A New Dawn Bug Reports and Feedback

Status
Not open for further replies.
This has probably been reported but I did a mark all read on the Rise of mankind forum by mistake and lost where I was up to with these.

AND 1.74 patch E log
Code:
Installed Components:
{Required Files} {Military Civics} Sports ANM {Civic Diplomacy}

Install Type:
Custom

Version:
1.74

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

Windows Version:
WinXP

Bugs(?)
  • Even though I have Guilds off I can build the Guild Halls, the ones without the star in the icon
  • Whenever I build a Jousting Tournament in a city I get the movie. Either I should not be able to build it everywhere or it should not have a movie
  • San marco Plaza wonder goes obsolete which means I then have to build market places everywhere :(

Is there a log or something which tells you which options I have on and off since I reckon that this may be useful information for bug finding.


1.) Patch F will fix this.
2.) Patch F will fix this.
3.) Should wonder's still give their free building even when they go obsolete? It would be weird if they did...

No log for detailed gameoptions; but usually that doesn't matter.



Wow; that bugs even in ROM. Nice catch. Patch F will correct that too.

I should be paying you DH... :mischief:

The problem with the Jousting Tournament having a movie was that normal buildings don't have movies only wonders do. Your solution means that you have opened the flood gates and now every building can have a movie! :eek:

The problem with San Marco Plaza is that if you don't play with BuildingUpgrades then it is an almost useless building, since it provides you with markets for a short while then you need to build them latter.
 
The problem with the Jousting Tournament having a movie was that normal buildings don't have movies only wonders do. Your solution means that you have opened the flood gates and now every building can have a movie! :eek:

Yes; but that movie should only play once. ;)

The problem with San Marco Plaza is that if you don't play with BuildingUpgrades then it is an almost useless building, since it provides you with markets for a short while then you need to build them latter.

I guess I'll need to make some sort of compromise here...
 
Maybe it's just me but I find scrub fallout/sanitize having two seperate commands (fast and not) redundant. In all cases I'd use the fast option as there hasn't been any drawback or difference as they are also discovered at the same time.

I had the impression that the fast fallout removal leads quickly to new fallout somewhere else (just like hiding the ugly stuff at another place and finding it soon after). Is this the difference between fast and standard removal time?
 
I had the impression that only clone workers and higher can clean fallout (fast), and regular workers can only clean fallout. This makes sense, as clones are expendable (in the RoM world, at least. In RL, there would be 'clone rights' activists :P), and thus they can do a better and faster and more thorough job before they... expire. :satan:
 
Another weirdness, I can keep building Arena. For example when I got Rifling tech I could build the Arena in places I had built upgrades to it because they had expired.
 
@Afforess
:lol: about honoring me with my version of RoM :D.

@Afforess & Dancing Hoskuld
Yeah, I already thought about that when I made a tweak. However, I couldn't think of savegame compatible way so I was planning on waiting until 1.75 comes up before suggesting to Afforess and Killtech to have that obsoleteness for the wonder to be in BUC, but not in normal one.

@Strategyguy
Playing with Patch F, right? If yes, then if you have a largest empire, then you will have highest maintenance costs in comparison with other empires. Check out Patch F notes again :).
 
Nukes requires Nuke silo...
So far so good...

Nuke silos require nuclear lab
So far so good...

Nuclear lab requires lab
Not good...
Why?
Obsoletes at Superconductor...

Another user (forgot his name) in another thread said he/she went to Modern start and turned off Future era. And he/she can't build nukes.
the nuclear lab is not a default RoM building and comes from some other mod. thus i couldn't change the requirements of it without adding this building. like the other advanced science buildings (accelerator, quantum lab, ...) it shouldn't require the research institute (not the laboratory anyway) but upgrade it for a production bonus.
i suggest making the change in the mod the nuclear lab comes form - adding the research institute if need be.
 
Great; I'll check it out. BTW, you and Os79 would be very honored with my setup:
Spoiler :

NBAfan%20and%20Os79..png
Those new game options must help a lot. Your mother plays?
 
The problem with San Marco Plaza is that if you don't play with BuildingUpgrades then it is an almost useless building, since it provides you with markets for a short while then you need to build them latter.

I guess I'll need to make some sort of compromise here...

Good thing you coded forcedoverwrite then. Simply have San Marco normally be what I changed it to (Free Bazaar in every city, obsolete with Applied Econ; when I originally added it, I forgot about the Bazaar), and for BuildingUpgrades, have a forcedoverwrite version in the Commerce Chain, which fits with that chain.
 
In my game right now with some civs that I'm not next to, there is just wide open space in between us and it says that our borders spark tension. But we don't border each other. It's weird.
 
In my game right now with some civs that I'm not next to, there is just wide open space in between us and it says that our borders spark tension. But we don't border each other. It's weird.
Did you sign a free trade agreement with anyone?
 
the nuclear lab is not a default RoM building and comes from some other mod. thus i couldn't change the requirements of it without adding this building. like the other advanced science buildings (accelerator, quantum lab, ...) it shouldn't require the research institute (not the laboratory anyway) but upgrade it for a production bonus.
i suggest making the change in the mod the nuclear lab comes form - adding the research institute if need be.

That isn't true Killtech. You can add buildings to your mod; without forcing users to use them. See this quote from Xienwolf on dependencies:

Xienwolf said:
bTypeDependency Indicates that this is a modification ONLY and if the Type doesn't already exist, not to bother loading what is listed here (keeps a Module which only changes the cost of a warrior from creating a brand new Warrior unit with no name and no stats, but a nice cost, if the main mod decides to delete/rename the warriors and you forget to remove the module)

AndDependencyTypes & OrDependencyTypes - Subelement is <DependencyType> and lists the <Type> of something else which exists in the XML.
What this actually does is it makes the module item not load at all unless the Type requirements are met (everything from the AND list exists already, and at least 1 thing from the OR list).

I use dependencies all over in my work.
 
In my game right now with some civs that I'm not next to, there is just wide open space in between us and it says that our borders spark tension. But we don't border each other. It's weird.

Different Civ's have different thresholds for that complaint. The more aggressive ones will complain even when your borders don't touch.
 
@Strategyguy
Playing with Patch F, right? If yes, then if you have a largest empire, then you will have highest maintenance costs in comparison with other empires. Check out Patch F notes again :).
didn't try this feature myself. but out of curiosity, doesn't this cause a big punch to your economy when you jump from nr.2 to the top over night? however, the screen shot from strategyonly shows excessive high expenses. he's down to 0% research and still at -20 gold/turn.

That isn't true Killtech. You can add buildings to your mod; without forcing users to use them. See this quote from Xienwolf on dependencies:

[...]

I use dependencies all over in my work.
thanks for the advise. i'll use them for the next version.
 
I loaded a game after updating to Path F, my maintenance costs went up alot (an no I'm not the biggest empire) I was expecting that some, but.... my research turns costs exponetially increased! I was researching engineering, was going to take me ~62 turns, after patching, ~406+ turns. I have two great engineers available, prior to patch, popping one would have given me enough to almost finish engineering, now pop, now, it hardly makes a dent. I assume it gives the same quantity of beakers towards it as it did before, but I don't recall exactly how much that was prior to patch, post patch its like 9900-something.

That is a pretty insane jump in research time, is that a bug or intentional?

Playing on Diety, Enternity speed. I have 13 cities, year is 266BC.
 
I loaded a game after updating to Path F, my maintenance costs went up alot (an no I'm not the biggest empire) I was expecting that some, but.... my research turns costs exponetially increased! I was researching engineering, was going to take me ~62 turns, after patching, ~406+ turns. I have two great engineers available, prior to patch, popping one would have given me enough to almost finish engineering, now pop, now, it hardly makes a dent. I assume it gives the same quantity of beakers towards it as it did before, but I don't recall exactly how much that was prior to patch, post patch its like 9900-something.

That is a pretty insane jump in research time, is that a bug or intentional?

Playing on Diety, Enternity speed. I have 13 cities, year is 266BC.

Eternity speed got damaged in Patch F...
 
Status
Not open for further replies.
Back
Top Bottom