A New Dawn Beta Builds

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 :(

I found out that I was wrong after all. ;) Sorry about that.

Don't worry, I've got it fixed for the next version.
 
Your decision:
Here is a shortcut ICO I made for my shortcut. You can use it for installer if you know how and even want to bother with it. Otherwise ignore this post :).
 
Can you resize it to 48x48 pixels? That's the max size InstallJammer supports.
 
Can you resize it to 48x48 pixels? That's the max size InstallJammer supports.

Don't know how but will learn and re-release tonight.
 
Don't know how but will learn and re-release tonight.

OK, that was quick. Here is the ICO with 48x48 pizels size :).
 
How do i get rid of that stupid blinking ALT-CTRL-O junk, i thought i had it correctly UNchecked in the BUG settings?

I to have this exact "problem". Even after a load of a previous turn it starts blinking again.

Edit: The promotion for "Desert traverse" (don't know exact name for it) for my Explorer did not work. It still got damage from the Desert terrain.
 
XML error: The religion description in "A joyous marriage between ..." shows (at least the islamic faith) as a simple "T". Beside that,

How do i get rid of that stupid blinking ALT-CTRL-O junk, i thought i had it correctly UNchecked in the BUG settings?

Press alt-ctrl-o, click the arrow pointing right then deselect Options Shortcut Reminder. :)
 
The new bold font in the civics screen has a wrong text drawing rectangle. It seems to be because of the wrong method of calculating font size.

( 1.74beta3 revision 186 from SVN, Recommend settings )

Afforess, you didn't answer my question in the previous reply: Could I report a bug in the bug tracker page on SourceForge.net without informing you in this thread?
 
OK, I probably missed it somewhere, but I have one question:

Why the heck my freshly built units appear outside city area? What game feature is that?? Not to mention that in case of worker it is just simply dangerous :)
 
OK, I probably missed it somewhere, but I have one question:

Why the heck my freshly built units appear outside city area? What game feature is that?? Not to mention that in case of worker it is just simply dangerous :)

Do you use the xUPT limit?
If yes, it should be feature (exept that it shouldn't affect workers :p).
 
Do you use the xUPT limit?
If yes, it should be feature (exept that it shouldn't affect workers :p).

Yes, I set it up to 20. However, it happened to the FIRST, and SECOND unit I produced
in my FIRST city and after they were placed outside, I ordered them to go to the city right away, and they did.
 
Yes, I set it up to 20. However, it happened to the FIRST, and SECOND unit I produced
in my FIRST city and after they were placed outside, I ordered them to go to the city right away, and they did.

I haven't tested the latest version yet, but how I think it should work is when the ammount of your military units in your city extends the xUPT limit, the unit should be pushed outside the city. So it shouldn't affect workers (which are unaffected by the xUPT) and if you have less units in the city than the UPT limit.
That's how I think it works, so what you reported sounds like a bug.
 
Did you say, Afforress, that you were going to fix the time-passage in the game? I would greatly look forward to this, as every time I play a game in Snail mode, the game reaches the "end-time" between the 1800s and 1900s. Last game I was in, there was only my nation and one other nation as superpowers, with all others as vassals to either side. The enemy had an army stack so huge, it filled the entire screen.


At this rate, I'm never going to get to play with nuclear weapons or futuristic units in Snail mode games.
 
How do i get rid of that stupid blinking ALT-CTRL-O junk, i thought i had it correctly UNchecked in the BUG settings?

I to have this exact "problem". Even after a load of a previous turn it starts blinking again.

I've forced it to show each time you start a new game up. Opening the BUG settings page makes it go away. It's because I get WAY too many questions about RoM settings from players who never have looked in the settings.

XML error: The religion description in "A joyous marriage between ..." shows (at least the islamic faith) as a simple "T". Beside that,



Press alt-ctrl-o, click the arrow pointing right then deselect Options Shortcut Reminder. :)

Okay, thanks.

The new bold font in the civics screen has a wrong text drawing rectangle. It seems to be because of the wrong method of calculating font size.

( 1.74beta3 revision 186 from SVN, Recommend settings )

Afforess, you didn't answer my question in the previous reply: Could I report a bug in the bug tracker page on SourceForge.net without informing you in this thread?

I haven't changed the civics screen at all; are you sure? Yes, I the tracker works fine for bug reports; I get an email each time.

Edit: Your bug isn't with the civics screen, it's because you've added extra resources, haven't you? RoM:AND is at the resource limit for BTS, so extra resources mess up the game fonts and cause the problem you are seeing. Remove the extra resources, and your problem will go away.

OK, I probably missed it somewhere, but I have one question:

Why the heck my freshly built units appear outside city area? What game feature is that?? Not to mention that in case of worker it is just simply dangerous :)

Bug with xUPT. I've corrected it already.

Did you say, Afforress, that you were going to fix the time-passage in the game? I would greatly look forward to this, as every time I play a game in Snail mode, the game reaches the "end-time" between the 1800s and 1900s. Last game I was in, there was only my nation and one other nation as superpowers, with all others as vassals to either side. The enemy had an army stack so huge, it filled the entire screen.


At this rate, I'm never going to get to play with nuclear weapons or futuristic units in Snail mode games.
It's already been adjusted in the Beta's. The end year is ~2150.
 
Edit: The promotion for "Desert traverse" (don't know exact name for it) for my Explorer did not work. It still got damage from the Desert terrain.

I can confirm that.

Plus, if I play with xUPT I sometimes get "waiting for..." loops.
Haven't had that in previous FULL version, playing with xUPT, too.

Regarding the "output" of units (if using xUPT): shouldn't that only happen if my city is already full? it was pretty annoying, my units were dropped 5 tiles away on a desert tile and sometimes instantly killed by barbs (until i covered that area with units but I yet had to produce them in the beginning, of course).

Spoiler :
attachment.php
 

Attachments

  • Civ4ScreenShot0096.JPG
    Civ4ScreenShot0096.JPG
    123.2 KB · Views: 451
Yeah, I know. I'm actually creating the installer right now for beta4.

The reason for the desert glitch was that I tried to put a weight to avoid damaging terrain, but instead I weighted it TRY to put units on damaging terrain. :facepalm:
 
I can confirm that.

Plus, if I play with xUPT I sometimes get "waiting for..." loops.
Haven't had that in previous FULL version, playing with xUPT, too.

this actually sounds like what's happening in our MP game.

afforess, was anything changed with UPT from 1.73 to 1.74? It worked fine in the previous version when you started the game as host and the other player joined after he changed the option in a single player game and it would carry over to the MP game.
 
Back
Top Bottom