A New Dawn Bug Reports and Feedback

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where the AIs setup to go for specific religions, because i the few games i have tried, most did seem to go for dualism, even before Ceremonial Burial and Polytheism was even done.
 
It's not shorter at all! Dualism requires Priesthood, and I think Ceremonial Burial and/or Polytheism don't, but even if they do, they're all at the same level, and yet they ALWAYS go for Dualism first

Hey, why complain? You aim for your chosen religion and hope you get to it first. If your religion is later one, then tech away for other purposes and be happy you have some headway because with this game right now, AI will always catch up to you and beat you black :).

Don't worry about AI too much. Worry too much only when you get to Medieval era or so and you are way ahead of AIs, then report back and please be sure to say what Difficulty level you play at.
 
Hey, why complain? You aim for your chosen religion and hope you get to it first. If your religion is later one, then tech away for other purposes and be happy you have some headway because with this game right now, AI will always catch up to you and beat you black :).

Don't worry about AI too much. Worry too much only when you get to Medieval era or so and you are way ahead of AIs, then report back and please be sure to say what Difficulty level you play at.




Speaking of which...

I am at Deity level, and way way WAY ahead of every other civ technologically. No one had even researched Monotheism until I did it around 50 AD or so. I've resorted to giving EVERY civ ALL my technologies every few turns JUST so they can keep up.
 
It's not shorter at all! Dualism requires Priesthood, and I think Ceremonial Burial and/or Polytheism don't, but even if they do, they're all at the same level, and yet they ALWAYS go for Dualism first

can't confirm this kmetism and hinduism were both founded in my test game at the same turn. zorastrism was found not long afterwards.

Speaking of which...

I am at Deity level, and way way WAY ahead of every other civ technologically. No one had even researched Monotheism until I did it around 50 AD or so. I've resorted to giving EVERY civ ALL my technologies every few turns JUST so they can keep up.
yes, it seems they go straight for religions and get them astonishing fast but seem to drop science rate considerably after this. in my test game my ally needed about 90 turns to research a tech by his own and together we just needed 15 turns. since he had the same number of cities i find that very strange. i suppose AI has a too high priority for gold which is not necessary as it mostly comes automatically. even after my reworked buildings there's hardly a time when i need to reduce science rate below 90%.
 
Hi Afforess,

I have been playing with patch J for quite some time. The CTD fixes you made seemed to work great but alas I have found another CTD. It is a 2-player multiplayer map, and we've made it to 1654 AD (and it has been a load of fun).

Again, it is just a CTD that I can't seem to do anything about. We've tried changing hosts and skipping back a few turns to try and ride it out, but it always happens. We have even tried to play it without one of us in the game (just to see if we could make it through the turn). Nothings seems to work.

Here is a copy of the "A New Dawn.log" file:

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

Install Type:
Standard

Version:
1.73

Install Directory:
C:\Program Files (x86)\2K Games\Firaxis Games\Sid Meier's Civilization 4 Gold\Beyond the Sword\Mods\Rise of Mankind

Windows Version:
Vista

I've attached a copy of the saved game as requested. I am fairly certain we are running the exact same settings. Neither of us has monkeyed around with anything. If you need any more information, feel free to ask and I'll be glad to help out.

In the meantime, we saw a thread where you had posted a fix for the AbandonCityEventManager. Sounds like you have it figured out but we would be glad to test it in our multiplayer games.

Thanks for the help!
 

Attachments

yes, it seems they go straight for religions and get them astonishing fast but seem to drop science rate considerably after this. in my test game my ally needed about 90 turns to research a tech by his own and together we just needed 15 turns. since he had the same number of cities i find that very strange. i suppose AI has a too high priority for gold which is not necessary as it mostly comes automatically. even after my reworked buildings there's hardly a time when i need to reduce science rate below 90%.

Espionage. The AI decide that 20% espionage is ideal, and keep it there for most of the game, and will lower science instead of espionage when they need money. It kills them. I' working on fixing it.

Smurfy, thanks I'll take a look at your save.
 
Playing a game now where I'm building Utility Fogs in almost every city (almost conquered Earth!). What nags me though is the constant meltdowns in my cities. Even my capital got struck. I wouldn't mind a lower or no nuclear meltdown on Utility Fogs.
 
Two issues

First one is about corporations not generating resources. I founded standard ethanol, says it generates oil products (or maybe it's biofuel the icons are the same) but I don't receive either resource.

Second is about disabling global warming. I have changed the global defines terrain to grass and probability to 0 for RoM, vanilla, warlords, and BtS folders just to see if it would somehow work, it doesn't. Still get no results, getting desert very early and often :mad:
 
Some feedback to annoy you with:


The Civopedia, not sure if it's in the beta, but in 1.73 and before, claims that King Richard's Crusade requires Intolerant and Christianity, but the bonuses claim usage with YOUR state religion. Perhaps this should change a bit to specify it ONLY works with Christianity?


And on that note... given that Christianity has that superweapon with the Crusade, shouldn't it be fair to give Islam the option for Jihad, perhaps by Salah ad-Din? (given he was the primary opponent of King Richard, and fought him to a standstill) Something that could spawn special Jihadist warriors, like Ghazi Warriors?

On that note, perhaps all the religions could receive something like that with units, like Sacred Band for Hellenism, something like a Were-Jaguar Warrior for Naghualism, special Immortals for Zoroastrianism, etcetera? Otherwise, just Jihad and Ghazi would suffice
 
Some feedback to annoy you with:


The Civopedia, not sure if it's in the beta, but in 1.73 and before, claims that King Richard's Crusade requires Intolerant and Christianity, but the bonuses claim usage with YOUR state religion. Perhaps this should change a bit to specify it ONLY works with Christianity?


And on that note... given that Christianity has that superweapon with the Crusade, shouldn't it be fair to give Islam the option for Jihad, perhaps by Salah ad-Din? (given he was the primary opponent of King Richard, and fought him to a standstill) Something that could spawn special Jihadist warriors, like Ghazi Warriors?

On that note, perhaps all the religions could receive something like that with units, like Sacred Band for Hellenism, something like a Were-Jaguar Warrior for Naghualism, special Immortals for Zoroastrianism, etcetera? Otherwise, just Jihad and Ghazi would suffice

I agree, all religions should have their form of Crusade-Like ability. Could you start a thread on the matter, with a layout for each religion? I'm afraid I'm not very knowledgeable about the subject, but would be interested in, and will make it if it gets positive feedback.
 
Speaking about religions Afforess: you have a nice module in AND that prevents obsolete or impossible to construct buildings to appear in the city building list. Is it possible to expand that approach towards Great Prophets and hiding those 'Religious Wonders' that have already been constructed (by the player or the AI)?

Same thing sort of goes for Great Scientists: they can construct an Academy but at a certain age it's obsolete.
 
Feedback post:

Since this is older than beta, I will post here.

Why doesn't the Right of Passage upgrade to Open Border? In other words, if I have Open Borders, Right of Passage should be already "clicked away". If I only have Right of Passage, then Open Borders will be "on the table" for later. Just curious :).


EDIT: I spoke too soon. While playing, I found that RoP do upgrade to OB. My apologies for the above post :).
 
UPT might be broken for MP. We seem to get OOS every 10-15 turns or so with UPT on but once we take it off and you can have unlimited again we don't OOS at all.. It's odd too because it worked in 1.73. Maybe 2.92 broke it?
 
UPT might be broken for MP. We seem to get OOS every 10-15 turns or so with UPT on but once we take it off and you can have unlimited again we don't OOS at all.. It's odd too because it worked in 1.73. Maybe 2.92 broke it?

the host changing UPT from 3 to 28 fixes it for that turn and changes it back to 3 and the other person joins back...and it works for 10-15 turns before it globe spins again. It happened with 5 and 7 UPT as well, so now we are just doing 0 and it's working fine.
 
UPT might be broken for MP. We seem to get OOS every 10-15 turns or so with UPT on but once we take it off and you can have unlimited again we don't OOS at all.. It's odd too because it worked in 1.73. Maybe 2.92 broke it?

You're not using 1.73 with 2.92 are you? Also, its a noted problem already in the beta and happens on single player (globe spins forever every so often) so the only real solution to play with it off.
 
No what I mean is UPT worked fine with 2.91 and 1.73 but with the new iteration of the mod (2.92 and 1.74beta4) we encounter the spinning globe every 15 turns or so. So yea, we're sadly playing with it off. If I lose, I'll just blame it on that ;)
 
Speaking about religions Afforess: you have a nice module in AND that prevents obsolete or impossible to construct buildings to appear in the city building list. Is it possible to expand that approach towards Great Prophets and hiding those 'Religious Wonders' that have already been constructed (by the player or the AI)?

Same thing sort of goes for Great Scientists: they can construct an Academy but at a certain age it's obsolete.

This is a feature of BtS when holy shrines are not great wonders. One version of RoM 2.91 had a fix in it that returned to the standard BtS format. I had a mod which used to make them GW's again but it does not work with 2.92. I also came up with the logic that needs to be implemented in the C code to do exactly what you (and I) want. I am just (refusing to be) a C programmer again.

Basically what we want to appear for the great prophet is all holy shrines that have not been built but have had their religion founded. With the ones that can be built in this city active and the others inactive. Afforess' current hide function hides all which can't be built in a the current city. The problem then is remembering which ones you have built and which you haven't.

Having an automate build (my) nearest holy shrine would be icing on the cake.:mischief:
 
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