A New Dawn Beta Builds

Which version are you running? I know this problem was in beta2, but I've so far not seen it myself in beta3.

I only play the most recent. Also i even picked up two religions, when i had Limited Religions checked.(But i did that after i was already playing the game if that matters?)
 
Thanks for the info dyerbods, I'll try that out, but I use Archlinux with Wine 1.1.41, so we'll see what happen. The only reason I keep windows around is to play games on, it's all it's good for (duck and covers!)
 
there's a Theory of Evolution Great Wonder and World Project.
 
@ Strategyonly,

Is the name of that python file the same as the name you put in the Init.xml? It should be named Militia.py. If not, that's your problem.

@ Slammer64,
You should not be able to build multiple projects, Can you upload a screenshot, save, and A New Dawn.log? Thanks.
 
@ Strategyonly,

Is the name of that python file the same as the name you put in the Init.xml? It should be named Militia.py. If not, that's your problem.

Nevermind, its those "DARN" civs interfering again.:mad:
 
Ok Afforess, here you go, screenshot save and log. Oh and one other thing, after I went back to my regular game, I noticed that the ToE still appears after you build a University, and this is AFTER I had already completed it.
 

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Just ran into something interesting, don't know if it's a bug or not, Theory of Evolution can be built at the same time in multiple cities. Fresh install RoM 2.9 and AND beta3

there's a Theory of Evolution Great Wonder and World Project.

Yes, there are two Theory of Evolution things in the XMLs.

Code details:
Spoiler :

Modules\Afforess\Better RoM\Balanced_CIV4BuildingClassInfos.xml(37)
Code:
<BuildingClassInfo>
			<Type>BUILDINGCLASS_THEORY_OF_EVOLUTION</Type>
			<Description>TXT_KEY_BUILDING_THEORY_OF_EVOLUTION</Description>
			<bForceDelete>1</bForceDelete>
		</BuildingClassInfo>

Modules\Afforess\Better RoM\Balanced_CIV4BuildingInfos.xml(262)
Code:
<BuildingInfo>
			<BuildingClass>BUILDINGCLASS_THEORY_OF_EVOLUTION</BuildingClass>
			<Type>BUILDING_THEORY_OF_EVOLUTION</Type>
			<AndDependencyTypes>
				<DependencyType>BUILDINGCLASS_THEORY_OF_EVOLUTION</DependencyType>
			</AndDependencyTypes>
			<GlobalBuildingClassProductionModifiers>
				<BuildingClassProductionModifier>
					<BuildingClassType>BUILDINGCLASS_LABORATORY</BuildingClassType>
					<iProductionModifier>50</iProductionModifier>
				</BuildingClassProductionModifier>
			</GlobalBuildingClassProductionModifiers>
		</BuildingInfo>

Modules\Afforess\Better RoM\Better_RoM_CIV4ProjectInfo.xml(342)
Code:
<ProjectInfo>
			<Type>PROJECT_THEORY_OF_EVOLUTION</Type>
			<Description>TXT_KEY_BUILDING_THEORY_OF_EVOLUTION</Description>
			<Civilopedia>TXT_KEY_BUILDING_THEORY_OF_EVOLUTION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_BUILDING_THEORY_OF_EVOLUTION_STRATEGY</Strategy>
			<VictoryPrereq>NONE</VictoryPrereq>
			<TechPrereq>TECH_BIOLOGY</TechPrereq>
			<AnyonePrereqProject>NONE</AnyonePrereqProject>
			<iMaxGlobalInstances>1</iMaxGlobalInstances>
			<iMaxTeamInstances>-1</iMaxTeamInstances>
			<iCost>2100</iCost>
			<iNukeInterception>0</iNukeInterception>
			<iTechShare>0</iTechShare>
			<EveryoneSpecialUnit>NONE</EveryoneSpecialUnit>
			<EveryoneSpecialBuilding>NONE</EveryoneSpecialBuilding>
			<bSpaceship>0</bSpaceship>
			<bAllowsNukes>0</bAllowsNukes>
			<Button>,Art/Interface/Buttons/Buildings/Evolution.dds,Art/Interface/Buttons/RoM_Building_Atlas.dds,8,3</Button>
			<PrereqProjects/>
			<VictoryThresholds/>
			<VictoryMinThresholds/>
			<iVictoryDelayPercent>0</iVictoryDelayPercent>
			<iSuccessRate>0</iSuccessRate>
			<BonusProductionModifiers>
			</BonusProductionModifiers>
			<CreateSound/>
			<MovieDefineTag></MovieDefineTag>
			<iGlobalHealth>1</iGlobalHealth>
			<iGlobalHappiness>1</iGlobalHappiness>
			<iWorldHappiness>0</iWorldHappiness>
			<iWorldHealth>0</iWorldHealth>
			<CommerceModifiers>
				<iCommerce>10</iCommerce>
				<iCommerce>15</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</CommerceModifiers>
		</ProjectInfo>


Which one you want to remove, Afforess? I suggest to remove the building.
 
Yes, there are two Theory of Evolution things in the XMLs.

Code details:
Spoiler :

Modules\Afforess\Better RoM\Balanced_CIV4BuildingClassInfos.xml(37)
Code:
<BuildingClassInfo>
			<Type>BUILDINGCLASS_THEORY_OF_EVOLUTION</Type>
			<Description>TXT_KEY_BUILDING_THEORY_OF_EVOLUTION</Description>
			[COLOR="Red"]<bForceDelete>1</bForceDelete>[/COLOR]
		</BuildingClassInfo>

Modules\Afforess\Better RoM\Balanced_CIV4BuildingInfos.xml(262)
Code:
<BuildingInfo>
			<BuildingClass>BUILDINGCLASS_THEORY_OF_EVOLUTION</BuildingClass>
			<Type>BUILDING_THEORY_OF_EVOLUTION</Type>
			<AndDependencyTypes>
				<DependencyType>BUILDINGCLASS_THEORY_OF_EVOLUTION</DependencyType>
			</AndDependencyTypes>
			<GlobalBuildingClassProductionModifiers>
				<BuildingClassProductionModifier>
					<BuildingClassType>BUILDINGCLASS_LABORATORY</BuildingClassType>
					<iProductionModifier>50</iProductionModifier>
				</BuildingClassProductionModifier>
			</GlobalBuildingClassProductionModifiers>
		</BuildingInfo>

Modules\Afforess\Better RoM\Better_RoM_CIV4ProjectInfo.xml(342)
Code:
<ProjectInfo>
			<Type>PROJECT_THEORY_OF_EVOLUTION</Type>
			<Description>TXT_KEY_BUILDING_THEORY_OF_EVOLUTION</Description>
			<Civilopedia>TXT_KEY_BUILDING_THEORY_OF_EVOLUTION_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_BUILDING_THEORY_OF_EVOLUTION_STRATEGY</Strategy>
			<VictoryPrereq>NONE</VictoryPrereq>
			<TechPrereq>TECH_BIOLOGY</TechPrereq>
			<AnyonePrereqProject>NONE</AnyonePrereqProject>
			<iMaxGlobalInstances>1</iMaxGlobalInstances>
			<iMaxTeamInstances>-1</iMaxTeamInstances>
			<iCost>2100</iCost>
			<iNukeInterception>0</iNukeInterception>
			<iTechShare>0</iTechShare>
			<EveryoneSpecialUnit>NONE</EveryoneSpecialUnit>
			<EveryoneSpecialBuilding>NONE</EveryoneSpecialBuilding>
			<bSpaceship>0</bSpaceship>
			<bAllowsNukes>0</bAllowsNukes>
			<Button>,Art/Interface/Buttons/Buildings/Evolution.dds,Art/Interface/Buttons/RoM_Building_Atlas.dds,8,3</Button>
			<PrereqProjects/>
			<VictoryThresholds/>
			<VictoryMinThresholds/>
			<iVictoryDelayPercent>0</iVictoryDelayPercent>
			<iSuccessRate>0</iSuccessRate>
			<BonusProductionModifiers>
			</BonusProductionModifiers>
			<CreateSound/>
			<MovieDefineTag></MovieDefineTag>
			<iGlobalHealth>1</iGlobalHealth>
			<iGlobalHappiness>1</iGlobalHappiness>
			<iWorldHappiness>0</iWorldHappiness>
			<iWorldHealth>0</iWorldHealth>
			<CommerceModifiers>
				<iCommerce>10</iCommerce>
				<iCommerce>15</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</CommerceModifiers>
		</ProjectInfo>


Which one you want to remove, Afforess? I suggest to remove the building.

No, there is only one. Look at that tag, bForceDelete. When the game sees that during Initialization, it deletes that object. The building doesn't load. The project should be the only one in the game. Check the civilopedia if you don't believe me.
 
Still a problem with the Specialist part of the city screen. The Spy is Highlighted but you can't remove him. Even when other slots are available. Mr. Spy is permanently in place.

And some of the other slots will have double ending words like engineer engineer, etc. when you mouseover them.

Should this stuff go in the other thread? I only mentioned it hear because of the preceeding posts.

JosEPh :)
 
Still a problem with the Specialist part of the city screen. The Spy is Highlighted but you can't remove him. Even when other slots are available. Mr. Spy is permanently in place.

And some of the other slots will have double ending words like engineer engineer, etc. when you mouseover them.

Should this stuff go in the other thread? I only mentioned it hear because of the preceeding posts.

JosEPh :)

It's a negative interaction between the old resource display and the specialist displays. The specialist icons should work correctly with the new resource bar... when I release it. ;)
 
Aff, I think Surround and Destroy still shows the surround bonus on the combat odds panel as a TXT_KEY message. Been like this for a while now. Not critical by any means but worth fixing in the name of tidiness.

You can test it by surrounding an enemy unit with multiple of your own units and then selecting one of your units and mousing over the enemy. The combat odds will show a green TXT_KEY message along with the bonus attack odds.
 
Alright, Im sure that Im just doing something stupid, since I cant find this error message anywhere else on the forums.
I just installed ROM 2.9 and have downloaded AND 1.70beta3 a few times, but every time I try to run the installer I get the same error message;

Fatal Error
bad end of central directory record

Any ideas? Im sorry in advance if this is some stupid obvious thing lol
 
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