A New Dawn Beta Builds

Kind of a stupid question... so stupid, I completely forgot it. BRB with question...


Oh yes, how do you move the Chop forest ability back? Having it at Iron working is not only horrendously inaccurate, but makes the game incredibly ridiculously difficult at the start.

This is a RoM feature not AND. You need to change the CIV4BuildInfos.xml file in the Assets/XML/Units folder. I have gotten used to it and build forts on the resources instead. Then when I get iron working I may replace the fort with a plantation or whatever it is for apples, but sometimes I don't bother since the return from the plot is better without the plantation.

Remember to back up the file and unfortunately you can't just replace all.
 
Kind of a stupid question... so stupid, I completely forgot it. BRB with question...


Oh yes, how do you move the Chop forest ability back? Having it at Iron working is not only horrendously inaccurate, but makes the game incredibly ridiculously difficult at the start.

In Civ4BuildInfos.xml, find and replace all the times "IRON_WORKING" appears for "FEATURE_FOREST to "BRONZE_WORKING"

I know, I've hated that change for ages myself, I'm moving it back in Better RoM beta11.
 
Oh yes, how do you move the Chop forest ability back? Having it at Iron working is not only horrendously inaccurate, but makes the game incredibly ridiculously difficult at the start.

Edited content here. Dancing Hoskuld and Afforess answered it perfectly :D.

Now to my own topic:
Afforess, did you change how the combat are done? When one of my stack attacked the enemy stack, one of my unit attacked another unit. That went well. Well, next thing I knew, it was automatically pushed into combat with next unit! It died obviously. Fortunately, my stack won but was that intentional? :)
 
Afforess, did you change how the combat are done? When one of my stack attacked the enemy stack, one of my unit attacked another unit. That went well. Well, next thing I knew, it was automatically pushed into combat with next unit! It died obviously. Fortunately, my stack won but was that intentional? :)

No, I think out of all the features I've modded, combat is the least changed one. Did you turn stack attack on?
 
No, I think out of all the features I've modded, combat is the least changed one. Did you turn stack attack on?

No. And don't want it.
 
Another stupid question. I think I have it figured out, finding the "Cost" feature in the Technology XML, but how do I make technologies take longer/shorter time to complete?
 
Another stupid question. I think I have it figured out, finding the "Cost" feature in the Technology XML, but how do I make technologies take longer/shorter time to complete?

This will make it more confusing, but there are 3 ways to edit tech costs.

1.) By Gamespeed, you can alter technologies costs. iResearchPercent is the tag there.

2.) By Era, in in EraInfos. TechCostModifier is the tag there.

3.) Tech by Tech, with iCost.
 
Number two makes an interesting proposition... Ancient Era tech moves slowly... Classical era tech moves quickly... Medieval era tech moves moderately slowly... Renaissance era moves moderately quickly... etcetera.

I'm afraid to touch it with number one for fear of horribly disrupting the time balance.

For Number 3, would it be awesome to make some techs faster, then make up the difference by adding that difference to other techs?
 
No. And don't want it.

Any ideas at all?

I went into Custom Install, and unchecked Military, Ideology, Larger Cities, Sea Tunnels, Formations, Early Buildings, World Fair, and clicked Blue Marble.

I went into GlobeDefines and changed Barbarians' appearances to 5, and barbarians' cities at 10, and city range to 3.

I went into GlobeDefinesAlt and turned on Friendly can't pillage its own territory and turned on Defender Withdrawal mod
 
No. And don't want it.

Any ideas at all?

I went into Custom Install, and unchecked Military, Ideology, Larger Cities, Sea Tunnels, Formations, Early Buildings, World Fair, and clicked Blue Marble.

I went into GlobeDefines and changed Barbarians' appearances to 5, and barbarians' cities at 10, and city range to 3.

I went into GlobeDefinesAlt and turned on Friendly can't pillage its own territory and turned on Defender Withdrawal mod

None. First off, how did a unit attack twice? Did it have blitz?

Anyway, I'm planning on a Beta11 release this weekend. I was hoping RevDCM 2.7 would be out by now, but I can't keep delaying.
 
None. First off, how did a unit attack twice? Did it have blitz?

Anyway, I'm planning on a Beta11 release this weekend. I was hoping RevDCM 2.7 would be out by now, but I can't keep delaying.

My units had no promotions at all that time. Let me explain again.

My stack was at the northwest tile from my capital, the enemy stack was at NE.

I had a road between us so I was able to move my units in one move.

I attacked with the stack but did NOT had any stack attack on so I was expecting just unit to automatically proceed as dictated by LfB modmod. My unit did attack enemy unit as normal. They diced it out. My unit won. I was expecting for it to retreat back as normal. However, the surprise came! That same unit continued to attack the second unit! That unit died! Obviously because it was at half its strength, so to speak from earlier combat.

Eventually, the stack defeated the enemy's following the above description. But I was surprised by this combat behavior. I do not like this because it means that I lost an experienced unit.
 
The game files say otherwise, but I swear you did something to badly slow down the technology advances. Just starting to advance to a technology in 500 BC that was done in 2000 BC is just beyond ridiculous.


Experimenting, I found that as one faction on Deity difficulty, Stone Tools takes 21 turns to research, and on Settler difficulty, they take 10 turns to research.


Here's the obvious problem: I'm too big now for easy difficulties, but I get CRAZY when it takes so long to research what should be common sense within 5,000 years for any sentient humanoid race.
 
After all the new animal buildings I notice deceiver trait to be somewhat obsolate, bonuses it gives don't mean a thing right now, its main advantage of more esp points can be easily ignored because of how much espionage new buildings give - not only the animal ones but also various new buildings like town watch etc. Deceiver is still the same as it was in time when only esp you could have was from courthouses, jails etc.
 
After all the new animal buildings I notice deceiver trait to be somewhat obsolate, bonuses it gives don't mean a thing right now, its main advantage of more esp points can be easily ignored because of how much espionage new buildings give - not only the animal ones but also various new buildings like town watch etc. Deceiver is still the same as it was in time when only esp you could have was from courthouses, jails etc.

I highly, highly recommend you try the "Recommended Install". It only turns on the modmods that I think improve the game... IMHO, Domesticated Animals is not one of them.
 
I think you may rest easy about that combat "bug". It was one time thing. After I returned to the game again today, it no longer happens. It freaked me out but I guess it should be fine now.
 
I get that repeat attack problem often when i have retreat while defending enabled. Haven't gotten it from any other settings.
 
I think you may rest easy about that combat "bug". It was one time thing. After I returned to the game again today, it no longer happens. It freaked me out but I guess it should be fine now.

I get that repeat attack problem often when i have retreat while defending enabled. Haven't gotten it from any other settings.

Hmm, interesting, you may be on to something. I've not seen it in my games, but I play with that on, so I'll watch for it.
 
Alright, your patience has payed off.

A New Dawn Beta11 is here!

I would like to think that it is bug free, but I'm sure a few days of testing will prove me wrong. :p

At the very least, it's very very close to bug free. And very close to an official release.

A Few New Features in Beta11:

  • New Forest Green Interface. I really like it, but YMMV.
  • New Ruthless AI. They kicked my butt. :p
  • Three of Dancing Hoskuld Modmod's got added.


Lots of bug fixes too, see the OP for the full list.

Enjoy. ;)
 
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