A New Dawn Beta Builds

In regard to the speed ups, most of these won't be apparent until the game is fairly advanced and should help turn times once the ai civs get fairly developed (lots of cities and units). The changes were actually developed for Caveman2Cosmos (which includes the AND base), but are generic which is why we merged them back into AND. C2C has a very large number of available units and building types, and in part the changes address scalability issues in the DLL with that, as well as Python callback overheads. Not all of the changes are so relevant to base AND, but hopefully you'll still see significant gains from those that are.

Which is ideal since that's where the game lags the most. I also cached AI_civicValue, which was getting ~500-1000 hits a turn, which should help fractionally.

Also, I added a few new XML tags in Civics.

iCityLimit - Limit of number of cities that can be founded
iForeignerUnhappyPercent (similar to commerce happy percents), causes unhappiness for the given values. (e.g 20 -> 1 unhappiness per 20% foreign culture, 5 - > 1 unhappiness per 5% foreign culture)
BuildingClassCommerceChange (similar to BuildingCommerceModifier), allows civics to alter the exact commerce buildingclass's produce in all cities
UnitClassProductionModifier - civic changes global production of specific unit class
BonusMintedPercent - Resources that are used to mint as currency. 100% = 1 gold/turn per city. Consumes the resource.
 
Got these errors when i tried to install:

1. Installed 1.75 to mods folder.
2. Installed 1.75c to mods folder.
3. Installed 1.76 to mods folder (got a blue install instead of a green one?) Then got these:

Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "RevDCM", line 35, in onGameStart
File "RevDCM", line 41, in optionUpdate
File "RevDCM", line 136, in setXMLOptionsfromIniFile
File "BugCore", line 139, in __getattr__
AttributeError: isLIMITED_RELIGIONS_EXCEPTIONS
Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "RevolutionInit", line 97, in onGameStart
File "RevolutionInit", line 147, in onGameLoad
File "BarbarianCiv", line 57, in __init__
File "BugCore", line 139, in __getattr__
AttributeError: getNewWorldBonuses

also see attached pic.
 
strategyonly,

i merged the new stuff to my own overlord a new dawn, and i had no errors what so ever,

so either the installer has something, or you did something wrong in your install.

i suggest you use the svn to get 1.76 updates to ur caveman grand mod, its much easier to know which files have been changed by king afforess :)

g'luck.

superb work afforess, ill make gameplay tests later on.
 
I got a similar error on a new game and the Bug/AND/Whatever options screen is messed up, see the pics.

View attachment 291430

View attachment 291431

Installed 1.76 Beta installer into 1.75c folder.

From pythonerr.log:

Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "RevDCM", line 35, in onGameStart
File "RevDCM", line 41, in optionUpdate
File "RevDCM", line 136, in setXMLOptionsfromIniFile
File "BugCore", line 139, in __getattr__
AttributeError: isLIMITED_RELIGIONS_EXCEPTIONS
Traceback (most recent call last):
File "BugEventManager", line 378, in _handleConsumableEvent
File "BugEventManager", line 466, in onKbdEvent
File "BugUtil", line 608, in __call__
File "BugUtil", line 605, in call
File "BugOptionsScreen", line 42, in showOptionsScreen
File "BugOptionsScreen", line 142, in interfaceScreen
File "BugOptionsScreen", line 149, in createTabs
File "RevDCMOptionsTab", line 27, in create
NameError: global name 'localText' is not defined
Traceback (most recent call last):
File "BugEventManager", line 378, in _handleConsumableEvent
File "BugEventManager", line 466, in onKbdEvent
File "BugUtil", line 608, in __call__
File "BugUtil", line 605, in call
File "BugOptionsScreen", line 42, in showOptionsScreen
File "BugOptionsScreen", line 142, in interfaceScreen
File "BugOptionsScreen", line 149, in createTabs
File "RevDCMOptionsTab", line 27, in create
NameError: global name 'localText' is not defined
 
nope sorry,

have the same errors in the bug options:


attachment.php
 

Attachments

  • and 1.76 error.JPG
    and 1.76 error.JPG
    104.3 KB · Views: 478
So will the release version also upgrade 1.75 to 1.76?
 
ohhh... looking forward to play especially with new speed up... to see how it works out...

will wait until the install is fixed though & great to see that this mod is worked on further :goodjob:
 
@Afforess: Couple of points (I haven't downloaded this yet, got an excellent 1.75 mega game to continue in a few mins)

1) The Viking Trading Post doesn't give the extra 1:food: of a regular lighthouse, making it basically useless (easiest change possible)

2) The Pyramids seem overpowered imo, as they provide Irrigation Canals everywhere even in cities where that would not normally be possible (i.e not riverside, but some river tiles). The snowball effect of the very early extra food, means that the second you build the Pyramids, you've already won (on huge maps - my preference that is).

Personally, I have them give a free Graveyard in every city, and take away the Graveyard maintenace and add 1:science:, plus making the basic Graveyard more expensive to build as a stand alone building.

3) I note you lowered "Pirate spawn rate"....does this mean the standard ship barbarians that spawn whenever cities are founded? Because it was killing the ais in my games. In my current game (1.75/Huge/Modified Emp/16 civs/marathon/5 continents) I am in the age of caravels. I just found an uninhabited island with a stack of 30 galleys and war galleys- (all will be full of troops). I also found Montezuma alone on a continent that is 80% unclaimed land- he wiped out the English, but despite this, has just 4 total cities. I counted roughly 65 barb boats is various stacks around his continent.....

Great mod and great job btw....you said May 31st and hit your own deadline. You'll be wasted in the world of commercial game programming ;)
 
2) The Pyramids seem overpowered imo, as they provide Irrigation Canals everywhere even in cities where that would not normally be possible (i.e not riverside, but some river tiles). The snowball effect of the very early extra food, means that the second you build the Pyramids, you've already won (on huge maps - my preference that is).

Personally, I have them give a free Graveyard in every city, and take away the Graveyard maintenace and add 1:science:, plus making the basic Graveyard more expensive to build as a stand alone building.

I think this is an excellent idea.
 
@Afforess: Couple of points (I haven't downloaded this yet, got an excellent 1.75 mega game to continue in a few mins)

1) The Viking Trading Post doesn't give the extra 1:food: of a regular lighthouse, making it basically useless (easiest change possible)

2) The Pyramids seem overpowered imo, as they provide Irrigation Canals everywhere even in cities where that would not normally be possible (i.e not riverside, but some river tiles). The snowball effect of the very early extra food, means that the second you build the Pyramids, you've already won (on huge maps - my preference that is).

Personally, I have them give a free Graveyard in every city, and take away the Graveyard maintenace and add 1:science:, plus making the basic Graveyard more expensive to build as a stand alone building.

3) I note you lowered "Pirate spawn rate"....does this mean the standard ship barbarians that spawn whenever cities are founded? Because it was killing the ais in my games. In my current game (1.75/Huge/Modified Emp/16 civs/marathon/5 continents) I am in the age of caravels. I just found an uninhabited island with a stack of 30 galleys and war galleys- (all will be full of troops). I also found Montezuma alone on a continent that is 80% unclaimed land- he wiped out the English, but despite this, has just 4 total cities. I counted roughly 65 barb boats is various stacks around his continent.....

Great mod and great job btw....you said May 31st and hit your own deadline. You'll be wasted in the world of commercial game programming ;)

Thanks!

I've reuploaded the beta build. You can download it now.

Changes:
  • Fixed Bug screen
  • Viking Trading Post gives +1 food on sea tiles
  • Great Pyramids gives free Graveyard
  • Graveyard no longer requires game option to be active
  • Graveyard cost 25->45
  • Graveyard maintenance and war weariness removed
  • Graveyard gives +1 science.

And yes, the absolute spawn rate for water has been decreased by ~75%. Before barbs would spawn 1 ship per 70 tiles of empty water. Now they spawn 1 ship ~ 350 tiles (on Noble). On diety, it's 1 ship per 150 tiles. This is controlled in the Handicap XML.
 
Thanks!

I've reuploaded the beta build. You can download it now.

Changes:
  • Fixed Bug screen
  • Viking Trading Post gives +1 food on sea tiles
  • Great Pyramids gives free Graveyard
  • Graveyard no longer requires game option to be active
  • Graveyard cost 25->45
  • Graveyard maintenance and war weariness removed
  • Graveyard gives +1 science.

And yes, the absolute spawn rate for water has been decreased by ~75%. Before barbs would spawn 1 ship per 70 tiles of empty water. Now they spawn 1 ship ~ 350 tiles (on Noble). On diety, it's 1 ship per 150 tiles. This is controlled in the Handicap XML.

:goodjob: :)
 
Honestly, in my experience, the Pyramids were never really necessary. Giving free Irrigation canals would definitely be a bonus worth shooting for the Pyramids, but I almost always end up passing on them, simply because I want to match up wonders with my culture (such as Oracle if I'm Greece or Petra if I'm Israel), or because so early in the game, I don't need the food bonus, as it will lead to overpopulation and extra unhealth or unhappiness, and by the Medieval era, the Irrigation canal's bonus to food simply isn't important


Actually, by making Pyramids give free graveyards, you might be making it even more valuable/overpowered an asset
 
Affores,

Thanks for beta!

Could you change demolish building modcomp so that national wonders can be demolished without getting money.

I think it should be possible because now you have to abandon whole city if you want for example relocate your filling factory etc..
 
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