A New Dawn Bug Reports and Feedback

Status
Not open for further replies.
That sounds logical. In 1851, the Great Exhibition began in Britain, the one-year brainchild of Prince Albert, the consort of Queen Victoria. I would imagine that the World Fair was a similar venture.
 
That sounds logical. In 1851, the Great Exhibition began in Britain, the one-year brainchild of Prince Albert, the consort of Queen Victoria. I would imagine that the World Fair was a similar venture.

No, the bug was the word "ater" instead "after". :p
 
*cough* Ah yes. I was wondering who would spot that first :)
 
I'm afraid I haven't been following all the threads real closely for the last couple of weeks, so apoligies if this has been covered. I noticed a new option on the in game normal options menu which blocks out items in the build list which can't currently be built for whatever reason but might at some point down the road. Is there any way we could get similar filters within the city screen? I'd love to be able to hit one button and see all the available buildings that would give me :hammers: right away or :food: or :culture: etc. I know you can mouseover the production per turn value at the top of the screen to get names of such buildings, but there are so many buildings in this mod, it's hard to keep all the button images memorized.

I also have a couple bugs in diplomacy. One is the txt_key thingie for better rank and first impression are missing. Also when in a war that I started, I am frequently getting the dialogue screen that comes up when the player initiates the discussion, but during the AI turns (or after them, in any case, without my initiating them on my turn). This doesn't seem to happen during wars that the AI starts with me. I'm usind RoM 2.81 no megapack, AND 1.55 with everything (possibly not sea monsters-I don't remember).

Also, this:
http://dwf.blogs.com/beyond_the_paper/2009/04/enabling-3gb-switch-on-windows-vista.html
has done wonders for me. I guess vista needs both the program (BTS already does it) and itself to be told to use up to 3gb for a given program. I'm playing a Giant map with usually every civ in use (depending on how the AIs wars are going) with no problems and a fairly reasonable wait between turns during the late Classical age.
 
I'm afraid I haven't been following all the threads real closely for the last couple of weeks, so apoligies if this has been covered. I noticed a new option on the in game normal options menu which blocks out items in the build list which can't currently be built for whatever reason but might at some point down the road. Is there any way we could get similar filters within the city screen? I'd love to be able to hit one button and see all the available buildings that would give me :hammers: right away or :food: or :culture: etc. I know you can mouseover the production per turn value at the top of the screen to get names of such buildings, but there are so many buildings in this mod, it's hard to keep all the button images memorized.

Yes and No. Yes, because it already is there. Hover over the food bar. You should see a list of buildings that will give you food. Likewise with Culture and Production. However, I am unable to add anymore buttons like the Hide Unavailable Builds button (Handy, eh?), since the code is in the .exe and Firaxis only gave modders 3 buttons to play with (and the BUG mod used 2 up already. The last one I used).

I also have a couple bugs in diplomacy. One is the txt_key thingie for better rank and first impression are missing. Also when in a war that I started, I am frequently getting the dialogue screen that comes up when the player initiates the discussion, but during the AI turns (or after them, in any case, without my initiating them on my turn). This doesn't seem to happen during wars that the AI starts with me. I'm usind RoM 2.81 no megapack, AND 1.55 with everything (possibly not sea monsters-I don't remember).

The AI dialogue bug, I believe I have fixed in my newest beta. It's been widely reported, but I think I finally found it. I hope so anyway.

Also, this:
http://dwf.blogs.com/beyond_the_paper/2009/04/enabling-3gb-switch-on-windows-vista.html
has done wonders for me. I guess vista needs both the program (BTS already does it) and itself to be told to use up to 3gb for a given program. I'm playing a Giant map with usually every civ in use (depending on how the AIs wars are going) with no problems and a fairly reasonable wait between turns during the late Classical age.


I should probably make a speed up tutorial somewhere, this link is a good place to start...
 
The hide unavailable builds is a very welcome addition (which are the two from BUG?), but I was thinking something along the lines of the plot filter buttons for units on the main screen. Which doesn't seem related to the options menu. But then, I don't know what went into making those work either.

I also got a WAR_LOST diplomacy modifier, but it sounds like you're on top of that. An AI opponent took one of my cities in a surprise attack, which I've retaken, and lost a pile of units in the process, but still won't talk to me. Another AI he invited into the war, who actually was on my border, has since cried uncle, the first is just being stubborn. Which leads me to another question, is there anything you can do to get the AIs to focus more on their neighbors? I find it terribly irritating to just whack units until the AI gives up when their cities are forever and a day away so I'm not interested in taking them. Put another way, I'm not interested in counter invading across the map because I don't want to depend on rights of passage for reinforcements, nor do I want to pay the upkeep for cities that far away. Put yet another way, wouldn't a given AI be better off grabbing cities nearer to it for the same reasons that I don't want his?
 
[...] Which leads me to another question, is there anything you can do to get the AIs to focus more on their neighbors? I find it terribly irritating to just whack units until the AI gives up when their cities are forever and a day away so I'm not interested in taking them. Put another way, I'm not interested in counter invading across the map because I don't want to depend on rights of passage for reinforcements, nor do I want to pay the upkeep for cities that far away. Put yet another way, wouldn't a given AI be better off grabbing cities nearer to it for the same reasons that I don't want his?

i fully agree on that. it's a really nast thing about the AI. any war related actions the AI takes should really depend on things like 'min distance between one of my cities to one of his cities' - both for considering allies or war targets.
 
The hide unavailable builds is a very welcome addition (which are the two from BUG?), but I was thinking something along the lines of the plot filter buttons for units on the main screen. Which doesn't seem related to the options menu. But then, I don't know what went into making those work either.

The plot filter buttons involve a lot of python trickery. But the real problem is that any button for showing specific types of buildings would have to be firmly in the SDK. Although your idea is not a bad one. I'll talk to the BUG team and see if there is a way I can help create it.

I also got a WAR_LOST diplomacy modifier, but it sounds like you're on top of that. An AI opponent took one of my cities in a surprise attack, which I've retaken, and lost a pile of units in the process, but still won't talk to me. Another AI he invited into the war, who actually was on my border, has since cried uncle, the first is just being stubborn. Which leads me to another question, is there anything you can do to get the AIs to focus more on their neighbors? I find it terribly irritating to just whack units until the AI gives up when their cities are forever and a day away so I'm not interested in taking them. Put another way, I'm not interested in counter invading across the map because I don't want to depend on rights of passage for reinforcements, nor do I want to pay the upkeep for cities that far away. Put yet another way, wouldn't a given AI be better off grabbing cities nearer to it for the same reasons that I don't want his?

Yes, and the good news is that Better AI v.83 (The next version, we're still using v.82), does a great deal to help this. As soon as those changes trickle down the pipe to RevDCM, I'll update AND.
 
I guess, not being a programmer, I have difficulty understanding where the difficulty is. What I have in mind is a button that only shows me the building buttons for the buildings listed in the :hammers: mouseover (or :food: or :culture: ). I guess whatever was done to remove all the other buttons could be the problem.
 
I guess, not being a programmer, I have difficulty understanding where the difficulty is. What I have in mind is a button that only shows me the building buttons for the buildings listed in the :hammers: mouseover (or :food: or :culture: ). I guess whatever was done to remove all the other buttons could be the problem.

Don't worry about it, I already posted in the BUG forums. It's a really good idea, I would love to add it too. :p
 
Now that RoM has adjusted the Str of all the units, i think its about time someone adjusts the Events that deal with these NEW str's. Meaning, i was just into a game not more than 15 turns when a horde (2) warriors came at me from an event, NO BIGGY, but then five turns later a Horde of Horse Archer's 5-6 (str 8) came at me and my highest by then was only str 4, needless to say "i was defeated." Then i said no and was reassigned to another place on the map with a str of 2 assigned to me, and with 10 turns an event of horde Spearman came at me, again wiped out. So again i said no and assigned another place on map, but as soon as 2 turns the first place civ i lost was reassigned back to me, then i had two cities, i thought YEAH, but then a couple of spearman came and wiped out the second city, leaving me with the original city again, then an event again of 5 Swordsman was formed with (str 10) my highest at that time was str 5 (Axeman). Well it goes on endless from there, so i just quit the game.
I guess what i am saying is the Events are too harsh with the new str difficulties, or is it just ME:confused:
I was playing with Barb World on, Rev on, and Generals on (I really like this new one, from what i have seen, and thats only to turn 30-40, OUCH!).(Oh yeah Beta 1.60)

You can edit the events in:
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind\Assets\Python\EntryPoints\CvRandomEventInterface.py

Just find "Huns" (=horse archers) and "Vandals" (=swordsmen) and edit them the way you like it. I have personally changed them to Horsemen and Light Swordsmen.
 
You can edit the events in:
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind\Assets\Python\EntryPoints\CvRandomEventInterface.py

Just find "Huns" (=horse archers) and "Vandals" (=swordsmen) and edit them the way you like it. I have personally changed them to Horsemen and Light Swordsmen.

I looked thru all that i thought that was it, but didnt know for sure, i also looked at the mercenaries part, didnt know for sure which was which?:crazyeye: THX
 
I looked thru all that i thought that was it, but didnt know for sure, i also looked at the mercenaries part, didnt know for sure which was which?:crazyeye: THX

elif map.getWorldSize() == CvUtil.findInfoTypeNum(gc.getWorldInfo, gc.getNumWorldInfos(), 'WORLDSIZE_LARGE'):
iNumUnits = 5
else:
iNumUnits = 6

iUnitType = CvUtil.findInfoTypeNum(gc.getUnitInfo, gc.getNumUnitInfos(), 'UNIT_LIGHT_SWORDSMAN')

Look for the text above, just a bit below the

######## THE_VANDALS ###########

headline in the Python file I mentioned above. I've changed SWORDSMAN to LIGHT_SWORDSMAN there. You can fiddle the number of barbarians appearing and the circumstances they can appear in.

I'm not sure about what you mean with mercenaries? I'm not that familiar with them, aren't they like the land-based privateers (Bandit Footpad and Bandit Rider or something like that), you can attack another nation with them without declaring a war and they have hidden nationality I think?
 
The events seem easy enough to fix. I will fix mine and put it on here for everyone else.
Never mind, OS beat me to it.:D
 
Try getting a clean copy of RoM 2.81 and installing my AND 1.60 beta2. I have a patch for the mega civ's there, so it shouldn't crash anymore.

hi everybody
now
i just tried to install AND 1.60beta2 instead of AND 1.55
and while 1.55 send me a visualc++ error building up the world
1.60beta2 causes a CTD loading the ROM mod :cry:

and nope, mega civ pack 2.81 didint worked not even wit the patch
ROM full 2.81 either

i REINSALLED a clean ROM 2.81 full with AND 1.3sumthin and guess what IT WORKED
even loaded the ol games o mine
so im doing this

i installed the WHOLE civilization 4 game and its expantions of course patching BTS to 3.19 crystal clear (i have colonizations if thats necesaty)
now i have torrented ROM full 2.80 and its patch 2.81 :cool:
and Mega version 2.80 and its patch 2.81 :king:
A new dawn modmod 1.53 and its patch 1.55 and 1.60beta2 :goodjob:
finally ROME 3.05 :crazyeye:

Can u please post a step by step even with woc.exe double clicks and all that
if that dosent work guess ill stick with AND1.3sumthin
By the way i just saw a pirate civilization i think itll be cool to have it as option in AND

PD:i'll wait answer to any move and again congrats in all the coded work
 
hi everybody
now
i just tried to install AND 1.60beta2 instead of AND 1.55
and while 1.55 send me a visualc++ error building up the world
1.60beta2 causes a CTD loading the ROM mod :cry:

Could I see a screenshot of the error message?


i REINSALLED a clean ROM 2.81 full with AND 1.3sumthin and guess what IT WORKED
even loaded the ol games o mine
so im doing this

There is no 1.3 of AND, the versions start at 1.50. Older than that, and it was just Afforess's Modmods. Any version older than 1.50 was NOT made for Rise of Mankind 2.81. You will get errors and crashes if you continue to use outdated and unsupported versions.

I have a step by step guide here.
 
Could I see a screenshot of the error message?




There is no 1.3 of AND, the versions start at 1.50. Older than that, and it was just Afforess's Modmods. Any version older than 1.50 was NOT made for Rise of Mankind 2.81. You will get errors and crashes if you continue to use outdated and unsupported versions.

I have a step by step guide here.

isee and yes youre right it was aforess modmods but it works on 2.81 just fine except for one detail or another, yet as for the screenshot i havent got one since i already reinstalled the wole game and have it with no mods modmods or mod expantions yet it was " civs 4 bts ended unexpectedly"
send error y/n?
after CTD not even starting the game
should i install everything as im doin so i can send u screenshot and AND log?
i can do it no problem

as for the step by step i do it almost exactly except for i double click woc.exe after patch to 2.81
and for Mea civ pack i have no probles with black screenies but pressing single player button crashes and wen it does not it crashes anyways building the world
 
isee and yes youre right it was aforess modmods but it works on 2.81 just fine except for one detail or another, yet as for the screenshot i havent got one since i already reinstalled the wole game and have it with no mods modmods or mod expantions yet it was " civs 4 bts ended unexpectedly"
send error y/n?
after CTD not even starting the game
should i install everything as im doin so i can send u screenshot and AND log?
i can do it no problem

as for the step by step i do it almost exactly except for i double click woc.exe after patch to 2.81
and for Mea civ pack i have no probles with black screenies but pressing single player button crashes and wen it does not it crashes anyways building the world

ok now i did this
from a clear cystal BTS3.19 i installed MegacivROM 2.80 then patched to 2.81
didint work it shows "error 2"
then just beign ther i installed AND 1.60beta2
and shows "error 1 " BEFORE initiate ROM then pressing single player button shows again "error 2"

ill try now same process with ROM 2.81 Full not mega
ill edit just before that
there has been more than 10 minutes by now and the AND 1.60beta2 unninstaller dosent work
it froze in the " restoring backups" screen
moving on
ok, after dinner and a couple hours i installed over a clean BTS 3.19 the ROM 2.81
and worked just fine, no other mod or modmod present, then i installed AND 1.60 beta2
again CTD in the building world screen, giving me the "error 2" shown in the images

here's whats in the AND log

{Required Files} {Military Civics} {Beautification Project} {Castle Improvements} {Civic Flavors} {Ice Breaker} {Ideology Civics} Meteorology {Mountains } {Realistic Diplomacy} {Seafaring } {Multiple Production Mod} {War Prizes} Zoology Firestorm {The World's Fair} Arctic {Sea Monsters} {Larger Cities} {Espionage Process} Forestation {Sea Tunnels} Terraforming {Lead From Behind} {Event Images} Education Sports {Fixed Borders} NIMBY {Civic Buildings & More Wonders} {Surround and Destroy} {No Storms} {Advanced Diplomacy} {Early Buildings} ANM Fortifications {Historical Wonders} Formations {Better RoM}

remember i have a pentium 4 3.2, 1 gig ram and a 256 mg ati stealth diamond x1550 video card
running on XP windos pro dont know the build

thats that Afforess man,
pics, log, exactly what happens and so,
hope it works, and help in absolutely needed so me, a girlfriend o mine and a friend play each separately and hot seat again with AND wich is the best modmod out there

i'll try the same steps with AND 1.53 patched to 1.55 tomorrow
 

Attachments

  • error 1.JPG
    error 1.JPG
    35.9 KB · Views: 54
  • error 2.JPG
    error 2.JPG
    10.2 KB · Views: 53
The uninstaller didn't work for me either. I just deleted the whole RoM folder and reinstalled from the 2.81 RAR file.
 
Status
Not open for further replies.
Back
Top Bottom