A New Dawn Bug Reports and Feedback

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Ok, I'll post something when I get time to form a more detailed report. I was under impression that it was a common problems since I saw some other posters already report same thing (during beta 3), so I thought only to mention it. Since it does appear to only affect few players I'll make a more detailed report once I have enough time since my RL schedule got quite full recently.
It's not a huge bug so it's no rush and, first, I'd like to see if I get event markers on map as well. I did see them in beta 3 version but I have yet to see any in release version. If I really don't then I guess that 2 issues may be related. So I'll hold of posting anything untill for a short while. Or someone else nails what could be a cause of it. :p

At least some folks, as far as I know, had it fixed by changing Event Signs. Seems you didn't work for you. So it would be good to have a save ;) And remember that sometimes problems show up because you don't have the latest download or missed something in the steps, etc.
 
At least some folks, as far as I know, had it fixed by changing Event Signs. Seems you didn't work for you. So it would be good to have a save ;) And remember that sometimes problems show up because you don't have the latest download or missed something in the steps, etc.

I posted my save of of the same problem on the last page (114 i think). So if you would like to glance at it, maybe you could figure something out.

I'm wondering if it has anything to do with that I'm running Windows 7. I know I can't get multiplayer to work because of it, so maybe it has conflicts.
 
I don't know if this has been said before, but with whipping taken out of ROM, The Aztecs' UB is useless besides being a normal courthouse with 2/3 of the cost.
 
I think there's a problem with the mercy rule option, I've attached a save 117 turns into an Epic game, and in four turns, someone's going to win. I don't think someone could amass twice the score of all other 8 civs in that time.

Installed Components:
{Required Files} {Military Civics} {Beautification Project} {Castle Improvements} {Ice Breaker} {Ideology Civics} Meteorology {Realistic Diplomacy} {Seafaring } {War Prizes} Arctic {Larger Cities} Forestation {Sea Tunnels} Terraforming {Lead From Behind} {Event Images} Sports {Civic Buildings} {Early Buildings} ANM {Historical Wonders} {Better RoM} Guilds {Modern Corporations} {Blue Marble Terrain} {Improved Artwork} {Civic Diplomacy} {Trading Posts}

Install Type:
Custom

Version:
1.73

Install Directory:
C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind

Windows Version:
Vista
 

Attachments

Hey Afforess, right now I am playing a 1.73 game with 15 units max/tile it seems not to cripple AI, quite a lot going on. Some Cities have 15 units/garrison, though and if I try to move my unit at the city to attack it, I can't as it would corrupt the max/units rule. Also, moving a worker stack of 10 thru a city with a garrison of 6 isn't possible without it being split up and one worker remaining outside the gates. Could workers maybe be cut off the rule? And could the rule maybe mean like 15 horse / infantry / ships each, not 15 all together?
Another thing I watched was that the AI likes to build Forts now, only 1 tile from its city, to station the newly produced units (if city is already full) there.

One more thing: A Catapult was worth Democracy + some gold to the AI - it really offered me that for one catapult. When I neglected and tried to redo the deal by offering the catapult the AI wouldn't give a tech + gold anymore. The price for buying units without getting said "offers" feels right now, nevertheless.

One more idea: could buildings/units cost population points? Could there be fractional population points, meaning that a Population only can work 7 tiles if a cities fractional population would be 7,8 after a horse unit has been produced and maybe 7,5 if an infantry was build if the worth before was 8? If a unit was deleted inside a city it could add 0.2/0.5 population.... A "sacrificial altar" could, for instance cost 0.5 population every 70 turns or something like that - and/or a draft office maybe!

I really like the idea that you made the "villa" -:food:/turn thats the right direction, I think!
 
Thanks toddy, checking it out.

I don't know if this has been said before, but with whipping taken out of ROM, The Aztecs' UB is useless besides being a normal courthouse with 2/3 of the cost.

Added to 1.74 todo list.
 
Just checked it out Toddy; it's because the calculation ignores Minor Civs. I've made an exemption for Start as Minor Civs, and will release a fix in Patch D. For now, turn off Mercy Rule.
 
One more thing: A Catapult was worth Democracy + some gold to the AI - it really offered me that for one catapult. When I neglected and tried to redo the deal by offering the catapult the AI wouldn't give a tech + gold anymore. The price for buying units without getting said "offers" feels right now, nevertheless.

Next time it happens, upload an autosave from right before, so I can watch the calculations. I haven't seen abnormal behavior in my game.

One more idea: could buildings/units cost population points? Could there be fractional population points, meaning that a Population only can work 7 tiles if a cities fractional population would be 7,8 after a horse unit has been produced and maybe 7,5 if an infantry was build if the worth before was 8? If a unit was deleted inside a city it could add 0.2/0.5 population.... A "sacrificial altar" could, for instance cost 0.5 population every 70 turns or something like that - and/or a draft office maybe!

Sounds really complex... IDK.
 
Hello Everybody.

I've been having a chain of problems with Civ 4 (Using this mod) I was able to fix all but these. Ps. I am running Ubuntu 10.04 and the newest version of wine , 1.1.43 I think.

Whenever I would start a new civilization to play it would crash the second it loads with no visible error. I've reinstalled ROM ND several times and it doesn't help. NO I WILL NOT REINSTALL CIV 4!

Next I just restarted my computer and it has been freezing at init python now.

Last I am still unsure how to solve the black terrain if it happens, it happened on another computer I had on ubuntu. a chain of problems with Civ 4 (Using this mod) I was able to fix all but these.

PLEASE HELP! I've been looking for solutions for a HUGE string of problems trying to get Civ 4 to run for the past 2 weeks!
 
First off, you do realize that there is no official support for Unix enviroments, correct?

Anyway, I got RoM & AND to work on Ubuntu a while back...

First question, can you play BTS unmodded?
 
It's odd, I really can't tell now because It won't let me past the splash screen thingy and it tells me to terminate the process eventually.
 
I suggest that you try to go into WorldBuilder and create AI army of about 3 or so Mailed knights and your own army of one musketeer. Now attack that stack of 3 Mailed Knights. Just to be absolute sure you will catch the bug, let there be roads on both tiles they are on.

The bug:
When the musketeer attack ONE! Mailed Knight, the first knight might or might not succeed in withdrawing. When it does, the next Knight step into the fight and attack the musketeer!

That was what happened to me last night. Next time, I'm sure to create a savegame for you if I am in the same situation again.
 
Anyone reported already, that "flexible difficulty" works no matter I check it or not when setting up a game? No save and log though..... I'm pretty sure I installed everything properly.

EDIT: it seems so :) nevermind

EDIT2: now I'm really confused, as I checked the setting panel again, only to see that there is a "increased difficulty" ;)
 
Anyone reported already, that "flexible difficulty" works no matter I check it or not when setting up a game? No save and log though..... I'm pretty sure I installed everything properly.

EDIT: it seems so :) nevermind

EDIT2: now I'm really confused, as I checked the setting panel again, only to see that there is a "increased difficulty" ;)

If flexible difficulty shows up in custom game options, you're using an old version and buggy beta. Update to the newest from the main download page and install patch C.

As for increased difficulty -- that's another option which will increase the difficulty even if you're doing badly.
 
Feedback: At first I was intrigued by the idea of the asymmetrical border expansion, but now I realize it's brilliance in that it gives previously pointless buildings like Reflecting Pools a higher purpose.


Also, this may be too much of a strain on the game, but did anyone think of the idea of having official languages for civilizations? Similar languages in-game could make for easier diplomatic relations with civilizations
 
Afforess, an old bug has resurfaced. The Adam Smith's Trading Company wonder doesn't show a tooltip when hovering over it in the city screen. I've seen it before, but noticed you had fixed it (or it had gone away). Not a huge deal, but weird when hover over works with the civilopedia entry for it.

Edit: and now it works fine...:confused:
 
Wouldn't official languages simply be like another type of religion?
 
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