A New Dawn Beta Builds

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

Barbarian World by itself doesn't do it by itself I thought. Usually, its caused by Barbcivs being on as well, isn't it? :confused:
 
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?

Actually, what happened in my case was religions were being founded somewhere in the world 2 at a time. I did not have limited religions or choose religions on. Also, I'm not certain if the files I'm using are the original Aaranda religion files. For some reason I was never able to get those working, but I was able to use the ones from Strategy Only's Next War Advanced modmod. At any rate, there were competing religions being founded simultaneously, but it was a simple fix.
 
Hi everyone. I play New dawn beta 5. Tji is the list of bugs that I have noticed:

1 Cant build Orchard on Apples Lemons Olives
2 Fishing boats (work boat improvment) only provides health from clam or fish - no food bonus insted of thi in fishing boat i see green text "overgrown"
3 I can build City Council without early bildings. I thing that + 4 free specialist is too much powerful.
4 Warlord national unit can,t be apilled to an unit as a leader (maybe it isnt his purpose)
5 I play with increasing difficulty option an the difficulty is rising every 50 turns on marathon speed (maybe it is too fast cause in 900 BC i have Deity difficulty and gues what i still wining :) )

Excellent job Affores.
 
1 Cant build Orchard on Apples Lemons Olives
2 Fishing boats (work boat improvment) only provides health from clam or fish - no food bonus insted of thi in fishing boat i see green text "overgrown" )

Known issues : This is reported by many people. When Afforess come back, he will fix these. :)

5 I play with increasing difficulty option an the difficulty is rising every 50 turns on marathon speed (maybe it is too fast cause in 900 BC i have Deity difficulty and gues what i still wining :) ).

Afforess changed it to fixed terms.
You can set Maximum/Minimum difficulty limit and terms between difficulty changes(Press Alt+Ctrl+O in the game.). AFAIK, 250 is the longest term.
 
Two more:
1) I'm finding issues with the tech tree -- some of the techs I've researched appear un-researched, and sometimes a tech I've researched will still have the (1) (as in the first tech to be researched), even though I've selected another tech.

2) For some reason I seem to be getting an imbalance of great prophets more than any other great person. I've continued to get them into the modern era, which is annoying since they cannot go towards tech discovery, and if I've already built the great prophet buildings, all they can do is join as specialists.
 
One more week before Afforess return to us with refilled energy. Be ready for a coding machine to rollover us with awesomeness! :D
 
OK i got those darn background crap on the techs again, how do i get rid of them?

:sigh: That is why there is BUG options reminder. Go there and go to Advisers. Then look for Technology adviser and modify it to your preferences. Or RoMSettings and turn off tech era colors. See whichever of them works.

That's why Afforess had BUG Options reminder because people just don't bother and check with BUG Options before asking questions that are answered easily in BUG Options somewhere :).
 
:sigh: That is why there is BUG options reminder. Go there and go to Advisers. Then look for Technology adviser and modify it to your preferences. Or RoMSettings and turn off tech era colors. See whichever of them works.

That's why Afforess had BUG Options reminder because people just don't bother and check with BUG Options before asking questions that are answered easily in BUG Options somewhere :).

OK thx, i just sometimes forget what i do, i do take forget pills (btw).

It was that Show Era's that caused it. (I am never going to use that darn thing again.

:sigh:
BUT that STUPID options reminder aint worth the dam to hold back the water, if you get my drift. Thats why they have the BUG icon on the interface. anyways :sigh: :p
 
Been playing increasing difficulty/snail for the past week, some feedback:

AI seems to be taking best decisions I've seen in a long time, like splitting stack of doom in 3 to attack 3 of my cities, properly making use of catapults when attacking and so on.

- Heavy Swordsmen feel somewhat overpowered (12 instead of 13 would have been more realistic) when compared with some of the mounted units. Is this intentional? I cannot properly rely on Knights/Mailed Knights to get rid of 10-15 of these quickly

- Great General Points do not scale well on Snail, far too few spawn compared to previous versions

- Warlord Captains should have been more efficient against Heavy Swordsmen, considering the costs.

- AI has the habit of waking around Great Chief/Captain units without having them merged with units. Even when there's a nearby stack of their units, they are defended by only one strong unit and they are all kept in the same tile, making it very simple for me to capture them all.


Attached screenshot with very nice AI maneuver to cut Khon Kaen line of unit supply (making use of fixed borders). Even if I gave that stack quite a beating it is still dangerous enough to capture my city.

Their movements:
Captured Chiang Mai (4 tiles left, 2 down) , split stack to counter my attack, right-most stack claimed territory to cut my movement, re-joined next to Khon Kaen.
 

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One more week before Afforess return to us with refilled energy. Be ready for a coding machine to rollover us with awesomeness! :D

A coding machine.... no, no, he should be a coding god for us at least.

And I have some advices to Afforess for the new version:

1. Decrease the number of libraries required to build university, and decrease its researching improvement. ( Or just decrease the number of universities required to build the Oxford. It's too hard to build for now. )

2. Speed up the game date. ( It's too slow for my epic game. I didn't test others. )

3. Change the warlord unit and the warlord captain unit from non-nationality to nationality. ( My allies very like to destroy them. )

Appended:

4. Did you reduce the maintenance cost of the government? I think it's too much. I have 28 cities in the mediaeval ( on large map ), and spend 100% incoming on researching, but I can still gain 100+ coins per turn.
 
Hey guys long time lurker first time poster...

Anywho.. I know I saw this somewhere but can't remember... just installed AND (and eff it went with the beta lolz) and now whenever I start BTS I'm getting the 'your machine is below recommended specs' crap... what's the problem and/or fix again? Thanks guys...
 
Couple remarks for 1.74 beta5

1.Building City Councils, which gives you 4 free specialists, with Patrician civic (1:gold: per specialist) is a killer combo. Waaaaay to overpowered IMHO. I'm still before 1 AD, and running my economy on 100% for :science:, still having surpluss of 20-30 :gold: per turn.

2.The science output is crippled in 1.74. Is it because the monasteries don't give any :science:? This is probably one of the reason. Anyway, I have to spend >20 turns for discovering techs, I managed to to research in ~10 turns in previous versions.

3. I have 8 cities now (the best AI has 10, the worst - 5), and even though I have 2-4 defenders in each city, I still have low (0,4 - 0,8) power ratio towards others. It is impossible they have better units, since I lead significantly in techs..... Strange....

4. Olive orchard bug - I guess it has been already reported

5. The times between turns are significantly longer than in 1.73. Something is making the game slower.
 
Hey guys long time lurker first time poster...

Anywho.. I know I saw this somewhere but can't remember... just installed AND (and eff it went with the beta lolz) and now whenever I start BTS I'm getting the 'your machine is below recommended specs' crap... what's the problem and/or fix again? Thanks guys...

Create Rise of Mankind's shortcut on your desktop. Then after you set your Game Options to your preferences, go straight to RoM with that shortcut the next time. It should stay with what options you set up for it.
 
1.Building City Councils, which gives you 4 free specialists, with Patrician civic (1:gold: per specialist) is a killer combo. Waaaaay to overpowered IMHO. I'm still before 1 AD, and running my economy on 100% for :science:, still having surpluss of 20-30 :gold: per turn.

Ask Killtech about that one. He do the part for building upgrade paths.

2.The science output is crippled in 1.74. Is it because the monasteries don't give any :science:? This is probably one of the reason. Anyway, I have to spend >20 turns for discovering techs, I managed to to research in ~10 turns in previous versions.

Actually, I think before, it was too fast. Now it move about right. I'm in late 900s/1875 (Marathon speed) and I'm in middle/late Industrial era now.

3. I have 8 cities now (the best AI has 10, the worst - 5), and even though I have 2-4 defenders in each city, I still have low (0,4 - 0,8) power ratio towards others. It is impossible they have better units, since I lead significantly in techs..... Strange....

Yeah, that just means AIs have more units, not advanced ones.

5. The times between turns are significantly longer than in 1.73. Something is making the game slower.

To me, the opposite :).
 
Couple remarks for 1.74 beta5

1.Building City Councils, which gives you 4 free specialists, with Patrician civic (1:gold: per specialist) is a killer combo. Waaaaay to overpowered IMHO. I'm still before 1 AD, and running my economy on 100% for :science:, still having surpluss of 20-30 :gold: per turn.

2.The science output is crippled in 1.74. Is it because the monasteries don't give any :science:? This is probably one of the reason. Anyway, I have to spend >20 turns for discovering techs, I managed to to research in ~10 turns in previous versions.

I think it's a matter of personal preferences here... I kinda like it this way, on Snail I have 32 cities in 200 BC and my biggest rival has 28. That sums up to 5-6 turns research.

It's true that you can rush city councils by chopping down forests like crazy, a good compromise may be 3 free specialists and -15% hammers to produce it.

Also, plague hospital is too expensive for its effects, I barely get to actually use it.
 
Couple remarks for 1.74 beta5


4. Olive orchard bug - I guess it has been already reported

5. The times between turns are significantly longer than in 1.73. Something is making the game slower.

Yeah, i can plant an orchard anyplace you want it even over mines etc, doesnt do anything but put forests there, that you cut down, and start over and over :crazyeye:

I noticed this also, but that was because if you play with anything like Barb World or Barb Civs it will drastically sloooow your game down.:(

Plus that darn Shortcut keeps coming back every time you restart, yuck.:mad:
 
Also, plague hospital is too expensive for its effects, I barely get to actually use it.

I can change that since I have an impending release (a few more days). The issue with the plague hospital is that it used to included a few more resources which gave a health bonus to represent premodern soap, but Afforess reduced its abilities without reducing its cost. Of course, the high cost made sense back then since Revolutions had a greater effect, and running Survival was likely to cause problems. I think what I will do is reduce its cost roughly 20-30% rather than give it +1 Health.

As for science, I play Snail and Eternity games, and I find that science is usually to slow too early, then speeds up too fast (at least too fast compared to production). I have not been playing with any Better RoM for this (probably the only mods have major influences are Modular Civics Buildings, added wonders, Military Civics, and Early Buildings), in fact, I am still on AND 1.73 since I am waiting for a normal download for RoM 1.92 (this is the main reason for my release being delayed).
 
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