A New Dawn Beta Builds

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

This is a list, albeit, older, and somewhat out of date.

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.

Hmm, This is a problem. I'll see what I can do to correct it.
 
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.

no, the moon observatory is a special building and should be rare. it's not intended to be build often (it's too powerful) thus its prerequisite is to force you to build it early on before you reach writing and replace your elder councils. if you are too much advanced and have no elder councils left the building is no more available (but not obsolate). guess due to consistency i should not allow the moon observatory to be build in a city that already has a school of scribes or any other more advanced education/science building.

if you have better ideas how to restrict it to the very early age without obsoleting it tell me.

in the next version it will be the replacement for stonehenge (if someone else has build it before you). i'll tweak the stats for this purpose.
 
I thought the option in BUG screen called "Hide Replace Buildings" was supposed to hide away Elder Councils? Because I have School of Scribes, see? Bug? Or different explanation for that?

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It's a rare event, and working as intended. Because, technically you can't build (see the icon for) the school of scribes, you can build the Elder Council.

However, I can fix it. ;)
 
It's a rare event, and working as intended. Because, technically you can't build (see the icon for) the school of scribes, you can build the Elder Council.

However, I can fix it. ;)

I don't understand "technically you can't build (see the icon for) the school of scribes" because school of scribes is in my construction list. Look again at the screenshot :).

Anyway, thanks :D.
 
The game considers it unbuildable because you are already making 1. ;)

The point is moot though, since I fixed it. ;)
 
Any chance I could get the information needed to fix the units being booted? Playing with UPT off feels wrong, and now that I've installed the beta I obviously can't go back to the old install...
 
Any chance I could get the information needed to fix the units being booted? Playing with UPT off feels wrong, and now that I've installed the beta I obviously can't go back to the old install...

But you can easily download 2.9 and 2.91 patch then download 1.73 and K patch... Why can't you play with older install...? :D

:lol: Yeah, I understand what you mean. It is now extremely hard for me to imagine without these must-have automated buttons :D.
 
:lol: Yeah, I understand what you mean. It is now extremely hard for me to imagine without these must-have automated buttons :D.

I can't imagine playing a game without the new way buildings work - at first I was quite taken aback, but now I really like the look of it. Like, a great deal. And the automation, automatic corporation spread, and multiple religious spread... I love it. I just feel wrong seeing stacks driving around again :(
 
Any chance I could get the information needed to fix the units being booted? Playing with UPT off feels wrong, and now that I've installed the beta I obviously can't go back to the old install...

Sure, later this evening, I'll update the SVN, you grab my source code, compile a new DLL, and off you go. ;)
 
Sure, let me just drag out my compiler... if it's still installed from the work on Fall Flat... and if I remember how to use it... and... maybe I'll just go play my Wii >_>

EDIT: Sadly enough I will probably try to recompile the DLL when the RSS tells me the changes hit the SVN.
 
Sure, later this evening, I'll update the SVN, you grab my source code, compile a new DLL, and off you go. ;)

Will the fix to replaced buildings still being visible when the latest building in the chain is there be in SVN at the same time, and what file? If it is python file, then great because I'm playing a fascinating game :). If not I will just wait until beta4 whenever it is.
 
Another funny issue for the latest beta :lol:

See the barbarian warlord chief in the screenshot?

1. I have the Great Wall
2. Enters my bottom left tile.
3. Enters my city tile
4. Destroys a worker in my top tile
5. Exits my border going to attack a city in the north

As I don't mind barbarians having "Rights of Passage" with me, I do care when I loose workers...:crazyeye:

Later edit: Just found out it's Incan, not barbarian... why is it capturing my workers if we have open borders?
 

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I'm not sure this is bug, but I think it's weird.
If you use Buildings Inc., Prophet's civic building is shrine, but it require Folklore or Divine cult.
and some civics don't have their civic buildings. Is this intentional?
 
1.74beta 3

1) Automated explorers will try to heal in unhealthy terrain until they die:crazyeye:

2) I thought we had decided to make the Arc... a wonder for the Jewish religion.

3) barbarian animals are suffering from unhealthy terrain even though it should be their natural habitat. They should be made to avoid unhealthy terrain by making it unpassable to them in the XML. (If it wasn't past my bed time I might just fix this for you.:) )
 
Another funny issue for the latest beta :lol:

See the barbarian warlord chief in the screenshot?

1. I have the Great Wall
2. Enters my bottom left tile.
3. Enters my city tile
4. Destroys a worker in my top tile
5. Exits my border going to attack a city in the north

As I don't mind barbarians having "Rights of Passage" with me, I do care when I loose workers...:crazyeye:

Later edit: Just found out it's Incan, not barbarian... why is it capturing my workers if we have open borders?

Not a bug. Warlords in RoM 2.92 is now a hidden Nationality units. Vincentz made it so and Zappara incorporated them. Use better defensive strategy (make minimal units fortified, then have the remaining of them be automated to City Defense. They should take care of Warlords fairly easily. :)
 
Not a bug. Warlords in RoM 2.92 is now a hidden Nationality units. Vincentz made it so and Zappara incorporated them. Use better defensive strategy (make minimal units fortified, then have the remaining of them be automated to City Defense. They should take care of Warlords fairly easily. :)

Wow, that took me completely by surprise, thanks for the tip
 
Sorry to say this Aff, but Flexible Difficulty still doesn;t worked on my beta 3 game
 
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