A New Dawn Bug Reports and Feedback

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It's always been a struggle against the AI Governor. I have to constantly keep turning it Off. But every time you build a wonder or bldg or get a tech that allows a "new" specialist to be used the AI Governor is turned back On. So far I've not heard of a Fix for Any Mod for this.

JosEPh
 
Hi all

Yesterday I had a bug I think...I have 37000 gold and I lost 85 per turn, well. Then on next turn I gained 20K, and I wasnt making neither wonder. Also after I am gaining +500 per turn when in theory I should lost 500 per turn. I have a idea that I complete some mission but I dont know 100% (corporist mission)

Regards
 
Options already available. You select "Max units per tile" option and set a figure.

Stacks are now limited to this pre-determined limit, though units of differing era's can be stacked above this limitation.

This limits the unit spamming by the AI's and makes it more tactical in battles and taking cities.

I repeat, MAX UNITS PER TILE OPTION.

This isn't the same as what I was talking about - a population based total unit cap. Furthermore this option, while nifty suffers from some setbacks:

1) It does not limit AI unit production. In the lategame the AI has so many units that they can literally cover the map with a setting of 5-10 upt.

2) Consequently, this makes wars very annoying, as managing hundreds of small stacks is quite annoying

3) performance and stability issues: With this option enabled I've experienced random crashes and slowdowns, probably caused by more complicated pathfinding

As I said earlier, I think that the max UPT feature when combined with a UNIT CAP could significantly improve gameplay.
 
so what you are saying is a max unit per CIV based on total population? That would be good if it could also include the barbarians. I have had the raging barbarians option turned on and won the game in 300 turn simply because I was the only civ left, everyone else had been killed off by barbarians. Going into WB I saw the other 3 contenints literally covered, every tile, with barbarian and animal units.
 
There's a severe problem, in my mind, with regards to the military assets. Units per tile doesn't matter a damn; these civs keep having hundreds of units magically appearing out of butt nowhere, while they not only remain AHEAD in technology and production, but FILTHY ING RICH in gold.

This is gamebreaking. I have completely given up caring in my current campaign, and I'm just giving myself -tons of units in Worldbuilder. It's STILL not enough to counter their infinite hordes.

There's also a severe problem, in my mind, when the enemy that has been FRIENDLY with you for so long, declares war on you for no reason, and REFUSES TO TALK even after you've taken or sacked half a dozen of his cities, and half your cities are ready to drop several population points due to insanely overpowered war weariness.
 
Roads are upgradeable and yield food, production, and commerce.:D
Roads are required to aquire resources such as iron and gold.:(


-<Civ4RouteInfos xmlns="x-schema:CIV4MiscSchema.xml"> -<RouteInfos> -<RouteInfo> <Type>ROUTE_TRACK</Type> <Description>TXT_KEY_ROUTE_TRACK</Description> <iValue>1</iValue> <iAdvancedStartCost>5</iAdvancedStartCost> <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease> <iMovement>120</iMovement> <iFlatMovement>120</iFlatMovement> <BonusType>NONE</BonusType> <PrereqOrBonuses/> -<Yields> <iYield>0</iYield> <iYield>0</iYield> <iYield>1</iYield> </Yields> <TechMovementChanges/> <Button>Art/Interface/Buttons/Builds/BuildPath.dds</Button> </RouteInfo> -<RouteInfo> <Type>ROUTE_ROAD</Type> <Description>TXT_KEY_ROUTE_ROAD</Description> <iValue>2</iValue> <iAdvancedStartCost>12</iAdvancedStartCost> <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease> <iMovement>60</iMovement> <iFlatMovement>60</iFlatMovement> <BonusType>NONE</BonusType> -<PrereqOrBonuses> -<PrereqOrBonus> <BonusType>BONUS_STONE</BonusType> </PrereqOrBonus> </PrereqOrBonuses> -<Yields> <iYield>0</iYield> <iYield>1</iYield> <iYield>1</iYield> </Yields> -<TechMovementChanges> -<TechMovementChange> <PrereqTech>TECH_MOTORIZED_TRANSPORTATION</PrereqTech> <iMovementChange>-20</iMovementChange> </TechMovementChange> </TechMovementChanges> <Button>Art/Interface/Buttons/Builds/BuildRoad.dds</Button> </RouteInfo> -<RouteInfo> <Type>ROUTE_PAVED</Type> <Description>TXT_KEY_ROUTE_PAVED</Description> <iValue>3</iValue> <iAdvancedStartCost>8</iAdvancedStartCost> <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease> <iMovement>40</iMovement> <iFlatMovement>40</iFlatMovement> <BonusType>BONUS_STONE</BonusType> -<PrereqOrBonuses> -<PrereqOrBonus> <BonusType>BONUS_IRON</BonusType> </PrereqOrBonus> </PrereqOrBonuses> -<Yields> <iYield>1</iYield> <iYield>1</iYield> <iYield>1</iYield> </Yields> <TechMovementChanges/> <Button>Art/Interface/Buttons/Builds/BuildPavedRoad.dds</Button> </RouteInfo> -<RouteInfo> <Type>ROUTE_MODERN_ROAD</Type> <Description>TXT_KEY_ROUTE_HIGHWAY</Description> <iValue>4</iValue> <iAdvancedStartCost>12</iAdvancedStartCost> <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease> <iMovement>30</iMovement> <iFlatMovement>30</iFlatMovement> <BonusType>BONUS_DIESEL</BonusType> -<PrereqOrBonuses> -<PrereqOrBonus> <BonusType>BONUS_RUBBER</BonusType> </PrereqOrBonus> </PrereqOrBonuses> -<Yields> <iYield>1</iYield> <iYield>1</iYield> <iYield>2</iYield> </Yields> -<TechMovementChanges> -<TechMovementChange> <PrereqTech>TECH_MINIATURIZATION</PrereqTech> <iMovementChange>-6</iMovementChange> </TechMovementChange> -<TechMovementChange> <PrereqTech>TECH_SKYROADS</PrereqTech> <iMovementChange>-4</iMovementChange> </TechMovementChange> </TechMovementChanges> <Button>Art/Interface/Buttons/Builds/BuildHighway.dds</Button> </RouteInfo> -<RouteInfo> <Type>ROUTE_RAILROAD</Type> <Description>TXT_KEY_ROUTE_RAILROAD</Description> <iValue>5</iValue> <iAdvancedStartCost>18</iAdvancedStartCost> <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease> <iMovement>30</iMovement> <iFlatMovement>12</iFlatMovement> <BonusType>BONUS_STEEL</BonusType> -<PrereqOrBonuses> -<PrereqOrBonus> <BonusType>BONUS_COAL</BonusType> </PrereqOrBonus> -<PrereqOrBonus> <BonusType>BONUS_OIL</BonusType> </PrereqOrBonus> -<PrereqOrBonus> <BonusType>BONUS_DIESEL</BonusType> </PrereqOrBonus> </PrereqOrBonuses> -<Yields> <iYield>1</iYield> <iYield>2</iYield> <iYield>2</iYield> </Yields> <TechMovementChanges/> <Button>Art/Interface/Buttons/Builds/BuildRailroad.dds</Button> </RouteInfo> -<RouteInfo> <Type>ROUTE_RAILROAD_ELECTRIC</Type> <Description>TXT_KEY_ROUTE_RAILROAD_ELECTRIC</Description> <iValue>6</iValue> <iAdvancedStartCost>18</iAdvancedStartCost> <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease> <iMovement>30</iMovement> <iFlatMovement>10</iFlatMovement> <BonusType>BONUS_STEEL</BonusType> -<PrereqOrBonuses> -<PrereqOrBonus> <BonusType>BONUS_COPPER</BonusType> </PrereqOrBonus> </PrereqOrBonuses> -<Yields> <iYield>2</iYield> <iYield>2</iYield> <iYield>2</iYield> </Yields> <TechMovementChanges/> <Button>Art/Interface/Buttons/Builds/BuildElectricRailroad.dds</Button> </RouteInfo> -<RouteInfo> <Type>ROUTE_GRAVTUBE</Type> <Description>TXT_KEY_ROUTE_GRAVTUBE</Description> <iValue>7</iValue> <iAdvancedStartCost>24</iAdvancedStartCost> <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease> <iMovement>20</iMovement> <iFlatMovement>6</iFlatMovement> <BonusType>BONUS_COPPER</BonusType> -<PrereqOrBonuses> -<PrereqOrBonus> <BonusType>BONUS_LEAD</BonusType> </PrereqOrBonus> -<PrereqOrBonus> <BonusType>BONUS_SILVER</BonusType> </PrereqOrBonus> </PrereqOrBonuses> -<Yields> <iYield>2</iYield> <iYield>2</iYield> <iYield>3</iYield> </Yields> <TechMovementChanges/> <Button>Art/Interface/Buttons/Builds/BuildMaglev.dds</Button> </RouteInfo> -<RouteInfo> <Type>ROUTE_JUMPLANE</Type> <Description>TXT_KEY_ROUTE_JUMPLANE</Description> <iValue>8</iValue> <iAdvancedStartCost>30</iAdvancedStartCost> <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease> <iMovement>15</iMovement> <iFlatMovement>3</iFlatMovement> <BonusType>NONE</BonusType> -<PrereqOrBonuses> -<PrereqOrBonus> <BonusType>BONUS_URANIUM</BonusType> </PrereqOrBonus> -<PrereqOrBonus> <BonusType>BONUS_GOLD</BonusType> </PrereqOrBonus> </PrereqOrBonuses> -<Yields> <iYield>2</iYield> <iYield>3</iYield> <iYield>3</iYield> </Yields> <TechMovementChanges/> <Button>Art/Interface/Buttons/Builds/BuildJumplane.dds</Button> </RouteInfo> -<RouteInfo> <Type>ROUTE_TUNNEL</Type> <Description>TXT_KEY_ROUTE_TUNNEL</Description> <iValue>1</iValue> <iAdvancedStartCost>20</iAdvancedStartCost> <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease> <iMovement>60</iMovement> <iFlatMovement>60</iFlatMovement> <bSeaTunnel>1</bSeaTunnel> <BonusType>BONUS_STEEL</BonusType> -<PrereqOrBonuses> -<PrereqOrBonus> <BonusType>BONUS_MARBLE</BonusType> </PrereqOrBonus> -<PrereqOrBonus> <BonusType>BONUS_METHANE</BonusType> </PrereqOrBonus> -<PrereqOrBonus> <BonusType>BONUS_ALUMINUM</BonusType> </PrereqOrBonus> </PrereqOrBonuses> -<Yields> <iYield>2</iYield> <iYield>2</iYield> <iYield>2</iYield> </Yields> <TechMovementChanges/> <Button>Art/Afforess/Buttons/buildtunnel.dds</Button> </RouteInfo> </RouteInfos> </Civ4RouteInfos>
 
Meatball,

If you start with the code function place [ ] (around the word Code), then your data, then place [/ ]around the word Code again to close the function.
It will be more readable.

Ex.
Code:
<CapitalYieldModifiers>
				<iYield>0</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</CapitalYieldModifiers>

JosEPh
 
All right, this might be the strangest thing you've ever seen in Civ 4. I've got something here that goes beyond a bug report, to be a report about how the game completely and totally imploded (yet somehow is still running). So here's what happened. My friend Omega and I decided that we wanted to play this game in Multiplayer. We didn't see any reason why this wouldn't work. We selected a Custom Continents map, large, with 4 teams of 2. We also selected all of the leaders to be civilizations and leaders in the original Civ 4 BTS. Here's what we got (note: I'm supposed to be Hatshepsut, but am instead, for some reason, Mansa Musa of Egypt. My friend, supposed to be Louis XIV, somehow managed to become Shaka... of France.)

Screenshots:
Spoiler :

Spoiler :

Spoiler :

Spoiler :

Spoiler :

Spoiler :



So here's my explanation for what happened:

When we started up, everything seemed normal, apart from the fact that I wasn't Hatshepsut and Omega wasn't Louis anymore. (Also, he had no interface) This all changed when we founded our first city.

In short, we both got about 40 religions upon founding, only two of which were actually religions. The rest were represented by a strange ribbon and our event log said "has spread in Thebes!" and such. This was undeniably strange, but not game-breaking. What was game-breaking was the fact that we all seemed to have -45 commerce, research, culture, and espionage. (not exactly -45 for all cases, but roundabout).

The next turn, our culture had shrunk to just one tile, our only warrior was on strike, and the game had gone out of sync. In addition, every tech said that it would be finished in one turn, despite the fact that by now my research said -49/turn. We tried playing like this for a couple of more turns before we said "f*** it" and closed the game.

Here's a save of our fun little escapade (it's in multiplayer, so don't try opening it in singleplayer):

How Did This Happen?

In a probably unrelated note, we also get a multitude of XML errors when trying to start a multiplayer game. This doesn't happen in singleplayer. The XML errors all follow the same pattern for different leaders. The basic XML error is shown below:

Code:
Tag: LEADER_THEODORA in Info class was incorrect
Current XML file is: modules\Custom
Leaderheads\Theodora\XML\Theodora_CIV4DiplomacyInfos.xml

This is the list of leaders that have XML errors following this pattern:

Wu, Wilhelmina, Sejong, Richelieu, Nefertiti, Nebuchadrezzar, Masinissa, Marcus, Leonidas, Lenin, Kangxi, Joanofarc, Jayavarman, Ivan, Hirohito, Henry VIII, Franco, Dido, Cleopatra, Charles V, Cetshwayo, Basil, Atotoztli, Afonso, Abubakr,

So... strange enough?
 
Code:
Tag: LEADER_THEODORA in Info class was incorrect
Current XML file is: modules\Custom
Leaderheads\Theodora\XML\Theodora_CIV4DiplomacyInfos.xml

This is the list of leaders that have XML errors following this pattern:

Wu, Wilhelmina, Sejong, Richelieu, Nefertiti, Nebuchadrezzar, Masinissa, Marcus, Leonidas, Lenin, Kangxi, Joanofarc, Jayavarman, Ivan, Hirohito, Henry VIII, Franco, Dido, Cleopatra, Charles V, Cetshwayo, Basil, Atotoztli, Afonso, Abubakr,

So... strange enough?

Ja, I had the same problem in singleplayer, but after deleting everything and reinstalling twice, it's working again :).
I actually thought it might be some sort of conflict between normal ROM and RAND, as currently I haven't reinstalled normal ROM.

Whatever the cause of the red ribbon bug, plain BTS seemed to work fine when the ribbon thing was trashing this mod.
 
I'm sorry to say so, but no no one left, unless someone with programming skills steps in.

I'm not a Modder just a longtime Tester and fan. And as requests for help pile up they will most likely go unanswered.

Just as Zappara has walked away from Rise of Mankind, so to has Afforess moved on to RL and AND is now a rudderless Mod.

So until someone with the skills and, most importantly, the Time to work on it takes up the reins AND is as far as it's gonna get.

So If anyone is interested in taking control of AND I still believe Afforess can be reached thru a PM and possibly a EM. If so he might give permission to the SVN repository were AND's base code lives. os79 had permission but he has walked away too. Will anyone try?

JosEPh
 
Sorry if this has been asked/answered before, but I'm having an issue with victory conditions. The only victory condition possible is mastery. I've tried starting a custom game with all the other victory conditions turned on but it makes no difference, mastery is the only victory condition. Anyone know how to fix this?
 
When that Mastery victory is enabled, all the other victory conditions are not, even if they are enabled when starting the game. This happens because mastery victory is a sort of compendium of all the other victory conditions put together.

To have the other victory conditions working, you will have to disable mastery victory and leave enabled all the others/the ones you want when starting the game.
 
Hi

I have an issue when the game played wonder movies.

It plays well religion movies (and starting movies), but wonders movies (like stonehenge) play only the sound and shows static garbage on the screen (but the text at the ending shows ok)

It only happens with rom - and (i used last version 2.92 - 1.75).

It's in the only mod that occurs
For example, in 2.91 rom (without AND) goes well. Same for other mods i have in the PC. So it's a issue that i only see on Rom-And.

Do you know why this could be? It annoys me a lot.

I use small map.
 
Hi

I have an issue when the game played wonder movies.

It plays well religion movies (and starting movies), but wonders movies (like stonehenge) play only the sound and shows static garbage on the screen (but the text at the ending shows ok)

It only happens with rom - and (i used last version 2.92 - 1.75).

It's in the only mod that occurs
For example, in 2.91 rom (without AND) goes well. Same for other mods i have in the PC. So it's a issue that i only see on Rom-And.

Do you know why this could be? It annoys me a lot.

I use small map.

1st off AND 1.75 and 1.76 beta series are Stand alone Mods and Do Not require RoM 2.92. IF you installed AND 1.75/1.76 on top of RoM2.92 that is your problem.

There is also an option to turn Movies off.

@lloyd33
You must be logged into your computer as Admin not User unless you have Disabled Win 7's UAC. The FAQ thread gives details.

JosEPh :)
 
On that error, I've struck a similar error.

I've since solved it by reinstalling again.

How it happened, I think is this.

I originally installed the game in Linux (no not problem) emulating Windows 7, I then installed the mod, but changed emulation to Win XP.

I immediately got those errors for a whole raft of leaders, probably very similar names Theodora was the 1st.

Seems to be, an uninformed opinion, that its a communication problem between Windows 7 and XP, be it in single games, or multiplayer.

I think its the way Windows installs the game, Windows 7 uses Application data, while XP uses Program files.

This causes many problems for me, among them slower Bug Screens, slower play, and the leader header loading XML errors.

Solution; Either you all install under either XP OR Windows 7 for all Multiplayer. ie all use XP OR all use Win 7

Single player: Linux only, Don't use emulation of Windows 7, and change back to XP. (Well Duh uuurrgghh!!!!! ) :lol:

Fun Mod, Love playing it. Sorry no modding skills, and my linux info is through trial and error and reading the errors and thinking about destinations under XP. I had that operating system and can comprehend what it needs.
 
Hi Joseph.

When i said that it uses ROM 2.92 AND 1.75 i used their stand-alone install.
I saw that AND 1.75 uses ROM 2.92.
My install was

Download the 1.75 AND . Install it
Download de 1.75 c patch. Install it.

And the wonder movies don't work.

I even have tried de 1.76 beta. Same thing. It doesn't work.

But i have already ROM 2.91 on a separate folder (not 2.92 which is used and installed with 1.75..) and the wonders movies works.

So i do not know why this happens. And i don't want to switch the wonder movies off.

I hope if this could be by using a different ROM version. Do you know where i can download and OLDER Another dawn version that uses ROM 2.91 ?. Or why in the hell the wonder movies doesn't play?. I have a windows xp system.
 
Sometimes if you have an earlier version of RoM or RoM/AND in your Mods folder the game caches the setup for the earlier version. When you try an newer version it tries to use the old settings. This causes conflicts.

2 things to try:
1. Remove the earlier versions to a place outside of the CIV IV/BtS directory.
2. When you open BtS and select Advanced- Load Mod and then select your recent addition, when the Mod starts to load hold down the shift key. This clears the cache. This has cleared many a problem when loading a newer version of a favorite Mod.

Here is a link for all available AND versions http://sourceforge.net/projects/anewdawn/files/ .

Iirc, versions 1.72, 1.73, and 1.74 worked with RoM2.91. You can D/l these 3 and try them out. Just keep a clean copy of 2.91 available to copy off of for each of the AND versions. And Always move the last version you tried to a directory outside of the CIV IV/BtS directory before you load a new version.

One last question: when you D/L'd and installed 1.75 did you test to see if it would start before you Patched to 1.75c? One of your D/Ls could have been corrupted.

Here's Hoping you have better Luck with the info I've given.

JosEPh :)
 
Not the best forum navigator, but I couldn't find anything in the search of this thread.

I have the ini file set up to auto load A New Dawn (v1.75b). On entering the game, I change the Opening screen to Original Civ IV.

It keeps resetting this randomly between plays. It resets the splash, sets the ini to 0 (no mod), and deletes whatever settings I was using to play my last game. It doesn't always do this, and it doesn't always seem to do all of these at once. (I have seen no linkage between the reset of the in game settings and the other two, but the opening screen and ini file seem to happen together each time).

I recently reinstalled Civ IV on my new install of Windows 7 64 bit. Fresh install, full update, installed Rise of Mankind - A New Dawn 1.75, 1.75a, 1.75b in that order.

Edit: I ran the game until it deleted my in game settings (creating new maps over and over again), and after a little over a dozen, they reset. I came out to find the INI file is about half the size it originally was. Several settings seem to have been deleted from the file.

Edit: I can say for certain, that the changing of the In-Game settings, and the unloading of the mod in the INI do not always happen together.
 
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