A New Dawn Beta Builds

Aff, it looked like flexible difficulty still doesn't worked in beta 2
I set the increment to 75. It's been 160 years, and the difficulty doesn't changed
 
Aff, it looked like flexible difficulty still doesn't worked in beta 2
I set the increment to 75. It's been 160 years, and the difficulty doesn't changed

Turns /= Years. You should turn on Turns to be shown in both normal and alternate views in BUG options and count from the turn it is first shown toward # of turns you set. Not years.
 
Someone with that interface problem, yeah Afforess know about it and will fix in beta 3. I have a temporary solution in the last page or so. Just download that .py file and overwrite where that post tell you to. That should work and is game compatible. But if you are leery of inner game files work, then wait for beta 3 today :).
 
The Flexible Difficulty issue is known and has been fixed, as has any other issues.
 
Turns /= Years. You should turn on Turns to be shown in both normal and alternate views in BUG options and count from the turn it is first shown toward # of turns you set. Not years.
My bad
i mean turns:p

Glad you have fixed it Affores!!
 
I have two bugs to report

1) The AI Doesn't try to avoid desert tiles. I have seen a lot of barbarians just walking through the desert tiles until they die.

2) I set the minimum difficulty to Immortal in flexible difficulty options but it keeps going lower than that.
 
I have two bugs to report

1) The AI Doesn't try to avoid desert tiles. I have seen a lot of barbarians just walking through the desert tiles until they die.

2) I set the minimum difficulty to Immortal in flexible difficulty options but it keeps going lower than that.

I know; it's a problem.

Flexible Difficulty is broken in Beta2. I've fixed it for beta3.


Who did they lose?

Phungus. He retired from modding.
 
In another thread we were discussing a toggle for automated workers to not build forts. Is that idea on hold for the future, dropped altogether, or what? Thanks...
 
Skimmed around, didn't see any other people having this problem so... its weird.
In the building list (when in inspect city mode, or the quick inspect [just clicking the town and choosing what to build])
I don't see ANY wonders, and if i scroll down i see like, 30ish palaces (change capital) buildings
The only way i see wonders is after a building is completed, the pop up that recommends\asks what I want to build.
Also, will the saves be compatible between betas? beta 2 --> beta 3?
 
Vlad, I've seen the same error, you aren't crazy.

I've been playing beta 3 for a couple hours to help iron out the quirks. It's being uploaded now. No, Beta2 saves are incompatible with Beta 2.
 
Beta 3 is out!

A few new features, some extra automations for the later game, but mostly bug fixes! Enjoy!
 
Alright few, Well I'm downloading the new beta 3 right now (before the link is even up! go me!)
I'll let you know how it goes!

Also, when installing new versions, can I just run the .exe and over-write everything, or do I have to delete the RoM folder and install fresh? (which is what I've been doing)
P.S. 1st!

After reply: Oh, ha, i just copied the link provided for beta 2, and tried putting 3 in it and voila!
 
Lol Vlad. If you subscribe to the Sourceforge AND rss feed, you can grab releases about 15 minutes early. ;)
 
Lol Vlad. If you subscribe to the Sourceforge AND rss feed, you can grab releases about 15 minutes early. ;)

Where can i subscribe for that :) ?
 
Hmmm. Playing with Beta 3, noticed the issue with some custom changes in so did a complete delete-reinstall of RoM/AnD to doublecheck - and yeah. The Limited Units Per Tile option is throwing units out of my city's square even when no units at all are currently in the city, and in some cases throwing them FAR, I had a unit show up four squares to the south of my city (with plenty of room to spawn in the cities' fat cross) and in the desert. The units consistently spawn in the same square, but not in the city. They don't do this if limited units per tile is disabled.
 
Beta 3 is out!

A few new features, some extra automations for the later game, but mostly bug fixes! Enjoy!

Here's the first bug I stumbled upon (not sure if it's from 2.92 or AND):
Foundling Hospital appears in 2 instances (picture attached)
 

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Hmmm. Playing with Beta 3, noticed the issue with some custom changes in so did a complete delete-reinstall of RoM/AnD to doublecheck - and yeah. The Limited Units Per Tile option is throwing units out of my city's square even when no units at all are currently in the city, and in some cases throwing them FAR, I had a unit show up four squares to the south of my city (with plenty of room to spawn in the cities' fat cross) and in the desert. The units consistently spawn in the same square, but not in the city. They don't do this if limited units per tile is disabled.

I did not realize that they were being kicked even when there was room. I can fix that.

Here's the first bug I stumbled upon (not sure if it's from 2.92 or AND):
Foundling Hospital appears in 2 instances (picture attached)

Thanks.
 
Just a short question, what building to I get when I install the Buildings Inc. component? Where can I find a list?

A second thing, after replacing on of my two elder councils with a school of scribes I not longer fullfill the requirement to construct a moon observatory. Is this a problem in the upgrade chain? Because it is possible to build school of scribes and a moon observatory in the same city if you have enough cities with elder councils.
 
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