A New Dawn Beta Builds

Afforess, I used a clean RoM 2.9 extraction, followed by AND 1.70 beta, and I deleted my other RoM/AND folders first. I don't know what the problem is if you think you've fixed it.
 
@Grathocke, are you using the Farm modmod? I noticed that with it installed, things like corn, apples, spices almost never appear when you first get Naturopathy, and without it they appear as usual, I'm also checking about the appearance of copper, I play Planet_Generator_0.68 and using a custom install copper almost NEVER appears, I went into world builder and on a giant map only 3 sources of copper were available, but that was with a custom install. I'm thinking one of the optional mods is killing resource placement.
 
Try loading it on the smallest map size possible; see if it loads. [/Quote]

Well, that worked like a charm, went from huge to large with the terra map and it loaded perfectly. I'm assuming this is related to not using the 3gb switch in xp? I have 4gb of physical ram.
 
@Grathocke, are you using the Farm modmod? I noticed that with it installed, things like corn, apples, spices almost never appear when you first get Naturopathy, and without it they appear as usual, I'm also checking about the appearance of copper, I play Planet_Generator_0.68 and using a custom install copper almost NEVER appears, I went into world builder and on a giant map only 3 sources of copper were available, but that was with a custom install. I'm thinking one of the optional mods is killing resource placement.

Yeah, I noticed an awful scarcity of copper and iron when I used Hemisphere mapscript. It improved with PerfectWorld2. So no idea why. Possibly Tejon made a small miscalculation when he configured resource availability and other mapscripts other than PW2 don't "research" a new map intensely as PW2 does.
Disclaimer: The above statement about PW2 and other mapscripts is purely speculation.
 
ok so scratch what i said earlier about flexible difficulty its fine i had just missed it btw where would i go to change how often it fires
 
@os79, yeah I noticed it improved a little on Perfect World 2, but not much, the placement of metals has changed somehow between beta1 and beta2. I did a recommended install and nothing changed, but I kept a copy of beta1 available and it's definitely different, but I'm not a Python/XML/C coder so I wouldn't even know where to start looking for what needs to be changed.
 
ok so scratch what i said earlier about flexible difficulty its fine i had just missed it btw where would i go to change how often it fires

You can change how often it is checked in the GlobalAltDefines. It's near the bottom. Save game friendly. You can even mod it when the game is open.

@os79, yeah I noticed it improved a little on Perfect World 2, but not much, the placement of metals has changed somehow between beta1 and beta2. I did a recommended install and nothing changed, but I kept a copy of beta1 available and it's definitely different, but I'm not a Python/XML/C coder so I wouldn't even know where to start looking for what needs to be changed.

Actually, the resource XML wasn't changed at all between beta1 and 2.
 
@Grathocke, are you using the Farm modmod? I noticed that with it installed, things like corn, apples, spices almost never appear when you first get Naturopathy, and without it they appear as usual, I'm also checking about the appearance of copper, I play Planet_Generator_0.68 and using a custom install copper almost NEVER appears, I went into world builder and on a giant map only 3 sources of copper were available, but that was with a custom install. I'm thinking one of the optional mods is killing resource placement.

I used to use the farm modmod, but I'm only using the recommended install right now I'm not really sure how long this has been going on, but one day I just said, "Where's the corn?"
 
Just a note to anyone wondering about resources in PerfectWorld2:

PW2 has a ludicrously complicated system for placing resources on the map. One of its intended effects is to create variety from continent to continent. Strategic resources are exempt from this, but food resources especially are placed to create a more realistic spread across the world. One continent may have Cows, Sheep, Rice, Apples and Wheat, while another may have Corn, Pigs, Bananas, Deer and Sugar. It's designed to create a more realistic intercontinental trade pattern and give continents flavors beyond blobs-in-the-ocean.

While this does tend to create more varied and interesting maps to play, it can cause resource problems in many cases. If, for example, Perfect World creates a near-Super Continent for the old world, and 2 or 3 small continents for the new world, the resources slated to be generated in the New World won't have a lot of space to get placed, and some may not be placed at all. The generator won't go back and place them in the Old World, since it's already been filled with its own slate of resources. A second problem is that Perfect World places way more peaks and deserts than a typical map. More realistic, sure, but fewer places for those grains and animals to spawn.

These problems have been mitigated a great deal by Tejon's Civ4BonusInfos, now standard in AND, which totally changes where and how often resources spawn. Also, since grains can be popped from worked farms, their relative paucity tends to work itself out over a typical game. However, if you still feel you aren't getting enough resources, try going into the RoM_PerfectWorld2.py file with Notepad++. If you search for "bonusbonus", you can find the multiplier that affects resources. The default value is 1.0. Any change to this value multiplies the total number of resources placed, so changing it to 1.5 places 50% more resources overall. These will obviously be placed according to the same rules, but it does force a few more resources onto those small continents and barren plains.

Right now, I'm at 1.2 and it seems just about perfect for me. I used to use 1.6 before Tejon's new XML, but that created way too many resources so I dialed it back a bit. But everyone is different, so try it out and see what suits you. Almost everything in PW2 is customizable if you aren't afraid to look through it. Be warned that almost by necessity you will end up with a lot more seafood if you do crank up the multiplier, since that's where most of the unused space is.

Sorry for the long post, but I just wanted to make sure that everyone having resource issues knew it doesn't have anything to do with AND. Adding Tejon's XML changes have made resources about the best I've seen them in RoM, and I don't know exactly how much room there is to make them better. There's just only so much space and so many resources.
 
Brilliant post kabooki108. I haven't dealt much with mapscripts, it's nice to have someone informed here.
 
Thanks, Kabooki. I'll try what you recommend. Another thing I thought of was I had been playing on large and huge maps, but switched to Standard and Tiny when I had to go back to Vista because my Windows 7 release candidate expired and I can't afford to buy a copy. Since, as you point out, it has a lot to do with available space, I'm now dealing with a lot less and therefore getting less resources. Note though that there are still a lot of resources of various types, just no corn, which I find strange. Anyway, thanks for the info. I'll put it to good use.
 
My apologies Afforess, I didn't want to cast doubt on your wonderful mod, so what I did was clear all my old settings, re-install RoM 2.9 and then put in AND 1.70beta2, just to make sure. While the Planet_Generator_0.68 is sorta of sparse with resources, it's now quite workable. Please don't let this old man's mis-understanding affect you. After all, I only started playing Civ of any type just a few months ago, I was always an RPG'er.
 
No worries guys. I might tweak those mapscripts myself.

Just FYI. PW2 is just about right. Maybe better with that 1.2 thing that I will test out later after I am done with present PW2 crafted game :). The problem was with Hemisphere mapscript.
EDIT: Gigantic sized as well.
 
Air bombing (original, not BUG mod) missions CTD for me. This may in fact be a RoM issue, but I still have to test that. I'll get back to you.

Update: All air bomb missions CTD. Still not sure if it's a RoM issue however.

Update 2: All air missions seem to be bugged. Not an issue in RoM (limited testing however).

Update 3: While I still haven't fully tested in RoM, I have now confirmed that both original and enhanced (BUG) air missions work in base RoM but not in AND. Full installation except for fantasy units. Can anyone else confirm?
 
Air bombing (original, not BUG mod) missions CTD for me. This may in fact be a RoM issue, but I still have to test that. I'll get back to you.

Update: All air bomb missions CTD. Still not sure if it's a RoM issue however.

Update 2: All air missions seem to be bugged. Not an issue in RoM (limited testing however).

Update 3: While I still haven't fully tested in RoM, I have now confirmed that both original and enhanced (BUG) air missions work in base RoM but not in AND. Full installation except for fantasy units. Can anyone else confirm?

I can confirm. The bug is from the new interception code. I forgot to check for null pointers, my bad. Easy fix. Just don't use it for now. (This is why I beta test! ;))
 
I downloaded the newest code of revision 55 ( the updated xml also had been downloaded ), and compiled it. I got a CTD on the function "CvXMLLoadUtility::CvXMLLoadUtility" when starting the game.
 
Really? I've been testing the code before each revision... I'll double check right now.
 
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