A New Dawn Beta Builds

Beta 5: My mines are tiny and if I try to range bombard with a catapult nothing happens.

Yes the graphics for improvment are smaller, not a bad thing but a bit too small for my test.

For the catapult, I wonder allso what happens here, I play with Beta4 but as you say it is the same with Beta5.
It is impossible to bombard unit and or improvment anymore, it's just do nothing when clicking on the proper button.

Aff we need some help, maybe an option to active somewhere? I tried to look in the Bug menu without luck.
(city bombard take down city deffence as normal by the way)
 
There was some talk in another thread about having tiles revert to wilderness over time if they are not worked. This was for land tiles and I'm not even sure if Afforess has started making this happen or not. You could try sending another fishing boat out and see if that changes it.

It's already been implemented and if you use the default installation, it's included. If the fish resource is overgrown, it's a bug (but means it's working on land so at least that's good).
 
It's already been implemented and if you use the default installation, it's included. If the fish resource is overgrown, it's a bug (but means it's working on land so at least that's good).

I was wondering the hell that meant by overgrown for the fish farm. Now I know, thanks! Minor bug so we can wait for less than 2 weeks for a solution :). This is a beta build, after all.
 
I'm using 2.92 RoM Full, with the recommended installation for the AND beta, and everytime I turn on advanced espionage, It gets to initializing the game, and then crashes. When I exit, it says the program terminted in an irregular way. As soon as I turn that off, it seems to work fine. If it matters, I was trying to play snail pace, with the rom map generator, and huge map.

I've also had problems using the giant map and no new settings but I believe that's the fact that my computer can't handle it well.

Also, does the dynamic civ mod scale for map size? If I build 3 cities, I've got an empire. Maybe if I was playing on a small map, but on huge? 30 cities is an empire, 3 is what a city-state has.

And I just noticed that as I'm about to post this there's a new version so perhaps this should all be disregarded as I was using beta 4.
 
No. The info for hover-over for production of specific units had not made it into the hover-over yet. I prefer it that way, too complex if show in hover-over. You just need to trust that the math is actually there in the code.

Personally, what I will like is to have all the calculated stuff that go into training/constructing be put on the hover-over of that object on that bar bottom of the growth bar. Then it won't be too complex. Leave Production hover-over as is. It is bad enough with confusing numbers of hammers for buildings that only increase productions for units in general. So, in summary, not a bug. Just not have information on the city screen.

Oh, that's the reason. I understood. Thanks for your help.
 
Can anyone get the giant map size to work?

First, be sure to use Beta 5 -- it had a LOT of fixes.

Second, I tend to use custom game > Smart Map > Large size. Then I go down and override the width and height to a size similar to Giant (since even with my super computer - i7 3.8Ghz, Win7x64, 12gb RAM, Radeon 3870 video it has issues).
 
Got 5, still can't get giant or gigantic to work no matter how I tweak stuff. And what do I edit the override to, to get Giant?

Is barbarian world, or the option where every civ also gets a corresponding barbarian city, supposed to mean that instead of normal civs I get barbarian cities that could become civilizations? From my understand I thought I was getting,like, double the amount of potential civs in my game instead of it being me, and 20 other barbarian cities. If this is WAD, would it be possible to have a change where if you select that option, you get all the regular civs, PLUS barbarian cities which can become new civs?
 
Got 5, still can't get giant or gigantic to work no matter how I tweak stuff. And what do I edit the override to, to get Giant?

Try choosing "SmartMap" from the custom map. at the bottom of the options is "override X" and "override Y" -- that lets you custom choose the size. I think setting x to 160 and y to 100 is a good ratio.

Also, what are your system specs? Are you playing with other mods?
 
I'm having a strange issue. The BUG Mod settings aren't remaining the same.
So here's what I did:
- I click on my shortcut (that auto-loads the mod)
- I started my game; set my options using the BUG Mod Options interface
- Saved my game and quit
- restarted civ4 using my shortcut
- Loaded game > last save
- Found the BUG options had largely been reset?

Any advice...?
 
I have it too.

Also why did we take a step backwards? I'm referring to this, Why do cottages, workshops, Watermills, and trade posts have to "Remove" forests. Workshop and watermills never did before. And here I thought that from the discussions that forest was being actively sought after to preserve instead of remove. Are we back to Forest chop "rushing" again?

Is it because Orchards plant forests?

JosEPh
 
Also why did we take a step backwards? I'm referring to this, Why do cottages, workshops, Watermills, and trade posts have to "Remove" forests. Workshop and watermills never did before. And here I thought that from the discussions that forest was being actively sought after to preserve instead of remove. Are we back to Forest chop "rushing" again?

Is it because Orchards plant forests?

JosEPh

Forests need to be preserved, namely for the fact that without them, the AI does very poorly (at least in my experiences). IMO, the only improvements which should remove forests are Industry, Windmills, Farms, Plantations, Waste Refinement, and Soylent Green; if improvements destroy forests like they did in vanilla civ, it would make RoM difficult to play since chopping requires iron working.
 
@ Afforess:
Why does the Winter Chalet give +1:yuck: ? The description is being a vacation home, place to relax, etc. I would think that it would give either +1:) or +1:health: and maybe a -:gold: because it's expensive or -:hammers: since you're taking away people from being productive...?
Just a thought...
 
I'm having a strange issue. The BUG Mod settings aren't remaining the same.
So here's what I did:
- I click on my shortcut (that auto-loads the mod)
- I started my game; set my options using the BUG Mod Options interface
- Saved my game and quit
- restarted civ4 using my shortcut
- Loaded game > last save
- Found the BUG options had largely been reset?

Any advice...?
You need to start the game at least twice, annoying I know.:p
 
Also, what are your system specs? Are you playing with other mods?

4GB ram, 1gb gfx card, GTX 260, core 2 duo 2.97 ghz, win xp 32 bit, and I tried the switch, exactly as instructed, and it seemed like I got more crashes than without. My system already says it's using 3.12 gbs of ram and I didn't see any indication of that changing with the 3gb switch. And no mods otherwise I would mention them.
 
Bottom line, the civ4 can only use up to 3gb because it's a 32-bit process. The /3gb switch allows you to dedicate up to 3GB to non-system programs (reserving 1gb for windows), but it doesn't fix issues with MAFs or giant map sizes.

Additionally, these mods add a lot of additional things that take up memory quick. If you're committed to playing giant map size, you might want to consider installing the lite version of AND, or just the gameplay options without a lot of the additional buildings/etc.

Also, there's a few other things that help with memory: low resolution textures, single-unit graphics, low graphics levels, installing the nobuildinggraphics mod into loaded modules, loading static leaderheads, etc. I remember reading a few threads on this...
 
Playing beta5.

I noticed a minor error when max units per tile mod is on. I had 5 units in my capital with max units per tile set to 5, so it should not have been able to get any more units. However I got an event in which barbarians threatened me for money, and I chose the option to bribe them. They appeared in my capital after the bribe anyways, giving me 7 units in my capital and they were not kicked out of the capital.

I wonder if buying units would also cause the same behavior too, since units bought from other civs appear in the capital as well.

Just a small bug.
 
About BUG preference choices:
I usually edit Rise of Mankind/Assets/Config folder xml files to what BUG choices I want before starting up a new game on a new RoM installation. Be sure to delete all .ini files in RoM/Usersettings folder before you start up a game. After that, my choices in Config folder will migrate toward Usersettings as .ini files. If you need to change BUG options later on, just be sure you clicked on shortcut with Run as Administrator.

That's my best advice on that. No easy solution if you have your game in Program Files (or Program Files (x86), whichever applies to you). Otherwise, next time you install Civ4 + BtS, try to install out of Program Files, C:/Games for example.
 
Thanks OS79! I always run as administrator and have it installed to a non-system drive (and it's never been an issue before, which is why I was surprised it was this time...)

I'll try the Config folder edits (glad to know where to find this!!) :-)
 
Yes the graphics for improvment are smaller, not a bad thing but a bit too small for my test.

For the catapult, I wonder allso what happens here, I play with Beta4 but as you say it is the same with Beta5.
It is impossible to bombard unit and or improvment anymore, it's just do nothing when clicking on the proper button.

Aff we need some help, maybe an option to active somewhere? I tried to look in the Bug menu without luck.
(city bombard take down city deffence as normal by the way)

Well I only the mines appeared smaller. They looked silly compared to my quarries, like little zits on the hills.
 
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