A New Dawn Beta Builds

Isabexxx is also a no show, though I have seen her on the boards asking questions in other mods about a week or so ago.

JosEPh

Still no word from jtanner; Blueblood sent me a PM telling me he's busy and he doesn't have time now so he's on hold for the moment although willing to contribute to the project when he'll have more free time. Right now I'm still slowly working on balancing the game and little more (I've corrected a couple of bugs which will be corrected in the next SVN, but they were minor things, like a couple of units - dreadnought armor and assaut mech - costing 150 golds per turn of extra costs, which was crippling AI economy - and human players economy as well). I hope anyway this project isn't dying again. I surely won't let it die but I also know that I can't handle it alone. Best thing we can do at the moment is to wait for jtanner to answer and to see what happens.
 
Isabel is working on DoaNE and RaR for Colonization atm.

I posted in both those forums and she replied to me.

JosEPh
 
Maybe PM 45*38'N and see what he needs?

JosEPh
 
I've read your post KingMinos, thanks for your offer; problem is that I can't do almost anything without jtanner. I have SVN access so I can update files by myself but he's the boss here now and I can't give permission to other people to access SVN; he's the only one who can do it I think. This is why I wanted to wait a little more to see if he responds and if we can restart the project before it dies again (that would be a short resurrection, uh?). If he doesn't respond anymore, maybe we can ask Afforess, if he's still around and if he still has SVN control.
 
Afforess can be contacted thru the PM section using the e m addy he provided. I have not done so for sometime now though myself.

And I too did not respond to jt's invite for SVN access, my bad on that. Sorry. :(

You have been the mainstay 45*.

JosEPh
 
Afforess can be contacted thru the PM section using the e m addy he provided. I have not done so for sometime now though myself.

And I too did not respond to jt's invite for SVN access, my bad on that. Sorry. :(

You have been the mainstay 45*.

JosEPh

Well, there hasn't been any post from jtanner since august 31st; but I don't feel comfortable in taking on this project without a word from him saying "it's ok, I don't have time for it, so you guys can take it over from me". I'd say to wait until the end of the month: if by then we've got no answer from jtanner, we rise a new team and we'll ask Afforess for SVN access (I've seen that he still has admin rights there, let's hope he'll be willing to handle his project to someone else).
In the meantime hopefully I will release some other SVN updates.
When the time comes, either when jtanner returns or when we can restart the project with Afforess' help, I'd like you to be in the team JosEPh :)
 
Welcome all Civ 4 fanatics. I have a problem: how in latest version of and (rand 2.0) make to reappear goody huts & city ruins. On previous versions there were solutions but this build is quite different. If someone know how & would share the info i would be gratefull. Great mod BTW. Thanks in advance
 
Welcome all Civ 4 fanatics. I have a problem: how in latest version of and (rand 2.0) make to reappear goody huts & city ruins. On previous versions there were solutions but this build is quite different. If someone know how & would share the info i would be gratefull. Great mod BTW. Thanks in advance

There's no way to make them reappear because they've never gone away. :confused: They're still there. Could it depend on the map you're using? Have you tried another map or another mapscript?
 
45°38'N-13°47'E;11890798 said:
There's no way to make them reappear because they've never gone away. :confused: They're still there. Could it depend on the map you're using? Have you tried another map or another mapscript?

Hi. I was using rom big & small with islands mixed in and in Map builder their icons are just gone but i'll try different maps & see if it helps.
 
Nope. In WB they're just gone. In and 1.75 i just had to modify one of xml file and voila but this version has entirely different structure.

Ooops. Structure's quite the same but those files are just missing

Folder modules has just 2 subfolders when earlier has many more
 
Nope. In WB they're just gone. In and 1.75 i just had to modify one of xml file and voila but this version has entirely different structure.

Ooops. Structure's quite the same but those files are just missing

Folder modules has just 2 subfolders when earlier has many more

If you're talking about \assets\modules, it's exactly the same in 1.75c and and2; I have both installed, just checked and it's the same. By the way I think that folder has nothing to do with goody huts. Maybe I don't understand your problem. In every game I've played, goody huts are always there and there's no problem seeing them both during the game or in WB.
 
Hi. I was using rom big & small with islands mixed in and in Map builder their icons are just gone but i'll try different maps & see if it helps.

45°38'N-13°47'E;11890931 said:
If you're talking about \assets\modules, it's exactly the same in 1.75c and and2; I have both installed, just checked and it's the same. By the way I think that folder has nothing to do with goody huts. Maybe I don't understand your problem. In every game I've played, goody huts are always there and there's no problem seeing them both during the game or in WB.


But maybe you didn't understaded me. I'm talking about allocating those on map by WB and in the menu with map imrovoments huts and both of ruins (city & dome) are just not there, there are windmils, farms ect but those three just dissapered.
 
hi pociejas,

i think i understand what you mean:)
i'm not sure why (it may be just human error or for some specific reason:confused:) but those things are not present in the worldbuilder menu.

anyway, to allow things like city ruins to be added in worldbuilder:
open up the AND CIV4ImprovementInfos.xml (found in assets\xml\terrain)
go to the entry for city ruins (IMPROVEMENT_CITY_RUINS)
change the <bGraphicalOnly> value from 1 to 0.
you may also want to change IMPROVEMENT_CITY_RUINS_ARCOLOGY and IMPROVEMENT_GOODY_HUT
 
hi pociejas,

i think i understand what you mean:)
i'm not sure why (it may be just human error or for some specific reason:confused:) but those things are not present in the worldbuilder menu.

anyway, to allow things like city ruins to be added in worldbuilder:
open up the AND CIV4ImprovementInfos.xml (found in assets\xml\terrain)
go to the entry for city ruins (IMPROVEMENT_CITY_RUINS)
change the <bGraphicalOnly> value from 1 to 0.
you may also want to change IMPROVEMENT_CITY_RUINS_ARCOLOGY and IMPROVEMENT_GOODY_HUT

Hi there.
Thank you 4 help, i was looking for this file but i had to miss it (in 1.75 it was in modules\affores\better rom\ directory, from that my confusion). Another question: Does modules from and 1.75 are compatibile with RAND 2.0?
 
Again me. I was checking tech tree & found that many future tech units are gone (like Mechanized Infrantry has only one way of upgrade - to walker droid , earlier there was more diversity. Is that normal or in my instalation is lacking something?
 
Ok, now I've understood what you meant and I guess satrapper gave you the correct answer. As for techs and units, ver 2 has removed some of them; when ver 2 was started, some feature were removed because they were either useless, redundant, causing problems or AI didn't know how to use them. So your installation should be fine. As for 1.75 mods, they could be compatible with ver2 but there's no guarantee as they might or might not interact with files which were or were not changed from ver 1.75 to ver2.
 
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