A New Dawn Beta Builds

They are overspawning. I added some code that allows barbarian pirate ships to be filled with barbarian troops, if they can carry cargo, which is likely causing the problem. I've already limited the amount of spawning in rev 370.

I actually really like these new barbarian "marines" - it makes me pay a lot more attention to my coast line, and provides a use for the 'border patrol' automation.
 
I actually really like these new barbarian "marines" - it makes me pay a lot more attention to my coast line, and provides a use for the 'border patrol' automation.

Oh, I do too. I'm just going to tone it down a bit.
 
@ Afforess: hope you had a good weekend!

I was looking over the 370 REV -- did the edits you made to the upgrades also fix the bug with not being able to build more than 1 religion's temple? I didn't see it in the txt changes, but I haven't a clue how to fix that bug :)

I like the global defines changes to barbarians...I'll get you feedback this week on how it plays.
 
Just some small ones:
- derivatives uses the same icon as canal system
- Human Genom Project is a wonder and a project
- after upgrading all steel mills to modern steel mills, I can no longer build Eiffel tower

Great Mod
 
You mean Actual effects? They never lie. It may be that it replaces something or change the whole picture of a city itself. Repeat: Actual effects never lies.

They usually don´t lie, but in the case of barb wire they do. Just try out yourself, give yourself barb wire with world builder and compare the numbers. I did so in the accompanying picture.

E.g. beakers: Before: 227.70, after 221.40
Tool tip says + 29.4

It also wouldn´t make sense, there is no reason why barb wire should increase research etc.
 
They usually don´t lie, but in the case of barb wire they do. Just try out yourself, give yourself barb wire with world builder and compare the numbers. I did so in the accompanying picture.

E.g. beakers: Before: 227.70, after 221.40
Tool tip says + 29.4

It also wouldn´t make sense, there is no reason why barb wire should increase research etc.

That's because its lowering commerce :commerce:. You'll notice that not only did research go down, but so did culture, espionage and income. Buildings like gates and tollhouses decrease commerce. Regardless, you are correct that the tooltip is inaccurate.
 
That's because its lowering commerce :commerce:. You'll notice that not only did research go down, but so did culture, espionage and income. Buildings like gates and tollhouses decrease commerce. Regardless, you are correct that the tooltip is inaccurate.

I think you should try to read from tooltips of each individual affected bar and look for barbwire in the list before adding it to construct queue. Then add it and construct it. Then you can maybe see they are accurate or not.

Otherwise, yeah, I know what you are talking. I don't really attend that much to building's actual effects but rather to the specific info bar's listed effect. Take one of my city in my current game. I can construct Stonemason(sp?)'s Workshop there but the Hammers info bar don't include it in its list. That is what I mean: that info bar don't lie and even if Stonemason's Workshop normally add hammers, in that specific city it doesn't for some incomprehensible reasons. I see if the building is included in a specific (research, espionage, gold, maintenance, culture, hammer, food, healthiness, happiness) info bar and determine whether or not to construct from that, not from the building's actual effects itself.
 
Here is the savegame for Revision 373. Plus Formations. Nothing else installed.

The gold is now very easy to get. So can you analyze whether it is just my lucky start or something you need to balance?
 
I actually really like these new barbarian "marines" - it makes me pay a lot more attention to my coast line, and provides a use for the 'border patrol' automation.


I like them as well it really adds more depth to the game. However, I think they're too frequent and not enough of a threat. Scattered War Galleys and Brigantines attacking my coasts every other turn becomes a micro-management irritant to me. What I really enjoy is when larger fleets of barbarians attack me, forcing a massive naval mobilization. Perhaps the frequency of attacks could be lessened with the number of spawned ships increased? Also how about a "viking raider" event starting a period of massive seaborne barbarian invasions?
 
You mean Actual effects? They never lie. It may be that it replaces something or change the whole picture of a city itself. Repeat: Actual effects never lies.

I agree with some of the actual effects appearing to not be correct. For example, I had a supermarket report it's benefits as (+3 health, +1 food, +9 gold) but the actual effects were (+6 happiness, +8 health, +9 pollution, -1 food, +1 food, +1.25 gold, -3.15 beakers). Examples like this are frequent with most building types and are not harsd to find. I'm not saying that there is a bug with the actual effect report, it just seems to to not make sense a lot of times. On another note, the Theory of Evolution wonder can be built more than once.
 
Can we go back to Elephants being able to build roads?

I'd like that too, but iirc Aforress found that it was causing CTDs. Something about Worker_CombatUnit Tag. So he undid what Zappara had in RoM.

JosEPh

Edit: @Caverbud,
I agree wholeheartedly. Why should grocer for example give +2 :health: and +2 :yuck: ? What's the point?
 
They usually don´t lie, but in the case of barb wire they do. Just try out yourself, give yourself barb wire with world builder and compare the numbers. I did so in the accompanying picture.

E.g. beakers: Before: 227.70, after 221.40
Tool tip says + 29.4

It also wouldn´t make sense, there is no reason why barb wire should increase research etc.

Yep, I can confirm the issue. The actual effects is incorrect. (I believe the effect is being incorrectly negated. Debugging right now.)
 
Love the mod! Concerned with some of the bonuses and negatives from some buildings (ex. Why does Olympic Games reduce military production by 90%) but it's a much more challenging and in-depth civ game then normal.

Keep up the good work!
 
Love the mod! Concerned with some of the bonuses and negatives from some buildings (ex. Why does Olympic Games reduce military production by 90%) but it's a much more challenging and in-depth civ game then normal.

Keep up the good work!

It doesn't in Beta1. ;)

:cringe: :eek: :cry: The actual effects are incorrect?!? But they never lie! :aargh:

LOL... :joke: j/k -- good catch :goodjob:

Actually, the way the trade route income was calculated was totally wrong. (in the actual effects.) Had to change a bunch of it. It's working now... ;)
 
Afforess?
We tried 1.75 beta 1 in MP, and got OOS every 2-3 turn after playing about 50-60 turne with no problem.
Is there any reason for OOS in 1,75 compare to 1,74 ?
How should the folder look like?
"rise of manking - a new dawn in rise of manking" or can we put the "rise of manking - a new dawn" direct in the mod folder ?

Just for info, only OOS with 1,74 was when loosing a city to AI . . .
 
Dont know for sure if anyone has found this or not:


Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "CvEventManager", line 878, in onCityDoTurn
File "CvAdvisorUtils", line 677, in cityAdvise
NameError: global name 'Fale' is not defined

Spoiler :


if pCity.canTrain(eLoopUnit, False, False, False, Fale):




EDIT: @Afforess, PM me.
 
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