A New Dawn Bug Reports and Feedback

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thank you. Hotseat doesn't sound like fun to me ;)

maybe we give 1.75C a try. what options should i chose? no revolution? no random events? thanks a lot!
 
thank you. Hotseat doesn't sound like fun to me ;)

maybe we give 1.75C a try. what options should i chose? no revolution? no random events? thanks a lot!

Rev and Random Events are probably some of the options that can cause OOS; I prefer to play hotseat with Revolution than playing simultaneous turns without Rev. But I've read somewhere on the forum that people were playing with Rev too, although it probably is a matter of luck: maybe for some time you won't have OOS but sooner or later you'll run into some. I'd really like a MP game with AND and every option working, but it looks like not so many people are playing MP with AND (my last MP game via internet was with RoM version 2.xx a couple of years ago). I'm eagerly waiting for AND version 2 to be stable enough to play with Rev with a couple of friends of mine via LAN.
 
rev isn't so important to me. I love this huge techtree an the depth of the Mod. its much more fun then playing the standart civ 4 bts.

next time i try 1.75C with no rev no random events and...maybe no babarians(somewhere i've read this maybe causing OoS).

5 or 10 OoS in a game is no problem, but OoS every second turnis is hard.

i report how or if it works
 
Bug: I like to play with "Single Unit Graphics" option, but then many units stay awkwardly side of a tile. (Archers, Axemen, Galleys so far)
 
Bug: I like to play with "Single Unit Graphics" option, but then many units stay awkwardly side of a tile. (Archers, Axemen, Galleys so far)

If I remember correctly, that's not a bug of RAND2 but something related to formation options; I also play with single unit graphics and I don't have this problem. I remember having this problem a long time ago with a previous version of AND and I think it was related to formations.
 
It would be having formations enabled on the install of the RAND 2, beta 2.0.

I've played both with single unit graphics (same problem, but I LIKE FORMATIONS) and with out.

Just as multiple units uses 2 or 3 units, spread out over square, formations would just use the 1 unit. I found with single unit graphics they'd be forced to the right edge, upper top edge, all over the place.

Solution;

1) don't enable formations, to play with single unit graphics.
2) Multiple unit graphics, enable formations. (why else play this mod)
 
Hi everybody, it's my first post!:)

Uh... I'm having problem with starting the mod.

I installed civ 4 original > civ 4 warlords > civ 4 bts > 3.19 patch + xml error patch >

RAND 1.75(used exe file, selected formations, bluemarble, coal UI) > 1.75 patch C

I have no problem in loading other mods, but if I go to advanced > load a mod and load

RAND, the loading screen freezes while loading xml and crashes. I've reinstalled the mod

several times but it doesn't seem to work. I have win7 64bit with 4gb ram and I can run

crysis on high settings. Did I do something wrong?
 
Hi everyone,

It's my first Post here in this Forum even though i have been playing ROM and AND several times.
Thank you for these really nice Mods.

I treid the 2.0 AND BETA 2 and had a problem because i couldnt build any Wonders. 0 from 0 wonder possible to build. Is this bug known or any possibility to work around?

Thanks and Bye
 
Hi everyone,

It's my first Post here in this Forum even though i have been playing ROM and AND several times.
Thank you for these really nice Mods.

I treid the 2.0 AND BETA 2 and had a problem because i couldnt build any Wonders. 0 from 0 wonder possible to build. Is this bug known or any possibility to work around?

Thanks and Bye

it's a bug, which hopefully will be solved in the next version of RAND 2.0.

Workaround: When doing a Costum Game, check "unlimited wonders".
 
Bugs in RAND 2, Beta 2.0



  1. Woodsman 2 promotion, won't give 2 movement points on Wooded Marsh lands. Not being applied properly to jungle hills, without Guerilla 2 promotion, on and off the hills. Happened both with Mongolian and Holy Roman Scouts, woodsman 2 Warrior of Ottomans also, Not being applied to Jungle (feature?? woodsman promotion??). Seems random, or function of terrain left and terrain entered that underlines the wooded tile. Woodsman 2 has worked on forested grassland hill, from a wooded grassland, and from 1 wooded hill to the next, Going from a Forested Tundra to a Forested hill, didn't give 2nd move. Leaving from a grassland hill, and entering a forested grassland tile, 2nd movement wasn't enabled. Leaving a forested grassland tile and entering a forested grassland hill, I had 2nd movement allowed. Would seem to be a function of the terrain that your leaving. Takes into account the Base terrain only, ignoring the overlayed terrain of the tree's. Woodsman 3 seems to disable the 2nd movement bonus for forest/Jungle tiles. I've had it work, going onto a jungle hill, and not work going through jungle grassland tiles. There seems to be some sort of Terrain underlying the grassland, you can see it on the graphic, tundra (1/2 movement) or Marsh (1/3 movement points)I think, that stops the 2nd movement point being enabled.
  2. Keep on having random hangs, I've suffered the same effect with Revolutions 2.90. It will just hang at random. It may be circumvented by changing events prior to hang. Changing tech researched seems to circumvent the hang.
Can't seem to play on, keep getting the random hangs, bit frustrating. But will persevere on
 
Heh heh heh, it was the Zero wonder limit, must have been an AI deciding to build a wonder, and locked up.

I just changed the Civ4.ini file to Unlimited wonders. (37th zero from begining, change to a 1)

Played to 1907 BC from 4018 BC without a lock-up. I've just now gotten a crash to desktop when I hit F4, While making a trade, to see who had what techs and best deals on offer.

Mod seems better, can't quite put my finger on it. Oh still get rubbish bad run of losses at high odds V's Animals, barbarians, etc....lost most units to a double teaming, or a hostile hut pop for 4-5 Barbarians.

Fun mod, very enjoyable, thanks Affosses.
 
Firstly, let me say that I have been playing this mod for some time now, and I really enjoy it. I am not sure whether these bugs have been posted before or whether anyone else has encountered them. The first bug is that I have hundreds of each resource in my cities. For example, I have Copper (653) in my capital. It shows up fine on the diplomacy screen but I think it is causing major problems with the guilds and corporations. I know it is causing major problems with the coinage civic. I have one source of silver but I am getting up to 40 income in each city from minted coins. The returns from trade routes also seems to be much greater than it should be. It is 1015 BC and one civilization is making 22211 gold per turn, as can be seen from the demographics screen. I have the most recent version of RAND 2 installed, as well as the fix for the 0 wonders bug which was posted earlier. Has anyone seen anything similar?
 

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Firstly, let me say that I have been playing this mod for some time now, and I really enjoy it. I am not sure whether these bugs have been posted before or whether anyone else has encountered them. The first bug is that I have hundreds of each resource in my cities. For example, I have Copper (653) in my capital. It shows up fine on the diplomacy screen but I think it is causing major problems with the guilds and corporations. I know it is causing major problems with the coinage civic. I have one source of silver but I am getting up to 40 income in each city from minted coins. The returns from trade routes also seems to be much greater than it should be. It is 1015 BC and one civilization is making 22211 gold per turn, as can be seen from the demographics screen. I have the most recent version of RAND 2 installed, as well as the fix for the 0 wonders bug which was posted earlier. Has anyone seen anything similar?

Yes, it's a known bug and Afforess is working on it.
 
Bug: I like to play with "Single Unit Graphics" option, but then many units stay awkwardly side of a tile. (Archers, Axemen, Galleys so far)

Not a bug. Turn off formations if you play with single unit graphics.
 
Civ4ScreenShot0123.jpg

When I press F1,The mod give me a gift~~I has been confused Python
and more bug in my os :-(
 
Bugs in RAND 2, Beta 2.0



  1. Woodsman 2 promotion, won't give 2 movement points on Wooded Marsh lands. Not being applied properly to jungle hills, without Guerilla 2 promotion, on and off the hills. Happened both with Mongolian and Holy Roman Scouts, woodsman 2 Warrior of Ottomans also, Not being applied to Jungle (feature?? woodsman promotion??). Seems random, or function of terrain left and terrain entered that underlines the wooded tile. Woodsman 2 has worked on forested grassland hill, from a wooded grassland, and from 1 wooded hill to the next, Going from a Forested Tundra to a Forested hill, didn't give 2nd move. Leaving from a grassland hill, and entering a forested grassland tile, 2nd movement wasn't enabled. Leaving a forested grassland tile and entering a forested grassland hill, I had 2nd movement allowed. Would seem to be a function of the terrain that your leaving. Takes into account the Base terrain only, ignoring the overlayed terrain of the tree's. Woodsman 3 seems to disable the 2nd movement bonus for forest/Jungle tiles. I've had it work, going onto a jungle hill, and not work going through jungle grassland tiles. There seems to be some sort of Terrain underlying the grassland, you can see it on the graphic, tundra (1/2 movement) or Marsh (1/3 movement points)I think, that stops the 2nd movement point being enabled.
  2. Keep on having random hangs, I've suffered the same effect with Revolutions 2.90. It will just hang at random. It may be circumvented by changing events prior to hang. Changing tech researched seems to circumvent the hang.
Can't seem to play on, keep getting the random hangs, bit frustrating. But will persevere on

1.) Terrain like hills and marsh have extra movement penalties associated with them that are masking the effect of double movement. Hills and Marsh both cost 2x movement, so 1 move * 2x move in forests / 2 in marsh = 1.

2.) If you get a reproducible issue, please give me a save.
 
Hello, I'm having trouble with religions. Both me and the AI have researched several techs that should have founded several religions, however, not one religion has begun. I have religion decay and holy city relocation if that matters. Any ideas?
 
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