A New Dawn Bug Reports and Feedback

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Is this true? I'm running a 64-bit windows vista & have been searching anxiously for this 3gb switch in order for me to continue my rather large game that tends to tediously crash more than the usual. But supposedly I already have it? it automatically install it for you or do I have to follow a couple steps in order to gain this automated process?. Also are there any other tips & tricks that will essentially help me play this game on a large maps once I reach the later eras in the game. I'm running a Intel(R) Core(TM)2 Quad CPU Q8300 w/2.50GH, 8gb RAM & a GeForce GT 220 video card, if that helps. (If I need a better graphics card, let me know please). Great mod by the way, been having a blast with it.
 
If you have 64-bit Windows, then you are already set up. You are just unlucky with MAFs. Try to reduce your graphics, is all you can really do. And tolerate MAFs until the game is over or your patience run out.
 
If you have 64-bit Windows, then you are already set up. You are just unlucky with MAFs. Try to reduce your graphics, is all you can really do. And tolerate MAFs until the game is over or your patience run out.

Thank you for the advice. I'll give it a try, MAFs are such a hassle :mad:.
 
The MAF issue seems to follow some kind of a pattern that I have experienced. I have experimented on a 4GB machine with 512MB graphics card running Vista 64 bit on huge maps blue marble, here are combinations that do and do not produce MAF:
1) RevDCM default - never MAF
2) RevDCM cultural city styles - never MAF
3) RevDCM unique unit art from Diversica - always MAF at some point not necessarily late game

I think what I'm trying to say is that overloading the unit art seems to be the main cause of MAF on machines with plenty of memory. Possibly the largest quantity and diversity of art probably exists in the unit xml. Perhaps a way forward would be to study how much unit art there is in Legends of Revolutions which doesn't MAF, then scale back the unit art in this mod to the same as Legends. After all this mod is about all the extra game play features, more than the pretty art work.

Cheers
 
The MAF issue seems to follow some kind of a pattern that I have experienced. I have experimented on a 4GB machine with 512MB graphics card running Vista 64 bit on huge maps blue marble, here are combinations that do and do not produce MAF:
1) RevDCM default - never MAF
2) RevDCM cultural city styles - never MAF
3) RevDCM unique unit art from Diversica - always MAF at some point not necessarily late game

I think what I'm trying to say is that overloading the unit art seems to be the main cause of MAF on machines with plenty of memory. Possibly the largest quantity and diversity of art probably exists in the unit xml. Perhaps a way forward would be to study how much unit art there is in Legends of Revolutions which doesn't MAF, then scale back the unit art in this mod to the same as Legends. After all this mod is about all the extra game play features, more than the pretty art work.

Cheers


I already did that to a large degree in 1.75, I removed tons of duplicate units that were only there for artwork, probably close to 60-70 units. I suspect people getting MAF's could eliminate them by not installing extra civ's, and deleting some of the pre-installed extra civilizations in the modules/Custom Civilization folders.
 
There is a 3gb switch for Vista; the instructions are in a sticky in the main ROM forum above this one. I have read that this switch gets Civ to utilize 3gb of memory but I don't know how accurate that is. I use it even though I don't have 3G of physical memory and it does seem to help, though I couldn't prove it. There have been posts from others saying the same. BlueTemplar says there is a 3gb switch for 7 as well and it worked for him. Don't know anything about 7 but just guessing it has to do with older 32 bit apps which were written for XP.

You can find how your memory is allocated by alt-tabbing into task manager while playing a game. So far I am not using more than 850Meg playing standard world with a highly populated map and a lot of units. I assume that would go up a lot for a hugh map fully populated. Somewhere earlier there was a post about using autoplay to play a game through and then check memory usage to find where your max usage is. It's by Glider1 and is currently on page 2.
 
A problem I'm having. Not even a problem, but just something.

At random intervals between turns 1100 and 1300 or so (years 1800 - 1900), I'm receiving messages that Dock workers are on massive strike in my lands, or that religious leaders, first Hellenistic then Muslim, are condemning Harry Potter books, but these only appear as white text in the front-center of the screen, and it doesn't show any popup with causes/effects etcetera.
 
I eventually got events for each of those messages.

It seems that the Metropolitan Admin doesn't unlock the 3rd radius of tiles; simply hitting influential status for a city will do that. If its intended, the text of the building is faulty.
 
No, BOTH influential AND Metro Admin or Capital Admin give you three tiles.
 
@os79: Your post is confusing. I know for certain that simply reaching Influential status will open the third tier unless you disable one of the custom game options (I forget which). I've done it numerous times.
 
No, it is you who are confused.
I said that it requires both culture level influential and either one of these buildings, Capital or Metro Admin.
The custom game option you are referring to is Larger Cities. In case option, only Influential level Culture is required, no need for the buildings.
 
What is wrong with the supermarkets? Grocers have some sort of commerce bonus (as well as a commerce bonus for food resources) which the supermarkets don't have, meaning big cities that have Grocers will have Supermarkets cause -50 research, -100 culture, -30 gold, etcetera.

As well, monasteries provide huge bonuses which Schools do not help at all, meaning that although Monasteries will eventually become obsoleted, I've had Schools for hundreds of turns, and just avoided building them due to the huge negatives it causes.
 
What is wrong with the supermarkets? Grocers have some sort of commerce bonus (as well as a commerce bonus for food resources) which the supermarkets don't have, meaning big cities that have Grocers will have Supermarkets cause -50 research, -100 culture, -30 gold, etcetera.

As well, monasteries provide huge bonuses which Schools do not help at all, meaning that although Monasteries will eventually become obsoleted, I've had Schools for hundreds of turns, and just avoided building them due to the huge negatives it causes.

I've noticed this with several buildings, and I'm going through the XML file to see what I can do to fix it on my end. I'd rather do that than wait however long for another official update; that being said, once I find the culprit (it's probably a simple mathematical error), I'll post the findings and the remedy here.
 
It looks like the easiest way to fix the problem is to make it so that monasteries no longer become obsolete, and give a smaller bonus to science output.

Still looking at the supermarket issue.
 
Having just discovered this mod, I decided to play through at a significantly lower difficulty level than usual in order to get a feel for the new elements. I like these - but on my first attempt, got to what should have been anyone's domination or conquest win (all remaining civilisations vassaled, main civilisation >90% in population and land) and got no win (though it repeatedly told me I was over the domination limit for both). Second time, I thought I'd look for a cultural victory. Well, I'm now up to ten cities at legendary status, and every time I've added one, another city has appeared at the bottom of my list.

Question - is there a glitch in the "win" criteria? Or have I missed something?

Big & Small map, Large, Epic (OK, only Noble level)
 
It looks like the easiest way to fix the problem is to make it so that monasteries no longer become obsolete, and give a smaller bonus to science output.

Still looking at the supermarket issue.



I don't understand what you mean here... Monasteries going obsolete is what makes Schools even worth building. The problem is, Monasteries don't go obsolete until Modern Physics, whereas Compulsory Education comes way before Modern Physics, meaning there's a long period of time to be passing over school-building (and thus rendering kids less secularly smrt) whereas the AI doesn't care and builds schools right away.


As for supermarkets, I tried matching the commerce bonus to Grocers in the XML, but they STILL churned out negative commerce. Then I doubled the commerce bonus each resource gave, and it ended up evening out, but in some cities still producing a negative income. Does the Grocer offer a commerce bonus by default that I looked over in the XML?
 
Having just discovered this mod, I decided to play through at a significantly lower difficulty level than usual in order to get a feel for the new elements. I like these - but on my first attempt, got to what should have been anyone's domination or conquest win (all remaining civilisations vassaled, main civilisation >90% in population and land) and got no win (though it repeatedly told me I was over the domination limit for both). Second time, I thought I'd look for a cultural victory. Well, I'm now up to ten cities at legendary status, and every time I've added one, another city has appeared at the bottom of my list.

Question - is there a glitch in the "win" criteria? Or have I missed something?

Big & Small map, Large, Epic (OK, only Noble level)

AND introduces a new victory condition called Mastery. If you have this condition enabled, the game will play until the turn limit and then you'll be evaluated on a number of criteria to determine who wins (much like the built-in score system, but supposedly better). With the Mastery condition enabled, all others are ignored.

Personally, I don't use Mastery. Makes no sense to me.
 
I don't understand what you mean here... Monasteries going obsolete is what makes Schools even worth building. The problem is, Monasteries don't go obsolete until Modern Physics, whereas Compulsory Education comes way before Modern Physics, meaning there's a long period of time to be passing over school-building (and thus rendering kids less secularly smrt) whereas the AI doesn't care and builds schools right away.


As for supermarkets, I tried matching the commerce bonus to Grocers in the XML, but they STILL churned out negative commerce. Then I doubled the commerce bonus each resource gave, and it ended up evening out, but in some cities still producing a negative income. Does the Grocer offer a commerce bonus by default that I looked over in the XML?

1: I definitely see what you mean here, especially after more play testing. Still reworking monasteries so the problem is really fixed. Although so far, keeping the science output at 5% is making things a bit more balanced for them.

2: The problem, oddly enough, was that the upgrade paths for not only Grocers, but Bakeries and Artesian Wells, were not fully fleshed out. That being said, upgrading from a Grocer to a Supermarket caused a massive deficit because the additional commerce bonuses weren't added to the Supermarket, and so on and so forth. You can easily see this for yourself if you go into the Civilopedia and look at the Building Upgrades screen --- it's all very plain to see. The Harbor upgrade path is a good point of reference, as every single upgrade keeps the commerce bonuses in place and successively builds on them; this isn't the case for the three buildings I first mentioned. With a bit of XML work, it's easily fixed.
 
AND introduces a new victory condition called Mastery. If you have this condition enabled, the game will play until the turn limit and then you'll be evaluated on a number of criteria to determine who wins (much like the built-in score system, but supposedly better). With the Mastery condition enabled, all others are ignored.

Personally, I don't use Mastery. Makes no sense to me.

Thanks for that. Now, how do I disenable Mastery?
 
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