A New Dawn Bug Reports and Feedback

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The BUG options override the custom game options, which would account for both of your issues.
 
Plus to be crystal clear:
Flexible Difficulty is NOT the same as Increasing Difficulty. Flexible Difficulty is no longer in Custom Game option llist because it is in BUG while Increasing Difficulty is in Custom Game. They are two distinct options.

I only use Flexible Difficulty :).
 
Patch I turned all my trade centers into trade posts, and one of them into a depleted mine (I have resource depletion disabled).
 
Patch I turned all my trade centers into trade posts, and one of them into a depleted mine (I have resource depletion disabled).

I can't confirm. I tested a game with Patch H, put a variety of improvements down, saved, and patched to I, and nothing changed.

In fact, there were no code changes for tiles between Patch H and Patch I.
 
I was using patch G, but it doesn't really matter. Not game-breaking (or even more than slightly inconvenient). I just went into worldbuilder and fixed it.

Edit: Found another strange error, but looks like it's just UI. Posting screen in a sec.
 
Something is wrong in this picture...
 

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Save and logs please? I haven't see any issues with the hover text. Admittedly, it's a new feature, but it's always displayed correctly for me.
 
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} Formations {Better RoM} Guilds {Modern Corporations} {Deep-Red Interface} {Blue Marble Terrain} {Improved Artwork} {Civic Diplomacy} {Trading Posts}

Install Type:
Custom

Version:
1.73

Need any other logs?
 

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nice privateers in your picture btw. ah... the good old XP system where you have so many promotions that you can't see the unit below anymore, lol.

My massive tech lead did most of the work, and having 38 xp upon production doesn't hurt either. A few uber-privateers were taking out iron frigates, but Menelik started making ironclads and killed a couple :( The first privateer I made is still alive and has 200 something XP.

strategyonly - They were actually much more even, tho way far behind. At a couple times I went into the worldbuilder and gave the bigger AIs a bunch of techs and population levels in their cities. Ashurbanipal was bigger than Menelik but lost a war and capitulated, while all my vassals loved me because I grabbed Hinduism and spammed it into their cities long before they founded any religions. Then they begged to become vassals. Almost all Menelik's vassals were forced into vassalage by losing a war to him, and a couple were from revolutions.
 
See in this pic, its just like i said, you always get one to two civs bee-lined and others stay at normal levels:confused::crazyeye:

there is no way a large empire can lose against a smaller one. thus they all become vassals and add up score the their master.

i think the vietnam war was unrealistic. vietnam should become a vassal of America. some goes for afghansitan and irak. and of course all should love the america (yellow smiley diplomatic realtions).... but the world somehow doesn't want to be as realistic and balanced as Civilization IV.
 
I started a new game, and the hover text is still doing that. It actually fluctuates while I mouseover on most units, but the real XP is fine.
 
Just started a new game with Patch I. My warrior got attacked by a barbarian warrior. The XP is doing strange things. Not only is it negative, it is constantly changing.

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

Install Type:
Custom

Version:
1.73

Install Directory:
D:\My Games\Sid Meier's Civilization IV\Beyond the Sword\Mods\Rise of Mankind

Windows Version:
Windows

also running ROME, some Hydro mods and StrategyOnly's AnimalBonus and Police mods.
 

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Patch I Report:

You forgot to add Hashishim entry to main MLF file. It broke my save. But I fortunately understood why and fixed it. But wonder why you didn't add his entry to MLF file yet...

EDIT: Yes, Patch I does indeed break save. After I added back Hashishim, my loading went even more further to less than 1/4 way of the loading bar, then there was a long wait, then Runtime error.

Oh well, here on to a new game...

SECOND EDIT: Well, it is save compatible if I removed Icons folder from Projects/Vincentz. So my game continues but without his cool pics. I can wait for them in the next game :).

So move along because there is nothing to see here.
 
Patch I Report:

Possibly is a old bug that hadn't been noticed before. Anyway, I had been conquering other civs' land. Well, there were three unique buildings that did not show up in hover-over for production, defense, espionage. I'm Chinese, and I even noticed that Pavilion don't show up in culture hover-over. These three buildings were dun (wall replacement), earthworks (forge replacement), and congresshouse (courthouse replacement).

Not really a game breaking bug as long as you know these buildings well or learn about them fast. But it would be more convenient if these unique buildings info were to show up in hover-over.
 
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