A New Dawn Beta Builds

1.74beta 3
3) barbarian animals are suffering from unhealthy terrain even though it should be their natural habitat. They should be made to avoid unhealthy terrain by making it unpassable to them in the XML. (If it wasn't past my bed time I might just fix this for you.:) )

Maybe mountain lions should be able to pass mountain peaks. And polar bears should move on ice, too. They could usually spawn there, after all - making it harder to eliminate them fast!

Plus, I think to have animals and barbs together for some longer time would be more interesting. In fact, I'd like to see animal "herds" and non-attacking animals as well, which if you kill them, give food or hammers or spawn resources if "domesticated" because of capture. I once saw some of this in a stone age mod and liked it very much. The concept of "hunting for food" would make eternity/snail games with lonesome starts much more thrilling. And "nomad"-trait civs could as well make up for their lack of many commerce and buildings... Could be a newly challenging way of early gameplay I hope to see in future of RoMANDUM some day...
 
I'm not sure this is bug, but I think it's weird.
If you use Buildings Inc., Prophet's civic building is shrine, but it require Folklore or Divine cult.
and some civics don't have their civic buildings. Is this intentional?

Not all civics have civic buildings anymore.

1.74beta 3

1) Automated explorers will try to heal in unhealthy terrain until they die:crazyeye:

2) I thought we had decided to make the Arc... a wonder for the Jewish religion.

3) barbarian animals are suffering from unhealthy terrain even though it should be their natural habitat. They should be made to avoid unhealthy terrain by making it unpassable to them in the XML. (If it wasn't past my bed time I might just fix this for you.:) )

1.) They shouldn't be able to; that's specifically forbidden in their AI. I'd like to see a screenshot.

2.) Do you have an updated version?

3.) Already taken care of.

Sorry to say this Aff, but Flexible Difficulty still doesn;t worked on my beta 3 game

I know it is working. What settings are you using?
 
I encountered a very strange glitch. A barbarian Warlord Chief entered my borders. I didn't attack him because he was too powerful. This turn, instead of attacking me city, he walked into it! After he walked into my city, the unit changed. On the info thing that pops up when you mouse over a unit, where it usually says barbarian (the place that says the name of the owner of the unit), it was blank. Also for some reason it has a french flag (but the unit's color is barbarian black). The French don't have open borders with me and it isn't a French unit.

I let him walk out of the city the next turn and when he did, it was a barbarian unit again.

(the upload is one turn before he walked into my city)

(Also flexible difficulty isnt working for me either)
 
To Afforess:

Oh, I'm glad that you came back finally. You were disappeared since my last reply at June 11, after it I tracked this thread for days, but didn't see you back. Then I gave up.

It looks like you made a big update in these days. So I will go on my testing. I viewed your bugs reporting page on the SourceForge, and I got a question, could I add the bug on that page without informing you in this thread?
 
I encountered a very strange glitch. A barbarian Warlord Chief entered my borders. I didn't attack him because he was too powerful. This turn, instead of attacking me city, he walked into it! After he walked into my city, the unit changed. On the info thing that pops up when you mouse over a unit, where it usually says barbarian (the place that says the name of the owner of the unit), it was blank. Also for some reason it has a french flag (but the unit's color is barbarian black). The French don't have open borders with me and it isn't a French unit.

I let him walk out of the city the next turn and when he did, it was a barbarian unit again.

(the upload is one turn before he walked into my city)

(Also flexible difficulty isnt working for me either)

According to previous reply by Afforess, the warlord unit has been changed to have hidden nationality. That means it can enter your border or city without fighting. Even though, I can not determine that this is not a bug. But I guess I'm right.
 
Ugh, hidden nationality ground units are a pain, especially considering the warlord units are generally quite strong for their tech level.

Can we get this reversed? 0_o
 
In beta3 I am experiencing generals promoted to great commander not having their XP raised after battles by units on their tile.
 
Ugh, hidden nationality ground units are a pain, especially considering the warlord units are generally quite strong for their tech level.

Can we get this reversed? 0_o

Describe to Vincentz in his thread in Modmod forum. If Vincentz understand and agree he can change that. It was his invention, not Zappara's or Afforess'.
 
Describe to Vincentz in his thread in Modmod forum. If Vincentz understand and agree he can change that. It was his invention, not Zappara's or Afforess'.

Yeah, but its in Afforess' mod as a core component, not part of a module I installed secondarily. I can fix it myself with some code changes, I suppose >_> I just think it's a balance issue, so I brought it up.
 
Yeah, but its in Afforess' mod as a core component, not part of a module I installed secondarily. I can fix it myself with some code changes, I suppose >_> I just think it's a balance issue, so I brought it up.

however i think it's up to vincentz to balance this out. Afforess has enough on his mind i guess. and besides, everyone can fix it temporarily for himself if s/he dislikes it.
 
Yeah, but its in Afforess' mod as a core component, not part of a module I installed secondarily. I can fix it myself with some code changes, I suppose >_> I just think it's a balance issue, so I brought it up.

I survived them :). But my report may be a bit biased because my max Difficulty is at Noble so Flexible Diff only go between Settler and Noble. Plus I have Ruthless AI on plus BarbarianCivs on. So I don't know about you but I'm doing good :).

Oh! Let me guess, you are playing with xUPT while I am not. I dislike xUPT because it just don't fit in Civ4 universe, IMO, but that is personal taste :). I will play with one unit only in Civ5 so no worries :).
 
Yeah, but its in Afforess' mod as a core component, not part of a module I installed secondarily. I can fix it myself with some code changes, I suppose >_> I just think it's a balance issue, so I brought it up.

I think you will find it is a RoM core product not an AND core product, but I could be mistaken.

Four screen shots.
1) bad/hazardous choice of path 2) is what it should have taken.

3 & 4) My unit has a desert promotion but is loosing health in deserts.
 
hmm just noticed that my BuildingUpgradePackage overwrote some of the improved arts from RoM 2.92 (e.g. for the container port/international port (old naming)). if someone could give me a list of buildings that should have their art corrected then i'll make the change next version.

another thing: i've noticed that playing in an alliance boost game speed by quite a lot as your research speed is effectively doubled in a 2 civ team. so i apply for a maintenance increase for cities per each ally city. it should work for allied cities just the same way as the normal maintenance system for your own cities but of course neglect the distance to capital factor (for your allies cities). so if you and your ally have both 10 cities the base maintenance would base maintenance would be calculated as for 20 cities.

well, maybe ally cities should count with a factor of 1/2 towards your maintenance relevant city count.
 
I know it is working. What settings are you using?

Is it?
What setting information do you need?

I'll try one more game with it, although i'm sure that it wasn't working(i set my turn increment as 75, and when 100 turn has passed by, and i'm on the top. Difficulty remain the same. Then i try the increment to 1 and, nothing happened)

Edit : I've tried it for the 2nd time, 2nd clean install, and i set the increment to 1 to make it done quickly. 50 turns has passed, and still, no change in difficulty :(
 
Ah, I skipped right over that, thanks Killtech.

Can I propose something? I don't think that attrition should be completely nullified with the desert/tundra/whatever else promotion. There's almost always going to be attrition, isn't there? Couldn't the anti-damage promotion simply reduce the amount of attrition taken per turn? Say 15% down to 5%, if we want a nice round number?

EDIT: Or perhaps have it reduced until the modern era, where attrition finally, truly is almost a non-factor?

Edit: Ooooh, new thought! Perhaps a new set of promotions, introduced with, say, the tech "Climate Models" or whatever one of those future techs are called, that can eliminate the attrition once in the modern era. And all of the precursors to those promotions merely reduce the amount of attrition.

What do you guys think? Are my points valid? And if so, is what I am proposing possible and worthy of implementation?

I'm done editting now. >.>
 
Can I propose something? I don't think that attrition should be completely nullified with the desert/tundra/whatever else promotion. There's almost always going to be attrition, isn't there? Couldn't the anti-damage promotion simply reduce the amount of attrition taken per turn? Say 15% down to 5%, if we want a nice round number?

EDIT: Or perhaps have it reduced until the modern era, where attrition finally, truly is almost a non-factor?

no, this feature doesn't work well currently and is not well liked (like one can read in the poll thread). though i agree on damage with promotion but only in case there is a damage cut off. note that that units with damage over 50% are more or less worthless for battle and take very long to recover in enemy territory. thus this is enough penalty to reduce health only to this level by terrain/attrition.

so what do you think about this alternative concept?
 
I just eliminated everything I wrote in this post because it wasn't accurate to what you were truly explaining in that spoiler. Anyway, despite the hundred thoughts I have on this concept floating through my head right now, which is confusing me, :/, you're idea within the spoiler tags is definitely an acceptable one that I figure a lot of people would like over the current system.

EDIT: Bloody hell, I'm hyperactive with editting my posts today.
 
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