A New Dawn Beta Builds

Will try and find save.

Meanwhile, about promotions value balancing (in overall army strengths comparison) - i have an idea that their (promoted unit) value should scale linear till, say, 100 exp total (maybe 50, not sure), after that it should become logarithmic and cap somewhere around 150. My point is, that 150 exp unit and 1000 exp one differ in real strength maybe 5-10%, whereas single unit cannot and should not value as stack of 20 similar units. I would cap promoted unit value so that it value should never exceed value of 7-10 such units with 0 exp.

p.s. Unfortunately only have autosave 1 turn after i discovered vassalage, and destroyed buildings, giving -commerce. Showing weirdness now - While stoneworker hut in utrecht still giving +155 hammers, building stoneworker hut in other city now shows proper 5 hammers, and furrier (not built) - shows correct amount of gold. Furrier in Maastricht shows -120 commerce if built. 740 BC one.

I noticed bug right after i discovered vassalage. Another save is at beginning of it research (26 turns left). It shows somewhat more proper amount of 11 hammers (stone of vicinity, +50% from buildings, +100% from heroic epic). 875 BC one

RoM 2.91, AND 1.73beta3, Aarandas wonders+buildings+units (latest version).

{Required Files} {Military Civics} {Beautification Project} {Castle Improvements} {Ice Breaker} Meteorology {Realistic Diplomacy} {Seafaring } {War Prizes} Arctic {Larger Cities} {Espionage Process} Forestation {Sea Tunnels} Terraforming {Lead From Behind} {Event Images} Sports {Civic Buildings} {No Storms} {Early Buildings} ANM {Historical Wonders} Formations {Better RoM} Withdraw Guilds {Modern Corporations} {Black UI} {Blue Marble Terrain} {Improved Artwork} {Civic Diplomacy} Research {Trading Posts} {Spy Satellites} {Surgeon, Storyteller & Sniper}

I have a crash (CTD) with each and every beta3 i have d/led, here are the logs:
Saved will will go about fifteen turns then CTD

Installed Components:
{Required Files} {Military Civics} {Beautification Project} {Castle Improvements} {Ice Breaker} {Ideology Civics} Meteorology {Realistic Diplomacy} {Seafaring } {Resource Refinement} {War Prizes} Zoology Firestorm Arctic {Larger Cities} {Espionage Process} Forestation {Sea Tunnels} Terraforming {Lead From Behind} {Event Images} Education Sports NIMBY {Civic Buildings} {No Storms} {Early Buildings} ANM {Historical Wonders} {Better RoM} Domestic Withdraw Farming Guilds {Modern Corporations} {Warriors of God} {Improved Artwork} {Water Mod} {Civic Diplomacy} Transportation {Misc Buildings} Health Research {Trading Posts} {Spy Satellites} Tactics {Garbage Civics} {Surgeon, Storyteller & Sniper}

Install Type:
Custom

Version:
1.73beta3

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

Windows Version:
Windows

Using extra content just ensures I will be unable to ever load your saves.

Looks like I am going to have to crack down on beta testing. :( The whole point is to catch bugs.
 
It's probably because you have it turned on in the new Config panel. Just turn if off there. ;)

I confirmed it again at 130. The true bug is that the flexible difficulty can not be disabled by custom game options, but it can be disabled in RoM settings panle. Maybe you should simply remove that custom game option?

And there is another old bug at 130. The Stupid victory bug, an AI won the scientific victory in 10 turns of my new game. -_-!
 
I confirmed it again at 130. The true bug is that the flexible difficulty can not be disabled by custom game options, but it can be disabled in RoM settings panle. Maybe you should simply remove that custom game option?
It has to do with your settings; they override the game option screen.
And there is another old bug at 130. The Stupid victory bug, an AI won the scientific victory in 10 turns of my new game. -_-!

That's likely because you mixed old files with new ones. Make sure you have the latest revision, with the most up-to-date files; I've deleted some.
 
Using extra content just ensures I will be unable to ever load your saves.

Looks like I am going to have to crack down on beta testing. :( The whole point is to catch bugs.

I didnt add anything but a map.:confused::confused:
 
  • Re-balanced Early Buildings
Alright, Beta3 is out!

I've fixed all (reported) bugs with Beta2. The major changes are all on the OP. Have fun!

What happened to the Storage Pit, Poacher's Camp, Timekeeper's Shop and Basket Weaver's Hut? What all did you take out? Or should I say disable?

If you are not going to use them then can I make a mod for them? Most of the stuff you took out was requested by me anyways.
 
What happened to the Storage Pit, Poacher's Camp, Timekeeper's Shop and Basket Weaver's Hut? What all did you take out? Or should I say disable?

If you are not going to use them then can I make a mod for them? Most of the stuff you took out was requested by me anyways.

I distinctly remember Afforess saying somewhere above that if other modders want a certain feature that had been cut out by him back that they should put them back in their own mods.

Basically, in other words, I believe what Afforess is trying to express here is this:
Many, many players as evidenced by many many commenters here in their posts seem to perceive AND not as a smorgasbord of other modmods but rather a modmod in its own right. It is a modmod that incorporate other cool modmods, in Afforess' opinion, but balanced according to his high standards and based on demands of other players.

Now to my opnion on this:
I like this. That may mean someday after he go through all those modmods with his shiny ax, I may get to play with ALL modmods available :D. Just my two :commerce:s ;).
 
I distinctly remember Afforess saying somewhere above that if other modders want a certain feature that had been cut out by him back that they should put them back in their own mods.

Basically, in other words, I believe what Afforess is trying to express here is this:
Many, many players as evidenced by many many commenters here in their posts seem to perceive AND not as a smorgasbord of other modmods but rather a modmod in its own right. It is a modmod that incorporate other cool modmods, in Afforess' opinion, but balanced according to his high standards and based on demands of other players.

Now to my opnion on this:
I like this. That may mean someday after he go through all those modmods with his shiny ax, I may get to play with ALL modmods available :D. Just my two :commerce:s ;).

Well I am putting the Basketweaver's Hut, Timekeeper's Shop, Storage Pit and Poacher's Camp in my Misc Mod.

I am seriously thinking about making a "Hydro's Mod" which would be a combo of all my mods in one. Only because it seems that people either don't want extra buildings or they do.

What do you think? Should I just make one big combo mod for AND? it would sure save time when checking off (or unchecking) mods in the installation.
 
Which are the basics and rules of the new culture spread?

In the new beta options menu is the point missing that you can put on the feature that you can only see the buildings that you can really build.
 
Really? Okay; well I'll look at your save then.

Yeppers, and just to prove it, i re-d/led RoM and Patch then another copy of 1.73beta3, and tested this and this is the result: I get a CTD right away within 35 turns:confused::crazyeye::(

While you check these out, i will try deleting what i have in AND one by one and see what is causing it that way, i have only one hour to do it today, cause i have to go to the hospital in the cities for disability check-ups.

btw i have everything checked in AND except that darn Formation junk.


EDIT: OK i narrowed it down to what is checked in the settings area. (Plus in the one of the map i have Limited Religions also checked. The Play Now played alot longer i was into turn 45 already and NO CTD.
 
Well I am putting the Basketweaver's Hut, Timekeeper's Shop, Storage Pit and Poacher's Camp in my Misc Mod.

I am seriously thinking about making a "Hydro's Mod" which would be a combo of all my mods in one. Only because it seems that people either don't want extra buildings or they do.

What do you think? Should I just make one big combo mod for AND? it would sure save time when checking off (or unchecking) mods in the installation.

That is precisely what I believe Afforess have in mind :). Like I quoted from Xienwolf, there is really nothing that stop you from modding for yourself and sharing :). You and I may disagree on what is good for AND but at least I'm happy that you have skills and desire to mod any buildings. Who know? Perhaps as you add in more and more buildings that you like, there may be a building or whatever that Afforess see and believe is good for AND and he will incorporate it into his mod :D. That is what credits are for, right?
 
@os79

I do not have a problem with Afforess's cutting them down a bit. However its too bad he did not do it the other way around. Rather than disabling he could have picked them out of the mods to make its own "Afforess's Mod".

At any rate I plant to recover the buildings he threw out and put them into my new "Hydro's Mod". Note that the buildings in it are not all mine, however I am the one saving them from being disabled for good.

On a aside note I have already combined the Misc Mod + Military Mod + Early Buildings Mod into one with no errors. So far so good. But I have a long way to go until I ave all mine combined plus the other buildings that Afforess disabled, such as the civic buildings or the towers/walls.

This should make the custom install list a bit shorter.
 
At first I want to thank Afforess for his fantastic work.

But now I have found a bug concerning the Spy Satellites: In the very moment one of them is in view my graphics go crazy. My entire screen is flickering, the GUI is absent (but clickable) and the game itself is unplayable slow. It doesn't matter if I'm ingame or worldbuilder - Satellite in view: Booom!

Uncle Edit says, it might matter that I have rev.129
 
Hello,

Since I have to use two attachments to illustrate my report, I will use this thread.

Anyway, here you see two pictures. One is at Turn 546, the other is at the Turn 548. You will notice that the city Xian still have Estate at one turn left to be constructed. That is a bizarre bug, if ever there was a more bizarre one!
 
Hello,

Since I have to use two attachments to illustrate my report, I will use this thread.

Anyway, here you see two pictures. One is at Turn 546, the other is at the Turn 548. You will notice that the city Xian still have Estate at one turn left to be constructed. That is a bizarre bug, if ever there was a more bizarre one!

It looks simliar to my problem. I also got an one turn building bug when the production is equal to or less than zero. ( it's casued by another bug I reported previously. )

BTW. I was born at Xian.
 
@Afforess

I would like to take control of some of your non-recomended mods such as the Farm Mod, NIMBY Mod and maybe even some specific buildings like the Public Pool, Cryogenic Prison, Saloon, etc to be merged into my new mega combo mod. Is that ok?

Many of the buildings in these mods were basically me begging for this building or that building to be made. I feel like many of them are mine even though I did not write the code for them at the time.

By getting direct control over them I feel I could better tie them all together more than if they were in separate mods. Especially ones in which which were split where you made part of my idea and then generalstaff made the other part.

For example I wanted to link the sheep farm to the weavers and tailor's. But they were in very separate mods. Same goes for things like the rendering plant to the candlemaker's shop, etc.

I am just not sure how much of the mods you still do recommend and which you don't. Even before I was able mod my vision was to link them all together through the various aspects of human society. However in disabling many of these buildings or in some cases even changing the stats has put a monkey wrench into my overall vision.

While I do not want to mess with your original ideas such as the weather mod, I would like to incorporate more mods into mine n which I had a hand in designing (such as the zoology buildings, firestorm, NIMBY, farm, early buildings, vacation buildings, misc buildings, etc).

In short I would like to work something out with you so you can still have an AND with buildings you think are balanced while I can still add to my "huge web of interconnected buildings".
 
It looks simliar to my problem. I also got an one turn building bug when the production is equal to or less than zero. ( it's casued by another bug I reported previously. )

BTW. I born at Xian.

#1 I explored the city to see what happened to my hammers... Lo and behold! It is indeed negative. I went to Stoneworker in my Built Buildings List and, yes, as Lichen reported the hammers are negative there!

#2 Lichen, nice :). I like China as a civilization. I'm a Mexican-American myself (parents from Mexico but me born here) but I was fascinated by the longevity of the Chinese civilization and what it had offered to the world. I may disagree with some of Chinese policies today but I still admire its history :).
 
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