A New Dawn Beta Builds

Afforess, thanks for adding Dark Ages to the modmod. I've always had a problem with the linear progression of humanity in Civ. There have been two major Dark Ages that I know of. One during the Bronze Age with the coming of the Sea People, and another with the fall of the Western Roman Empire. I can't wait to see it in action. I wonder, is there a way to have civilizations regress when a dark age comes on, and is it possible to have a regional or world wide dark age when certain conditions are met? Recessions and Depressions might also make good challenges in the modern era.
 
Just to add my two bobs worth, I think that it is a great building and well worth the expense, however, the ai cannot really handle it. (Ie it does not know to wait for the medieval era before building it). I play gem, eternity with an iBuild of 900%, and in the world builder mode I have noticed poor ai's with one city trying to build this way to early, spending 300 turns or more on it. So, I am going to fiddle a bit, maybe bring it in in the classical era, and see if this helps the ai.

Try Recommended Install. ;)

Afforess,

before I start a new game , I have a question about the beta builds :
do you change the revolution settings ( does it depend on difficulty-level).

otherwise I change it myself, to increase the possibility of getting revolutions.

In Rise of Mankind/Assets/Modules/Afforess/Required, you can mess with the difficulty settings. Handicaps less than noble make revolutions less frequent, handicaps greater than, more frequent.

New Idea: When heavily outnumbered, allow the losing player to surrender in a battle as in real life instead of having to slaughter the losing units, similar to the workers surrendering. This would allow for a new building, Prisoner Camp: The prisoners can be exchanged for prisoners from the other side or ransomed with gold, techs, etc.

I'm not sure I get the point of it. Losing in battle, or simply losing the game? If you're losing the game, there's nothing to exchange, you're just screwed.


I also mentioned that Golden Ages don't work well. You get the first 2 or 3 but none after that, no matter how many GP you have. I've had up to 8 GP sleeping and the Golden Age button stays dark.

You need more than one type of GP to set off Golden Ages; this is how BTS works, I haven't changed it.


Overall, I've played 3 games in the past 2 days and Beta 6 is solid as a rock. Just one CTD that did not reproduce when I loaded again.

I try. ;)

the marathon level is still on 1400 turns. I set it in the gamespeedinfo in required folder to 1500 again.

I forgot to update a few things. :sad:

Notably, I forgot to update to ANM 2.2, the new Guilds and Modular Corps. And Gamespeeds. I'm fixing that now. Just an FYI.

OH i almost forgot, i used to be able to get a free archer when i got Archery in 4.5 and before, but that disappeared in 6 and now 7 also?

If an AI gets Archery before you, they get the free archer instead of you. The event is only for the first player to the tech. :p

Again always crash to desktop before AI turn end.
AND 1.60 beta7 recommended setup.
I didn't have crashes before beta6.

Thanks, using recommended setup makes my life way easier. I'll check it out.

First bug reports beta 7:

played 350 turns.

I was able to build the national courier system twice with great general.

OK i was able to build the Heroic Epic in one city i wanted, but then it was available in another city also?

Same goes for the National Epic, and i dont have on the Wonders thingy.

So far, I can't seem to build wonders which require a certain amount of buildings present, like Circus Maximus, Silk Road and Platos Academy. They show 0/x building although I have build some bazaars, School of Scribes and the Olympic Games.

This is with Beta7.

Awesome! New Bugs!

I suspect it has to do with the fix I implemented to stop the rare NoBuilding's bug. I'll come up with a better solution.
 
I wonder, is there a way to have civilizations regress when a dark age comes on, and is it possible to have a regional or world wide dark age when certain conditions are met? Recessions and Depressions might also make good challenges in the modern era.


I've seen Regional Dark ages in my play testing. When one player hits a dark age, it sometimes causes the nearby players to decline as well.
 
I would like to say that I like Better RoM very much! It is great not to have huge cities in the medieval age.:goodjob:
 
Yes in beta7, I got a depletion of horses. It was not an event. I was also not getting movies. So reinstalled and I am still not getting movies!
 
You're using an outdated beta or your installation of beta6 failed. Either way, install the latest version.

This was a clean install of the, then, latest 1.6 beta 6. Its probably a Wine related issue, possibly with some python files not being found. Anyone else playing under Wine?

Unrelated - any progress on the problem of always being at peace with minor civs?
 
What was the nature of the fix? Might give me a clue as to why I still have the problem.

SDK bug, where an invalid civilization id was trying to be looked up. Fixed by adding a if check that avoided it. Had nothing to do with python, all in the dll.
 
Yes in beta7, I got a depletion of horses. It was not an event. I was also not getting movies. So reinstalled and I am still not getting movies!

Same here. Depleted horses and no movies. No, I have not checked "no movies" in options. I never did that and that is not not the case. It must be a new bug.

So far I can confirm this...
 
SDK bug, where an invalid civilization id was trying to be looked up. Fixed by adding a if check that avoided it. Had nothing to do with python, all in the dll.

The CvGameCoreDLL.dll I have has a size of 6164480 bytes. Does that match the 1.6 beta 6 one? If not then I suspect the AND installer failed to overwrite it for some reason. Case differences often cause problems under Wine, but that doesn't apply here. What sort of permissions checks are made by the installer?
 
The CvGameCoreDLL.dll I have has a size of 6164480 bytes. Does that match the 1.6 beta 6 one? If not then I suspect the AND installer failed to overwrite it for some reason. Case differences often cause problems under Wine, but that doesn't apply here. What sort of permissions checks are made by the installer?

The installer is set to always overwrite files, but if the files were in use for some reason (IDK how Wine really works, it could be interfering). I'd try getting a clean copy of RoM 2.81 then installing the beta...
 
Hello,
I also have the no movie bug and also instead of having a claim territory button my units have a hurry food one! But when I click on it ... it does claim territory!
I have the beta 7 recommended installation
 
Yes in beta7, I got a depletion of horses. It was not an event. I was also not getting movies. So reinstalled and I am still not getting movies!

Hello,
I also have the no movie bug and also instead of having a claim territory button my units have a hurry food one! But when I click on it ... it does claim territory!
I have the beta 7 recommended installation

Fixed and Fixed. ;)

I'm going to release Beta8 later this night, all the bugs here have been fixed.
 
I can confirm some of the bugs mentioned here, as follows:

-The Claim Territory button (Fixed Borders mod) shows up as Hurry Food. It does still work to claim territory though.

-Also getting the no wonder movie bug.

Other things I spotted:

-There is a txt key problem in the combat odds panel for surround and destroy. It shows the improved odds but the text is screwy.

-There seems to be a strange issue when trading techs. After trading a tech with an AI opponent it sometimes pops up to show the tech that the player gave to the AI instead of the tech that the player received.

-Not exactly a bug (just personal opinion) but it seems to be very difficult to get cities to grow much at all now. I was 45% of the way through a game on Monarch difficulty and doing better than average, but my largest city was size 8. Most of the AI had similar sized cities. Is the intention for it to be this slow to grow?
 
I can confirm some of the bugs mentioned here, as follows:

-The Claim Territory button (Fixed Borders mod) shows up as Hurry Food. It does still work to claim territory though.

-Also getting the no wonder movie bug.

Both have been confirmed and corrected for beta8.

Other things I spotted:

-There is a txt key problem in the combat odds panel for surround and destroy. It shows the improved odds but the text is screwy.

Okay, I'll look at it.

-There seems to be a strange issue when trading techs. After trading a tech with an AI opponent it sometimes pops up to show the tech that the player gave to the AI instead of the tech that the player received.

Odd. I'll investigate this.


-Not exactly a bug (just personal opinion) but it seems to be very difficult to get cities to grow much at all now. I was 45% of the way through a game on Monarch difficulty and doing better than average, but my largest city was size 8. Most of the AI had similar sized cities. Is the intention for it to be this slow to grow?

City growth is greatly reduced from RoM. I haven't actually altered the base amount of food for growth, but a lot of the buildings that used to really boost growth a ton (*cough*Artesian Well*cough*), don't. Coastal or River cities fare much better and grow faster than others; also certain civics slow down growth. In summary, yes, it is intentional.
 
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