A New Dawn Bug Reports and Feedback

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I just installed this modpack and have been experimenting... unfortunately, it's quite broken for me. My capital city works as it should, but every other city I build is effectively stuck at size 1. When I click on the city to view the worker management, it's apparent why: there's only one "worker" available, and it's the tile that the city is built on. There's no additional worker to be sent elsewhere to gather food, etc.
In the capital, the number of workers is normal: the population size + 1. So at size 9, I have 10 workers (including the city tile).
Any ideas what's going on here?




I... I almost didn't understand what the hell you just said.

All cities by default that have a population of ONE only have ONE tile available; the main city itself. Buildings like the Village Hall and such give you free "workers" (they're actually called Citizens). The reason your city might not be growing is due to unhappiness and/or unhealthiness, even occurring on the next turn.


I'm not sure if it's a recent patch of 1.75's, but I noticed in my last campaign that cities that were 1 turn away from both growing AND from becoming unhappy, they would NOT grow next turn in order to avoid the unhappiness, because if it happened and I did not do something to alleviate the unhappiness within the SAME turn, the city would shrink again
 
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All cities by default that have a population of ONE only have ONE tile available; the main city itself. Buildings like the Village Hall and such give you free "workers" (they're actually called Citizens). The reason your city might not be growing is due to unhappiness and/or unhealthiness, even occurring on the next turn.

Thanks for your quick reply, AndarielHalo.

My apologies for not knowing the correct terminology.

As for the default number of citizens, new level-1 cities usually include a citizen that can be repositioned, made into a specialist, etc., IN ADDITION TO the 'free' labor and food that occurs in the base city tile. However, in my experience with this mod so far, only my capital city is behaving correctly. New cities are not providing any citizens, aside from the base tile, which cannot be moved or made into a specialist.

I started a new game to see if I could replicate the error, and I'll try to post a couple of screenshots to demonstrate the problem.

https://www.dropbox.com/s/h0ezibtzab0jzws/moscow.jpg

In my capital, Moscow, you can see that the population is currently 1. However, in addition to the resources of the base city tile, I have a citizen that can be sent to gather food/hammers elsewhere. This is normal.

https://www.dropbox.com/s/scyzbwrh9ewqtdi/stpete.jpg

In the newly-created city of St. Petersburg, the population is also 1. However, I have no deployable citizens. Just the base city tile, which will never produce enough food to move the city beyond 'stagnant.'

So that's the issue. If it would help, I could post my saved game.
 
Thanks for your quick reply, AndarielHalo.

My apologies for not knowing the correct terminology.

As for the default number of citizens, new level-1 cities usually include a citizen that can be repositioned, made into a specialist, etc., IN ADDITION TO the 'free' labor and food that occurs in the base city tile. However, in my experience with this mod so far, only my capital city is behaving correctly. New cities are not providing any citizens, aside from the base tile, which cannot be moved or made into a specialist.

I started a new game to see if I could replicate the error, and I'll try to post a couple of screenshots to demonstrate the problem.

https://www.dropbox.com/s/h0ezibtzab0jzws/moscow.jpg

In my capital, Moscow, you can see that the population is currently 1. However, in addition to the resources of the base city tile, I have a citizen that can be sent to gather food/hammers elsewhere. This is normal.

https://www.dropbox.com/s/scyzbwrh9ewqtdi/stpete.jpg

In the newly-created city of St. Petersburg, the population is also 1. However, I have no deployable citizens. Just the base city tile, which will never produce enough food to move the city beyond 'stagnant.'

So that's the issue. If it would help, I could post my saved game.





I was wrong; base cities with 1 population DO have a citizen outside of the base city plot.


However, to be honest, if you honestly don't know what's wrong, methinks you're a bit new for RoM AND, much less Civ4. But that's just my opinion.


The problem is you have Unhappiness in that city. The red citizen on the screen is the one who would be working, but because of whatever issue, they refuse to work.
 
Thanks for your quick reply, AndarielHalo.

My apologies for not knowing the correct terminology.

As for the default number of citizens, new level-1 cities usually include a citizen that can be repositioned, made into a specialist, etc., IN ADDITION TO the 'free' labor and food that occurs in the base city tile. However, in my experience with this mod so far, only my capital city is behaving correctly. New cities are not providing any citizens, aside from the base tile, which cannot be moved or made into a specialist.

I started a new game to see if I could replicate the error, and I'll try to post a couple of screenshots to demonstrate the problem.

https://www.dropbox.com/s/h0ezibtzab0jzws/moscow.jpg

In my capital, Moscow, you can see that the population is currently 1. However, in addition to the resources of the base city tile, I have a citizen that can be sent to gather food/hammers elsewhere. This is normal.

https://www.dropbox.com/s/scyzbwrh9ewqtdi/stpete.jpg

In the newly-created city of St. Petersburg, the population is also 1. However, I have no deployable citizens. Just the base city tile, which will never produce enough food to move the city beyond 'stagnant.'

So that's the issue. If it would help, I could post my saved game.

St Petersburg needs more defenders to get rid of the Angry (redface) citizen. If you will place your cursor over the angry citizen it will give you reasons for being angry.

Upon on the city screen header for St. Pete your angry (red) faces outnumber your happy (yellow) faces. Once you either get 1 or 2 more defenders into the city or build a Happiness producing building for that city it will continue to be in a reduced productive state.

When you found a New city for AND it is always best to escort that settler with 3 military units to the new city site. Then the defenders be placed inside the city in fortified stance.

It's how AND is built. You can sometimes get away with 2 defenders IF your new city will be adjacent to a well established city( more than 3 defenders and a good Happiness Rating.

JosEPh :)
 
Hey guys! Again this mod is so much fun that my social life is deteriorating. Now I am not sure if that can be called a bug, but I do have another thing that seems to not work as it should..

Shrimps is supposed to give one additional health point regardless of any other buildings boosting this. In my last game my capital had one unhealthy citizen and I was looking forward to get my dirty shrimpfingers on the nearest resource. But to my great dissapointment my capital is still infested with illnesses that doesn't seem to be cured by this delicious treasure from the sea.

So I was wondering if this was a known bug that is going to be taken care of in the next patch?

Again... This mod f'in rocks ass!
 
Hey guys! Again this mod is so much fun that my social life is deteriorating. Now I am not sure if that can be called a bug, but I do have another thing that seems to not work as it should..

Shrimps is supposed to give one additional health point regardless of any other buildings boosting this. In my last game my capital had one unhealthy citizen and I was looking forward to get my dirty shrimpfingers on the nearest resource. But to my great dissapointment my capital is still infested with illnesses that doesn't seem to be cured by this delicious treasure from the sea.

So I was wondering if this was a known bug that is going to be taken care of in the next patch?

Again... This mod f'in rocks ass!




Nothing to do with the mod, but it's how the base game itself is structured.


Health is cumulative and nation-wide; getting ahold of a resource beneficial to health doesn't mean your nearby city will become instantly healthy----health and unhealth are balanced by a variety of factors, ranging from population size, certain buildings which add to unhealthiness, difficulty level, and certain products like tobacco or lead.


Adding shrimp will add a +1 to health all throughout your nation, but if a city has 10 health versus 14 unhealthiness, adding Shrimp will only make it 11 health versus 14 unhealthiness.
 
Nothing to do with the mod, but it's how the base game itself is structured.


Health is cumulative and nation-wide; getting ahold of a resource beneficial to health doesn't mean your nearby city will become instantly healthy----health and unhealth are balanced by a variety of factors, ranging from population size, certain buildings which add to unhealthiness, difficulty level, and certain products like tobacco or lead.


Adding shrimp will add a +1 to health all throughout your nation, but if a city has 10 health versus 14 unhealthiness, adding Shrimp will only make it 11 health versus 14 unhealthiness.

You are perfectly right here and I have taken all these things into consideration for gods sake :p

The deal is.. I monitor my cities pretty damn zealotly and according to my calculations my city were supposed to become healthy!!

hehe.. maybe I have overlooked something I'll check this more in my next game.

Thanks for your answer :)
 
You are perfectly right here and I have taken all these things into consideration for gods sake :p

The deal is.. I monitor my cities pretty damn zealotly and according to my calculations my city were supposed to become healthy!!

hehe.. maybe I have overlooked something I'll check this more in my next game.

Thanks for your answer :)



I don't know if it's from the mod, but cutting down forests close to the city causes unhealthiness as well. Also, if you're using Flexible Difficulty, the rise in difficulty will affect health. Otherwise, it's probably something you did to anger Ahura Mazda
 
I don't know if it's from the mod, but cutting down forests close to the city causes unhealthiness as well. Also, if you're using Flexible Difficulty, the rise in difficulty will affect health. Otherwise, it's probably something you did to anger Ahura Mazda

Damnit! Thats It! I knew I couldn't trust the guy.. So much for all my sacrifices.
 
Hi there. (incoming terrible english, sry ;) )

I installed the stand-alone RoM/AND 1.75 + Patch C into my Civ4-BTS 3.19 game.

When i start a game with more than 18 civs, e.g. "Earth 28 preset civs, Huge.CivBeyondSwordWBSave" in RoM/AND private maps-folder, my civ ist defeated immediately.
Using the map "Earth 18 preset civs, Huge.CivBeyondSwordWBSave" ... the game beginns normaly (undefeated).
When i add a 19th civ to "Earth 18 preset civs, Huge.CivBeyondSwordWBSave", again, my civ will be defeated in the first turn.

This problem does not occur using RoM 2.91 without AND.
This problem wasn't present using RoM 2.92 + an AND version before 1.75 (1.74?). (deleted the working RoM-AND-combination from my harddrive some time ago :/ ... )

Any ideas (concerning problem)?

Any idea where to download a non-stand-alone version of AND (for RoM 2.92)?
 
There isn't a non-stand-alone version of AND 1.75 available. You might be able to get an older version from another user here, but it's not supported. Whatever you do, definitely don't install RoM and AND to the same folder. That won't work.
 
@rumplekiste

The problem you are having sounds like it comes from using generic maps, not maps modified for ROM-AND. If I remember it has something to do with the entries for civs in the WB file. They have to be edited to work with the megaciv pack in AND.

Don't remember exactly, but search through here, or better yet the maps forum for AND and ROM for this.

BTW, JosEPh II did a little write up in the modpack RAND forum about using too many civs. If I understand correctly, he said jusing more than 12 civs with barb cics turned on would result in too many civs for the game to handle and lead to ctd's and/or long turn times. I also recall he said more than 24 total civs will gum up the works, so I guess with barb civs off you could set up to 24 civs? although I would certainly use less. Maybe you could clarify that for us, Joe.

I did load the Earth 28 preset map and played 3 or 4 turns without any problem. The one I used was in the MyGames/BTS/Private Maps folder.
 
Because of all the added content from RoM and then AND there is sooo much more processing that needs to be done per turn than Vanilla BtS ever had to do. The CivGameCore.dll for Vanilla BtS was designed for Up To 48 AI Civs plus player plus Barbarians (which counted as 1 AI Civ) equaling 50 Total. (That's why you can find Maps for 50Civs but they are actually designed originally for Vanilla BtS).

But as RoM and the AND grew both Zappara and Aforress found out that for 32bit OS to Comfortable play this Mega sized Mod that the max number of AI civs was actually closer to 24-28 range. Over this # and the possibilities for MAFs/CTDs increased exponentially.

Also factor in that until the 3GB/switch was introduced most Win 32bit OS's, at that time, only utilized 2GB of ram. And 256MB of video ram with shader 2.0 tech was the norm 3+ years ago.

Barb World actually places 1 Barb City for every AI you set the game up for, hence the 24 AI Limit suggestion. If every Barb city survived you would have the vanilla BtS limit of 48AI.

Now couple this with Barb Civ and the total limit could easily be reached and exceeded causing CTDs. Early on it did just that.

So If you want to play with Barb Civ and Barb World turned "ON" then you really need to cut back on the # of AI you allow at Game set up. Unless, of course, you want that Game you've spent several days on to CTD or MAF. ;)

I have a x64 OS with 8GB of ram and I rarely play with more than 12 AI. Even moreso with Barb Civ or World enabled. When I turn them on, my games grow to have 20+ AI in them fairly quickly and on a regular basis.

Now factor in Content for this Mod. Even though Aforress trimmed 1.75 down it still has ~500MB of Art and Music in addition to the 250MB Core. The tech tree alone has over 260+ tech while vanilla only has 84. Then add all the buildings and units that went with that extra tech, plus the added promotions for units, etc., etc., and your Computer is soon struggling to breathe if you wish to use more than 24-28 AI.

I hope that all made sense and helps clarify why less is better with AND/RoM in terms of # of AI used at game set up.

JosEPh :)
 
@rumplekiste

The problem you are having sounds like it comes from using generic maps, not maps modified for ROM-AND. If I remember it has something to do with the entries for civs in the WB file.
The map, i want to use, IS an RoM-map: the ressources (potatoes, hemp, salt, etc) are (were?) present on the map.
I used the map with an older version of AND (1.74 i think) without problems.

No map in the private maps-folder of RoM2.92-AND175C has fixed start positions for civs.
 
@rumpelkiste

The problem of being defeated as soon as the map loads is definitely a problem with the WBSave file. I just loaded another huge, 50 civ map, named hugh50.etc, and got the same thing. I don't remember exactly what has to be edited, but am pretty sure it has to do with the civs in the file, either the order or having to match up with the civs in AND.

I have loaded a 28 preset map, Earth 28 preset civs, huge.etc, and it works OK with all 28 civs active for 4 or 5 turns. It is in the /MyGames/BTS/Private Maps folder but that's because I put it there. I dl'd it from a forum thread somewhere.

Why don't you post a copy of the file here so we can take a look at it.
 
I guess the changing civ names has been expanded upon recently? I'm just loving all the new additions - even tho 'Peaceful Great Holy Roman Kingdom' is a bit of a mouthful. :D
 
Feedback: A.. your A New Dawn is the best Civ 4i have played. Totally awesome mods of ROM, and its now the only civ I play (besides Rhyes and Fall)...

What a trip, through history. I commend you, and want you to know i am grateful for this modmod.... All the best, elana
 
I am noticing some un-mentioned civic effects. Specifically, Paradise and Superhuman (and maybe some other of the 'Future' civics that were moved around in the last update) have an unmentioned +30 billion% Corporation maintanance. This means that things like Sids Sushi yeilds (from memory) +3 :food:, -22 :gold:, +6 :culture:.

Does anyone have any idea of why this would be? I will be looking through the civic info for any errors in the XML, but where else would that bug lie? It is REALLY annoying as I would like the no pollution from buildings AND my corporations too...
 
I am noticing some un-mentioned civic effects. Specifically, Paradise and Superhuman (and maybe some other of the 'Future' civics that were moved around in the last update) have an unmentioned +30 billion% Corporation maintanance. This means that things like Sids Sushi yeilds (from memory) +3 :food:, -22 :gold:, +6 :culture:.

Does anyone have any idea of why this would be? I will be looking through the civic info for any errors in the XML, but where else would that bug lie? It is REALLY annoying as I would like the no pollution from buildings AND my corporations too...



Based on my experiences late in the game, either the commerce-displays are badly inaccurate or bugged, or else the re-distributions and such are :spank:
 
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