A New Dawn Beta Builds

Is it just me or is the year really messed up for Eternity speed. I am barely in classical and it says 5623 AD. Not that may turns have pasted either.

I forgot to update Eternity in Beta6. :facepalm:

I did all the XML changes, just forgot to include them in the installer.
 
Afforess, could you add a weight to make the AI settle on rivers more?

There is an adjustable weight in the GlobalDefinesAlt, you can fiddle with it. Just save your game, edit the value and it will take effect. I already increased it some. Set it to an insane number if you want to check that it works. ;)
 
There is an adjustable weight in the GlobalDefinesAlt, you can fiddle with it. Just save your game, edit the value and it will take effect. I already increased it some. Set it to an insane number if you want to check that it works. ;)
I must read all the options next time.:hammer2:
 
2. In my current game (gem,eternity) the Ai seems absolutly obsessed with making gold. For example, i noticed the Aztecs "stuck" on 1 turn for mining for 100 turns. Using swap player i investigated this and found the research slides set to 5%, but with a gold stockpile of 3500. Upon further looking, all of the ai's have there huge stockpiles/ low research (early in the ancient era). Now granted i an playing a very slow game and the ai does speed up, but does this seem right?

I too have noticed this gold obsession. Reached 100BC in snail mode, and no AI even had writing yet(I had had it for hundreds of turns). Checked with worldbuilder, and none of the AI had many techs, with only one even having research above 5%(and that was a newly formed minor from barbarian civ).

Other than that though, its running smoothly, no crashes, and everything seems to be in its proper place :)
 
I am getting some weirdness - RoM 2.81 AND 1.60beta6.

1. Not all icons are appearing on the resource part of the city screen - pics 1 & 2

2. Depletion is happening even though it is not installed according to log.

Code:
{Required Files} {Military Civics} {Beautification Project} {Castle Improvements} {Civic Flavors} {Ice Breaker} {Ideology Civics} Meteorology {Mountains } {Realistic Diplomacy} {Seafaring } {Resource Refinement} {Multiple Production Mod} {War Prizes} Zoology Firestorm {The World's Fair} Arctic {Sea Monsters} {Larger Cities} {Espionage Process} Forestation {Sea Tunnels} Terraforming {Lead From Behind} {Event Images} Education Sports {Hi-Res Cursors} {Fixed Borders} NIMBY {Civic Buildings & More Wonders} {Surround and Destroy} {No Storms} {Advanced Diplomacy} {Balanced Civics} {Early Buildings} ANM Fortifications

3. I installed NIMBY and the buildings are in the game but the log says I have not installed it. Same for Zoology, Firestorm, Education, and Sports.

4. Some events are still not working see pics 3 and 4.

"If debugging is the art of removing errors from code, programming must be the art of putting them in!"
 
I am getting some weirdness - RoM 2.81 AND 1.60beta6.

1. Not all icons are appearing on the resource part of the city screen - pics 1 & 2

Yeah, unfortunately, I can't do anything until Zappara changes gamefonts for RoM 2.9.

2. Depletion is happening even though it is not installed according to log.

I had a report of this earlier, and I think I fixed it...

Code:
{Required Files} {Military Civics} {Beautification Project} {Castle Improvements} {Civic Flavors} {Ice Breaker} {Ideology Civics} Meteorology {Mountains } {Realistic Diplomacy} {Seafaring } {Resource Refinement} {Multiple Production Mod} {War Prizes} Zoology Firestorm {The World's Fair} Arctic {Sea Monsters} {Larger Cities} {Espionage Process} Forestation {Sea Tunnels} Terraforming {Lead From Behind} {Event Images} Education Sports {Hi-Res Cursors} {Fixed Borders} NIMBY {Civic Buildings & More Wonders} {Surround and Destroy} {No Storms} {Advanced Diplomacy} {Balanced Civics} {Early Buildings} ANM Fortifications
3. I installed NIMBY and the buildings are in the game but the log says I have not installed it. Same for Zoology, Firestorm, Education, and Sports.

The brackets mean nothing. If the component is not installed, it will not appear anywhere in the log, if it is, it will appear. I didn't write the logging function, and I don't feel like writing a new one...
4. Some events are still not working see pics 3 and 4.

Deferring this one to Zap, I haven't altered Random Events in any way, except for adding artwork...
"If debugging is the art of removing errors from code, programming must be the art of putting them in!"

So true.
 
re: ai settler build


In my current game the ai is having a lot of trouble expanding. I am on emperor difficulty, gem, eternity and 1000 turns in and have 4 cities, while the had the ai's have 2 cities, and the rest have 1. So what factors govern the ai's urge to build settlers? I suspect that an igrowth 1200% has something to do with this (eternity)) however, in terms of growth and time scale it feels just right to me. So rather then change igrowth (and hence settler costs) is there some way to encourage the ai to value expanding a little more?
 
re: ai settler build


In my current game the ai is having a lot of trouble expanding. I am on emperor difficulty, gem, eternity and 1000 turns in and have 4 cities, while the had the ai's have 2 cities, and the rest have 1. So what factors govern the ai's urge to build settlers? I suspect that an igrowth 1200% has something to do with this (eternity)) however, in terms of growth and time scale it feels just right to me. So rather then change igrowth (and hence settler costs) is there some way to encourage the ai to value expanding a little more?

iGrowth has no effect on settlers or any of the AI decision making.

Considering that 1000 turns is roughly equivalent to 167 turn on Normal speed, it does seem a bit slow. Are there external factors, like lots of barbarians? The AI won't build settlers if they feel they are in danger or if they are in financial trouble.
 
iGrowth has no effect on settlers or any of the AI decision making.

Considering that 1000 turns is roughly equivalent to 167 turn on Normal speed, it does seem a bit slow. Are there external factors, like lots of barbarians? The AI won't build settlers if they feel they are in danger or if they are in financial trouble.

Ah, indeed there are a lot of barb cities about the place(one of the hardest things to scale accurately on gem is the barbs), also i an now having quite a bit of reveloution problems (and loving it) in my cities, so maybe i should have asked is their a setting to turn down the over eager human player he he.

And lasty, are you really sure about the settles/iGrowth connection? From my relative extensive fiddling, i found that itrain effected all unit production cost (including workers) but iGrowth was the determining factor in settler cost/ game speed xml (not withstanding unit info xml cost of course). I will re check this, because i trust your civ 4 modding knowledge a hell of a lot more then mine, but i am fairly sure, ....... Well pretty sure ...... Ah i dont have a clue he he.
 
And lasty, are you really sure about the settles/iGrowth connection? From my relative extensive fiddling, i found that itrain effected all unit production cost (including workers) but iGrowth was the determining factor in settler cost/ game speed xml (not withstanding unit info xml cost of course). I will re check this, because i trust your civ 4 modding knowledge a hell of a lot more then mine, but i am fairly sure, ....... Well pretty sure ...... Ah i dont have a clue he he.

iGrowth alters how fast cities grow, not settler costs. And I double checked, iGrowth tags are not used anywhere in the AI calculations. ;)
 
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