A New Dawn Beta Builds

I decided to play RoM + AND with the lot ie with all my stuff which includes AAranda's and OrionVetrans stuff (I just found those). Interestingly enough the movies are playing twice for AAranda's and OrionVetran's wonders but not at all for the normal ones :confused:. OrionVetran's stuff needs a few minor tweeks to work with RoM mostly to be compatible with BULL.

See screen for text problem with civic screen. Cancel is being over wrritten with the turns of anarchy.

What beta are you playing? I (thought) I fixed the civic screen; you reported it weeks ago.

Also, I fixed the wonder movies; Problem: WoC. Apparently, WoC can't save the wonder movie tags when I edit a building in a module (which I did with the Dark Ages mod).

Anyway, that's one more bug crossed off my list. It's a very short list these days. :)
 
It's a very short list these days. :)

I have been posting a lot of request with minimal feed back from you. Do you need me to help with any icons or text?

What are you currently working on?

- Bug Tweaks I posted
- Misc Buildings
- Health Mod
- Transportation Mod
- Flammability Mod
- Garbage Mod
- Water Mod
- Power Mod
- Event Ideas
- New Resource Suggestions
- Early Building Stuff for GeneralStaff
- Worker Mod
 
Then there would have to be a way to spawn sea resources just as it is done in case of mines and farms. Even a marginal chance for coast / ocean tiles seems too much.
 
I have been posting a lot of request with minimal feed back from you. Do you need me to help with any icons or text?

Sorry, lack of response is because I want to hear other people's opinions too, and that I've got a feature lock on AND 1.60, so I'm only focusing on fixing bugs. I'll correct the Poacher's Camp, no problem; but the rest of the stuff will have to wait until I release AND 1.60 officially. A lot of the new buildings require new XML tags, which I don't want to add to a (nearly) stable release. Adding new features last minute is just asking for trouble.

Anyway, don't worry. I expect a release by early next week.
 
Sorry, lack of response is because I want to hear other people's opinions too, and that I've got a feature lock on AND 1.60, so I'm only focusing on fixing bugs. I'll correct the Poacher's Camp, no problem; but the rest of the stuff will have to wait until I release AND 1.60 officially. A lot of the new buildings require new XML tags, which I don't want to add to a (nearly) stable release. Adding new features last minute is just asking for trouble.

Anyway, don't worry. I expect a release by early next week.

Can you fix these at least before the next release? They are basically just obsolete techs or requirement tech changes.

Storage Pit
I noticed that the storage pit can be researched again after the granary goes obsolete at agricultural engineering but before refrigeration. The only way I see to fix this is to change the storage pit to go obsolete with Agricultural Engineering instead of Refrigeration. I don't suppose making the Modern Granary require both Agricultural Engineering and Refrigeration would it?

Cormorant Trainer
You still need to fix the obsolete tech from "Screw Propeller" to "Aquaculture". That way it can take advantage of its tourism bonuses.

Florist
Florists have been around for a very long time (ancient Rome or even older). It think it would be better if it required "Aesthetics" rather than "Railroads".
 
possibility of floodplains to spawn on coast tiles at the beginning maybe? to represent coastal upwelling
 
Don't worry, this will be the last time I mention this. But since it is the last time, I'm SERIOUSLY, SERIOUSLY, SWERIOUSLY begging now.

Anyway, I want you, Hydro, to look through the Domesticated Animals Modmod and either tone down the costs or add later techs so that the buildings are available at later date. Plus, remove a few redundant buildings or reduce costs for the similar buildings. Plus other tweaks.

That's it. Last time I will ever mention this.
 
Already fixed all of those. ;)

Thank you. Just let me know next time and I will stop pestering. :P

Don't worry, this will be the last time I mention this. But since it is the last time, I'm SERIOUSLY, SERIOUSLY, SWERIOUSLY begging now.

Anyway, I want you, Hydro, to look through the Domesticated Animals Modmod and either tone down the costs or add later techs so that the buildings are available at later date. Plus, remove a few redundant buildings or reduce costs for the similar buildings. Plus other tweaks.

That's it. Last time I will ever mention this.

1a. I like their stats a lot so I do not want them changed.

1b. I however am open to possibly having their resources chnaged if new resources were added to the map. Such a a camel resource for camels instead in incense.

1c. I am also willing to and plan on applying more resources such as "Eggs" from the Chicken Coop.

2. I would not mind the cost of them being cheaper, however I am worried that making them cheaper would make them too powerful. Especially if they produced resources such as eggs later on.

3a. Which redundant do you mean? Do you mean the cheaper version of the unique buildings? Or do you mean like chicken coop, turkey farm, duck and goose farm, etc which are very similar?

3b. They should not be too bad if you do not have access to all resources. For instance if I have spices but not tobacco I can build a chicken coop but not a turkey farm. Thus making not redundant.
 
Thank you. Just let me know next time and I will stop pestering. :P



1a. I like their stats a lot so I do not want them changed.

1b. I however am open to possibly having their resources chnaged if new resources were added to the map. Such a a camel resource for camels instead in incense.

1c. I am also willing to and plan on applying more resources such as "Eggs" from the Chicken Coop.

2. I would not mind the cost of them being cheaper, however I am worried that making them cheaper would make them too powerful. Especially if they produced resources such as eggs later on.

3a. Which redundant do you mean? Do you mean the cheaper version of the unique buildings? Or do you mean like chicken coop, turkey farm, duck and goose farm, etc which are very similar?

3b. They should not be too bad if you do not have access to all resources. For instance if I have spices but not tobacco I can build a chicken coop but not a turkey farm. Thus making not redundant.

#1 We will see...

#2 What about just adding in later techs and force these buildings to be available later because someone else did mention AIs being crippled by these buildings. If I recall correctly, the AI can not really predict that the buildings will be cheaper at future date.

#3 :shrug: OK. I will agree to disagree here :).
 
What beta are you playing? I (thought) I fixed the civic screen; you reported it weeks ago.

Also, I fixed the wonder movies; Problem: WoC. Apparently, WoC can't save the wonder movie tags when I edit a building in a module (which I did with the Dark Ages mod).

Anyway, that's one more bug crossed off my list. It's a very short list these days. :)

beta9

It would be cool to have sea food resources (fish, crab, shrimp, clam, pearl, whale) to be depleted due to over fishing.

They sometimes do. But they don't spawn and people build oyster farms.

BTW - RoM 2.81 AND 1.6beta9 + AAranda religions and buildings plus my stuff plus Orion Vetran's stuff gets weird when guilds come along. Things are happening to fast on snail. :)
 
beta9

BTW - RoM 2.81 AND 1.6beta9 + AAranda religions and buildings plus my stuff plus Orion Vetran's stuff gets weird when guilds come along. Things are happening to fast on snail. :)

Okay, I think I squashed the Resource Depletion bug for good (I hope).

Yeah, guilds is a pretty powerful tech ATM. You know I made an Eternity Gamespeed, right?
 
Well, most of the guilds actually require a second tech to become usable. I'm not sure why they all show up in guilds instead of the other tech requirement. Maybe it's due to the order of the tech requirements? Guilds doesn't really need nerfing. It's just strange that all the buildings and such show up linked to that one tech.

Speaking of guilds, however, could we maybe do away with the gold requirement for the guild hall building. I've seen that mentioned on occasion in standard RoM, but the requirement is still there, and I don't feel that it's really reasonable. Guilds exist to control the practice of a trade and lead to the profits of a given group of tradesmen, and profit doesn't need to be tied to a specific precious metal. They could profit in increased reknown and political influence as well as in hard currency.
 
#2 What about just adding in later techs and force these buildings to be available later because someone else did mention AIs being crippled by these buildings. If I recall correctly, the AI can not really predict that the buildings will be cheaper at future date.

Is there a way to make them less appealing to the AI? Because I have built say the Dog Breeder early on and even though it takes a while to make once I build it it seems to give me a great advantage. Do do not see why the AI would not get an advantage from it as well.
 
Is there a way to make them less appealing to the AI? Because I have built say the Dog Breeder early on and even though it takes a while to make once I build it it seems to give me a great advantage. Do do not see why the AI would not get an advantage from it as well.

Good question.

I will let Afforess answer this one since he is increasingly an expert on that :).
:cheers: Afforess!
 
Have a problem downloading beta9 via the link in the first post. There appears a message that the file can't be scanned for viruses, asking if I want to download anyway. But after clicking that nothing happens. Do you have another link? Or do plan to make it available via torrent?


edit


Ah forget it, don't know what went wrong, but now it works.
 
Back
Top Bottom