A New Dawn Bug Reports and Feedback

Status
Not open for further replies.
Using 1.73G on a fresh RoM install with no other mods. Loving the gameplay so far, but ran into some unusual behavior regarding a barbarian galley trade blocking my city across some ocean tiles, which then caused the deletion of the city's Fish Traps and everything below it in the building list.

1) Is it intended that losing access to the Fish resource (even temporarily) deletes the Fish Traps? I can live with that thematically, but the deletion of the Wheelwright, Town Watch, and Reflecting Pool looks like a bug. (Unless there's something else going on gameplay-wise that I don't know about) The screen shots below show the loss of those four buildings at the end of the list.

2) Should the barbarian be able to trade block my city across Ocean tiles, when it can't yet cross those tiles itself? Also my galley is able to cross those Ocean tiles within my borders and I'm nowhere near Astronomy. This is sweet for reaching the next continent that's so close, but I'm not sure if it's a bug or a "feature." :)

Thanks again for all your great work!

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

Install Type:
Custom

Version:
1.73

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

Windows Version:
WinXP
 

Attachments

  • Before.jpg
    Before.jpg
    159 KB · Views: 117
  • After.jpg
    After.jpg
    170.9 KB · Views: 88
  • Jeff McCamish AD-0058 barb block debug.CivBeyondSwordSave
    Jeff McCamish AD-0058 barb block debug.CivBeyondSwordSave
    1.3 MB · Views: 36
That bug was fixed in Patch H. Yes, you should lose the fish traps, but if you regain access to the resource, the building will re-activate on it's own, without having to rebuilt it. :p

As for blocking ocean tiles, I haven't changed that behavior, so you need to ask the Firaxis dev's. ;)

The early ocean travel in ones own borders is a feature.
 
Thanks, I probably should have patched before posting, but I didn't see it mentioned in the patch log. I should have known you would be all over it!

Meanwhile, I've patched to H and restarted at an earlier save. The problem with deleting the other three buildings is fixed, but I still lost the Fish Traps. Below is an updated screenshot showing the Fish Traps back in the build queue. I'll try starting a fresh game and see if the problem persists.
 

Attachments

  • Lost Fish Traps.jpg
    Lost Fish Traps.jpg
    168.8 KB · Views: 98
Those personalised names certainly sprain the tongue when you try to say them! Is there any way to mandate words that actually pronounceable?
 
I am using version 1.73 patch G.
My units gain about 3 XP while defending against animals but only 1 XP while attacking them. Is this normal? I can see in the 1.73 change log that patch E fixed a bug with defenders gaining too much XP but it doesn't seem like this was fixed for combat against animals.

Great mod by the way. :)
 
I am using version 1.73 patch G.
My units gain about 3 XP while defending against animals but only 1 XP while attacking them. Is this normal? I can see in the 1.73 change log that patch E fixed a bug with defenders gaining too much XP but it doesn't seem like this was fixed for combat against animals.

Great mod by the way. :)

Yeah, I thought the same thing when I was playing this evening, and caught a backwards calculation... :(

Anyway, it's fixed now, but I won't be releasing a patch for a few days.
 
Using patch G:

Bug #1: Air Bombarding a Fishermans hut gives -2 :food: to all coast tiles.


I don't know if rebuilding the Fishermans hut would fix it though.

Bug #2: Spy missions in a capital use 0 EP (Although the missions are limited. Only steal technology (O.o) and influence civics and religion are free. Although having a mission that would otherwise use 15,000 EP be free is a little insane >.> AFAIK, there is no failure chance either, but I don't know)

Finally, I don't know if this is a bug or feature: The +5 :mad: from defying AP or UN resolutions doesn't seem to disappear when you make a motion that passes, nor does it disappear when you get elected UN general. I will wait until it disappears...

But what a fun game. The Espionage Economy really needs to be toned back, I won the game by a huge margin because of it! Deception promotions are insane (they probably need to be given a nerf to -5% detection evasion, instead of -10%. Deception II -20% makes your guys almost impossible to grab!)

Spoiler Log file :
Installed Components:
{Required Files} {Ice Breaker} {Realistic Diplomacy} {Seafaring } Arctic Forestation {Sea Tunnels} Terraforming {Lead From Behind} {Event Images} {Early Buildings} ANM {Historical Wonders} {Better RoM} Guilds {Modern Corporations} {Coal UI} {Improved Artwork} {Civic Diplomacy} {Trading Posts}

Install Type:
Custom

Version:
1.73

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

Windows Version:
Vista
 

Attachments

Yeah, I thought the same thing when I was playing this evening, and caught a backwards calculation... :(

Anyway, it's fixed now, but I won't be releasing a patch for a few days.

Is it only affecting combat with animals? If so, then that really only affects the game up til not long after barbarian units start spawning, then the animals start getting replaced by warriors, archers, javeliners, etc.
 
Hi ya,

Having trouble getting the modmod to work at all. I have a fresh install of RoM 2.91 and originally installed both the 1.73 and patch H, however it crashes on load up.

I have backtracked all the way back and checked RoM 2.9 which loaded fine, 2.91 which also loaded fine, but AND 1.73 crashes on load up and so does AND 1.73 H.

I cant attach a log as it doesnt generate one.

Is there something that I am missing? Sorry to be a pain, but I have been really enjoying the AND modmod and would really prefer to play RoM with it running. I had it running with RoM 2.81 and noticed there were newer versions so did a clean out of the mods and installed them.

Should do a completely fresh Civ4 install?

Cheers
Dono
 
Hi ya,

Having trouble getting the modmod to work at all. I have a fresh install of RoM 2.91 and originally installed both the 1.73 and patch H, however it crashes on load up.

I have backtracked all the way back and checked RoM 2.9 which loaded fine, 2.91 which also loaded fine, but AND 1.73 crashes on load up and so does AND 1.73 H.

I cant attach a log as it doesnt generate one.

Is there something that I am missing? Sorry to be a pain, but I have been really enjoying the AND modmod and would really prefer to play RoM with it running. I had it running with RoM 2.81 and noticed there were newer versions so did a clean out of the mods and installed them.

Should do a completely fresh Civ4 install?

Cheers
Dono
Sounds like your AND download got corrupted. Try redownloading.
 
I feel like this is a jab at me and my complaints about the AI behaving like "Total War" games...

Spoiler :
TotalWar.jpg



:mischief:
 
Hello, it's me again.

I successfully recovered my game by going a few dozen turns back with a quicksave. All was going well until I ran into an unavoidable game freezing problem. Civ4 stop responding after I choose another tech to research after the last one is done.

Here's the log, along the save game and my specs:

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} {Improved Artwork} {Civic Diplomacy} {Trading Posts}

Install Type:
Custom

Version:
1.73

Specs: Intel Core(TM)2 Quad CPU 2,33GHZ, 6GB RAM, ATI Radeon HD 5450, Windows 7
 

Attachments

Trooper111k, I tried to load your save, but I couldn't. Are you using any custom changes or non-AND modmod's?
 
In Patch G, the International Ports give NEGATIVE gold coin trade thing when they should be giving POSITIVE that. Is this fixed in Patch H? You're releasing these patches too fast for me :(
 
Is it only affecting combat with animals? If so, then that really only affects the game up til not long after barbarian units start spawning, then the animals start getting replaced by warriors, archers, javeliners, etc.

No, unfortunately, it affects ALL combat. It also affects the number of great general points you receive after a fight. So let's hope for a patch soon. ;)
 
No, unfortunately, it affects ALL combat. It also affects the number of great general points you receive after a fight. So let's hope for a patch soon. ;)

Very soon. My days off are Wednesday and Thursday nights now. Though I do get Sunday off because of Memorial Day here and there's a bank holiday in the UK (one large source of calls on the shift I work) so it'll be quiet and I can take a break.
 
I've been playing a game of a new dawn 1.73 patch H, and now im at the modern era, on a standard map.... and every few turns the game will crash because of bad allocation. My PC is fairly new, and I don;t think it should be struggling that much. Any ideas of how to help? thanks!
 
We Brits are good at complaining but far too ready to take no for an answer :)
 
Status
Not open for further replies.
Back
Top Bottom