General A New Dawn discussion

45°38'N-13°47'E;13232434 said:
Whops, I forgot about that. :lol: I thought it was some of your OTP changes.
Anyway since you get able to build tunnels between distant continents, it looks good to me where it is. The only long underwater tunnel is the Channel Tunnel and IIRC there's another one in Japan almost same lenght.

How about separating coast and ocean in this regard? You could build sea tunnels (usually small distances) with Civil Eng., and ocean tunnels with Nanotech only?
This would allow the connection of close little islands, but not distant continents.
 
45°38'N-13°47'E;13230699 said:
Mmm, it should have been fixed in rev699 I guess. Did you start playing before that rev and then movedo to 705? Or did you start with rev705? Can you upload a save? Thank you.

Actually I moved from the 2.0 on the main download thread to rev 705, so I guess here is your reason. And even updating dll and stuff (now water tiles give 3 food instead of 2), this load bug is still there and the bug of disappearing signs too.

I would like to finish this game, but maybe I'll quit because of these things.

BTW, do you think maybe playing this game interferes with other MP games I play? We have had OOSs on MP already, but the log folder is confusing, I don't know exactly what to take from there. I always clean cache though, and all other settings you described on the MP thread are being followed.
 
BTW, do you think maybe playing this game interferes with other MP games I play? We have had OOSs on MP already, but the log folder is confusing, I don't know exactly what to take from there. I always clean cache though, and all other settings you described on the MP thread are being followed.

If you're talking about other mods, no, it shouldn't.
 
How about separating coast and ocean in this regard? You could build sea tunnels (usually small distances) with Civil Eng., and ocean tunnels with Nanotech only?
This would allow the connection of close little islands, but not distant continents.

This sounds reasonable, I'll see what I can do.
 
45°38'N-13°47'E;13233618 said:
This sounds reasonable, I'll see what I can do.

+1 To this. Would make sense that a deep-sea tunnel would take more sophisticated tech to construct, but one spanning inland lakes or coastal tiles would be much easier. Speaking of which, would it be constructable on/in Freshwater Lakes as well even if it's not strictly a "Coast" tile?



Though my only problems with the tunnels in AND has been when Pillaging is involved. I know that Civilization as a whole isn't exactly meant to reflect reality entirely, but a War Galley pillaging a tunnel on the ocean floor? :crazyeye:

Given how long it takes to make one but it can be lost to a stray unit in a single turn... Ouch :sad:
I like the idea of an advanced tunnel connecting two continents via the seafloor, but with how easily they can be disconnected - being simple routes and all that as far as the game is concerned - it often seems to me that they're impractical and not worth building except for on very short distances, like to connect a 3-tile strip of water separating two islands. Anything more than that and they just get so hard to defend.

I don't know if modding would allow for only specific unit classes to pillage specific "improvements", or if it'd even be practical/worth adding in, but if it was possible I'd suggest only Submarines being able to pillage the seafloor tunnels. Or somehow reduce the AI's tendency to pillage them. If it's in your territory and you're at war, that's one thing - but I see them get pillaged in neutral territory quite often. Or, used to. It's been a while since I used them, but I remember (Dozens of revisions ago) that the AI seemed to hate those tunnels with a passion. Would always wreck them at any chance they got.
 
Speaking of which, would it be constructable on/in Freshwater Lakes as well even if it's not strictly a "Coast" tile?

A Coast tile is a Coast tile, I think. You'd just need to get a workboat there.
 
45°38'N-13°47'E;13233616 said:
If you're talking about other mods, no, it shouldn't.

No, actually my question is if playing this game (which is a multiplayer game I play alone) in this new version (rev 705), that was created in RoM-AND 2.0, having updated the changes as asked in the first time I joined my game after updating to rev 705, interferes and causes OOSs on my other MP games with a friend done in rev 705?

As the game I'm playing still have issues long gone, I thought maybe it could be causing OOSs on my other games on this mod, not on other mod (don't ask me how, I'm a noob on this stuff)
 
Something I've been curious about for a while but...

When I tell the city governor to Emphasize :commerce: it frequently hires a bunch of Scientists instead of Merchants. If I have like, three or four or even five Merchant slots but only a single Library producing just one Scientist slot, it will hire a bunch of Priests instead. Therefore, if I reliably want to produce a true :gold: production city I have to take manual control of the city and assign the tiles and specialist slots myself.

While not exactly too big of a deal in most cases, I found that it had the potential to be greatly tedious and somewhat annoying at times. In my previous game on a preset Earth Map I was playing as the Inca and at one point was having some civ-wide happiness issues, so I started adjusting the Culture slider to get some additional happiness in my cities that needed it most. Unfortunately I found this would auto-assign different specialists to those cities for the former Angry Citizens and often ones I did not want. Any time new Angry Citizens were created or removed it'd auto assign specialists that would end up polluting the GP pool (Scientists or engineers in a pure Merchant city or Spy city for example) and it sometimes would happen after Civic changes as well.

I found that the only really reliable way to get a city to not hire a bunch of Scientists when using Emphasize Commerce was to just simply not build any scientist-enabling structures in that city, since otherwise I just get a bunch of scientists instead of merchants.


Is there any particular reason why the AI governor prefers scientists over merchants when Emphasizing Commerce? :confused:
 
I don't think I've seen this much :science: from a single building before :lol:

Civ4ScreenShot2864.JPG

Pretty sure it's possible to far surpass this in the Industrial onwards, but this is the most I've personally seen heh
 
A few statistic pages, if anyone wants to help guess how that research and commerce boost was so large.

Save file attached as well - it's the same one from the Gameplay Comparison thread.
I'm pretty sure other people have gotten even larger boosts from a single building (Perhaps even in the pre-Industrial like this), but for me personally I've never seen a :science: or :gold: boost this high before :crazyeye:

I think I've seen a :gold: boost larger than that before, but *never* a :science: boost that high!!
 

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A few statistic pages, if anyone wants to help guess how that research and commerce boost was so large.

Save file attached as well - it's the same one from the Gameplay Comparison thread.
I'm pretty sure other people have gotten even larger boosts from a single building (Perhaps even in the pre-Industrial like this), but for me personally I've never seen a :science: or :gold: boost this high before :crazyeye:

I think I've seen a :gold: boost larger than that before, but *never* a :science: boost that high!!

What's the problem? I don't see it. :dunno:

JosEPh
 
What's the problem? I don't see it. :dunno:

JosEPh

I guess +900 :science: from a single building in the Pre-Industrial era isn't anything new or surprising to you then :lol:

It's not a problem, not in the slightest. I was just taken aback at how massive the gold and beaker boost the building offered at the time. I mean, I've seen a +120 ~ +180 boost when building +50% science buildings or some massive +% :science: buildings - usually in the Industrial or Modern era - but never this much!
 
I don't think I've seen this much :science: from a single building before :lol:

View attachment 376185

Pretty sure it's possible to far surpass this in the Industrial onwards, but this is the most I've personally seen heh

... and was that real? You saw these beakers elsewhere? Sometimes those "actual" texts aren't correct. If it was real, no I don't think I've seen anything quite like that at that stage of the game. Nice one.
 
... and was that real? You saw these beakers elsewhere? Sometimes those "actual" texts aren't correct. If it was real, no I don't think I've seen anything quite like that at that stage of the game. Nice one.

One of my cities off to the side asked me if I wanted to build Smith's Trading in that city, and it would have been due in twelve turns and it offered something around +412 :gold: and around +540 or so :science: but then I thought about "Maybe I can get a better result elewhere..." and checked my science capitol and noticed the startling +900 :science: from it :eek:

I thought it might be a Tech Diffusion thing affecting the modifier, but that shouldn't affect the :gold: modifier though... And no one else in the world has Replaceable Parts yet. Economics I saw three AI researching right as I was about to finish it, but the two that finished it decided to go off and research something else instead of Replaceable Parts afterwards, so it can't be TD. :confused:

Well once I get it built we'll see if it was a misinformed result or not. If my cash income skyrockets and science explodes, then the modifiers were correct and it might need some looking into heh.
 
I guess +900 :science: from a single building in the Pre-Industrial era isn't anything new or surprising to you then :lol:

It's not a problem, not in the slightest. I was just taken aback at how massive the gold and beaker boost the building offered at the time. I mean, I've seen a +120 ~ +180 boost when building +50% science buildings or some massive +% :science: buildings - usually in the Industrial or Modern era - but never this much!

I can't see what you are referencing to in those 2 screenshots. Where is the 900 research increase displayed? Is there a before screenshot missing? What?

What you've shown doesn't give a clue to this 900 increase, sorry.

Or even from the save how do I tell?

The very 1st screenie you posted (with the Hover over for the yet unbuilt Adam Smith Trading Co.) show what that cities research level would be if you built AS Trade Co in Moscow. Moscow in that 1st screenie has 600+ research so you would be seeing a 300+ increase "If" you built Smith's wonder there. Is this what actually happened in Moscow after you built it there?

JosEPh :(
 
I can't see what you are referencing to in those 2 screenshots. Where is the 900 research increase displayed? Is there a before screenshot missing? What?

What you've shown doesn't give a clue to this 900 increase, sorry.

Or even from the save how do I tell?

The very 1st screenie you posted (with the Hover over for the yet unbuilt Adam Smith Trading Co.) show what that cities research level would be if you built AS Trade Co in Moscow. Moscow in that 1st screenie has 600+ research so you would be seeing a 300+ increase "If" you built Smith's wonder there. Is this what actually happened in Moscow after you built it there?

JosEPh :(

The first picture I posted was the 'before' picture ^^
That's where the +900 research was shown.

The two other screenshots were more of a 'just in case this would be needed' thing. The save file, so the rest of the city and civics and so on could be examined if needed since I can't take screenshots of everything!


I WB'ed in a Great Engineer and rushed the building and noticed the science output of the city shooting up a bit as well as getting some nice income bonus, but nothing too terribly major.

All said, the main reason I shared the screenshot in the first place was because I personally was surprised at the estimated output in one go. As I said, I've never seen a :science: increase from a single building that high before. I've built the +50% science buildings, Accelerators, and all sorts of things but the most I've seen before was in the +100 ~ +190 range. I've had :culture: increases like from Cathederals go up to +400 ~ +600 but never have I seen :science: go that high from a single buildng.

That's why I posted it - because it was something I don't see often :D

In any case, the science output of the city went from 631 to 819 after building it, and the commerce/gold output from 99 to 134. Not too shabby, but those "Actual" numbers it estimated when hovering over the wonder before building it were quite impressive to look at, thus I took a screenie and posted it here :D
That's what this thread is for really, is for sharing things you've found unusual or interesting, or some glorious battle you won that you thought for sure you were going to lose, or just some spectacularly stupid decision on the AI's part - anything you might have found interesting! And I found this interesting since I've never had a single building show that much +:science: before
 
No, actually my question is if playing this game (which is a multiplayer game I play alone) in this new version (rev 705), that was created in RoM-AND 2.0, having updated the changes as asked in the first time I joined my game after updating to rev 705, interferes and causes OOSs on my other MP games with a friend done in rev 705?

As the game I'm playing still have issues long gone, I thought maybe it could be causing OOSs on my other games on this mod, not on other mod (don't ask me how, I'm a noob on this stuff)

It could be; in general when playing a MP game I would avoid changing revision while in the middle of the game or going back and forth with other games with different revisions. MP is very fragile, but if this is causing OOS it can be solved I think if everyone is using again the same version of the mod, has cleared cache and civilizationIV.ini and .bak (and make sure you have the same BUG options).
 
@Rezca,

Moscow going from 631 to 819 sounds and look about right for Moscow's research levels. The 631 is all research factors totaled up. AST Co. gives a 50% boost to the Base Research of Moscow. So going from 631 to 819 for an increase of 188 beakers means Moscow's base research was ~ 380 +/- beakers at the time AST finished. Very similar to what a GS building an Academy would've given. So it looks like AST Co. is working as it should.

I don't know the details of how those hover over "actuals" work, but I do know they can be misleading because as far as I know they are estimations. Maybe Afforess or 45* can give some insight into their workings. I just use them for aprroximate indicators and not the solid truth/fact.

JosEPh
 
@Rezca,

Moscow going from 631 to 819 sounds and look about right for Moscow's research levels. The 631 is all research factors totaled up. AST Co. gives a 50% boost to the Base Research of Moscow. So going from 631 to 819 for an increase of 188 beakers means Moscow's base research was ~ 380 +/- beakers at the time AST finished. Very similar to what a GS building an Academy would've given. So it looks like AST Co. is working as it should.

I don't know the details of how those hover over "actuals" work, but I do know they can be misleading because as far as I know they are estimations. Maybe Afforess or 45* can give some insight into their workings. I just use them for aprroximate indicators and not the solid truth/fact.

JosEPh

Sounds about right. I always assumed it was adding that much to their research/gold/culture, given earlier buildings would say like +1 or +2.35 and such.

Still, I was impressed with the number it showed even if it didn't actually add that much to the city :D
 
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