A New Dawn Bug Reports and Feedback

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Any chance of giving the user the option to disband a city upon it being given to you due to culture flipping? Vanilla BTS gave the player the option to either accept or disband the city. Its pity its been removed in ROM... Now I have to go into worldbuilder to delete the city which causes my game to CTD half the time due to memory issues :(
 
Hi! Is there any way to to get working the Static Leaderheads module??:confused:

I have constant MAF with the damned CTD in my game mainly when loading leaderheads for diplomacy, and it's suggested in RoM readme that in that case implementing this module could avoid this. But the Static module included doesn't work, get CTD before starting, so... Can I add all the leaderheads that are not included and then it will work? Or simply never will work, it's outdated? Thanks.

Are you starting a new game or loading a savegame? Or is the CTD before Civ IV even loads (not the savegame)?

If you're trying to just switch to static leaderheads in the same save, you could be hitting a module loading issue. If it's for a new game, though, then it's definitely a bug.
 
Are you starting a new game or loading a savegame? Or is the CTD before Civ IV even loads (not the savegame)?

If you're trying to just switch to static leaderheads in the same save, you could be hitting a module loading issue. If it's for a new game, though, then it's definitely a bug.

Oops, it's trying a savegame! So must I be afraid that the static module cannot be implemented in a previous savegame? :blush:

I didn't try it in a new game, I would try to run it so not to loose all my marathon savegame, starting again would be a heavy lot of time... :sad:

So the questions would be: could be enabled in mid-game? and anyway, how to do it for all the leaderheads?
 
Any chance of giving the user the option to disband a city upon it being given to you due to culture flipping? Vanilla BTS gave the player the option to either accept or disband the city. Its pity its been removed in ROM... Now I have to go into worldbuilder to delete the city which causes my game to CTD half the time due to memory issues :(
Press Alt-A.
 
Oops, it's trying a savegame! So must I be afraid that the static module cannot be implemented in a previous savegame? :blush:

I didn't try it in a new game, I would try to run it so not to loose all my marathon savegame, starting again would be a heavy lot of time... :sad:

So the questions would be: could be enabled in mid-game? and anyway, how to do it for all the leaderheads?

Yeah, adding most (if not all) modules changes too many resources, I think. If you don't want to lose your game, you can find your saves in (My )Documents/My Games/Beyond the Sword/Saves/. There you can backup the entire directory, just the sub-directories, or just the specific files you want to keep.

Then you can start a new game and see if the game still CTDs on you. That way at least you can test if static leaderheads really does fix things for you without losing your old games.
 
In my experience, if you move either Static LHs or NoBuildingGraphics modules to Modules, you WILL, without a doubt, break a savegame. Technical explanation: it adds new xml or something like that. Afforess can explain it better but you may get the idea. So any time you add in new xml file, in general, you will lose the savegame. There are exceptions to the rule, though, but I'm not experienced enough to tell you these :).
 
Would it be possible to move "establish embassy" up to the top of the diplomacy window? Its a bit of a pain to scroll down to it every time especially when playing with aggressive or ruthless AI on.

It also seems that the threshold for the AI to agree is a bit high. In my current game only a few civs will have an embassy with me. It makes me feel a bit like North Korea. ;)
 
You know, this is a hard and tricky subject, cause it is hard to define what "no reason", "neutral", "friendly" exactly mean.

I think there is a problem with AI going into war for a cheap price of a tech, or two. I suggest there should be a certain level of positive relations ratio (+8? +10?) where bribing for war against us (and no other CIV) would be simply impossible. In case of lower ratio, the price should be certainly higher. Other way, there is no sense of relations building.

Interesting that this problem concerns mainly the bribing - friendly AIs don't go for war with us without the encouragement of third side. That comes at least from my experience.




This is relevant to my game and interests.


When I say "Total War"-like AI, I really mean it, as a fanatic Total War game player. The major difference, though, is that the game never tells you when another faction bribes a neutral faction to go to war with you---though you know it's possible because you can actually do that with others.


But the AI in almost all the Total War games (except Empire, which is far more pliable with diplomacy) makes diplomacy pretty much completely useless. About the only thing that can be assured is that neutral factions will agree to trade relations with you.

Everything else is pretty much window dressing---you won't get an alliance out of anyone without some heavy-duty sacrifices on your end, and even then it won't mean jackshit 10 turns later when they decide you have 50 cities, they have 14, you have 7 full-stack armies, they have 2 and a half, and they decide to besiege your capital in London or Rome because declaring war doesn't auto-move hostile forces out of your lands, while your armies are off in Scythia or Morocco, 5 years away.



It's the same situation now in AND1.73 since I don't know when, maybe since 1.71 or so. Diplomacy is pretty much pointless. I know I can almost always get an Embassy and Open Borders established, but beyond that, they're just as likely to go to war with me and suddenly have 2 full-stacked armies on my borders after 1000 years of peace and mutual religious, military, and trade relations as they are to surrender themselves to me as a vassal state.

It's not worth it anymore. Flexible difficulty set me to Immortal difficulty a long-ass time ago and has never returned to lower it.

So I've just gone into World Builder to give myself huge armies just so I can survive without losing half my colonies because 12 of the world's 20 civilizations are at war with me because I took Mansa Munsa as a vassal while he was at war with Bulgaria, who then bribes BUTT:):):):) EVERYONE to go to war with me and the only people NOT at war with me are barely city-states themselves, or have peace treaties with me because I just finished ending a brief war with them a few turns ago.
 
I second that. Please revert to the old city naming scheme while using personalized maps.

Making it an option would be great. Personally, I love the new naming scheme - makes each game world feel much more original to me. Now, if only we could rename the AI civs... :D

Also, I can confirm the issue with the "autoexplore" function not working. It just causes the unit to go to a certain part of the map, and then go around in circles indefinitely.
 
Report on 1.73F:

#1 You forgot to remove "No Military Unit Trading" in RoMSettings

#2 The unchecking of box for "Can Trade War" in Diplomacy tab doesn't work. The AI still demands that I go to war with another civ.

#3 You have one weird txt errors for Builds in RoMSettings tab.
 
The AI is really hitting the damn pits in terms of sheer stupidity.

I do not have any Ruthless AI or anything enabled, and yet EVERY SINGLE CIVILIZATION in the game has gone to war with me at least once for no reason. There is a civilization in the game that is Friendly with me, extremely close ties, mutual military struggle, same religion, everything.

Next turn, they're EASILY bribed to go to war with me.


That's the second time something like that has happened in the game, and maybe the sixth or seventh time a neutral or friendly civilization was bribed to go to war with me.

I just checked, and it looks like I forgot to check to see if the AI were willing to be bribed before going to war. I'll fix that in Patch G.

Would it be possible to move "establish embassy" up to the top of the diplomacy window? Its a bit of a pain to scroll down to it every time especially when playing with aggressive or ruthless AI on.

Sure.

Making it an option would be great. Personally, I love the new naming scheme - makes each game world feel much more original to me. Now, if only we could rename the AI civs... :D

It is an option.
Also, I can confirm the issue with the "autoexplore" function not working. It just causes the unit to go to a certain part of the map, and then go around in circles indefinitely.

Can not confirm, explorers work fine automated for me. Anyone have a save they would like to share?

Report on 1.73F:

#1 You forgot to remove "No Military Unit Trading" in RoMSettings

#2 The unchecking of box for "Can Trade War" in Diplomacy tab doesn't work. The AI still demands that I go to war with another civ.

#3 You have one weird txt errors for Builds in RoMSettings tab.
Okay, I see everything other than 1...
 
Uh, no I didn't. None of those bugs are in patch F. What did you install?

Just that, patch F over my old RoM 2.91/AND 1.73E.

But please do check the bug about AI still demanding that I declare war even if I turned it off. Or are you telling me that it actually works for you? If it is working, then I will have to do clean install of 1.73 over RoM 2.91. Before you ask, I restored these two unit files in Advanced Diplomacy because of these new two options in Diplomacy tab :). So it can't be because I deleted them because they are both present there. Only thing I deleted is Warlord module, that's it.
 
To check on the Explorer start a map and go all the way to the other side of the map, i bet you the explorer will follow the exact route back just the way he came, cause man it is just a pain to take your explorer one square or two at a time and take him all over the map manually.
 
Patch G Report:

#1 Txt error still is present in Hide Obsolete Build and City Named after Landmark area in RoMsettings tab.

#2 Unchecking "Can Trade War" still has AIs demanding me to declare wars.

This time I had RoM 2.91/AND 1.73 with no patches in between before installing Patch G.
 
Patch G,

There seems to be a text key missing for "Hide obsolete worker actions", screen attached.
 

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Patch G,

There seems to be a text key missing for "Hide obsolete worker actions", screen attached.

@Afforess, if you actually have the game text in the file then you are experiancing the same bug I reported earlier. Where the game text was in my mod but not showing up in the game. Moving the mod in the MLF fixed the problem as did tidying up some of the XML in a different mod. I am worried that we may be reaching some sort of weird limit in the program(s) that merge the XML for the game.
 
Patch G Report:

#1 Txt error still is present in Hide Obsolete Build and City Named after Landmark area in RoMsettings tab.

#2 Unchecking "Can Trade War" still has AIs demanding me to declare wars.

This time I had RoM 2.91/AND 1.73 with no patches in between before installing Patch G.

I've re-uploaded Patch G. Both your problems should be addressed in it.

@Afforess, if you actually have the game text in the file then you are experiancing the same bug I reported earlier. Where the game text was in my mod but not showing up in the game. Moving the mod in the MLF fixed the problem as did tidying up some of the XML in a different mod. I am worried that we may be reaching some sort of weird limit in the program(s) that merge the XML for the game.

It has nothing to do with that. I just made a typo. ;)
 
I've re-uploaded Patch G. Both your problems should be addressed in it.



It has nothing to do with that. I just made a typo. ;)

Rats(1) and Rats(2)!

1. I just installed G and created backup before I start adding my preferred mods (mine, part of ROME and VIP) so I could actually play a proper game not a test game. Now I need to download it again.

2. Sometimes my text is there and sometimes it is not. Interestingly enough it is always the same mod StrategyOnly's Slaves mod (I really wish we could finish it but we are waiting on the BUG onCivicChange event to be released (and documented). I have had others look at the XML code for the mod but they can't see anything wrong in it either :(

Edit: is that my conversion of Laura Croft to RoM I see in G? :)
 
Revised Patch G Report:

#1 Unchecking "Trade War" finally works :). :goodjob:

#2 The next two reports are not really bugs but weird changes from old versions... Firstly, AIs are continually closing their borders, then requesting Open Borders.

#3 There is now a nonexistent request for me and whoever else is at war with me to make peace now.

Like I said, not bugs but unusual changes from older versions.
 
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