A New Dawn Bug Reports and Feedback

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You don't have to listen to the majority. Write a XML module and post it on the forums as a mod-mod. That is the beauty of modding.
 
If I knew how to do Modular xml I would probably have several Modmods. Cause there are many early parts of AND that need help, impo that is. ;) On epic I actually can run out of things to build (that have any true worth) in the early game. And still can't get a religion either.

Sidenote observation, it would seem that almost every early Wonder has trade Routes added or Trade Route bonuses with each of them. When TRs disappear those early Wonders are going to be bare bones 1 trick ponies more or less.

And finally what is your opinion of putting a latitude restriction on Apiary. I have bit more research to do but 70*N to 70*S is about bees natural range. This would preclude most tundra and all ice cities from being able to build them.

JosEPh
 
If I knew how to do Modular xml I would probably have several Modmods. Cause there are many early parts of AND that need help, impo that is. ;) On epic I actually can run out of things to build (that have any true worth) in the early game. And still can't get a religion either.

Honestly, it's not that hard. I bet I could create a website/online tool that would basically create the module for you, given the building or whatever you wanted to change.

Tutorial: http://forums.civfanatics.com/showthread.php?t=344078

Sidenote observation, it would seem that almost every early Wonder has trade Routes added or Trade Route bonuses with each of them. When TRs disappear those early Wonders are going to be bare bones 1 trick ponies more or less.
That is addressed http://forums.civfanatics.com/showpost.php?p=13331608&postcount=17
 
Bookmarked this 1st link for future reference.

JosEPh
 
You don't have to listen to the majority. Write a XML module and post it on the forums as a mod-mod. That is the beauty of modding.
Speaking of XML, I tried to find out where in the XML files one sets the chopping ability and have been thus far unsuccessful. Can anyone point me in the right direction?
 
Speaking of XML, I tried to find out where in the XML files one sets the chopping ability and have been thus far unsuccessful. Can anyone point me in the right direction?

I think in Improvements.xml in Terrain folder.
 
I highly recommend the use of a tool like Notepad++. You can use it to search entire directories of XML files for words. For example, if you had used "CHOP" as the search term for the Assets directory, you would have found the information in Civ4BuildInfos.xml.

Notepad++ is FOSS.
 
I highly recommend the use of a tool like Notepad++. You can use it to search entire directories of XML files for words. For example, if you had used "CHOP" as the search term for the Assets directory, you would have found the information in Civ4BuildInfos.xml.

Notepad++ is FOSS.
I'm already using Notepad++ but was unaware of that search feature. Thanks for pointing it out :)

Normally I would use Visual Studio for that but I have not been bothered to install it on my system.
 
I would like to see these once again as the requirement for the increased coastal food production. The increased trade for lighthouse is fine but the 3 base for coastal tiles detracts from the incentive to get them built early to grow the cities.

I worry that this Mod like it's cousin C2C is a run away, with the desire for more of everything and distracting from some important original game concepts dealing with selection of city locations and balance of tile improvements.

I have attached a current custom game adapted to 760 (update not the issue). See my jungle cities with jungle camp tiles producing a 5 food base and those on the river 2 production points (hammers). These tiles should be required to be cultivated or otherwise improved for the higher productions. Next, check out my river tundra's food production at 4 food with even a tundra wheat resource (???) near city of Harran producing 7. Finally, hamlets and villages should not produced the higher level of food. The incentive to grow these needs to concentrate on their amount gold generated to fund your nation.

I have preached on these excesses before and don't expect anything as a result of these comments. Just spitting in to the wind.

Buck

Please forgive this old fart if this post is a mixed of jumble of words.
 
I would like to see these once again as the requirement for the increased coastal food production. The increased trade for lighthouse is fine but the 3 base for coastal tiles detracts from the incentive to get them built early to grow the cities.

We removed the +1 :food: from the lighthouse exactly because it allows runaway coastal growth. I don't want to see it back, and I the reason coast and ocean give +1 :food: from the base BTS terrain is to account for the 3 :food: per pop rather than 2 that BTS requires.

I worry that this Mod like it's cousin C2C is a run away, with the desire for more of everything and distracting from some important original game concepts dealing with selection of city locations and balance of tile improvements.

I don't know how anyone watching the changes lately could come to that conclusion. Axing features left and right doesn't strike me as more of everything.

I have attached a current custom game adapted to 760 (update not the issue). See my jungle cities with jungle camp tiles producing a 5 food base and those on the river 2 production points (hammers). These tiles should be required to be cultivated or otherwise improved for the higher productions. Next, check out my river tundra's food production at 4 food with even a tundra wheat resource (???) near city of Harran producing 7. Finally, hamlets and villages should not produced the higher level of food. The incentive to grow these needs to concentrate on their amount gold generated to fund your nation.

I don't know what mapscript you used, but wheat and other resources should not be possible to appear on tundra.

In addition, I have always hated the jungle camp improvement but have been continually overruled in that regard.

I do think farms do produce too much food right now. They can produce +1 :food:, then +1 extra :food: if irrigated, then +1 :food: with crop rotation, then +1 :food: at machine tools, then +1 :food: with biology, then +1 :food: at agricultural engineering, then +1 :food: with artificial evolution, and finally +1 :food: at gene manipulation so it is possible to take a normal grassland tile and make 10 :food: from it, which is extreme.

10 :food: can support 3.3 population.

In BTS, farms give +0 :food:, unless irrigated, then +1 :food:. With biology they give +1 extra :food:. That's it, only 2 population support max.

I have preached on these excesses before and don't expect anything as a result of these comments. Just spitting in to the wind.

If you plan to fail, then you will surely succeed.
 
buck beach wrote:See my jungle cities with jungle camp tiles producing a 5 food base and those on the river 2 production points (hammers). These tiles should be required to be cultivated or otherwise improved for the higher productions.

No buck beach Jungle Camps (JC) where updated to their current status when JTanner and Then 45* asked me to be part of the AND Resurrection Team. They are a culmination of several years using and adapting from Vincentz original JCs that were in both RoM and AND when it was a Modmod of RoM. I put them in the this current version of AND over 2 years ago and you are just now complaining?!!!. Without them we go back to Jungle being Worthless to settle/use/manipulate for the betterment of the mod. The AI would chop them all down like vanilla BtS and I would Sincerely hope we would Not regress like that by their change or Removal.

They do not need cultivation that is what the Camp part is all about. They upgrade by better routes or they were supposed too when I put them in.

"IF" Afforess decides to remove JC from His mod I can't stop that, I did not author AND he did. But IMHO it would severely cripple the early game, especially if you get a Jungle starting location. AND's early game is barely tolerable now as it is. It's Barren and Boring until you reach late Classical/early Medieval then the mod finally starts to come alive. And I understand why it's this way, but I think the early game suffers to much from it. And as you can see from the Capped words this strikes deep with me and this mod.

JosEPh
 
No buck beach Jungle Camps (JC) where updated to their current status when JTanner and Then 45* asked me to be part of the AND Resurrection Team. They are a culmination of several years using and adapting from Vincentz original JCs that were in both RoM and AND when it was a Modmod of RoM. I put them in the this current version of AND over 2 years ago and you are just now complaining?!!!. Without them we go back to Jungle being Worthless to settle/use/manipulate for the betterment of the mod. The AI would chop them all down like vanilla BtS and I would Sincerely hope we would Not regress like that by their change or Removal.

They do not need cultivation that is what the Camp part is all about. They upgrade by better routes or they were supposed too when I put them in.

"IF" Afforess decides to remove JC from His mod I can't stop that, I did not author AND he did. But IMHO it would severely cripple the early game, especially if you get a Jungle starting location. AND's early game is barely tolerable now as it is. It's Barren and Boring until you reach late Classical/early Medieval then the mod finally starts to come alive. And I understand why it's this way, but I think the early game suffers to much from it. And as you can see from the Capped words this strikes deep with me and this mod.

JosEPh

+1
I would miss JC very much :)
 
To tell the truth I also think jungle camps are overpowered, but they're not causing too much troubles because jungle is not that common in most maps. So I'd leave them alone at the moment.

Edit: and I definitely would not axe them entirely.
 
"We removed the +1 :food: from the lighthouse exactly because it allows runaway coastal growth."

But the 3 food does exactly that w/o the lighthouse.

"I don't know how anyone watching the changes lately could come to that conclusion. Axing features left and right doesn't strike me as more of everything. "

Sorry your right of course. A stupid overreaction on my part.

"I don't know what mapscript you used, but wheat and other resources should not be possible to appear on tundra."

The map came right out of the selections available in the Custom games I believe it is Custom Continents using 3 or 4 continents.

Buck
 
45°38'N-13°47'E;13346744 said:
To tell the truth I also think jungle camps are overpowered, but they're not causing too much troubles because jungle is not that common in most maps. So I'd leave them alone at the moment.

Edit: and I definitely would not axe them entirely.

It would be nice if improvements could go obsolete. I understand the purpose of jungle camps, but they make no sense past the classical era.

"We removed the +1 :food: from the lighthouse exactly because it allows runaway coastal growth."

But the 3 food does exactly that w/o the lighthouse.

With or without the coast/lighthouse change the net food from the coast is the same, so I don't see how you can conclude coasts are the cause of runaway growth. IMO, Farms are the real problem.
"I don't know what mapscript you used, but wheat and other resources should not be possible to appear on tundra."

The map came right out of the selections available in the Custom games I believe it is Custom Continents using 3 or 4 continents.

Buck

I'll look into this. Resources like wheat should not be on tundra.
 
With or without the coast/lighthouse change the net food from the coast is the same, so I don't see how you can conclude coasts are the cause of runaway growth. IMO, Farms are the real problem.

I sure I am missing something here. Not sure what was done to allow 3 food (as opposed to two) on the coast w/o having to build the lighthouse. This was my issue but I have beat this dead horse enough.

I really do appreciate what you are doing and your make sense approach to the mod.

Buck
 
I sure I am missing something here. Not sure what was done to allow 3 food (as opposed to two) on the coast w/o having to build the lighthouse. This was my issue but I have beat this dead horse enough.

What I was trying to say that is before my changes, if you build a lighthouse, coast gave 3 :food: food. Now with my changes, if you build a lighthouse, coast also gives 3 :food: . The net change in extra food is zero. Yes, it might be a tiny bit easier since you don't *need* a lighthouse as much, but lighthouse buildings always ended up everywhere anyway. It was one of the most spammed buildings.

The end point here is that I didn't introduce any changes that caused the total net food available to increase. So out of control growth can't be because of that change.
 
45°38'N-13°47'E;13347029 said:
Afforess, I can't check right now but I think I've imported or created code for improvements to go obsolete. I don't remember now.

I only know of Ivory, a resource, going obsolete. If you can make Jungle Camps go obsolete after jungle chopping is available, go for it.

Or to be radical, get Jungle Camps to become depleted and no longer available as an improvement for that plot. Then by that time, chopping will harvest hammers. Build new improvement accordingly.
 
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