A New Dawn Beta Builds

Can you try placeing it in Worldbuilder?

You didn't ask me, but nevermind: orchards can be placed in world builder and then they are working normally. They just can't be build at all. When you put a worker on forest tile, there is no button for building orchard (regardless if there is apple/lemon/olive or not). When you put worker on tile without forest, orchard button appears, and if you order worker to build orchard, it only build forest in the tile, w/o orchard
 
You didn't ask me, but nevermind: orchards can be placed in world builder and then they are working normally. They just can't be build at all. When you put a worker on forest tile, there is no button for building orchard (regardless if there is apple/lemon/olive or not). When you put worker on tile without forest, orchard button appears, and if you order worker to build orchard, it only build forest in the tile, w/o orchard

I think we are seeing this because the chance for orchard: apple, lemon, etc. is too low.

Another weird thing I've noticed is I have workers running in place when they are supposed to be building a tile improvement. I have to "instruct" them a second time to actually get them to build the improvement. I've noticed this more on forested tiles by rivers that I want to become farms.

Back to the "Remove" forest from tile improvements (watermill, cottage, etc.) is this part of the Building Upgrade process, killtech's idea? Or is it something Afforess put back in?

IMHO I think we've reached the point of overkill with negative modifiers. The pendulum has swung to far to the left. :crazyeye:

JosEPh
 
In terms of balancing, I think it's odd that banks cause unhappiness but tax office does not?! Most revolutions, rebellions, etc., have had a major factor like taxes involved. (I do like the revolution instability that's included, but since Revolutions has issues right now, I'm playing with them off...)

I'd recommend making the tax office give at least 1 mad -- I don't know about anyone else, but I hate paying taxes :-)
 
In terms of balancing, I think it's odd that banks cause unhappiness but tax office does not?! Most revolutions, rebellions, etc., have had a major factor like taxes involved. (I do like the revolution instability that's included, but since Revolutions has issues right now, I'm playing with them off...)

I'd recommend making the tax office give at least 1 mad -- I don't know about anyone else, but I hate paying taxes :-)
the tax office is form some other package i think. i'm not sure which. i didn't get my hands on every single building from every single pack - thus the inconsistencies. i suppose one will need to live with such things for some time until the general rework is completed.
 
1) Was Terrain Damage diasbled in recent beta? My units didn't get damaged.
2) Some AIs still produce settlers in population 1 city.
 
I think we are seeing this because the chance for orchard: apple, lemon, etc. is too low.

What do you mean with chance is too low? You should be able to build orchard on any forested tile, regardless or resources. Currently it is not possible, and you can't build orchard even on top of resources that require it...

Back to the "Remove" forest from tile improvements (watermill, cottage, etc.) is this part of the Building Upgrade process, killtech's idea? Or is it something Afforess put back in?

IMHO I think we've reached the point of overkill with negative modifiers. The pendulum has swung to far to the left. :crazyeye:

JosEPh

I think it was agreed that most improvements should remove forest - it is quite silly that you have workshop or pasture in middle of forest. Not to mention cottages - later in the game, there was large town in forest - it didn't make sense... Now you are able to cut forests/jungle much earlier, which is something I am not crazy about, but it do make sense from gameplay point of view. And when forest/jungle growing changes become finished, it would make great system.

As for negative modifers, they are not so bad - they do their job in balancing quite good...
 
the tax office is form some other package i think. i'm not sure which. i didn't get my hands on every single building from every single pack - thus the inconsistencies. i suppose one will need to live with such things for some time until the general rework is completed.

Yea, I don't think my comment was directed at your upgrade chains as just pointing out an inconsistency in the standard build that should be addressed...
 
Is there any way that when a Barbarian City becomes a Civ, that they don't almost immediately have a stack of 8 to 10 units at your door ready to wipe out your cities? At least it seems it's always that way. I am going to have to turn off the barb city spawning deal because of this. It's a game breaker to me. Can this at least be turned down a notch or two? I really like the fact that a barb city becomes a Civ if left alone, but they should not be one of the most powerful civs on earth right away. In fact, I'd argue for the opposite. If they just became "civilized" shouldn't be be a bit more backward and a bit less powerful than their already "civilized" neighbors?
 
Quick question: the corporations (e.g., burgerworld, emperors clothing) -- are they actually HQs (so they only should appear in 1 city)? If so, then why can I add them to multiple cities build queues simultaneously?
 
The AI hasn't been updated to take the changes to fixed borders into account it seems: several times in a row, the ai has claimed a tile with my iron on it, only to move away the next turn and have it revert back to me, and let the cycle repeat.
 
I can't build sea tunnels? I have steel as a resource, researched civil engineering, and am trying to use a modern workboat within my cultural borders.

Any ideas?
 
OK which of the following in the pic, is making the turns from turn 1 about one minute long? (i am only playing with 6 civs) That way i can get rid of that stalemate:confused::mad:

Test each on its own to find out? :)

Just found out its the Barbarian World that is causing things to crawl. So far:(
 
Just found out its the Barbarian World that is causing things to crawl. So far:(

:shrug: Make sense, I guess. I don't even play with it so I can't confirm or dispute that. For me the turn times in my game is a lot better than before. Only my own turn is somewhat slow because of my automated units. I don't mind it because it is what I want :D.
 
:shrug: Make sense, I guess. I don't even play with it so I can't confirm or dispute that. For me the turn times in my game is a lot better than before. Only my own turn is somewhat slow because of my automated units. I don't mind it because it is what I want :D.

Well i wont ever play with Barbarian World again that's for sure.
 
There is a little strange in the game, I played 314 turns with Epic speed, but the date is still at 985BC. It's much slower than before.

The number of turns was increased, as was marathon I believe, to scale with Eternity speed a little better.
 
I found this to be the case when using Aaranda's religions. The default techs for some of them are the same as for the standard religions. I just went and edited the religion files and changed the techs so they didn't duplicate and also, I think, made better sense.

This should not be the case. It is not with R0M 2.92. Have there been any changes to the religion techs in AND? Or is this just the "choose religion/limited religion" problem reported in RecDCM?
 
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