A New Dawn Bug Reports and Feedback

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I'm getting an error I can't find any information about:

GFC error: failed to initialize the primary control theme.

I've re-downloaded the game probably 6 or 7 times (a few different versions) since Thanksgiving and I keep getting the same error.

Wondering if anyone can shed some light on this issue...as I am not very computer savvy.
The only thing different with my rig (which WAS running the ROM/AND splendidly) was that I downloaded Steam Civ 5 and DirectX 11. Not sure if this would have anything to do with the error, but it didn't show up until after I downloaded Civ5.

Also, I am able to play some other mods, such as PIE's.

Remove any previous version of ROM / AND, clear your cache and restart the game; also look here [You haven't searched very deeply, have you? There's a thread named "GFC Error: Failed to Initalize Primary Control Theme" a few lines below this thread] ;)
 
I did just a simple google search...like I said previously, I'm not very computer savvy. Thank you very much for your help though...the last post on that thread fixed the issue. I placed the whole folder in the My Games/BTS Mod folder and voila...good to go.

I had tried the deleting of cache and the ini. with no luck, but that final advice worked.
 
I did just a simple google search...like I said previously, I'm not very computer savvy. Thank you very much for your help though...the last post on that thread fixed the issue. I placed the whole folder in the My Games/BTS Mod folder and voila...good to go.

I had tried the deleting of cache and the ini. with no luck, but that final advice worked.

Very good, happy to know it worked; now enjoy AND2. ;)
 
Why does Tribal have a 15%:hammers: boost. The only other civic in its category that gives that much is Nationalist. I think it might be a bit too powerful, especially for a starting civic.
 
Why does Tribal have a 15%:hammers: boost. The only other civic in its category that gives that much is Nationalist. I think it might be a bit too powerful, especially for a starting civic.

It's been that way for a long time, I guess to help civs develop from the start; I advise not to touch civics for the moment for the sake of balance. As I said in another thread, civics will definetely be reworked, but it will take some time.
 
45°38'N-13°47'E;12963930 said:
It's been that way for a long time, I guess to help civs develop from the start; I advise not to touch civics for the moment for the sake of balance. As I said in another thread, civics will definetely be reworked, but it will take some time.

Fair enough, I've just always found that odd. I actually forgot about it since I always changed it in my internal version :p. Anyway, it's good to see that this mod is still getting the attention it deserves.
 
Something else from my beta, and it's not something that I think has ever been fixed in vanilla BTS. Is it possible to catch a Great Spy using espionage units? I use Require Complete Kills, and I think it's impossible to remove a civilization if it has an unsettled Great Spy.
 
Something else from my beta, and it's not something that I think has ever been fixed in vanilla BTS. Is it possible to catch a Great Spy using espionage units? I use Require Complete Kills, and I think it's impossible to remove a civilization if it has an unsettled Great Spy.

You're right, I've tried and Great Spies can't be seen even by other Great Spies. I guess the dll code should be changed to take this into account. I'll see what I can do.
 
45°38'N-13°47'E;12968095 said:
You're right, I've tried and Great Spies can't be seen even by other Great Spies. I guess the dll code should be changed to take this into account. I'll see what I can do.

Espionage units use the <bInvisible> tag, not the <Invisible> tag that submarines and stealth units do. I think it might be better to allow espionage units to catch a Great Spy at a really low % chance than to make the Great Spy visible, but it could go either way. I guess for this game I will have to WB out the Great Spy just to let the game finish.
 
45°38'N-13°47'E;12968095 said:
You're right, I've tried and Great Spies can't be seen even by other Great Spies. I guess the dll code should be changed to take this into account. I'll see what I can do.

I did find one thing that works - Tactical Fusi. Use WB to find the Spy and then launch.
 
:lol:

JosEPh
 
Still experiencing that bug (Or feature) where multiple units can't be selected when in transports.

It doesn't matter what mix of units are loaded or what kind of transports they are - from ancient era galleys to galleons to fusion ships - as long as I have several transports in a stack I can't Shift-Click or Ctrl-Click the troops on board. Shift-clicking just selects the transports (or more often, their escorts if they have move points left) and Ctrl-Clicking generally only selects one unit of the type I'm trying to select, usually one in a different transport.

Most of the time this comes up when the transports are out of movement points and are one tile off the coast, and I want to unload the troops they're carrying. Right now, I have to select each one individually, and move them onto shore one-by-one. The alternative is to wait another whole turn just to refresh the transport's movement points and then unload the troops, who then have to wait a turn before they can move.

When working with galleys and simply moving a settler and an archer escort to a island a few tiles away, this is no big deal. But it's terribly tedious when moving a huge army :lol:


Shown in the screenshot is the result of trying to Shift-Click the troops on board. Instead of selecting all land units, it's selecting the Sloop escorts instead. If I Shift Click the gunpowder units, it just selects one. Normally, trying to move onto any of those shore tiles would unload all the troops even if the transport's movement points were exhausted.
I'd upload a save too, but I already saved over the file after moving the units onto shore manually, and I don't see the point in a 1.2MB save file when this happens with every game without fail (For me anyway.)

(Unrelated, but the game still insists that moving any unit further than one tile into unexplored tiles is an 'invalid move' - regardless of what is actually there. What exactly causes that? I don't see any other mod do this except C2C and AND :confused: )
 
@ Rezca - Do you have the units per tile limitation enabled? I do.

It only applies to land units, and units of the same era as well.

I have the same problem, I can't select all of one unit type, i.e. Marines V's Infantry as an example. I just go through and select each individually fro the attack. If I want to unload multiple units, I do it in a city, and hit the units per tile limitation.
 
@ Rezca - Do you have the units per tile limitation enabled? I do.

It only applies to land units, and units of the same era as well.

I have the same problem, I can't select all of one unit type, i.e. Marines V's Infantry as an example. I just go through and select each individually fro the attack. If I want to unload multiple units, I do it in a city, and hit the units per tile limitation.

To my knowledge it's disabled. If it got enabled without me knowing, that might explain it? Not sure... I'll have to check the next time I'm playing AND.




C2C and AND are the only two mods (As far as I can tell) that have this pathing 'feature' where units can't be moved more than a single tile into the black shroud, and have to be moved tile by tile manually. Not sure why that is, if it was intentional (Like to encourage micromanaged exploration or automated exploration) or a side-effect of something else or just a bug that wasn't deemed to be important enough to fix. It's not important no, just something curious - and sometimes annoying when I'm not paying attention to moving my units and they end up trying to take a 40 turn trip around an island because of a one-tile wide unexplored region on the coast :lol:
 
To my knowledge it's disabled. If it got enabled without me knowing, that might explain it? Not sure... I'll have to check the next time I'm playing AND.




C2C and AND are the only two mods (As far as I can tell) that have this pathing 'feature' where units can't be moved more than a single tile into the black shroud, and have to be moved tile by tile manually. Not sure why that is, if it was intentional (Like to encourage micromanaged exploration or automated exploration) or a side-effect of something else or just a bug that wasn't deemed to be important enough to fix. It's not important no, just something curious - and sometimes annoying when I'm not paying attention to moving my units and they end up trying to take a 40 turn trip around an island because of a one-tile wide unexplored region on the coast :lol:

I haven't checked C2C forum, but I think that pathing problem is a side effect of Koshling's pathing system, which anyway is better than the old one; I know this problem is a bit annoying but I hope we'll fix it sooner or later.
About the unloading problem, I'll have to investigate but again is not a top priority issue (yet, but I want to fix it anyway).
 
I had a very confusing situation (with build 659): I had no iron in my empire, and no trades. However, one remote island has even 2 iron available. There is no iron on that island, also not underneath the city (doublechecked that). Also, it is connected to the capital, so why has no other city iron? (A savegame can be provided if required).

Currently playing build 662, and only small nitpicks:
The battering ram is an awesome unit, and very much needed for early warfare, where a archer behind a wall would stopp all agression before swordmen dead cold. Only problem is that the AI will attach its grat generals to them, which is obviously a suboptimal choice...
And I find that corruption is way too low currently. I am playing huge maps, and its no issue at all. Having more than 100 cities, a newly founded city (from colonist) makes profit from the start. Courthouses and similar buildings are just always worse than a building that just generates revenue, because the effect is minimal. Of course, I dont want expansion to be impossible due to city upkeep, but I believe that it could be even doubled from where it is now.
Last thing, really minor: The mouseover for colloseum will show the created happy faces, but not the resulting removed unhappy faces.
(btw: These mouseovers are great!)
 
I had a very confusing situation (with build 659): I had no iron in my empire, and no trades. However, one remote island has even 2 iron available. There is no iron on that island, also not underneath the city (doublechecked that). Also, it is connected to the capital, so why has no other city iron? (A savegame can be provided if required).

Yes, please, upload your save.

And I find that corruption is way too low currently. I am playing huge maps, and its no issue at all. Having more than 100 cities, a newly founded city (from colonist) makes profit from the start. Courthouses and similar buildings are just always worse than a building that just generates revenue, because the effect is minimal. Of course, I dont want expansion to be impossible due to city upkeep, but I believe that it could be even doubled from where it is now.

Huge maps aren't balanced yet, but I will work on it.

About colosseum, I guess it works that way because it doesn't give a flat happiness bonus, but it's tied to your culture rate; nothing I can do, I fear.
 
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