A New Dawn Bug Reports and Feedback

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Beta10 was before I fixed the interface issues; no wonder it's hell to use the city screen.

Try the official release ;)

(No, there are no real Win7 tricks to make civ run faster, other than the obvious, don't run anything in the background)
 
Finally, new official release! congratulation Afforess!

I just played 1.60 couple of hours. But still Civ4lerts does not work.. as beta12. anyway great work and cheers :goodjob:
 
I think Wheelwright get to fast obsolent with Horsebackriding so I changed it back im my game to the orginal Mothorized Transportation. But maybe Machinery might be also a good place for making it obsolent.
Edit: Got my first corupt save. On Turn 100 I saved the game to add the change mentioned above and loading this game after CIV 4 newstart ended in a CTD. Lucky the Autosave of the same turn worked.
 
This might help some who have mid / end games regular crashes, like i used to.

- I used to have crashes every few turns on huge maps, past mid game, even playing on medium / low graphic settings.

- Now I play on high graphic settings all the way without anymore crashes.

- I only changed -one- single thing in the graphic options : Single unit graphic is on.

No idea if its due to the "formations" add on or not, but that did the trick for me
 
Wait what? What the heck? Why was that changed??!? Grrr. Change it back!

No. I re-evaluated and modified many of the early buildings to try to balance them. A lot of them were too cheap or too expensive, too powerful or too short-lived. The Wheelright was insanely powerful, giving a 5% production boost, 2 :hammers:, and a commerce for nearly all of time; which makes no sense. They get replaced by stables now. To boost stables, I gave them a minor production boost.
 
No. I re-evaluated and modified many of the early buildings to try to balance them. A lot of them were too cheap or too expensive, too powerful or too short-lived. The Wheelright was insanely powerful, giving a 5% production boost, 2 :hammers:, and a commerce for nearly all of time; which makes no sense. They get replaced by stables now. To boost stables, I gave them a minor production boost.

Why would they upgrade to stables? The wheelwright is not depend upon horses. They can make ox carts or wagons or rickshaws or just wheelbarrows which do not even need horses.

I think you should not make it not upgrade to stables, put back Motorized Transportation as the obsolete tech (its when car tires are made) and then make it either less powerful or more expensive or both.

As for the commerce it was because of trade carts and all the other merchant carts, wagons, caravans in increase commerce thanks to be able to lug your wears around with or without a horse helping.

EDIT: Also what other early buildings did you change?
 
Why would they upgrade to stables? The wheelwright is not depend upon horses. They can make ox carts or wagons or rickshaws or just wheelbarrows which do not even need horses.

It pretty much does. There are no other animals in Civ that act like horses. No donkeys or oxen.

I think you should not make it not upgrade to stables, put back Motorized Transportation as the obsolete tech (its when car tires are made) and then make it either less powerful or more expensive or both.

Nope, I like it the way it is. If you dislike it, you know how to change it. ;)


As for the commerce it was because of trade carts and all the other merchant carts, wagons, caravans in increase commerce thanks to be able to lug your wears around with or without a horse helping.

I understand that; I didn't change it's stats, just the obsolete tech and building that replaced it.


Can you seriously tell me that the Wheelright had significance all the way up to Motorized Transportation? It's simply not realistic.
EDIT: Also what other early buildings did you change?

A few. Apiary was the bigger changes. IDK, play a game and find out. ;)
 
It pretty much does. There are no other animals in Civ that act like horses. No donkeys or oxen.

I made a donkey farm, oxen farm, heck even a llama farm. Why do you mean there are no other animals? Also elephants or cows could.

Nope, I like it the way it is. If you dislike it, you know how to change it. ;)

I would rather work out a compromise with you than do that.

I understand that; I didn't change it's stats, just the obsolete tech and building that replaced it.

Still that obsoletes WAY too early.

Can you seriously tell me that the Wheelright had significance all the way up to Motorized Transportation? It's simply not realistic.

Look at the American frontier where they had wheelwrights to make their covered wagons? In fact that's where i got the idea for a wheelwright from. As opposed to a "chariot builder" or something.

In addition early "horseless carriages" still required wheelwrights. So f anything my motorized transportation is actually a little early. However there not a better obsolete tech to translation from those wheels to tires.

And look at the Amish today they still have wheelwright for their carts, wagons and wheelbarrows. I know they are like a time capsule but you could see that they were still long after horseback riding into pre-industrial revolution era.

So yes I am serious about this since it was GeneralStaff that talked me into making one building rather than separate buildings for wagons, chariots and wheelbarrows. I would like to to represent the wheel from ancient times all the way up until just before automobiles and their rubber ties.

A few. Apiary was the bigger changes. IDK, play a game and find out. ;)

I was looking through civpedia. Is light of sight on the towers new? But seriously just tell me what they are so I don't have to go through each building and compare it to the original.
 
A clean copy means that you delete the RoM folder, extract it, apply the 2.81 patch, and install A New Dawn over top of it. The Jar file is completely normal.

What *exactly* are your error messages? It's really hard for me to diagnose vague problems, all I can do is give vague answers...



I've never seen this behavior before. It may because of the poor way the exe handles memory management, IDK. Not much I can do about it. :sad:

Managed to fix it. Seems the problem was an ä in my users/user/appdata/roamin..etc etc
folder. Thanks for a great mod btw.
 
I just want to make sure that my game is running as fast as it could. I'm not sure if there are any Windows 7 tweaks, or whether I need to do anything to make Civ4 address more memory again, and so on.

- The cities (clicking into or onto them is extremely sluggish), doing a building que is a nightmare.

System:

AMD 945 3.2ghz Quad on M4A78t-E mobo
5850 1GB Sapphire
8GB RAM
Windows 7 64-bit

Game:

Tectonics on Huge
18 civs
Marathon
RoM (no megapack) + AND beta 10

date 1704AD (researching Steam power)

Turn time: 1m 10sec

If ya wanta gamble
witha game a roulette
take a shot of luck
or you may pay
http://www.jaloonz.com/2008/04/enabling-large-address-aware-for-games.html
 
I just want to make sure that my game is running as fast as it could. I'm not sure if there are any Windows 7 tweaks, or whether I need to do anything to make Civ4 address more memory again, and so on.

- The cities (clicking into or onto them is extremely sluggish), doing a building que is a nightmare.

System:

AMD 945 3.2ghz Quad on M4A78t-E mobo
5850 1GB Sapphire
8GB RAM
Windows 7 64-bit

Game:

Tectonics on Huge
18 civs
Marathon
RoM (no megapack) + AND beta 10

date 1704AD (researching Steam power)

Turn time: 1m 10sec

Your computer specs are just fine, maybe way over the recommended specs :D.

City interface is already slow as it is now. You can use "hide unavailable objects" in Game options screen. Then you can go into GlobalDefinesAlt in Rise of Mankind/Assets/XML and go to the bottom and find the entry that say you can change 0 to 1 for hide obstacle buildings in city list of buildings. Still expect city screen to be slow anyway, since it is controlled by exe and modders can not mod it.

As for turn time, mind give us turn number, not date, and what game speed? Better info that way. :)
 
I made a donkey farm, oxen farm, heck even a llama farm. Why do you mean there are no other animals? Also elephants or cows could.

When I say animals I mean resources. Please Remember, Civilization is not a perfect representation of reality. Reality must occasionally be sacrificed for gameplay considerations. If you have a better idea for the obsolete tech (That is in the medieval/renessiance eras) tell me, otherwise I think it would be best suited in your transportation mod ideas.

Also, now is the time to request new XML tags, since I will begin work on 1.70 in a week or so.


I was looking through civpedia. Is light of sight on the towers new? But seriously just tell me what they are so I don't have to go through each building and compare it to the original.

Yeah. I thought defensive boosts weren't valuable enough to ever warrant building them, so I decided to make a new last minute feature and add it to them. It was either that or cut them from Recommended Install.
 
A bug, a possible bug or at least an annoyance and a bit of weirdness in AND 1.60. Log
{Required Files} {Military Civics} {Beautification Project} {Castle Improvements} {Ice Breaker} {Ideology Civics} Meteorology {Realistic Diplomacy} {Seafaring } {War Prizes} Zoology Firestorm Arctic {Larger Cities} {Espionage Process} Forestation {Sea Tunnels} Terraforming {Lead From Behind} {Event Images} Education Sports NIMBY {Civic Buildings & More Wonders} {Surround and Destroy} {No Storms} {Early Buildings} ANM Fortifications {Historical Wonders} {Mega Civ Patch} Withdraw Farming Guilds {Modern Corporations} {Better RoM Artwork} {Better RoM Resources}

1(bug). Civics screen is still not quite right see diagram.

2(annoyance). A civ Germany just became my vassel it was at war with France and now I am at war with France OK so far. However the events say that they refuse to talk but up comes the diplo screen and I can ask for just about anything and they will refuse (naturally). Would it be possible not to get the diplo screen in this case?

3(weirdness). Missionaries on automatic now wander from city to city when all of your cities have that religion. So far I have only seen this with my state religion as I haven't spread all the others to all cities yet.

(other) I read a facinating book called "The Weelwright" which was written just as cars were taking over from wagons. Fascinating stuff, they even knew that their trade was about to disappear.
 
1(bug). Civics screen is still not quite right see diagram.

I thought I fixed that! What resolution are you using?

2(annoyance). A civ Germany just became my vassel it was at war with France and now I am at war with France OK so far. However the events say that they refuse to talk but up comes the diplo screen and I can ask for just about anything and they will refuse (naturally). Would it be possible not to get the diplo screen in this case?

I believe this is a Civ4 bug in general when the AI tries to negotiate before the war declaration occurs (The diplo screen is loading slower than it takes to cycle through the players turns)

3(weirdness). Missionaries on automatic now wander from city to city when all of your cities have that religion. So far I have only seen this with my state religion as I haven't spread all the others to all cities yet.

Didn't touch this; what did they do before?
 
I thought I fixed that! What resolution are you using?
1280x1024

Didn't touch this; what did they do before?

If all your cities had the religion then the missionaries would just sit in the city that created them and wait for you to build a new city. Then one missionary would head off to the new city. If the religion spread there before they got there then they just sit in that city waiting for a new city to be built (or open borders or vassels).

Now, they sit there, unless a new religion is founded in your civ, where apon they travel to that city and ask for orders. Actually I think they may be heading to the city which has a more popular religion in them but I only just thought of that.
 
Started a game recently.

You forgot to add in the Difficulty message above the scoreboard again :). That is for Flexible Difficulty (just a clarification for others).
 
Yeah. I thought defensive boosts weren't valuable enough to ever warrant building them, so I decided to make a new last minute feature and add it to them. It was either that or cut them from Recommended Install.

Well i like the new feature.

When I say animals I mean resources. Please Remember, Civilization is not a perfect representation of reality. Reality must occasionally be sacrificed for gameplay considerations. If you have a better idea for the obsolete tech (That is in the medieval/renessiance eras) tell me, otherwise I think it would be best suited in your transportation mod ideas.

I realize this however I still think something can be worked out. If we leave it as just one building then I would say it should still go until motorized transportation. Mainly because things like cannons also require wheels.

Wheels could be a new "Good" in your future "goods" system to require for chariots, catapults, trebuchets, bombards and cannons.

I do not really like the whole stables replacing business so I am proposing a new building to sit between the end of the wheelwright and the beginning of automobiles. Something like a stagecoach or carriage maker. Some something like this ...

Wheelwright -> Carriage Builder -> Automobile Factory

Wheelwright
Requires: Wheel
Obsolete: Cavalry Tactics

Carriage Builder
Requires: Metallurgy
Obsolete: Armored Vehicles

Automobile Factory
Requires: Motorized Transportation
Obsolete: Skyroads

What do you think? was thinking of working on the transportation mod soon anyways. However my major hold up was the whole "road in a city vicinity" stats (see below).

Also, now is the time to request new XML tags, since I will begin work on 1.70 in a week or so.

Tags? What do you mean? What are "tags".

Also could you make code that allows for bonuses from the type of "road" in your city vicinity? Such as a production or commerce bonus from railroad in a cities vicinity.
 
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