A New Dawn Beta Builds

I did but i still don't see an automated Air Recon mission. I see air strikes and bomb runs but no recon :(
Unless i missed it (but i reread it a lot of times to be sure :o )

You can put the air units to explore. (the same automation that scouts and explorers use) It won't concentrate to one plot, but it'll recon automatically plots you can't see.
 
I did. People want their cake, and to eat it too. They want the balancing issues solved, but for none of the building stats to change. It's impossible. If I wasn't so good at doing the impossible, I'd have a lot more complaints by now. ;)

My post was more about getting tunnel vision over the direction of the ModMod.

I've encountered some strange behaviors in RoM2.91 and it's directly related to decreasing the amount of money that could be generated. How if it's made too difficult to run a positive and healthy bank/gold balance then the AI suffers from it too. ESPECIALLY when it directly relates to how well the AI can Research. Gold = Tech advances.

If I can lead the game in 2012AD, Epic game speed, and I'm just now researching Medicine, Combustion, and similar techs because my money is tighter (research gold % at 30% and sometimes less during the course of this game, when normally i could run at 60%+) then the AI is Also suffering from a lack of funds. It's really that simple.

So, if RoM2.91 is/was the basis for AND, then these inherent cash flow problems can be exacerbated by the tweakings of AND. I've posted to zappara about the effects of reduced cash flow on research and how either the research speeds or less restrictive tweaking on gold producing aspects of the game, need attention. Because it Does Directly affect the AI's effectiveness at keeping pace with the player. If the AI cannot keep pace with Tech and Money then the AI is handcuffed. It's really a no brainer.

I have no known objections over killtech's upgrade chain. I just don't like the sound of putting Unhealthiness and Unhappyiness modifiers where they, IMHO, don't belong. And I didn't like it when banks gold % was cut from 50% to 30% to facilitate some Civic change. ( Civics that's a whole 'nuther issue. :yuck: )

You now have :yuck: and :angry: showing up in places that make you say "Huh?" Where did this come from? And "Why?"

JosEPh
 
Huh? They weren't from, or WENT from? Explorers can't border patrol, and I haven't modified the automate explorer AI at all.
They went to border patrol but its no problem now. For some reason, my scouts would just seem to patrol around in my borders for a while then after a while, leave. It looks more like a fluke than anything else now.

Are you using xUPT? If so, turn it off and see if it unfreezes.

Turning it off unfreezes it.
 
My post was more about getting tunnel vision over the direction of the ModMod.

I've encountered some strange behaviors in RoM2.91 and it's directly related to decreasing the amount of money that could be generated. How if it's made too difficult to run a positive and healthy bank/gold balance then the AI suffers from it too. ESPECIALLY when it directly relates to how well the AI can Research. Gold = Tech advances.

If I can lead the game in 2012AD, Epic game speed, and I'm just now researching Medicine, Combustion, and similar techs because my money is tighter (research gold % at 30% and sometimes less during the course of this game, when normally i could run at 60%+) then the AI is Also suffering from a lack of funds. It's really that simple.

So, if RoM2.91 is/was the basis for AND, then these inherent cash flow problems can be exacerbated by the tweakings of AND. I've posted to zappara about the effects of reduced cash flow on research and how either the research speeds or less restrictive tweaking on gold producing aspects of the game, need attention. Because it Does Directly affect the AI's effectiveness at keeping pace with the player. If the AI cannot keep pace with Tech and Money then the AI is handcuffed. It's really a no brainer.

I have no known objections over killtech's upgrade chain. I just don't like the sound of putting Unhealthiness and Unhappyiness modifiers where they, IMHO, don't belong. And I didn't like it when banks gold % was cut from 50% to 30% to facilitate some Civic change. ( Civics that's a whole 'nuther issue. :yuck: )

You now have :yuck: and :angry: showing up in places that make you say "Huh?" Where did this come from? And "Why?"

JosEPh

I have no idea what you are talking about. If we are talking about RoM 2.91 & AND 1.73J, then you are totally off base, as it is a piece of cake to run at 100% research for an entire game.

If you are talking about RoM 2.92 & AND 1.74 beta's, then I still have no idea what you are referencing. There is no gold or research rate issue there either. You can't run at 100% science anymore, but it's definitely not the levels you describe.

I have to wonder if we are even talking about the same mod anymore.
 
The new automations are sweet, the only thing I don't like is the hotkey for the "keep borders clear (i think that's the one) is 'C'... I press 'c' constantly when im on units to center them on the screen and sometimes the unit does it's thing and moves. Is there anyway I can change that key?
 
I have no idea what you are talking about. If we are talking about RoM 2.91 & AND 1.73J, then you are totally off base, as it is a piece of cake to run at 100% research for an entire game.

Really? Care to teach an old man how?

I have to wonder if we are even talking about the same mod anymore.

Guess we aren't.

I don't get those kind of results.

But then I'm just an old man who isn't an 18 yr old genius anymore.

Sigh :(

JosEPh
 
Really? Care to teach an old man how?

Trade Caravans & Any buildings that produce commerce or gold. Keep building the economy buildings, and build trade caravans from your capital to hurry production in slower, new cities. You can do that to get the Forge, and other critical economy buildings built in only a couple turns. Pretty much the only time you will have to lower your slider is right after capturing new cities, but you can use caravans to get them up to standards pretty quickly.

But then I'm just an old man who isn't an 18 yr old genius anymore.


I'm 19. ;)
 
I finally got my hands on 2.92. So now I can play.:D

I did not install the new wonders modmod and it gives me a few XML errors with Killtech's upgrade mod. Not to serious though I think.
 
I finally got my hands on 2.92. So now I can play.:D

I did not install the new wonders modmod and it gives me a few XML errors with Killtech's upgrade mod. Not to serious though I think.

argh.. yeas, right. there is a seowong religious wonder i included for one religion that would not have one otherwise. also there is the WTC graphics i used for the skyskrapers. i'll include the resources for the next version so there won't be a problem.

----
as for all the building changes... i guess big changes come with big discussions. i understand that many people got used to the default game RoM buildings and theirs stats and thus dislike to learn the new building changes. however, if you summed up all the old RoM buildings boni the total bonus for production, commerce, science, gold and trade routes was quite excessive (e.g. over +400% modifier for production in future era; if you applied them on the already high tile yields, static boni and finally 3 tile economy radius cities you got just too much of all). that is why i needed to make big changes to get them sum of all more balanced.

as for the changes seeming arbitary: well, when i went through the original buildings i got the impression that most stats were chosen arbitrarily there. e.g. for the banks the original +50% gold seemes more arbitrarily to me then the +30% it is now. i originally considering a value between 30 and 40% and decided for the lower bound due to that several buildings give now a static gold bonus instead of a commerce bonus. however this value is still a beta test and it might rise or fall a bit when it is more tested.

and a reasoning for the banks unhappiness: independently of how banks may improve the economy you can expect that there will be a few people that will be dissatisfied and unhappy. e.g. those debtors that can't pay back the loan and their property is impounded or people who really need a credit but don't get one. there might also be some unhappiness because of high interest rates if there aren't many competing banks. at the other hand people who were able to pay back their credits won't be over-joyful but rather content as they paid for the service with the interests after all. however i do not state that the majority of your population will be unhappy about banks, but surely there will be those few that are. and compared to the >20 :) one normally has in a well developed city in the game the unhappiness penalty appears rather insignificant (like the minority of people discontent about banks...).

for further discussion on the building changes please post your feedback, opinions and change ideas in the special BuildingUpgradeChains thread.
 
That's how many years I have left on my "best before date".;):mischief:

I don't think I have one of those anymore. :cringe:

Actually those are "before" my time. :old: :yuck::religion::strength: and :health:

I do use every econ building but I don't use trade caravans. It's been discussed that using the TCs was an exploit, so I don't use them unless I'm desperate.

Now a list of things noticed in early gameplay with 1.74b4:
1. Crossing a single desert hill causes 15% damage to units. A single hill? Huh?
2.Crossing a single tundra tile (with or w/o hill) same. This makes exploration of polar regions too expensive in terms of unit losses and time (needed to find a place to heal)(forested tundra should not cause damage, even moreso with a river adjacent, just doesn't make sense to me) Huh?
3. Too much tobacco on map.
4.Ice doesn't cause damage? Huh? :crazyeye:
5.Foundling Hosp. listed twice in build list
6.City Council shows up Before Town Hall even w/o Village hall being built.
7. Fishing Port shows up same time as Piers. So why bother building with piers? Unless they are additive in their effects.
8. (personal preference here) Goodie Huts ain't so good anymore, too many barbs generated.

More to follow as the game progresses.

Edit: So Apple orchards can now be built on any forested tile? Of course you need to have apple 1st right?

JosEPh :old:
 
For Advanced Start:
AIs don't add technologies. They just add cities/units(they add them too much, imo.). I think they should consider adding techs.
When I added a technology which gives a religion, the religion wasn't founded.
I know it is normal (It is same as BTS, isn't it?), but isn't it weird while you can get a religion tech and the religion from goodie huts?
If AIs add techs with points and religions are founded, I think it considerably help AIs to get/beeline religions.
 
I play RoM 2.92 with AND1.74b4.

I experience quite a few times when I get an indefinite "Waiting for other Civilizations..." message when I end my turn. When it happens you can freely scroll the screen around but it never ends and you can never continue to play. This happened to me maybe 3 or 4 different times and the issue seemed to be related to the maximum units per tile option. So the solution initially seemed to be to load the game back and raise the maximum number of units allowed per tile, or just disable the limits altogether. This last time though, I had the same problem, but disabling maximum units per tile limit didn't fix the problem. I've tried loading a bunch of times, but whenever I end my turn it seems to get stuck "Waiting for other Civilizations..."

I did a custom install of AND1.74b4, but the only option I changed was clicking the "Formations!" mod to be turned on (which it said was just a graphical change I believe.)
 

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For Advanced Start:
AIs don't add technologies. They just add cities/units(they add them too much, imo.). I think they should consider adding techs.
When I added a technology which gives a religion, the religion wasn't founded.
I know it is normal (It is same as BTS, isn't it?), but isn't it weird while you can get a religion tech and the religion from goodie huts?
If AIs add techs with points and religions are founded, I think it considerably help AIs to get/beeline religions.

Plus depending on your civic, you just may not had been to found a religion anyway. You need Prophets, Divine Cults, State Religion, Free Religion, Intolerant, and Secular to have state religion plus found a religion.
 
I have a report of strange AI behavior.

The last 2 games I started, Zoroastrianism is the first religion that is founded, usually around 5000 BC. This means the AI is beelining Dualism, which is strange AI behavior in my opinion.
 
Plus depending on your civic, you just may not had been to found a religion anyway. You need Prophets, Divine Cults, State Religion, Free Religion, Intolerant, and Secular to have state religion plus found a religion.

That was the reason.. I thought that Folklore just prohibit converting to state religion. :)
Sorry for my ignorance. I always get religions after changing to Prophets so I didn't know that. (and I usually don't use Advanced Start..)
Anyway, if AIs consider adding techs, they will add Mysticism for beelining religions, so it will still help them, I think.

EDIT: 2nd game, AIs still added too many cities and didn't add techs. Seriously, how could they struggle with maintenance from start?
 
How do I turn Revolutions off?

If you switch Civics to Republic (gives 3 angry faces to 8 largest cities) and Senate (gives 1 redface to 8 largest cities) on same turn, this causes 3 turns of Anarchy (which also produces redfaces), the combined effect of Redfaces is Too OP!

Republic Gov't Civic choice should Never give 3 redfaces while Fascist gives happy faces!!! Incredulous! Somebody has a twisted view of gov'ts.

Within the time span of 1100BC to 985BC, 5 of my 8 cities are in revolt. Only the 3 newest cities are not. A size 7 city has 5 angry citizens and even trying to build or buy the state religions temple is not enough. Early game has WAAY too many redface producing buildings, civics, etc.

This current game is trashed IMHO.

If I can't figure out how to disable Revolutions I will abandon this game and quite possibly this AND ModMod version. It's too lopsided in it's stance of allowing revolts. Especially when 5 of my 8 cities revolt and produce a new CIV who is at war with me and has more forces than I do. And is pillaging my worked tiles as soon as they( new Civ units) are formed.

I like many aspects of this modmod, the new buildings, tech paths, and such. I even like certain portions of RevDCM. But....I can Not stand this current form of revolutions.

SO Please! How do I turn Revolutions off?

One more note, every time I restart the game to continue play I have to re-turn off Vassals and Flex difficulty. If I have to resort to special shortcuts to by pass this then the ModMod is becoming too user unfriendly.

If these are intended features and are not in your opinion Afforess unbalanced then I'm at a loss.

JosEPh
 
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