A New Dawn Beta Builds

Hi, I run into problems then I tried to play RoMmegapack when I have installed ANDbeta9. Got a XML error when loading the game. It said something like XML tag error leaderheadinfo polpot communism_civic. This error doesn't occur when I run RoM without the megapack.

I have had this problem, too. I just deleted Pol Pot and it all runs ok.
 
I have had this problem, too. I just deleted Pol Pot and it all runs ok.

The error is because PolPot's favorite civic is communism, and communism has been removed in Better RoM. I'll make sure to fix that with beta10.
 
Realise I sound like a stuck record, but any ETA on Beta10?

Cheers.
 
OK, I have confirmed that my vicinity bonus mod has been broken by 1.6beta9. They work in 1.55! Unfortunately I cant remember which 1.6betas tested it with and it worked :(
 
I assume that they use the same XML as mine. Do mine work? I'd appreciate it if you could check really quickly.
 
And they are crashing when you select them? Are you sure it isn't an art error? If ours use the same tags, they should both work.
 
And they are crashing when you select them?
Yes. Everything is fine in the pedia
Are you sure it isn't an art error? If ours use the same tags, they should both work.
Have you changed anything? I will do a compare now.

There are huge differences in the schema. I am copying yours over mine now and will rerun the test.
Edit: of course there are huge differences - yours does not use revolution stuff or any of the other "new" tags you have added!

Edit2: sorry but I am now stuck for ideas. Is there a definitive version of the building schema with all your new tags available somewhere? Maybe I could use that and redo the building XML.
 
You could create categories to the window construction of new units, buildings. There are so many that hard to scroll in later eras. You can create it?

Yeah, building a new city after medieval is a suicide. Ammount of buildings to scroll through to find the one you want is insane.

Also, sometimes when traded an event tech, AI gets the even of getting 1 archer or the galley or the trade caravan even though I already got it. AI trading these techs also seems to trigger the event - even though the trading party didn't have it.

As for inquisitor training AI seems to handle this well exept for situations when his state religion is changed because of espionage or diplomacy. He then trains inquisitors to purge his previous state religion (sometimes even the holy city he has) and starts to spread the new religion, after a while he converts back, purges the religion he was forced to convert to even if he doesn't have a holy city any more (because he purged it himself) and stays on intolerant civic for extended periods of time even if it is not needed anymore if he has at least 1 inquisitor (at least that's what I noticed).
For ex: AI has 1 city with non-state religon left. He trains 3 inquisitors, goes to purge the religion, after it is purged the remaining 2 inquisitors stay in the city and he doesn't convert back to any other religion civic. If I however spread the religion to other cities and he manages to purge them all and not have any inquisitors left he changes his civic to free church or state church. Including a script to remove inquisitors during anarchy or after the change (for ex: people lynching them) would probably solve this issue.

Also: after monastery is obsolated the player is able to train missionaries from all religions present in the city, not connected to the monastery itself (ex: having an obsolated confucian monastery in a city enables the player to train Priests if Christianity is present in a city) - don't know if it is intended.
 
Yeah, building a new city after medieval is a suicide. Ammount of buildings to scroll through to find the one you want is insane.

Also, sometimes when traded an event tech, AI gets the even of getting 1 archer or the galley or the trade caravan even though I already got it. AI trading these techs also seems to trigger the event - even though the trading party didn't have it.

As for inquisitor training AI seems to handle this well exept for situations when his state religion is changed because of espionage or diplomacy. He then trains inquisitors to purge his previous state religion (sometimes even the holy city he has) and starts to spread the new religion, after a while he converts back, purges the religion he was forced to convert to even if he doesn't have a holy city any more (because he purged it himself) and stays on intolerant civic for extended periods of time even if it is not needed anymore if he has at least 1 inquisitor (at least that's what I noticed).
For ex: AI has 1 city with non-state religon left. He trains 3 inquisitors, goes to purge the religion, after it is purged the remaining 2 inquisitors stay in the city and he doesn't convert back to any other religion civic. If I however spread the religion to other cities and he manages to purge them all and not have any inquisitors left he changes his civic to free church or state church. Including a script to remove inquisitors during anarchy or after the change (for ex: people lynching them) would probably solve this issue.

Also: after monastery is obsolated the player is able to train missionaries from all religions present in the city, not connected to the monastery itself (ex: having an obsolated confucian monastery in a city enables the player to train Priests if Christianity is present in a city) - don't know if it is intended.

So the AI is training inquisitors? I was worried that my code didn't work; I re-wrote that code from scratch to speed the game up, as it was originally all coded in python.

As for getting the AI to manage them better, that will have to come later, I want to get beta10 out. I'll add it after the official release though.

As for the building queue; I hate how slow it is too, but I investigated it, and there isn't anything I can do to speed it up, short of breaking things apart.

Edit2: sorry but I am now stuck for ideas. Is there a definitive version of the building schema with all your new tags available somewhere? Maybe I could use that and redo the building XML.

Sure, here is an "official" schema.
View attachment Example_CIV4BuildingsSchema.rar
 
Hey Afforess, remember that civic rewrite mod idea you had a while back? Did anything ever come of that? It'd be interesting to see it in AND.
 
Hey Afforess, remember that civic rewrite mod idea you had a while back? Did anything ever come of that? It'd be interesting to see it in AND.

Uh, No.

Funny thing is, I did eventually get all the new tags I needed for the civics; but they received a lot of criticism, and re-writing the civics is a lot of work, they are embedded in a lot of other files.
 
Alright guys, I promised, and I will deliver. Beta10 is out!

New Features:
  • Improved Resource AI
  • Avoid Unhealthiness/Unhappiness switches
  • Modern Corporations are much more diverse, fixed all the buttons
  • Guilds have been completely re-hauled
  • Military Civic's have been tweaked, revolution effects toned down.
  • Better RoM: Healthiness and Happiness is a bit better late game
  • Jungle/Forest City Yield Change* (See Below)

Bug Fixes:
  • Happiness/Healthiness City Icons are back
  • Wondermoves!

Better RoM Changes:
  • Corn, Pig, Sheep, Salt, Crabs, Shrimp no longer give +1 health, they give +2 :commerce: instead.
  • Dye, Cotton, no longer give +1 happiness, they give +2 :commerce: instead.
  • Granary gives +1 :health: with Corn again.
  • Harbor, Port, Commercial Port, & International Port no longer give +1 happiness, -1 health with alcohol.
  • International Port gives more yield than Commercial Port.
  • Democracy Tech requires Math, Currency, and Monarchy

These changes have balanced health and happiness much more in the Medieval/Reniessance Eras. Also, the addition prerequisites for Democracy mean that players can't beeline for it anymore, and should instead beeline for Monarchy; which improves the game and makes it more realistic. (No More Democracies in 2000 BC!)

Also, Dark Ages have been disabled. If you really want to play with them, you can edit the Afforess_GameOptionInfos.xml in the Required folder to make them visible and active again.

* I've added a new feature. When player's settle on a Jungle, they receive extra food for several turns (the remaining turns are calculated by how many extra :hammers: the city would have received if the jungle would have been chopped. There is a counter in the city hover box.) Likewise with Forests, except forests give an extra hammer instead. It should make it so player's aren't penalized for settling on features, but don't get instant rewards either. This feature can not be disabled (Although, I will make it disable-able in the future.)

A lot of the changes were just general polishing. There is still a few text errors in the BUG Panel, but other than that, everything should be done.

As always, Enjoy. ;)
 
Uh, No.

Funny thing is, I did eventually get all the new tags I needed for the civics; but they received a lot of criticism, and re-writing the civics is a lot of work, they are embedded in a lot of other files.

You have a point. For what it's worth, though, I think they were a fairly good idea and I may ultimately use them in my own mod, should it ever come to fruition.
 
Okay, noticed this in Beta9 just this evening, and wish I'd managed to tell you about this before Beta10 went up. Currently, Nuclear Power Plants and Waste to Energy plants aren't buildable on maps larger than normal. They both wind up requiring multiples of the buildings that allow them to exist, and you can only have one of each of the requirement buildings. Nuclear Plants require multiple Toxic Waste Dumps (1 only national wonder), and Waste to Energy plants require multiple Garbage Collection Agencies (can only be build where you have a landfill, another 1 only national wonder). I'll be updating to Beta10 now, but this should probably be fixed before 1.6 goes gold.
 
Okay, noticed this in Beta9 just this evening, and wish I'd managed to tell you about this before Beta10 went up. Currently, Nuclear Power Plants and Waste to Energy plants aren't buildable on maps larger than normal. They both wind up requiring multiples of the buildings that allow them to exist, and you can only have one of each of the requirement buildings. Nuclear Plants require multiple Toxic Waste Dumps (1 only national wonder), and Waste to Energy plants require multiple Garbage Collection Agencies (can only be build where you have a landfill, another 1 only national wonder). I'll be updating to Beta10 now, but this should probably be fixed before 1.6 goes gold.

Good catch!

Luckily, it's an easy fix. It will be in the official release (or beta11, if things go badly...)
 
I forgot to mention two notable things with Beta10:

OOS errors are gone. As long as you play W/O Revolutions, AND is MP friendly... I think. I will need to test this.

the Better AI crash bug has been fixed. A New Dawn has no known crashes now. (Besides MAF's, which I can't help.)
 
Great work Afforess, those health balances sound excellent. Downloading now, and will give it a thorough test till the wee small hours tonight/tommorrow.

Cheers
 
beta10 - the new feature "avoid unhappiness" does not work :(. See attachments.

I did not install a Better RoM because I did not want your changes to healthiness from food sources, but I got them anyway. You are not forcing stuff on us are you?:mischief: Or what bit are these changes in so I can get rid of them.

I am about to test my vicinity buildings with beta10.
 
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