A New Dawn Bug Reports and Feedback

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I just bumped into this bug with Merged Mod & Assimilation turned on, but I recall this happened in AND & Assimilation too:

If I capture a city, and a building that is my unique building stays intact, I get that building in the city but I can still build normal version of it too. Example: I am the Incas and capture an American city. The city granary stays intact, but when I get control of the city, it changes to Terrace, my UB. Everything is ok this far, BUT now I can also build a normal granary in the city, gaining double health benefits (not sure about the growth bonus).

I'm sorry if this is already fixed in AND & Assimilation.

Good Catch! No, this wasn't fixed. I just updated it so that if you are playing with the Assimilation mod and capture a city, you keep the building as is (So you would have captured granary, and the building wouldn't have switched to your UB).

I realise you are very busy with Beta 6 but this problem should still exist in that version unless I am mistaken.

In my last few games with 1.55 I noticed that global warming never hit. I put it down to the fact that the game had finished early. But I couldn't let it go without testing. So:

I set up a custom game on a duel map, normal speed,ancient era, med sea level and temperate climate with me being the only player, I turned off all victories except time and checked no barbarian and rising seas.

Then I gave control to the AI and monitored it. I checked every 100 turns to see what was going on. The AI very quickly put cities all over the map. I made sure that plenty of industry was built along with factories and power stations etc. I also made sure that most forests and jungles were chopped. I managed about 95%. The game played out to the very last turn 800 and something I dont remember. Not one square on the map was affected by global warming.

If remember the global warming thread correctly they had run into a problem with it. It involved a calculation for map size and forest/jungle count.

Has anyone ever experienced global warming so far?

Yeah, the new global warming has issues. I just updated the code, they made a few revisions to it, but I still don't think it's working.

Also, I'm never too busy to see a bug report. Always report suspected bugs.

My Game is unplayable, Afforess have you run into the no building production bug before? Has anybody?

I have yet to see the bug. Please keep posts about the Beta inside the beta thread, this thread is for official releases only.
 
My Game is unplayable, Afforess have you run into the no building production bug before? Has anybody?

I just ran into this bug... over 1000 turns in on a Snail speed game. Using Beta 6. I also tried reloading and it occurs again. If needed I can provide a saved game right before the bug starts.

On the bright side, I really like the current beta build and didn't see any other problems, at least for the mods I'm using (I don't use about 1/3 of them.)

re: Poacher

One building that I do kind of wonder about is the Poacher building that adds income but gives a percentage chance for city unrest. I'm assuming this was added to one of the building or guild building packs. This is kind of a goofy building, I'm not sure why poachers would create more income or cause a flat chance for the city to revolt.

If you WANT to have a Poacher building, here is a suggestion. If the local city radius has Sheep, Deer, or Cow, for each one the Poacher building will provide a unit of food, but it will also provide an Unhappy face and additional 10% city maintenance to reflect lawlessness. The current implementation doesn't make much sense to me.
 
10% max damage on every unit? Is this normal or is it something I messed up when editing the Global Defines XML, for more wonders and XP when upgrading and vs. barbs.

First play though.
 
I just ran into this bug... over 1000 turns in on a Snail speed game. Using Beta 6. I also tried reloading and it occurs again. If needed I can provide a saved game right before the bug starts.

This an your AND logs. Pray tell, you have not modded your game further?

One building that I do kind of wonder about is the Poacher building that adds income but gives a percentage chance for city unrest. I'm assuming this was added to one of the building or guild building packs. This is kind of a goofy building, I'm not sure why poachers would create more income or cause a flat chance for the city to revolt.

If you WANT to have a Poacher building, here is a suggestion. If the local city radius has Sheep, Deer, or Cow, for each one the Poacher building will provide a unit of food, but it will also provide an Unhappy face and additional 10% city maintenance to reflect lawlessness. The current implementation doesn't make much sense to me.


Pretty good idea. I've updated the building to reflect your idea.
 
10% max damage on every unit? Is this normal or is it something I messed up when editing the Global Defines XML, for more wonders and XP when upgrading and vs. barbs.

Could you be more specific about the problem, I'm not sure what the issue is...
 
Like I said the only thing I've changed is in the global defines XML for the wonders and xp. Guess I'm going to have to go through that line by line and see what I messed up.

Appart from my meddling, the early stuff is great.
 
This an your AND logs. Pray tell, you have not modded your game further?

I have not done any additional modding, this is just RoM 2.81 and A New Dawn 1.60 Beta 6.

This file contains two saved games, one where the problem has ocurred, and one called "Still OK" where I reloaded and saved just before the bug occurs. I also added the Logs directory just in case something useful is in there.

Cant Build Saves & Logs




Pretty good idea. I've updated the building to reflect your idea.

Thanks!
 
@Shogu

Ctrl-A from the city screen, select Abandon city form the drop-down


General questions, is it possible to change the SDK so that one has to expend a Great Prophet in a city to found a religion? This will make the GP more useful and important, and give us the ability to choose what city we want our holy city to be located in. The AI of course would need to know how to do this as well. (in this situation if we can't get the AI to know how to do it, then I'd rather not see this feature)
 
General questions, is it possible to change the SDK so that one has to expend a Great Prophet in a city to found a religion? This will make the GP more useful and important, and give us the ability to choose what city we want our holy city to be located in. The AI of course would need to know how to do this as well. (in this situation if we can't get the AI to know how to do it, then I'd rather not see this feature)

Yes. You can mod the SDK to do almost anything. It sounds more like a game option type feature.

So let me break this down quickly:


  • Religions can only be founded by Great Prophets
  • New button shows up when a Great Prophet is in a city, allowing players to found a religion

Quick question, is the new religion randomly selected from the pool available or chosen by the player?
 
Just to let you know, I went through the thing line by line and couldn't find out what I'd done. I ended up uninstalling and reinstalling it. Then I remodded the Globaldefines.xml again for wonders and vs barb and upgrading xp.

Started a new game (obviously), and no max 10% this time. So for the life of me I have no idea what I did the first time.
 
Just to let you know, I went through the thing line by line and couldn't find out what I'd done. I ended up uninstalling and reinstalling it. Then I remodded the Globaldefines.xml again for wonders and vs barb and upgrading xp.

Started a new game (obviously), and no max 10% this time. So for the life of me I have no idea what I did the first time.

Back up changes next time, so you can winmerge them in the future. I've learned this the hard way myself... :p
 
Yes. You can mod the SDK to do almost anything. It sounds more like a game option type feature.

So let me break this down quickly:


  • Religions can only be founded by Great Prophets
  • New button shows up when a Great Prophet is in a city, allowing players to found a religion

Quick question, is the new religion randomly selected from the pool available or chosen by the player?

Why not have a religion Tech to give to the first player who research it (and add in Limited Religion values/codes/whatever too) a Great Prophet with the capacity to establish the religion in a city the player chooses? That way, it still is not that much of a game-changing feature except for the fact that the player who researched that particular relgion is finally given a flexibility to endow a city with a holy city status.
 
Why not have a religion Tech to give to the first player who research it (and add in Limited Religion values/codes/whatever too) a Great Prophet with the capacity to establish the religion in a city the player chooses? That way, it still is not that much of a game-changing feature except for the fact that the player who researched that particular relgion is finally given a flexibility to endow a city with a holy city status.

If we are going to go that route, wouldn't it be much simpler to leave the code as is, and just do nothing? :p
 
If we are going to go that route, wouldn't it be much simpler to leave the code as is, and just do nothing? :p

No the old way is have the city to be forcefully chosen for you. A new code will let you to have GP travel to OTHER city if so desired.

Or are you telling me you can't tie a religion to GP and no other religion? I mean, when you research Meditiation first, the GP is granted you that can establish Buddhism ONLY, nothing else.
 
It would require more strategic planning if you have to get the tech AND get a GP to found a religion. That is always how I envisioned religions anyway, some great spiritual leader (the GP) started a movement.

For the player, it should be chosen from among the list of religions currently available to the player. (and random from the available list for the AI of course)

A religion is only considered available if the player has the pre-req tech and it has not yet been founded. (and if limited religions is turned on, the player has never founded a religion)
If the choose religion option is turned on, than all not yet founded religions are considered available.

This also means its possible for the player or AI to be the first to get a religion founding tech but unable to use it just yet until they get the GP, and thus someone else might get the tech/GP faster and steal their chance away. This will put some more variations in the founding times of religions. I don't think the player should get a GP for free simply for getting the tech.
 
It would require more strategic planning if you have to get the tech AND get a GP to found a religion. That is always how I envisioned religions anyway, some great spiritual leader (the GP) started a movement.

For the player, it should be chosen from among the list of religions currently available to the player. (and random for the AI of course)

This also means its possible for the player or AI to be the first to get a religion founding tech but unable to use it just yet until they get the GP, and thus someone else might get the tech/GP faster and steal their chance away. This will put some more variations in the founding times of religions. I don't think the player should get a GP for free simply for getting the tech.

See above for my elaboration.
 
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