A New Dawn Beta Builds

Bug: when capturing a city, I wasn't given the option to raise or capture (no dialogue box) and I couldn't select any other units, end turn, or do anything.

Tiny former barbarian city? If yes, then it happen rarely.
 
thanks but there is much more than Atotoztli missing

When some language tags are missing, the game couldn't load the XML Files correctly, and you get a lot of buildings, units,... that don't have any names.
with 1.75beta, there was two tags missing in the Atotoztli file. correct them and all the other should be ok (it was for me and Snofru1 with the german version).

It still can be a problem with the Unique Units, that don't show correctly. I have still that problem, but as I don't have a clean install, it perhaps something wrong with my current install.
 

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Bug: when capturing a city, I wasn't given the option to raise or capture (no dialogue box) and I couldn't select any other units, end turn, or do anything.

Did you try the "click on the mini map" fix? I know that sometimes fixed that sort of freeze early on but maybe that was one the things fixed permantly.
 
The bug with the pacifist saves appears to get progressively worse. I now see the "Pacifist Peaceful Pacifist Pacifist Peaceful Pacifist Peaceful Peaceful Peaceful Spanish Empire" :eek:


In other thoughts the AI is much much better than before. around 1000BC I realized that I was at the top and increased the difficulty from Monarch to Immortal. I'm still on top but I'm really fighting for it (instead of crushing the AI like usual). I looked in the worldbuilder and the AI seems to be doing a decent job of developing cities properly, they're only 1-2 levels below mine. In the tech race I suspect that the AI is doing some massive tech trading (tech brokering is disabled) to stay with/ahead of me. I don't usually trade techs as the AI screws the player. I just turned tech trading off, so we'll see what happens next!
 
@ Afforess
Major bug with the Advance Economy component. Inflation from Hurry Production is not going down.

It's been 15 turns on Normal speed and it's only dropped from 263% to 260% Inflation from Hurrying projects. And that's 15 turns without hurrying anything at all. In the thread, I thought it said that the inflation from hurrying a building was supposed to drop off after 8 turns on epic and so forth...

I would expect it to increase 1% for each project hurried...but that 1% would drop off after 8 turns (on epic, sooner on faster speeds). But it would not compound...so if you go 8 full turns without hurrying anything the inflation should have dissipated (returned to 0)
 
@ Killtech:
Screenshots for you -- Industrial Era. 193 Turns in. Normal speed.
 

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First impressions (monarch difficulty):

1. Nice, when it comes to balancing. Some extrapowered building (i.e. University) cost you considerable penalty in :hammers: and :food:. It is also good that cities tend to get unhealthy. It is hard to counter it, which corresponds with reality.

2. AI is building wonders like crazy! I can't also keep up with techs. However it comes at the cost of military power and city growth. AI cities are usually small and grow very slowly. Lately I started a war against vice-leader in score chart and got almost no resistance. My two stacks (I use 20 units/tile limit) of trebuchets, arquebusiers and well promoted heavy swordsman are taking city after city.... AI seems to wait like a cow in butchery for my mercy. No counterattack, no mobile defense, nothing.....

3. Game's working very fast, and smooth at least so far (14 civs, huge map).

4. AI is offering 500-700 :gold: for 1 worker (happened 3 times so far). Sound like a great deal to me..... Questionable though

5. Diplomacy presents bigger challenge now, in comparison to 1.74. AIs are not friendly any more, I have to keep up the effort to maintain at least normal relations. Hard to get pleased or friendly attitude towards me....

6. Time scale is broken. After marathon has been expanded, you can get arquebusiers at 0 - 200 AD. As I remember the discussions, I don't want to stress this too much, but it is small inconvenience....

Pleas keep in mind that my remarks come after playing 1/3 of ONE game in 1.75 beta1 so some (or all :)) can be premature.
 
2. AI is building wonders like crazy! I can't also keep up with techs. However it comes at the cost of military power and city growth. AI cities are usually small and grow very slowly. Lately I started a war against vice-leader in score chart and got almost no resistance. My two stacks (I use 20 units/tile limit) of trebuchets, arquebusiers and well promoted heavy swordsman are taking city after city.... AI seems to wait like a cow in butchery for my mercy. No counterattack, no mobile defense, nothing.....

About military AI, yeah, it is starting to look like it is extremely hard for Afforess to find proper balance between supersmart teching and city building AI vs military AI. I panicked when AIs are consistently keeping up in techs with me but when I went to wars with them, I'm destroying them with laughably ease. So I'm changing my priorities of beta analysis. I now want to see AIs last longer vs me in time scale before I get Mercy Rule victory. If I get to Transhuman era without winning Mercy Rule of Mastery victory, then I consider this game well made. Of course, you are only playing beta1, and I'm only playing Revision 362. Who know what Afforess have in small improvements of balancing of AI :D.

So summary: YES THIS IS THE BEST VERSION EVER! The A New Dawn versions had improved ever since 1.55, with exception of a version or so. That's good news!
 
When some language tags are missing, the game couldn't load the XML Files correctly, and you get a lot of buildings, units,... that don't have any names.
with 1.75beta, there was two tags missing in the Atotoztli file. correct them and all the other should be ok (it was for me and Snofru1 with the german version).

It still can be a problem with the Unique Units, that don't show correctly. I have still that problem, but as I don't have a clean install, it perhaps something wrong with my current install.

Thanks I should have trust you at once !
I will punish myself : no CIV until midnight.
 
Going into turn 200 (on Normal speed, so industrial era), I've noticed a slowdown in game speed. I'm running on a top-end machine, and am used to some slowdown...but I think this has to do with barbarians.

When I went into WB, I saw there are Barbarian ships EVERYWHERE. It was quite surprising how many there were. I went through and deleted most of them, and sure enough, the turn speed was faster.

I don't play with aggressive barbarians, etc. But I've noticed that they seem to:
- Be more aggressive than usual
- Be in much higher numbers than usual
- And because I've explored my continent (and have no fog-of-war), I seem to be dealing with them less than the AI
- The AI players seem to have had growth stiffled due to barbarians

RECOMMENDED FIX:
- In Global defines, change the MIN_BARBARIAN_STARTING_DISTANCE to 4 (which should help).


As an aside (since I'm talking Global defines), I still recommend the following change (due to the 3rd radius tiles being worked by cities): change the MIN_CITY_RANGE from 2 to 3

When I've played that on my own custom games, the AI spreads out a little more, and don't run into growth limits when they get access to the 3rd ring of tiles.
 
Going into turn 200 (on Normal speed, so industrial era), I've noticed a slowdown in game speed. I'm running on a top-end machine, and am used to some slowdown...but I think this has to do with barbarians.

When I went into WB, I saw there are Barbarian ships EVERYWHERE. It was quite surprising how many there were. I went through and deleted most of them, and sure enough, the turn speed was faster.

I don't play with aggressive barbarians, etc. But I've noticed that they seem to:
- Be more aggressive than usual
- Be in much higher numbers than usual
- And because I've explored my continent (and have no fog-of-war), I seem to be dealing with them less than the AI
- The AI players seem to have had growth stiffled due to barbarians

RECOMMENDED FIX:
- In Global defines, change the MIN_BARBARIAN_STARTING_DISTANCE to 4 (which should help).


As an aside (since I'm talking Global defines), I still recommend the following change (due to the 3rd radius tiles being worked by cities): change the MIN_CITY_RANGE from 2 to 3

When I've played that on my own custom games, the AI spreads out a little more, and don't run into growth limits when they get access to the 3rd ring of tiles.

About city range...
It had been tried. Bad move. So no-no for city range change to 3. Don't believe me? Ask Afforess :).

As for barbarian range... See what Afforess say about its real function...
 
Question: did terrain damage got removed in 1.75?
 
dbl post sorry
 
Question: was terrain damage removed in 1.75?
 
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