A New Dawn Beta Builds

Beta5 is very stable. There's a couple of issues you can see have been reported. Afforess should be back next week, so there might be a beta6 sometime in the next 2 weeks, but this beta is very playable.

The bigger issue is that there are some CTD issues with RevDCM in ROM 2.92; so 2.92 has less stability than 2.91...but I've played through modern now on a giant map and only had an occasional CTD which I have been able to get around
 
Hi everyone. I play New dawn beta 5. Tji is the list of bugs that I have noticed:

1 Cant build Orchard on Apples Lemons Olives
2 Fishing boats (work boat improvment) only provides health from clam or fish - no food bonus insted of thi in fishing boat i see green text "overgrown"
3 I can build City Council without early bildings. I thing that + 4 free specialist is too much powerful.
4 Warlord national unit can,t be apilled to an unit as a leader (maybe it isnt his purpose)
5 I play with increasing difficulty option an the difficulty is rising every 50 turns on marathon speed (maybe it is too fast cause in 900 BC i have Deity difficulty and gues what i still wining :) )

Excellent job Affores.

1.) Yep, Confirmed.

2.) Confirmed.

3.) I think Killtech has balanced it already.

4.) I hate that unit too, it's a part of RoM.

5.) It's Flexible Difficulty, you can change it in the Bug Settings Panel, ALT-CONTROL-O.


Been playing increasing difficulty/snail for the past week, some feedback:

AI seems to be taking best decisions I've seen in a long time, like splitting stack of doom in 3 to attack 3 of my cities, properly making use of catapults when attacking and so on.

Yah! Thank Jdog for that. ;)

- Heavy Swordsmen feel somewhat overpowered (12 instead of 13 would have been more realistic) when compared with some of the mounted units. Is this intentional? I cannot properly rely on Knights/Mailed Knights to get rid of 10-15 of these quickly

I'm not sure. If you posted in the Better RoM units thread, you might get more feedback.

- Great General Points do not scale well on Snail, far too few spawn compared to previous versions

Will see what I can do.

- Warlord Captains should have been more efficient against Heavy Swordsmen, considering the costs.

Not my change....

- AI has the habit of waking around Great Chief/Captain units without having them merged with units. Even when there's a nearby stack of their units, they are defended by only one strong unit and they are all kept in the same tile, making it very simple for me to capture them all.

I noticed this in a game too; I think I know why. I need to improve it's stacking code.

Attached screenshot with very nice AI maneuver to cut Khon Kaen line of unit supply (making use of fixed borders). Even if I gave that stack quite a beating it is still dangerous enough to capture my city.
Nice...

A coding machine.... no, no, he should be a coding god for us at least.

Or Wizard...

And I have some advices to Afforess for the new version:

1. Decrease the number of libraries required to build university, and decrease its researching improvement. ( Or just decrease the number of universities required to build the Oxford. It's too hard to build for now. )

2. Speed up the game date. ( It's too slow for my epic game. I didn't test others. )

3. Change the warlord unit and the warlord captain unit from non-nationality to nationality. ( My allies very like to destroy them. )

Appended:

4. Did you reduce the maintenance cost of the government? I think it's too much. I have 28 cities in the mediaeval ( on large map ), and spend 100% incoming on researching, but I can still gain 100+ coins per turn.

1.) I'll look into it.

2.) I just re-wrote the game-date to turns, I'm not surprised it needs tweaking.

3.) Probably will.

4.) No... why? I did alter some civic maintenance, but in the favor of more maintenance, not less.

I can change that since I have an impending release (a few more days). The issue with the plague hospital is that it used to included a few more resources which gave a health bonus to represent premodern soap, but Afforess reduced its abilities without reducing its cost. Of course, the high cost made sense back then since Revolutions had a greater effect, and running Survival was likely to cause problems. I think what I will do is reduce its cost roughly 20-30% rather than give it +1 Health.

As for science, I play Snail and Eternity games, and I find that science is usually to slow too early, then speeds up too fast (at least too fast compared to production). I have not been playing with any Better RoM for this (probably the only mods have major influences are Modular Civics Buildings, added wonders, Military Civics, and Early Buildings), in fact, I am still on AND 1.73 since I am waiting for a normal download for RoM 1.92 (this is the main reason for my release being delayed).

Nice to see you around again. Can you still recognize the mod? ;)

Just found out its the Barbarian World that is causing things to crawl. So far:(

While Barbarian World doesn't change any code, it does add like 10-15 extra cities at the start of the game, so it's not surprising that the extra cities slow the game down.

There is a little strange in the game, I played 314 turns with Epic speed, but the date is still at 985BC. It's much slower than before.

That's the point.


The AI hasn't been updated to take the changes to fixed borders into account it seems: several times in a row, the ai has claimed a tile with my iron on it, only to move away the next turn and have it revert back to me, and let the cycle repeat.

Fixed Borders is getting a major overhaul. More info later.
 
1.) Yep, Confirmed.

4. Did you reduce the maintenance cost of the government? I think it's too much. I have 28 cities in the mediaeval ( on large map ), and spend 100% incoming on researching, but I can still gain 100+ coins per turn.

4.) No... why? I did alter some civic maintenance, but in the favor of more maintenance, not less.

I think it's still too high, and need to reduce more. Or maybe something else made more incoming than before, and these stuffs should be balanced.

BTW, I think the difficulty is increased than before, but it's still easier than the original BTS game. I suggest two ways to improve it:

1. Reduce the researching speed, or the total incoming.
2. Improve the chances of revolution. I remember that in the some early version of the RoM, it's hard to establish 10 more cities ( in the large map ) before the republic. And the AI which has vast territory will spilt to small countries very soon. I think these settings are more balanced and realistic than now.
 
2. Improve the chances of revolution. I remember that in the some early version of the RoM, it's hard to establish 10 more cities ( in the large map ) before the republic. And the AI which has vast territory will spilt to small countries very soon. I think these settings are more balanced and realistic than now.

Good point, there's no way I should be able to get 30 cities on Snail/Standard map in BCE.
I personally liked the way revolutions worked before
 
Remember that old culture problem i have(culture from annihilated country in a few single tiles, with a lot of CP, about 100000>). It's still in beta5, and even more, claiming that tile doesn't worked. Claiming other tiles worked fine
 
Computer always and automatically allocate free specialist to priest in my game.
It makes GP pool polluted every time. Very annoying.
Can you force computer to always allocate it to citizen and not to change it unless player manually change it?
 
Nice to see you around again. Can you still recognize the mod? ;)

Thanks, and for the most part I recognized enough to get back into things (I still need to see what Clash of Civilizations is about though).

I have a new release soon; seeing the changes to RoM 2.92, I am pretty sure it is compatible. I just wanted to inform you and Hydro before.

EDIT: BTW, I will need "Custom_Buildings" to load last in the MLF file due to compatibility with HAND.
 
The automated Actions need more fixing, I have a squad of 5 axeman set to hunt, 5 spearmen set to hunt, and 5 elephant Riders set to pillage. My Elephant Riders have not pillage anything, and my axemans only attacked one person, and not attacked the whole group. What I expect from my Elephant riders is to avoid attacking enemy troops and just set to pillage everything that he stepped on in enemy territory, my axeman and spearmen to hunt down all troops, even the one in the cities in groups... 5 axeman attacks 5 units (plus more if he has blitz) till they are low on movement points or health, if they low on health, they go to healing phase until they regain 75% on their health.
 
The automated Actions need more fixing, I have a squad of 5 axeman set to hunt, 5 spearmen set to hunt, and 5 elephant Riders set to pillage. My Elephant Riders have not pillage anything, and my axemans only attacked one person, and not attacked the whole group. What I expect from my Elephant riders is to avoid attacking enemy troops and just set to pillage everything that he stepped on in enemy territory, my axeman and spearmen to hunt down all troops, even the one in the cities in groups... 5 axeman attacks 5 units (plus more if he has blitz) till they are low on movement points or health, if they low on health, they go to healing phase until they regain 75% on their health.

Not 75% please. Always 100%. I like how Patrol and default scouting automations heal the unit fully before continuing the job because, let's face it, AI, even my own created ones, aren't just not that bright. So to give them best chance, always have them heal to 100% anytime they lose their hp for whatever reason, for whatever automated action, please :).
 
The automated Actions need more fixing, I have a squad of 5 axeman set to hunt, 5 spearmen set to hunt, and 5 elephant Riders set to pillage. My Elephant Riders have not pillage anything, and my axemans only attacked one person, and not attacked the whole group. What I expect from my Elephant riders is to avoid attacking enemy troops and just set to pillage everything that he stepped on in enemy territory, my axeman and spearmen to hunt down all troops, even the one in the cities in groups... 5 axeman attacks 5 units (plus more if he has blitz) till they are low on movement points or health, if they low on health, they go to healing phase until they regain 75% on their health.

I know. I *think* I've fixed the issue where the units don't attack in a stack.

With your Elephant Riders, are they near improvements they can pillage? If there are no improvements within 10-15 tiles, they just explore until they find some.
 
I know. I *think* I've fixed the issue where the units don't attack in a stack.

With your Elephant Riders, are they near improvements they can pillage? If there are no improvements within 10-15 tiles, they just explore until they find some.

they went in enemy territory, stand on an improvement that I think was a workshop or a hamlet, but they didn't pillage it, but they moved into a winery and stand there for 2 turns I think, and have not pillage it at all... they too are in a stack. I've yet to test to see one unit alone can pillage instead of a stack.
 
Revision 192 Report:

#1 The new compiling process you added my compiling time from about 5 to about 1 minute! Amazing :D.

#2 You forgot to pack Killtech's BuildingUpgradeChains folder again in your installer.

That's it for now...
 
A reminder about what you said way back, about getting rid of that Shortcut Reminder on by default:

Oh, he doesn't need the reminder. He changed the way the info is presented. How do I know? Revision 192 :). It is a surprise if you aren't going to test it but wait until beta6. Just know that Afforess already addressed it :D.
 
#2 You forgot to pack Killtech's BuildingUpgradeChains folder again in your installer.

Huh? It's working fine for me. Can you tell me how you are installing? Alternatively, delete the install script and redownload it to see if that fixes it.
 
Huh? It's working fine for me. Can you tell me how you are installing? Alternatively, delete the install script and redownload it to see if that fixes it.

I manually intalled Killtech folder so it is fine except for that annoying happiness/healthiness icons mess-up.

Anyway, what I did was:
  1. Compile a new dll
  2. Put that dll in Trunk/Assets
  3. Opened up the install script with InstallJammer
  4. Clicked on Build, then clicked on Build Install
  5. After it was built, I exited InstallJammer, and opened the exe and did the usual installation process over my fresh Rise of Mankind.
  6. I opened up a game and found that Killtech buildings weren't in the game so I went ahead and manually copy'n'paste Killtech folder. No problems after that except for the icons mess-ups.
For some weird reason, when I manually put in Killtech, I get icon mess-ups but get no mess-ups if I used your uploaded beta5 two weeks ago.
 
Oh, I think I know what's wrong. It's my fault. Grab the SVN update and check now.
 
Oh, I think I know what's wrong. It's my fault. Grab the SVN update and check now.

Sorry, was finishing up fourth season of Desperate Housewives...

Anyway, downloaded the new Install script and tried it. Worked! Thanks.
 
Revision 193:

#1 Orchard was built just fine on my apple resource. That's good news.

#2 Bad news: The overgrown fishing boat bug is still there.
 
Hey guys long time lurker first time poster...

Anywho.. I know I saw this somewhere but can't remember... just installed AND (and eff it went with the beta lolz) and now whenever I start BTS I'm getting the 'your machine is below recommended specs' crap... what's the problem and/or fix again? Thanks guys...



I am STILL having this EXACT same problem...


and I ALWAYS use a shortcut that automatically loads the RoM AND mod.


It also :):):):)s with my config file as well, as I set it to automatically load my profile, but instead it loads "Default Profile", and won't change my profile settings


While I'm at it, would putting new custom leaderheads/civilizations into packed files make the game load faster?
 
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