A New Dawn Beta Builds

Thanks for switching to sourceforge for the Download so I can download it direct without asking a friend for this.
 
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.

I had this problem come up with a previous beta (can't remember which one, but I think it was around b5 or b6). I haven't had this issue for a long time, though.
 
I'm a great fan of green :P
 
I chose Flexible Difficulty as one of my options in the Custom Game. But the message that tell me what difficulty level I'm in above the scoreboard is no longer there. Why?
 
Does it display properly in the F8 screen?
 
Does it display properly in the F8 screen?
No. I got the alert text, but it just states that the difficulty has been decreased. The Settings sceen (F8) shows my starting difficulty.

It would be great if the alert text could state what the difficulty was changed to.

Edit: This is beta11
 
I am a fan of the fixed borders mod - Afforess, can you maybe add the |new version| as additional component (if not in beta/official release) or has it already been updated in beta11?
 
Apologies if this has already been reported, and this is for beta 10 (so I don't know if it's fixed for beta 11):

Switching to Standing Army (military civics module) carries a one-time instability penalty of approximately 1.6 million. Seriously, I'm not kidding. Looking at the XML files in the Military Civics folder it looks like this is the culprit:

Code:
        <CivicInfo>
            <CivicOptionType>CIVICOPTION_MILITARY</CivicOptionType>
            <Type>CIVIC_STANDING_ARMY</Type>
                        ...................
            [I]<!-- Revolution Mod Start -->[/I]
            <iRevIdxLocal>-3</iRevIdxLocal>
            <iRevIdxNational>1</iRevIdxNational>
            <iRevIdxHolyCityGood>0</iRevIdxHolyCityGood>
            <iRevIdxHolyCityBad>0</iRevIdxHolyCityBad>
            <iRevIdxSwitchTo></iRevIdxSwitchTo>
            <fRevIdxNationalityMod>0</fRevIdxNationalityMod>
            <fRevIdxBadReligionMod>0</fRevIdxBadReligionMod>
            <fRevIdxGoodReligionMod>0</fRevIdxGoodReligionMod>
            <fRevIdxDistanceMod>0</fRevIdxDistanceMod>
          [SIZE=4]  [B]<fRevViolentMod>.1</fRevViolentMod>[/B][/SIZE]
            <iRevReligiousFreedom>0</iRevReligiousFreedom>
            <iRevLaborFreedom>0</iRevLaborFreedom>
            <iRevEnvironmentalProtection>0</iRevEnvironmentalProtection>
            <iRevDemocracyLevel>0</iRevDemocracyLevel>
            <bIsCommunism>0</bIsCommunism>
            <bIsFreeSpeech>0</bIsFreeSpeech>
            <bCanDoElection>0</bCanDoElection>
            [I]<!-- Revolution Mod End -->[/I]
I believe that the civ4 engine cannot interpret .1, and instead generates the ridiculous number string.
 
How can I enable the dispalying of the Date inside of the game because I prever the counting by time over the counting by turn?
I also find it kind bad that the savegame still show the Date while ingame the datedisplay is removed. FFH2 Saves showing turns instead of a Date maybe ask there how they did it.
 
How can I enable the dispalying of the Date inside of the game because I prever the counting by time over the counting by turn?
Afforess, I told you this would happen :cool:
And Schwarzbart knows how to ask in the forums. A number of people won't have tat option easily available, at least not once you've moved to Civ5.

Schwarzbart, Open the BUG preferences (Ctrl+Alt+O), go to the Clock tab, enable it somewhere near the bottom of the dialog.
I also find it kind bad that the savegame still show the Date while ingame the datedisplay is removed. FFH2 Saves showing turns instead of a Date maybe ask there how they did it.
I have no idea how to change that. It's probably coded somwehere. The date isn't really needed in those save names anyway.
 
Does it display properly in the F8 screen?

In F8 it doesn't show changes of the difficulty, I don't know if it had been part of the that feature. I was talking about the message right above scoreboard. It is not there.

I am a fan of the fixed borders mod - Afforess, can you maybe add the |new version| as additional component (if not in beta/official release) or has it already been updated in beta11?

Yes, the latest version of Fixed Borders is in the beta11.
 
Few things:

  • About that Flexibilty Difficulty thing, I think I will try a fresh game and report back. I think it is the same bug PieceofMind got when he misarranged the options because they MUST follow the same order as the DLL sources. We will see what happen when I play a fresh game.
  • About Research speed, I want to test out Noble difficulty instead of Settler that I was supposed to start out with because of Ruthless AI option. But I felt the research was too fast for Ancient. But let me start again with a fresh game at Noble difficulty first then I will report back.
  • Do AI understand Surround and Destroy yet?
  • EDIT: By th way, to the people with the rare problem of having to repeatedly open and close the game at first to get BUG options to stick problem...
    Well, I found a better solution because I can't find a way to remove that writing protection. Anyway, I go to this folder Rise of Mankind/Assets/Config. There are all types of xml files there that are part of the BUG options. You just need to change "true" to "false" or the reverse for bbolean default, change list options by 0-whatever the maximum number is (0 being equal to the first choice), and for the maximum number of civs in the scoreboard use 0=infinite and other number for what numbers of civilizations you want displayed on the scoreboard. These should set the BUG options to default ot your preferences without all hassles of opening and closing RoM the first times around :D.
 
Thanks RobO changed the Setting to the one from last beta :).
About the savename I think its confusing if the save just shows the Date and ingame it just show the turn.
 
By th way, to the people with the rare problem of having to repeatedly open and close the game at first to get BUG options to stick problem...
Well, I found a better solution because I can't find a way to remove that writing protection. Anyway, I go to this folder Rise of Mankind/Assets/Config. There are all types of xml files there that are part of the BUG options. You just need to change "true" to "false" or the reverse for bbolean default, change list options by 0-whatever the maximum number is (0 being equal to the first choice), and for the maximum number of civs in the scoreboard use 0=infinite and other number for what numbers of civilizations you want displayed on the scoreboard. These should set the BUG options to default ot your preferences without all hassles of opening and closing RoM the first times around :D.
I have that problem. The first time I save/load a game, the BUG options are reset. Not the second time.
Thank you for the explanation, but I'm afraid it leaves me :confused:
There are a lot of files in Assets/XML/Config. Which file(s) do I edit, and what do I do to each of them, exactly, to make my BUG settings stick?
 
I still get a significant slowdown with beta11 when the Civ list (lower right) is expanded. I seem to remember that it's related to BUG and/or BULL, and that it will be fixed in the official 1.60. Is that correct? I sincerely hope so, it's close to being a gamebreaking annoyance. I can't find it in your To Do list
 
I have that problem. The first time I save/load a game, the BUG options are reset. Not the second time.
Thank you for the explanation, but I'm afraid it leaves me :confused:
There are a lot of files in Assets/XML/Config. Which file(s) do I edit, and what do I do to each of them, exactly, to make my BUG settings stick?

Few things:
  • Reply to RobO: Yes, there are a lot of files there. They are self-explanatory. If you know BUG option tabs well, you should be able to understand them. To change the checked box to unchecked, just change the word True to False. To change the selected item from a slist, change the number with 0 being the first item of the list. With numbers of civs being shown in the scoreboard, use 0 as unlimited, and use other numbers as specified numbers you want civs to be displayed there.
  • Afforess: About Flexible Difficulty, unfrtunately, my suspicions are correct. You mis-ordered the options somehow. Also, I noticed that there is no longer Inquisitions option there as well.
  • Hadn't had a chance to do research speed analysis yet. Until that Flexible Difficulty bug is squashed, I won't be able to play a productive game :).
 
I'm a great fan of green :P

Thanks. I spent an hour fiddling with the settings getting a green I liked and then making it partly transparent. It's my fav. :D

I chose Flexible Difficulty as one of my options in the Custom Game. But the message that tell me what difficulty level I'm in above the scoreboard is no longer there. Why?

Does it display properly in the F8 screen?

No. I got the alert text, but it just states that the difficulty has been decreased. The Settings sceen (F8) shows my starting difficulty.

It would be great if the alert text could state what the difficulty was changed to.

Edit: This is beta11

I know it doesn't show right in the info screen... It's never being refreshed for some reason. Just added this as a todo.

I am a fan of the fixed borders mod - Afforess, can you maybe add the |new version| as additional component (if not in beta/official release) or has it already been updated in beta11?

It's already been updated. Read the civilopedia article too, I revised it.

Apologies if this has already been reported, and this is for beta 10 (so I don't know if it's fixed for beta 11):

Switching to Standing Army (military civics module) carries a one-time instability penalty of approximately 1.6 million. Seriously, I'm not kidding. Looking at the XML files in the Military Civics folder it looks like this is the culprit:

Code:
        <CivicInfo>
            <CivicOptionType>CIVICOPTION_MILITARY</CivicOptionType>
            <Type>CIVIC_STANDING_ARMY</Type>
                        ...................
            [I]<!-- Revolution Mod Start -->[/I]
            <iRevIdxLocal>-3</iRevIdxLocal>
            <iRevIdxNational>1</iRevIdxNational>
            <iRevIdxHolyCityGood>0</iRevIdxHolyCityGood>
            <iRevIdxHolyCityBad>0</iRevIdxHolyCityBad>
            <iRevIdxSwitchTo></iRevIdxSwitchTo>
            <fRevIdxNationalityMod>0</fRevIdxNationalityMod>
            <fRevIdxBadReligionMod>0</fRevIdxBadReligionMod>
            <fRevIdxGoodReligionMod>0</fRevIdxGoodReligionMod>
            <fRevIdxDistanceMod>0</fRevIdxDistanceMod>
          [SIZE=4]  [B]<fRevViolentMod>.1</fRevViolentMod>[/B][/SIZE]
            <iRevReligiousFreedom>0</iRevReligiousFreedom>
            <iRevLaborFreedom>0</iRevLaborFreedom>
            <iRevEnvironmentalProtection>0</iRevEnvironmentalProtection>
            <iRevDemocracyLevel>0</iRevDemocracyLevel>
            <bIsCommunism>0</bIsCommunism>
            <bIsFreeSpeech>0</bIsFreeSpeech>
            <bCanDoElection>0</bCanDoElection>
            [I]<!-- Revolution Mod End -->[/I]
I believe that the civ4 engine cannot interpret .1, and instead generates the ridiculous number string.

No, it can, those are floats. The issue was that I forgot to put a value in one area, so it was ><. The game never initialized the variable. Don't worry, I found it really quickly and fixed it for beta11.

How can I enable the dispalying of the Date inside of the game because I prever the counting by time over the counting by turn?
I also find it kind bad that the savegame still show the Date while ingame the datedisplay is removed. FFH2 Saves showing turns instead of a Date maybe ask there how they did it.

Afforess, I told you this would happen :cool:
And Schwarzbart knows how to ask in the forums. A number of people won't have tat option easily available, at least not once you've moved to Civ5.

Schwarzbart, Open the BUG preferences (Ctrl+Alt+O), go to the Clock tab, enable it somewhere near the bottom of the dialog.

I have no idea how to change that. It's probably coded somwehere. The date isn't really needed in those save names anyway.

My Executive Decision Stands. :cowboy:

Few things:

  • About that Flexibilty Difficulty thing, I think I will try a fresh game and report back. I think it is the same bug PieceofMind got when he misarranged the options because they MUST follow the same order as the DLL sources. We will see what happen when I play a fresh game.
  • About Research speed, I want to test out Noble difficulty instead of Settler that I was supposed to start out with because of Ruthless AI option. But I felt the research was too fast for Ancient. But let me start again with a fresh game at Noble difficulty first then I will report back.
  • Do AI understand Surround and Destroy yet?
  • EDIT: By th way, to the people with the rare problem of having to repeatedly open and close the game at first to get BUG options to stick problem...
    Well, I found a better solution because I can't find a way to remove that writing protection. Anyway, I go to this folder Rise of Mankind/Assets/Config. There are all types of xml files there that are part of the BUG options. You just need to change "true" to "false" or the reverse for bbolean default, change list options by 0-whatever the maximum number is (0 being equal to the first choice), and for the maximum number of civs in the scoreboard use 0=infinite and other number for what numbers of civilizations you want displayed on the scoreboard. These should set the BUG options to default ot your preferences without all hassles of opening and closing RoM the first times around :D.

What is/are Warriors of God and what does it do? Thanks in advance.

I'm lost, what bugs are there with Flexible Difficulty other than the Info Screen?

I know, I tweaked it again. I may have speed it up too much, I guess the correct value is somewhere in-between what I had and now...

Nope. :(

I still get a significant slowdown with beta11 when the Civ list (lower right) is expanded. I seem to remember that it's related to BUG and/or BULL, and that it will be fixed in the official 1.60. Is that correct? I sincerely hope so, it's close to being a gamebreaking annoyance. I can't find it in your To Do list


It's on my to do list, but It's kinda hidden. See, RevDCM uses a highly modified version of BUG, so I'm waiting for them to update to BUG 4.3; which came out a few days ago. Then, once they update and release 2.70, I'll update to their BUG version. So it will happen, and the scoreboard issue is really irritating, I know.
 
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