A New Dawn Beta Builds

Some feedback here Aff
Sorry i still play beta5(Still downloading beta6)
On my last game, me, as india, conquered sumeria.Yes, i can build sumeria's vulture. But instead of fast worker, i could only build "ordinary" worker in that conquered city :p
 
Some feedback here Aff
Sorry i still play beta5(Still downloading beta6)
On my last game, me, as india, conquered sumeria.Yes, i can build sumeria's vulture. But instead of fast worker, i could only build "ordinary" worker in that conquered city :p

Yeah, What Assimilation does is allow you to build their UU or UB instead of yours. You lose you're UU or UB in their cities. It's intended.
 
GeneralStff said he would do this to fix his poaacher's camp. However with his grandma's illness he is no longer active. Could you fix it for him in AND, please?

@ GeneralStaff

The poacher's camp seems off. We still have poachers in mordern day. Here is how I think it should be adjusted.

Changes in Red

Poacher Camp (Req Monarchy)
Gold: +3

Obsolete: Ecological Engineering

Special Abilities
  • +2% Food with Deer
  • +2% Food with Fur
  • +10% Revolution
  • +2% Gold with Ivory
  • +2% Gold with Riffling
  • +2% Gold with Semi-Automatic Weapons
  • +2% Gold with Automatic Weapons
  • +1 Unhappy with Biology
  • +1 Unhappy with Tourism
  • +1 Unhappy with Ecology

This would simulate the illegal hunting of endangered species and how weapons got better over time to make it easier as well as awareness for it for environmental efforts. I also would suggest that it cost a little bit more to build.

Thank you.

-------------------

Can you help with any of these misc buildings I have?

Spoiler :
Here are random Building Ideas that don't really fit.

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Cryogenic Prison (Req Cryogenics)
Espionage: +4
Happiness: +2

Special Abilities
  • +50% Espionage
  • -50% War Unhappiness
  • Can Turn 2 Citizens into Spy
  • Double production speed for Deceiver leaders.
  • +25% Maintenance
  • -25% Revolution Risk
  • 10% Science
  • Replaces Jail

-----

Public Pool (Req Athletics, Modern Sanitation)
Happy: +1
Health: +1

Obsolete: Space Colonies

Special Abilities
  • +10% City Maintenance

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oscar.jpg


Animal Shrine
Cost: 50
Happiness: +1

Req Tech: Animal Husbandry, Preisthood, Aesthetics

Obsolete: Ecological Engineering

Special Abilities

  • +2% Culture with Cow in City Vicinity
  • +2% Culture with Deer in City Vicinity
  • +2% Culture with Elephant in City Vicinity
  • +2% Culture with Fish in City Vicinity
  • +2% Culture with Fur in City Vicinity
  • +2% Culture with Horse in City Vicinity
  • +2% Culture with Pig in City Vicinity
  • +2% Culture with Sheep in City Vicinity
  • +2% Culture with Whale in City Vicinity
  • +5% Gold with Tourism

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Tattoo Parlor (Req Military Tradition)
Happy: +1
Gold: +1
Culture: +1
Unhealthy: +1

Req Resources: Dye, Steel

Obsolete: Mind Uploading

Special Abilities
  • +5% Culture from Motorized Transportation (Bikers)
  • +5% Culture from Mass Media (Punks)
  • +1 Unhappiness from Guerrilla Warfare (Gangs)
  • +5% Culture from Extreme Sports (Exotic Tattoos)
  • +1 Health from Laser (Tattoo Removal)
  • +1 Happy From with Tribal
  • +1 Happy From with Nationalist
  • +2 Happy From with Individualism
  • +2 Unhappy From with Intolerant
  • +5% Revolution Risk

-----

Dentist (Requires: Medicine)
Happy: +1
Health: +2

Require: Steel, Rubber OR Vulcanized Rubber

Special Abilities
  • +1 Healthiness from Modern Health Care
  • +1 Health with Smart Medicine
  • +2 Healthiness with Socialized, Socialism
  • +1 Happy with Subsidized
  • +1 Unhappy with Socialism
  • +1 Unhappy with Sugar
  • +1 Unhealthy with Sugar

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nat_chinampa.gif


Chinampa (Req Agriculture)
Food: +1
Gold: +1

Unique Building: Aztec, Maya

Obsolete: City Planning

Special Abilities
  • Employs 1 Citizen
  • +1 Food from Animal Husbandry
  • +1 Food from Cloud Patterns
  • Built 50% Faster with Slavery
  • Upgrade to Great Chinampa

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great_chinampa.gif


Great Chinampa (Req Calendar)
Food: +3
Gold: +1

Unique Building: Aztec, Maya

Obsolete: Education

Special Abilities
  • Employs 2 Citizens
  • +1 Food from Canal Systems
  • +1 Food from Weather Lore
  • +1 Health from Sanitation
  • Built 50% Faster with Slavery

-----

I will add more later but this is good for now.


Here is how I thought it could be added to existing packs ...

Cryogenic Prison in "NIMBY"
Public Pool in "Sports Mod"
Animal Shrine in "Zoological Buildings"
Tattoo Parlor in "NIMBY"
Dentist in No Idea
Chinampa in "Farm Mod"
Great Chinampa in "Farm Mod"
 
OK here is another No buildings logs, but this one is alittle different.
One Wonder stayed on (Silk Road) but was grayed out in the city button area. And nothing else could be built.

Plus i noticed that when i went to go back to Desktop, it looked like ANOTHER RoM game was just getting initiated (starting)? was weird.
 
The new coal interface doesn't seem to work. After installing the new beta the old red interface disappeared and I'm back to the old blue one. Searched for like an hour to remedy the problem but there is nothing on the whole forum about any issues with interface changes. I can't also find the coal interface file yet I know I had it installed.
 
@afforess:

I know you won´t release the next beta in near future so I´d like to ask you for the xml file with the adjusted "maximum difficulty modifier" to start over the beta 6 which went well until 5 minutes ago, when I dropped my game due to I was stuck on the eternal deity difficulty which is so rediculous and useless! I hate those bastard Azteks who kicked my ass because they produce twice as fast and research like hell without having to pay for it! And have endless numbers of uber-killer-units that can´t be killed themselves.

Really that spoiled my day... As said before this is really the downside on flexible difficulty, you will never get back to the last 20% to decrease this level, you will always stuck on deity once you were somehow good. but the opponents are rediculous overpowered. no need to waste the time on this level...

so, I would really appreciate if you could upload that file (if this will work of course...) else I will wait for the next beta... argh. And the weekend just started...


ok, I chilled down a bit and I had one further suggestion for the flexible difficulty because I think this is one of the most important aspects for a challenging game as long it is somehow possible to survive at least...

Why not making the difficulty dependent on the rank on the scoreboard?

like for example (14 civs):

1. Immortal (or deity - adjustable to players favor / max.)
2. Emperor
3. Monarch

4-8. Prince

9-14. Noble (also minimum adjustable through modifier)

That would be much more reasonable imo. you could call it "difficulty by ranks" or whatever... :)
 
Good News! I've solved the issue when all of the player's buildings suddenly become unbuildable. It seems there was a rare case when the game would set the number of buildings in your empire to -1, which when compared against the number of prerequisite buildings (often 0), failed and told the game you couldn't build them.

This has been solved by creating checks that do not allow the buildingClassCount to fall below 0 (basically stops nonsense values).

@Cykur,

Your logs and saves were what led me to the solution. Hat's off to you.


Anyway, I'm going to try to get a new beta out this weekend. This evening or early tomorrow morning. :mischief:
 
Hi!

I got a repetable CTD. I have finished my turn and during waiting for ai it crashes every time.

I have installed Leaderhead Pack2 and configured a UU for Germany (FW 109). Can you still use a save?
 
@afforess:

I know you won´t release the next beta in near future so I´d like to ask you for the xml file with the adjusted "maximum difficulty modifier" to start over the beta 6 which went well until 5 minutes ago, when I dropped my game due to I was stuck on the eternal deity difficulty which is so rediculous and useless! I hate those bastard Azteks who kicked my ass because they produce twice as fast and research like hell without having to pay for it! And have endless numbers of uber-killer-units that can´t be killed themselves.

Really that spoiled my day... As said before this is really the downside on flexible difficulty, you will never get back to the last 20% to decrease this level, you will always stuck on deity once you were somehow good. but the opponents are rediculous overpowered. no need to waste the time on this level...

so, I would really appreciate if you could upload that file (if this will work of course...) else I will wait for the next beta... argh. And the weekend just started...


ok, I chilled down a bit and I had one further suggestion for the flexible difficulty because I think this is one of the most important aspects for a challenging game as long it is somehow possible to survive at least...

Why not making the difficulty dependent on the rank on the scoreboard?

like for example (14 civs):

1. Immortal (or deity - adjustable to players favor / max.)
2. Emperor
3. Monarch

4-8. Prince

9-14. Noble (also minimum adjustable through modifier)

That would be much more reasonable imo. you could call it "difficulty by ranks" or whatever... :)

Flexible difficulty DOES compare player ranks. If you are in the top 1/3 of players, every 20 turns it checks and increases your difficulty. If you are in the bottom 1/3 of players, you decrease difficulty.

The new Max difficulty level requires SDK changes, but is in the next beta, which will come out today or tomorrow.

The new coal interface doesn't seem to work. After installing the new beta the old red interface disappeared and I'm back to the old blue one. Searched for like an hour to remedy the problem but there is nothing on the whole forum about any issues with interface changes. I can't also find the coal interface file yet I know I had it installed.

Are you sure? I changed it so the "Recommended" install didn't change the UI. You need to do a custom install to turn on the Coal UI.
 
Hi!

I got a repetable CTD. I have finished my turn and during waiting for ai it crashes every time.

I have installed Leaderhead Pack2 and configured a UU for Germany (FW 109). Can you still use a save?

Nope. ;)

What year is it and exactly how does it crash?
 
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.

A few more details now: playing with the Draw Method and Filter Behaviour in Beta 6 is how you recreate the issue with misdrawn unit icons. I attached an image to make clear... basically the images align differently depending on the Draw Method you choose, and the old mode's images don't get cleaned up properly. Alt-Tabbing in and out of Civ makes the whole screen redraw and removes the issue again it seems.

I agree that with some of the BUG/PLE markings on unit icons, a lot of those PLE filters like "filter just injured units" are not really useful any more. The only parts I used were "Put units in horizontal groups" and "Show just units with a promotion to spend". The former is available via the Plot List BUG options tab anyway, and the latter is one of the cases that immediately causes an OOS in multiplayer when you click its min-icons to pick a promotion. I haven't really noticed any performance impact on my system but I wouldn't have any objection if the PLE icons were removed completely.

Edit: the draw corruption is in the very top right of that image, partially obscured by the forums "close attachment" button!
 

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  • Plot List Draw Issue.jpg
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Great news, Afforess! And thank you again for clearing up the difficulty thing... I was a bit confused I guess.

Can´t wait to jump in into the next build!
 
It's between turns and I get kicked out to desktop. It's the year 205 BC.

Is there any log file that you can check?

If debugging CTD's was that easy, I'd have caught them all by now... ;)

The only real way for me to catch crash bug's is while they are happening, if I can't load your save up, nothing I can do about it. :sad:

Great news, Afforess! And thank you again for clearing up the difficulty thing... I was a bit confused I guess.

Can´t wait to jump in into the next build!

I plan to write a Civilopedia article on it to clear up the confusion.

A few more details now: playing with the Draw Method and Filter Behaviour in Beta 6 is how you recreate the issue with misdrawn unit icons. I attached an image to make clear... basically the images align differently depending on the Draw Method you choose, and the old mode's images don't get cleaned up properly. Alt-Tabbing in and out of Civ makes the whole screen redraw and removes the issue again it seems.

I agree that with some of the BUG/PLE markings on unit icons, a lot of those PLE filters like "filter just injured units" are not really useful any more. The only parts I used were "Put units in horizontal groups" and "Show just units with a promotion to spend". The former is available via the Plot List BUG options tab anyway, and the latter is one of the cases that immediately causes an OOS in multiplayer when you click its min-icons to pick a promotion. I haven't really noticed any performance impact on my system but I wouldn't have any objection if the PLE icons were removed completely.

Edit: the draw corruption is in the very top right of that image, partially obscured by the forums "close attachment" button!

Mmmkay, I'll look at it. Being able to turn it off is as good as removing it my book. ;)
 
Does anyone else have a problem with slavery civic? I can't whip my people. It is just greyed out. I don't remember doing anything to turn it off (wouldn't know how anyway.) Have the same problem with drafting. Actually, both activities are possible be clicking on a unit outside the city, then right clicking on the city. But can't do it directly.
 
Does anyone else have a problem with slavery civic? I can't whip my people. It is just greyed out. I don't remember doing anything to turn it off (wouldn't know how anyway.) Have the same problem with drafting. Actually, both activities are possible be clicking on a unit outside the city, then right clicking on the city. But can't do it directly.

Whipping is turned off in AND. The AI simply don't understand how to use it and suicide.
 
Anyway, I'm going to try to get a new beta out this weekend. This evening or early tomorrow morning. :mischief:

Any chance the late-game betterAI bug will be fixed and/or reverted to the previous version for this beta? I'm in the eastern US and will be snowed in for a week or more and would like to try to finish a longer game.
 
Whipping is turned off in AND. The AI simply don't understand how to use it and suicide.

I guess I sort of remember that from a long time ago. I knew it hadn't been working for me for quite some time, but I wasn't sure if it was something I screwed up, or it was, as you said, turned off. Thanks, as always, for the info. I think it is still possible to whip using the method I mentioned. When I get to slavery in my current game I will test it out.
 
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