A New Dawn Beta Builds

It gives me some fatal error when I try to install the beta. I run W7, does anyone know why?

I resolved this issue, but now the thing is installing FOREVER. I mean 10+ minutes and I have i3 processor with 4GB ram, and not running anything in the background.

OK, resolved this issue as well, now when I run the MOD, it start me again BTS again and it says in the top right corner RoM, installed in Program files/civ complete/ bts/ mods
 
Beta 2 is up.

Changes/Features from Beta1

  • MAD Nukes Mod
  • Fixed Viking Art
  • Fixed Project/Building Dupes
  • Fixed Dynamic Civ Naming Issues
  • Balancing Changes
  • Misc Bug Fixes

Enjoy!
 
@ Afforess:

Awesome on Beta2! Feedback using Rev 374, normal speed, normal map, noble/prince difficulty:

Overall: No CTDs, no crashes, no loops. Been VERY stable, good speed. Most times I've noticed what I thought was a bug, I looked closely and saw the AI doing something pretty smart. Most of the comments are balancing in nature.

Citizens Employed: I think there's too many buildings that employ citizens. Research Institute: 2; University: 2; Banking: 2; School: 1 (maybe others); if you have a small city (size 8-12), building these might ultimately cause issues. For instance, if I have a size 10 city and build Bank, University, and School (employ 5 citizens), so only 5 plots are worked...and my city starves to less than 8, do these buildings turn off? I've noticed a few of my cities go completely stagnate in terms of growth because these buildings take away citizens from working. This can be extremely tedious to try to monitor and resolve on a city-by-city basis. Also, is the only hope to then sell the University or Bank and wait for growth?

Possible options:
  • Change it so no more than 1 citizen is employed for each of the upgrades that require 2 and add an upkeep (Killtech's idea which I liked a lot): http://forums.civfanatics.com/showpost.php?p=9575161&postcount=56
  • Make it so Buildings shut off if the city is starving due to citizens being employed (this could be a coding mess...)
  • Make the pre-req size successive...so size 8 for the first building that employees citizens, 10 for the next, 12 for the next, 14 for the next (I think size 15 would be big enough to unlock everything...)?

Inflation: Inflation has been better this game. Might be that I'm not abusing the hurry production, or I'm choosing better civics...but I'm not at 250% + inflation. Also noticing inflation seems to go down at a steady pace...but IMHO, on normal speed, if I don't hurry anything for 10 turns, inflation should drop MUCH more than just 8%-10%...so might need some additional balancing? For instance, one turn I hurried production in 5 cities, caused 5% inflation, but then it took 16-20 turns to go back down due to the civics I had (I think)...seemed to long, especially on normal speed.

I looked at your gamespeed code, and it seems that each increase in gamespeed had a 50% change in inflation. Maybe it just needs to scale differently (so epic inflation is 15%, normal is 20%, (and so on); inflation offset scales from -780 on eternity to -180 on blitz (drops 100% for each speed increase).

Automated Workboats They love to build tunnels...to nowhere! I connected my continents manually using the workboats, but afterwords turned them on automate...I found they built a bunch of tunnels along the coast...seemed strange.

Barbarians They were better in this version than in previous. Several of the Civs have really grown since they're not being bombarded by barbarians. Still a lot of barbarian action, but it doesn't feel overwhelming like before.

Arctic-Start CivsI noticed the 2 Civs that started in the arctic region never really grew past a few cities...may want to consider improving the stats on igloo and ice storehouse, or making them available to Civs that start with tundra/snow within their tiles from the start

Civics
Not to start this old debate, but it does seem strange that Democracy, Republic, etc. have a + :mad: penalty but Fascist doesn't. In fact, I was surprised at how good fascist looked compared to Democracy, Republic, etc. I've heard the rationale, but it's still strange and doesn't seem balanced. If anything, the civic-specific buildings for these should give an increased + :D to offset (e.g., Senate +2 :mad: is offset by +2 :D with Agora since Citizens have a place to be heard)...

Welcome Screen
The main screen says "Rise of Mankind" -- not sure if you wanted to do put a "A New Dawn" stamp under it, or have a new main screen. Totally cosmetic, but something I thought about :D

Ok, I think that's it for now. Thanks and great job!
 
Citizens Employed: I think there's too many buildings that employ citizens. Research Institute: 2; University: 2; Banking: 2; School: 1 (maybe others); if you have a small city (size 8-12), building these might ultimately cause issues. For instance, if I have a size 10 city and build Bank, University, and School (employ 5 citizens), so only 5 plots are worked...and my city starves to less than 8, do these buildings turn off? I've noticed a few of my cities go completely stagnate in terms of growth because these buildings take away citizens from working. This can be extremely tedious to try to monitor and resolve on a city-by-city basis. Also, is the only hope to then sell the University or Bank and wait for growth?

Possible options:
  • Change it so no more than 1 citizen is employed for each of the upgrades that require 2 and add an upkeep (Killtech's idea which I liked a lot): http://forums.civfanatics.com/showpost.php?p=9575161&postcount=56
  • Make it so Buildings shut off if the city is starving due to citizens being employed (this could be a coding mess...)
  • Make the pre-req size successive...so size 8 for the first building that employees citizens, 10 for the next, 12 for the next, 14 for the next (I think size 15 would be big enough to unlock everything...)?

I agree. I'll make some changes. I haven't decided what yet.

Civics
Not to start this old debate, but it does seem strange that Democracy, Republic, etc. have a + :mad: penalty but Fascist doesn't. In fact, I was surprised at how good fascist looked compared to Democracy, Republic, etc. I've heard the rationale, but it's still strange and doesn't seem balanced. If anything, the civic-specific buildings for these should give an increased + :D to offset (e.g., Senate +2 :mad: is offset by +2 :D with Agora since Citizens have a place to be heard)...

Pretty much all the civics except the military ones need re-balancing. But I'll leave that to future modmodders who still want to play Civ4, 9 days is too short a time for me.
 
Pretty much all the civics except the military ones need re-balancing. But I'll leave that to future modmodders who still want to play Civ4, 9 days is too short a time for me.

So true...I did love reading through all the "new" features of Civ 5 and saying to myself, "Afforess already did that; Afforess coded did that; Zappara did that...and so on for MANY of them" :D


@ AFFORESS
Two BUGS with REV 374:


  • Temple Bug -- You can still only have 1 temple at a time in a city
  • Corporation Founding Bug -- I chose the option to have modern corporations, but no guilds...no corporations were found. The No Auto Corporation Founded option is UNchecked.
 
My favorite option still is to increase specialist yeilds for buildings like the university, rather than force occupied citizens.

Is there any way you could do something like "Gives +1:science: per scientist specialist up to 3 specialists" or anything like that?

Failing that I still like the idea, but the ability to limit the bonuses would be even more right on...

and if I made the change on my side, just to test things, is the AI smart enough to know that its still a building it wants, even if it isn't directly changing the science output?
 
So true...I did love reading through all the "new" features of Civ 5 and saying to myself, "Afforess already did that; Afforess coded did that; Zappara did that...and so on for MANY of them" :D

LOL! I did that too. I kept thinking... copycats, I'm already doing that in Civ4! I guess Jon Shafer and I think alike... :p

@ AFFORESS
Two BUGS with REV 374:


  • Temple Bug -- You can still only have 1 temple at a time in a city
  • Corporation Founding Bug -- I chose the option to have modern corporations, but no guilds...no corporations were found. The No Auto Corporation Founded option is UNchecked.

Hmm. I think it may be related to the Sacred Site. Can you remove it from the XML in a game, and see if it fixes the temple bugs?

As for corporations, you mean people have the prereq techs, but they aren't being auto-founded? Odd.


Great, one question:
Would that include MP fix (reconnecting issue ) ?

I did do one very minor tweak, to limited religions & choose religions. Feel free to test it out.
 
So true...I did love reading through all the "new" features of Civ 5 and saying to myself, "Afforess already did that; Afforess coded did that; Zappara did that...and so on for MANY of them" :D
Same thing happened with Civ 3 mods and Civ 4 - I think they even hired the guy who made some of the best Civ 3 mods and so lots of features from those mods ended up into Civ 4. Now we see same happening with Civ 5... I bet they use Civ 5 mods' stuff when they design Civ 6 :lol:
 
Same thing happened with Civ 3 mods and Civ 4 - I think they even hired the guy who made some of the best Civ 3 mods and so lots of features from those mods ended up into Civ 4. Now we see same happening with Civ 5... I bet they use Civ 5 mods' stuff when they design Civ 6 :lol:

They did that with Civ4 too, Impaler got hired, and he worked on BTS, amongst other things.
 
Couple questions:

1. when installing installer automatically creates in mods folder - Rise of Mankind folder and inside it creates Rise of Mankind - A New Dawn one. When i try to load mod it doesnt and i have to manually move RoM-AND folder into mods folder after which all loads ok. What am i doing wrong? (i mean why isnt it working first time as intended).
2. Is there anywhere an option to NOT hurry buildings using gold by city governors when city building is automated. This becomes a pain in Reneissance and later on where i often put unimportant cities on automate.

p.s. Also - could you please change shortcut to automated city defence for unit (it is currently C - same as center map on unit, so sometimes when pressing C while selecting something it centers map, and another time it gives orders)?
 
I did do one very minor tweak, to limited religions & choose religions. Feel free to test it out.

Well, the game no longer runs into endless "choose religion" screen in MP - later then ancient - but you have to select your religion twice :p ( if you select different ones, you end up with the last one ), but one religion as needed.

BUT you still cannot reconnect to a game, and thus load a MP savegame. Could it be some private data that is stored in save game ? And thus conflicts with another computer ?
 
BUT you still cannot reconnect to a game, and thus load a MP savegame. Could it be some private data that is stored in save game ? And thus conflicts with another computer ?

I have the same problem and dont play with any of the religion options turned on.
 
Hmm. I think it may be related to the Sacred Site. Can you remove it from the XML in a game, and see if it fixes the temple bugs?
CONFIRMED. I commented out holy site from religion_buildingclassinfos and religion_buildinginfos files in Killtech's buildingChainupgrades module. I played for the first 40 turns (with worldbuilder help!) and confirmed I could build multiple temples, monasteries, etc.

As you suspect, there's something with the "replaced buildings" when you can have multiple buildings replacing an older building that limits it to 1 temple at a time. Perhaps the easiest fix is to simply remove holy site from the chain, and make it go obsolete?

As for corporations, you mean people have the prereq techs, but they aren't being auto-founded? Odd.

Very. I'm almost into future now, and no corporations were ever founded. It seemed like turning on the "No Guilds" option turned off all corporations? The game options I played with were "No Guilds", "Modern Corporation". I've attached a savegame -- REV 374


EDIT: 1 more bug. No matter how many times I turn off the reminder for how to access A New Dawn options (in the options menu), when I load my game, it appears again. I'm surprised StrategyOnly hasn't said something about it yet... :D
 

Attachments

Yeah, that alert has been doing that for me since 1.74...
 
Here is how to disable it:
Just go to:

C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind\Assets\Python\Afforess\ANewDawnSettings.py open it in Notepad and look for this:

def onLoadGame(self,argsList):
self.optionUpdate()
MainOpt.setShowOptionsKeyReminder(True)

def onGameStart(self,argsList):
self.optionUpdate()
MainOpt.setShowOptionsKeyReminder(True)

just change the (true) to (false). like this:

def onLoadGame(self,argsList):
self.optionUpdate()
MainOpt.setShowOptionsKeyReminder(False)

def onGameStart(self,argsList):
self.optionUpdate()
MainOpt.setShowOptionsKeyReminder(False) then save it.
 
Well, the game no longer runs into endless "choose religion" screen in MP - later then ancient - but you have to select your religion twice :p ( if you select different ones, you end up with the last one ), but one religion as needed.

BUT you still cannot reconnect to a game, and thus load a MP savegame. Could it be some private data that is stored in save game ? And thus conflicts with another computer ?

I disagree. We play 4 players MP with no problem reconecting to save game in BETA 1. We had almost no issue exept with flexible difficulty on, when that was disable than every thing works damn well, never MP games has work as well since . . . well it has never works that good befor.
 
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