A New Dawn Beta Builds

I thought I did that, like I always do. Is it now the opposite?

JosEPh
 
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.

There not considered an exploit in AND since I taught the AI to use them. ;)

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.

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

1.) Tile damage has been disabled, what game are you playing?
2.)See 1
3.) That's just random good/bad luck. I haven't changed bonus appearance in a long time.
4.)See 1.
5.) You must be playing Beta 3, since this has already been fixed.
6.) Choice of Techs affect gameplay.
7.) Choice of Techs affect gameplay.
8.) That depends on Difficulty, again, I haven't altered it a bit.
9.) No, it's only an Orchard now, and it gives a chance of spawning apples and lemons. It's provided as an alternative to deforesting the world.


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 haven't noticed that behavior before, usually the AI buys more techs than me, not less.

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.

Not unusual. I fixed Religion AI. Tough, ;)

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.

I did not make either of these changes, Zappara did. Go play ROM 2.92 w/o AND and you will see that both those are still there.
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.

:rolleyes:
If you are going to get angry, please be angry at the right person. I did not make any of the civic changes that are bothering you. I haven't increased the amount of angry faces, especially not in the early game. I didn't Make Revolutions into a "No Revolutions" option. You have every right to vent, but please, please, do so at the correct people. I am not one of them. Kthxbye. ;)
 
If a leaders favorite religion is Zoroastrianism, they will favor the tech that gives it more than others. Simple as that.
 
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.
Don't switch to Repubilc yet than.
 
I just found it unusual that Zoroastrianism was being founded way before Hinduism and Kemetism.

In addition to what Afforess said above, I add that this is not, not, not! historical game. This is just a game that have good flavors from history but is still a strategy game of its own :).
 
I don't know if the model is from AND, but is it possible to include a smaller version of the trade caravan unit? The model is so big, that it covers most of the city.
 
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.

Some buildings impact Civic benefits -- e.g., Barracks cause +2 :mad: for Republic (I believe). So it's likely not the civic causing the issue, but the buildings you've built being impacted by the civic.

The colonist and pioneer auto-build barracks when they found a new city; I use the CTR+A to sell the barracks off to get rid of +2 :mad:

I never build barracks anymore because of the +2 or +3 :mad: for my favorite early-to-mid-game civics: Republic & Senate.
 
I don't know if the model is from AND, but is it possible to include a smaller version of the trade caravan unit? The model is so big, that it covers most of the city.

If you think the Trade Caravan's model is too big, changing its size is a breeze.
Just go to your folder Assets\Modules\DancingHoskuld\TradeCaravanGraphics and open the Caravan_Civ4ArtDefines_Unit.xml file in your text editor of choice. Witihin, look for the line:

Code:
<fScale>0.3</fScale>

and change that value 0.3 to something smaller (say, 0.25) to shrink the model. And presto change-o, on next load the unit should be smaller! Should work fine with existing saved games.
 
1.Start with Ritualism+Stone Tools -> Mysticism -> Ceremonial Burial : 104:science:
2.Start with Ritualism -> Mysticism -> Polythiesm : 120:science:
3.Start with Ritualism -> Mysticism -> Stone Tools -> Ceremonial Burial : 136:science:
3.Start with Ritualism -> Mysticism -> Priesthood -> Dualism : 210:science:

Kemetism/Hinduism seems way easier to get than Zoroastrianism.
But AIs beeline Dualism everytime. They are obsessively in love with Dualism.

Afforess, is beelining limited in ancient era religions(Hinduism, Kemetism, Zoroastrianism, Judaism)?
So, if these all are founded, will AIs go back to research Agriculture/Hunting/Weaving/Fishing/Wheel etc.?
 
Some buildings impact Civic benefits -- e.g., Barracks cause +2 :mad: for Republic (I believe). So it's likely not the civic causing the issue, but the buildings you've built being impacted by the civic.

The colonist and pioneer auto-build barracks when they found a new city; I use the CTR+A to sell the barracks off to get rid of +2 :mad:

I never build barracks anymore because of the +2 or +3 :mad: for my favorite early-to-mid-game civics: Republic & Senate.

Republic does give 3 redfaces to the 8 largest cities in your empire. It's right there in the Civic screen.

Senate also gives 1 redface to the 8 largest cities in your empire, same as above.



@Afforess,
Did I post in big letters? I'm not angry with you. :(

As for RoM and the civics I have voiced my displeasure over Republic and Senate Civics if you pick them at the same time to zappara. In fact I've posted to him that Monarchy especially now and Despotism to only a slightly lesser degree are virtually worthless early game IMHO. But he's not gonna change them as he's said he's done with tweaking Civics.

Was I under the erroneous assumption that your Better RoM did tweak the Civics?

As for Version of AND I'm using I thought it was Beta 4. I d/l'd it on the 26th at 10:13am. I had beta 3 originally installed and thought I had installed 4 over it. Guess I need to delete and start over with a fresh set. I do keep getting the pop up screen that says my computer is below BtS specs. :p

So if I annoy you then I'll bug out.

JosEPh
 
Looks like we're at REV 187 -- is that like pre-Beta5? :-)

:lol: Hard to wait for beta5? :D

Anyway, Afforess, are Avoid Unhealthiness/unhappiness buttons fixed in this revision too?
 
As for RoM and the civics I have voiced my displeasure over Republic and Senate Civics if you pick them at the same time to zappara. In fact I've posted to him that Monarchy especially now and Despotism to only a slightly lesser degree are virtually worthless early game IMHO. But he's not gonna change them as he's said he's done with tweaking Civics.

I have made Monarchy better, it's not useless IMHO. (Despotism is though.) Feel free to start a thread, or contribute to existing discussions on how you think civics could be improved. ;)
So if I annoy you then I'll bug out.

JosEPh

Nah, I prefer that you annoy me. It forces me to improve. :p

1.Start with Ritualism+Stone Tools -> Mysticism -> Ceremonial Burial : 104:science:
2.Start with Ritualism -> Mysticism -> Polythiesm : 120:science:
3.Start with Ritualism -> Mysticism -> Stone Tools -> Ceremonial Burial : 136:science:
3.Start with Ritualism -> Mysticism -> Priesthood -> Dualism : 210:science:

Kemetism/Hinduism seems way easier to get than Zoroastrianism.
But AIs beeline Dualism everytime. They are obsessively in love with Dualism.

Afforess, is beelining limited in ancient era religions(Hinduism, Kemetism, Zoroastrianism, Judaism)?
So, if these all are founded, will AIs go back to research Agriculture/Hunting/Weaving/Fishing/Wheel etc.?

I have adjusted the AI so they favor shorter tech paths, for beta5. And yes, when the AI have at least one religion, or possible religions are too far off, they continue with the normal tech decision making.

Looks like we're at REV 187 -- is that like pre-Beta5? :-)

Yes it is.

:lol: Hard to wait for beta5? :D

Anyway, Afforess, are Avoid Unhealthiness/unhappiness buttons fixed in this revision too?

Yes it is.
 
Revision 187 Report:
Your installer forgot to have Killtech modmodmod be installed.
My AND Installation log:
Spoiler :
Installed Components:
{Required Files} {Beautification Project} {Castle Improvements} {Ice Breaker} Meteorology Arctic Forestation Terraforming ANM {Historical Wonders} Formations {Better RoM} Guilds {Modern Corporations} {Blue Marble Terrain} {Building Upgrades}

Install Type:
Custom

Version:
1.74 Beta5

Install Directory:
C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind

Windows Version:
Windows

But no Killtech folder in Modules. I will have to manually copy n paste Killtech's folder from SVN to my mod but just fyi :).
 
Okay,thanks. I've fixed it. I've got a surprise feature coming to the SVN soon, then beta 5 sometime tomorrow.
 
Okay,thanks. I've fixed it. I've got a surprise feature coming to the SVN soon, then beta 5 sometime tomorrow.

So I downloaded the anewdawn.tar.gz (700mb!), compiled, and got AND1.74beta5 (my first time -- very exciting).

Two quick questions/comments:
- Is there an easier way to download just the files that changed, or just the >Trunk path without downloading the whole 700mb tar.gz file? I looked and looked and couldn't find it...

- I was able to add Killtech's modmodmod back into the project and compile it correctly (fun to learn how to use this!). But since it sounds like you have an SVN surprise it sounds like I should wait for your edits tomorrow before starting a new game. But if it's possible to get the updated files without downloading the whole thing, that'd be much appreciated!

And, thanks for making the building upgrades an optional install. I think Killtech's done a good job and once his next round of changes are ready, I'll start using this modmodmod :D
 
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