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#4301 |
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Chieftain
Join Date: Jul 2007
Location: Brisbane, Australia
Posts: 13
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Hi All,
Has anybody else had any issues with work automation in the mid/late game. I'm at the about the tank/rifleman era and have a worker ratio of about 2.5-3 workers/city, all automated. For most of my tiles, my worker army has started laying down factories for every single tile, even for cities marked "Emphasize Gold/Food/Science". The problem is so widespread that some of large 20-25 pop cities have no starved down to size 8-12 simply because every single non-resource tile now is a factory. I'm away from my computer at the moment, i'll try to post some screen-shots later tonight. Cheers, Makaru |
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#4302 |
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Emperor
Join Date: Dec 2005
Location: Melbourne, Victoria, Australia
Posts: 1,553
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Torrent file for Bittorrent under Ubuntu
Affosses, could you, if your so inclined, put up a torrent link similar to that which Zappara did.
Here's an example I can't seem to get it to work with the SVN link to the page, I don't know what I'm doing wrong, I'll have to have a concerted look into its function. This form worked previously for Rise of Mankind, don't see what the difference is function wise. I've downloaded the Beta 2.exe file, but as I can't get net framworks 4.0 working in wine, I can't use it as yet, its yet to be implemented into wine.
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10,000 Yr Reign of Atotoztli - Current story write up of the 'Rise of Mankind - 'A New Dawn" Stand alone Mod Installing Civ 4 under Linux, or Ubuntu specifically. 12.04.1 latest Long Term Support Edition, 64 bit Linux used The end of days The tale of Lord Monty the Barbaric |
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#4303 | |
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The White Wizard
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Quote:
The installer is basically a standslone unzipper tool for a 7z archive inside.
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"A Witty Saying Proves Nothing" -Voltaire Civilization 4 Mods: Rise of Mankind - A New Dawn 1.75 Civilization 5 Mods: Active City Defense, Tech Diffusion Minecraft Mods: Spout & Spoutcraft Lead Developer |
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#4304 |
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The White Wizard
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@everyone else I have read your posts about worker and resource bugs and will look into ASAP
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"A Witty Saying Proves Nothing" -Voltaire Civilization 4 Mods: Rise of Mankind - A New Dawn 1.75 Civilization 5 Mods: Active City Defense, Tech Diffusion Minecraft Mods: Spout & Spoutcraft Lead Developer |
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#4305 | |
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Chieftain
Join Date: Nov 2005
Posts: 22
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Quote:
I tend to micromanage my workers for the first 1/2 of my game. Once however I get an army (I tend to make TONS) of workers I let them off the leash. I watched them get into a loop in which a batch would make a farm, only to have another batch come over and turn it into a cottage, followed a couple turns later by another group make it back into a farm.
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#4306 | |
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TBS WarLord
Join Date: Jun 2007
Location: Western IL. cornfields
Posts: 5,367
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Quote:
JosEPh
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"Old and Slow and.... It's Not Y'UNs Turn!!." Member AND Resurrection Team |
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#4307 |
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Drunken Russian
Join Date: Nov 2001
Location: Toronto, Canada
Posts: 793
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Leave old improvements alone is key
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"I don't believe in god, but I blame him for all my problems" -Unknown |
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#4308 |
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Chieftain
Join Date: Nov 2005
Posts: 22
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Ok digging around in the BUG and on the forums but did not find 2 options:
1) Leave old improvements alone. I can not find this tab, radio button, option. I have way to many workers to micromanage but if I can prevent them from undoing things it will help 2) Raze or abandon a city. Can this be done and if so what key or option allows you to do it? Cheers! |
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#4309 |
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Deity
Join Date: Jun 2011
Posts: 3,047
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#4310 |
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Chieftain
Join Date: Nov 2005
Posts: 22
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Ok now I feel dense. I thought BUG over-rode the basic events. I was searching all through BUG. Thanks!
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#4311 |
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Emperor
Join Date: Dec 2005
Location: Melbourne, Victoria, Australia
Posts: 1,553
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Abandon city is Cntl-A, you get options to sell improvements, one at a time, then abandon city, and receive workers and/or settlers depending on population of city.
Or to just raze the city (never done)
__________________
10,000 Yr Reign of Atotoztli - Current story write up of the 'Rise of Mankind - 'A New Dawn" Stand alone Mod Installing Civ 4 under Linux, or Ubuntu specifically. 12.04.1 latest Long Term Support Edition, 64 bit Linux used The end of days The tale of Lord Monty the Barbaric |
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#4312 |
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Chieftain
Join Date: Aug 2011
Posts: 78
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Is there any changelog available?
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#4313 |
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Chieftain
Join Date: May 2010
Posts: 10
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Hello, I'm not so sure this is an issue with the beta (I'm just guessing) but I recently installed civ 4 + both expansions and installed the 2.0 beta 2 of this mod. The normal game starts perfectly, but whenever I try to run ROM - AND the little 'launcher' background pops up for a split second, then goes away. I notice in the background after 5 minutes or so, the process terminates.
What can I do about this? On my old computer everything worked fine (I didn't have 2.0 though) |
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#4314 | |
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The White Wizard
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Quote:
__________________
"A Witty Saying Proves Nothing" -Voltaire Civilization 4 Mods: Rise of Mankind - A New Dawn 1.75 Civilization 5 Mods: Active City Defense, Tech Diffusion Minecraft Mods: Spout & Spoutcraft Lead Developer |
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#4315 |
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Chieftain
Join Date: Jun 2011
Posts: 87
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any news on 2.0 beta 3? kinda holding off due workers issue, and i dont see my self controlling all of them when you have 30+ or leaving old improvements, as new ones are new and better for that reason
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#4316 |
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Emperor
Join Date: Dec 2005
Location: Melbourne, Victoria, Australia
Posts: 1,553
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Workers issue
Doh, re-read the reply properly.
Problem with Non beta's is that, the new improvements, such as shaft mine being available, don't automatically change all existing mines. You have to manually go over them all with a worker group, build another improvement that destroys the mine, then build a shaft mine. Not some do Automatically upgrade, mainly later on in the tech tree, its just the 2nd level of upgrade, that has the waiting period, or set time. If have tech, all should be upgraded automatically.
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10,000 Yr Reign of Atotoztli - Current story write up of the 'Rise of Mankind - 'A New Dawn" Stand alone Mod Installing Civ 4 under Linux, or Ubuntu specifically. 12.04.1 latest Long Term Support Edition, 64 bit Linux used The end of days The tale of Lord Monty the BarbaricLast edited by IPEX-731BA5DD06; Feb 05, 2012 at 05:12 AM. Reason: Re-read post I was replying too |
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#4317 |
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Chieftain
Join Date: Nov 2005
Posts: 22
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Ok so I made it to the end of the tech tree. Gigantic Map with 2 continents. 1 team per continent with raging barbs and spawning civs.
Ended up with quite a few civs and an overall fun game. However I wanted to see the entire tech tree so I went for an ascension gate victory even though my space ship had launched. As soon as the gate was complete, BAM Crash to Desktop ![]() Still had fun but I am attaching the final save if it can help improve the mod Cheers! |
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#4318 |
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Chieftain
Join Date: Jan 2012
Posts: 4
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AND Resource bug
Hi Afforess!
I finally installed beta 2, and it works properly. It was my fault, first time i've placed AND to a wrong folder. I can confirm the resource bug, see the attached screenshot. If you need, i can upload a savegame. Regards, pasja |
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#4319 |
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Vorlon
Join Date: Apr 2011
Posts: 6,772
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@Afforess - this looks like it could be a bug I fixed in C2C rev 1577, which is proabbly after you merged the DLL source.
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#4320 |
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Warlord
Join Date: Jun 2009
Posts: 177
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Afforess,
I rebuilt the CvGameCoreDLL.dll file. I am running a debug version of it just to see how things work. I have noticed that when a slave specialist is enabled it spits out the line Assert Failed File: CvCity.cpp Line: 21474 Expression: getSpecialistUnhappiness() >= 0 I looked and played around with things, and the line is being generated by a negative value in the happiness percent value whenever a slave is selected. It does not appear that the negative value is being applied to my city. Have you seen this? |
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