A New Dawn Beta Builds

hehe that's the funny part.... I do not lie when I said nothing will close it. I could not get it to close at all, esc was the first one I tried. I went into a host of other things with no luck.

P.S that was a standard earth map I was playing.
I have had this to. Just delete the Full of Resources map script.
 
Firstly, to get the obvious out of the way. Is the city NOT on a river? If it isn't, then it may explain it since Irrigation Canals require a city to be on a river.

This is not true, I have cities that have canals and are not on a river, but still get a bonus to river tiles within radius.
 
The Golden Ages are not working properly. In my previous game I was given the option for only two even though I had a ton of great men sleeping. In this game I got only one Golden Age, again, I had several GM. The gold coin stays dark and keeps saying it will consume 2 GM. This is in 1.6 Beta6.
 
The Golden Ages are not working properly. In my previous game I was given the option for only two even though I had a ton of great men sleeping. In this game I got only one Golden Age, again, I had several GM. The gold coin stays dark and keeps saying it will consume 2 GM. This is in 1.6 Beta6.

This has been the case for a long time now, so it's not a new issue with 1.60. However I agree it is annoying and does need fixing.
 
The Golden Ages are not working properly. In my previous game I was given the option for only two even though I had a ton of great men sleeping. In this game I got only one Golden Age, again, I had several GM. The gold coin stays dark and keeps saying it will consume 2 GM. This is in 1.6 Beta6.

This has been the case for a long time now, so it's not a new issue with 1.60. However I agree it is annoying and does need fixing.
To start a Golden Age you need one Great Person. For the second one you need two different Great People. For the third three different and so on.
 
@Afforess, I thought I should update the WarriorsOfGod mod now that you say you have a new tag bForceObsolete for us to play with. However I could not find this tag in the unitinfos xml files. I tried the required folder first since I thought that would be the most likely place for the new schemas.

Although this does not quite look like what I need. I am assuming that this tag makes a unit obsolete if the player, or AI, can build an upgrade unit and is intended for the units which are restricted in number. I need an obsolete with tech for units just like there is one for buildings.
 
This may be a bug. I have the Pyramids and researched City Planning. The Irrigation Canals show up in all the cities as built, however it does not give me the additional 1 food per river tile and when you mouse over it on the city screen it says 4 turns 150 hammers, like you still need to build it ???

Maybe I'm missing something.

It appears there because you received the building as a free building. It serves as a reminder that if you ever lost the Pyramids, you would need to rebuild the irrigation canals. (If the city had built the irrigation canals prior to the pyramids, then lost the pyramids, the city would not need to rebuild it.)

The Pyramids, as you know, gives you a canal on every city, which it has in my case. On the cities with rivers, it is not giving me the bonus food even though the irrigation canal is on the buildings list in the city screen. Also, when you hover over it, it says 4 turns in red and 150 hammers, as if it expects you to build it. This happens in every city.

I just tested the pyramids/irrigation canals, and they are working fine for me.

This is my only city and I only have fish - why shall I get 3 :food: ?

Are there any extenuating circumstances? I can't seem to duplicate this bug.

OK got that DARN no buildings AGAIN, here is the before and after logs, dont know if they will help or not:crazyeye: , with new beta 6.

Okay, I have an idea to track this down. Your logs indicate that it is a bug in the SDK. I'm going to ask for your help to track this down in beta7, I'll give you precise directions then.

@Afforess, I thought I should update the WarriorsOfGod mod now that you say you have a new tag bForceObsolete for us to play with. However I could not find this tag in the unitinfos xml files. I tried the required folder first since I thought that would be the most likely place for the new schemas.

Although this does not quite look like what I need. I am assuming that this tag makes a unit obsolete if the player, or AI, can build an upgrade unit and is intended for the units which are restricted in number. I need an obsolete with tech for units just like there is one for buildings.

Here's a new unit schema with the tag, it works fine in all beta's > 3. Just add a new boolean tag in the XML for the units you want, using that schema. The tag should look like this:
Code:
<bForceUpgrade>1<bForceUpgrade>

It won't have any obvious effect (There is no hover text for it), but should work they way you want it to. Tell me if it doesn't.

View attachment Example_CIV4UnitSchema.rar
 
Here's a new unit schema with the tag, it works fine in all beta's > 3. Just add a new boolean tag in the XML for the units you want, using that schema. The tag should look like this:
Code:
<bForceUpgrade>1<bForceUpgrade>

It won't have any obvious effect (There is no hover text for it), but should work they way you want it to. Tell me if it doesn't.

Naturally enough, I have a different problem. One of the units in WarriorsOfGod, the monk, does not have any logical upgrade path. There is basically no need for the unit after the industrial revolution. The fanatic on the other hand has an upgrade path. What I wanted to do was make the monk unbuildable after say Scientific Method.

It is not that important.
 
Naturally enough, I have a different problem. One of the units in WarriorsOfGod, the monk, does not have any logical upgrade path. There is basically no need for the unit after the industrial revolution. The fanatic on the other hand has an upgrade path. What I wanted to do was make the monk unbuildable after say Scientific Method.

It is not that important.

So you need an ObsoleteTech tag too?

Make a request in the SDK component thread so I don't forget.
 
Okay, I have an idea to track this down. Your logs indicate that it is a bug in the SDK. I'm going to ask for your help to track this down in beta7, I'll give you precise directions then.View attachment 241949

No problem at all, you know i will be glad to assist you in any way i can, btw are you done with those attachments i had before, i am running out of space in that area, i have ALOT of stuff here on CFC:confused:
 
No problem at all, you know i will be glad to assist you in any way i can, btw are you done with those attachments i had before, i am running out of space in that area:confused:

Yeah, I have them safe, you can clear them out.
 
I have a problem with the espionage screen. I'm running AND 1.6 beta 6 on a clean RoM 2.81 under Wine on Ubuntu 9.10.
Not all the civs that should appear do, and there is no exit button etc. (I presume there should be one).

espionage-problem.png
 
I have a problem with the espionage screen. I'm running AND 1.6 beta 6 on a clean RoM 2.81 under Wine on Ubuntu 9.10.
Not all the civs that should appear do, and there is no exit button etc. (I presume there should be one).

View attachment 241968

Turn on logging in the Civilization4.ini, if it was off, reporduce the error, then upload your PythonErr.logs, and I'll take a look.
 
Are there any extenuating circumstances? I can't seem to duplicate this bug.

This seems to be the same as the Actual yield bug I mentioned in relation to beta 3. I did take a snap at the time but didn't post it until now. In my case the incorrect yield is with the Apiary which doesn't even have any conditional yield bonuses. Incidentally a couple of turns later I checked the city again and the yield was then correct again. Perhaps just a display error?
 

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This seems to be the same as the Actual yield bug I mentioned in relation to beta 3. I did take a snap at the time but didn't post it until now. In my case the incorrect yield is with the Apiary which doesn't even have any conditional yield bonuses. Incidentally a couple of turns later I checked the city again and the yield was then correct again. Perhaps just a display error?

No, it's actually correct. Your city is unhealthy, and the extra health will bring it an extra food. :p
 
He he, that's clearly the case. That Actual function catches even more cases than I thought.

A couple more quick points:

* There's a TXT_KEY missing for the AI Spending toggle on the Espionage screen if it hasn't been reported already.

* I see the PLE filter buttons are on Vanilla mode by default now. When I attempted to turn them to PLE mode, I had an issue whereby the icons for selected units were displayed funny, with a second set of the same icons "underneath" and not quite aligned the same way. Cosmetic only but a bit strange all the same.

* Still on the PLE subject, I recall that the PLE filter buttons were safe to use in single player, but many of the buttons immediately caused OOS in multiplayer. I wonder if you could have them on by default, but remove them automatically when a MP game is in progress? The RevDCM options page detects MP games this way and denies you the options as appropriate. Probably low priority unless it's very quick to include!
 
He he, that's clearly the case. That Actual function catches even more cases than I thought.

Yeah. It's one of the best features to come out of the BUG mod, IMHO.

* I see the PLE filter buttons are on Vanilla mode by default now. When I attempted to turn them to PLE mode, I had an issue whereby the icons for selected units were displayed funny, with a second set of the same icons "underneath" and not quite aligned the same way. Cosmetic only but a bit strange all the same.

* Still on the PLE subject, I recall that the PLE filter buttons were safe to use in single player, but many of the buttons immediately caused OOS in multiplayer. I wonder if you could have them on by default, but remove them automatically when a MP game is in progress? The RevDCM options page detects MP games this way and denies you the options as appropriate. Probably low priority unless it's very quick to include!

Vanilla mode is faster and less hard on the CPU, and since there was a general dislike of them, I figured no one would care if I tweaked the default...

Really? I had no idea about the OOS bit, but I never used them, so I guess I wouldn't know. I'll see what I can do.
 
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