A New Dawn Beta Builds

Actually in Orbis the Stop Growth Avoid Unhappy but will physically stop growth if the city is about to go unhappy...

Stop how; just make it so the city works tiles that would avoid growth, or literally, block the city from growing? If it's the latter method, no way am I adding that. That's a big game change.

It's easy to see why getting the years right is so hard. Frankly, I wish that Civ4 didn't show any date, just turns passed, but alas, I wasn't on Firaxis's design team.


That's a good point, Afforess. If the date was not staring you in the face, the lack of realism with technology and weaponry would disappear and it would make for a better game. It's only a number, but you can't help being influenced by it. I wish they would add the option of turning it off in the BUG mod.

The only thing that really bothers me about the turns/dates thing is the world's fair mod only kicks in after a certain date. Other than that, dates really don't matter much.

What about changing World's Fair to only kick in only when you hit Industrial Era. Allow several turns (scaled to gamespeed) before it shows up and travel around the world. Then limit its travel to the civs that are far enough in tech progression so that it don't show up in primitive civs until they develops enough.

That should remove date requirement, hopefully.

I thought there is a tab in BUG "Clock". There in the options you can shut off dates being shown?

I'll probably get rid of time in AND 1.70, a bit late for 1.60 now.

Background music problem happened again..:(

Could you be specific? I'm not hearing any music issues.
 
Afforess, if presuming your are packaging a non beta soon, I wonder if you'd consider the following:

1) Make the formations mod optional. I like a lot about the mod and am personally not affected by the performance impact of the extra graphics but some of the busier formations spread much wider than before (axeman, impis and the like) and can overlap their own tiles and also when garrisoned in cities they often obscure the city info bar and make it difficult to read or select. Also if these types of unit are injured down to the last man or two, sometimes none of the remaining soldiers are actually within the correct tile!

2) Perhaps it would be useful to split the AND download to seperate out a "media pack" containing the terrain textures and the interface reskin? It seems that AND now consists of 110MB, 80 of which is these two mods which will barely change again, and a remainder of about 30MB which is the actual gameplay part of the mod which is rereleased (at least in beta form) once or twice a week. I suspect many people would thank you for this!

1.) All Features are optional; however, you are right ask it to be moved from Recommended Installs.

AND uncompressed is actually closer 250mb. The interfaces & Blue Marble terrain, compressed, it only about 15mb total, it would barely affect anything.

No, I will not split it up; it would have minimal benefits and would be confusing.
 
What is that unit between the archer and the city guard in your screenshot? It has a yellow icon.

Trade caravan. I no longer uses the Great Merchant unit graphics for the trade caravan. It is in my mods thread. I really need to revisit it and put the ethnic art styles in which came with the graphics.
 
Stop how; just make it so the city works tiles that would avoid growth, or literally, block the city from growing? If it's the latter method, no way am I adding that. That's a big game change.

That is what the little button down the bottom does and what I though Avoid unhappiness/ill health would have used. I was hoping that this mod would catch what I miss sometimes because I get to many messages on a turn to see the becoming unhealthy/unhappy ones.

I have lost all sounds but that is something I did. Vicinity bonus is still not working, and yes it acts like a graphics error - the one where the icons are not exactly 64x64, but why did it work in earlier versions? Still working on it.
 
Trade caravan. I no longer uses the Great Merchant unit graphics for the trade caravan. It is in my mods thread. I really need to revisit it and put the ethnic art styles in which came with the graphics.

Why are your mods not in AND? *shakes fist* I thought AND was suppose to include all RoM modmods.
 
Quick question

Playing on a giant map and suddenly my neighbor's culture has been boosted by 10,000,000 in each square.

Why?

I destroyed a few towns but now have pockets of culture that will probably never go away without complete destruction.

What is the reason for this?
 
Quick question

Playing on a giant map and suddenly my neighbor's culture has been boosted by 10,000,000 in each square.

Why?

I destroyed a few towns but now have pockets of culture that will probably never go away without complete destruction.

What is the reason for this?

It is the way the Fixed Borders mod works.
 
You're playing with the Fixed Borders option. Fixed culture now never dies until the civilisation does.
 
Because I don't think they are good enough! Sarkyn's Stone/Horse ones aren't either.

Why are your mods not in AND? *shakes fist* I thought AND was suppose to include all RoM modmods.

His decision; not mine. I've asked multiple times, but DH is a perfectionist. ;)
Quick question

Playing on a giant map and suddenly my neighbor's culture has been boosted by 10,000,000 in each square.

Why?

I destroyed a few towns but now have pockets of culture that will probably never go away without complete destruction.

What is the reason for this?

Are you playing with Fixed Borders? I suggest you read up on it.
 
You're playing with the Fixed Borders option. Fixed culture now never dies until the civilisation does.

Annoying, and somewhat silly considering some of the borders are pockets without any attachment to towns. Any way turn it off in-game?

Thanks for the replies.
 
Corn, Pig, Sheep, Salt, Crabs, Shrimp no longer give +1 health, they give +2 instead.
Dye, Cotton, no longer give +1 happiness, they give +2 instead.
The building like the Market ect. still give the resource bonuses right?
 
Annoying, and somewhat silly considering some of the borders are pockets without any attachment to towns. Any way turn it off in-game?

Thanks for the replies.

Save as a worldbuilder save, open the worldbuilder save in a text editor, and delete the line that has FIXED_BORDERS in it. Save and reload.

Doing this will clear all production, GPP, Growth, etc... in all cities. But it will turn it off.

The building like the Market ect. still give the resource bonuses right?

Yes, buildings are exactly the same, I only made a tweak to the Democracy tech and base resources. So the market will still give health, if it did before.
 
Currently 20% of the way through a new game with Beta10. All going well so far.

Just one thing to note: the claim territory icon with the fixed borders mod still shows as hurry food.
 
One more spot: there is still a txt key problem in the combat odds screen with the surround and destroy mod. It says "TXT_KEY_COMBAT_SURROUNDED_DEFENSE_MOD". Also unlike in the last beta, despite showing this message it doesn't actually mention any bonus from surrounding an enemy unit (I have three Axemen spread in a line across three tiles with the enemy unit one tile below and in the middle).
 
Just want to check. Sorry if I missed it, these pages have been rising fast recently :)

Beta10 Mountains are now workable at the beginning? but still impassable.
 
Just want to check. Sorry if I missed it, these pages have been rising fast recently :)

Beta10 Mountains are now workable at the beginning? but still impassable.

I assume you are playing with the Mountains Mod enabled? Read the Civilopedia article on how it works. ;)
 
Just want to check. Sorry if I missed it, these pages have been rising fast recently :)

Beta10 Mountains are now workable at the beginning? but still impassable.
It has always been this way. Peaks are impassable until you discover mountainering.
 
About time topic:

Well, I'm tired of trying to figure out the dates and the above comments resonated with me. So I went into BUG option board and went to Clock tab. I found the checkbox that turned off dates if I checked it off. I liked it a lot.

So my next OS79 GameSpeed Turnincrement modmod will be exact replica of Zappara except for adding enough turns to bring the game up to 2200 CE, scaled to the Gamespeeds. Expect it to come out today later.

Afforess, please toss out my old GameSpeed Turnincrements modmod when you get my new version.

EVERYONE ELSE: PAY ATTENTION!!!

If you feel annoyed by the dates in your game and complain to me, my only answer will be silence :). No offense but I DO agree with Afforess about dates being illogical in this game. So if you want to be NOT annoyed, just go into BUG options and go to Clock tab and turn it off :).
Cheers!
 
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