A New Dawn Bug Reports and Feedback

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I have Windows 7 x64 and 8 GB of RAM and I still get MAF errors

I have XP Pro x64 with 8GB of ram and I don't. :crazyeye:

So is it the Ideology Civic changes that cause the AI to Dog pile you if you don't have the same Ideology?. As soon as 1 declares war then it's like dominoes, they all follow suit.

And if it is, then there are too many "-" 's for Not lining up with the AI IMHO. The balance is weighted for negative relations being the norm. In fact if you try to go outside of what the AI uses ALL Ideologies gives are negatives. Where is the incentive for developing Positive relations? None that I can see unless you goose step with the leading AI. This makes Builder and Cultural games far less likely to have any viable chance. It's either gear for war or die. All the other victory conditions get tossed out the window. :p

And before anyone takes a "bash" at me, I KNOW it's an Option. But being a Beta I try to play with as many "options on" as I can. And of course one other that is always "off". :D

Edit RoM2.9 + AND1.70beta3 build.
JosEPh
 
And if it is, then there are too many "-" 's for Not lining up with the AI IMHO. The balance is weighted for negative relations being the norm. In fact if you try to go outside of what the AI uses ALL Ideologies gives are negatives. Where is the incentive for developing Positive relations? None that I can see unless you goose step with the leading AI. This makes Builder and Cultural games far less likely to have any viable chance. It's either gear for war or die. All the other victory conditions get tossed out the window. :p

Welcome to the real world. Diplomacy sucks.

Oh and I thought I should mention it, that is Civic Diplomacy's goal. I coded the AI to purposely match civics with their friends, so large 'blocs' of AI's with similar civics would form.:mischief:
 
Welcome to the real world. Diplomacy sucks.

Oh and I thought I should mention it, that is Civic Diplomacy's goal. I coded the AI to purposely match civics with their friends, so large 'blocs' of AI's with similar civics would form.:mischief:

And before anyone takes a "bash" at me, I KNOW it's an Option.

Actually it doesn't form large Bloc(s)(plural as in several Blocs). It forms 1 Bloc, period. And therefore you might "need" to rethink/adjust your objective. Otherwise your Civic Diplomacy Goal is only good for warmonger playstyle.

But hey it's your modmod and I do have an option of not loading it in.

JosEPh :)
 
I guess BUG advisors are not working. I can't see info about who is willing to trade something, or open borders, etc. All options are checked:

Spoiler :
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How can I make fixed cultural borders checked by default ? I can't change that at ROM\assets\gameoptionsinfo.xml
 
The advisors bug has been fixed in the 1.70beta's. The Game Option settings for A New Dawn are in Rise of Mankind/Assets/Modules/Afforess/Required.
 
Thanks !
 
well i just tried to start up A New Dawn today after installing the recommended version on RoM 2.9. And as i am about to finish the start up i get this error. after clicking ok i also get a bunch of unit invalid type, such as axeman, archer, calvary, and some others.
 

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well i just tried to start up A New Dawn today after installing the recommended version on RoM 2.9. And as i am about to finish the start up i get this error. after clicking ok i also get a bunch of unit invalid type, such as axeman, archer, calvary, and some others.

A New Dawn 1.64 is NOT made for RoM 2.9. For RoM 2.9, try the 1.70 Beta's, or wait a week.
 
:mutter:

Afforess, you beat me this time! :lol:
 
well i feel like a real idiot now... thought i read through all the version stuff to make sure it would work :/. thanks though now to get the beta and see how it looks.
 
Afforess, see what happens when you do not use big print!;)

@Firewolfneo Do not worry, it happens all the time.:D
 
I have a problem, less due to actual game problem and more due to my signature.

Some of the changes I'm finding early on are kind of annoying, considering the seeming arbitrary and historically questionable nature.

This case's example: Basketweaver's Hut. It's obsolesence has been moved back to Metal Casing, which is WAY early in the game. But the Hut still advertises a +2% breadloaf icon thing with Hemp... the same Hemp that can't be harvested without Calendar, which comes way, way, way after Metal Casing.
 
I have a problem, less due to actual game problem and more due to my signature.

Some of the changes I'm finding early on are kind of annoying, considering the seeming arbitrary and historically questionable nature.

This case's example: Basketweaver's Hut. It's obsolesence has been moved back to Metal Casing, which is WAY early in the game. But the Hut still advertises a +2% breadloaf icon thing with Hemp... the same Hemp that can't be harvested without Calendar, which comes way, way, way after Metal Casing.

That is actually a legitimate criticism
 
Hey Afforess! Playing the latest version of AND I realized a few things:

1. I am missing the Townwatchman and the Bandit Footpath :/

2. The AI is cheating! The Koreans rebels have no city
Spoiler :
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and thus no palace that would give them +4 :espionage: but they get it anyway...
Spoiler :
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3. Strange error when embassies still showed the capital: it was razed or conquered but had still some sight of the place.
Spoiler :
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Au contraire, a plot south of Paris was black and stayed that way, I think even after a reload.
Spoiler :
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4. After I killed most of the Germans which evolved of a revolution they were ready to capitulate - allthough they had no city. The next turn they disappeared- this happened several times in a row ---
Spoiler :
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4. After I killed most of the Germans which evolved of a revolution they were ready to capitulate - allthough they had no city. The next turn they disappeared- this happened several times in a row ---

That is how I get rid of pesky units ;) It happens so often it is now part of my playing strategy.
 
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