A New Dawn Bug Reports and Feedback

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Okay, sorry for the trouble. 1.72 fixed it. This machine tries to load and run the game from app data\roaming if given the chance, and it probably dumped one of the patches there and not in the prog files, so it hashed the game. I hate this box and it is the first and last pre-built I will ever own.
 
Since I am out sick today, I have spent the last few hours playing with AND 1.72. I like it quite a bit, though I do miss the Knights Templar very much, as out-of-balanace as they were. I was wondering why some of the military units are not centered in their respective squares, and if this can be changed. Also, there seem to be too many animal-related buildings in the early game, and several of these don't really seem to belong in a city, though that is just my poor view.

I imagine this would be an enormous pain, but I do wish rivers were naigable to some extent as this really did have an impact on city placement and survival throughout most of history. Also, sea forts and minefields would be nice, though they should have high maintenance costs as they do require a lot of upkeep. Forest fires and great fires might be an option to give some real compelling reasons to build fire-related buildings. Two kinds of mountains would be something as well. One type, like the Appalachians, seriously hindered westward movement in the expansion of the US, whereas another type, like the Alps, is virtually impossible to cross without a pass or modern tunnel and bridge works.
 
hmmm that "other" terrain mountain type thats impassable till modern era tunnels and all is a good idea.....but should prolly go in the rom forum

No, this is the correct forum. AND is the mod with Usable Mountains. In RoM, they are never passable.
 
true but the new terrains have all been done in rom itself and adding a new mtn typpe is a new terrain

Adding a new mountain type would require a bunch of SDK work, since Mountains are actually a Altitude Type too, and Altitude Types are hardcoded in the SDK.
 
prolly doesn't matter one way or other tho it wld be a serious change and its alrdy been stated that the focus is on debuging, what with civ5 coming out soon and all that sounds like the right choice for now....after all can always start on rom 4.o and 3.0 if it ends up sukn
 
I have to admit being skeptical about Civ5 surpassing RoM AND at this point. After all, it took BTS just to make Civ4 as good as it was, and RoM, especially with AND brings the game to a level so far beyond vanilla Civ4 that I would not start putting boats into the water just yet. The current version of AND is truly awesome.
 
I have to admit being skeptical about Civ5 surpassing RoM AND at this point. After all, it took BTS just to make Civ4 as good as it was, and RoM, especially with AND brings the game to a level so far beyond vanilla Civ4 that I would not start putting boats into the water just yet. The current version of AND is truly awesome.

Second!
 
yes but on that topic i think that civ 5 will not have a "oustanding" list of techs, features etc, I think it will provide a new "base" for mods to start off, for example the hex squares etc. I'm also hoping that Civ 5 doesn't regulate the mods for it, that would make me mad haha
 
I have to admit being skeptical about Civ5 surpassing RoM AND at this point. After all, it took BTS just to make Civ4 as good as it was, and RoM, especially with AND brings the game to a level so far beyond vanilla Civ4 that I would not start putting boats into the water just yet. The current version of AND is truly awesome.

Exactly. Just because something is new and shiny doesn't mean its "better". I think Civ 4 is awesome and has lots more we can do with it. Heck I only started modding AFTER I learned about civ 5. So I have a lot I still want to contribute to this mod. And hopefully there will still be some people left to play it even after civ 5 comes out.

In fact there are many "classic" games that have stood the test of time and are still fun enough though they have had sequels. I would like to hope that civ 4 can become one of those games.
 
I've encoutered a strange bug when Stone appeared near one of my cities, the screen was made 1 turn after I was able to build Stoneworker's Hut in the city, I noticed it when I wanted to ctrl-add it to queue:

http://img72.imageshack.us/img72/3011/civ4screenshot0003x.jpg

Same bug happened with Fish Traps when my Clam recource was depleated, I can attach a screenshot if it is needed.

Installed Components:
{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} {No Storms} {Early Buildings} ANM {Historical Wonders} {Better RoM} Withdraw Farming {Modern Corporations} {Mint Green UI} {Blue Marble Terrain} {Warriors of God} {Improved Artwork} {Water Mod} {Civic Diplomacy} Transportation {Misc Buildings} {Trading Posts} {Spy Satellites} Tactics {Surgeon, Storyteller & Sniper}

Install Type:
Custom

Version:
1.73beta3
 
Is that a glitch with the prediction, or does your stone-workers hut actually produce -196 :hammers:? In addition, is that a mine, or is that a quarry for the stone? (In AND, stone can be popped from a mine, but can only be accessed with a quarry)
 
Glitch. The random yield glitches with the Vicinity buildings is the primary reason 1.73 has not gone from beta testing to an official release yet.
 
@digitCruncher: I know how that works, it's already a quarry. And it actually does produce that ammount, nothing gets build even if I remove it.

And with the bug with fish traps - the city dies in few turns if I don't destroy them. It produces negative ammount of food.

Edit: Afforess, by the way, any chance of comming back to the subject of disjoining variables connected to GPs and GGs for teamplay? I remember you mentioned I was to remind you of that during 1.7x betas. So I officialy remind you of that - while in a team, the number of GP points needed to spawn a GP increases for both players no matter who spawns the GP - that can be handled by exchanging GPs between human party members, GGs are harder since the bar only grows after combat, for AI it means that in most cases only one of them will have GPs during most of the game. It is also a handicap in early game during which it's easy for one party member to spawn a lot of GPs and the other to spawn none. There is also the issue of GP points bonuses like these from traits or UBs (like Forum) which makes matters even worse. This should be remedied.

Aside from that, there was also the subject of team members benefiting from embassies and being able to trade units which is now impossible.
 
I'd just like to say that I'm really enjoying this mod. I was having dll issues with RoM, so out of curiosity I decided to grab A New Dawn and see if it would fix the issues. Along with adding tons of content that has greatly improved RoM (larger fat cross, usable peaks, better AI) it also seems to have fixed my CTD problems with the original dll.

So thanks, keep up the good work with your modmod!
 
Edit: Afforess, by the way, any chance of comming back to the subject of disjoining variables connected to GPs and GGs for teamplay? I remember you mentioned I was to remind you of that during 1.7x betas. So I officialy remind you of that - while in a team, the number of GP points needed to spawn a GP increases for both players no matter who spawns the GP - that can be handled by exchanging GPs between human party members, GGs are harder since the bar only grows after combat, for AI it means that in most cases only one of them will have GPs during most of the game. It is also a handicap in early game during which it's easy for one party member to spawn a lot of GPs and the other to spawn none. There is also the issue of GP points bonuses like these from traits or UBs (like Forum) which makes matters even worse. This should be remedied.

Aside from that, there was also the subject of team members benefiting from embassies and being able to trade units which is now impossible.

Simple change. Done. ;)

I'd just like to say that I'm really enjoying this mod. I was having dll issues with RoM, so out of curiosity I decided to grab A New Dawn and see if it would fix the issues. Along with adding tons of content that has greatly improved RoM (larger fat cross, usable peaks, better AI) it also seems to have fixed my CTD problems with the original dll.

So thanks, keep up the good work with your modmod!

Thank you, you have no idea how much I appreciate such comments.
 
I have a funny problem... I've Won, but the game won't let me...

I have enough and pop and land to win a domination victory, but I never reaches the victory screen. I've attached 3 Scr.shots over 3 turns, so you can see that it's not because I haven't played the turn to end or because I've lost land.

I reckon it have something to do with the Mastery Victory Condition - but I'm not playing with it - it's not even installed...

Could someone tell me why this happen, so that I can win the next game :D
I fell like winning the game, but being denied the trophy :trophy:

I'm upgrading to v. 1.73beta3 as we speak, so If it's been fixed no need to worry.

Thanx for a great mod - CIV4 ROM AND is the only computer game I play...

Installed Components:
{Required Files} {Military Civics} {Ice Breaker} {Ideology Civics} Meteorology {Realistic Diplomacy} {Seafaring } {Resource Refinement} {War Prizes} {Espionage Process} {Sea Tunnels} Terraforming {Lead From Behind} {Event Images} Education NIMBY {Civic Buildings & More Wonders} {No Storms} {Early Buildings} {Historical Wonders} {Mega Civ Patch} {Better RoM} Withdraw Farming {Coal UI} {Better RoM Artwork} {Water Mod} {Airbase Range} {Civic Diplomacy} Transportation

Install Type:
Custom

Version:
1.70beta3

Install Directory:
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind
 

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