could (should) be revised. My impression is that watermill-based industries were mostly an industrial-era phenomenon: once electricity distribution systems became widespread watermills gradually became obsolete. It'd be neat if we could mirror this in the game: watermills would be really great when first introduced, but gradually overtaken by other improvements as technology developed. This would necessitate largely removing most of the bonuses watermills get from technologies.

I'd like to see watermills be mainly production improvements, in-line with their historical use as factories. Perhaps some commerce if necessary. The large amount of food they currently produce is a bit weird, IMO.

A separate improvement change I'd love to see would be the ability to place windmills on flat places near a coast (ala Holland/north-east Germany). Not sure whether that's tricky to code though.

Cheers! A.
 
I have changed the Traitinfos.xml to defeat the situation that allows civs with Protective trait to create uber soldiers . However all of a sudden in this revision my change does not work anymore.
would someone please look and tell me what is needed now to make my change work? This is the same issue that Rezca has been reporting several times.
rev893

Can you send the xml file itself?
 
This is a good idea
I don't think so. We already have a building for that, I don't think we should make things more complex between buildings and improvements
 
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