A New Dawn Beta Builds

Um, no. The actual mechanic works the same. The Unit AI is significantly different though, with Better AI 1.01 instead of .84.

Also, I have never been able to debug your waiting for... bug since it wasn't reproducible.
 
A New Dawn Beta4 is out.

New Features:
  • None

Bug Fixes:
  • Terrain Damage has been disabled. It will be made into an option later.
  • xUPT works correctly when building units
  • Improved Civic Building AI
  • Removed Ark of Covenant, Archives, National Slave Auction, and Grain Reserve due to balancing reasons
  • Monarchy now gives Fixed Borders
  • Republic and Democracy no longer give Fixed Borders
  • Fixed bug in Border Patrol AI
  • Flexible Difficulty works
  • Great Commanders now work correctly
  • Removed War Dogs and other Dog units, in Better RoM
  • Privateers Require Mercantile, Nationalist, or Feudal Civics to be built, in Better RoM
  • Fixed some minor Interface issues
 
Toolmaker, the building that is replaced by forge appear again in buildings area instead of staying hidden. I thought you said you fixed it... :)

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I just installed this latest beta over a clean install and am still having problems with dynamic civ names.

I've run several custom games, on different maps (RoM_Balanced, Perfect world 2.0, and Rom Lakes) on both small and gigantic sizes. Dynamic Civs was enabled, and seems to work up until Empire but with no kingdoms/republics or other later names (and no great ___, even when my civ is clearly dominating and I expect from other games to already have it). I've run the speed on both normal and snail. The last time I had it work for me was in the previous version on a Marathon game, is that it? Is this feature only working on Marathon speed? Everything else seems to be working fine at first glance.
 
Gamespeed has nothing to do with Dynamic Civs. If you think it's naming incorrectly, feel free to upload a save and your A New Dawn.log file (in your base RoM folder) and I'll take a look. ;)
 
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.

No, I didn't add any extra resource. It may be caused by my Chinese language operation system that has different fonts than yours. If you didn't modify the civics screen, I guess zappara did it at RoM 2.92. If you can tell where to set the font of that screen, I think I can fix it by my own, thank you.
 
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 :
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Hah, What a bad starting position of your capital city! You should buy some lottery tickets now.
 
Here is a game I was running to test it on Marathon, have had the AI autoplaying mostly I have monarchy am expecting to have Kingdom but it still says empire. The other games I played until the industrial age with no change for any civ (in one game with 29 civs, all either republics or monarchies).
 

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Do you know what is causing the Guilds to appear then disappear EVERY single turn, the noise is driving me nuts:crazyeye:

And i dont even have any of the guilds, they just appeared and disappear EVERY turn?:mad:
 
Well in 853 AD I do have kingdoms/sultanates, though I am still not one. I guess I just don't understand the parameters that determine the change from empire.
 

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No, I didn't add any extra resource. It may be caused by my Chinese language operation system that has different fonts than yours. If you didn't modify the civics screen, I guess zappara did it at RoM 2.92. If you can tell where to set the font of that screen, I think I can fix it by my own, thank you.

Don't care about that, I see you already have fixed this issue in the beta4.
 
One thing i just discovered is that the pre-made maps wont work correctly, they keep coming up with python errors, because of the changes you made like in revolution from a check-mark to NO revolutions, i like yours better but anyways.

Also can you pls UN-check the Reminder Shortcut Options, i have to uncheck it each time i play? Besides the new BUG button is easy access now.


EDIT: What is the Great General supposed to do, it has NO options??
 
Aff, i encountered a weird bug with chariot(i use byzantine)
When i click my chariot, first, no small image of chariot will appear in bottom left corner. Second, Press alt + ctrl + o message would blinking all the time, while the end turn message is disappearing. Third, when i use the science modifier, and changed tech i currently research by clicking research bar, it seems that nothing happened. But if u then click on another unit, the screen will "updating", and show that what you did was worked
 
Here is a game I was running to test it on Marathon, have had the AI autoplaying mostly I have monarchy am expecting to have Kingdom but it still says empire. The other games I played until the industrial age with no change for any civ (in one game with 29 civs, all either republics or monarchies).

Well in 853 AD I do have kingdoms/sultanates, though I am still not one. I guess I just don't understand the parameters that determine the change from empire.

Okay, I will look at both your saves.

Do you know what is causing the Guilds to appear then disappear EVERY single turn, the noise is driving me nuts:crazyeye:

And i dont even have any of the guilds, they just appeared and disappear EVERY turn?:mad:

It's different guilds. You probably are taxing them, which, at least in the early game, drives them away quickly.

Just short question, what is xUPT?

X Unit Per Tile (A limitation on the number of units your team can have on one tile). It's off by default, but can be adjusted in the RoM Settings tab, (CONTROL-ALT-O).

Sorry, just as confirmation
This beta only sized 79MB, isn't it?

Yep. I used a better compression to get it down from 119mb. Nice, eh? ;)

One thing i just discovered is that the pre-made maps wont work correctly, they keep coming up with python errors, because of the changes you made like in revolution from a check-mark to NO revolutions, i like yours better but anyways.

The mapmakers will need to update their maps.

Also can you pls UN-check the Reminder Shortcut Options, i have to uncheck it each time i play? Besides the new BUG button is easy access now.

I guess I can compromise.
EDIT: What is the Great General supposed to do, it has NO options??
You turned him into a Field Commander, he's not a Great General anymore. Go read the civilopedia article on it. ;)

Aff, i encountered a weird bug with chariot(i use byzantine)
When i click my chariot, first, no small image of chariot will appear in bottom left corner. Second, Press alt + ctrl + o message would blinking all the time, while the end turn message is disappearing. Third, when i use the science modifier, and changed tech i currently research by clicking research bar, it seems that nothing happened. But if u then click on another unit, the screen will "updating", and show that what you did was worked

Okay, I'll look into those. Seems like an issue with the interface not updating correctly...
 
It's different guilds. You probably are taxing them, which, at least in the early game, drives them away quickly.

But like i said, i have NO guilds in my civ at all:confused: And no other civ has even come to my island, so no units have been here either?
 
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