A New Dawn Bug Reports and Feedback

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You must have missed the fact that in AND, revolutions scale with difficulty. You picked Deity, Revolutions are 60% more frequent in Deity.
 
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.

Why not releasing 1.60 Beta 10 as new stable Build if it is much more stable then the curent 1.55 public build? (Especial bevore adding new things like a new Bug Version for the next Beta)
 
@JosEPh_II

Weed. ;)

@ Schwarzbart

Good question. I think the answer is Afforess is a perfectionist.

@Afforess

:eek:
60% more...
Dont get me wrong im usually looking for "punishment", choosing raging barb's on AND's deity was much fun actually.
BUT
I think its slightly too powerful. Im basically fighting a loop of endless, tireless invisible enemy. Even the term "fighting" dosent really apply, since im just dealing with the rebellions and everything i had done didn't help at all. Its like giving us an insolvable puzzle... or at least for me.

Anyway my original 2 questions went unanswered:
1. Can i cheat/edit my way out of this?
either by tweaking the values of revmod to my own liking. (and will this effect saved games like other XML changes?).
I found two files in ...Rise of Mankind\Assets\Config:
RevDCM & Revolution xml's.
but for the life of me i dont understand whats what...
like the lines:
<option id="WarnTurns" key="WarnTurns" type="int" default="15"/>
<option id="RebelTypes" key="RebelTypes" type="boolean"
<option id="AllowAssimilation" key="AllowAssimilation" type="boolean"
(whats "boolean"?)
(assimilation is for the momdmod that allows UI and UB?)
<option id="ChanceModifier" key="ChanceModifier" type="float" default="1.0"/>
<option id="StrengthModifier" key="StrengthModifier" type="float" default="1.0"/>
<option id="ReinforcementModifier" key="ReinforcementModifier" type="float" default="1.0"/>
(whats "float"?)

...as you can notice im not a great programmer, i actually lack any skills. BUT maybe you can apreciate what im trying to do and lend me a hand in customizing my AND to my liking by tuning down an option i find overwhelming? I would just like bigger intervals between revolutions, since i find it ridiculous that 60% of my empire revolts every 4 turns even if im killing all of them (wont even mention the golden age...)

2. Just advices?
Maybe i missed something...
how do you/anyone deal with it successfully?

:king:
Help,
A dictator in trouble.
 
@Ogaburan

If you have a few different cities with different grievances (nationality, distance, religion) AND they revolt a few times, they will start a chain reaction where no city gets a chance to calm down. There is an attribute called Rebelliousness that keeps going up each time the city revolts, and very quickly it becomes more powerful than early game civics. After enough revolts, it becomes so powerful that even the strong civics aren't enough to help, because each time a city revolts, it generally involves a couple neighboring cities.

I have also had this tear a small civ apart on Monarchy difficulty. After enough revolts, I started having problems playing whack a mole with the rebels, and at the rate they reinforce, things got out of control pretty fast. I had to let every city go except my capital. Mind you, I just hunkered down for a while and switched to Republic / Senate when I was ready to on the offensive, then recaptured everything.

I am playing an Emperor game right now where I have a small Empire teetering on the brink of rebelliousness, and it is just 4 cities! I really like how you have to plan your expansion and your civics with Revolution mod.

The one thing I might change is to have some kind of cap on the "rebelliousness" trait the cities get each time they rebel. The tipping point is easy to reach with a small empire, and much harder to hit with a Republic/Senate, but once you pass the tipping point, this trait makes it almost impossible to regain control because it keeps getting larger with each rebellion.

The only way I know to deal with it is to just let pieces of the empire go and consolidate the parts that are healthy -- preferably before the cancer spreads to your good cities. When you are ready, start your expansion again.
 
@Cykur

...and this "rebelliousness" never goes down? :crazyeye:
I'm finding the mechanics quite silly then.
There must be a way to tune it down somehow.

What you are saying the only option to get out of this is to go form 7 cities to 2? :confused:
 
Connecting cities with roads and getting away from the starter civics normally should work in reducing the revolts.
 
Cart's path's (sp? s'ses?) don't do the trick?!
I knew ze ansver vas zomething zimpol i overlooked.

...off to build me some roads.
Cheers mate.
 
Cart paths only link resources to your cities. They're not actual roads.
 
Cart paths only link resources to your cities. They're not actual roads.

They connect cities too, so that's why they lower revolutions.

Why not releasing 1.60 Beta 10 as new stable Build if it is much more stable then the curent 1.55 public build? (Especial bevore adding new things like a new Bug Version for the next Beta)

Stable does not mean bug free. It just means there are no CTD's. ;)
 
so what can be done in my situation?

Play with Flexible difficulty. In the early game, I got embarressed as my starting difficulty dropped from Monarch to Noble, but then, once I started getting going, I shot back up to Emperor.
 
Will you put in flexible limits for Flexible Difficulty, without needing to hack the XML?
 
Will you put in flexible limits for Flexible Difficulty, without needing to hack the XML?

One day, I hope to have it all in a screen in the BUG panel; for now, you can change it in the Global Alt Defines.
 
@Cykur

...and this "rebelliousness" never goes down? :crazyeye:
I'm finding the mechanics quite silly then.
There must be a way to tune it down somehow.

What you are saying the only option to get out of this is to go form 7 cities to 2? :confused:

If you bring up the Revolution advisor and check the cities that are giving you problems, you should see the numbers that are at work, both good and bad. If your cities have been repeatedly revolting as you mentioned, the rebelliousness trait should be quite high, far outweighing any positives you might have. I don't know if it goes down after enough time because the cities keep revolting -- it certainly keeps going up. I'm not sure if it has a cap, the number was over 20 for some of my cities, which is huge modifier. Once it gets this high, early game civics are not going to reign it in.

I know this because it happened to me once. Usually I have a revolt or two, and I get everything under control. One time I had what you described. Endless chain revolts for hundreds of years that infected my whole empire. I ultimately let all my cities go, pulled all my military back to the capital, finished researching republic, then reconquered all my land as a republic / proletariat / senate / charity. It took me another thousand years, but I conquered my way back up into first place after having been reduced to one city (this was only on Monarch, mind you). :D

BTW, cart paths are fine -- your city just has to be connected somehow to the capital, even if it is by a port. If it has no trade path to the capital, that is bad. Unhappiness and uncleanliness is bad. Naughty civics are bad. More distance to capital is bad. Non-state religions are bad. Negative income is bad. Anarchy from switching civics is really bad, even if you are trying to get to a more positive civic -- sometimes you have to wait until your empire is happy enough to survive the change without starting revolts.

If the revolts won't stop, you pretty much have to let the unhappy cities go. I been there ... it sucks. I love revolution mod, but if there was one thing I could change it would be to lower the cap on the city's "rebellious spirit" counter.
 
A couple issues relating to Barbarian Pirate Corvettes.

They spawn in the transhuman era and appear to be a barbarian flavor unit of the stealth destroyer, but there is no pedia entry for the unit, making it very frustrating the first time they came around to figure out WTH was happening. As they are stealth, any civ without the necessary techs to counter them will see all of their fishing boats eliminated very quickly. As a player, I was able to adapt to this quickly, but a number of the AI civs who were lagging behind in tech started having food problems when their boats were sacked. The other thing I noticed is that after hundreds of turns of zero barbarian boats spawning, the corvettes came out of nowhere. Is it possible that they're spawning based on the invisibility fog of war vs. the normal fog of war?

I realize this a weak get weaker, strong get stronger type of thing, but its also the type of thing that only hurts an AI that doesn't need anything else to go against it.

On an unrelated note, I'm seeing late-game revolutions spawning wardogs. I know some revolutionaries need to be weaker than others, but come on, this is approaching :spear: territory.
 
Adding one more, somewhere in the transhuman era I got lazy and started queuing techs instead of picking them as they finished. Now when a single tech finishes researching I'll have a slew of 4-5 techs all finish at once, then 3-4 turns to research the next tech, which also trigger 4-5 techs to all finish on one turn. This has happened several times in a row now.
 
Adding one more, somewhere in the transhuman era I got lazy and started queuing techs instead of picking them as they finished. Now when a single tech finishes researching I'll have a slew of 4-5 techs all finish at once, then 3-4 turns to research the next tech, which also trigger 4-5 techs to all finish on one turn. This has happened several times in a row now.

Do you have Multiple Research turned on? If you have tons of research, you will research multiple techs in your queue. This is normal behavior.
 
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