A New Dawn Bug Reports and Feedback

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old saves (like from 1.55) will work with betas ?

No. Generally not.

Although I have had some success using reusing the Initial (1st) turn save.

JosEPh
 
Do you have 2 Rise of Mankind folders in the BtS Mods folder now? If so there is your problem.

JosEPh

No, not quite that stupid. I make sure one is named Rise of Mankind and the other is named Something like RoM 1.6.

Computer wont allow 2 folders of the same name.
 
Then that's your problem. The game won't run if the folder isn't called "Rise of Mankind". You'll need to rename the other folder whilst you're trying out Beta 10.
 
Then that's your problem. The game won't run if the folder isn't called "Rise of Mankind". You'll need to rename the other folder whilst you're trying out Beta 10.

Huh? Are you commenting on my issue? I have a folder named Rise of Mankind. Not the problem, the mod open fine and starts a new game fine.
 
nliv007

Is the beta10 folder called Rise of Mankind? Or as you posted RoM1.6?

If the Beat10 is called Rise of Mankind then yes you have some other problem. But if you have the Beat10 named RoM1.6 Then You do have Problem as Arakhor suggested.

JosEPh
 
nope, just the "Red" interface from 1.55, though I wish I knew how to skin the interface
 
old saves (like from 1.55) will work with betas ?
I wouldn't count on it. 99% sure it does not.
GAfforess said:
Try out the beta's; they are more stable than the official release.
And this is a pretty tall statement. Doesn't quite match your warning in the OP of the beta thread.

I use betas when I want the new features and want to improve them, and accept the risk in doing so.
 
And this is a pretty tall statement. Doesn't quite match your warning in the OP of the beta thread.

Notice the number next to the word beta? It says 10. Well, that is why Afforess can confidently say that beta10 is more stable than 1.55.
 
I recently tried the "animal husbantry pack" not sure about the name but its the module that gives you the dog breeder, pig, sheep, alpaca farms ect...

And i found a funny thing,
...the Goat farm gives wool. Now... i know allot about farm animals... and goats do not provide wool. :confused:

Not a major thing, but i found it hilarious. Kept trying to imagine someone actually trimming a Goat.:lol:

smiling20goat.jpg


...and btw from my experience the beta version is ALLOT more stable then the 1.5 version. Keep on the good work! :goodjob:
 
I recently tried the "animal husbantry pack" not sure about the name but its the module that gives you the dog breeder, pig, sheep, alpaca farms ect...

And i found a funny thing,
...the Goat farm gives wool. Now... i know allot about farm animals... and goats do not provide wool. :confused:

Not a major thing, but i found it hilarious. Kept trying to imagine someone actually trimming a Goat.:lol:

...and btw from my experience the beta version is ALLOT more stable then the 1.5 version. Keep on the good work! :goodjob:

angora.jpg


Angora Goats give Wool. this is why goat farms produce wool.
 
Not sure if this is a bug or intentional, but the shaft mine receives a +1 :hammers: from modern seismology and the modern mine does not, putting them at the same level of +:hammers: overall.
 
I can confirm mine depletion by Turn 214 of a marathon 1500-turn game and I'm playing with the Recommended set-up (blue Blue Marble).

Frontier Outposts and the like can also be built multiple times for some reason.
 
You heard it to manytime but Dam you are good !
thanks Afforess.

Since now resources are able to be depleted, could it be an ide if it's possible, to have an unit that look for new resources.
- A ship that will look for oil and gaz in the ocean
- An unit or many different units that can look for different ressources in land (change thrue the ages . . .)

that way salt do not need to appear on an existing mine or it may still can, it's ok for me.

Questions:
- could it be a "counter" on when a mine for exemple will get empty
- does all mine get empty ?
- what resources deplet ot witch one doesn't ?

Chears
 
I wouldn't count on it. 99% sure it does not.

And this is a pretty tall statement. Doesn't quite match your warning in the OP of the beta thread.
.

Well, first off it seems like that statement was made by someone named "GAfforess", so he's definitely an impostor. :lol:

Seriously though, I know the official releases have reoccurring CTD's that were fixed early in the beta series. Beta10 is more stable than the official release ATM. Sad but true.
 
After researching Human Genome Project, all buildings, both built and unbuilt, now display a +3 health modifier, although the correct +2/+1 bonus is only applied once.
 
After researching Human Genome Project, all buildings, both built and unbuilt, now display a +3 health modifier, although the correct +2/+1 bonus is only applied once.

Wow, that was stupid bug. Easily fixed though... nice catch! ;)
 
I recently tried the "animal husbantry pack" not sure about the name but its the module that gives you the dog breeder, pig, sheep, alpaca farms ect...

And i found a funny thing,
...the Goat farm gives wool. Now... i know allot about farm animals... and goats do not provide wool. :confused:

Not a major thing, but i found it hilarious. Kept trying to imagine someone actually trimming a Goat.:lol:

smiling20goat.jpg


...and btw from my experience the beta version is ALLOT more stable then the 1.5 version. Keep on the good work! :goodjob:

That's one Happy Goat!

What have you been feeding it Ogaburan?!! :lol:

JosEPh :D
 
After researching Human Genome Project, all buildings, both built and unbuilt, now display a +3 health modifier, although the correct +2/+1 bonus is only applied once.

Same thing with the cure for cancer wonder as well.
 
Ridiculousness!
:crazyeye::crazyeye::crazyeye:

hmm.. where should i start... :mischief:
I'm playing the latest beta, custom install, i basically put everything in except the surround and destroy and the blue marble i think...
Snail.
Deity.
Large. (huge kills my puter :( )

My "problem" is with the what i consider to be a ridiculous adaptation of the revmod. Maybe its the newest version of the revmod, or maybe its what AND has done to it, im not so sure.

Here it goes:
Everything was going good in my game, i conquered:
2 city from the dutch (killing them).
2 barbarian cities.
2 from the Aztec.
as well as founding another one.
all in all 8 cities, max distance form the capital is about 10tiles. My capital in neatly in the center of all this. :goodjob:

I even timed it so i will have my first golden age after finishing those conquests AND building a world wonder.​

I dont know how, but despite:
-Golden age.
-800+gp bribes to all my cities early on.
-Building a world wonder.
-burning 2 barbarian cities.
-crushing all the revolts in 1 max 2 turns. (at least 6 times)
-allowing a city to declare independence coz i got frustrated with the long turns due to revolts....

nothing works... im stuck in a strange loop of:
2-4 turns of "peace"
1 turn in which the revolution "starts" 6 of my cities revolt.
1-2 turns of my crushing the dutch rebellion
so on and on and on and on... for more then 1000 years...

Im not a novice player, i consider myself a fairly good one...
but!
...i don't get it. :sad:
Am i doing something wrong?
or this is how its supposed to be?
and is there an option to edit the revolution's stats in game? (aka to "cheat")

Rant warning: :cry:
Everything i had done should have ended the cycle by now...
usually in ROM i would get 2 max 3 revolts on bad games. Where im stuck somewhere and the reasons for failure are obvious. But in a really good game, where i timed everything almost perfectly... to have to constantly crush revolts is really taking the fun out of the game. 6 times... hundreds of years of revolution... really they should have:
a. given up by now.
b. assimilate.
c. killed.
if these revolts go on and on i demand an option to ethnically cleanse my kingdom! :lol:
 
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