A New Dawn Bug Reports and Feedback

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That's odd. I just carried on playing and my problem just disappeared after about 15 turns. Weird. :confused:

I tried just that... Nothing. You must've triggered it somehow, cause I've played a hundred years on Epic and I still cannot fix the bug, despite doing things such as finishing training that tech, getting new great people, finishing buildings in that settlement, removing the unhealthiness, building other cities. I just don't know whats wrong.
 
Doubling posts at both RAND main forum's Bugs Reporting thread and AUA stand-alone thread:

You might want to consider tossing out Worker Automations for Cities. Just leave National Automation portion but remove Cities.

Reason:
After capturing/colonizing high amount of cities, the BUG Options becomes too laggy when calling it up (Ctrl+Alt+O).
 
I tried just that... Nothing. You must've triggered it somehow, cause I've played a hundred years on Epic and I still cannot fix the bug, despite doing things such as finishing training that tech, getting new great people, finishing buildings in that settlement, removing the unhealthiness, building other cities. I just don't know whats wrong.

150 years later and it finally fixes itself. Somehow. I honestly have no clue how or why, and would also hope for a better solution.
 
Hello all. Apologies if this question has been answered in a previous thread...

I just D/L RoM:AND + the patch. I chose the "Blue Marble" option, plus one of the snazzy interface choices (steel?) Installation took forever, but I'm patient...

I load AND from the BTS menu... and then I wait... and wait... and wait some more

Eventually, it loads... to a title screen with no (text) menu options. The cursor is present; I'm able to click on "dead space", but I cannot start a new game. When I do click on the areas normally occupied by "single player"/"multiplayer"/etc., a freeze (occasionally) results. Even when the game does not freeze, I'm stuck. What am I doing wrong??

I use Windows XP. Decent system. No major problems with any other CIV IV modpack//mod-mod.


Still trying to resolve this problem. AND is installed correctly; English is DEFINITELY enabled; most recent patch is applied...

Still it's a "no-go"
 
Wasn't that due to a BUG install error? Do you have any other mods installed?

Come again?

I have installed/played numerous other Mods (re: Dune Wars, RFC, TAM)

AND, LoR and Quot Capita ALL cause this problem on my PC.

I've heard the usual suggestions:

~ Check the install location
~ Update BTS
~ Patch
~ English language

None seem to fix the problem(s)

I did install BUG, but this doesn't seem to affect anything...
 
Been getting this error?

Traceback (most recent call last):

File "CvScreensInterface", line 998, in forceScreenRedraw

File "CvMainInterface", line 1465, in redraw

File "CvMainInterface", line 3378, in updateGameDataStrings

File "CvMainInterface", line 3641, in updateTimeText

RuntimeError: unidentifiable C++ exception
ERR: Python function forceScreenRedraw failed, module CvScreensInterface


Spoiler :
Code:
if (bShowDateGA):
				if (bFirst):
					bFirst = False
				else:
					[B][B]g_szTimeText += u" - "
				szDateGA = unicode(CyGameTextMgr().getInterfaceTimeStr(ePlayer))[/B][/B]
				if(ClockOpt.isUseEraColor()):
					iEraColor = ClockOpt.getEraColor(gc.getEraInfo(gc.getPlayer(ePlayer).getCurrentEra()).getType())
					if (iEraColor >= 0):
						szDateGA = localText.changeTextColor(szDateGA, iEraColor)
				g_szTimeText += szDateGA
 
To strategyonly:

I just D/L your NWAPreH modpack... it does not work properly on my PC. Upon loading, I'm taken to title screen with no (text) menu options. That makes four mods with the same problem...

LoR, ROM: AND, NWAPreH, Quot Capita.

All use BUG code, if I'm not mistaken. Any thoughts on how to correct this??
 
Hi, first of all, Afforess, thanks for this incredible mod :)

And oddly, on the unit list, the first 50-so units have no names and when I click on them, their description is 0 cost, strength and movement, and the text "TXT_KEY_RESTRICTED_UNIT" and that they can nuke, when the pictures are of normal units, such as tanks and swordsmen and so on. The first unit that is normal on the list is the A-10 Thunderbolt.

I'm also still getting this problem even having patched to 1.75 C. It's OK with me if it's just a cosmetic annoyance, but I want to make sure it really is :)
Edit: now, this is strange - I've just reinstalled the mod and the patch and the problem's gone :crazyeye:. Sorry to bother.
 
Apparently the city needed to be happy in order to grow. Well now I feel like a noob. :(

On the other hand, why can every city in my empire build the Edinburgh Castle except for my capital, which also has a Castle built? The option isn't greyed out, it just doesn't exist in that city only. I have unlimited wonders turned on and I can clearly build the Circus Maximus as well, so its not an issue of room.
 
Edinburg Castle is a "place" in its own right. That may be the reason ;).
 
AFAIK, no more than 1 wonder with "reduces maintenance in nearby cities" can be build in any city at the same time. That includes Palace, Forbidden Palace, Edinbourgh Castle, Versailles and others.
 
Apparently the city needed to be happy in order to grow. Well now I feel like a noob. :(

On the other hand, why can every city in my empire build the Edinburgh Castle except for my capital, which also has a Castle built? The option isn't greyed out, it just doesn't exist in that city only. I have unlimited wonders turned on and I can clearly build the Circus Maximus as well, so its not an issue of room.

I believe that you can set your city governor to deal with happiness issues and it is on by default, so it stops city growth when you have unhappiness. I didn't think to look for/ask about that, though I noticed that my own cities have the "Paris will be unhappy next turn" popup and growth stops next turn... duh!

I don't know about Edinburgh Castle - is it a World Wonder or National Wonder and does your capitol already have its allotment of them?
 
I think Stormwind hit it on the head. I have the Palace in my capital of course, and that reduces maintenance as well.
 
Hi!
First: While I like the mod (from what I could see of it), the claim that it's faster than simple RoM is simply not true. It takes several minutes on my pc to load civ4 with this mod (even to reach the civ4's xml loading screen), while rom loads relatively quickly.
When starting a new game, it also loads for a very long time.

Second: it actually quit with a runtime error when I started a new game. (marathon, huge map). No log files found...

I have normal RoM:AND installed on top of Civ4 BTS (complete).
I have a laptop, not the fastest thing, but normal civ4 runs fine.

update:
It worked once, before installing the AND Custom Civ pack (that is, parts of it, not all civs).
After installing the civs (copying the dirs, running the java program), I could start a new game and the civas/leaders showed up right, but after some minutes the loading screen froze and the game quit with runtime error (though Civ4 remained in memory, in the task control list).
 
Also, it would be way more usable if the installer was not a self-unpacking exe but a zip, like most mods.
I know that most people have hundreds of GB, but not everybody (and laptop hdd is still more expensive and harder to get).
This way, with the exe, it first unpacks 1.7G to the C drive and then copies it to the destination. And it doesn't even find the Civ4 installation directory, so absolutely no need for the exe. (I had to install it on another pc and then copy the files, the 1.5G free space on my c drive was not enough for it...)
 
The installer is crazy slow, too! And I shouldn't need administrator privileges to install to my My Games folder, but the installer demands it. Plus, it never gets the installation directory right.
 
The installer is crazy slow, too! And I shouldn't need administrator privileges to install to my My Games folder, but the installer demands it. Plus, it never gets the installation directory right.

Exactly. Dunno why it wants to write to registry? (Of course it works without it. Just copied the files from another pc).
 
The installer is crazy slow, too! And I shouldn't need administrator privileges to install to my My Games folder, but the installer demands it. Plus, it never gets the installation directory right.

I use crazy good compressors for the installer, which cause it to take forever to unpack. Better a long install than doubling the download size, eh? ;)


Been getting this error?

Traceback (most recent call last):

File "CvScreensInterface", line 998, in forceScreenRedraw

File "CvMainInterface", line 1465, in redraw

File "CvMainInterface", line 3378, in updateGameDataStrings

File "CvMainInterface", line 3641, in updateTimeText

RuntimeError: unidentifiable C++ exception
ERR: Python function forceScreenRedraw failed, module CvScreensInterface


Spoiler :
Code:
if (bShowDateGA):
				if (bFirst):
					bFirst = False
				else:
					[B][B]g_szTimeText += u" - "
				szDateGA = unicode(CyGameTextMgr().getInterfaceTimeStr(ePlayer))[/B][/B]
				if(ClockOpt.isUseEraColor()):
					iEraColor = ClockOpt.getEraColor(gc.getEraInfo(gc.getPlayer(ePlayer).getCurrentEra()).getType())
					if (iEraColor >= 0):
						szDateGA = localText.changeTextColor(szDateGA, iEraColor)
				g_szTimeText += szDateGA


I'd guess you fracked up something in the gamespeed code. The game can't handle fractional years before 0AD, for no particular reason. Be sure you still are using whole years before 0AD.


Doubling posts at both RAND main forum's Bugs Reporting thread and AUA stand-alone thread:

You might want to consider tossing out Worker Automations for Cities. Just leave National Automation portion but remove Cities.

Reason:
After capturing/colonizing high amount of cities, the BUG Options becomes too laggy when calling it up (Ctrl+Alt+O).

Yeah, I'm aware. I knew it from the start, and did my best to fix it, but python's just crazy slow. :sad:
 
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