A New Dawn Bug Reports and Feedback

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I noticed in my latest SVN game that whilst I could build Shaft Mines, I couldn't upgrade Mines, short of replacing them with something else and then replacing that with a Shaft Mine. Could we have the option to upgrade Mines to Shaft Mines directly?
 
I noticed in my latest SVN game that whilst I could build Shaft Mines, I couldn't upgrade Mines, short of replacing them with something else and then replacing that with a Shaft Mine. Could we have the option to upgrade Mines to Shaft Mines directly?

All the XML coding is there for Mines to upgrade to Shaft Mines, and it says Mines upgrade to Shaft Mines in the Civilopedia. I wonder why your mines aren't upgrading?
 
I think my Mines will upgrade automatically to Shaft Mines (I'll have to check), but I was asking about manually upgrading them with workers once I have the necessary technology, rather than waiting X number of turns.
 
@ Arakhor - You need to 'work' the mines for X turns, based on game speed, BEFORE they will upgrade to shaft mines, and same for Deep Shaft mines.

Or you can cheat, cottage them, then build a shaft mine. (Cheater) ;)

Same for Woodcutters => Lumbermills
 
Yes, yes, I know that. :)

I haven't resorted to the "cheat" option, but I would like a mission (if that's the correct term) to simply use a worker to upgrade a mine to a shaft or deep shaft mine directly (when I have the necessary technology, that is).
 
45°38'N-13°47'E;13494824 said:
And actually the name is not minidump.dmp but minidump_xxx.dmp where xxx is revision number


The only .dmp I can find is Civ4BeyondSword.exe.dmp in C/User/RA/AppData/Local/Temp with 2.17 GB (???).
 
Same principle as the Cottage to hamlet, you can't speed that up except with civics, same for mines to shaft mines, some civics will speed that up.

I know! That's why I was asking if that could be changed, when appropriate.
 
I know! That's why I was asking if that could be changed, when appropriate.

I think that would have to be done at the DLL level. I looked through the XML code and didn't see anything that could be changed to allow direct overbuilding to upgrade.
 
Hmm. Maybe Afforess could weigh in then with a suggestion?
 
I think that would have to be done at the DLL level. I looked through the XML code and didn't see anything that could be changed to allow direct overbuilding to upgrade.
I think it shouldn't be that hard and I could do it too if afforess has more important tasks. I've just been busy in real life lately and I suppose so does afforess. But I think I recall we've already discussed this subject and for some reason we've discarded it. I might be wrong anyway so I think I can do it if nobody has a problem with it
 
If you do make this then I suggest adding set price on doing that. Obviously, making AI understand this strong feature too is important.
 
So a couple of thoughts. I am not a fan of the fact that you can build the improved version of improvements w/o waiting the usual upgrade time in the first place. I know some players like it, but my personal opinion is that it cheapens the improvement upgrade process. It begs the question, Why even bother with improvement upgrades at all, just separate the improvements out and let players build each? Of course I'm not in favor of that either, but it is the logical extreme that the thought process takes me to.

I would prefer to not allow players to quickly build the upgraded improvements and require them to work them to improve them. The advantages to this is that it is simple to do (simply remove some XML allowing the new builds) and does not confuse the AI. In addition, it makes protecting improved improvements more important because players wish to avoid lost investments. The disadvantage is that it may take a while to upgrade all improvements, and so in the modern era you are still building mines and waiting several dozen turns for the modern mine.

It's entirely possible for me to add code to the DLL to allow immediate replacement of unupgraded improvements with their upgraded types. But I think we should consider if we really want to do that.
 
So a couple of thoughts. I am not a fan of the fact that you can build the improved version of improvements w/o waiting the usual upgrade time in the first place. I know some players like it, but my personal opinion is that it cheapens the improvement upgrade process. It begs the question, Why even bother with improvement upgrades at all, just separate the improvements out and let players build each? Of course I'm not in favor of that either, but it is the logical extreme that the thought process takes me to.

I would prefer to not allow players to quickly build the upgraded improvements and require them to work them to improve them. The advantages to this is that it is simple to do (simply remove some XML allowing the new builds) and does not confuse the AI. In addition, it makes protecting improved improvements more important because players wish to avoid lost investments. The disadvantage is that it may take a while to upgrade all improvements, and so in the modern era you are still building mines and waiting several dozen turns for the modern mine.

It's entirely possible for me to add code to the DLL to allow immediate replacement of unupgraded improvements with their upgraded types. But I think we should consider if we really want to do that.
As I've said, I remember we've discussed this point before. I didn't remember why we didn't do it already. Now I know, so I'm all in favour of keeping things as they are.
 
How about adding a new feature: Certain techs reduce the turns needed to upgrade an improvement? Not only the way as civics do, but separately: A mine should/could upgrade 10X faster in the transhuman era than in the industrial.
 
That seems like a reasonable compromise. Presumably, something similar could happen for cottages.
 
How about adding a new feature: Certain techs reduce the turns needed to upgrade an improvement? Not only the way as civics do, but separately: A mine should/could upgrade 10X faster in the transhuman era than in the industrial.

That's a good idea.
 
I think something the AI needs to be taught is not to send out unaccompanied siege units. I see lots of cases where the AI is sending out a single Ballista or Catapult, which is an easy capture for a Swordsman. Would this be difficult to do?
 
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