General A New Dawn discussion

No , I cannot get svn to work in my machine . I downloaded Dbkblk's svn mod and that ended up corrupting(overwriting) the modified non svn I was playing. So then I tried to add Sogroon' two new little mods and ended up corrupting Bts and RoM-AND. So I had to uninstall the whole works and reinstalled bts, upgraded to 3.19, and downloading the non svn V705 release and started a new vanilla game.
SVN has always been death to me. I was involved with JA2 1.13 for about 8 years and 4 or 5 times a year svn would find a way to overwrite all my progress. I ended up placing copys on other computers just to keep them safe. I HATE svn.

I would recomend using the "nightly build" installer. Than add any other submods.

If you use megaciv pack too, instal that first; second is adding Moremusic/Handicaps; and third: don't forget to run woc instaler.

Please let me know, if you have succes. Good luck for instalation and world domination :goodjob:
 
I have a question that may be replied somewhere but i cannot find how to do it. As i play with barb world on, i want to know how to speed up when barbarian cities convert into minor civilizations. Theres no difference if i set the minimum population to 2 or 6, meaning that first minor civs will appear too late (in my oppinion, they never reach a force to fight against most of the primary civs). It would be perfect to set the minimum population to (for example) 5, and when a barbarian city reach this point, in few turns it become minor civ, or just to advance the moment in which they become minor.
I have try to look for inside xml files, but i havent found how to change it... Thanks!!!
 
I have a question that may be replied somewhere but i cannot find how to do it. As i play with barb world on, i want to know how to speed up when barbarian cities convert into minor civilizations. Theres no difference if i set the minimum population to 2 or 6, meaning that first minor civs will appear too late (in my oppinion, they never reach a force to fight against most of the primary civs). It would be perfect to set the minimum population to (for example) 5, and when a barbarian city reach this point, in few turns it become minor civ, or just to advance the moment in which they become minor.
I have try to look for inside xml files, but i havent found how to change it... Thanks!!!

As far as I know you need to have the "Cheat mode" enabled in the ini file and/or have Debug Mode enabled. Then you can go into the BUG Options and set when Barb cities evolve, how far behind they are in tech, how many free units they get when they become Minors, and so on.

Otherwise these options are hidden.
 
As far as I know you need to have the "Cheat mode" enabled in the ini file and/or have Debug Mode enabled. Then you can go into the BUG Options and set when Barb cities evolve, how far behind they are in tech, how many free units they get when they become Minors, and so on.

Otherwise these options are hidden.

I guess you're talking of the tech diffusion options. Barb Civs options are different. Anyway I assume RyoHazuki is talking about Barbarian Civs option (and not Barbarian World). Barbarian Civs makes barbarian evolve into minor and full civs. Barbarian World simply gives advantages to barbarians spawning more of them, but they will remain barbarians forever without Barbarian Civs. Anyway Barbarian Civs can be tweaked under BUG options RevDCM tab. You can set the minimum population needed for a Barbarian Civ to rise. To have faster developing civs, I usually set New World Policy as 0 and New World Bonuses to 2, so that Barbarian Civs everywhere on the map will develope the same way. Otherwise some civs could stay barbarian/minor until they're reached by a civ from a different continent (consiedered "old world"). Also, you can set a different level of known techs. I hope this helps Ryo. :)
 
You are right 45º, I always talk about barb world when i mean barb civs!

Playing at marathon/emperor, barb cities become minor beyond turn 200 (not always, but around these turns), when many civs has already 5/6 cities. and its too late for this new ones to become important for the rest of the game.
Long time ago, i remember that a new barbarian civilization could conquer one or two cities to the closer empire, now they use to appear with an army of javalineers and rams, which is too weak to conquer anything even if i set the army to be huge in bug options (most of the civs and barb cities are already deffending with archers) . So i was thinking that if they appear a little bit earlier, about 50 turns, they could actually be a problem for the rest of the civilizations.
The other option would be to make their army stronger when they appear, but i can only set how many units appear. If i set a very high level of known techs they could have better units although they may be overpowered in science. Ill continue testing anyway.

I dont know if i was able to explain it properly!
 
Long time ago, i remember that a new barbarian civilization could conquer one or two cities to the closer empire, now they use to appear with an army of javalineers and rams, which is too weak to conquer anything even if i set the army to be huge in bug options (most of the civs and barb cities are already deffending with archers) . So i was thinking that if they appear a little bit earlier, about 50 turns, they could actually be a problem for the rest of the civilizations.

On a similar note, I've noticed Barbarians (not minors, but barbarians) will continue to use rams and javelins even in the Medieval onwards. Can they even use Catapults, Trebuchets, and so on? I don't think I've ever seen them train one. It'd be cool if the Barbarians could actually act like a true civilization but one that simply happens to be hostile to all and can get free units/cities from the neutral fogged zones. Pose a threat to developing empires in the ancient eras, and can still prove resilient and troublesome into the Medieval onward. As an optional component of course, but I've always wished the Barbarians could be more fleshed out and last longer than they usually do.
 
You are right 45º, I always talk about barb world when i mean barb civs!

Playing at marathon/emperor, barb cities become minor beyond turn 200 (not always, but around these turns), when many civs has already 5/6 cities. and its too late for this new ones to become important for the rest of the game.
Long time ago, i remember that a new barbarian civilization could conquer one or two cities to the closer empire, now they use to appear with an army of javalineers and rams, which is too weak to conquer anything even if i set the army to be huge in bug options (most of the civs and barb cities are already deffending with archers) . So i was thinking that if they appear a little bit earlier, about 50 turns, they could actually be a problem for the rest of the civilizations.
The other option would be to make their army stronger when they appear, but i can only set how many units appear. If i set a very high level of known techs they could have better units although they may be overpowered in science. Ill continue testing anyway.

I dont know if i was able to explain it properly!

I think there's an option that by default puts barbarian civs 1 era behind other civs. But I think you can make them develop at the same era as other civs by that option.
 
Well, this is something that didn't happen to me for ages. Actually, I was testing with autoplay but nevertheless, it's been years since I've seen one of my cities revolting to join another civ. Nice to know this feature still works. I re-enabled it months ago by making minimum city borders optional again, but it's the first time I see it working.
 

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45°38'N-13°47'E;13218190 said:
Well, this is something that didn't happen to me for ages. Actually, I was testing with autoplay but nevertheless, it's been years since I've seen one of my cities revolting to join another civ. Nice to know this feature still works. I re-enabled it months ago by making minimum city borders optional again, but it's the first time I see it working.

Looks like it works in reverse too :)

Civ4ScreenShot2772.JPG

It's mousing over the wrong city since the message came up and was almost immediately followed up by a "Revolution Warning" message from two off-continent colonies I had.

Unfortunately, on the next turn I zipped over to Chaco Canyon to examine it and noticed that it was still under Churchill's control :confused:

Civ4ScreenShot2773.JPG

This was after the situation in my colony got to the point where they approached me with their "terms" and thankfully it was a more peaceful one ("We don't want to fully break away from your empire" etc) so I vassalized them and lucky for me I was able to keep the city that had secured one of the very few sources of Rubber in the world, as well as the two Tea resources it had. Vicky up in the northern islands has half a dozen Tea resources, but there's none on the main continent. Dunno if there's any Rubber or not, but my massive empire had none.

Amusingly enough, the random leader that spawned was Sitting Bull, who would usually have been the original owner of the city I was allegedly granted control of, had I not been playing with Unrestricted Leaders :lol:
(Washington was the one who originally owned it, then rebellion-spawned Pacal of Russia took it, then Churchill of Khemer captured it)
 
I've seen a lot of questionable defenses in newly founded cities this game, but this is the best I've seen to date.

Civ4ScreenShot2775.JPG

I've checked the fog there with Debug mode, those are the only two units he sent with that Colonist :lol:
I'm so tempted to declare war just to walk a unit into that city and raze it :mischief:


*Edit* Scoreboard still says I'm a "Provisional Government" and I don't know why. I know that I revolted into Federal after I discovered Rifling, but then I popped a Great Prophet and fired a Golden Age to lift that anarchy half way through it, but that was several turns ago. I hope it updates after the golden age ends :)


*Edit 2* A few turns later a barbarian War Galley drops a Horse Archer off by his city and walks in and razes it on the next turn hah. One of his ships survived though since it left the city to attack the galley as it sailed off. What was he thinking, settling off-continent with nothing but a boat for an escort? :crazyeye:
 
*Edit* Scoreboard still says I'm a "Provisional Government" and I don't know why. I know that I revolted into Federal after I discovered Rifling, but then I popped a Great Prophet and fired a Golden Age to lift that anarchy half way through it, but that was several turns ago. I hope it updates after the golden age ends :)

Yes, that is a bug. The way end of anarchy is detected is when a turn finishes and you only have 1 anarchy turn left. Since golden age jumps right to the end, the code for end of anarchy naming never runs.

I am adding a golden age check in the DynamicCiv names python for the next revision. Should cause golden ages to cause an update too.
 
Scoreboard still says I'm a "Provisional Government" and I don't know why. I know that I revolted into Federal after I discovered Rifling, but then I popped a Great Prophet and fired a Golden Age to lift that anarchy half way through it, but that was several turns ago. I hope it updates after the golden age ends :)

Have you tried to change a civic again? You're in a golden age after all, should be easy. That might force it to change the name.
 
Well I guess I met my match, the gigantic mapsize with all civs( 40) seems to be just to much for my i5-3550p. less than 1500 turns into the game and now the second ctd in 20 turns.
5835kb autosave tells the story. My previous game on Huge size ran around 4500kb and I went to the end with no problems at all. So I will just start over with one size smaller map size and continue on.
 
Well I guess I met my match, the gigantic mapsize with all civs( 40) seems to be just to much for my i5-3550p. less than 1500 turns into the game and now the second ctd in 20 turns.
5835kb autosave tells the story. My previous game on Huge size ran around 4500kb and I went to the end with no problems at all. So I will just start over with one size smaller map size and continue on.

I've found having a SSD instead of a HDD did much more for me than a faster processor did. Hard drive speeds are the real bottleneck these days, not processor speeds.
 
I thought the game is loaded into ram. I thought the game transferred data only during a save.
If the game plays from the HD than how could you lose the current status (progress of that turn)
when the game crashes? It is my impression that a HD only holds permanent data not temporary data. I am A noob.
 
I thought the game is loaded into ram. I thought the game transferred data only during a save.

I believe this is mostly true, but I don't think art assets are loaded into ram. There are simply too many of them for this to be true (there are many gigabytes of them...) I think art is loaded as needed, and cached afterword.

If the game plays from the HD than how could you lose the current status (progress of that turn)

Current game state is always in memory. Saving is the only way to "save" the game state to disk.

when the game crashes? It is my impression that a HD only holds permanent data not temporary data. I am A noob.
Yes, this is correct.
 
Ok so given all that you have just said then, what percentage of the gigabytes of art assets are used every turn?
I am trying to understand why a SSD would be more useful than my 7500rpm HD that has the proper interface for 6gig transfer rate and why a SSD would be more useful than a processor like mine (i5-3350p 3.10 overclocked to 3.60)
As you can tell this discussion is driving me crazy because I built this computer 16 months ago specifically to play C2C and C2C has now grown SOOOOOOOOOOOO huge and resource hungry that I have scaled down to this mod which I find more to my taste anyway.
specs are in my profile.
 
when the game crashes? It is my impression that a HD only holds permanent data not temporary data. I am A noob.
Yes, this is correct.

:lol:
No offence, but did answer to the blue or the green sentence? :)

____________________

But seriously, this topic makes me curius too.
Would you recomend buying an SSD to suppurt AND? If so, what specifics?
I am still on WinXp (32bit), if that matters.
 
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