A New Dawn Bug Reports and Feedback

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With all posts burying my earlier concern, I'm repeating here for you Afforess, for either a patch or 1.76 version:
You should remove Worker Automation from BUG Options because with high amount of cities, the BUG Options screen take LONG time to load up.
 
@os79: I too had the problem of BUG screen taking forever, but never connected it to worker automations, although once pointed out I understood immediately. For those who don't, there are a bunch of worker settings and they are all displayed for every city you have. So, if you have built up a big empire with lots of cities BUG won't display until all of those have bee iterated through and stored in data. This can take a LONG time.

In /Assets/Python/BUG/Tabs open ANDAutomationsTab.py. Scroll down until you see: #Automate Worker Options:
Comment out everything after that and save file. Now BUG screen loads quickly. If someone were clever enough they could make this an option.

@strategyonly: the link you show is for a python file, not xml. And,

For all those trying to get rid of alt/ctl-O nag:

in Assets/config/BUG Main Interface.xml set Options Shortcut Reminder to default=False. It's the first one.
In /UserSettings/BUG Main Interface.ini set Options Shortcut Reminder = False. Again first one.
In /Assets/Python/Afforess/ANewDawnSettings.py change to the following:

def onLoadGame(self,argsList):
self.optionUpdate()
MainOpt.setShowOptionsKeyReminder(False)

def onGameStart(self,argsList):
self.optionUpdate()
MainOpt.setShowOptionsKeyReminder(False)

AND, in same folder, AutomatedSettings.py do the same as above. Bye, bye nag.

For all those trying to display the BUG help file, make the following folder:

Mods\Rise of Mankind - A New Dawn\Info
Copy all files from:
Rise of Mankind - A New Dawn\Docs\combined_mods\BUG_mod_Info
to the new Info file. Help file now loads. This is a HTML help file so you cannot actually see it unless you are running in windowed mode.

In BUGPath.py there is this line:
INFO_FOLDER = "Info"
So BUG is looking for a folder named Info, which is what I gave it. I am sure you could change the folder name in the python file, but I am too busy working on several things to follow this through, so took easy way out.

@All you RAND geniuses out there:

Now that I have helped a few of you out, how about some help with my shrinking city map problem. It's very annoying and getting worse.

@kwami: I'll bet you are right. I was skipping around in the tech tree to get military techs. Now I have pretty well caught up my techs I will test your idea. Do you know where to find the tree for each GP's techs?

Oh yeah! And Merry Christmas to all RAND addicts.
 
GP tech list is found only in "cheat" mode of the game. Use chipotle instead of 0 for the line in Civilization4.ini (forgot how to spell it exactly but you will catch my meaning) in My Documents/My Games/Beyond the Sword folder.

Then open up tech tree. You will see GPs and their tech order.
 
Thanks os79. You did spell it right and I will use that to track down kwami's theory and report back when I know something.

BTW, I know what osX is, but what is os79? Is that 7.9 times better than osX?
 
I think there's an option somewhere in BUG to show advisors on the left side of the tech tree. Those are supposed to be the Great People tech chains. I didn't have to edit any files to get them.
 
OS79 is just a screen name ;).
 
Well, after a long, accurate checking, I realized that I misunderstood a thing or two. The bug I figured out actually didn't exist and not editing the report would make me look quite a simpleton.

Anyway, there's something I'm sure it's not working properly and fooled me: maintenance lowering buildings have as actual effect to cause losses in gold... that fooled me, now it's not difficoult to imagine the bug I imagined.
 
I'm not sure if this has been posted before (I just haven't searched), but here goes.

The expanded city size doesn't work... Functionally, at least. Visually, cities do expand beyond the two-square-length fat cross radius, but those tiles can't be worked. Maybe I'm just not trying everything, but no matter what I do, it won't work.
 
@strategy

In all the AND games I've played, that had the Usable Mountains Mod included, I've Never gotten the Mountaineer Promotion for a GG. Must be a very rare occurrence.

JosEPh
 
The expanded city size doesn't work... Functionally, at least. Visually, cities do expand beyond the two-square-length fat cross radius, but those tiles can't be worked. Maybe I'm just not trying everything, but no matter what I do, it won't work.

The city needs at least influental (maybe higher ?) culture rating or a certain building if the culture rating isn't met, I think it was one of the administration buildings IIRC.
 
Either influential cultural rate or Metropolitan Administration building to expand workable plot radius to three.
Then it works, but I noticed that two squares in the lower part of the plot radius are actually cut out. At least graphically by the city screen wiev. But it seems they aren't actually workable, or at least, I can't select them.
 
Hello there, I've got a bug to report. (Dunno if it was reported before):

If I order a unit to protect another unit that it can be consumed to do something (in my case, a Destroyer to protect a Oil platform unit) and such unit get consumed (To build the oil platform) I get a crash when I hit end turn.
Apparently made because the protector unit can no longer find the unit that was following, thus it crashes. I've fixed myself canceling the protect order, but it should be fixed anyways.
 
@amrod: Yes, Python is interpreted. It's also very slow compared to native code, but generally fast enough for what Civ4 was trying to accomplish. The problem here is that there's an absurd amount of Python running for all of the addons including in RoM+AND. So, it takes quite a while to load and initialize games and it takes quite a while for each turn once the number of civilizations grows high enough.

It's largely a limitation of the Gamebryo engine, though. Engines that allow for extensive modding like this one usually rely on an interpreted language (like Python or LUA) and XML. Allowing you to compile and run native code with the game is a recipe for trouble. Again, these languages are usually speedy enough to handle most normal modifications. RoM+AND is quite an exception with the amount of content it includes!

Thanks! I thought so. I don't blame Afforess, he's done a good work. That's why I keep trying to run it! I'm just sad that it can't really run on 2gigs of ram etc.
 
I'm just sad that it can't really run on 2gigs of ram etc.

You're having problem with ram?
I have 2gb and so far everything is fine, no MAF. Just make sure you got the /3GB switch and lower video resolution if you don't have much of that, too.
 
You're having problem with ram?
I have 2gb and so far everything is fine, no MAF. Just make sure you got the /3GB switch and lower video resolution if you don't have much of that, too.

Thanks for the tip.

I don't really know the problem, just some users suggested it (as the game quits after some time, as if the memory is filled up. Also it is very slow to load). I didn't know about that /3GB switch, can you help me on where to activate it?

As for the resolution, don't really understand how that would help - I mean, the mod didn't introduce that much additional graphics and even if it did so that wouldn't matter much in this type of game imho. (The original game runs well, relatively). Also, changing resolution on LCDs is often not viable (as many can only support only one resolution without loss of quality).
 
The problem with Video Memory in Civ4 is, every tile, every unit etc is stored in the videomemory along with its improvements and effects. As the game progresses and more and more tiles become improved and more effects added and more of the map is revealed Civ4 uses up lot of video memory for this. This can lead to out of video memory errors even in small maps with highest graphics selected (and only 128MB Video RAM eg). Lower graphics simply reduce the amount of information that needs to be put into video memory.

I myself ran out of video memory once, when playing a gigantic map on lowest graphics with only 256MB VideoRAM. That was in Medivel Era after I had discovered all the map.
 
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