A New Dawn Beta Builds

Revision 196:
You destroyed border patrolling units' courage....

Joking aside, here is a bug.
My border patrolling units aren't attacking two invading barbarian warriors. Believe me, my border patrolling units have all advantages in their favor: roads everywhere [and only four cities so far so it is not that big empire yet], they are paired up (5 pairs of axemen, 5 pairs of spearmen, and 5 pairs of archers). Any of my patrolling units should had been to attack the barbarian warrior with ease.
 
@DRJ,

You aren't crazy, I've seen that twice, but every time I see it, it's been too late to debug. I'm on the case though. ;)

@Os79, compile a new DLL with the new revision I just added. Does it solve your problem?
 
About the new infiltrating button of the spy, ( which make the spy sleep in the enemy's city until he get full espionage addtion. ) you should awake the spy one turn earlier. Otherwise, the spy will waste one turn under the full espionage preparing addtion.
 
@Os79, compile a new DLL with the new revision I just added. Does it solve your problem?

Sadly, 199 sources are not savegame compatible with 196 so I will have to play a new game. I'll be back later with reports later.
Thanks :).
 
There won't be any further beta's. Sometime this week, I'm not sure when exactly, I'll post the official release. I've cleared my to-do list, even did some extra stuff, fixed the resource limit, improved the AI and hover text. I'm honestly not sure what's left for me to do other than get a game or two in to double check everything.

Well, as long as its in before Sunday... Monday and Tuesday are my days off this week and you know... civ demands full days' worth of attention.
 
There won't be any further beta's. Sometime this week, I'm not sure when exactly, I'll post the official release. I've cleared my to-do list, even did some extra stuff, fixed the resource limit, improved the AI and hover text. I'm honestly not sure what's left for me to do other than get a game or two in to double check everything.

Hey Afforess -- nice job with all the edits!! BTW, did you get all the revisions from Killtech into the final version? There was a lot of changes discussed on the building upgrades chain (a few that really were critical to game balance), and I think he was making revisions to a few places (like, for instance, his change to irrigation canals "broke" the pyramids wonder)
 
Hey Afforess, I reinstalled to newest revision (1.99)
ands still have the revolution bug at turn 1 (as it seems with every new game). Here is a initial save and a screenie from turn 1:

Spoiler :
attachment.php
 

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DRJ, I fixed it last night, but AT&T thought it would be cool to kill my DSL for a couple hours, so I went to bed. Uploading now. ;)
 
Great! Thx for info. The updating system is wonderful!
 
Isn't it? It took me a few weeks to get the hang of, but it makes thing much easier. And when I screw something up (happens all too often), I can grab the older version, and compare. ;)
 
If I'm updating the revision, (I finished with 200 about 2 hours ago) do I use checkout again? Is there another option I should use and do I use the same file from the first time or create a new one?
 
No. Right click on the folder you just created (with all the files), and select SVN Update. It will download only changed files.
 
No. Right click on the folder you just created (with all the files), and select SVN Update. It will download only changed files.

Thanks, I just finished doing the installer for 201 (I did it the long way) and pressed update to find there's 202 already.
 
Yes, nice, no revolution probs anymore but
the (as I read earlier) already solved Overgrown Fishing Boats appeared again. Is there a way to get rid of it somehow?

Spoiler :
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Thanks, I just finished doing the installer for 201 (I did it the long way) and pressed update to find there's 202 already.

Heh. :p

Yes, nice, no revolution probs anymore but
the (as I read earlier) already solved Overgrown Fishing Boats appeared again. Is there a way to get rid of it somehow?

Spoiler :
attachment.php

What, were they already there, or did they appear with the latest revision?
 
I don't know if they appeared with the latest revision, the game with that revision before I had not built a fishing boat (yet). All I know this one has it, if I play 28 civ huge earth and want to build a WB as Rome...

At least I am not defeated at turn 5 anymore :D


Can I edit it out myself? I searched in terrain etc but was unable to find a overgrown code. What is the overgrown concept anyway? Can I clear it with another WB? Is it in civipedia? Did find nothing :/

Ok I just updated to 202 lets see what happens :D
 
I don't know if they appeared with the latest revision, the game with that revision before I had not built a fishing boat (yet). All I know this one has it, if I play 28 civ huge earth and want to build a WB as Rome...

At least I am not defeated at turn 5 anymore :D


Can I edit it out myself? I searched in terrain etc but was unable to find a overgrown code. What is the overgrown concept anyway? Can I clear it with another WB? Is it in civipedia? Did find nothing :/

Ok I just updated to 202 lets see what happens :D
here's the original idea: http://forums.civfanatics.com/showthread.php?t=369555

so you see your fishing boats have been overgrown by (an invisible) forest.
 
Yes but it seems its overgrown in the map already when I start it. Can I play the map so forest can't spread on sea without changing in WB? It seems all fishing boats have been overgrown btw. And is there a way to "chop" the algues down with another workboat? That would be ok for me-.
 
I'm also getting the overgrown fishing tiles at the beginning, using the latest version.

I also managed to found both Confucianism and Islam when I discovered ceremonial burial - was running "choose religions" and "limited religions" options. I chose Confucianism, and apparently got Islam thrown in as a bonus. XD
 
Revision 202:
Still get Patrolling unit not attacking enemy units problem.
Let me be clear about this problem now because I saw specific bug in it...
Single unit will do its automated job just fine.
Stacked unit (paired axemen for example) don't do their automated job. To test this out, get your two axemen and stack them together, then have a barbarian warrior wander in your territory. You will see that the Axemen you paired up don't attack a single weak barbarian warrior.
 
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