A New Dawn Beta Builds

@coal UI issue:
I picked it manually from custom install. Red stopped to work and I'm back to blue classic.
 
You're supposed to have a fresh install each time. If you do it from the base RoM each time, there should be no red UI to mess up.
 
aff did you fix the deleted resorces problem? I do not have it activated but it still happens. beta 6.


also, I am still not even sure if flex difficulty is working. Is there any way to check? did you ever add in that check that tells you level. You could steal the idea from FFH where the diff is displayed just below the scores.
 
sorry double post
 
Alright Folks, the long awaited BETA7 is out!

Among it's fixes:

  • All text keys's have been fixed
  • BULL updated, so all the options in the BUG tab work
  • Rare Bug where player couldn't construct anything corrected

New Features:
  • Dark Ages!!
  • Notifications for when difficulty changes
  • Maximum difficulty for Flexible difficulty in GlobalAltDefines
  • AI manages gold better
  • AI now places more defenders in cities that are revolting
  • Lots of minor tweaks and fixes!

Enjoy. If no bugs are found, Beta7 will become an official release.
 
Great work Afforess, down loading now. Also, which better ai version has beta 7 got?

Edit: just a little one, eternity finishes in the 1800's.
 
The reason its expensive is because it a building that lasts until the trans-human era. It gets affordable around say medevil era. However if you can get it early it really will give your city a big boost.

As for redundant, I don't think they are redundant now since each require a resource to make (except for the dog breeder). Thus unless you have ALL the resources you are not going to have access to some of the other animals. For example I had no sheep, hemp or silk, but I had cows. In which case I built a yak farm and was able to make wool. I would like to have them have their own unique map resource however for now its limited to existing ones (ex. Monkey Breeder requires banana resource).

Just to add my two bobs worth, I think that it is a great building and well worth the expense, however, the ai cannot really handle it. (Ie it does not know to wait for the medieval era before building it). I play gem, eternity with an iBuild of 900%, and in the world builder mode I have noticed poor ai's with one city trying to build this way to early, spending 300 turns or more on it. So, I am going to fiddle a bit, maybe bring it in in the classical era, and see if this helps the ai.
 
Afforess,

before I start a new game , I have a question about the beta builds :
do you change the revolution settings ( does it depend on difficulty-level).

otherwise I change it myself, to increase the possibility of getting revolutions.
 
Thanks Afforess for explaining the Pyramids/Irrigation Canals issue.

The other day I posted:

New Idea: When heavily outnumbered, allow the losing player to surrender in a battle as in real life instead of having to slaughter the losing units, similar to the workers surrendering. This would allow for a new building, Prisoner Camp: The prisoners can be exchanged for prisoners from the other side or ransomed with gold, techs, etc.

I didn't get any responses. I mention it again in case it was missed. Let me know if you think it stinks or it has any merits.

I also mentioned that Golden Ages don't work well. You get the first 2 or 3 but none after that, no matter how many GP you have. I've had up to 8 GP sleeping and the Golden Age button stays dark.

Overall, I've played 3 games in the past 2 days and Beta 6 is solid as a rock. Just one CTD that did not reproduce when I loaded again.
 
First bug reports beta 7:

played 350 turns.

I was able to build the national courier system twice with great general.

maximum difficulty seems not to work if this is true:

"5" is prince (is set it for minimum)

"7" is emperor (set on max)

but in the game I ended up with immortal difficulty. i´m not sure if it would go to deity
because 3 civs on my continent died unexpectably soon from barbarina inavasions. I think
that was really fast and I don´t have a trade partner now. Maybe coincidence but seems
strange to me...


ok, confusion again: in the last build settler was "-1" and is now "0", so emperor is "6" I got it...

and one thing more:

the marathon level is still on 1400 turns. I set it in the gamespeedinfo in required folder to 1500 again.
 
OK i was able to build the Heroic Epic in one city i wanted, but then it was available in another city also?

Same goes for the National Epic, and i dont have on the Wonders thingy.

OH i almost forgot, i used to be able to get a free archer when i got Archery in 4.5 and before, but that disappeared in 6 and now 7 also?
 
Thanks for the new release Afforess.

Quick question: I didn't see Fixed Borders or Dark Ages in the custom installation list. I was under the impression that Fixed Borders was not installed by default because of bugs, but is it now no longer an option at all? Presumably if Dark Ages isn't in the custom install list then it must be mandatory?
 
For what it's worth, when I changed the Draw from Vanilla to PLE, I am FINALLY! able to group my unit types horizontally! At least THAT bug is shot down :).
 
So far, I can't seem to build wonders which require a certain amount of buildings present, like Circus Maximus, Silk Road and Platos Academy. They show 0/x building although I have build some bazaars, School of Scribes and the Olympic Games.

This is with Beta7.
 
Could someone remind me which file I need to edit in order to make certain options default for custom games, e.g. Dark Ages mod etc. Been looking all over the place and can't seem to find the right one.

Thanks. :)
 
Could someone remind me which file I need to edit in order to make certain options default for custom games, e.g. Dark Ages mod etc. Been looking all over the place and can't seem to find the right one.

Thanks. :)
GameOptionInfo.xml - there's two, one in Assets somewhere. one under Modules/Aforess/Required
 
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