A New Dawn Beta Builds

For some reason Civ doesn't seem to save my Rev/DCM in-game options. I have to reselect my chosen settings every time I load a save game.. :( Hardly a major problem, since I play with the same options every time (emergency draft, advanced air bombardment, etc etc etc), but I thought it worthy of being pointed out..

Yeah i had to do the same thing about four times:(, but after that it took:), also # 1 of what os79
said, dont know if this helps or not.
 
Two things that I have experienced with Beta 4.5.

1. After my city got unhealty, the :yuck: icon never shows up. Anybody else seen this?

2. I've tried the "changing of difficulty level" (don't remember the name for it). Whats up with revolutions when I tried this? I built my second city about 100 turns in game and after another 20-50 turns that city was gone due to revolution and being sacked by the new civ. Am I starting on too high diff level to begin with?

EDIT: After some more testing, I can fairly say that once you connect your second city to the capital Rev goes berserk. When not connected to capital it loses maybe 1% or something every turn. When I connect it to capital it gets "Distant location 170" and loses maybe 25% per turn.


Afforess not sure if this counts as a bump becaause you you asked Any errors missed?

1. Having similar revoultion problems as Zimba, but in the opposite direction. I always play giant earth map so I know roughly what the rev meter should be doing at a partiucalr time in the game. As I place my second city (New York, 3000bc) Coneccted to the capitial, and it has zero rev index almost straight away. Check the rev cheats screen and nationality (usually +2, and distance +6 at this stage in my game) are actally -1023 and -2059 repectively (where negative numbers are good for stability)
so this is why the rev index lowers so fast, but not sure why natinality and distance are like this.



2. the espionage screen is causeing some problems, with only 3 of the 6 civs I have met being visable, so it is impossible to adjust scale, also the exit tab at the bottum of the screen is missing. In the Pythonerr Log I got somthing like:

File "CvEspionageAdvisor", line 569, in drawMissionTab_LeftLeaderPanal

File "CvEspionageAdvisor", line 630, in showPassiveMissionIcons

File "FontUtil", line 164, in getChar

File "FontUtil", line 154, in getSymbol

ConfigError: unknown font symbol or key 'ss life support'
ERR: Python function showEspionageAdvisor failed, module CvScreensInterface
Traceback (most recent call last):

Not sure if this is related, as I am only in the ancient era.

Lastly how exactly do I highlight and post other peoples comment?

Thanks
 
Regarding the espionage screen:
In addition to the bug I reported above (links disappearing after 'see demographics' is achieved), I can confirm zoommooz's problem with civs not being added to the screen and therefore not being able to adjust Espionage Point weights.

Also, I've moved to a fresh install of Rom 2.81 Mega (was Full before), with the 4.5 beta and no other mods -- same issue. You suppose it's a BUG issue?
 
Afforess,

Again, cannot say it enough, great mod. Downloaded the latest beta, have a question I didn't find answered.

What exactly is included in the "recommended" install (or is there somewhere to find that) -- I understand it contains all of the features/mini-mini-mini mods that the AI utilizes -- just curious what is included in there.

Also, when I launch, I get an error --

"Tag: LEADER_POL_POT in Info class was incorrct Current XML file is: modules\Custom Leaderheads\PolPot\Pol_Pot_CIV4CivilizationInfos.xml"

I can click through without a problem.

So far, auto simulating 2 games (I have 2 machines) -- both seem to be running relatively smoothly.

Oh, the new unit formations are pretty cool.

Finally, from another thread -- :goodjob: on the thought of an election in democracy, republic and the role of the senate in war. Looking forward to that.
 
For some reason Civ doesn't seem to save my Rev/DCM in-game options. I have to reselect my chosen settings every time I load a save game.. :( Hardly a major problem, since I play with the same options every time (emergency draft, advanced air bombardment, etc etc etc), but I thought it worthy of being pointed out..

I didn't see this possibility mentioned, and this is what fixed it for me, so I'll say it here. Depending on the operating system you are using, the RevDCM config file might have been write-protected when you installed the mod. Easiest way to fix this is to go into the folder where Civ4 is installed and disable write-protect for the Rise of Mankind mod's entire folder. This way, your game will be able to edit the configuration file.
 
Making this a separate post to keep it separated from my suggestions to little_cyclone.

There's a significant issue that I've noticed in Beta4, and I'm not sure if it was mentioned yet, but I didn't see it listed in the Beta4.5 notes. When encountering minor civs, it seems as if you are stuck at being at peace with them, instead of being at war. Additionally, since diplomacy is not possible with minor civs, this makes it impossible to attack their units or move into their territory.

Also, I'd like to make a suggestion/request. It looks like your new civics (military civic, specifically) mention which buildings the civics allow, but the original civics don't mention them under the civics' descriptions. Would you be able to add that to the information on the civics? Obviously, if you are still planning a total revamp of the civics setup, this is probably not a priority, but it would still be nice from a user accessibility point of view.
 
I had to fiddle with the Plot List options to get the small round buttons to show up. Not sure what made them appear.

Also, I experience a significant slowdown with 1.60b4½. The graphics are sluggy, e.g. scrolling across the map is much slower than before. I have a feeling it is because I installed Formations. Can I turn it off in an ongoing game? There ought to be an ingame option somewhere, it isn't available in the custom game setup. Using single unit graphics don't improve performance.

Another possibility for the slowdown is these changes in 1.60b4. Am I the only one with this problem?

I checked after getting to Military Tradition. The Warlord units do not show up in the build list in a city, and I do have the prerequisites. But they do show up in the tech tree as results from Military Tradition.

Edit: I tried disabling Formations in ...\Assets\Modules\Afforess\MLF_CIV4ModularLoadingControls.xml but I couldn't load my save after that. I could start a new game, and it appeared to speed up to the usual high performance standard I have come to expect after Aforess made his speed fixes.

I'll reinstall b4½ without Formations, just to be on the safe side.

Edit again: I think the uninstaller may still be broken. After uninstalling and reinstalling I had a ...\Mods\Rise of Mankind\Assets\XML\XML\XML with lots of stuff in it, and ...\Mods\Rise of Mankind\Assets\XML didn't contain all it should have. Time to start over with RoM, than add AND 1.60b4½


My switch from RoM to beta 3 I had a huge slowdown like that to, I think it is to many buildings and the such so with beta 4 I am going to install as little as possible and i will report back.


Btw I have a GTX 275 with 2gb of ram so I am not thinking it is my graphics card. I think it has something ot do with to many buildings and it using alot of ram to try to keep up. I have 4 GB of ram win XP 32bit.



P.S what does the farming mod actually do?

and do resources appear more often in later ages when you have the resources depletion. Also does resource depletion affect luxury and food resources?
 
...It looks like your new civics (military civic, specifically) mention which buildings the civics allow, but the original civics don't mention them under the civics' descriptions. Would you be able to add that to the information on the civics? Obviously, if you are still planning a total revamp of the civics setup, this is probably not a priority, but it would still be nice from a user accessibility point of view...

Seconded. Neither the Civics listed in the Civilopedia nor in the Civic screen itself detail what special buildings they allow.
 
AND 160beta3 (sorry for old build): Fisherman's Hut gives bonus based on Fish in Fat Cross not by the amount of Fish with Fishing Boats. Also, unknown what happens if Fish that are in Fat Cross are in tile owned by another civ.

CNUzu.png
 
Hey Afforess,

I tried about six times, clean folder delete, reinstall from clean backup RoM copy, installing AND 1.60beta4.5, and you already know about the broken installer issue.

Anyhow, what pops up on my screen is this Buginit init CvScreensInterface failed (or something to that effect, every time.

Bright side, the Modular Corporations I'm working on? Executives and Buildings shows up properly in the Sevopedia.
 
I solved it by two possible ways (choose one because I don't know which of them did it)...

1. I do the options that I like then do it all over again. Every time I do the options, I end the turn. Then I save the game. I do it twice only. Thereafter, the BUG options are saved. Incidentally, after I save the game, I leave the game completely, then start up RoM again. So be prepared to wait to play your game for real after about 15 or so minutes.

2. I checked off Logging in the BUG Options, forgot the name of the tab, it is at the far right area. I checked off the Logging there. That might had saved my options. I added this possibility because I did it the second time I went through the options to fit my preferences.

Or it just might be something completely different from the above solutions and I just stumbled on it unwittingly because now all my BUG options are saved. :)

I didn't see this possibility mentioned, and this is what fixed it for me, so I'll say it here. Depending on the operating system you are using, the RevDCM config file might have been write-protected when you installed the mod. Easiest way to fix this is to go into the folder where Civ4 is installed and disable write-protect for the Rise of Mankind mod's entire folder. This way, your game will be able to edit the configuration file.

I've found a solution, though its not as elegant as I'd like. And for all I know one of the abovementioned may have facilitated in its success.
1st I started a random game. Doesn't matter what # of players, player settings, etc.
2nd Once said random game had begun I entered the RevDCM menu in game and made whatever changes I wanted.
3rd I saved this random game.
4th I loaded my actual game, from the random game, and the RevDCM settings were still in place as I wanted them due to having set them during the random game, but not having exited Civ 4.
5th Played a turn on my actual game.
6th Saved my actual game.
7th Completely exited Civ 4.
8th Reloaded my actual save. (FYI for those of you unaware, you can load your save game file directly from the desktop, as opposed to loading the game, (loading your mod) then loading your save.

Voila, my RevDCM settings are now saved to what I had them. Again, unknown for sure if either of the above mentioned suggestions had anything to do with overcoming this challenge, and I claim to be no great computer programmer but when I tried all 3 directly and was having no success. :( And unfortunately I run Vista so whenever I try to change permissions and read-only etc it decides it'll do what it wants to regardless of what I tell it to. :) At any rate, for anyone else with such problems, heres another solution. :)
 
Also, I experience a significant slowdown with 1.60b4½. The graphics are sluggy, e.g. scrolling across the map is much slower than before. I have a feeling it is because I installed Formations. Can I turn it off in an ongoing game? There ought to be an ingame option somewhere, it isn't available in the custom game setup. Using single unit graphics don't improve performance.



I found out what is causing this, though i have no clue how to "fix" the issue. If you click on your name where it lists all the civs score if minimizes the scores except yours, and your slowness with completely disappear. And if you maximize it again it will slowdown to like 2 FPS again.
 
Okay, looks like there's an issue with the new implementation of static bonuses from buildings with resources. That, or maybe it's just an issue with some bonuses on some buildings. Example is shown in the image.

2vi12z5.jpg


As you can see, I have two of the resources that should be providing increased commerce, but the building provides no actual commerce bonus. As well, the butchery doesn't provide any food bonus, even though I do have access to cows. This problem only started once I went from Beta4 to Beta4.5. This was a new game for B4.5, so it's not a carryover artifact or anything like that.
 
I've found a solution, though its not as elegant as I'd like. And for all I know one of the abovementioned may have facilitated in its success.
1st I started a random game. Doesn't matter what # of players, player settings, etc.
2nd Once said random game had begun I entered the RevDCM menu in game and made whatever changes I wanted.
3rd I saved this random game.
4th I loaded my actual game, from the random game, and the RevDCM settings were still in place as I wanted them due to having set them during the random game, but not having exited Civ 4.
5th Played a turn on my actual game.
6th Saved my actual game.
7th Completely exited Civ 4.
8th Reloaded my actual save. (FYI for those of you unaware, you can load your save game file directly from the desktop, as opposed to loading the game, (loading your mod) then loading your save.

Voila, my RevDCM settings are now saved to what I had them. Again, unknown for sure if either of the above mentioned suggestions had anything to do with overcoming this challenge, and I claim to be no great computer programmer but when I tried all 3 directly and was having no success. :( And unfortunately I run Vista so whenever I try to change permissions and read-only etc it decides it'll do what it wants to regardless of what I tell it to. :) At any rate, for anyone else with such problems, heres another solution. :)

My instinct, formed from modding experience, tell me that the poster who mentioned the write-protect thing had hit the target the closest. I will test it out next time I have to install a clean RoM again :).
 
If a building upgrades to a new building, then the old building should become obsolete. Helps with two things,
1. first is the ai building the one building first then building the next one in line, when they should have just built the last one first since it upgrades.
2. Second it looks messing because 3 buildings show up when in fact only 1 should be there.


also it appears that the herbalist event is bugged. It gives you a option for +1 happiness or +1 unhappiness or +2 unhappiness.
 
Afforess not sure if this counts as a bump becaause you you asked Any errors missed?

1. Having similar revoultion problems as Zimba, but in the opposite direction. I always play giant earth map so I know roughly what the rev meter should be doing at a partiucalr time in the game. As I place my second city (New York, 3000bc) Coneccted to the capitial, and it has zero rev index almost straight away. Check the rev cheats screen and nationality (usually +2, and distance +6 at this stage in my game) are actally -1023 and -2059 repectively (where negative numbers are good for stability)
so this is why the rev index lowers so fast, but not sure why natinality and distance are like this.

2. the espionage screen is causeing some problems, with only 3 of the 6 civs I have met being visable, so it is impossible to adjust scale, also the exit tab at the bottum of the screen is missing. In the Pythonerr Log I got somthing like:

File "CvEspionageAdvisor", line 569, in drawMissionTab_LeftLeaderPanal

File "CvEspionageAdvisor", line 630, in showPassiveMissionIcons

File "FontUtil", line 164, in getChar

File "FontUtil", line 154, in getSymbol

ConfigError: unknown font symbol or key 'ss life support'
ERR: Python function showEspionageAdvisor failed, module CvScreensInterface
Traceback (most recent call last):

Not sure if this is related, as I am only in the ancient era.

Lastly how exactly do I highlight and post other peoples comment?

Thanks

Thanks for the python exception. I believe it has to do with some game font symbols I never added. I guess I should double check that everything is correct in the Revolution files as well, I haven't seen any bugs of that nature myself.

Regarding the espionage screen:
In addition to the bug I reported above (links disappearing after 'see demographics' is achieved), I can confirm zoommooz's problem with civs not being added to the screen and therefore not being able to adjust Espionage Point weights.

Also, I've moved to a fresh install of Rom 2.81 Mega (was Full before), with the 4.5 beta and no other mods -- same issue. You suppose it's a BUG issue?

kk, I'll look into it.

Afforess,

Again, cannot say it enough, great mod. Downloaded the latest beta, have a question I didn't find answered.

What exactly is included in the "recommended" install (or is there somewhere to find that) -- I understand it contains all of the features/mini-mini-mini mods that the AI utilizes -- just curious what is included in there.

Also, when I launch, I get an error --

"Tag: LEADER_POL_POT in Info class was incorrct Current XML file is: modules\Custom Leaderheads\PolPot\Pol_Pot_CIV4CivilizationInfos.xml"

I can click through without a problem.

So far, auto simulating 2 games (I have 2 machines) -- both seem to be running relatively smoothly.

Oh, the new unit formations are pretty cool.

Finally, from another thread -- :goodjob: on the thought of an election in democracy, republic and the role of the senate in war. Looking forward to that.

Should not be happening. Just go into the Custom Leader heads folder and delete that file.

I didn't see this possibility mentioned, and this is what fixed it for me, so I'll say it here. Depending on the operating system you are using, the RevDCM config file might have been write-protected when you installed the mod. Easiest way to fix this is to go into the folder where Civ4 is installed and disable write-protect for the Rise of Mankind mod's entire folder. This way, your game will be able to edit the configuration file.

Well, I know the RevDCM team just re-did their config file, so I should probably check to see if they are finished with it.

Making this a separate post to keep it separated from my suggestions to little_cyclone.

There's a significant issue that I've noticed in Beta4, and I'm not sure if it was mentioned yet, but I didn't see it listed in the Beta4.5 notes. When encountering minor civs, it seems as if you are stuck at being at peace with them, instead of being at war. Additionally, since diplomacy is not possible with minor civs, this makes it impossible to attack their units or move into their territory.

Also, I'd like to make a suggestion/request. It looks like your new civics (military civic, specifically) mention which buildings the civics allow, but the original civics don't mention them under the civics' descriptions. Would you be able to add that to the information on the civics? Obviously, if you are still planning a total revamp of the civics setup, this is probably not a priority, but it would still be nice from a user accessibility point of view.

That's a pretty significant bug. As for your second point, I never showed it because it is hard to display it. Buildings could have multiple civics they require, or multiple civics that unlock it. It would look odd...

My switch from RoM to beta 3 I had a huge slowdown like that to, I think it is to many buildings and the such so with beta 4 I am going to install as little as possible and i will report back.


Btw I have a GTX 275 with 2gb of ram so I am not thinking it is my graphics card. I think it has something ot do with to many buildings and it using alot of ram to try to keep up. I have 4 GB of ram win XP 32bit.



P.S what does the farming mod actually do?

and do resources appear more often in later ages when you have the resources depletion. Also does resource depletion affect luxury and food resources?

Resource depletion only affects non-renewable resources. The farming mod just adds 8 new buildings, nothing else. The slowdown may actually be because of the bugs in the UI, I'm not sure yet.

AND 160beta3 (sorry for old build): Fisherman's Hut gives bonus based on Fish in Fat Cross not by the amount of Fish with Fishing Boats. Also, unknown what happens if Fish that are in Fat Cross are in tile owned by another civ.

CNUzu.png

Not much to say here other than you are wrong. There is some external factor in play here, either your city has a food modifier that is boosting growth by that much, or else you have one of the other resources listed there. The static resource yeilds only check if you have or don't have the resource (true or false), not how many you have, so this is impossible.

Hey Afforess,

I tried about six times, clean folder delete, reinstall from clean backup RoM copy, installing AND 1.60beta4.5, and you already know about the broken installer issue.

Anyhow, what pops up on my screen is this Buginit init CvScreensInterface failed (or something to that effect, every time.

Bright side, the Modular Corporations I'm working on? Executives and Buildings shows up properly in the Sevopedia.

Yeah, I know. I added some code so they would show up in the sevopedia. Hmm. I'll look into that. I guess I'm doing a re-merge again soon. :sad:

I found out what is causing this, though i have no clue how to "fix" the issue. If you click on your name where it lists all the civs score if minimizes the scores except yours, and your slowness with completely disappear. And if you maximize it again it will slowdown to like 2 FPS again.

Which increases my suspicion the BUG merge is bad...

Okay, looks like there's an issue with the new implementation of static bonuses from buildings with resources. That, or maybe it's just an issue with some bonuses on some buildings. Example is shown in the image.

2vi12z5.jpg


As you can see, I have two of the resources that should be providing increased commerce, but the building provides no actual commerce bonus. As well, the butchery doesn't provide any food bonus, even though I do have access to cows. This problem only started once I went from Beta4 to Beta4.5. This was a new game for B4.5, so it's not a carryover artifact or anything like that.

Have you already researched Monotheism? That building obsoletes quickly.
 
If a building upgrades to a new building, then the old building should become obsolete. Helps with two things,
1. first is the ai building the one building first then building the next one in line, when they should have just built the last one first since it upgrades.
2. Second it looks messing because 3 buildings show up when in fact only 1 should be there.


also it appears that the herbalist event is bugged. It gives you a option for +1 happiness or +1 unhappiness or +2 unhappiness.

Good point about the AI. I'll make sure they skip the first one if they can build the next one in the line.

As for the other issue, they still show up in the city screen, but like obsolete buildings, they have no effect.
 
Resource depletion only affects non-renewable resources. The farming mod just adds 8 new buildings, nothing else. The slowdown may actually be because of the bugs in the UI, I'm not sure yet.

Sorry I do not understand by what you mean by non-renewable? Do you mean resorces that have no chance of reappearing like oil? or?
 
Sorry I do not understand by what you mean by non-renewable? Do you mean resorces that have no chance of reappearing like oil? or?

He means that the resources that are naturally not repleted easily, like food can be. I mean, you can always save the seed from the last year's food crops for next year's farming. However, you can't save anything from iron, copper, oil, etc for next year, so to speak, and re-plant them. That is what he means by non-renewable resources.
 
I found out what is causing this, though i have no clue how to "fix" the issue. If you click on your name where it lists all the civs score if minimizes the scores except yours, and your slowness with completely disappear. And if you maximize it again it will slowdown to like 2 FPS again.
I can confirm that.
 
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