A New Dawn Beta Builds

My experience from beta8. Epic Game Speed, Emperor Difficulty as Aztec.

I cheat Obsidian and Stone in & take Silver out (not a fair trade i knew)
The AI research from the beginning is so fast that they grab all the religion, generously left Kemetism for me.
The AI army ,offensive & defensive power seem lacking to me.
They declare war to me, 3 civs at once but the army was just 4 spearman 1 archer.
Last version I have played(not beta) they are lot, lot more stronger. But I like it easy like this.
I muster my troop and go razed 3 civs, now next to 4. And this is the problem I have encountered.

1. I have decided to Captured Inca capital because its fine location. I was wrong. Look at the Pic.

attachment.php


Inca 110% Aztec(me) 100%. I tried to build fort and put my archer in but no avail.

2. Wartorn Territory, I razed Roman civ but the land won't heal. No AI settle there, barbarian is out of question.
(my tactic is to destroy whoever scored 1st, nearest possible. Destroy everything I cannot maintain, even it has wonder, holy city etc. IF I am 1st go to 2nd.)

attachment.php


3. Guild, there is Drapers guild expand in my capital(automatically). What to do with it with a guild I don't want?

4. Options before game and in game overlapped. Which one has Priority?

5. [Suspect that's my own problem]With the most NE button to main menu don't show "go to mainmenu" (or something like that) option.

Thank you for making this mod & modmod, Sorry for my eyesore English.
 

Attachments

  • 01.jpg
    01.jpg
    188 KB · Views: 413
  • 02.jpg
    02.jpg
    195.5 KB · Views: 413
Afforess and Killtech,

I forgot the wonder's name but it is the one that give you free market in all of your cities. For BuildingUpgradePaths only, can you make that wonder obsolete with Guilds because in that modmod, a market upgrade to a grocer.
 
I got exact the same problem with Kurenin. I didn`t had the problem with 1.73 and older versions. But with the beta`s 7 & 8 I got the problem that turns don`t end and the game get stuck at one point.
 
The game stalls then a civ is building the oracle. at least its what I happens in my game. see attachment. I play beta 8.

Its happens when I end the turn. the "waiting for other civs" are flashing but nothing happens. I have seen this before earlier betas. I think it beta 6. maybe 5 also. but im not sure.

Procedures and Guidelines for Beta Builds:
  • Please remember that you are beta testing, this is in no way representative of the final product, nor all the features.
  • I highly discourage installing other modmod's with my beta's, or modifying core RoM files. If you do so, I will ignore any bug reports from you.
  • When reporting bugs, please list the components that you installed, which RoM version you are using (Full, Mega or Lite), and specifically what errors you are having. Posting a screenshot and/or save are both recommended too.

beta 8: turn hangs after a guild manages to establish in a city even though I never installed guilds... :)

Impossible. If you had a guild establish itself, you must have installed it.

I'm playing SmartMap (upgrades are very nice, BTW). However, it seems the fish/crap/pearl resources are really rare now on a few maps...

Water resources are intended to be rare.

Right here's a big problem i've been having with b8, at SOME point in my games, the turn will never calculate for the AI.

I can leave the game for 24 hours and the turn will not have calculated. I've not noticed any patterns with when this occurs, but it happens every time i try and play.

Procedures and Guidelines for Beta Builds:
  • Please remember that you are beta testing, this is in no way representative of the final product, nor all the features.
  • I highly discourage installing other modmod's with my beta's, or modifying core RoM files. If you do so, I will ignore any bug reports from you.
  • When reporting bugs, please list the components that you installed, which RoM version you are using (Full, Mega or Lite), and specifically what errors you are having. Posting a screenshot and/or save are both recommended too.


My experience from beta8. Epic Game Speed, Emperor Difficulty as Aztec.

I cheat Obsidian and Stone in & take Silver out (not a fair trade i knew)
The AI research from the beginning is so fast that they grab all the religion, generously left Kemetism for me.
The AI army ,offensive & defensive power seem lacking to me.
They declare war to me, 3 civs at once but the army was just 4 spearman 1 archer.
Last version I have played(not beta) they are lot, lot more stronger. But I like it easy like this.
I muster my troop and go razed 3 civs, now next to 4. And this is the problem I have encountered.

1. I have decided to Captured Inca capital because its fine location. I was wrong. Look at the Pic.

attachment.php


Inca 110% Aztec(me) 100%. I tried to build fort and put my archer in but no avail.

2. Wartorn Territory, I razed Roman civ but the land won't heal. No AI settle there, barbarian is out of question.
(my tactic is to destroy whoever scored 1st, nearest possible. Destroy everything I cannot maintain, even it has wonder, holy city etc. IF I am 1st go to 2nd.)

attachment.php


3. Guild, there is Drapers guild expand in my capital(automatically). What to do with it with a guild I don't want?

4. Options before game and in game overlapped. Which one has Priority?

5. [Suspect that's my own problem]With the most NE button to main menu don't show "go to mainmenu" (or something like that) option.

Thank you for making this mod & modmod, Sorry for my eyesore English.

I got exact the same problem with Kurenin. I didn`t had the problem with 1.73 and older versions. But with the beta`s 7 & 8 I got the problem that turns don`t end and the game get stuck at one point.

I know about 1 & 2 and will have those fixed.

As for 3, if you are playing "Realistic Corporations" Guilds and Corporations spread is out of your control.

4.) Which options, specifically?

5.) I've got that fixed for the next beta.
 
4.) Which options, specifically?

-Limited & Choose Religion and Flexible Difficulty

Thank you for your quick reply, I was gonna un & reinstall CIV IV because of Problem#5!!
\(=w=)/
 
All of those options should work together. The only game option that affects another option is Ruthless AI, which auto-enables Aggressive AI.
 
I don't know if I understand it correctly. So I ask again.

By "Work together" that mean,
if I choose Limited Religion before game and I change my mind, I can unchoose it in game, can't I?
[At first I think limited religion will make civ more balance, but in real life some civ found 2, or 3.]
 
No, Limited Religion and Choose Religion can't be changed mid-game. Flexible difficulty CAN be changed mid-game, via the BUG Settings (Control-Alt-O)
 
Afforess, I finally got to Flight tech and had an airship trained. I was eagerly awaiting advanced automation for that unit (very early bomber, I believe) and saw no new buttons. How come? Can you explain what is to be expected from bombers and fighters AUA-wise please?
 
Oh, I know why. Because Airship's have no collateral damage or interception abilities. It's intended.
 
About the WoC (Waiting for Civilizations) bug in the latest beta's: I've found the cause and am working on correcting it.
 
Oh, I know why. Because Airship's have no collateral damage or interception abilities. It's intended.

OK, to clarify things up...

Airship is a sole exception to bomber series. The rest of them will have advanced automations, right? And the fighters will have their own as well?
 
I appreciate everyone putting up with the amount of bugs in the recent beta's. It's been rough, but I think we're getting close to being done bug-testing. I hope so, for my sake anyway. ;)

Beta 9 is up.

Beta 9 Changes:
  • Added New AND Concept Pedia Entries
  • Added 4 new XML tags
  • Improved City Founding AI
  • Improved Military Production AI when losing wars
  • Moved Beautification, Arctic, Castle Improvements, Meteorology, Reforestation, Sea Tunnels, Terraforming, Civic Buildings, Early Buildings, and Historical Wonders into the game options and/or BUG Options and out of the installer
  • Fixed Revolution Python Error
  • Fixed Waiting for Civilizations bug
  • Fixed Missing Main Menu with No Future Era's option

Known Beta 9 Bugs:
  • Terrain Protection Promotions will stop working after saving and reloading a game.

It's bad to start with a known bug with a release right off the bat, but at least I've fixed it for the future, it just missed my upload.

It's on the changelog, but in case you missed it, a lot of installer options moved into the game options area, so you can toggle and untoggle them at will without re-installing AND. It's part of my move to make things more user-friendly and reduce the number of re-installs users will have to do.

Enjoy! ;)
 
Wow, Afforess. Is there anything left in the installer? :D
 
Observations form Beta 8:

Too many early buildings w/ maintenance costs like 5-10%, these nickel and dime to death your economy that early. Village hall's cost I would keep though. It's pointless to set a building as requiring Poor culture, poor is the 1st ring level. You cannot build anything in a city that has less than poor culture, it would be a one tile recently captured city that's still in revolt, and thus can't build anything there anyway. I assume you meant to restrict it to the next culture level up.

I though Cottages/Town chain improvements were supposed to be restricted to Fresh water access tile & non-marsh and non-snow, that doesn't appear to be the case. without this restriction, there is little incentive to build other improvements other than a cottage except on resource tiles. Even if its less desirable early, in the long run, the specialist bonus would make it more beneficial in the end. That said with the food bonus still being granted it isn't less desirable early on.

Farms also should be restricted to fresh water, a farm resource tile, or adjacent to an existing farm AFTER gaining farms spread irrigation ability.
 
Back
Top Bottom