A New Dawn Beta Builds

What? No. All in all, it was like 10 lines of code.


Anyway - For Civ5, I for my part, I will be doing what I do best. Not adding new content (buildings, units, improvements, etc...), but adding new features (Advanced Diplomacy, Dynamic XP, Realistic Corporations). The features are what's really fun for me. I'll leave the content to those who like doing that, like Zappara, and I'll be willing to add new features (new XML tags) for that content to boot. ;)

After watching the livestream, the first thing I thought was, gee, I bet he wishes he had Advanced Unit Automations, so he could send that Brute out to pillage barb encampments while he payed attention to more important matters. Then, when he met Hiawatha, I was like, what, no unit trading? :lol:

Basically, AUA and AD are my first two civ features. While watching, I also realized how much of the back end SDK is probably similar to the current setup. In fact, it's probably simpler now, because unit grouping is gone. :p

Let me clarify myself once more:

#1 I know you can add the modcomp if you want to easily, OK?

#2 What I was saying, will or will not you add the Air combat Experience Modcomp to AND? Does it fit with it or no?

Just wanted to be crystal clear on that :).

And on the topic of Civ5, [what is the emoticon text for it anyway?] Yay! on you creating a Civ5 AND :D.
 
it seems like a bug - but unsure if it's a feature. when i start a new game, with advanced start with about 9k points... i grab ritualism, the one that gives stonehenge, and the one that gives hinduism, a settler, workers, and a population point in my one city. all is great until i end first turn, then city radius sky rockets out, and my culture rank goes to the one right before the rank that gives 3 area large cities. according to the advancement bar, i will advance to the rank where i can have 3 radius city squares in 22 turns.

when mousing over the status bar, i see i am getting culture from things my city hasn't built. in this case, a WW.

so... is this a bug, or the result of some feature i have turned on. (i have just started playing your awesome mod and really unsure)

i can email you a save game later today if it is needed, i don't see the option on this forum to upload a file

thanks! and bravo on the mod!
 
I think you will find the bottom ones are suggestions of what you can build to further improve your culture output.
Does the same on happiness and healthiness.
 
wow i never noticed that - thanks!

in regards to the 1st city's huge cultural border after the first turn - bug or feature?
 
If its your first time, you sure you didnt click the automate button on the advanced start screen?
Cos that would try to improve your cities using any money you have left, which would involve doing things like building buildings and improving your culture (9k advanced start sounds like a lot if you arent going for one of the later ages, i usually start with 350, that gives 2 cities and a handful of units, or 1 built up city and a few techs)
 
I went ahead and checked the early starting point allocation. i remember using the default number given when choosing an early start. the first tech was like 800, the second was 1400 and the 3rd tech i grabbed that gave Hinduism was like 1800 points. all said and done, after my 1st city and 3 techs, i was left with 3400 points which i used for a settler, workers, and city buildings. (numbers are estimated and by memory)

edit: the large numbers for the early start is because i am eternity speed setting i guess and cost of techs and production is so much higher. i always started with 5k in RoM. i dont see how 350 would buy anything. maybe map size has to do with it too? i always play gigantic or giant. err forget names, but the 2 above huge.

the cpu had no points left to increase culture automatically. i have done 3 starts now and this happens each time.

here are SS's. i still have the save.

http://www.flickr.com/photos/31772793@N00/4991852542/

http://www.flickr.com/photos/31772793@N00/4991852432/

edit: started a new game... figuyred i ought to add this as well. i don't know how to upload a save.
http://www.flickr.com/photos/31772793@N00/4991293711/

i hope this helps. let me know how else i can help.

edit: i went ahead and started playing this game... i founded my 2nd city with the settler i bought in early start. culture started at the impressive level as reported in city status screen, but cultural border was only directly around the city (like it should be)
 
Your savegame can be found (default speaking) xxxx/My Documents/My Games/Beyond the Sword/Saves/Single.
 
I really didn't want to mention the date problem, but in my current game (1.75 beta1, monarch, marathon speed) everyone has destroyers at 1250 AD.... I understand it is due to fact that marathon was extended. Anyway, maybe there is a chance to adjust this......
 
Dates might not be easily adjustable really. In civ3, I modified the year increments go up to 20-50 year turns during the "Middle Ages" years and then drop to 5 and then 2 and 1 years to make it all "match" well.
 
Hi
is it me or the "airport icon over the city bar" options does not work? Since the first time it was implemented I have never seen this working? :)
 
we did get more OOS this time with Beta 2 than with 1.
Strange but true.
With Beta 1 we played with Terra, with Beta 2 with Island . . .
Anyway no problem on reload or reconnect of OOS players
 
Encouraging Anti-war Rallies, and thus causing one turn anarchy with ten spies available to me cause the game to be disappointingly easy.
 
Hi
is it me or the "airport icon over the city bar" options does not work? Since the first time it was implemented I have never seen this working? :)

It *should* work, but you're right, I've never tested it.

Encouraging Anti-war Rallies, and thus causing one turn anarchy with ten spies available to me cause the game to be disappointingly easy.

10 times in a row, or in 10 different cities. If you did them in the same city, I should make cost scale for that mission exponentially.

I really didn't want to mention the date problem, but in my current game (1.75 beta1, monarch, marathon speed) everyone has destroyers at 1250 AD.... I understand it is due to fact that marathon was extended. Anyway, maybe there is a chance to adjust this......

Feel free to create your own modmod to fix it. The date is highly variable. You may find that you get the date to line up with Marathon speed and large maps, but that the date goes out of whack with standard or huge maps. ;)

I went ahead and checked the early starting point allocation. i remember using the default number given when choosing an early start. the first tech was like 800, the second was 1400 and the 3rd tech i grabbed that gave Hinduism was like 1800 points. all said and done, after my 1st city and 3 techs, i was left with 3400 points which i used for a settler, workers, and city buildings. (numbers are estimated and by memory)

edit: the large numbers for the early start is because i am eternity speed setting i guess and cost of techs and production is so much higher. i always started with 5k in RoM. i dont see how 350 would buy anything. maybe map size has to do with it too? i always play gigantic or giant. err forget names, but the 2 above huge.

the cpu had no points left to increase culture automatically. i have done 3 starts now and this happens each time.

here are SS's. i still have the save.

http://www.flickr.com/photos/31772793@N00/4991852542/

http://www.flickr.com/photos/31772793@N00/4991852432/

edit: started a new game... figuyred i ought to add this as well. i don't know how to upload a save.
http://www.flickr.com/photos/31772793@N00/4991293711/

i hope this helps. let me know how else i can help.

edit: i went ahead and started playing this game... i founded my 2nd city with the settler i bought in early start. culture started at the impressive level as reported in city status screen, but cultural border was only directly around the city (like it should be)

Really Strange. I'll be sure to test your save and try to reproduce the issue.
 
Umm, i donno if this is working as intended :)
 
I sent ten spies just to make sure at least one survive long enough to gather intel, then sit until my army get there, then bingo, click away their defense percentage and I'm off to next city.

In history, even if there was anarchy in a city, it wouldn't had caused a city to fall overnight to the army unless the spies aggressively seized control of gates, so to speak.

That scenario above is hard to emulate in Civ4 engine, so why not just leave out causing anarchy from any spy mission?
 
I sent ten spies just to make sure at least one survive long enough to gather intel, then sit until my army get there, then bingo, click away their defense percentage and I'm off to next city.

In history, even if there was anarchy in a city, it wouldn't had caused a city to fall overnight to the army unless the spies aggressively seized control of gates, so to speak.

That scenario above is hard to emulate in Civ4 engine, so why not just leave out causing anarchy from any spy mission?

*shrug* I just bring a ton of siege equipment.

But then, I love pretty explosions. :mischief:
 
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