A New Dawn Beta Builds

Wait, you know how to change the UI's? Mind writing a brief tutorial for me? :p

Speaking of tutorials Aff... I'm a completely novice programmer and artist, but I have a wife who knows both and is helping me along. She's promised that if I can grasp the aspects of how to mod this game she'll help me with the grunt work on alot of good ideas I have (ideas I won't post until I can prove to myself I can help make them). I can't even figure out where to start.... Have any tutorials of your own available?
 
I think I found why some guilds dont work ... because they have no required resources. So Carpenters Guild, Artists Guild, Apothecaries Guild , Equestrians Guild and Clerk Guild dont work if this is correct.
 
Speaking of tutorials Aff... I'm a completely novice programmer and artist, but I have a wife who knows both and is helping me along. She's promised that if I can grasp the aspects of how to mod this game she'll help me with the grunt work on alot of good ideas I have (ideas I won't post until I can prove to myself I can help make them). I can't even figure out where to start.... Have any tutorials of your own available?

You have a programmer AND an artist as a wife? Do you have any idea how lucky you are... ;)

Seriously though, Let me break down the levels of Civ4 modding; three core languages are used.

XML - This is nearly human readable text, very easy to edit, and controls all the in game content. Buildings, units, resources, you name it, all the stats are controlled by XML. 90% of the XML is documented in the modiki; I've written 5 or 6 pages myself. I suspect if you crack one XML file open, and pull the modiki article for it up side by side, it will quickly make sense.

Python - this is used for the user interface, and some scripts. You can use python to make buildings, units, etc... have non-standard effects. An example of this is the National Mint giving 10x the gold when captured. While python is fairly powerful, I don't recommend using it for really complicated things, or anything the AI needs to know about.

C++ - Firaxis gave modders about 75% of the C++ source code for BTS. The SDK (Software Development Kit) is very very powerful, allowing modders to write and rewrite the AI, create new XML fields, and alter the core game features. While usually the most daunting, it also presents the most powerful tool. A New Dawn uses a LOT of SDK changes, which makes it so unique.

I highly recommend you start by learning XML. Kael made a video documenting how to create your own civilization with XML. It's fairly helpful, and creating a new civilization is a really good way to learn XML, since it involves editing nearly all the key XML files.

I think I found why some guilds dont work ... because they have no required resources. So Carpenters Guild, Artists Guild, Apothecaries Guild , Equestrians Guild and Clerk Guild dont work if this is correct.

Nice catch, that bug appeared in a great deal of places. I think I caught them all. See the to do list for details.

There is one already written: (Make sure you read all three pages.

http://forums.civfanatics.com/showthread.php?t=244965

Awesome. I can have some fun with this.
 
Wildfire wanted me to post this.
 

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OK found out two things,
1. The Worlds Fair is ALWAYS in the Palace area, then spreads, but stays there.
2. If you have captured another civ with Assimilation, you cant UPGRADE to the next level for units if that civ isnt at that point.
 
I wanted him to post that because that seems to happen in quite a few MP games. We are playing on emperor and once we hit papacy/civil service techs etc the game is basically between us two.

It just seems broken that their mfg goods are that bad yet their research has stayed almost up to par with ours.

And every time we get an OOS and try to recreate it with logs it doesn't OOS lol
 
See, I want a game like strategyonly! Most of your civs look decent and probably don't have terrible infrastructure!
 
Just thought I'd try and help with AND here since I'm eagerly awaiting playing multiplayer again ;).

Just two of us playing 3.19BTS. Installed 2.8 RoM (Full) plus the 2.81 patch (no extra civs yet)
Then installed AND Beta 10

We can play for awhile (10 - 20 turns) but we'll usually get an OOS either from combat or sometimes just at the beginning of the turn. We had one game where no matter what we did it would OOS every turn.

Are there any settings we should be playing on to help test for OOS and also are there any we should leave off in case we just want to have a good game ;).

Last question is, my java is having issues on this machine and woc_installer never seems to run on it's own. I usually have to manually do it. Doing the command works fine with RoM's woc_installer but it seems like the AND one has an error when I try. What command line should I be using to make sure it sets. If this isn't done right would it cause any OOS? (my guess is no)

Thanks in advance. We can probably test a couple games a week if need help. Just a crazy Civ loving couple ;).
 
Not sure where to post this but I think I found a bug or something.
After loading a save of the Huge Mediterranean scenario w/ ROM Full, Beta10, revolutions on, my holy city (hellenism) all of a sudden founds 3-4 different religions ( different each load).
Even loading earlier autosaves causes the religions to sprout up, and even weirder, I believe that they were founded ALREADY by other civs.
I just used the WB to spread the religions around and carried on as usual, but I thought that this might be a bug that someone would want to hear about.
I can give more details and a save later, since Im posting from a friends comp
 
Not sure where to post this but I think I found a bug or something.
After loading a save of the Huge Mediterranean scenario w/ ROM Full, Beta10, revolutions on, my holy city (hellenism) all of a sudden founds 3-4 different religions ( different each load).
Even loading earlier autosaves causes the religions to sprout up, and even weirder, I believe that they were founded ALREADY by other civs.
I just used the WB to spread the religions around and carried on as usual, but I thought that this might be a bug that someone would want to hear about.
I can give more details and a save later, since Im posting from a friends comp


Dude, what's your computer smoking? That is some seriously f****ed up sh*t :lol:

Try a clean install and see if that helps any.
 
Afforess

Sice it isn't listed in the todo list I'm going to have to ask if resource depletion is being fixed for the next build? Even without the depletion module being installed resources are being depleted very quickly, including organic resources such as fish and clam.
 
I would request a tweak in the animal mod - limiting the animal buildings to the cities that have resource required in its workable radius or limiting the ammount of said buildings per city. Right now there is just too much of these buildings and having a dozen of animal breeders on large and bigger maps in every city kills the point of this mod. On the start you don't have as many resources and it doesn't seem bothersome but after some time, when you will eventually aquire most or even all of them via conquest or trade you get overwhelmed by the ammount of animal buildings - every single city has most of them. Also Homing Pidgeon Coop made me think - it should be replaced by post offices, but we don't have any in civ. Could be remedied.

Also assimilation doesn't seem to work properly, if the nation from which the city originated is destroyed, it never assimilates completely. Don't know if it ever does, must check.
 
Exhausting Iron, Obisidian and Silk although Depleting Mod was not installed, but that is already known I guesss. (If Silk counts as renewable 2 Bugs in one ;) )

2 other things I noticed, but don't know if intended or otherwise known.

1. After gaining the ability to build tunnels my automated Modern Work Boats would travel to a resource, build a tunnel first and then settle on the resource when they should just settle.

2. Research, Wealth, Culture and Espionage (if mod installed) behave differently when Alt-Building Units with a limit, eg Trade Caravans, Priests etc. I can't pin down when this changed, but in RoM 2.71 I would queue up Priest with Alt-click for building until limit reached and then add research to the end of the list. The city would now build the priests until their limit was set and then research. In AND (as I said, I don't know if this was in RoM 2.81 or AND 1.55 already) Beta10 the city would build 1 priest then directly switch to research and put the rest of the priests in the queue behind research.
 
2. Research, Wealth, Culture and Espionage (if mod installed) behave differently when Alt-Building Units with a limit, eg Trade Caravans, Priests etc. I can't pin down when this changed, but in RoM 2.71 I would queue up Priest with Alt-click for building until limit reached and then add research to the end of the list. The city would now build the priests until their limit was set and then research. In AND (as I said, I don't know if this was in RoM 2.81 or AND 1.55 already) Beta10 the city would build 1 priest then directly switch to research and put the rest of the priests in the queue behind research.

I noticed something like this when spreading corporations. I had a city set to continuous build each of the corporations I had founded and the build queue would build one of each and just cycle through the queue until repeating at the top. In that instance I liked that behavior since it meant I could build corporations and spread them before the limit ever gets hit.
 
What about making Unofficial 2.9 Mod? Or do you prefer that I try it out and upload it?

I won't include all changes, only ones that can be easily incorporated into 2.81+AND.
 
Afforess

Sice it isn't listed in the todo list I'm going to have to ask if resource depletion is being fixed for the next build? Even without the depletion module being installed resources are being depleted very quickly, including organic resources such as fish and clam.

I think I've got this fixed now.

Also assimilation doesn't seem to work properly, if the nation from which the city originated is destroyed, it never assimilates completely. Don't know if it ever does, must check.

Not sure what you mean, could you describe exactly what isn't working?
 
Just thought I'd try and help with AND here since I'm eagerly awaiting playing multiplayer again ;).

Just two of us playing 3.19BTS. Installed 2.8 RoM (Full) plus the 2.81 patch (no extra civs yet)
Then installed AND Beta 10

We can play for awhile (10 - 20 turns) but we'll usually get an OOS either from combat or sometimes just at the beginning of the turn. We had one game where no matter what we did it would OOS every turn.

Are there any settings we should be playing on to help test for OOS and also are there any we should leave off in case we just want to have a good game ;).

Last question is, my java is having issues on this machine and woc_installer never seems to run on it's own. I usually have to manually do it. Doing the command works fine with RoM's woc_installer but it seems like the AND one has an error when I try. What command line should I be using to make sure it sets. If this isn't done right would it cause any OOS? (my guess is no)

Thanks in advance. We can probably test a couple games a week if need help. Just a crazy Civ loving couple ;).

Hey,

Wildfire and I are doing almost the exact same thing (2.8 +2.81 patch +AND 10 (custom with a lot unclicked) but we made it to Guilds before we stopped our last game. We had 2 OOS's but we wiped ROM from the folders and reinstalled it completely each time and the game worked...no idea why but we didn't complain.

We didn't have Revmod on.
 
Hey,

Wildfire and I are doing almost the exact same thing (2.8 +2.81 patch +AND 10 (custom with a lot unclicked) but we made it to Guilds before we stopped our last game. We had 2 OOS's but we wiped ROM from the folders and reinstalled it completely each time and the game worked...no idea why but we didn't complain.

We didn't have Revmod on.

Hmm I really don't know what I could have done wrong then. I keep Revmod off as well.
Civ 4 is a brand new install, just patched. RoM 2.7 was working okay for us. So I think Civ is fine.

First time I tried the Full + Civpack. OOS. Wipe RoM directory, start again. Install RoM Mega - Patch - install AND. OOS. Finally this last time it's just RoM (Full)+patch and AND. OOS unfortunately :(.

The only part that ever goes sour is the woc_installer.jar batch that gets run at the end of the AND install. I think I have to run it manually but I just get errors when I do.

Both computers use Windows 7 and we're copying and pasting the Rise of Mankind directory so both copies of the mod are identical.

AND 10 partially fixed the attack OOS bug though. Though our play time can be between 1 turn before OOS or maybe 30 if we're lucky. When combat does happen it doesn't always OOS like it used to.
 
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