A New Dawn Bug Reports and Feedback

Status
Not open for further replies.
Since Beta 3 or 4 I am unable to build medics or entertainers, they are not in the build list but they are still mentioned in civilopedia.
Also conquered cities don't have a moratorium period any more and are pacified straight after conquest.
Am I missing something?Thanks

They are part of Dancing H's add-on's, check his thread if you need to use them, i use almost ALL of his extra stuff, especially the WarriorsOfGod, and the best Subdue Animals, plus the Sniper. (I do change a few things around though).
 
They are part of Dancing H's add-on's, check his thread if you need to use them, i use almost ALL of his extra stuff, especially the WarriorsOfGod, and the best Subdue Animals, plus the Sniper. (I do change a few things around though).



Related to this issue, and feel free to ignore it if it's already resolved in Beta5, but as of Beta4, I wasn't able to build Jungle Camps at all, even though they were still in the Civilopedia.
 
apropos, why are there jungle camps anyway? can't the normal camps you build on animal resources just be changed so they can be placed on forests and jungles too?

for fun i changed camps to be placeable on all animal resources and giving additional boni without granting access to resources like cow. i mean before you can domesticate them you still may want to hunt them.

also the hunting camps give a nice bonus with the staring civics and thus would be very helpful at the start.
 
apropos, why are there jungle camps anyway? can't the normal camps you build on animal resources just be changed so they can be placed on forests and jungles too?

for fun i changed camps to be placeable on all animal resources and giving additional boni without granting access to resources like cow. i mean before you can domesticate them you still may want to hunt them.

also the hunting camps give a nice bonus with the staring civics and thus would be very helpful at the start.



I think this is a very very very bad idea. The AI isn't smart enough to follow along this line of thinking, and will end up with NO animal resources because they built hunting camps over 9000 years ago and never changed them.

Of course, this is assuming the AI will even keep hunting camps instead of building fortresses over all their resources, about 6 cities away from the nearest foreign territory.


And the guy who made the Jungle Camp improvement justified that already:

"As I live next door to a jungle I was rather astounded how little it gives in CIV4. While that can be defended on how difficult it is to retrieve food and lumber from it, I decided to make a camp that will provide a little extra food and production. It also gives the workers something to do if you got an "unlucky" start in a big jungle."
 
no, the AI didn't had big problems with that all i noticed. at least i didn't see them after the AI switched from barter civic. and the justification for jungle camps is no way contradictory to bringing jungle camps and camps into one improvement instead of two different ones.
 
Since Beta 3 or 4 I am unable to build medics or entertainers, they are not in the build list but they are still mentioned in civilopedia.
They are part of Dancing H's add-on's, check his thread if you need to use them, i use almost ALL of his extra stuff, especially the WarriorsOfGod, and the best Subdue Animals, plus the Sniper. (I do change a few things around though).

Actually they are not. Both the entertainer and the medic are part of RoM. My addon extends them a bit by having earlier and later versions of the entertainer and more powerful versions of the medic. If only someone would build a "M.A.S.H' style unit.
 
Actually they are not. Both the entertainer and the medic are part of RoM. My addon extends them a bit by having earlier and later versions of the entertainer and more powerful versions of the medic. If only someone would build a "M.A.S.H' style unit.

Oh, they are part of Better RoM:Units changes. I deleted them from game play because, let's face it, they are useless and a waste on the game. If you want them back, just delete their xml entry in RoM/Assets/Modules/OS79/Better RoM - Units's BR-UUnitInfos.xml and voila you have them back in the game.

And report any beta concerns in its thread :).
 
Oh, they are part of Better RoM:Units changes. I deleted them from game play because, let's face it, they are useless and a waste on the game. If you want them back, just delete their xml entry in RoM/Assets/Modules/OS79/Better RoM - Units's BR-UUnitInfos.xml and voila you have them back in the game.

And report any beta concerns in its thread :).

The entertainer is extreamly useful. I usually send two with my settler so as to get the cultural boundaries up straight away. They are also very useful for "cultural wars" at the boarders. (Especially now that fixed boarders don't happen with my preferred civics:mischief:)

The medic unit is not as useful. This is more so if you have limits on the number of units in a tile.

Edit: note to modders, if you remove something from the game make sure you also remove it from the pedia.
 
The entertainer is extreamly useful. I usually send two with my settler so as to get the cultural boundaries up straight away. They are also very useful for "cultural wars" at the boarders. (Especially now that fixed boarders don't happen with my preferred civics:mischief:)

The medic unit is not as useful. This is more so if you have limits on the number of units in a tile.

Edit: note to modders, if you remove something from the game make sure you also remove it from the pedia.

I MAYBE (big maybe) grant you entertainer usefulness. However, medic? No. Overpowered, to say the least, in my opinion.
 
The entertainer is extreamly useful. I usually send two with my settler so as to get the cultural boundaries up straight away. They are also very useful for "cultural wars" at the boarders. (Especially now that fixed boarders don't happen with my preferred civics:mischief:)

Not to mention the fact that the Entertainer can be used to Pacify conquered cities, allowing them to be used immediately rather than wait X turns.

I agree with os79 that the Medic is overpowered, mainly since the AI does not use it correctly, which is why I purposely play in such a way to prevent myself from abusing them.
 
Oh, they are part of Better RoM:Units changes. I deleted them from game play because, let's face it, they are useless and a waste on the game. If you want them back, just delete their xml entry in RoM/Assets/Modules/OS79/Better RoM - Units's BR-UUnitInfos.xml and voila you have them back in the game.

And report any beta concerns in its thread :).

Ah brilliant cheers, I later then realized that someone else must have removed them but could not find a reference anywhere. I used to put 2 entertainers and one medic inside each army of mine for fast healing and pacifying after conquering a city.
 
Hi guys, I'm new to both Civ4 and RoM/AND but I think I'm already kind of obsessed with them :). Anyway, I'm playing my 2nd AND game (on Chieftain difficulty, yeah I know huh) and I don't know if in the city screen the Trade Route yields is supposed to be displayed with Food icon?. I attached a screen shot.
 

Attachments

  • Civ4ScreenShot0000.jpg
    Civ4ScreenShot0000.jpg
    259.7 KB · Views: 78
Hi guys, I'm new to both Civ4 and RoM/AND but I think I'm already kind of obsessed with them :). Anyway, I'm playing my 2nd AND game (on Chieftain difficulty, yeah I know huh) and I don't know if in the city screen the Trade Route yields is supposed to be displayed with Food icon?. I attached a screen shot.
wondering for what the "..." behind the food symbol stands for. probably the other yields would be displayed there if there would be enough space. note: trade routes can provide food or hammers with specific civics (not only commerce).
 
Suggestions and Observations from 1.73
City Gatehouse and City Gate should be combined into a single building,
Req. Machinery, High Walls.
+1 Trade Route, 5% Maintenance, 15% Defense, -10% Bombard Damage, 20% Espionage defense

There should be a limit on the number of Master's Dojo buildable, requiring X Training Dojo's.

The Martial Arts (Religious promotion) should be eliminated and replaced with the Martial Arts I promotion.

There needs to be some type of limit on the number of Glasssmith's that are buildable, maybe make it a national wonder or require the resources to be in the city vicinity.

Rather than make the Grove go obsolete, just make the Castle Garden replace it as an upgrade.
 
Good Ideas. Just missed my latest beta, but some of these will wind up in the offical release. I especially like the idea of gardens upgrading.
 
More 1.73 Observations

The AI does not know how to use Inquisitors, I've had Vassals whom I've asked to go to Intolerant, they agree, then I gifted Inquistors to them, and they do nothing with them, even when it would be in their clear advantage to use them.

I've purged holy cities (via Inquisition), and they have never respawned to another location even though I have holy city relocation turned on. Usually though there is only a few cities left which have that religion at most. Does it require a minimum number of other cities w/ the religion in it in order to relocate, or does it only relocate if the holy city was razed?

The hard limit to XP gainable from barbarians for a given unit needs to be reinstated.

There should be a limit (4?) to the number of great people that can be settled in a city. (mainly to reduce the GG spamming) This also forces people to choose carefully what type of GP they want to put there. I'd also consider cutting GG XP to +1 instead of +2. To balance this back out, make the Military Academy provide +2 XP, but also increased maintenance cost (+10%?).

In line with upgrading gardens let the Castle Garden upgrade into the City Park.
 
There should be a limit (4?) to the number of great people that can be settled in a city. (mainly to reduce the GG spamming) This also forces people to choose carefully what type of GP they want to put there. I'd also consider cutting GG XP to +1 instead of +2. To balance this back out, make the Military Academy provide +2 XP, but also increased maintenance cost (+10%?).
as my original suggest to for the GP limit was dismissed i wanted to make a different approach to unit XP. primary all military training buildings (that grant XP) also should should increase unit production times (the training will take much longer). GG could do the same.

originally it was thought to be included into the BuildingUpgradeChange with the following scheme: Barracks => Garrison => Military Academy/Naval Academy => West Point.
each building should grant more XP but slow down military production.

the concept was that you have to options/strategies you can follow for one city: either you go for mass production of units or you go for slow produced but very experienced units.

however the simple MilitaryProductionModifier tag because there are buildings who increase the military production (thus a well developed military specialized city would produce units at normal rate). as a consequence there would hardly by a balancing penalty for highly trained units.

what i had in mind was something like a static turn delay (only dependant on the game speed). for example a barracks on marathon would give all trained units a starting 5 XP but delay their completion for 4 additional turns independent of the citys hammers! thus a highly trained unit will always take some time to be finished thus cheap inexperienced troops become an real alternative!
 
Thanks Killtech, you were right, the Power civic Senate were giving me extra an extra 10% Food from Trade Routes. It would be great if you can expand the vertical Yield/ Buildings panels on the left (in City Screen) a bit so it'd display the yields correctly, Afforess :).

Speaking of the Senate civic 10% food bonus, does anyone think it's too weak to be of any practicality? I haven't tried it in late game yet.
 
Status
Not open for further replies.
Back
Top Bottom