A New Dawn Beta Builds

Reporting a bug in the current AND beta:

Afforess, last time we discussed that flexibile difficulty was not responding you mentioned it was due to the need to cycle the options (turn them on and off again) for them to register. This did not solve the following problem;

1) I started a game with flexible difficulty checked (in the pre-game options before game startup)

2) Despite this, once in game I noticed flexible difficulty was ticked off (in the new BUG interface)

3) My settings are 0-0 for min and max player rank which means difficulty should only increase when in first slot and / decrease only if I am not in 1st slot.

4) My difficulty increased anyway despite being ranked 3 (despite my 0-0 min / max rank configuration)

5) I set flexible difficulty turns to 1 in order to decrease difficulty, cycled virtually all options including min max rank to make sure both were at 0 and turns set to 1. My difficulty still increased in the next turn.

I have tried all sorts of cycling to get the values to register in order to make the difficulty decrease but its not working. I have attached the save - if you are able to decrease through some magic cycling let me know but I am assuming cycling is not the issue since I have tried that, hence I am reporting this as a bug.

Here is my theory: There is a conflict between the pre game flexible difficulty and the in game flexibility option. Pre game flexible difficulty, when enabled sets the min and max ranks to 0-2 automatically, hence I was in the top 3 and my difficulty increased. Once in game though, if one checks the BUG interaface, the settings are per the last configuration you made (in my case they were 0-0 for min / max rank). Furthermore the min and max ranks for flexible difficulty did not respond in the BUG interface despite voracious cycling. The only thing that DID respond was turn increments. As soon as I set that to 1 the difficulty increased immediately. Again, see if you are able to reduce the difficulty in the attached save by setting ranks to 0-0. The more I write about this the more I think its simply a bug with the ranks not responding once in game as the turn increments DID respond.

A New Dawn.log:
Spoiler :
Installed Components:
{Required Files} {Military Civics} {Ice Breaker} {Realistic Diplomacy} {Seafaring } {War Prizes} Arctic {Espionage Process} Forestation {Sea Tunnels} Terraforming {Lead From Behind} {Event Images} {Civic Buildings} {No Storms} {Early Buildings} ANM {Historical Wonders} {Better RoM} Withdraw {Modern Corporations} {Improved Artwork} {Civic Diplomacy} {Trading Posts} {Spy Satellites}

Install Type:
Custom

Version:
1.73beta3

Install Directory:
D:\games\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind

Windows Version:
WinXP
 

Attachments

The settings panel in beta3 doesn't fully work. Why on earth are you reporting this now? I fixed this stuff weeks ago.
(In the official release, you don't need to cycle the options, they initialize correctly).
 
The settings panel in beta3 doesn't fully work. Why on earth are you reporting this now? I fixed this stuff weeks ago.
(In the official release, you don't need to cycle the options, they initialize correctly).

So how can I disable the flexible difficulty correctly by now? I'm sure there are some problem in my game, at revision 139.
 
So how can I disable the flexible difficulty correctly by now? I'm sure there are some problem in my game, at revision 139.

Rev 139 is patch B of AND 1.73 and is bug-fixed since Beta 3.

Afforess has already published patch C, although he hasn't put it up on the SVN.

So start by installing Patch C from the main download. Although since rev 139 is patch B, you should be able to disable flex diff without any problems. Mind you, I never play without flex difficulty, so I don't know if it does or doesn't work, but I imagine it does.
 
Lichen, in the official release, the Flexible Difficulty gameoption was removed from the game option list, and is exclusively in the RoM settings page. That fixed the issue with one setting overriding the other.

There may well be bugs in how Flexible difficulty works; but enabling/disabling it works fine.
 
Thank you all for helping me. Yes, I'm using 139, and the Flexible Difficulty in the pre-game options was removed too at this version. I ever thought the files on the SVN is always newest, I was wrong.

I will go to download it from the main downloading thread, and test it again.

Whoa, Afforess you added me to the testor list, I'm so proud of that, thanks.

Edited:

I saw you already updated patch C to the SVN. I will simply get files from it, instead of downloading from main downloading thread.
 
Your patch C install script on the SVN has a bug that can not build installer correctly.

Build log:
Spoiler :

04/13/10 01:47:47 PM - Building message catalogs...
04/13/10 01:47:48 PM - Building Windows install...
04/13/10 01:47:48 PM - Building main.tcl...
04/13/10 01:47:48 PM - Refreshing file groups...
04/13/10 01:51:36 PM - Getting file list...
04/13/10 01:55:15 PM - Building file manifest...
04/13/10 01:55:18 PM - Saving install information...
04/13/10 01:55:22 PM - Building install...
04/13/10 01:55:47 PM - Building install executable...
04/13/10 02:06:18 PM - Windows build completed in 18m31s.
04/13/10 02:06:18 PM - Installer size is 258.09 MB.
04/13/10 02:06:18 PM - Build completed in 18m31s.
04/14/10 12:57:59 PM - Building message catalogs...
04/14/10 12:58:00 PM - Building Windows install...
04/14/10 12:58:00 PM - Building main.tcl...
04/14/10 12:58:00 PM - Refreshing file groups...
04/14/10 12:59:37 PM - Getting file list...
04/14/10 01:03:00 PM - Building file manifest...
04/14/10 01:03:04 PM - Saving install information...
04/14/10 01:03:07 PM - Building install...
04/14/10 01:03:32 PM - Building install executable...
04/14/10 01:13:23 PM - Windows build completed in 15m23s.
04/14/10 01:13:23 PM - Installer size is 258.08 MB.
04/14/10 01:13:23 PM - Build completed in 15m24s.
04/27/10 12:10:51 AM - Building message catalogs...
04/27/10 12:10:52 AM - Building Windows install...
04/27/10 12:10:52 AM - Building main.tcl...
04/27/10 12:10:52 AM - Refreshing file groups...
04/27/10 12:12:56 AM - Getting file list...
04/27/10 12:16:40 AM - Building file manifest...
04/27/10 12:16:44 AM - Saving install information...
04/27/10 12:16:47 AM - Building install...
04/27/10 12:17:12 AM - Building install executable...
04/27/10 12:28:26 AM - Windows build completed in 17m35s.
04/27/10 12:28:26 AM - Installer size is 253.10 MB.
04/27/10 12:28:26 AM - Build completed in 17m35s.
04/27/10 11:15:17 AM - Building message catalogs...
04/27/10 11:15:17 AM - Building Windows install...
04/27/10 11:15:17 AM - Building main.tcl...
04/27/10 11:15:17 AM - Refreshing file groups...
04/27/10 11:18:06 AM - Getting file list...
04/27/10 11:22:53 AM - Building file manifest...
04/27/10 11:22:58 AM - Saving install information...
04/27/10 11:23:01 AM - Building install...
04/27/10 11:23:34 AM - Building install executable...
04/27/10 11:38:06 AM - Windows build completed in 22m49s.
04/27/10 11:38:06 AM - Installer size is 253.10 MB.
04/27/10 11:38:06 AM - Build completed in 22m49s.
04/30/10 11:29:16 PM - Building message catalogs...
04/30/10 11:29:16 PM - Building Windows install...
04/30/10 11:29:16 PM - Building main.tcl...
04/30/10 11:29:16 PM - Refreshing file groups...
04/30/10 11:30:31 PM - Getting file list...
04/30/10 11:34:08 PM - File 'E:/My Programmes/A New Dawn/A New Dawn Assets/Modules/Custom_Units/Noble' does not exist!
04/30/10 11:34:08 PM - File 'E:/My Programmes/A New Dawn/A New Dawn Assets/Modules/Custom_Units/Promos' does not exist!
04/30/10 11:34:08 PM - File 'E:/My Programmes/A New Dawn/A New Dawn Assets/Modules/Custom_Units/MLF_CIV4ModularLoadingControls.xml' does not exist!
04/30/10 11:34:08 PM - File 'E:/My Programmes/A New Dawn/A New Dawn Assets/Modules/Custom_Units/CIV4ModularLoadingControlsSchema.xml' does not exist!
04/30/10 11:34:08 PM - Building file manifest...
04/30/10 11:34:13 PM - Saving install information...
04/30/10 11:34:16 PM - Building install...
04/30/10 11:34:47 PM - Building install executable...
04/30/10 11:44:42 PM - Windows build completed in 15m26s.
04/30/10 11:44:42 PM - Installer size is 238.22 MB.
04/30/10 11:44:42 PM - Build completed in 15m26s.
05/05/10 01:45:24 AM - Building message catalogs...
05/05/10 01:45:25 AM - Building Windows install...
05/05/10 01:45:25 AM - Building main.tcl...
05/05/10 01:45:25 AM - Refreshing file groups...
05/05/10 01:47:02 AM - Getting file list...
05/05/10 01:50:14 AM - File 'E:/My Programmes/A New Dawn/A New Dawn Assets/Modules/Custom_Units/Noble' does not exist!
05/05/10 01:50:14 AM - File 'E:/My Programmes/A New Dawn/A New Dawn Assets/Modules/Custom_Units/Promos' does not exist!
05/05/10 01:50:14 AM - File 'E:/My Programmes/A New Dawn/A New Dawn Assets/Modules/Custom_Units/MLF_CIV4ModularLoadingControls.xml' does not exist!
05/05/10 01:50:14 AM - File 'E:/My Programmes/A New Dawn/A New Dawn Assets/Modules/Custom_Units/CIV4ModularLoadingControlsSchema.xml' does not exist!
05/05/10 01:50:14 AM - Building file manifest...
05/05/10 01:50:17 AM - Saving install information...
05/05/10 01:50:19 AM - Building install...
05/05/10 01:50:40 AM - Building install executable...
05/05/10 01:58:51 AM - Windows build completed in 13m26s.
05/05/10 01:58:52 AM - Installer size is 238.27 MB.
05/05/10 01:58:52 AM - Build completed in 13m28s.
05/05/10 02:01:19 AM - Building message catalogs...
05/05/10 02:01:19 AM - Building Windows install...
05/05/10 02:01:19 AM - Building main.tcl...
05/05/10 02:01:19 AM - Refreshing file groups...
05/05/10 02:01:19 AM - Getting file list...
05/05/10 02:01:19 AM - File 'E:/My Programmes/A New Dawn/A New Dawn Assets/Modules/Afforess/ImprovedArt/Icons' does not exist!
05/05/10 02:01:19 AM - Building file manifest...
05/05/10 02:01:19 AM - Saving install information...
05/05/10 02:01:20 AM - Building install...
05/05/10 02:01:20 AM - Windows Icon 'C:/Users/Cameron/Afforess's Modmods/BlueEarth.ico' does not exist.
05/05/10 02:01:20 AM - Building install executable...
05/05/10 02:01:24 AM - Windows build completed in 00m05s.
05/05/10 02:01:24 AM - Installer size is 5.99 MB.
05/05/10 02:01:24 AM - Build completed in 00m05s.


But even I downloaded the patch C from main downloading thread and installed it, I got a failed loading xml message of file "Assets\Modules\Afforess\Better RoM\Better_RoM_CIV4ArtDefines_Building.xml". Which xml file is exists, but looks like the art files defined in the xml are missing.

Missing files in the XML are red:
Spoiler :

<Civ4ArtDefines xmlns="x-schema:CIV4ArtDefinesSchema.xml">
<BuildingArtInfos>
<BuildingArtInfo>
<Type>ART_DEF_BUILDING_NATIONAL_MINT</Type>
<LSystem>LSYSTEM_1x1</LSystem>
<bAnimated>0</bAnimated>
<fScale>0</fScale>
<fInterfaceScale>0</fInterfaceScale>
<NIF>Art/Empty.nif</NIF>
<KFM/>
<Button>,Art/Interface/Buttons/TechTree/Usury.dds,Art/Interface/Buttons/RoM_Techtree_Atlas2.dds,4,3</Button>
</BuildingArtInfo>
</BuildingArtInfos>
</Civ4ArtDefines>
 
Lichen8566, this is a silly question I know, but did you install patch C on a clean RoM or over say patch A or B? I had mine patched A-B-C and I'm not getting that error. Just idle curiosity as I am not a C++ programmer.
 
Lichen8566, this is a silly question I know, but did you install patch C on a clean RoM or over say patch A or B? I had mine patched A-B-C and I'm not getting that error. Just idle curiosity as I am not a C++ programmer.

Yes, I installed patch C on a clean RoM and a clean AND ( I deleted all previous files and reinstalled them all ). But about patch A and B, Affores said this in the downloading thread: " Patch C includes all prior patch's changes, so if you haven't updated to yet, just use C. "
 
Must I download the installer of 1.73 from the main downloading thread? Or should I install the own build installer without install patch C? Could you give me a direction please, Afforess?
 
Must I download the installer of 1.73 from the main downloading thread? Or should I install the own build installer without install patch C? Could you give me a direction please, Afforess?

What I did was at Revision 138, it was a clean install because that was the first official copy of 1.73, identical to Main Download. After that I had already had Vincentz' Icons because it came with his modpack. So that meant at Revision 140-2, I carefully copied and pasted over python files from the SVN folder and recompiled Release dll and copied it over to my RoM directory. Nothing fancy there :).

I was supposed to just download 1.73 itself but Vincentz ruined my plan :lol:. :joke: But really, my game is running smoothly right now :D. China is slowly conquering the lands around it :D.

EDIT: Oops, forgot to answer your question... In short, if you are having problems, just :):):):) it and have a fresh RoM 2.91 and go ahead and use the Main Download link. Forget about Revisions until you are ready to alpha test next version :).
 
EDIT: Oops, forgot to answer your question... In short, if you are having problems, just :):):):) it and have a fresh RoM 2.91 and go ahead and use the Main Download link. Forget about Revisions until you are ready to alpha test next version :).

Yeah, this. I've noticed Afforess gets kinda messy when making patches instead of betas, mostly because he's patching things that need to be fixed right :mad::mad::mad::mad::mad::mad::mad: now or we'll all hold our breaths and throw hissy fits!

Or it might have to do with fixing serious issues in a production build. :p

Also, no doubt he feels especially responsible for production build, although his schedule is probably gonna cause him harm if he doesn't pull back some.
 
Yeah, this. I've noticed Afforess gets kinda messy when making patches instead of betas, mostly because he's patching things that need to be fixed right :mad::mad::mad::mad::mad::mad::mad: now or we'll all hold our breaths and throw hissy fits!

Or it might have to do with fixing serious issues in a production build. :p

Patches are 5x harder because I have to maintain save compatibility, make it run with a quick and easy installer, and new problems crop up every day. And yes, the production build is what matters, most users don't want to mess around with anything that has a "Beta" tag on it. The max downloads I had for any 1.73 beta (and they were stable, Hi quality beta's, mind you) was 200 downloads, over a 1 week period. I had 200 downloads on the first day of the 1.73 release. Puts things in perspective.

Yeah, Patch D is probably not until thursday. I'll be gone most of Wend, moving.
 
What I did was at Revision 138, it was a clean install because that was the first official copy of 1.73, identical to Main Download. After that I had already had Vincentz' Icons because it came with his modpack. So that meant at Revision 140-2, I carefully copied and pasted over python files from the SVN folder and recompiled Release dll and copied it over to my RoM directory. Nothing fancy there :).

I was supposed to just download 1.73 itself but Vincentz ruined my plan :lol:. :joke: But really, my game is running smoothly right now :D. China is slowly conquering the lands around it :D.

EDIT: Oops, forgot to answer your question... In short, if you are having problems, just :):):):) it and have a fresh RoM 2.91 and go ahead and use the Main Download link. Forget about Revisions until you are ready to alpha test next version :).

Thanks, I guess my problem is caused by the installer that builded by the revision 141 files from SVN.

To Afforess: In my current version ( though missing some art files ), it seems Flexible Difficulty works well without problem. ( Better fix the patch install script bug. )

Could you update the missing art files I reported to the SVN please?
 
Afforess, may I ask you a thing, if it's not too much? Anticipate the Improved Vassalage to 1.74? I only ask this because I'm eager to play with the Economy and Vassalage together, and Economy seems to be fairly developed already. Either way, thx!
 
Questions: How does this Great Generals system work?

I turn it on and understand that I keep my general attached to an army without leading it. In this way it gets special bonuses with XP.

But questions:

1) Do these bonuses affect ALL units in the stack? Or just 5 of them (as per the "control" thing)?
2) Does this essentially render the "Lead as Warlord" option obsolete, as I can just permanently keep my great generals on their own behind armies?
3) Do stats stack with multiple great generals in a single stack?
 
I'm having problems giving the great generals XP. I keep them in my stacks when fighting but they haven't got any experience. Is there something else required for gaining XP?

Yours first because it's easier to deal with. What version of AND are you using? If it's a 1.73 beta or earlier, download and reinstall version 1.73 and patch D from here. Please note that this WILL break your savegame, but it will fix your no XP for Great Commander's problem, as well as a bunch of other bugs. It will also give you new features. OTOH, if you don't use HydroX's HAND mod, you might end up missing a bunch of buildings that you've gotten used to as HydroX took over that aspect of this mod.

Questions: How does this Great Generals system work?

I turn it on and understand that I keep my general attached to an army without leading it. In this way it gets special bonuses with XP.

But questions:

1) Do these bonuses affect ALL units in the stack? Or just 5 of them (as per the "control" thing)?
2) Does this essentially render the "Lead as Warlord" option obsolete, as I can just permanently keep my great generals on their own behind armies?
3) Do stats stack with multiple great generals in a single stack?

  1. It affects the first units to act in the same tile or a tile within Command Range, limited by available Control Points. So if your GC's CR is 1, he'll affect all units around his current tile. Finally, if you have more than one GC in range, then the game chooses one until he no longer has any control points, at which time it will switch to the next available GC. I don't really approve of the way it chooses, but that's besides the point.
  2. This is more based on personal choice. Me, I never use "Lead as Warlord" but instead keep maybe 4-8 as GCs and settle the rest in my city (I play OCC with unlimited wonders exclusively). In this way in my current game I've managed to create a city that outputs units with 92 starting XP. It helps that I always make sure to build King Richard's Crusade, so I can get arount 20 Crusaders.
  3. No. See point 1.

Hope that clears it up for you.

An aside:

I'm not certain if this is always the case, but XP retention on upgrade now seems to be the same for units with "Lead as Warlord" as without, limited to 25XP. At least for units that get the Warlord promotion on build (Warlords and Crusaders). So the only advantage to using up a GG for it is that the unit will get double XP with the Leadership promotion, and that it will always survive attacking another unit when teamed up with a fully or near fully promoted Great Commander (provides +80% withdrawal chance when fully promoted). If you're feeling lucky, or don't mind reloading quicksaves, you don't even need to give the unit the tactics promotion as battlefield promotion will almost always grant it the first time you withdraw. It's how I usually get the tactics (+30% wd), Hindi (+20% wd) and Kemetic (+30% wd) promotions.
 
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