A New Dawn Beta Builds

Slave Auction, Flavian Amphiteathre etc., building which provide every city with certain bulidings work halfway - they dont provide buildings in newly built cities, and you can't built those buildings manually either.

nvm, i had hide some obsolete etc. buildings option on.

p.s. found another bug tho: when i discovered vassalage furrier building started giving me -100 commerce (-94 in one city and -112 in other). i destroyed them and commerce was back in order, however when i point mouse over it it was showing those minuses. and stoneworker's hut gives +155 hammers in other city ... and -5 in another ...
 
@Afforess

I have some errors posted by strategyonly about the water mod and science mod. I am not sure what you tweaked in them but it worked fine when I 1st gave you the files for them.

Strategyonly's Water Mod Error
http://forums.civfanatics.com/showpo...8&postcount=43

Strategyonly's Science Mod Error
http://forums.civfanatics.com/showpo...4&postcount=59


I haven't modified them in any way.

What do you mean? The way they are now is diffrent from how I originally made them. For instance see the attachments for the 2 files. The first is the original and the 2nd is your altered one.

Here are the original stats ...

Science Mod (Original by Hydro)
Spoiler :

Mathematics Academy (Requires: Mathematics)
Cost: 250

Require: -
Obsolete: -

Special Abilities
  • 5% Science
  • Can turn 1 Citizen into a Scientist
  • 5% Science with Algebra
  • 5% Science with Compulsory Education

-----

Cartographer's Shop (Requires: Cartography)
Cost: 360

Require: -
Obsolete: Satellites

Special Abilities
  • 5% Science
  • Can turn 1 Citizen into a Scientist
  • Free Mobility Promotion

-----

Anthropology Lab (Requires: Anatomy)
Cost: 300

Require: University
Obsolete: -

Special Abilities
  • 5% Science
  • Can turn 1 Citizen into a Scientist
  • 5% Science with Psychology
  • 5% Science with Genetics
  • 5% Science with Homo Superior

-----

Physics Lab (Requires: Physics)
Cost: 250

Require: University
Obsolete: -

Special Abilities
  • 5% Science
  • Can turn 1 Citizen into a Scientist
  • 5% Science with Quantum Physics
  • 5% Science with Modern Physics

-----

Chemistry Lab (Requires: Chemistry)
Cost: 250

Require: University
Obsolete: -

Special Abilities
  • 5% Science
  • Can turn 1 Citizen into a Scientist
  • 5% Science with Organic Chemistry
  • 5% Science with Chemicals

-----

National Science Foundation (Requires: Scientific Method) [National Wonder]
Cost: 600

Require: -
Obsolete: -

Special Abilities
  • 50% Science
  • 1 FREE Technology
  • Can turn 3 Citizen into a Scientist
  • City More likely to Generate Great Scientist

-----

Archaeology Lab (Requires: Scientific Method)
Cost: 250

Require: University
Obsolete: -

Special Abilities
  • 5% Science
  • Can turn 1 Citizen into a Scientist
  • 5% Science with Modern Seismology
  • 5% Science with Ancient Temple

-----

Geology Lab (Requires: Scientific Method)
Cost: 400

Require: University
Obsolete: -

Special Abilities
  • 5% Science
  • Can turn 1 Citizen into a Scientist
  • 5% Science with Stone
  • 5% Science with Marble
  • 5% Science with Obsidian
  • 5% Science with Gems
  • 5% Science with Modern Seismology

-----

Biology Lab (Requires: Biology)
Cost: 250

Require: University
Obsolete: -

Special Abilities
  • 5% Science
  • Can turn 1 Citizen into a Scientist
  • 5% Science with Ecology
  • 5% Science with Genetics

-----

Paleontology Lab (Requires: Biology)
Cost: 350

Require: University
Obsolete: -

Special Abilities
  • 5% Science
  • Can turn 1 Citizen into a Scientist
  • 5% Science with Stone
  • 5% Science with Coal
  • 5% Science with Modern Seismology
  • 5% Science with Genetics



Here is the altered version ...

Changes in Red

Science Mod (Altered by Afforess)
Spoiler :

Mathematics Academy (Requires: Mathematics)
Cost: 250

Require: -
Obsolete: -

Special Abilities
  • +3 Science
  • Can turn 1 Citizen into a Scientist
  • +2 Science with Algebra
  • +2 Science with Compulsory Education

-----

Cartographer's Shop (Requires: Cartography)
Cost: 360

Require: -
Obsolete: Satellites

Special Abilities
  • +1 Gold
  • +3 Science
  • Can turn 1 Citizen into a Scientist
  • Free Mobility Promotion

-----

Anthropology Lab (Requires: Anatomy)
Cost: 300

Require: University
Obsolete: -

Special Abilities
  • +5 Science
  • Can turn 1 Citizen into a Scientist
  • +3 Science with Psychology
  • +3 Science with Genetics
  • +3 Science with Homo Superior

-----

Physics Lab (Requires: Physics)
Cost: 250

Require: University
Obsolete: -

Special Abilities
  • +5 Science
  • Can turn 1 Citizen into a Scientist
  • +3 Science with Quantum Physics
  • +3 Science with Modern Physics

-----

Chemistry Lab (Requires: Chemistry)
Cost: 250

Require: University
Obsolete: -

Special Abilities
  • +4 Science
  • Can turn 1 Citizen into a Scientist
  • +2 Science with Organic Chemistry
  • 3% Science with Chemicals

-----

National Science Foundation (Requires: Scientific Method) [National Wonder]
Cost: 600

Require: -
Obsolete: -

Special Abilities
  • 50% Science
  • 1 FREE Technology
  • Can turn 3 Citizen into a Scientist
  • City More likely to Generate Great Scientist

-----

Archaeology Lab (Requires: Scientific Method)
Cost: 250

Require: University
Obsolete: -

Special Abilities
  • 5% Science
  • Can turn 1 Citizen into a Scientist
  • 5% Science with Modern Seismology
  • 5% Science with Ancient Temple

-----

Geology Lab (Requires: Scientific Method)
Cost: 400

Require: University
Obsolete: -

Special Abilities
  • +5 Science
  • Can turn 1 Citizen into a Scientist
  • 2% Science with Stone
  • 2% Science with Marble
  • 2% Science with Obsidian
  • 2% Science with Gems
  • +3 Science with Modern Seismology

-----

Biology Lab (Requires: Biology)
Cost: 250

Require: University
Obsolete: -

Special Abilities
  • 5% Science
  • Can turn 1 Citizen into a Scientist
  • +3 Science with Ecology
  • +3 Science with Genetics

-----

Paleontology Lab (Requires: Biology)
Cost: 350

Require: University
Obsolete: -

Special Abilities
  • 5% Science
  • Can turn 1 Citizen into a Scientist
  • 2% Science with Stone
  • 3% Science with Coal
  • +3 Science with Modern Seismology
  • +3 Science with Genetics



So don't tell me "I haven't modified them in any way." Because you can see obvious changes here. The same goes for the Water Mod being altered from the original file posting in my thread.
 
I'm sorry for this off-topic reply.

Hey Hydro, How about adding + research bonus with accelerlater for physics lab? I think it's very reasonable..
 
What do you mean? The way they are now is diffrent from how I originally made them. For instance see the attachments for the 2 files. The first is the original and the 2nd is your altered one.

Here are the original stats ...

Science Mod (Original by Hydro)
Spoiler :

Mathematics Academy (Requires: Mathematics)
Cost: 250

Require: -
Obsolete: -

Special Abilities
  • 5% Science
  • Can turn 1 Citizen into a Scientist
  • 5% Science with Algebra
  • 5% Science with Compulsory Education

-----

Cartographer's Shop (Requires: Cartography)
Cost: 360

Require: -
Obsolete: Satellites

Special Abilities
  • 5% Science
  • Can turn 1 Citizen into a Scientist
  • Free Mobility Promotion

-----

Anthropology Lab (Requires: Anatomy)
Cost: 300

Require: University
Obsolete: -

Special Abilities
  • 5% Science
  • Can turn 1 Citizen into a Scientist
  • 5% Science with Psychology
  • 5% Science with Genetics
  • 5% Science with Homo Superior

-----

Physics Lab (Requires: Physics)
Cost: 250

Require: University
Obsolete: -

Special Abilities
  • 5% Science
  • Can turn 1 Citizen into a Scientist
  • 5% Science with Quantum Physics
  • 5% Science with Modern Physics

-----

Chemistry Lab (Requires: Chemistry)
Cost: 250

Require: University
Obsolete: -

Special Abilities
  • 5% Science
  • Can turn 1 Citizen into a Scientist
  • 5% Science with Organic Chemistry
  • 5% Science with Chemicals

-----

National Science Foundation (Requires: Scientific Method) [National Wonder]
Cost: 600

Require: -
Obsolete: -

Special Abilities
  • 50% Science
  • 1 FREE Technology
  • Can turn 3 Citizen into a Scientist
  • City More likely to Generate Great Scientist

-----

Archaeology Lab (Requires: Scientific Method)
Cost: 250

Require: University
Obsolete: -

Special Abilities
  • 5% Science
  • Can turn 1 Citizen into a Scientist
  • 5% Science with Modern Seismology
  • 5% Science with Ancient Temple

-----

Geology Lab (Requires: Scientific Method)
Cost: 400

Require: University
Obsolete: -

Special Abilities
  • 5% Science
  • Can turn 1 Citizen into a Scientist
  • 5% Science with Stone
  • 5% Science with Marble
  • 5% Science with Obsidian
  • 5% Science with Gems
  • 5% Science with Modern Seismology

-----

Biology Lab (Requires: Biology)
Cost: 250

Require: University
Obsolete: -

Special Abilities
  • 5% Science
  • Can turn 1 Citizen into a Scientist
  • 5% Science with Ecology
  • 5% Science with Genetics

-----

Paleontology Lab (Requires: Biology)
Cost: 350

Require: University
Obsolete: -

Special Abilities
  • 5% Science
  • Can turn 1 Citizen into a Scientist
  • 5% Science with Stone
  • 5% Science with Coal
  • 5% Science with Modern Seismology
  • 5% Science with Genetics



Here is the altered version ...

Changes in Red

Science Mod (Altered by Afforess)
Spoiler :

Mathematics Academy (Requires: Mathematics)
Cost: 250

Require: -
Obsolete: -

Special Abilities
  • +3 Science
  • Can turn 1 Citizen into a Scientist
  • +2 Science with Algebra
  • +2 Science with Compulsory Education

-----

Cartographer's Shop (Requires: Cartography)
Cost: 360

Require: -
Obsolete: Satellites

Special Abilities
  • +1 Gold
  • +3 Science
  • Can turn 1 Citizen into a Scientist
  • Free Mobility Promotion

-----

Anthropology Lab (Requires: Anatomy)
Cost: 300

Require: University
Obsolete: -

Special Abilities
  • +5 Science
  • Can turn 1 Citizen into a Scientist
  • +3 Science with Psychology
  • +3 Science with Genetics
  • +3 Science with Homo Superior

-----

Physics Lab (Requires: Physics)
Cost: 250

Require: University
Obsolete: -

Special Abilities
  • +5 Science
  • Can turn 1 Citizen into a Scientist
  • +3 Science with Quantum Physics
  • +3 Science with Modern Physics

-----

Chemistry Lab (Requires: Chemistry)
Cost: 250

Require: University
Obsolete: -

Special Abilities
  • +4 Science
  • Can turn 1 Citizen into a Scientist
  • +2 Science with Organic Chemistry
  • 3% Science with Chemicals

-----

National Science Foundation (Requires: Scientific Method) [National Wonder]
Cost: 600

Require: -
Obsolete: -

Special Abilities
  • 50% Science
  • 1 FREE Technology
  • Can turn 3 Citizen into a Scientist
  • City More likely to Generate Great Scientist

-----

Archaeology Lab (Requires: Scientific Method)
Cost: 250

Require: University
Obsolete: -

Special Abilities
  • 5% Science
  • Can turn 1 Citizen into a Scientist
  • 5% Science with Modern Seismology
  • 5% Science with Ancient Temple

-----

Geology Lab (Requires: Scientific Method)
Cost: 400

Require: University
Obsolete: -

Special Abilities
  • +5 Science
  • Can turn 1 Citizen into a Scientist
  • 2% Science with Stone
  • 2% Science with Marble
  • 2% Science with Obsidian
  • 2% Science with Gems
  • +3 Science with Modern Seismology

-----

Biology Lab (Requires: Biology)
Cost: 250

Require: University
Obsolete: -

Special Abilities
  • 5% Science
  • Can turn 1 Citizen into a Scientist
  • +3 Science with Ecology
  • +3 Science with Genetics

-----

Paleontology Lab (Requires: Biology)
Cost: 350

Require: University
Obsolete: -

Special Abilities
  • 5% Science
  • Can turn 1 Citizen into a Scientist
  • 2% Science with Stone
  • 3% Science with Coal
  • +3 Science with Modern Seismology
  • +3 Science with Genetics



So don't tell me "I haven't modified them in any way." Because you can see obvious changes here. The same goes for the Water Mod being altered from the original file posting in my thread.

Hydro; I meant I hadn't altered them from the last official release, 1.72. Feel free to go to my SVN and check if you don't believe me. I haven't recieved any complaints from the 1.72 threads about your mods, and I always test my games using a FULL installation, and have not seen any problems either. StrategyOnly's problems likely stem from some modification he has done, and forgotten about.
 
Hydro; I meant I hadn't altered them from the last official release, 1.72. Feel free to go to my SVN and check if you don't believe me. I haven't received any complaints from the 1.72 threads about your mods, and I always test my games using a FULL installation, and have not seen any problems either. StrategyOnly's problems likely stem from some modification he has done, and forgotten about.

I found out what it is, its Hashishim civs and leaders that is causing the problem with the Science folder for some odd reason.

EDIT: Aff must have made a newer schema for yours and Hashishim just hasn't made the same changes to his scheme's.
 
Hydro; I meant I hadn't altered them from the last official release, 1.72. Feel free to go to my SVN and check if you don't believe me. I haven't recieved any complaints from the 1.72 threads about your mods, and I always test my games using a FULL installation, and have not seen any problems either. StrategyOnly's problems likely stem from some modification he has done, and forgotten about.

Yeah I agree. I was only saying that you did tweak them since I have it to you originally. As for altering since then I think the only thing you changed was to fix the National wonders like the Department of Water to work correctly.

I am sorry if I seemed harsh to you. it was not ment to in that way. Seems like its been a big misunderstanding involving StrategyOnly's bug reports. I personally have no had his error at all involving your tweaked mods.

Note I may want to tweak your tweaks for the science mod in the future since I like your whole +science rather than % science and would like to apply it to all of the buildings and not just the ones you tweaked.

EDIT: I made some tweaks to your tweaks. Please update the science mod with this.
 
I found out what it is, its Hashishim civs and leaders that is causing the problem with the Science folder for some odd reason.

EDIT: Aff must have made a newer schema for yours and Hashishim just hasn't made the same changes to his scheme's.


I have updated it, but it not uploaded yet. The previous civ pack uploads where for RoM2.9 and and not a new dawn, it may of worked for a new dawn 1.70 though. That is all. I will upload eveyrthing shortly.
 
I found out what it is, its Hashishim civs and leaders that is causing the problem with the Science folder for some odd reason.

EDIT: Aff must have made a newer schema for yours and Hashishim just hasn't made the same changes to his scheme's.
I have updated it, but it not uploaded yet. The previous civ pack uploads where for RoM2.9 and and not a new dawn, it may of worked for a new dawn 1.70 though. That is all. I will upload eveyrthing shortly.
 
I understand that under Flexible Difficulty, "Minimum Rank" and "Maximum Rank" are the range in which the difficulty is adjusted both for increasing and decreasing difficulty. Is this dynamic? If I modify the settings in the BUG interface will they apply with an immediate effect or do I have to start a new game?

I am currently playing beta3 and am trying to set minimum difficulty to Emperor and set the both Minimum and Maximum Rank to 0 (first place). In my mind this means that the difficulty never goes below emperor and only increases when you are in 1st place and decreases when you drop out of 1st place. Is this correct?

I have run a game on normal game speed and set the turns for the difficulty to increase / decrease to 1. So as of 2nd turn, if I am in first place the difficulty ought to increase, however its not doing so.

How do I need to configure it such that the difficulty only increases when I am first rank and only decreases when I am not first rank? See the attachment for how I configured my settings...
 

Attachments

  • FlexibleDifficulty.JPG
    FlexibleDifficulty.JPG
    262.6 KB · Views: 85
I understand that under Flexible Difficulty, "Minimum Rank" and "Maximum Rank" are the range in which the difficulty is adjusted both for increasing and decreasing difficulty. Is this dynamic? If I modify the settings in the BUG interface will they apply with an immediate effect or do I have to start a new game?

I am currently playing beta3 and am trying to set minimum difficulty to Emperor and set the both Minimum and Maximum Rank to 0 (first place). In my mind this means that the difficulty never goes below emperor and only increases when you are in 1st place and decreases when you drop out of 1st place. Is this correct?

I have run a game on normal game speed and set the turns for the difficulty to increase / decrease to 1. So as of 2nd turn, if I am in first place the difficulty ought to increase, however its not doing so.

How do I need to configure it such that the difficulty only increases when I am first rank and only decreases when I am not first rank? See the attachment for how I configured my settings...

Yes, it takes place immediately. However, there is a bug in the panel is beta3; the options don't take effect until you cycle them (turn them off, then on again). I've already fixed the bug, but too late now.
 
p.s. found another bug tho: when i discovered vassalage furrier building started giving me -100 commerce (-94 in one city and -112 in other). i destroyed them and commerce was back in order, however when i point mouse over it it was showing those minuses. and stoneworker's hut gives +155 hammers in other city ... and -5 in another ...
Do you have a before and after save? (and logs). If anyone has this problem, giving me a before and after save would be most helpful in tracking down the bug.
 
Hi Afforess,

Latest rev 129: Seems you've forgotten to upload the latest xml. I'm getting Tag errors in CIV4CivicInfos.xml on most of the civic buildings you've taken out.

Nevermind. My bad. You'd deleted that particular file, but the way I had my test setup configured caused me to keep the file (I copy out of the svn directory whenever I have to compile the DLL - but copied over an older build). Now I have to rebuild it.
 
Will try and find save.

Meanwhile, about promotions value balancing (in overall army strengths comparison) - i have an idea that their (promoted unit) value should scale linear till, say, 100 exp total (maybe 50, not sure), after that it should become logarithmic and cap somewhere around 150. My point is, that 150 exp unit and 1000 exp one differ in real strength maybe 5-10%, whereas single unit cannot and should not value as stack of 20 similar units. I would cap promoted unit value so that it value should never exceed value of 7-10 such units with 0 exp.

p.s. Unfortunately only have autosave 1 turn after i discovered vassalage, and destroyed buildings, giving -commerce. Showing weirdness now - While stoneworker hut in utrecht still giving +155 hammers, building stoneworker hut in other city now shows proper 5 hammers, and furrier (not built) - shows correct amount of gold. Furrier in Maastricht shows -120 commerce if built. 740 BC one.

I noticed bug right after i discovered vassalage. Another save is at beginning of it research (26 turns left). It shows somewhat more proper amount of 11 hammers (stone of vicinity, +50% from buildings, +100% from heroic epic). 875 BC one

RoM 2.91, AND 1.73beta3, Aarandas wonders+buildings+units (latest version).

{Required Files} {Military Civics} {Beautification Project} {Castle Improvements} {Ice Breaker} Meteorology {Realistic Diplomacy} {Seafaring } {War Prizes} Arctic {Larger Cities} {Espionage Process} Forestation {Sea Tunnels} Terraforming {Lead From Behind} {Event Images} Sports {Civic Buildings} {No Storms} {Early Buildings} ANM {Historical Wonders} Formations {Better RoM} Withdraw Guilds {Modern Corporations} {Black UI} {Blue Marble Terrain} {Improved Artwork} {Civic Diplomacy} Research {Trading Posts} {Spy Satellites} {Surgeon, Storyteller & Sniper}
 
Yes, it takes place immediately. However, there is a bug in the panel is beta3; the options don't take effect until you cycle them (turn them off, then on again). I've already fixed the bug, but too late now.

Could you tell me how to fix this bug or update the file you fixed? I just downloaded the latest AND, ( revision 129 ) and about to start a new game. But I can't turn off it anyway.
 
I have a crash (CTD) with each and every beta3 i have d/led, here are the logs:
Saved will will go about fifteen turns then CTD

Installed Components:
{Required Files} {Military Civics} {Beautification Project} {Castle Improvements} {Ice Breaker} {Ideology Civics} Meteorology {Realistic Diplomacy} {Seafaring } {Resource Refinement} {War Prizes} Zoology Firestorm Arctic {Larger Cities} {Espionage Process} Forestation {Sea Tunnels} Terraforming {Lead From Behind} {Event Images} Education Sports NIMBY {Civic Buildings} {No Storms} {Early Buildings} ANM {Historical Wonders} {Better RoM} Domestic Withdraw Farming Guilds {Modern Corporations} {Warriors of God} {Improved Artwork} {Water Mod} {Civic Diplomacy} Transportation {Misc Buildings} Health Research {Trading Posts} {Spy Satellites} Tactics {Garbage Civics} {Surgeon, Storyteller & Sniper}

Install Type:
Custom

Version:
1.73beta3

Install Directory:
C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind

Windows Version:
Windows
 
Are you sure that those extra leader-heads aren't affecting your game?
 
Really? But the flexible difficulty always turns on at my 129, whether or not the custom game option is checked. Is there a new bug? ( For now, I fully rebuild the dll everytime. )

I saw you just updating 130, I will try it later.

It's probably because you have it turned on in the new Config panel. Just turn if off there. ;)
 
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