A New Dawn Beta Builds

Afforess thanks for all the hard work you've put into AND. One thing I am curious about though is if you are happy with the rate of tech advances. I am playing on snail and the year is about 1850 and I just recieved Gunpowder. It was the same in ROM 8.1, so I don't think it's on your end, however I do think that the cost of each tech should be reduced by about 20% or so. This comes from playing about a good dozen of your betas in the past few weeks, and the results are all the same. Tech advance is anywhere from 300-500 years behind schedule on noble and prince difficulties.
 
Afforess thanks for all the hard work you've put into AND. One thing I am curious about though is if you are happy with the rate of tech advances. I am playing on snail and the year is about 1850 and I just recieved Gunpowder. It was the same in ROM 8.1, so I don't think it's on your end, however I do think that the cost of each tech should be reduced by about 20% or so. This comes from playing about a good dozen of your betas in the past few weeks, and the results are all the same. Tech advance is anywhere from 300-500 years behind schedule on noble and prince difficulties.

I am not finding this to be so since I am getting the techs faster by about 300 years or so. When I play a serious game not a test game ;). But then I go for production then science buildings especially as many monastries as possible - the more religions the better :)
 
I'm still chugging away in my beta 9 game and I have encountered a strange bug -- I suddenly don't have access to stone anymore, despite having at least 3 active quarries. I looked in trade and noticed that when I mouse over stone icon in "Will / Won't Import", it says I have -1 stone. I am not trading stone with anyone, nor have I built any of the stone pit buildings since I have 3 quarries. Maybe this has already been fixed, but I thought I would mention. I just discovered Music 1 turn ago, but I'm not sure how that would affect anything.


Couple of game balance notes. (again, from Beta 9 ... maybe these have changed)

I thought I would mention that the Bakery seems kind of powerful now with the +5% commerce from lemons, apples, and bananas. Maybe I never noticed this before but I don't remember it. In money making cities, the +15% for having all of these resources is a lot on top of the +3 food the building gives. This is a good candidate to have a flat gain instead of a % gain.

I also noticed the reflecting pool gave +4 culture with fish on top of the 2 the building already gave ... and that is a lot, considering it isn't that hard to get fish. Things like the reflecting pool are nice for perfectionist cities to have something to build to get a bit more culture instead of making war, but I think the fish shouldn't give more than +1 culture on top of the base 2 the building gives.


I will mess around for a few minutes, and if I can't figure out how to get around the bug where I have no stone, I will fire up a Beta 10 game.

On a side note, I have been doing fresh installs for each Beta build. Is it safe to carry my "user settings" directory over to the new build? Kind of annoying to have to set up BUG mod the way I like it each time.
 
Afforess thanks for all the hard work you've put into AND. One thing I am curious about though is if you are happy with the rate of tech advances. I am playing on snail and the year is about 1850 and I just recieved Gunpowder. It was the same in ROM 8.1, so I don't think it's on your end, however I do think that the cost of each tech should be reduced by about 20% or so. This comes from playing about a good dozen of your betas in the past few weeks, and the results are all the same. Tech advance is anywhere from 300-500 years behind schedule on noble and prince difficulties.


I noticed my last couple games the rate of tech advances was a lot slower and I wondered if it had to do with the balance or with the way I was playing. Usually I'm much more cooperative with the AI's, but the last couple games had a lot of desert wasteland, and to complicate things, I have been a bastard and was burning cities and refusing to trade with people.

It is amazing the difference it makes on how fast the eras progress when you burn your neighbors cities instead of trade technology with them.

So in short, I noticed tech slowed down, but I suspect it was my fault. :D
 
Aff, i rather surprised that the bug that i founded, which is in beta9 hasn't been reported yet(or maybe you notice it and fixed it silently on beta 10.Still downloading though:p).The fixed border button(the one to claim tile) is all messed up.It change to be something that said hurry production/growth, and the description said that it'll consume the unit to faster the growth of your city.But when i clicked it, it worked just like how claiming territory button supposed to worked;)
 
@ Afforess

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

Sorry, lack of response is because I want to hear other people's opinions too, and that I've got a feature lock on AND 1.60, so I'm only focusing on fixing bugs. I'll correct the Poacher's Camp, no problem; but the rest of the stuff will have to wait until I release AND 1.60 officially. A lot of the new buildings require new XML tags, which I don't want to add to a (nearly) stable release. Adding new features last minute is just asking for trouble.

Anyway, don't worry. I expect a release by early next week.

You forgot to fix the Poacher's Camp in Beta 10.
 
Stupid Insomnia. Anyway, I'll answer your questions/
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.

Your individual case with the avoid unhealthiness proves, if anything, it's working. Look at your first screenshot. There is no way the city can avoid growth without starving, you have no tiles that give a perfect 3 food yield. Better growth than starvation, so they city grew. Then, in the second screenshot, the game was obviously picking tiles that would minimize growth.

In short Avoid != Stop.

Are you sure about the second part, with the altered resources? They should only be installed with Better RoM. I guess I need to run another test install...

Afforess thanks for all the hard work you've put into AND. One thing I am curious about though is if you are happy with the rate of tech advances. I am playing on snail and the year is about 1850 and I just recieved Gunpowder. It was the same in ROM 8.1, so I don't think it's on your end, however I do think that the cost of each tech should be reduced by about 20% or so. This comes from playing about a good dozen of your betas in the past few weeks, and the results are all the same. Tech advance is anywhere from 300-500 years behind schedule on noble and prince difficulties.

I am not finding this to be so since I am getting the techs faster by about 300 years or so. When I play a serious game not a test game ;). But then I go for production then science buildings especially as many monastries as possible - the more religions the better :)

I noticed my last couple games the rate of tech advances was a lot slower and I wondered if it had to do with the balance or with the way I was playing. Usually I'm much more cooperative with the AI's, but the last couple games had a lot of desert wasteland, and to complicate things, I have been a bastard and was burning cities and refusing to trade with people.

It is amazing the difference it makes on how fast the eras progress when you burn your neighbors cities instead of trade technology with them.

So in short, I noticed tech slowed down, but I suspect it was my fault. :D

It's easy to see why getting the years right is so hard. Frankly, I wish that Civ4 didn't show any date, just turns passed, but alas, I wasn't on Firaxis's design team.

I'm still chugging away in my beta 9 game and I have encountered a strange bug -- I suddenly don't have access to stone anymore, despite having at least 3 active quarries. I looked in trade and noticed that when I mouse over stone icon in "Will / Won't Import", it says I have -1 stone. I am not trading stone with anyone, nor have I built any of the stone pit buildings since I have 3 quarries. Maybe this has already been fixed, but I thought I would mention. I just discovered Music 1 turn ago, but I'm not sure how that would affect anything.


Couple of game balance notes. (again, from Beta 9 ... maybe these have changed)

I thought I would mention that the Bakery seems kind of powerful now with the +5% commerce from lemons, apples, and bananas. Maybe I never noticed this before but I don't remember it. In money making cities, the +15% for having all of these resources is a lot on top of the +3 food the building gives. This is a good candidate to have a flat gain instead of a % gain.

I also noticed the reflecting pool gave +4 culture with fish on top of the 2 the building already gave ... and that is a lot, considering it isn't that hard to get fish. Things like the reflecting pool are nice for perfectionist cities to have something to build to get a bit more culture instead of making war, but I think the fish shouldn't give more than +1 culture on top of the base 2 the building gives.


I will mess around for a few minutes, and if I can't figure out how to get around the bug where I have no stone, I will fire up a Beta 10 game.

On a side note, I have been doing fresh installs for each Beta build. Is it safe to carry my "user settings" directory over to the new build? Kind of annoying to have to set up BUG mod the way I like it each time.

Responding Backwards,
Yes, you can copy the UserSettings folder.

I already tweaked the Reflecting Pool a bit in Beta10.

Good point with the bakery, on my todo list.


Aff, i rather surprised that the bug that i founded, which is in beta9 hasn't been reported yet(or maybe you notice it and fixed it silently on beta 10.Still downloading though:p).The fixed border button(the one to claim tile) is all messed up.It change to be something that said hurry production/growth, and the description said that it'll consume the unit to faster the growth of your city.But when i clicked it, it worked just like how claiming territory button supposed to worked;)

Don't worry, it's fixed in Beta10. ;)

@ Afforess



You forgot to fix the Poacher's Camp in Beta 10.

Indeed I did. Is it in the Misc Buildings thread? If not, could you add it so I don't forget?
 
Dancing Hoskuld,

You must have accidently installed Better RoM. I just ran a clean install with it unchecked, and my resource changes did not get installed.
 
Stupid Insomnia. Anyway, I'll answer your questions/

Your individual case with the avoid unhealthiness proves, if anything, it's working. Look at your first screenshot. There is no way the city can avoid growth without starving, you have no tiles that give a perfect 3 food yield. Better growth than starvation, so they city grew. Then, in the second screenshot, the game was obviously picking tiles that would minimize growth.

In short Avoid != Stop.
Oh well back to managing the cities by turning on the "stop growth" button. At least that one works.:mischief:
 
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.

What is that unit between the archer and the city guard in your screenshot? It has a yellow icon.
 
Thx for fixing that btn issue, if its not SDK, you ought to put it in the Tut's, 98% of the mod's out there have this problem.

I am getting more events now, thx.
The Wonder movies are working, thx.
 
Afforess thanks for all the hard work you've put into AND. One thing I am curious about though is if you are happy with the rate of tech advances. I am playing on snail and the year is about 1850 and I just recieved Gunpowder. It was the same in ROM 8.1, so I don't think it's on your end, however I do think that the cost of each tech should be reduced by about 20% or so. This comes from playing about a good dozen of your betas in the past few weeks, and the results are all the same. Tech advance is anywhere from 300-500 years behind schedule on noble and prince difficulties.

I find the exact opposite. I'm playing Beta 9 and I have Stealth Bombers in the 1800's and I finish all techs around 2040. I play Monarch in Epic speed. I've played Marathon speed and I research even earlier than Epic.

I think your problem may be more related to not applying a large enough % to tech. You should average 70% throughout the game. Also, trade with other civs as soon as you acquire a tech.
 
Stupid Insomnia. Anyway, I'll answer your questions/

Your individual case with the avoid unhealthiness proves, if anything, it's working. Look at your first screenshot. There is no way the city can avoid growth without starving, you have no tiles that give a perfect 3 food yield. Better growth than starvation, so they city grew. Then, in the second screenshot, the game was obviously picking tiles that would minimize growth.

In short Avoid != Stop.

Are you sure about the second part, with the altered resources? They should only be installed with Better RoM. I guess I need to run another test install...







It's easy to see why getting the years right is so hard. Frankly, I wish that Civ4 didn't show any date, just turns passed, but alas, I wasn't on Firaxis's design team.



Responding Backwards,
Yes, you can copy the UserSettings folder.

I already tweaked the Reflecting Pool a bit in Beta10.

Good point with the bakery, on my todo list.




Don't worry, it's fixed in Beta10. ;)



Indeed I did. Is it in the Misc Buildings thread? If not, could you add it so I don't forget?
Actually in Orbis the Stop Growth Avoid Unhappy but will physically stop growth if the city is about to go unhappy...
 
It's easy to see why getting the years right is so hard. Frankly, I wish that Civ4 didn't show any date, just turns passed, but alas, I wasn't on Firaxis's design team.


That's a good point, Afforess. If the date was not staring you in the face, the lack of realism with technology and weaponry would disappear and it would make for a better game. It's only a number, but you can't help being influenced by it. I wish they would add the option of turning it off in the BUG mod.
 
The only thing that really bothers me about the turns/dates thing is the world's fair mod only kicks in after a certain date. Other than that, dates really don't matter much.
 
The only thing that really bothers me about the turns/dates thing is the world's fair mod only kicks in after a certain date. Other than that, dates really don't matter much.

What about changing World's Fair to only kick in only when you hit Industrial Era. Allow several turns (scaled to gamespeed) before it shows up and travel around the world. Then limit its travel to the civs that are far enough in tech progression so that it don't show up in primitive civs until they develops enough.

That should remove date requirement, hopefully.

I thought there is a tab in BUG "Clock". There in the options you can shut off dates being shown?
 
Afforess, if presuming your are packaging a non beta soon, I wonder if you'd consider the following:

1) Make the formations mod optional. I like a lot about the mod and am personally not affected by the performance impact of the extra graphics but some of the busier formations spread much wider than before (axeman, impis and the like) and can overlap their own tiles and also when garrisoned in cities they often obscure the city info bar and make it difficult to read or select. Also if these types of unit are injured down to the last man or two, sometimes none of the remaining soldiers are actually within the correct tile!

2) Perhaps it would be useful to split the AND download to seperate out a "media pack" containing the terrain textures and the interface reskin? It seems that AND now consists of 110MB, 80 of which is these two mods which will barely change again, and a remainder of about 30MB which is the actual gameplay part of the mod which is rereleased (at least in beta form) once or twice a week. I suspect many people would thank you for this!
 
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