A New Dawn Beta Builds

DJ We$t,
hi,

i didn't test it cause i didn't see anything in the update that may have something to do with mp,
beta 3 mostly include some changes for fixed borders, a new tech xml tag, some sevopedia stuff and a few more things besides some xml balance issues.

most oos comes from python i think, and there wasn't much updates there,
i guess afforess first wanted to finish beta 3, then adress other issues...or at least i hope so :)
 
Rev 460. The python errors in the log usually crop up when a new civ emerges, be it through revolution or minor civ turned "normal", or when these civs contact the player for the first time.

View attachment 292618
 
It isn't indicated in the tech tree that Ceremonial Altar requires Priesthood.

There's no point placing National Mint under Metal Casting, because it requires 10 Banks, which arrive much, much later...

Isn't the cost of Pyramids a bit too high now that it only gives free Graveyards... and I liked free Canals better...

I was thinking that it would be nice to have a visual indicator separating free specialists from regular ones...
 
My Clients and I found out that the OOS Errors occur always if somebody finished world wonder.
The OOS occurs and other can build the wonders again.
 
Beta 3 is up

Fixed Revolutions
TONS of balancing
Sevopedia improvements from C2C

How many betas do you plan before final release of 1.76?

It's great to see you again here! What are your future plans towards CIV IV?
Are you considering next versions of AND? Something else?
 
Afforess,

Nice job with the betas's as i'm really enjoying a beta 2 game even though revolutions is broke.

Ever since civ3 I've wondered why one historical figure represented your civ throughout the game. Would it be possible to have a leader unit that could be killed, exiled, imprisoned that represented your civ? This unit would naturally die after x turns and a new leader would emerge with different bonuses, favorite civics, religion, etc. It would give the game so much more depth and force the player to change their style of play throughout..

The emergence of a new leader could improve relations with other civs or start a war. I can envision many possible outcomes of a leader change.

Let me know what u think.
 
Fixed borders removed and not even optional...

Que?? :confused:
 
I think BlueTemplar is right about farms. Currently they are not useful early in the game. It would be good if you make them 2 food instead of 1 (and maybe change crop rotation bonus to something else). :hmm:
 
Hey Afforess, I didn't even realize you were still developing for Civ IV!

Haven't had a chance to read through all the new posts or reinstall with the new build yet, I'm pretty happy with the customized 175.C I have set up.

Just wanted to make a couple comments for little fixes I made for myself that the community might want if they haven't already been made:

1) I made it so Supermarket's and Hypermarkets didn't replace the Grocer or Persian Apothecary. The problem is that the Supermarket was worse than the Grocer and you lost a lot of resource benefits. Maybe the Supermarket could be fixed instead if having both buildings is deemed too powerful.

2) I made it so the Viking Trading Post still gave a food bonus. I found it inferior to the Lighthouse without giving the +1 food per square water bonus.


I also disabled Windmills on Peaks and made them a little slower to develop and increased the movement points by one more. I like being able to use Mountains, and it makes sense to mine them, but couldn't really see how Medieval societies were going completely crazy building windmills every mountain peak. Even today we don't fully develop mountains because of the expense involved. Just personal preference, I suppose.

I see the comment about fixed cultural borders being disabled....I hope not. I prefer fixed cultural borders with the Realistic Culture spread mod. I'm also curious to see all the civic changes.

Thanks for the continued hard working making this one of the top mods in existence! I'm currently really happy with the 175.C build I'm using!
 
Afforess,



Ever since civ3 I've wondered why one historical figure represented your civ throughout the game. Would it be possible to have a leader unit that could be killed, exiled, imprisoned that represented your civ? This unit would naturally die after x turns and a new leader would emerge with different bonuses, favorite civics, religion, etc. It would give the game so much more depth and force the player to change their style of play throughout..

The emergence of a new leader could improve relations with other civs or start a war. I can envision many possible outcomes of a leader change.

Let me know what u think.

I think this is great idea.
It might be like the king of chess.

If it dies you get instant revolution until one rises up again.
 
Isn't there already a mod that does exactly that?

I think BlueTemplar is right about farms. Currently they are not useful early in the game. It would be good if you make them 2 food instead of 1 (and maybe change crop rotation bonus to something else). :hmm:

I has been fixed in beta 3.

Also, I was thinking, wouldn't it be more realistic if the game date depended on techs instead on a random turn coefficient? Each tech would have a specific date, and the most recent one between all the players in the game would win.
 
What would map a personal custom map, no leaders, only starting points, now start in a different location, even if the map says that team 0 is supposed to start at a certain point (see below)

Code:
BeginPlayer
	Team=0
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	StartingX=40, StartingY=11
	Handicap=HANDICAP_NOBLE
EndPlayer

but instead is waaaay on the other side of the map:crazyeye::confused:
 
@Afforess

With Beta 3 all BUG Options are now displayed. All tabs are visible and usable.

I installed beta 3 over a 1.75 (main) install in a Folder outside of the CIV IV directory. I then removed the following Mods from my BtS/Mods Folder: Extreme2, K-Mod, VIP, and C2Cb12 before placing the updated 1.76b3 into the BtS/Mod folder.

JosEPh
 
What would map a personal custom map, no leaders, only starting points, now start in a different location, even if the map says that team 0 is supposed to start at a certain point (see below)

Code:
BeginPlayer
	Team=0
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	StartingX=40, StartingY=11
	Handicap=HANDICAP_NOBLE
EndPlayer

but instead is waaaay on the other side of the map:crazyeye::confused:
Only thing I can think of is the Culture Linked Starts or whatever gameoption that one is.

@Afforess

With Beta 3 all BUG Options are now displayed. All tabs are visible and usable.

I installed beta 3 over a 1.75 (main) install in a Folder outside of the CIV IV directory. I then removed the following Mods from my BtS/Mods Folder: Extreme2, K-Mod, VIP, and C2Cb12 before placing the updated 1.76b3 into the BtS/Mod folder.

JosEPh

Awesome!

Hey Afforess, I didn't even realize you were still developing for Civ IV!

Only started up a few weeks back. Nice to see the old guard returning, and all the new faces. ;)
Haven't had a chance to read through all the new posts or reinstall with the new build yet, I'm pretty happy with the customized 175.C I have set up.

Just wanted to make a couple comments for little fixes I made for myself that the community might want if they haven't already been made:

1) I made it so Supermarket's and Hypermarkets didn't replace the Grocer or Persian Apothecary. The problem is that the Supermarket was worse than the Grocer and you lost a lot of resource benefits. Maybe the Supermarket could be fixed instead if having both buildings is deemed too powerful.

2) I made it so the Viking Trading Post still gave a food bonus. I found it inferior to the Lighthouse without giving the +1 food per square water bonus.

I'll look into #1. #2 has been fixed since Beta 2.

I see the comment about fixed cultural borders being disabled....I hope not. I prefer fixed cultural borders with the Realistic Culture spread mod. I'm also curious to see all the civic changes.

Thanks for the continued hard working making this one of the top mods in existence! I'm currently really happy with the 175.C build I'm using!

I should mention that I didn't just remove the game option and make it manditory. I'm not crazy. :lol:

I re-balanced it a bit. Authoritarian civics (Despotism, Monarchy, Fascism, Intolerant) are the only civics that will give fixed borders. Democratic societies will be influenced by culture, but not authoritarian regimes, which I felt was more realistic.
 
I've already found 3 bugs in Beta 3 from a play test today. I'm uploading Beta4 now. (Save compatible with Beta3).
 
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