A New Dawn Bug Reports and Feedback

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Hi Afforess,

First ,great mod, i,m a long long time reader of this forum but rarely post.

Issue- i keep getting a CTD between turns running AND 1.52, Gigantic Map, 1700 turns gone by, Medieval era,i have 82 cities. No Barb or Rev options enabled.The CTD always comes as Civ is cycling through my cities that have just completed a buidling/unit. It is all random, if i reload it doesnt CTD again until the end of the next turn on some other city that has just completed a building/unit.

I am on Win7,i940 chipset,Dual quad core, 6GB RAM, GTX 290 graphics card. I have turned all options down to minimum and it has no impact. AND or Civ logs show nothing untoward or seemingly any reason for the cause

Have i maxed out on something ? Any ideas ?

Cheers
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Hi Afforess,

First ,great mod, i,m a long long time reader of this forum but rarely post.

Issue- i keep getting a CTD between turns running AND 1.52, Gigantic Map, 1700 turns gone by, Medieval era,i have 82 cities. No Barb or Rev options enabled.The CTD always comes as Civ is cycling through my cities that have just completed a buidling/unit. It is all random, if i reload it doesnt CTD again until the end of the next turn on some other city that has just completed a building/unit.

I am on Win7,i940 chipset,Dual quad core, 6GB RAM, GTX 290 graphics card. I have turned all options down to minimum and it has no impact. AND or Civ logs show nothing untoward or seemingly any reason for the cause

Have i maxed out on something ? Any ideas ?

Cheers
Flag


Not much I can tell you. Crashes plague RoM and therefore, AND. I've eliminated many of them, but it's a never ending process.

That said, I can give you an "unofficial" patch. I don't know if it will fix your problems or not, and it might wreck your save. But it's worth a shot, so try replacing your CvGameCoreDLL.dll in the Assets folder with this one.
View attachment CvGameCoreDLL.rar

Sidenote to other readers:
This "unofficial" patch will probably not fix your crashing issues, and it only works for AND 1.51-55. Don't try it on any of the beta's.
 
Not sure if this is AND or generic known DCM issue, but my game freezes up sometimes when attacking with a stack. I can still save game (and reload to get started again) and access all the tables etc., but cant click on and get control of any units. I have the combat zoom off.
 
Not sure if this is AND or generic known DCM issue, but my game freezes up sometimes when attacking with a stack. I can still save game (and reload to get started again) and access all the tables etc., but cant click on and get control of any units. I have the combat zoom off.

Known bug.

Known solution: Click on the minimap.
 
Some general comments and observations
I normally play super huge custom smart maps, at snail/deity w/ 24-32 starting civs.
My last game was v1.55

Bandit/Merc units needs to be excluded from the set of free units that a Barb city turned minor city get for free. They end up crippling their income.

If the Apiary ends up re-obtaining a honey resource, I'd restrict it's bulidable location to only those cities which have a plant based resource which insect dependent flowing within its city cross. (Apples, Lemons, Wine/Grapes, Cotton, Spices) Note that I don't mean these resources should be required (be linked up) to build the building, only that the are visible and within range.

Fixed borders: Interesting concept but the AI just can't handle it, I know this has been mentioned before. I support the idea of not allowing claiming on ocean tiles, which I read in some other place somewhere. I also say that one should not be allowed to claim territory that is more than X distance from your nearest city (possible the max culture distance.) Even at deity level (which is way too easy but I'll get to that in a bit) I could beeline democracy.
Ritualism->Mysticism->Priesthood->Writing->Alphabet->Democracy (popped w/ oracle)

Once obtained I switch to get fixed border and use claim territory to literally box in all my neighbors prior to 1000 BC. Even though those spots are far far away form my main cities and I don't leave units on them. Claim territory has the added benefit of displacing fog of war. No FOG no Barbarian spawns. Before I'd just set up units to do this, now I don't need to keep a unit dedicated to it. Also there is definitely a bug in the contested territory squares. It seems that if you tie the the number of controlled tiles surrounding an unclaimed tile, against a neighbor, the player always wins the content. Even if each side only had 3 tiles bordering the unclaimed tile. You should skip trying to to a compare againt a rivals tile at all. Make it simpler, so that you can only gain a tile if you have control 5 or more of its adjacent tiles.

Teching is slow, but its still too easy to beeline for players. (since they AI currently can't do it very well.) I propose putting in place (or increasing it if it already exists) a cumulative penalty when researching a tech for each tech in an era prior to the era of the one being researched, that the player does not have.

Tech leak rate from master to vassal should be doubled.
Key techs should increase the amount of tech leak their owning civs contribute to the overall global effect. These techs should be commutation related techs (writing, alphabet, paper, mass media, etc)

I like the ideas of converting most of the % bonuses to static bonuses as well, as mentioned elsewhere.

Having pyramids give free irrigation canals doesn't make sense to me. For a free building I'd suggest something more Tomblike, perhaps graveyards, but I don't even like building graveyards, their benefit is not worth their maintenance cost. Maybe ceremonial altar instead.

I personally always tweak the resources xml file. I make all mineral based resources capable of appearing in almost any terrain (the only one I sometimes disallow is marsh), with a non-grouping random distribution more like that of the standard iron/copper distribution. All plant and animal based resources I set as area/continent based (with the exception of horses) I get a much better distribution and almost never have missing resource problems.

I also always remove the fresh water flag from Jungles. This is possibly one of the reasons (certainly not the only reason) that AIs have bad city placement. If they are doing fresh water search checks, then any jungle qualifies.

I usually allow oasis to have improvements built in them, it helps the nearby city, (player and AI) which may already suffer from a glut of desert tiles.

I think that the resource granting quantity of a lot of the national wonders should be toned down, such as the brewery giving 7 alcohol instead of 9.

The Shewdagon Paya (or whatever the wonder it is that grants all religion civics) need to be given some other ability, unlocking all civics in a category too powerful in RoM)

As someone mentioned elsewhere, I like the idea of allowing hemp to give a production boost to wooden ships, probably via the shipyard, cotton could as well.

As many others have mentioned the AI needs some serious improvements. This deserves its own post though, as other have already started.
 
One suggestion and one new idea:

Suggestion: Reduce Happiness and Health bonuses provided by buildings, wonders, etc. It is way too easy to have 2 or three times Happy and Healthy as compared with Unhappy and Unhealthy. This allows you to skip tons of buildings and makes Happiness/Healthiness Wonders and Civics irrelevant. It's too bad because the civics changes are great but many are just ignored because there is simply no need for happy/healthy boosts.

New Idea: When heavily outnumbered, allow the losing player to surrender in a battle as in real life instead of having to slaughter the losing units, similar to the workers surrendering. This would allow for a new building, Prisoner Camp: The prisoners can be exchanged for prisoners from the other side or ransomed with gold, techs, etc.

I also agree with 0100010 (see above message) That there should be a penalty for beelining techs. Or maybe put a limit of 4 to 6 on the techs you can ignore in order to beeline.

Great Mod Mod. I am having the time of my life playing it, but I'm running out of toothpicks to keep my eyelids open at night.
 
I also agree with 0100010 (see above message) That there should be a penalty for beelining techs. Or maybe put a limit of 4 to 6 on the techs you can ignore in order to beeline.

idea! every tech you posses grants you a small research bonus thus civs with many techs research faster.

problem: rebalancing all technology cost to the new bonus :(
 
Isn't this feature already implemented ? AFAIR there were some early techs that gave small bonuses for reasearching later techs, but I don't remember if this was RoM or AND.
 
moved to beta thread.
 
I feel a bit stupid since I know that I'm at least the 3rd one to ask this question but none of the solutions mentioned works for me:

I also get the Z_ADER_BARBARIAN error which supposedly indicates that the game can't find some of the files it needs.

I've followed the installation instructions (RoM 2.8 (Full) -> RoM 2.81 (works fine) -> AND 1.53 (ADER_BARBARIAN error, game crashes before entering the Main Menu) -> AND 1.55 (the same as with 1.53) ) and made sure that my mods are in my program files folder.

Also I've made sure that the mod is installed in the right folder (the RoM folder i Beyond the Sword/Mods) which is the default folder of the installer except that I had to change C:/ to G:/ since I have the game installed on my external HD.

Any ideas on how to solve the problem would be greatly appreciated.

Thanks in advance,

Torugu
 
I feel a bit stupid since I know that I'm at least the 3rd one to ask this question but none of the solutions mentioned works for me:

I also get the Z_ADER_BARBARIAN error which supposedly indicates that the game can't find some of the files it needs.

I've followed the installation instructions (RoM 2.8 (Full) -> RoM 2.81 (works fine) -> AND 1.53 (ADER_BARBARIAN error, game crashes before entering the Main Menu) -> AND 1.55 (the same as with 1.53) ) and made sure that my mods are in my program files folder.

Also I've made sure that the mod is installed in the right folder (the RoM folder i Beyond the Sword/Mods) which is the default folder of the installer except that I had to change C:/ to G:/ since I have the game installed on my external HD.

Any ideas on how to solve the problem would be greatly appreciated.

Thanks in advance,

Torugu

Try turning off UAC if you are using Vista/Win7.
 
I havent changed anything while playing this game.
Bassicly it happend after ctd and i am suddenly unable to load it.

Cant load autosaves or my manual 20 turn old save.

When i start new game everything is ok.

Also i found this post on page 13



IT seems like the same thing happened to me.

Another game the same thing happened after a while .
Game crashed during autosave and it broke all saves.

I wonder how this is possible. I will have to try beta verision if i wanna stick with the mod.
 
Another game the same thing happened after a while .
Game crashed during autosave and it broke all saves.

I wonder how this is possible. I will have to try beta verision if i wanna stick with the mod.

The problem with corrupting saves and CTD (I believe) is fixed in the later beta's, one of the beta testings caught an issue where saves could be silently corrupted...
 
Try turning off UAC if you are using Vista/Win7.

I always have UAC turned off, additinally I've tried running both BTS and the install .exe as Administrator (kind of pointless but, whatever...) as well as in XP compability mode. In fact that was the first thing I did after redownloading and reinstalling RoM and AND.

My install is in G:/program files rather then C:/program files so it shouldn't be a problem with Vista's "virtual store" either. :(
 
G:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind

Nothing out of the ordinary here I think.
 
G:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind

Nothing out of the ordinary here I think.


Nope, that is correct.

Okay, inside your Rise of Mankind\Assets\Modules folder, is there a folder named "Afforess"?
 
There is.
 
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