A New Dawn Bug Reports and Feedback

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That seems a little silly/imbalanced. How likely is the AI (or hell, another player) going to give you a one-of military item that builds incredibly advanced weapons? Guess that's another change to national wonder for my personal build, though it doesn't help anyone else.

or it should work as 'Manhattan Project' that enables alls civs to build these units after it's discovery. resource can be traded then without giving your neighbour a powerful weapon to strike you. (though might still boost production somewhat)
 
So, I think this mod is maturing very nicely right now. No significant bugs that haven't already been reported. I'm really loving playing the way you've been

Yes, I expect 1.73 to remain a long-term release. Like how 1.55 was, for people who remember those days. ;)

But as the lady said, "What have you done for us lately?" ;)

Uh ZoC, patches, new content, civilopedia pages, and the new AND settings page, along with a truly killer AI. :p

  • Do one of the following in UnitInfos:
    1. Convert the <Special> tag into a list, allowing a unit to exist on multiple cargo manifests.
    2. Create a logical argument <lSpecialCargo> that can override the <SpecialCargo> entry, and convert the special tag into a list. Examples:
      • <lSpecialCargo>SPECIALUNIT_PEOPLE&&SPECIALUNIT_MISSILE</lSpecialCargo>
        <DomainCargo>NONE</DomainCargo>
        (Would allow a cruiser to carry missiles and great people)
      • <lSpecialCargo>!SPECIALUNIT_TRACK</lSpecialCargo>
        <DomainCargo>DOMAIN_LAND</DomainCargo>
        (This is a better implementation of SPECIALUNIT_TROOP, I think)
  • If not possible, a second (and maybe even third) specialcargo tag in unitinfos and at least one but maybe two nSpecialCargo entries.
  • If any of these are used, we could allow Great People/Spies/Scouts and Special Forces troops to be carried on any fighting ship.
  • New improvement: Training Base. Instead of giving a defense bonus, Training Bases allow a high level unit to teach lower-level units, through either XP or Promotions (I favor promotions) of the same Domain in the stack, rules following something along these lines:
    • Max units of a given domain trained per turn (surrounding training tiles cannot be shared between same domain training units if 2 forts are 1 tile away from another), to be referred to from now on as training tiles:
      • Land Domain = Surrounding unimproved land tiles (roads excepted).
      • Water Domain = Surrounding unimproved water tiles (tunnels excepted).
      • Air Domain = Surrounding air tiles except city and town improvements (will not train over cities and towns, will train over forts and other training bases so long as they are not being used to train other air units). Needs at least one completely unimproved tile.
    • Max trainable XP = float(teaching unit base strength)/(training unit base strength)*(0.5+(tech+wonder+project+promotion modifiers))
    • Max XP per unit/turn = float(Max usable training area)/(# of training units in stack)*(1+(tech+wonder+project+promotion modifiers))
    • When units of the same type are being trained, training could be based on promotions:
      • Max Promotions copied per unit = (int)(trainer promotions)-(trainer promotions)/3+0.5
      • Max Promotions copied per turn per unit = (int)(Max usable training area)/(# of training units in stack)*(1+(tech+wonder+project+promotion modifiers))
  • Button for missiles and other units that can have a 'packed' status, that converts a number of them into one land unit for transport. Of course, only implement this if you can keep the AI from doing stupid things with it.

Care to open a thread, with more detail to these ideas? ;)
 
I remember 1.55 - it was the first AND I tried :)
 
I still remember the age of Affores Mod :D
When you still make any building we requested to you :p
 
Some quick initial observations on 1.73D
(Recommended install, eternity speed, smartmap script (bigger than gigantic via overridden X/Y, diety)

XP gain is still kinda high (not near as bad as 1.72) Some of the things that affect this is raging barbarians generating an XP machine, combined w/ battlefield promotions. I have 2 units w/ 92+ XP and I'm still in the first half of the ancient era. Named Great Generals ran out sometime around 3000BC.
Getting GG from Barbarians is also of course contributing to this excess. I though the XP gain limit against Barbs would still be still intact, only that what you did gain would help contibute to GG points.

To lessen the GG city spam, consider lower their XP bonus to +1 instead of +2.

Restricted cultural expansion: tried it out to see how it worked. Its DAMN annoying. Many times I need to get a culture zone covered on the 2nd ring of a city and it won't. I suggest that restricted culture spread only occur to expansion beyond the 2nd ring of a city. These are tiles that can't even be worked (nor for a long time anyway) so It doesn't completely screw over the cities. I beelined to Fixed Border via Monotheism just to get a solution to this problem.
 
XP gain is still kinda high (not near as bad as 1.72) Some of the things that affect this is raging barbarians generating an XP machine, combined w/ battlefield promotions. I have 2 units w/ 92+ XP and I'm still in the first half of the ancient era. Named Great Generals ran out sometime around 3000BC.
Getting GG from Barbarians is also of course contributing to this excess. I though the XP gain limit against Barbs would still be still intact, only that what you did gain would help contibute to GG points.

Ah, that's nothing! Taking advantage of dynamic XP and the way it works when a unit withdraws from combat, I was able to get 20 Crusaders with over 1000XP, 3 of whom have over 2000XP. Not to mention so many GGs. Not to mention about 8 maxxed out GCs.

Mind you, that might be an exploit...:mischief:

Care to open a thread, with more detail to these ideas? ;)

As soon as I have the time. Very likely I'll be too busy to contribute much to the boards until the end of the week or so, and this does require some careful planning. (Even going out today to the potential client to assess how much work will need to be done).
 
Ah, that's nothing! Taking advantage of dynamic XP and the way it works when a unit withdraws from combat, I was able to get 20 Crusaders with over 1000XP, 3 of whom have over 2000XP. Not to mention so many GGs. Not to mention about 8 maxxed out GCs.

Mind you, that might be an exploit...:mischief:

omg! that is why i deactivated the whole experience system lately for my test game. it's really quite some fun now to play without it when promotions are pretty rare and still have some value (auto-combat promotions from 1.73). it was much more fun to play that way although civ felt a little bit poorer without it.

but i have a suggestion. could the xp levels scale with difficulty? as the player is usually much more efficient with his military then the AI it's more than fair he get's a handicap in this section too. though it's not a solution to the problem in general it should help to make the deity difficulty harder. i thought of something like a 2-4% more xp per level required but am not sure with these values. what do you think?
 
XP gain is still kinda high (not near as bad as 1.72) Some of the things that affect this is raging barbarians generating an XP machine, combined w/ battlefield promotions. I have 2 units w/ 92+ XP and I'm still in the first half of the ancient era. Named Great Generals ran out sometime around 3000BC.
Getting GG from Barbarians is also of course contributing to this excess. I though the XP gain limit against Barbs would still be still intact, only that what you did gain would help contibute to GG points.

To lessen the GG city spam, consider lower their XP bonus to +1 instead of +2.

Before everyone begins bashing:

There is a bug with defending and Dynamic XP. Defenders are recieving too much XP, I know. Patch E should correct this. Likewise, there is also a second bug where GG points do not correctly reset after spawning. Patch E will also correct this.
 
I found something weird, dont know if its a bug though...
My modern destroyer doesn't seem to be able to go in the coastal plots for some reason. I checked in the WB, and there weren't any hidden units, the destroyer has enough movement points... I want to go attack that helicopter off the coast but I cant lol
Civ4ScreenShot0033.JPG
 
I found something weird, dont know if its a bug though...
My modern destroyer doesn't seem to be able to go in the coastal plots for some reason. I checked in the WB, and there weren't any hidden units, the destroyer has enough movement points... I want to go attack that helicopter off the coast but I cant lol
View attachment 252148

is that a fort zone-of-control effect?
 
I found something weird, dont know if its a bug though...
My modern destroyer doesn't seem to be able to go in the coastal plots for some reason. I checked in the WB, and there weren't any hidden units, the destroyer has enough movement points... I want to go attack that helicopter off the coast but I cant lol
View attachment 252148

Heh, working as intended. It's because the ZoC of the Infantry in the Fort is keeping you from passing. You'll have to take the Fort before you can advance into the harbor.

Nice. I need to get back into my game. Hopefully some of the AI will be that smart.
 
Playing 2.91, AND PatchD only, i encountered this again?

Installed Components:
{Required Files} {Military Civics} {Beautification Project} {Castle Improvements} {Ice Breaker} {Ideology Civics} Meteorology {Realistic Diplomacy} {Seafaring } {War Prizes} Arctic {Larger Cities} Forestation {Sea Tunnels} Terraforming {Lead From Behind} {Event Images} Sports {Civic Buildings} {Early Buildings} ANM {Historical Wonders} {Better RoM} Guilds {Modern Corporations} {Mint Green UI} {Improved Artwork} {Civic Diplomacy} {Trading Posts}

Install Type:
Custom

Version:
1.73

Install Directory:
C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind

Windows Version:
Windows


Its says that i cant build a Butchery anymore, but on the same screen it has listed a Butchery in the available items, (screen: same date, same turn?)

Different situation:

Also in Fixed Borders if an unit razes a barbarian city you cant enter its border since no border agreement has been signed for a two tile square? Then you cant move in that border area? (On the third screenie, dont look at the civs flags, i know it has alot of added stuff, but this happens in a normal RoM/AND also) has nothing to do with the above in i have which is just RoM and AND, ok.
 
I have an infinite AI turn bug.

Here is the AND log:
Spoiler :
Installed Components:
{Required Files} {Beautification Project} {Castle Improvements} {Ice Breaker} Meteorology {Realistic Diplomacy} {Seafaring } {War Prizes} Arctic {Larger Cities} Forestation Terraforming {Lead From Behind} Sports ANM {Historical Wonders} {Better RoM} {Modern Corporations} {Improved Artwork} {Trading Posts}

Install Type:
Custom

Version:
1.73

Install Directory:
C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind

Windows Version:
Windows


Here are details of my install:
  • Deleted Unitinfos and Unitschema files from Advanced Diplo
  • 1.8 Version of Vincentz "vanilla" pack (Jungle, Industry, and the rest of these) EXCEPT for Warlords (deleted that one)
  • Plus three more from Vincentz pack only (Thor, SpySat, and Silent Hunter)
No other modifications...
 
Only Snail. Eternity was when Afforess first brought out his mod collection :)
 
Yes, I expect 1.73 to remain a long-term release. Like how 1.55 was, for people who remember those days. ;)

Afforess, I would like to truly congratulate you on the 1.73 version of AND.
It is just great. Bug free, stable, difficult enough to pose a nice challenge and works really fast. :goodjob: I mentioned it before, but I want to repeat that quality>quantity approach is a superb decision! Keep up great work!
 
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