A New Dawn Beta Builds

Aff, may i make a request?
My request is, to made an option, that will do this : When you build a barrack in 4000bc, then you finished it on 3000bc, as example, instead of only got a message that say, Congrats, you have finished the construction of barrack in your city.What'll you built next
But it will also say
Congrats, you have finished the construction of barrack in your city which took 1000 years to be completed.What'll you built next

Is it possible to do that?

NB:If you need reason, why i want this, that's because i'm a builder type player, and sometime i want to know, how long it took for me to construct a simple storage pit, or how long it take to give some of my citizen a club and call them"warrior".But, unfortunately, God gave me bad memory:sad:

Just a clarification reply... If you already know this, then OK :). I will leave up to Afforess whether or not he will do your request.

Anyway, what I'm seeing here is the game's engine of turns being given to a building/unit. Often the years for the same amount of turns can differ wildly due to how the turn increments are coded into the game. Therefore, it is possible to train a warrior for 1000 years or for 40 years :o.

So would it be more logical for you to request that the message tell you how many turns in total since the cost can be adjusted by the game speed, I believe.
 
I turned on the assimilation mod for my new game, and I'm playing Democragphica as Greece, I captured the Macedonian capital and it doesn't let me build Kleroi( the UB for granary) did i do something wrong here?
 
I turned on the assimilation mod for my new game, and I'm playing Democragphica as Greece, I captured the Macedonian capital and it doesn't let me build Kleroi( the UB for granary) did i do something wrong here?

Assimilation is broken in Beta3, it has no effect. I have already fixed it for beta4.

Weekend release for beta4, I will get it out ASAP.
 
I installed this beta after I was unable to load my savegames. Are they "lost" forever?
 
I installed this beta after I was unable to load my savegames. Are they "lost" forever?

Could you be more specific? Saves break one version to the next, one beta from the next. Were you using AND 1.55? If you want to finish those games, do a clean install of RoM 2.8 and re-install 1.55.
 
Rise of Mankind: A New Dawn Beta4 is Out!

Key Features over Beta3:

New Modmod's
  • Farming Modmod
  • Depletion Modmod
  • Vincentz Guilds
  • Vincentz Corporations

New Features:
  • In the Graphic panel, users can select a new player option "Start Fortified." It forces all newly constructed units to start fortified immediately after construct.
  • The City Governor Building Workers and Work-boats options have been merged together to allow the Start Fortified option
  • The Tech Tree Now No longer spills icons out if there are too many
  • Lots of New XML tags, documentation soon
  • Updated to BUG/BULL latest versions
  • Updated to pre-RevDCM 2.7
  • Updated to Better AI v83
  • AI value resources based on resource scarcity
  • Fixes in Advanced Diplomacy
  • AI value civics correctly when they allow units to be produced with food or give building health changes
  • Inquisitors Game Option revealed, selectable
  • Fixed Borders set to off by default
  • Assimilation Game Option now works correctly
  • The Military Civic Banditry now unlocks the building Hideout instead of Outpost.
  • Improved and new sounds for buildings
  • Better RoM - Tweaked Revolution effects for Government civics, removed Anarchy for raising taxes in Republic
  • Lots of customizable features in the Global Defines Alt, check them out!

Enjoy!

If there are no major bugs in this Beta, I will shift to making this an official release.
 
Just a clarification reply... If you already know this, then OK :). I will leave up to Afforess whether or not he will do your request.

Anyway, what I'm seeing here is the game's engine of turns being given to a building/unit. Often the years for the same amount of turns can differ wildly due to how the turn increments are coded into the game. Therefore, it is possible to train a warrior for 1000 years or for 40 years :o.

So would it be more logical for you to request that the message tell you how many turns in total since the cost can be adjusted by the game speed, I believe.
I know that it'll be more realistic(or should i say easier?) to just tell us, how many turn it took to be completed.But sometime, the increment become wild, and i'm sure, there's so may player that doesn't aware when the increment changed(when turn became 2 years, instead of 4 years as example).So, to tell us that a building took 5 turn to be completed isn't really helpful, because the turn increment could change on the third turn, but you didn't notice it.

Nb: Do you got my point?I'm not a native :p , at least i tried my best to explain my point
 
Rise of Mankind: A New Dawn Beta4 is Out!

Key Features over Beta3:

New Modmod's
  • Farming Modmod
  • Depletion Modmod
  • Vincentz Guilds
  • Vincentz Corporations

New Features:
  • In the Graphic panel, users can select a new player option "Start Fortified." It forces all newly constructed units to start fortified immediately after construct.
  • The City Governor Building Workers and Work-boats options have been merged together to allow the Start Fortified option
  • The Tech Tree Now No longer spills icons out if there are too many
  • Lots of New XML tags, documentation soon
  • Updated to BUG/BULL latest versions
  • Updated to pre-RevDCM 2.7
  • Updated to Better AI v83
  • AI value resources based on resource scarcity
  • Fixes in Advanced Diplomacy
  • AI value civics correctly when they allow units to be produced with food or give building health changes
  • Inquisitors Game Option revealed, selectable
  • Fixed Borders set to off by default
  • Assimilation Game Option now works correctly
  • The Military Civic Banditry now unlocks the building Hideout instead of Outpost.
  • Improved and new sounds for buildings
  • Better RoM - Tweaked Revolution effects for Government civics, removed Anarchy for raising taxes in Republic
  • Lots of customizable features in the Global Defines Alt, check them out!

Enjoy!

If there are no major bugs in this Beta, I will shift to making this an official release.

Viva new AND beta4!!! I cannot help playing this immeditely!! :clap:
 
Rise of Mankind: A New Dawn Beta4 is Out!

Congratulations! Did you merge the code of CyUtil.py that edited by me? ( Which resolved an issue of poping annoying messages. ) You can read it here : http://forums.civfanatics.com/showpost.php?p=8821684&postcount=312

I have another good news: I played a new game based on the code that fixed the memory overwriting problem, (beta3) for about 400 turns, in one time. And there is no crash anymore.

PS. I have a little game play question, if it‘s not a bug: Sometimes, I can't bombard the enemy's city defense that has a very high strength (255%) with catapult, but I can bombard it with trebuchet. And for another city, which has higher defense at 260%, neither catapult nor trebuchet has effect. Must I use more advanced weapon like cannon for this situation? ( I always use spy to make the city like this revolted. )
 
Longtime lurker. (Formerly) infrequent player. First comment in a long time.

First, bravo on creating one of the best mods / mod mod / game rewrites that I have ever played. A friend told me about this mod, and it alone got me playing civ4 again after a long hiatus. You -- both individually, and the collective modding community -- have done some truly outstanding work. The fact that you guys have done this on your "free" time is almost mindboggling.

Now, why I posted in the beta thread as opposed to the thank-you thread.

I really liked the elimination and game-changing components of the beta3 mod -- eg flexible difficulty, final five -- which have the potential to really spice up the game. I got really excited about playing with these features, and even scrapped an epic-length game in order to download the new version and mess around. However, I think there might be bugs in the implementation of these features in beta3 and now beta4.

Specifically, after a hundred years of play in both versions, no civs are eliminated, leading me to suspect that the feature was and continues to be buggy buggy. I DLed your SDK code for beta3, built a debug version, linked it to the game, and poked around trying to see where the problem was. From what I could tell, you (or the original mod designer) multiplied all of the timers by the max anarchy percent integer (default value 100), but never divided by 100 to normalize this value back to unity. Thus, I think your values are a hundred times too long using the default anarchy length, and thus players won't be eliminated every fifty turns.

I was hoping you'd also find the problem and fix it on your own, but it seems that it's stuck around in beta4. I checked both options and autoplayed them out a hundred and fifty turns, using the worldbuilder to guarantee that the AI controlling my civ would be dominant. Gotta love the 5 gold, 5 bronze, 10 wheat capitals, even the AI can't screw those up too badly. However, no civs were eliminated and the difficulty remained the same even though I was in first place. I'm really bummed, as both of these features seemed like great ways to cut down on both the length of time between turns (via small civ elimination) and the mopup tedium I've felt in late game at some of the lower levels (via more competition).

So, in light of that, several requests
-- Can you fix this problem (may be as simple as adding "/100" in two places, if I'm not overlooking something). I can give you the line numbers in the old files if you need.
-- Even better, can you pull out the SDK-embedded variables for 50 turns and put that into the globaldefines or globaldefinesalt? I realize it's not your mod, and that you've done a lot of awesome work to import this wholesale, but I'm sure I wouldn't be the only player who would like to figit with those numbers. I'd totally love to abuse that in the late game, especially if I have to decrease the delay to kill off the scrawny revolutionaries that aren't going anywhere.
-- Can you set up an SVN repository for those of us who are interested in getting the latest versions of your (even experimental) code? Even if we don't have commit access, it would be nice to be able to provide you with feedback when there are features that we can help you with. I'm not asking for commit access -- I'm happy to send messages via these forums or PMs if I find a fix -- but just a location where we can see what's going on so we can help you hunt down bugs?
-- Can you stop making this mod so awesome? I might not be able to complete my PhD thesis if I've just gotta take down the chinese before heading off to sleep! By which I mean, I'd love to continue to keep providing feedback, but at some point in the near future I'll probably have to return my civ-playing back to its dormant state...but until my adviser catches on I'm loving it!

All the best, and once again a big thank you to you Afforess and the rest of the community who have worked so hard. There are those of us out there who appreciate all the amazing things that you've put into this, even if we say so only infrequently.

phunny_pharmer
 
Now, why I posted in the beta thread as opposed to the thank-you thread.
I really liked the elimination and game-changing components of the beta3 mod -- eg flexible difficulty, final five -- which have the potential to really spice up the game. I got really excited about playing with these features, and even scrapped an epic-length game in order to download the new version and mess around. However, I think there might be bugs in the implementation of these features in beta3 and now beta4.

Specifically, after a hundred years of play in both versions, no civs are eliminated, leading me to suspect that the feature was and continues to be buggy buggy. I DLed your SDK code for beta3, built a debug version, linked it to the game, and poked around trying to see where the problem was. From what I could tell, you (or the original mod designer) multiplied all of the timers by the max anarchy percent integer (default value 100), but never divided by 100 to normalize this value back to unity. Thus, I think your values are a hundred times too long using the default anarchy length, and thus players won't be eliminated every fifty turns.

I was hoping you'd also find the problem and fix it on your own, but it seems that it's stuck around in beta4. I checked both options and autoplayed them out a hundred and fifty turns, using the worldbuilder to guarantee that the AI controlling my civ would be dominant. Gotta love the 5 gold, 5 bronze, 10 wheat capitals, even the AI can't screw those up too badly. However, no civs were eliminated and the difficulty remained the same even though I was in first place. I'm really bummed, as both of these features seemed like great ways to cut down on both the length of time between turns (via small civ elimination) and the mopup tedium I've felt in late game at some of the lower levels (via more competition).

So, in light of that, several requests
-- Can you fix this problem (may be as simple as adding "/100" in two places, if I'm not overlooking something). I can give you the line numbers in the old files if you need.
-- Even better, can you pull out the SDK-embedded variables for 50 turns and put that into the globaldefines or globaldefinesalt? I realize it's not your mod, and that you've done a lot of awesome work to import this wholesale, but I'm sure I wouldn't be the only player who would like to figit with those numbers. I'd totally love to abuse that in the late game, especially if I have to decrease the delay to kill off the scrawny revolutionaries that aren't going anywhere.
-- Can you set up an SVN repository for those of us who are interested in getting the latest versions of your (even experimental) code? Even if we don't have commit access, it would be nice to be able to provide you with feedback when there are features that we can help you with. I'm not asking for commit access -- I'm happy to send messages via these forums or PMs if I find a fix -- but just a location where we can see what's going on so we can help you hunt down bugs?

D'Oh! See, I don't have time to test these all, so I assumed they worked. But, upon checking, I see that you are correct, they are broken. I guess it's time for me to upload a beta 4 and 1/2? eh? These types of bugs are exactly why I do betas...

PS, the bug is my fault, the original modcomp did not scale for game speed, which I thought was silly. But, I managed to break it instead. :sad:

And yes, I can move them all into the global defines, that's not an issue.

Longtime lurker. (Formerly) infrequent player. First comment in a long time.

First, bravo on creating one of the best mods / mod mod / game rewrites that I have ever played. A friend told me about this mod, and it alone got me playing civ4 again after a long hiatus. You -- both individually, and the collective modding community -- have done some truly outstanding work. The fact that you guys have done this on your "free" time is almost mindboggling.

-- Can you stop making this mod so awesome? I might not be able to complete my PhD thesis if I've just gotta take down the chinese before heading off to sleep! By which I mean, I'd love to continue to keep providing feedback, but at some point in the near future I'll probably have to return my civ-playing back to its dormant state...but until my adviser catches on I'm loving it!

All the best, and once again a big thank you to you Afforess and the rest of the community who have worked so hard. There are those of us out there who appreciate all the amazing things that you've put into this, even if we say so only infrequently.

phunny_pharmer

Thanks for the praise, I always wonder if there are lurkers (I know there must be, AND 1.55 has 2k downloads, but I can't help but imagine it's just a few people, downloading over and over... :p) , since there are only 20-30 frequent posters on this forum. I'm glad you enjoy AND as much as I do. I spend way too much of my time on AND, but that's okay, I enjoy it. I'll probably take a week or two hiatus once I get AND 1.60 out.
 
Congratulations! Did you merge the code of CyUtil.py that edited by me? ( Which resolved an issue of poping annoying messages. ) You can read it here : http://forums.civfanatics.com/showpost.php?p=8821684&postcount=312

I have another good news: I played a new game based on the code that fixed the memory overwriting problem, (beta3) for about 400 turns, in one time. And there is no crash anymore.

PS. I have a little game play question, if it‘s not a bug: Sometimes, I can't bombard the enemy's city defense that has a very high strength (255%) with catapult, but I can bombard it with trebuchet. And for another city, which has higher defense at 260%, neither catapult nor trebuchet has effect. Must I use more advanced weapon like cannon for this situation? ( I always use spy to make the city like this revolted. )

Yeah, that stupid bombard defenses. I lowered the maximum from 100% to 90% bombard defense, but I decided that still wasn't enough, so now the max bombard defense is 75%... Should make Catapults and Trebechuts marginally effective now.

I just updated Beta 4.5 with your CvUtil fixes.

Okay Guys, Beta 4.5 is out. It IS save compatible with Beta4, as long as you don't go installing different components.

It fixes two things from beta 4:

Fixes CvUtil bug in for Asain Computers
Fixes bugs in Low to High and Cut Loser Game Options

Thanks for those of you who reported them.
 
Beta 4.5?

I checked this site on my mobile internet and noticed that beta 4 was out, so in the time I got in my car and drove up to the uni (90 seconds) 4.5 is out!!. Boy you sure work fast Afforess. Downloading now, and just a couple of comment on beta 3

1. With the fixes for no_combat_unit from pages 15 which I dowload and added to beta 3, 850 blissfully free from CTD turns!!!!!!

2. Not sure of your exact "tweaks" for better Rom's, but balance issues from 1.55-->beta three were reall quality, absolutly fantastic work there.

3. I found that when a barbarian raided a plot within my city, (which happened to be a heath bonus quarry) this trigger the city to recheck for heath square from forests? So in lossing the salt quarry -1 heath, my city actaly gained a net heath bonus of +3 due to my city no considering all of the forests in fat cross as apposed to the intial check. (No big deal really just curious)

Lastly, how am I ever supposed to finish my snail 4700 turn game when you keep bringing out stuff?? (lol)

Congrates Buddy


Edit: Becuase I changes the scale for the units in beta three, is it ok for me to copy and paste them into the appropriate sections for beta 4.5? f1. scale is the only thing I changed so will this cause any problems?
 
You drove for just 90 seconds?? Why didn't you just walk the couple of hundred years instead?

Great news, Afforess. Now just to finish off my 1.55 game first :D
 
43 degrees? That's just a tan :D Even a 200m stroll would be better than nothing :)
 
Is it a bug in the red box which i marked:confused: I remember that was not a silver star at beta3....
 

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Yeah, that stupid bombard defenses. I lowered the maximum from 100% to 90% bombard defense, but I decided that still wasn't enough, so now the max bombard defense is 75%... Should make Catapults and Trebechuts marginally effective now.

I just updated Beta 4.5 with your CvUtil fixes.

Okay Guys, Beta 4.5 is out. It IS save compatible with Beta4, as long as you don't go installing different components.

It fixes two things from beta 4:

Fixes CvUtil bug in for Asain Computers
Fixes bugs in Low to High and Cut Loser Game Options

Thanks for those of you who reported them.

You're so welcome. :)

I think there are too many city defense buildings. If you just reduce the percentage of the total defense of all buildings, that will make the early city defense building inefficient. Why would you remove some defense building like defense towers, or store the defense value as float? I will change the data type of defense variables to float, and test it. Then I will report the code where changed if it works well.
 
Got this error message when trying to install beta 4.5:

Spoiler :
Error in action InstallUninstaller

couldn't open "C:/Users/strategyonly/Desktop/A New Dawn Uninstaller.exe": permission denied
while executing
"open $file r+"
(procedure "::installkit::Windows::ResourceInfo" line 6)
invoked from within
"::installkit::Windows::ResourceInfo {C:/Users/strategyonly/Desktop/A New Dawn Uninstaller.exe} OriginalFilename {A New Dawn Uninstaller.exe} FileDescr..."
("eval" body line 1)
invoked from within
"eval [list ::installkit::Windows::ResourceInfo $executable] $tmp(versionInfo)"
(procedure "::installkit::UpdateWindowsResources" line 6)
invoked from within
"::installkit::UpdateWindowsResources $installkit(executable) installkit"
(procedure "::installkit::wrap" line 37)
invoked from within
"::installkit::wrap -o {C:/Users/strategyonly/Desktop/A New Dawn Uninstaller.exe} -w C:/Users/STRATE~1/AppData/Local/Temp/ijtmp_E31D7BE1-240C-427E-8820..."
("eval" body line 1)
invoked from within
"eval ::installkit::wrap $args"
(procedure "::InstallJammer::Wrap" line 16)
invoked from within
"::InstallJammer::Wrap -noinstall -o {C:/Users/strategyonly/Desktop/A New Dawn Uninstaller.exe} -w C:/Users/STRATE~1/AppData/Local/Temp/ijtmp_E31D7BE1-..."
("eval" body line 1)
invoked from within
"eval ::InstallJammer::Wrap $opts [list $uninstall]"
(procedure "::InstallJammer::actions::InstallUninstaller" line 82)
invoked from within
"::InstallJammer::actions::$component $this"
Error in action InstallUninstaller

couldn't open "C:/Users/strategyonly/Desktop/A New Dawn Uninstaller.exe": permission denied
while executing
"open $file r+"
(procedure "::installkit::Windows::ResourceInfo" line 6)
invoked from within
"::installkit::Windows::ResourceInfo {C:/Users/strategyonly/Desktop/A New Dawn Uninstaller.exe} OriginalFilename {A New Dawn Uninstaller.exe} FileDescr..."
("eval" body line 1)
invoked from within
"eval [list ::installkit::Windows::ResourceInfo $executable] $tmp(versionInfo)"
(procedure "::installkit::UpdateWindowsResources" line 6)
invoked from within
"::installkit::UpdateWindowsResources $installkit(executable) installkit"
(procedure "::installkit::wrap" line 37)
invoked from within
"::installkit::wrap -o {C:/Users/strategyonly/Desktop/A New Dawn Uninstaller.exe} -w C:/Users/STRATE~1/AppData/Local/Temp/ijtmp_E31D7BE1-240C-427E-8820..."
("eval" body line 1)
invoked from within
"eval ::installkit::wrap $args"
(procedure "::InstallJammer::Wrap" line 16)
invoked from within
"::InstallJammer::Wrap -noinstall -o {C:/Users/strategyonly/Desktop/A New Dawn Uninstaller.exe} -w C:/Users/STRATE~1/AppData/Local/Temp/ijtmp_E31D7BE1-..."
("eval" body line 1)
invoked from within
"eval ::InstallJammer::Wrap $opts [list $uninstall]"
(procedure "::InstallJammer::actions::InstallUninstaller" line 82)
invoked from within
"::InstallJammer::actions::$component $this"
while executing
"$obj execute"
(procedure "::InstallJammer::ExecuteActions" line 62)
invoked from within
"::InstallJammer::ExecuteActions $id -when $when"
(procedure "::InstallJammer::RaiseEventHandler" line 79)
invoked from within
"::InstallJammer::RaiseEventHandler .wizard"
(command bound to event)

\
then it stalls at the Building uninstall area, then RoM does not work:confused:

Tried also to just locate it to another folder, and did an override but to NO avail.
 
Yeah, that stupid bombard defenses. I lowered the maximum from 100% to 90% bombard defense, but I decided that still wasn't enough, so now the max bombard defense is 75%... Should make Catapults and Trebechuts marginally effective now.

I just updated Beta 4.5 with your CvUtil fixes.

Okay Guys, Beta 4.5 is out. It IS save compatible with Beta4, as long as you don't go installing different components.

It fixes two things from beta 4:

Fixes CvUtil bug in for Asain Computers
Fixes bugs in Low to High and Cut Loser Game Options

Thanks for those of you who reported them.

Oh, I missread the MAX_BOMBARD_DEFENSE things. I checked the code and found that it's not a modifer to the city defenses, that's just a maximum limit. So then I know you're right, the only thing need to do is lower this value.
 
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