A New Dawn Beta Builds

Not a "bug" -- when I have missionaries on automatically spread, and I have multiple continents connected via sea tunnels, the missionaries won't "look" for other cities off the continent in which they should spread to.

I believe this is part of the speed increases you coded (e.g., limiting how far away units look while automated), but it's definitely a slight annoyance -- so thought I'd throw it out there to see if you have any magic that might fix it (being the coding wizard you are!) :D

Thx!
 
No, I never modified Auto-Religion spread behavior. The problem is the auto generated paths code is in the EXE, and I can't update it to reflect the movement on sea tunnels.
 
I'm 44 turns in on Beta 6 with the gamecore additional download.

I have not researched bronze working so cannot chop down forests. My worker is on a forest tile next to a river and has the option to irrigate removing the forest.

Is that a bug or not?
 
Intended. If you look at the hover text, you will not receive any production from clearing the forest. Once you learn bronze working, you get production from clearing.
 
I changed my mind, and released Beta6. We are still on the eve of an official release, but I'm waiting on others to tie up loose ends.

Beta 6 Changes:
  • Added 200 New Great People Names

Enjoy!

Do you have pictures and quotes for these so I can continue to merge the Great Person mod with RoM with AND? I suppose I could just do it for RoM.:mischief:

Not a "bug" -- when I have missionaries on automatically spread, and I have multiple continents connected via sea tunnels, the missionaries won't "look" for other cities off the continent in which they should spread to.

I believe this is part of the speed increases you coded (e.g., limiting how far away units look while automated), but it's definitely a slight annoyance -- so thought I'd throw it out there to see if you have any magic that might fix it (being the coding wizard you are!) :D

Thx!

Build airports - they know how to spread to your cities on other continents by air when automated.
 
Do you have pictures and quotes for these so I can continue to merge the Great Person mod with RoM with AND? I suppose I could just do it for RoM.:mischief:

No, but they are mostly stolen from the Great Person mod anyway, so the pictures and quotes should already exist. ;)
 
Revision 209:

The maps seem punishing when it come to copper/iron but I think I may survive this game :lol:.

The dividing of commerce hover-over into research, espionage, culture, and gold is just perfect! You should consider giving EmperorFool this code for his BULL just in case there are other mods that have extensive commerce producing buildings like this mod :). I love it. Simpler to understand and no longer need to worry about creating new info bar for commerce.

No CtD that some people had reported so far. Dunno if I have to add new dll for Revision 209.

Otherwise, nice game :).
 
Up to 1790BC and no CTDs like others.

I was surprised to find a Wonder Pyramids and a National Pyramid.

So removing forest when building Workshop, Cottage, Trade center, and Watermill are here to stay? :(

Much harder to find Iron, copper and salt. Plenty of stone though. Corn is abundant but wheat is sparse.

Hinduism 1st Religion founded, I was researching Mysticism at the time which was my 4th tech. Started with Ritual, Hunting, Stone Tools, Mysticism and then Ceremonial Burial which allowed me to found Kemetism. (forgot to right the date down :/ ) 3440 BC Zoroastrian founded, and was beaten out for Judaism (monotheism buy the Ethiopian @3260BC 3 turns before I would have founded it. :p

Barbarians! I don't have raging Barbs on but I swear they are coming out of nowhere in stacks as high as 7 units! They started showing up in pairs after I founded my 4th city ~4000BC. I don't have Stack Attack checked on either so I'm not sure how they are doing it. Maybe I don't understand the "Stack Attack" concept.

Now that you have to have a resource in a city's radius to get buildings we used to get Empire wide is also a big adjustment to take. I finally got to build Jewelry in my 1 city that has Obsidian, but can't anywhere else. That bites the economy in the butt! I'm building anything and everything that produces even a partial gold and can only keep my research slider at 80%. If I had been able to build cities at the rate I normally do (barbs are keeping me in check) I would be running at 40% 0r less. That's how it was with Beta 5 games I played.

I don't have the most cities or the strongest forces but by trading and keeping the research slider at 80% I do lead the tech race. But not by much.

This is a Noble level game on Epic Speed with 7AI on a Giant Balanced Map.

JosEPh

They had Axeman before I did (that rare copper and iron thing now from that modmod that was added in several versions back). I just got axemen @ 1970BC when I founded my 7th city that had an iron resource in it's initial 9 tile radius.
 
Lots of good changes! I really love the show actuals now -- very helpful. Also, I had been noticing in Beta5 that there were these weird "pauses" when some actions occurred (e.g., spread religion). Not sure what you did, but it's running MUCH faster :D
EDIT: REV 210

However, Pyramids Wonder is still frustrating. Pyramids Grants "Free Cornhouse in Every City" and +Food from river tiles in that city.

If you have Granaries built in your cities, and you build the Pyramids, you get this free cornhouse which replaces granaries (including those you've already built)

A couple of issues arise:
- First, Granaries are now in all my cities queues again suggesting it's an "upgrade" over the cornhouse (even though I already built granaries in these cities)
- Second, the Granary gives +1 Happy with Charity (which you don't get with cornhouse)
- Third, now you have to build the granary (which I already did) to replace the cornhouse to get access to the upgrade Bakery.
- Fourth, the building upgrades screen shows the upgrade path as Granary > Cornhouse > Modern Granary??
- EDIT: Fifth, It doesn't appear as though new cities are getting the "free cornhouse in every city"?

I don't think I completely get what was intended with the massive changes to Pyramids. In it's current form, it's a combination of OP'd and "huh?"

Recommendation: Add back in irrigation canals in their original format (not the River Regulation), and make it so irrigation canals can only be created via the Pyramids Wonder (Killtech thought irrigation canals as a general upgrade were OP'd -- but instantly building a granary-like structure in every city is even more OP'd...)
 
I don't understand why Pyramids are being associated with rivers or with food or granaries or any of that sort. Why because the Egyptians built them and they are next to a river that grew stuff?

The Aztecs built pyramids too....

Point is what is a Pyramid (an Egyptian one) Its a big Tomb, and monument to the current ruling dynasty. If your going to give it bonus make it related to that. Maybe a free graveyard in every city instead, forget about this food and river nonsense. (Graveyards however in their current form are rather crappy, too much maintenance cost for such a thing, especially would not want it forced on me via a wonder in every city, driving up costs.)
 
Hinduism 1st Religion founded, I was researching Mysticism at the time which was my 4th tech. Started with Ritual, Hunting, Stone Tools, Mysticism and then Ceremonial Burial which allowed me to found Kemetism. (forgot to right the date down :/ ) 3440 BC Zoroastrian founded, and was beaten out for Judaism (monotheism buy the Ethiopian @3260BC 3 turns before I would have founded it. :p

When I said I "fixed" the religious teching AI, I meant "It's going to be impossible to ever ever ever get a Holy City again." The best part, the AI isn't cheating. You're losing fair and square. :p

That said, I had to move down from Monarchy to Prince on my latest games. I had 2 cities on a raging barbs/Barbarian world game, and then my capital got steamrolled by a stack of barbs, and I stood no chance.
Barbarians! I don't have raging Barbs on but I swear they are coming out of nowhere in stacks as high as 7 units! They started showing up in pairs after I founded my 4th city ~4000BC. I don't have Stack Attack checked on either so I'm not sure how they are doing it. Maybe I don't understand the "Stack Attack" concept.

Stack Attack (the option in the graphics menu) is only a graphical option that makes it seem like your stacks attack all at once (the game actually plays out the same). Anyway, the Barbs are really strong because Jdog heavily rewrote their AI, to favor grouping into raiding stacks.
Now that you have to have a resource in a city's radius to get buildings we used to get Empire wide is also a big adjustment to take. I finally got to build Jewelry in my 1 city that has Obsidian, but can't anywhere else. That bites the economy in the butt! I'm building anything and everything that produces even a partial gold and can only keep my research slider at 80%. If I had been able to build cities at the rate I normally do (barbs are keeping me in check) I would be running at 40% 0r less. That's how it was with Beta 5 games I played.

Yes, I found that the games seemed nearly perfectly balanced. I wasn't drowning in debt, but wasn't running the slider at 100% forever.
I don't have the most cities or the strongest forces but by trading and keeping the research slider at 80% I do lead the tech race. But not by much.

This is a Noble level game on Epic Speed with 7AI on a Giant Balanced Map.

JosEPh

They had Axeman before I did (that rare copper and iron thing now from that modmod that was added in several versions back). I just got axemen @ 1970BC when I founded my 7th city that had an iron resource in it's initial 9 tile radius.

Good luck with your game. I'm interested in your results.

However, Pyramids Wonder is still frustrating. Pyramids Grants "Free Cornhouse in Every City" and +Food from river tiles in that city.

If you have Granaries built in your cities, and you build the Pyramids, you get this free cornhouse which replaces granaries (including those you've already built)

A couple of issues arise:
- First, Granaries are now in all my cities queues again suggesting it's an "upgrade" over the cornhouse (even though I already built granaries in these cities)
- Second, the Granary gives +1 Happy with Charity (which you don't get with cornhouse)
- Third, now you have to build the granary (which I already did) to replace the cornhouse to get access to the upgrade Bakery.
- Fourth, the building upgrades screen shows the upgrade path as Granary > Cornhouse > Modern Granary??
- EDIT: Fifth, It doesn't appear as though new cities are getting the "free cornhouse in every city"?

I don't think I completely get what was intended with the massive changes to Pyramids. In it's current form, it's a combination of OP'd and "huh?"

Recommendation: Add back in irrigation canals in their original format (not the River Regulation), and make it so irrigation canals can only be created via the Pyramids Wonder (Killtech thought irrigation canals as a general upgrade were OP'd -- but instantly building a granary-like structure in every city is even more OP'd...)
Yeah, these changes are part of the reason why I haven't done an official release yet. I'm probably going to roll these back to the old way they were.
 
Wow I see you dont like early warfare. I went to war and everyone quit talking to me and have not for over 300 turns now. Is there a faster way to make the "you are treachorous" go away or better yet what can I change to remove it all together. Also as soon as I meet certain civilizations I have the "close borders spark tension" show up even though they are on other side of continant.
 
Playing beta 6:
Random Event hurricane destroyed my Elder Council, but it seems I'm unable to rebuild it...bug?
 
I don't understand why Pyramids are being associated with rivers or with food or granaries or any of that sort. Why because the Egyptians built them and they are next to a river that grew stuff?

The Aztecs built pyramids too....

Point is what is a Pyramid (an Egyptian one) Its a big Tomb, and monument to the current ruling dynasty. If your going to give it bonus make it related to that. Maybe a free graveyard in every city instead, forget about this food and river nonsense. (Graveyards however in their current form are rather crappy, too much maintenance cost for such a thing, especially would not want it forced on me via a wonder in every city, driving up costs.)

So the original Pyramids (referring to the Great Pyramids in Egypt) in BTS enabled all government civics. Didn't make a lot of sense since you don't exactly equate Ancient Egyptians with modern governments like Democracy.

In ROM, Zap made it so Pyramids acted like a granary in each city (Egyptians were known for their granary silos and being very smart with food management). That ended up being overpowered, so I think he then changed it to Irrigation Canals (Egyptians were very good at using the Nile--better than a lot of other ancient Civs at this point in history).

So the wonder is not referring to any pyramids, nor the pyramids itself as so much as referring to the measurement precision of the Egyptians to predict the tides, harvest, etc. to very effectively stretch the little resources they had. And it was that same focus on measurement and precision that allowed them to build the pyramids.

At least, that's how I understand it :D All-in-all, there wasn't anything wrong with them before, I think they were broke by accident during the building upgrade process, and it's an easy fix to revert them back to how they were...
 
Playing beta 6:
Random Event hurricane destroyed my Elder Council, but it seems I'm unable to rebuild it...bug?

Are you sure that isn't because you built the School of Scribes, or some later building in the upgrade path?

Nice tip! Do they transfer workers too??

Yes.

Wow I see you dont like early warfare. I went to war and everyone quit talking to me and have not for over 300 turns now. Is there a faster way to make the "you are treachorous" go away or better yet what can I change to remove it all together. Also as soon as I meet certain civilizations I have the "close borders spark tension" show up even though they are on other side of continant.

Has nothing to do with Early Warfare. If you attack your friends, all the AI's will see that you are willing to betray your own friends and not deal with you at all. Rule of Thumb - Don't backstab your friends. (The AI will only see that you backstabbed your friends if are playing with Ruthless AI, BTW)
 
I can understand that but they were both only cautious since I hadnt research writing to be able to have open borders or embassies. So I guess to avoid it they have to be annoyed with me before I declare on them.
That's nice having it the game but the "you are treacherous" should only apply if you attack civs that are pleased or are friendly to you.
 
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