A New Dawn Beta Builds

Im too having the "waiting for..." bug.

A new Dawn Log
{Required Files} {Military Civics} {Beautification Project} {Castle Improvements} {Ice Breaker} Meteorology Arctic Forestation {Sea Tunnels} Terraforming Sports {Early Buildings} ANM {Historical Wonders} {Better RoM} {Modern Corporations} {Blue Marble Terrain} {Civic Diplomacy}


EDIT: Okey, changing from 3UPT to higher got me past the "waiting for..." bug. It was the barbarians who had the problem with units.
 

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a 3d model is missing. did you install early buildings? (that's where the original model was from) guess i have to check all the art defines and if they refer to existing objects.
 
More question
Is catapult really intended to not be able to do a range bombardment? Because the icon is there, but when i use it, nothing happened.
And is Field commander bonus stack (if FC A has 5% more strength and FC B in the same tile has 5% more strength, does it mean that unit there got 10% more strength?)
 
More question
Is catapult really intended to not be able to do a range bombardment? Because the icon is there, but when i use it, nothing happened.
And is Field commander bonus stack (if FC A has 5% more strength and FC B in the same tile has 5% more strength, does it mean that unit there got 10% more strength?)

#1 RevDCM team is working on that one about Range Bombardment button.

#2 Only one GC per stack will work. An extra one is just a dud until you put it with another stack.
 
Why is it that if you do a Ranged Bombard on a tile with a Worker neither the Tile or the Worker takes any damage? This is especially true with Naval Ranged Bombard.

Also if a Fighting Unit is present only it takes any damage. Why can't there be a choice between damage to Unit or Tile OR both taking damage?

I imagine this is really a question for the REVDCM team.
JosEPh
 
Why is it that if you do a Ranged Bombard on a tile with a Worker neither the Tile or the Worker takes any damage? This is especially true with Naval Ranged Bombard.

Also if a Fighting Unit is present only it takes any damage. Why can't there be a choice between damage to Unit or Tile OR both taking damage?

I imagine this is really a question for the REVDCM team.
JosEPh

I'm pretty sure workers being killed by ranged bombardment would get very annoying very fast. As for the tile being undamaged, that does sound like an issue.

The reason why an improvement shouldn't be damaged when there's a combat unit on it makes perfect sense however. If you could simply destroy a fort and then attack the unit, then what's the point in building forts?
 
Early naval and land bombardment was not pinpoint accurate. So there should be collateral damage. Not until Modern Era should bombardment gain such accuracy.

So I have to sort of disagree about the fort/unit issue. If you bombard a fort the units Should also suffer some damage. And the damage should scale with number of bombarding units used. If I have a brigantine firing on a fort or a bombard (single units) then the damage to the fort would be reduced for both fort and any units inside. But if I have 10 Frigates or 10 cannon firing on a fort with uits inside there should be substantial damage to both.

As for workers getting killed by BB being annoying, thats not a game function but just a game preference. Workers Should suffer damage/be destroyed from BB. They should not be "immune".

JosEPh
 
More possible bug
Me (byzantine) conquered china. China is death now, leaving two tiles under their culture. I hover my mouse above them, and one of them said 7628% of chinese culture, while the other one said 62650% chinese cultutr :O
 
Sorry doublepost
Btw, in those tile, there's also 100% of byzantine culture
 
Early naval and land bombardment was not pinpoint accurate. So there should be collateral damage. Not until Modern Era should bombardment gain such accuracy.

So I have to sort of disagree about the fort/unit issue. If you bombard a fort the units Should also suffer some damage. And the damage should scale with number of bombarding units used. If I have a brigantine firing on a fort or a bombard (single units) then the damage to the fort would be reduced for both fort and any units inside. But if I have 10 Frigates or 10 cannon firing on a fort with uits inside there should be substantial damage to both.

As for workers getting killed by BB being annoying, thats not a game function but just a game preference. Workers Should suffer damage/be destroyed from BB. They should not be "immune".

JosEPh

Forts don't have HP, neither do workers. Hmm....it does make sense that workers be killed when you say it that way. Unless forts have HP, destroying forts that have combat units on them feels cheap using ranged bombard.
 
@ Afforess,

Thanks for 1.74 -- I generally like it, and a lot of the improvements are nice. Speed improvements continue to be impressive and I especially like the hunt/border patrol options. There's a few issues for me:

  • I don't understand why Universities get -10% hammer. In reality, Universities frequently partner with private industry for research, and create jobs. Seems strange. Further, they educate the masses, which leads to more people qualified for work, which I think would be a net increase in hammers. Also, I don't like that it seems to be limited to only 1 per 6 Libraries. I also don't think they should replace monasteries.
  • In line with the universities: please streamline the elder council, school of scribes, monasteries, gymnasium, library, university, etc. Right now, it seems like you have to make a bunch of choices around upgrades. This is tedious and confusing. And especially difficult when you have the "hide obsolete/replaced buildings"
  • I have hide obsolete/replaced buildings and after adding City Council to my queue, I would expect Village Hall and Town Hall to disappear
  • I like the construction cranes change :-)
  • With the changes to townclock, I don't quite get the differences between city council and townclock now. Before I thought the clock was about productivity, but now if it's about gold/culture...Just seemed strange
  • I don't understand the Bank causing unhappiness. Banks, historically, have brought stability and improve the QOL for folks. The only times, in history, banks have caused problems were do to an imbalance in government regulation (too much/too little). So I could see the unhappiness being related to civic choices, but not just for building it.
  • Please reconsider the buildings that are built by Colonists and Pioneers. First, I never build barracks because I get the +2 unhappiness (not worth it)--so I have to sell it. I would recommend removing Barracks and adding Apiary, Town Watch, Walls and possibly Village Hall (I was thinking for these last 3 less about bonuses and more what I think of with more "modern" settlers.
  • Change the icon for post office. I didn't realize it was not a stable until recently.
  • Consider making the Arc of the covenant a special building for Jewish religion
  • Love the new order of the buildings in the build area. Can we also alphabetize the "built buildings" list on the left side of the city screen?

I think that's what I've noticed so far...thanks for all your work!
 
I feel frustrated by arbitrary changes.

Like the School of Scribes no longer gives research bonuses, but gives bonuses to trade, and the Tannery now requires salt, possibly the single rarest resource in every single game I've ever played since RoM2.8.

The Forge is rendered obsolete with steel, which maybe makes sense?

Obsolecence for various buildings are changed about for seemingly no reason.

Mines now cause -1 food on plots, and mines and cottages cannot be built in forests without removing them.

Elder Councils last longer, and generate trade (?)

THE HEALERS HUTS CAUSE -1 FOOD?!


I don't know if this is from RoM or AND, but they contribute nothing and only add superficial changes that seem to exist solely for their own sake.


As well, I can't build Jungle Camps. There isn't even an icon for them to be built. There's no icon for mines to be built before Mining, though.

I started with a civ that starts with Stone Tools. Could this be it?
 
Like the School of Scribes no longer gives research bonuses, but gives bonuses to trade
No, it gives a bonus to commerce. Commerce is subdivided into Research, Espionage, and Gold, depending on your sliders, so it's still mostly science, actually.

and the Tannery now requires salt, possibly the single rarest resource in every single game I've ever played since RoM2.8.
So?
Obsolecence for various buildings are changed about for seemingly no reason.

Obsolecence's have been moved back, so they last longer. Instead, most buildings are replaced.

Elder Councils last longer, and generate trade (?)

Commerce, not trade. They are replaced by School of Scribes though.

THE HEALERS HUTS CAUSE -1 FOOD?!

No, healer's hut cause -1 EATEN food (or +1 food)

I don't know if this is from RoM or AND, but they contribute nothing and only add superficial changes that seem to exist solely for their own sake.
:rolleyes:
 
No, it gives a bonus to commerce. Commerce is subdivided into Research, Espionage, and Gold, depending on your sliders, so it's still mostly science, actually.


I still don't understand just how the Commerce thing works.

And this IS a problem because the game still causes certain cities to have NEGATIVE commerce if I build such a building. No idea why or how to fix this.






It's a severe problem when Salt is ridiculously rare. There's no way to get Sea Salt, either, until the modern era, which would kill off many, many ancient civilizations, beginning with India and Rome.




No, healer's hut cause -1 EATEN food (or +1 food)


That's too hard to tell! It says "- :food: with a crack in it". That made me think it would take one bread away in order to heal the populace or something. You people are trying to trick me and my simpleminded people.


And HOW in the HELL does a Great Scientist's Academy generate NEGATIVE hammers and NEGATIVE commerce?!





:ack:
 
So far my requests and reports for beta 3:

#1 As you already read a million time now, the replaced building still appear when I put a newer building in the construction list.

#2 Mounted Infantry needs to be upgraded to Knight, not Cuirassier.

#3 For automated units that gain promotion in battle, I want them to be unautomated just in case they need to be upgraded. Reason: if they survive the battle and gained either enough XP to promote or Promotion itself, they deserve a chance to upgrade to stronger unit. Darwinist combat :D. Hard to find an unit that is in constant motion, especially when I'm in Medieval and later eras when I have more than 25 units patrolling and hunting :).

#4 Are you going to investigate and analyze how to improve Range Bombardment so that it is not too overpowered anytime soon?

#5 Need to clarify upgrade paths for Research/Commerce buildings so I can understand them and figure why one path is better than another. This is more for Killtech.

Nothing much to complain this beta round :).
 
So far my requests and reports for beta 3:

#1 As you already read a million time now, the replaced building still appear when I put a newer building in the construction list.

#2 Mounted Infantry needs to be upgraded to Knight, not Cuirassier.

#3 For automated units that gain promotion in battle, I want them to be unautomated just in case they need to be upgraded. Reason: if they survive the battle and gained either enough XP to promote or Promotion itself, they deserve a chance to upgrade to stronger unit. Darwinist combat :D. Hard to find an unit that is in constant motion, especially when I'm in Medieval and later eras when I have more than 25 units patrolling and hunting :).

#4 Are you going to investigate and analyze how to improve Range Bombardment so that it is not too overpowered anytime soon?

#5 Need to clarify upgrade paths for Research/Commerce buildings so I can understand them and figure why one path is better than another. This is more for Killtech.

Nothing much to complain this beta round :).

1.) :p

2.) Fixed for next version.

3.) Okay. Done.

4.) Yeah.

5.) Building Tree in the Civilopedia helps... alot. ;)
 
That's too hard to tell! It says "- :food: with a crack in it". That made me think it would take one bread away in order to heal the populace or something. You people are trying to trick me and my simpleminded people.

Actually, the eaten food symbol has been used in the main city screen since vanilla Civ4. Look at the food bar, where the produced food minus the eaten food is shown. It uses that symbol. ;)

And HOW in the HELL does a Great Scientist's Academy generate NEGATIVE hammers and NEGATIVE commerce?!

If it's listed in the Actual Effects, it could be because it is replacing a building that gives positive hammers, and commerce, which causes a net negative effect.
 
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