A New Dawn Bug Reports and Feedback

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Also, the assimilation is off. If it is on, then I can build the original owners UU and UB immediately after conquer.

Of course you can, that's what assimilation is for. But you won't be able to build them anymore once the majority of the culture is yours.
 
I thought that was what happened when you had Assimilation ON :confused:

I always play with Assimilation off since I don't really like being able to build other UU/UB's (An exception might be Mali's forge replacement :groucho: ) but with it off you can't build it in a captured city? Is that how it worked in BTS too? It's been so long I can't remember :lol:

It might be better to just go and raze every core city the AI has and replace them with your own - unless your UB/UU is one that obsoletes quickly (Like the Inca's units and buildings)

No, with Assimilation ON you can simply build that civ's UU or UB, as long as there is enough foreign culture in your conquered city. Actually I also don't remember how it worked in vanilla BTS, I'll have to check.
The only problem I see is that you can't build a standard unit/building in a conquered city because there's a majority of foreign culture. If you conquer a Roman city, it's ok that you can't build a forum unless you have assimilation ON; you could say that you should probably be able to build a market, but with the new Minimum City Border option turned off, culture is much more important and if that city is still roman in culture, you won't be able to build your market because a Forum is expected in a culturally-roman-city, although actual "military" ownership is yours and not roman. But once you have the majority of culture in that city, you'll be able to build your market.
Same for other buildings/units.
 
45°38'N-13°47'E;13049973 said:
No, with Assimilation ON you can simply build that civ's UU or UB, as long as there is enough foreign culture in your conquered city. Actually I also don't remember how it worked in vanilla BTS, I'll have to check.
The only problem I see is that you can't build a standard unit/building in a conquered city because there's a majority of foreign culture. If you conquer a Roman city, it's ok that you can't build a forum unless you have assimilation ON; you could say that you should probably be able to build a market, but with the new Minimum City Border option turned off, culture is much more important and if that city is still roman in culture, you won't be able to build your market because a Forum is expected in a culturally-roman-city, although actual "military" ownership is yours and not roman. But once you have the majority of culture in that city, you'll be able to build your market.
Same for other buildings/units.

This is all so very confusing for me :lol:
 
45°38'N-13°47'E;13049973 said:
No, with Assimilation ON you can simply build that civ's UU or UB, as long as there is enough foreign culture in your conquered city. Actually I also don't remember how it worked in vanilla BTS, I'll have to check.
The only problem I see is that you can't build a standard unit/building in a conquered city because there's a majority of foreign culture. If you conquer a Roman city, it's ok that you can't build a forum unless you have assimilation ON; you could say that you should probably be able to build a market, but with the new Minimum City Border option turned off, culture is much more important and if that city is still roman in culture, you won't be able to build your market because a Forum is expected in a culturally-roman-city, although actual "military" ownership is yours and not roman. But once you have the majority of culture in that city, you'll be able to build your market.
Same for other buildings/units.

The problem is that there is no foreign culture anymore and I still cannot build granary in conquered Inca city
 
I've been noticing this for a while but...

I almost always see the AI workers burn jungles instead of cutting them down. Especially so with Revolution or Barbarian spawned ones - both minor and fully developed. And this is in 1600AD years - they've certainly got the tech to cut jungles down, and I've even checked via World Builder. They have the ability to do so, yet they choose to burn it down every single time :confused:

It takes just as long as cutting it down, results in the same effect, but yields no production bonus to nearby cities. So why? :crazyeye:
 
If code is not changed then assimilation on you can build foreign UU/UB without foreign culture. Thats the way it originally worked:)
 
Well... This is a first! One of my cities wants to join the Barbarian State! :lol:


I decided to grant their "demand" for laughs, and immediately got an error message in the 'News' up at the top of the screen. Not a window or anything, just text the same as the "You have built a ____ in ____" but I wasn't able to get a screencap of it in time, and it didn't show up in the history window. Ah well, game kept playing just fine so I guess it's no biggie.
 
45°38'N-13°47'E;13052455 said:
They stay AFAIK.

Well, I think not. I tried to add a foreign UB to a city in worldbuilder, but the city screen did not show it.
 
Well, I think not. I tried to add a foreign UB to a city in worldbuilder, but the city screen did not show it.
Hmm, that's odd, I distinctly remember conquering a city with that civ's UB and seeing the building still there much later - although I can't confirm whether their culture% had already been reduced to zero though. Something to keep an eye on, thanks.
 
Hmm, that's odd, I distinctly remember conquering a city with that civ's UB and seeing the building still there much later - although I can't confirm whether their culture% had already been reduced to zero though. Something to keep an eye on, thanks.

-->

This is all so very confusing for me :lol:

For me too :crazyeye:
 
Well, I think not. I tried to add a foreign UB to a city in worldbuilder, but the city screen did not show it.

Not all buildings are shown in the city any more. Because of graphics issues the level of detail has been changed. Iirc, the settings are in the A New Dawn Global Defines file.

JosEPh

Edit: this section near the bottom of the file.

Code:
<Define>
		<!-- Use the following to determine what building art
			is displayed on cities.  It is a bitmask of flags which may be
			added together:
			1 = Wonders 
			2 = city defences
			128 = other
			We default to Wonders and city defenses (1+2 = 3) -->
 
Not all buildings are shown in the city any more. Because of graphics issues the level of detail has been changed. Iirc, the settings are in the A New Dawn Global Defines file.

JosEPh

I meant that the building list did not show it, but I will double check it with the newest revision...
 
"Strong storms have disrupted fishing operations in the _____ empire"


What's the point behind this event? You get a message saying storms have disrupted your fishing boats and fishermen are asking for government compensation or something, and you get two options:

-Pay a miniscule amount of cash, generally around 20 :gold: . Does nothing other than deducting a small amount of gold.
-'We don't have the money to spare' Does nothing whatsoever?


I see this event fairly often, but it doesn't really seem to matter which choice you make, and it's highly unlikely you'll find yourself so broke you can't afford to replace those boats - and it doesn't involve actual fishing/whaling boats either it seems.

Pick the second option and you don't lose anything, you don't gain anything, no cities are affected... Same with the first option actually. Only difference is you lose a meager amount of cash.
 
"Strong storms have disrupted fishing operations in the _____ empire"


What's the point behind this event? You get a message saying storms have disrupted your fishing boats and fishermen are asking for government compensation or something, and you get two options:

-Pay a miniscule amount of cash, generally around 20 :gold: . Does nothing other than deducting a small amount of gold.
-'We don't have the money to spare' Does nothing whatsoever?


I see this event fairly often, but it doesn't really seem to matter which choice you make, and it's highly unlikely you'll find yourself so broke you can't afford to replace those boats - and it doesn't involve actual fishing/whaling boats either it seems.

Pick the second option and you don't lose anything, you don't gain anything, no cities are affected... Same with the first option actually. Only difference is you lose a meager amount of cash.

A check was missing if you already own or not some fishing boats. Will be fixed in next revision. :)
 
I did a rather thorough test on Assimilation's UB-s.

I played Carthage, the AI was Egypt.

1)
I set up he's city to have Gothon and Obelisk built.
Spoiler :

Civ4ScreenShot0010.JPG



2)
Used a GreatSpy to infiltrate the city.
The obelisk is there, the gothon is not.
(Okay - I said - It's 100% egyptian)
Spoiler :

Civ4ScreenShot0012.JPG



3)
Than I conquered it.
Egyptian/carthagian ratio: 75%/25%
Spoiler :

Civ4ScreenShot0014.JPG



4)
Killed his last units (The Egyptian civ is destroyed) and used 2GreatArtists' greatworks to add culture --> 100% carthagian.
No UB of either civ

Spoiler :

Civ4ScreenShot0017.JPG



5)
What says the WorldBuilder?
Gothon is there (where??:confused:), but obelisk is not.

Spoiler :

Civ4ScreenShot0018.JPG


Here are my game options:

Spoiler :

Civ4ScreenShot0020.JPG

Civ4ScreenShot0021.JPG

Civ4ScreenShot0022.JPG

 
Your spoilers are all Blank. :confused:

JosEPh
 
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