A New Dawn Bug Reports and Feedback

Status
Not open for further replies.
Also, im not sure when but im pretty sure C2C managed to come up with a solution to the annoying fact that cities love to select slave specialists, despite the fact they cause unhappiness/unhealthiness and no matter what you do, every time a cities grows, or you click on the city tile (when rearranging the tiles inside city screen - so to auto-manage it kinda thing), it will change all your specialists around to get more slaves and enslave any new citizen(s) into slavery :trouble:. Even if you left click on a type of specialist you want to 'force' it to stay beforehand, or like force the city to concentrate on engineers or something for instance, the city ignores that and gets stupid slaves instead. Also the city AI thinks that a good way to combat unhealthiness is to simply not grow anymore - so they go for specialists instead of food tiles etc, the thing with this is that its a cycle of getting slaves which causes unhealthiness, this then leads them to think that more slaves are the solution. Its not the biggest deal but my god does it get annoying fast. Would be cool if RAND fixed this too.
 
45°38'N-13°47'E;13347029 said:
Afforess, I can't check right now but I think I've imported or created code for improvements to go obsolete. I don't remember now.

I almost forgot but I've checked now: I've added code in order to make build actions go obsolete, not improvement. I've made it so for example you can't "burn forest/jungle" after a given tech is researched; but it can be applied to every other improvement that needs to be built only up to a certain tech.
 
In latest versions Merchant specialist give 2 coins AND 3 gold. Isn't it too overpowered?
Other specialists don't give coins.

Upd. Yes, it was in rev744, seems not accidentally. But I suppose it is too much anyway. Merchant gives more science than science guy ( on 100% )...
So it is not bug, it is balance suggestion.
 
There's something fishy going on with the game year display. My game hopped from 700BCish => 5000+AD during a turn.

After that I experimented by starting a renaissance game, and it started straight up from 7000+AD.

Tried on Vanilla, and it was ok (1200+AD renaissance start). Reinstalled RoM (r768) and the bug was still there. It's also present in r754 I think.
 
45°38'N-13°47'E;13363005 said:
Game isn't balanced yet for starting in eras different from ancient. It's on to do list

I meant Auto play specific turns and check AIs using Ctrl + L to see how far they're tech-wise then judging if research time is good or need tweak. Then Auto play another set of turns, etc.

However, I'll take your word and leave that task to you. I was just volunteering :).
 
I meant Auto play specific turns and check AIs using Ctrl + L to see how far they're tech-wise then judging if research time is good or need tweak. Then Auto play another set of turns, etc.

However, I'll take your word and leave that task to you. I was just volunteering :).
I'll send you a message later :)
 
45°38'N-13°47'E;13363005 said:
Game isn't balanced yet for starting in eras different from ancient. It's on to do list

I know that it isn't, but game date hopping from 700BC to 5000AD in a standard ancient start isn't about balance I guess? :)

I just tested the renaissance start to check what year it starts at, and apparently it was also 5700 years too far in the future.

Noone else has noticed any weird changes in the displayed game year? The turn number stays correct.
 
I know that it isn't, but game date hopping from 700BC to 5000AD in a standard ancient start isn't about balance I guess? :)

I just tested the renaissance start to check what year it starts at, and apparently it was also 5700 years too far in the future.

Noone else has noticed any weird changes in the displayed game year? The turn number stays correct.
Can you upload a save? The only thing that I can think of is switching from some very old revision to the latest one.
 
45°38'N-13°47'E;13363406 said:
Can you upload a save? The only thing that I can think of is switching from some very old revision to the latest one.

Hmm, I've been toying around with different revisions, and now the year seems to have changed back to correct date in the very same save. I think it has something to do with the xml files and different revisions, so it might not be a bug. I'll get back to you if I can recreate it while using a same revision all along the same save.
 
If we are looking to cut down on extra :), what do you think about the Spiritual trait giving +1 :) to all Monasteries? It seems like that gives a large bonus to the Spiritual trait, and Spiritual's ability to cap anarchy at 1 turn seems like enough.
 
I was looking at the religious Wonders to plot out the Asatru/Shinto Wonders and I noticed two things that kind of stick out.

King Richard's Crusade: The Crusader unit has the requirement that you have to have the Crusade to train Crusaders. This would be okay, except that you can never really train Crusaders. The only way to get them is by having them automatically produced by the Crusade. If we remove this requirement, I don't think anything would change.

Masada: This gives +1 beaker. This seems totally out of place. I think we can lose this without problems.
 
I was looking at the religious Wonders to plot out the Asatru/Shinto Wonders and I noticed two things that kind of stick out.

King Richard's Crusade: The Crusader unit has the requirement that you have to have the Crusade to train Crusaders. This would be okay, except that you can never really train Crusaders. The only way to get them is by having them automatically produced by the Crusade. If we remove this requirement, I don't think anything would change.

Masada: This gives +1 beaker. This seems totally out of place. I think we can lose this without problems.
I agree 100%
 
Rev 774.
Issue with Carthaginean slinger.

Edit:

Nevermind, tabbing in and out a few times to report has solved it.
 

Attachments

  • Slinger.jpg
    Slinger.jpg
    370.5 KB · Views: 88
Rev 774.
Issue with Carthaginean slinger.

It's a know issues but we've not been able to fix it until now. For some reason, mediterranean slingers appear white until you meet your first archer. Then they will get full textures.
 
Status
Not open for further replies.
Back
Top Bottom