A New Dawn Beta Builds

Just to tease you guys, here is a screenshot of the new panel in the BUG mod, with A New Dawn configuration options.
Spoiler :

Rom%20Settings.png


Beta3, this weekend... Friday if I have enough time.
Ok, so I understand that the BUG mod is necessary for this interface? I'll look into getting the latest version though I thought BuG was already integrated into RoM.
 
Ok, so I understand that the BUG mod is necessary for this interface? I'll look into getting the latest version though I thought BuG was already integrated into RoM.

Yes, but BUG is integrated into AND & RoM. I used existing BUG code to create my own panel in the BUG interface. You don't need to download anything; it will be a part of beta3.
 
Yes, but BUG is integrated into AND & RoM. I used existing BUG code to create my own panel in the BUG interface. You don't need to download anything; it will be a part of beta3.
Awesome - looking forward to it! So I understand that under Flexible Difficulty, Minimum Rank and Maximum Rank are the range in which the difficulty is adjusted both for increasing and decreasing. That simplifies things.

In my case I would set minimum difficulty to Emperor and set the both Minimum and Maximum Rank to 1, so that it never goes below emperor and only increases when you are in 1st place - nice! I think this will be the closest and best solution to the dreaded anti-climax issue that has hounded the Civ series since the dawn of their creation...
 
Sorry about the delay; I'm running final tests on Beta3. I found a critical bug last night and had to spend time to fix it.
 
Alright, Beta3 is out!

I've fixed all (reported) bugs with Beta2. The major changes are all on the OP. Have fun!
 
Woohoo! We love you, Afforess :)
 
Cool, I'd like to try this out, but I'm guessing it would break my hotseat save. My cousin would throw a fit if I borked that save, haha.
 
When you removed sea monsters did you just remove the monsters or did you also remove the code for generating sea creatures? I have been playing games with my sea creatures but since I do not have graphics for them I have been using the graphics which came with sea monsters. So my salt water crocs look like the sea serpent and my various whales and sharke look like the tortois (sp?).
 
When you removed sea monsters did you just remove the monsters or did you also remove the code for generating sea creatures? I have been playing games with my sea creatures but since I do not have graphics for them I have been using the graphics which came with sea monsters. So my salt water crocs look like the sea serpent and my various whales and sharke look like the tortois (sp?).

The code is still there, I just removed the XML.
 
Something strange seems to be going on in beta3.

I managed to lose to a Scientific Victory after 11 turns.

A New Dawn.log
Spoiler :

Installed Components:
{Required Files} {Military Civics} {Beautification Project} {Castle Improvements} {Ice Breaker} Meteorology {Realistic Diplomacy} {Seafaring } {War Prizes} Arctic {Espionage Process} Forestation {Sea Tunnels} Terraforming {Lead From Behind} {Event Images} Sports {Civic Buildings} {Early Buildings} ANM {Historical Wonders} {Better RoM} Withdraw Guilds {Modern Corporations} {Deep-Red Interface} {Improved Artwork} {Civic Diplomacy} {Trading Posts} {Spy Satellites}

Install Type:
Custom

Version:
1.73beta3

Install Directory:
D:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind

Windows Version:
Vista


Screen and Save just after the victory attached. I can also get you the autosave just before aswell if you want.
 

Attachments

Something strange seems to be going on in beta3.

I managed to lose to a Scientific Victory after 11 turns.

A New Dawn.log
Spoiler :

Installed Components:
{Required Files} {Military Civics} {Beautification Project} {Castle Improvements} {Ice Breaker} Meteorology {Realistic Diplomacy} {Seafaring } {War Prizes} Arctic {Espionage Process} Forestation {Sea Tunnels} Terraforming {Lead From Behind} {Event Images} Sports {Civic Buildings} {Early Buildings} ANM {Historical Wonders} {Better RoM} Withdraw Guilds {Modern Corporations} {Deep-Red Interface} {Improved Artwork} {Civic Diplomacy} {Trading Posts} {Spy Satellites}

Install Type:
Custom

Version:
1.73beta3

Install Directory:
D:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind

Windows Version:
Vista


Screen and Save just after the victory attached. I can also get you the autosave just before aswell if you want.

What victory options did you select?

Also, I assume you did a clean install, right?
 
I had all except Mastery.

Yes, I started from a saved version of ROM 2.91.

Edit: I will reinstall Rom, just incase I had somehow messed up that saved version, and let you know if that helps.
 
I tested with Mastery Victory, which is why I didn't notice the bug. Give me a minute, I'll re-upload in a second.
 
Quick question, does including the No Storms option have any real relevance anymore given the storm changes fro RoM 2.9?

I also got some XML errors on the Civic info xml. I had checked ideology and dept of waste in the install) Might have come from bad install though, am going to try it again.
 
Quick question, does including the No Storms option have any real relevance anymore given the storm changes fro RoM 2.9?

I don't think so. Actually, I should move that into my new config panel.

I also got some XML errors on the Civic info xml. I had checked ideology and dept of waste in the install) Might have come from bad install though, am going to try it again.

Can you post a screenshot of the errors?
 
Yep, that seems to have fixed it, have made it past turn 11 at least. Thanks, for the quick fix and a great mod!
 
My cultural boarders seem to be reducing partially for a city after they grow to a larger size and they are no longer are symetrical (and not due to mountains, water, etc..).

Is there a new setting in beta3 that would cause this?
 
My cultural boarders seem to be reducing partially for a city after they grow to a larger size and they are no longer are symetrical (and not due to mountains, water, etc..).

Is there a new setting in beta3 that would cause this?

Seems to be a take on the [civ5] feature, I think, where borders grow based on usefulness of the land. I personally like it.
 
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