A New Dawn Beta Builds

Hydro, I would definitely suggest making one multi-mod for all your buildings, as I was going to suggest the same thing myself. Taking over non-recommended buildings into the same mod or a different multi-mod might be a good idea too.
 
@Arakhor

When you say "multi-mod" you mean many previously separate mods into one right?

If so that's what I am currently merging. I so far have my Misc, Military, Water, Health, Science and the disabled Early Buildings Mods successfully merged. I still have left the Transportation, Domestic Animals, disabled Civic Buildings and Towers/Walls to do. I am not sure what else Afforess disabled yet. I am also trying to decided if i want to merge the Garbage Civic Mod or keep it separate. What do you think?
 
Yes, I do. Have the civic separately though. There is no justification for having a new civic bundled with a bunch of buildings :)
 
That sounds good Hydro, although i share same ideologies as you, where more is better, but i think that we are a minority here. And doing this solution would give a win-win solution for everyone IMO
 
Yes, I do. Have the civic separately though. There is no justification for having a new civic bundled with a bunch of buildings :)

Well in my other thread I was trying to explain that the garbage civic helps balance out all the health buildings. And possibly other negative civics could help cancel out all the positive buildings. Because you can always avoid building negative buildings but you can't always pick a positive civic.

That sounds good Hydro, although i share same ideologies as you, where more is better, but i think that we are a minority here. And doing this solution would give a win-win solution for everyone IMO

Thanks for the support. I can see that more and more things have been polarized where you either want it all or you want it hand picked. While I can see the appeal of hand picked I still am a sucker for wanting to have it all. (or at least all I am willing to spend time creating).
 
#1 I explored the city to see what happened to my hammers... Lo and behold! It is indeed negative. I went to Stoneworker in my Built Buildings List and, yes, as Lichen reported the hammers are negative there!

#2 Lichen, nice :). I like China as a civilization. I'm a Mexican-American myself (parents from Mexico but me born here) but I was fascinated by the longevity of the Chinese civilization and what it had offered to the world. I may disagree with some of Chinese policies today but I still admire its history :).

Thank you. I also like USA because of its policies and laws, it's the most successful independent and multi-ethnic, multi-cultural country in the world's history. And for the China, I think it's too long as a civilization, to make its culture having many shortcomings. ( even there are still many advantages. ) I personally think that's a important factor to cause its modern revolution led to unsuccessful ( or incompleted ) in political and in society.
 
"Successful" is a terribly loaded word, especially when you qualify it with "most", but please, let's not get into that.
 
Bug Report:

Stoneworker's Hut has negative prodution after marble resource connected. Just look at my screenshot.

Do you have a before save? I want to catch the bug, but I have been unsuccessful at reproducing it.

Which are the basics and rules of the new culture spread?

In the new beta options menu is the point missing that you can put on the feature that you can only see the buildings that you can really build.

The option is now in the RoM configuration page. Click on the ladybug icon in-game, and the third tab in will have the options you want.

At first I want to thank Afforess for his fantastic work.

But now I have found a bug concerning the Spy Satellites: In the very moment one of them is in view my graphics go crazy. My entire screen is flickering, the GUI is absent (but clickable) and the game itself is unplayable slow. It doesn't matter if I'm ingame or worldbuilder - Satellite in view: Booom!

Uncle Edit says, it might matter that I have rev.129

I think it's related to your computer, not that particular mod. I just added both of them in the worldbuilder and everything worked fine. Just don't use those units.

Hello,

Since I have to use two attachments to illustrate my report, I will use this thread.

Anyway, here you see two pictures. One is at Turn 546, the other is at the Turn 548. You will notice that the city Xian still have Estate at one turn left to be constructed. That is a bizarre bug, if ever there was a more bizarre one!

Do you have a before save I can use?

@Afforess

I would like to take control of some of your non-recomended mods such as the Farm Mod, NIMBY Mod and maybe even some specific buildings like the Public Pool, Cryogenic Prison, Saloon, etc to be merged into my new mega combo mod. Is that ok?

Many of the buildings in these mods were basically me begging for this building or that building to be made. I feel like many of them are mine even though I did not write the code for them at the time.

By getting direct control over them I feel I could better tie them all together more than if they were in separate mods. Especially ones in which which were split where you made part of my idea and then generalstaff made the other part.

For example I wanted to link the sheep farm to the weavers and tailor's. But they were in very separate mods. Same goes for things like the rendering plant to the candlemaker's shop, etc.

I am just not sure how much of the mods you still do recommend and which you don't. Even before I was able mod my vision was to link them all together through the various aspects of human society. However in disabling many of these buildings or in some cases even changing the stats has put a monkey wrench into my overall vision.

While I do not want to mess with your original ideas such as the weather mod, I would like to incorporate more mods into mine n which I had a hand in designing (such as the zoology buildings, firestorm, NIMBY, farm, early buildings, vacation buildings, misc buildings, etc).

In short I would like to work something out with you so you can still have an AND with buildings you think are balanced while I can still add to my "huge web of interconnected buildings".

I think it's a great idea. You don't even have to make it dependent on AND's installer if you don't want to; nothing stops you from self-distributing it too.

Don't worry, those Brits are just jealous of our success.:mischief:

I know. But they do have Dr. Who. :p
 
Do you have a before save I can use?

Sure,

AND Install Log
Spoiler :
Installed Components:
{Required Files} {Ice Breaker} {Realistic Diplomacy} {Seafaring } {War Prizes} Arctic {Larger Cities} Forestation Terraforming {Lead From Behind} {Civic Buildings} {Early Buildings} ANM {Historical Wonders} Formations {Better RoM} Withdraw Guilds {Modern Corporations} {Blue Marble Terrain} {Improved Artwork}

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


Delete UnitInfos.xml and UnitSchema.xml from Advanced Diplo folder.

Delete Culture Spread from Required folder

I modified Config files, do you need the upload of these?
 
Seems that CultureLevelInfos.xml file isn't updated with eternal game speed (entries are missing for that gamespeed). I didn't try to play at that speed but I suspect cultural borders would be messed up as a result.
 
Seems that CultureLevelInfos.xml file isn't updated with eternal game speed (entries are missing for that gamespeed). I didn't try to play at that speed but I suspect cultural borders would be messed up as a result.

It is; I keep all my files in the Afforess/Required folder. Check there.
 
Aha, I see it. So if I want to edit a gamespeed and culture I should edit these files and not the ones in the original XML\Gameinfo folder?
 
Aha, I see it. So if I want to edit a gamespeed and culture I should edit these files and not the ones in the original XML\Gameinfo folder?

Yes and No. The files in Afforess folder override the main XML. However, I don't override all the XML, so you may need to edit both files. :p
 
I just noticed that the one at Afforess/Required has entries for eternal speed only. I think I get the structure now. Shouldn't be a problem to mod gamespeeds now.

Thanks for quick reply. :goodjob:
 
I'm not sure if this is related to the previously reported stoneworkers hut bug or not. I am not able to construct it apparently.
I got my stone quarry and then a cart path to it. I then built the stoneworkers hut. A while later a couple barbarians came and destroyed my quarry. I take out the barbarians and then notice that my stoneworkers hut is gone.
I figured that it had gotten destroyed because I lost my access to stone (is this correct?). Therefore I rebuilt the quarry and built the stoneworkers hut again. Once it completed I go to the city screen to see what I want to build next and I notice it wasn't actually built.
Here are save games before and after I built the hut and it didn't register.

AND Install Log

Spoiler :
Installed Components:
{Required Files} {Military Civics} {Beautification Project} {Castle Improvements} {Ice Breaker} {Ideology Civics} Meteorology {Realistic Diplomacy} {Seafaring } {War Prizes} Zoology Firestorm Arctic {Larger Cities} {Espionage Process} Forestation {Sea Tunnels} Terraforming {Lead From Behind} {Event Images} Education Sports {Civic Buildings} {No Storms} {Early Buildings} ANM {Historical Wonders} Formations {Better RoM} Withdraw Farming Guilds {Modern Corporations} {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
 

Attachments

@chrisj8804

Thanks for posting your save. I did indeed find the bug you mentioned. Thanks for making me aware of it; it has been the silent sinister cause behind a great deal of other problems.
 
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