A New Dawn Bug Reports and Feedback

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First of all, thanks again. That's a great mod.

I'm not sure if that's normal, but 1.70 took 3-4 minutes just to start. I deleted RoM folder (2.81), installed 2.9, then 1.70. Custom setup, all default options checked, plus ideology civics and sea monsters, minus storms.

My PC is Core 2 duo E7400, 4gb ram, Geforce 9600 GT, win XP. Now, 1.70 + 2.9 is about 100 % slower to load than 1.64 + 2.81. Just wondering if that's expected or there's something wrong.
 
Now, that's a bug: I have copper connected to the city and bronzeworking researched, but can't build axemen. Save attached, plus screenshot.

Spoiler :
axe0000.jpg
 
Two problems

1. National wonder and holy shrine movies are playing in RoM 2.9 but not in AND 1.7. Moving the defines to the Wonder did not work. but then the ones that were already in there, treasury for example, were not playing anyway.

2. National units - you can queue an infinite number, see attached image, but you can only build the max specified. Extras disappear from the queue at end/start of next of turn.

Questions

1. I need to get my attachments down. Did you get the changes to those custom units so I can delete them? Also did they work for you? I can only use the Fortification ones as the others seem to cause MAFs due to the added graphics. I am having the same problem with the ROME extra civ based graphics.

2. Where is the python for the events with images? I think that if I have two examples I may be able to get the great person mod working in RoM.
 
Now, that's a bug: I have copper connected to the city and bronzeworking researched, but can't build axemen. Save attached, plus screenshot.

Spoiler :
axe0000.jpg

Two problems

2. National units - you can queue an infinite number, see attached image, but you can only build the max specified. Extras disappear from the queue at end/start of next of turn.

Both are not bugs, but side effects of a new caching system I implemented. Afa2000, if you continue to the next turn, you will be able to build axemen. Dancing Hoskuld, same thing. This is because the cache refreshes each turn; so the effects of this turn will appear next turn. This will speed up turn times, but has this effect. Give a little to get a little. From my testing, it has no real effect on gameplay, other than the speed boost.

1. National wonder and holy shrine movies are playing in RoM 2.9 but not in AND 1.7. Moving the defines to the Wonder did not work. but then the ones that were already in there, treasury for example, were not playing anyway.

There is a WoC problem with movie tags, and they won't be saved if you modularly edit a building, hence the WonderMovies folder in the modules folder, which fixes a bunch of wonders.

As for National Wonders, I have no idea why they aren't working.

Questions

1. I need to get my attachments down. Did you get the changes to those custom units so I can delete them? Also did they work for you? I can only use the Fortification ones as the others seem to cause MAFs due to the added graphics. I am having the same problem with the ROME extra civ based graphics.

Go ahead, I already downloaded them.

2. Where is the python for the events with images? I think that if I have two examples I may be able to get the great person mod working in RoM.

It's in the SDK, not python...

I can probably get a new tag for that if you want. For units.

Also, I added the PrereqOrBuildingClass tag to the XML for 1.70. I just need to give you an updated schema... Nag me about that.
 
I am having the same problem with the ROME extra civ based graphics.

I may be able to get the great person mod working in RoM.

Yeah i cant get ROME to work either, it always CTD on me.:(

I had the GPM working last year in RoM but the new RoMEventManager doesn't work good with other stuff. I really like the GPM, it's great.;)

Also:

Did you change the radius? I cant build in many area's?
 
Yep, I forgot to change that. You can fix it yourself in the global defines. I'll fix it in patch a
 
Both are not bugs, but side effects of a new caching system I implemented. Afa2000, if you continue to the next turn, you will be able to build axemen. Dancing Hoskuld, same thing. This is because the cache refreshes each turn; so the effects of this turn will appear next turn. This will speed up turn times, but has this effect. Give a little to get a little. From my testing, it has no real effect on gameplay, other than the speed boost.

And you can't upgrade your units until the turn after discovering a tech, bronze working. Could be important in war.:mischief:

There is a WoC problem with movie tags, and they won't be saved if you modularly edit a building, hence the WonderMovies folder in the modules folder, which fixes a bunch of wonders.

As for National Wonders, I have no idea why they aren't working.

There was some code in python events that did it. I haven't looked at that code since it was split up.

It's in the SDK, not python...

I can probably get a new tag for that if you want. For units.

Also, I added the PrereqOrBuildingClass tag to the XML for 1.70. I just need to give you an updated schema... Nag me about that.

I thought all screen elements were done in python. I thought if I looked at yet another python dialogue I might figure out what needed to be done. Oh well back to the drawing board.
 
And you can't upgrade your units until the turn after discovering a tech, bronze working. Could be important in war.:mischief:

No, I thought of that. I refreshes the cache right after you research. However, if you get a tech from a goody, it will not take effect until next turn.


I thought all screen elements were done in python. I thought if I looked at yet another python dialogue I might figure out what needed to be done. Oh well back to the drawing board.

I wish. It's in the DLL because it needs to call functions from the EXE to work, functions that are not exposed to python.
 
It seems to me that the AI has a love for cancelling treaties at random (open borders/embassy). While it might have a good reason for it, the only thing that bugs me is that I recieve the "You kicked our ambassadors out!" negative diplomatic modifier, when in fact it was he who cancelled the deal. :crazyeye:
 
It seems to me that the AI has a love for cancelling treaties at random (open borders/embassy). While it might have a good reason for it, the only thing that bugs me is that I recieve the "You kicked our ambassadors out!" negative diplomatic modifier, when in fact it was he who cancelled the deal. :crazyeye:

Putting that on my patch list.
 
Thanks! I wasn't sure if it was a bug or just something weird I did when I installed it, but I decided to say something anyway.

I have another question: Some optional features have been omitted from the reccomended setup in the installer (Ideology Civics, Resource Depletion, etc); is this because those options are considered imbalanced, or doesn't the AI properly handle them?
 
Thanks! I wasn't sure if it was a bug or just something weird I did when I installed it, but I decided to say something anyway.

I have another question: Some optional features have been omitted from the reccomended setup in the installer (Ideology Civics, Resource Depletion, etc); is this because those options are considered imbalanced, or doesn't the AI properly handle them?

I got a lot of criticism from Resource Depletion, as for the other ones, I felt like it was reaching a point where it was a lot of clutter, but no real benefit. Just MHO, which is why I offer custom installs.
 
- Save attached
- Log:
- RoM 2.9 Full plus New Dawn 1.70

What happened: CTD. Just do the following steps:

1 - contact Pericles
2 - Trade (monotheism) to (monarchy + worker), then (meditation) to (iron working).

Tested 3 times, 3 CTDs in a row.
 
- Save attached
- Log:
- RoM 2.9 Full plus New Dawn 1.70

What happened: CTD. Just do the following steps:

1 - contact Pericles
2 - Trade (monotheism) to (monarchy + worker), then (meditation) to (iron working).

Tested 3 times, 3 CTDs in a row.

I tested the save, and could reproduce the CTD. However, debugging led directly to the EXE, which is worse than useless for debugging crashes. :sad: (Useless because no one besides Firaxis has the code in the EXE, so I can't tell where or why it is crashing). I also noticed trying to enter the worldbuilder resulted in the same crash; and tried to see if they were connected. When I started a totally new game, however, I could enter the worldbuilder, and experienced no crashes...

Not much to tell you, except start a new game. You were going to lose anyway. :mischief:

If only, if only, Firaxis would release their source code, if only, if only... :(
 
The MP is broken ?

Get OOS with that error message:

error in gameupdate event handler <bound method RoMEventManager.onGameUpdate of <RoMEventManager.RoMEventManager instance at xxxxxxxxxx>>


the xxxxxxxxxx is different number + letter every time differente

at start of game and ecery few turn . . .
No probleme with beta 3
 
I tested the save, and could reproduce the CTD. However, debugging led directly to the EXE, which is worse than useless for debugging crashes. :sad: (Useless because no one besides Firaxis has the code in the EXE, so I can't tell where or why it is crashing). I also noticed trying to enter the worldbuilder resulted in the same crash; and tried to see if they were connected. When I started a totally new game, however, I could enter the worldbuilder, and experienced no crashes...

Not much to tell you, except start a new game. You were going to lose anyway. :mischief:

If only, if only, Firaxis would release their source code, if only, if only... :(

No problem, thanks anyways :)
 
So I have an installation error in Win7. Says that it cannot find woc_installer.jar at the end of the installation. It still finishes but certain AND options (like Mastery victory) are not available when I load a RoM custom game.

I have the 2.9 RoM and 1.7 AND going.

I guess the real question is - Am I being stupid somehow?
 
So I have an installation error in Win7. Says that it cannot find woc_installer.jar at the end of the installation. It still finishes but certain AND options (like Mastery victory) are not available when I load a RoM custom game.

I have the 2.9 RoM and 1.7 AND going.

I guess the real question is - Am I being stupid somehow?

Sounds like you installed to the wrong folder. I have a step by step guide for installation in the FAQ. If you still can't get it to work with the FAQ, I'll be happy to assist you further. ;)
 
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