A New Dawn Beta Builds

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.
Oh, somehow missed the new version. I'll update my game and check if it works now.
 
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.

204 than, cause I allways count for 5.
I dowload, install, tweek, rar and send to 4 bodys . . . for MP.:)
 
  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.



I don't understand the point 1 thing. Do you mean that it will only give the Great General's bonuses to ONE unit in the stack if it has ONE Control thing? Or that it will give it to FIVE units if it has FIVE control thing?

And it really seems like the "Lead as Warlord" option has been rendered obsolete. Why even bother using this option with the Great Generals thing giving far better options?
 
I don't understand the point 1 thing. Do you mean that it will only give the Great General's bonuses to ONE unit in the stack if it has ONE Control thing? Or that it will give it to FIVE units if it has FIVE control thing?

The GC affects all units, but each time a unit attacks or defends, in his range of control, he loses a point. When the points go to zero, he has no effect. There are some promotions that boost the number of points he has. Points are reset the next turn.
 
The GC affects all units, but each time a unit attacks or defends, in his range of control, he loses a point. When the points go to zero, he has no effect. There are some promotions that boost the number of points he has. Points are reset the next turn.

And the control points are limited to the number used during a turn. So if you use all the points in your turn attacking, you won't get any bonuses from the GC during defense.
 
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>

On the fresh installation of RoM2.9.1, AND 1.73 and latest patch D from SVN, I still got this bug of missing art files. ( My "Art/Empty.nif" file is under the original BtW folder, and TechTree folder and RoM_Techtree_Atlas2.dds file are missing in both of BtW and RoM mod folders. )
 
On the fresh installation of RoM2.9.1, AND 1.73 and latest patch D from SVN, I still got this bug of missing art files. ( My "Art/Empty.nif" file is under the original BtW folder, and TechTree folder and RoM_Techtree_Atlas2.dds file are missing in both of BtW and RoM mod folders. )

The atlas files are in the fpk's, and the Art/Empty.nif is from the BTS folder, mods can use BTS art.

If there were legitimate bugs, I would be receiving a lot more complaints. ;)
 
The atlas files are in the fpk's, and the Art/Empty.nif is from the BTS folder, mods can use BTS art.

If there were legitimate bugs, I would be receiving a lot more complaints. ;)

On the fresh installation of RoM2.9.1, AND 1.73 and latest patch D from SVN, I still got this bug of missing art files. ( My "Art/Empty.nif" file is under the original BtW folder, and TechTree folder and RoM_Techtree_Atlas2.dds file are missing in both of BtW and RoM mod folders. )

A couple possibilities come to mind:

  1. The SVN rep version of AND is an already fully patched 1.73 (Afforess can correct me if I'm wrong). I'd imagine there may be some errors when you install a patched 1.73D over the base 1.73. Either install the SVN sourced version over a fresh RoM 2.91 or install patch D over a fresh install of RoM 2.91+AND 1.73
  2. Your local SVN repository has become corrupted. I had a problem during one of the betas where files that were deleted in the remote SVN weren't properly deleted from my local rep, which then caused all sorts of trouble. Fixed it by deleting everything and setting up and downloading the SVN rep from scratch.

I'm thinking number 1. So save yourself some trouble for now and install the patches as they come out on the main download page. That way you don't need to install things from scratch over and over again.
 
Thank you all guys, I'm thinking the problem of No.1 too. But instead of install the patches from main download page, I prefer to figure out why these files can not be loaded.

I will try to resolve this issue later by myself, unless that's not my private problem. Thank you.
 
Thank you all guys, I'm thinking the problem of No.1 too. But instead of install the patches from main download page, I prefer to figure out why these files can not be loaded.

I will try to resolve this issue later by myself, unless that's not my private problem. Thank you.

Come to think of it, on top of number 1, the install script might be made for the patch, but the files are set up in the SVN for the whole thing. Might be causing even more errors that way.

Of course, I'm guessing. Good luck finding out what it is, and let us know. I'm curious but too lazy to bother compiling a new AND install myself ;)
 
Come to think of it, on top of number 1, the install script might be made for the patch, but the files are set up in the SVN for the whole thing. Might be causing even more errors that way.

Both the install script and patch script should work right out of the box. All the required files are in the SVN, and the paths are all relative to the SVN, so it doesn't matter where they are.
 
I found why I got the bug of failed loading art defines xml.

The installers downloaded from the main downloading thread are correct, but from the SVN, they are wrong.

They are the differents between the two:

under the folder of "Modules\Afforess\Better RoM",

from Main Downloading thread, the schema and art defines file are:
Balanced_CIV4ArtDefines_Building.xml, Balanced_CIV4ArtDefinesSchema.xml.

from the SVN, the schema and art defines file are:
Better_RoM_CIV4ArtDefines_Building.xml, Better_RoM_CIV4ArtDefinesSchema.xml.

It looks like a few people would download the files from SVN. :P
 
just a question out of curiosity
on the todo list you have something there called

Election Mod:

_ Popup for naming Currency
_ Popup informing player that they can alter currency printing

What is this going to be for? what you mean by election
 
Alpha 1 of 1.74 has been uploaded it. It doesn't differ much from 1.73G (so if you are looking for a stable game, go away!) except that the Better RoM improvement changes are included. Because that's the primary testing focus, all players must install Better RoM.
 
When I press f6 (for tech menu) I get nothing but blank, but it will return to game normally when pressing esc or enter. So there is just missing the tech page.

Also when I started the game, I had to put anti-aliasinh multisamples to atleast 2, because the screen showed nothing. no icons etc. After putting anti-aliases, the game runs good.. atleast for 20turns. :laugh: Will post more bugs if there are any.
 
When I press f6 (for tech menu) I get nothing but blank, but it will return to game normally when pressing esc or enter. So there is just missing the tech page.

Also when I started the game, I had to put anti-aliasinh multisamples to atleast 2, because the screen showed nothing. no icons etc. After putting anti-aliases, the game runs good.. atleast for 20turns. :laugh: Will post more bugs if there are any.

Yeah i had to put my Anti-Aliasing from 16 down to 8, am testing that now.
 
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