A New Dawn Bug Reports and Feedback

Status
Not open for further replies.
No joy with the mini-dump, then?

I am afraid clearing the cache had no effect, the game still crashes on the very next END TURN...

I'm not 100% sure but could be the same problem Ostix had.

It probably has something to do with Opportunity fire. Try disabling it under BUG Option and everything should be working fine. I'm trying a fix now for OF, will upload it in the next revision.
 
45°38'N-13°47'E;12587465 said:
I'm not 100% sure but could be the same problem Ostix had.

It probably has something to do with Opportunity fire. Try disabling it under BUG Option and everything should be working fine. I'm trying a fix now for OF, will upload it in the next revision.

How bizarre, I just read that other thread and was literally in-game turning off opportunity fire when I got the thread notification.

I can confirm you're correct. OF is now turned off and game processes.

However, at -1000 GPT, I'll have to let the game sit until the civic cost balance for this game speed is ready :)
 
Maybe the chances for the different events should be reconsidered. At least 80% of all events consist in destructions of my infrastructure. At lower speeds, this gets extremly annoying. Right now, I havent even finished reconstructing when the tile was hit again by the next disaster.
I love playing with random events, but I´m on the verge of turning them off.
 
Maybe the chances for the different events should be reconsidered. At least 80% of all events consist in destructions of my infrastructure. At lower speeds, this gets extremly annoying. Right now, I havent even finished reconstructing when the tile was hit again by the next disaster.
I love playing with random events, but I´m on the verge of turning them off.

By lower speed I think you mean longer games?
Anyone else reporting this problem? IPEX, since you play usually longer games, what do you say?
 
@Zorn,
This has been Cussed and discussed in C2C for sometime, the frequency of Random Events. And those that mod/make them keep saying "they are Random", some games you'll see more than other games just by what Triggers the event. If you keep seeing the same one it's more of the map/terrain/how you are working your tiles/etc. thing that is triggering that particular event. Make some changes to your playstyle.

If you are not aware there are 2 Option settings for Random Events. One at game set up and another in BUG.

JosEPh
 
It`s not really the frequency that bugs me - it`s the relation for bad to good events. If I`m stuck by 5 disasters in a row I get angry. If for every two plot improvements that get destroyed I would get one for free, I would be fine.
I know you can make a point that the AI suffers the same (and it does, i have seen turns where 4 disasters to other nations were reportet in a row) but the feeling is different.
 
I think Ori (who created many of these events) said that the ratio of Good Events to Bad Events was that there were almost 3 times as many Bad as Good. But I don't remember if Difficulty level plays into it or not (to change the ratio).

I understand the frustration. Especially if you feel you have a tight game going.

JosEPh
 
I think Ori (who created many of these events) said that the ratio of Good Events to Bad Events was that there were almost 3 times as many Bad as Good. But I don't remember if Difficulty level plays into it or not (to change the ratio).

I understand the frustration. Especially if you feel you have a tight game going.

JosEPh

There isn't anything in the difficulty levels that governs events (and nothing in the code to say whether an event is good or bad). I think the only factor involved is the iWeight factor in Civ4EventTriggerInfos.xml. There are some good events with high priority, but such restrictive conditions that they probably don't trigger that often.
 
There isn't anything in the difficulty levels that governs events (and nothing in the code to say whether an event is good or bad). I think the only factor involved is the iWeight factor in Civ4EventTriggerInfos.xml. There are some good events with high priority, but such restrictive conditions that they probably don't trigger that often.

Whenever I start complaining about the negative random events, I just have to remind myself that the Tsunami event was disabled in the game, and suddenly I feel a lot better ^_^

Losing a tile improvement or five is fine by me compared to losing an entire city in one fell swoop! :eek:
Not being able to defend against that - other than having it be a highly populated city - makes it all the more terrifying. Although with all the buildings that boost food in AND, I don't see anything other than a useless tundra city actually getting taken out by that event.


Personally speaking, the tile improvement losses aren't really that bad (Earthquakes, floods, sandstorms, pestilence, etc) and the loss of production (Crude oil, clunker coal) aren't that bad either. I do find the Hurricane and associated "Loss of buildings" events to be a tad annoying at times, especially in production poor cities. Worst thing that's happened to me was a hurricane knocking out my Forge in a city building the Colussus. UNLIKE the "Careless apprentice" event, you can't replace the forge while the wonder is still building. 27 turns of building down the drain! I'm just lucky the AI didn't snatch it in the meantime :p
(Though a WorldBuilder save revealed if I hadn't cash rushed the forge, I would have lost it!)
 
Yes I play with Random events, Gigantic map, and Eternity speeds.

I've never really worried about it. It happens, bad events, of Earthquakes, flooding, etc. It's to be expected on a active planet that we live upon.

I usually try to have 2 or 3 workers per city on average, but I group them into groups of 8, so when they have to rebuild a pasture, its done quickly, and I usually have multiple of each.

Sure its happened when I was smaller, and it was the only one, or the newly built forge, in my 2nd city was destroyed, but its the game. If it didn't happen it'd be way to easy, and when I get a good random event, its so much sweeter.

Some loath random events, I love them. Life is unpredictable, just live it.
 
Agreed. For the most part, the bad events are merely annoying. If you have enough workers running around, they're not even that. The damage caused can be repaired almost as quickly as it happened.

On the other hand, it SUCKS to lose a Combat V Trireme to a "Our ship has sunk at sea" because of a storm or trecherous reefs while it was just sitting there waiting to be upgraded with the right techs. Not as easy to replace those!
Keeping 'em in port seems to nullify those events though. I've learned the hard way - once you get a combat ship promoted to the teeth, don't let it sit out in the open even in peacetime!
 
On the other hand, it SUCKS to lose a Combat V Trireme to a "Our ship has sunk at sea" because of a storm or trecherous reefs while it was just sitting there waiting to be upgraded with the right techs.
I know I'm playing an outdated version (the original AND), but this happens way too often. If it's a sea event, it'll be this. I wouldn't mind a gold hit or relationship hit as much even those can also suck, but losing a highly experienced unit to the RNG is a bit much.

As you guys posted, losing tile improvements and buildings also hurts, but they're often quickly replaceable. But losing units is kind of ass. I wouldn't bat an eye at the "damaged by reef, stuck for 2 turns" events, but those happen even less often. Why not just %damage like getting hit by a storm rather than outright loss?
 
I know I'm playing an outdated version (the original AND), but this happens way too often. If it's a sea event, it'll be this. I wouldn't mind a gold hit or relationship hit as much even those can also suck, but losing a highly experienced unit to the RNG is a bit much.

As you guys posted, losing tile improvements and buildings also hurts, but they're often quickly replaceable. But losing units is kind of ass. I wouldn't bat an eye at the "damaged by reef, stuck for 2 turns" events, but those happen even less often. Why not just %damage like getting hit by a storm rather than outright loss?

If you and Rezca played with the special events turned off, these things wouldn't happen. You have the ability to set and play the game you want, not just the difficulty level
 
I know I'm playing an outdated version (the original AND), but this happens way too often. If it's a sea event, it'll be this. I wouldn't mind a gold hit or relationship hit as much even those can also suck, but losing a highly experienced unit to the RNG is a bit much.

As you guys posted, losing tile improvements and buildings also hurts, but they're often quickly replaceable. But losing units is kind of ass. I wouldn't bat an eye at the "damaged by reef, stuck for 2 turns" events, but those happen even less often. Why not just %damage like getting hit by a storm rather than outright loss?


I don't get the Unit Lost events as often as in the earlier AND versions, but it still hurts when it does come up ^^
A damaged/immobile event would be better me thinks, or have the events obsoleted by one of the earlier techs that enhance sailing and naval stuff.



If you and Rezca played with the special events turned off, these things wouldn't happen. You have the ability to set and play the game you want, not just the difficulty level

Correct, and I'm choosing to play with them on. ;)
I personally find that the pros outweigh the cons here, even if it does sting to lose a prized unit because of a crappy roll of the dice when picking events at the start of a turn. Disabling events as a "cure" to one or two bad events we don't like removes ALL events - even the good ones.
I might complain when getting hit by a negative event at a sour time, but I still like events. Same goes for barbarians. I love having them in my games, but sometimes I do get some bad luck with them.
 
I don't get the Unit Lost events as often as in the earlier AND versions, but it still hurts when it does come up ^^
A damaged/immobile event would be better me thinks, or have the events obsoleted by one of the earlier techs that enhance sailing and naval stuff.





Correct, and I'm choosing to play with them on. ;)
I personally find that the pros outweigh the cons here, even if it does sting to lose a prized unit because of a crappy roll of the dice when picking events at the start of a turn. Disabling events as a "cure" to one or two bad events we don't like removes ALL events - even the good ones.
I might complain when getting hit by a negative event at a sour time, but I still like events. Same goes for barbarians. I love having them in my games, but sometimes I do get some bad luck with them.

You can always play "do over style" and put the ships in port or try to replay turn under new random seed. OR, protect those valuable units before these things happen.

Also I have learned to never set a go to order over a body of water. They seem to have a high percentage change of running into a storm.
 
You can always play "do over style" and put the ships in port or try to replay turn under new random seed. OR, protect those valuable units before these things happen.

Also I have learned to never set a go to order over a body of water. They seem to have a high percentage change of running into a storm.

I also pointed that out before - once I get a highly promoted classic-era ship, I dock it at the port until further notice (Unless that city is under siege of course.).
I've never bothered hunting down the "Lost at Sea/Storm" event and disabling it in the XML, mostly because it just doesn't happen as often as it used to. Yes, it does happen enough that it's annoying, but for me it's bearable.


Hmm I've had it happen most often when they're on Sentry duty and less often when they're under a Go-To order or automated tasks =/
 
The ship sinking at a "treacherous coastal reef" when it has been anchoring in the same tile for literally thousands of years is a classic. But, I guess the reef can have grown underneath the ship in this time...

In other news, it appears to me that the capitol administration building is not working; after I upgraded the metropolitan administration I was no longer able to work tiles 3 tiles away (met. ad. works fine). Besides, are these buildings expected to work at all if I disabled 3 tiles cities in the settings?
 
If you disable the 3-Tile radius in the game setup then no they won't increase the radius. Just do their normal gold sucking like always. ;)

JosEPh
 
Status
Not open for further replies.
Back
Top Bottom