A New Dawn Bug Reports and Feedback

Status
Not open for further replies.
ROM in mod folder of beyond the sword (civ4 normal, no gold or the other)
AND to default install directory wich is the same, patching to J & K default too
no other modmods, no mega
i DO have japanese languaje as local, cus heavy illusion games modifications, as of yet no other game seems to have trouble w/that
instead of (C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods
its (C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods) replacing the \ w yen simbols
 
Yes. Is there some feature that you need in 2.92 that 2.91 doesn't provide? The updated art is already in AND. I see no reason to upgrade.

I remember Zap saying that 2.92 was going to fix a few CTDs...since I've had a few CTD (and tend to play with some minor custom coding and civ, which is why I don't post my logs and drive all you guys nuts! :D ), I was hoping 2.92 might fix the issue I was having.

Of course my last CTD seems so awful that even loading it, going into WB, and trying to edit the file has caused the CTD...
 
I remember Zap saying that 2.92 was going to fix a few CTDs...since I've had a few CTD (and tend to play with some minor custom coding and civ, which is why I don't post my logs and drive all you guys nuts! :D ), I was hoping 2.92 might fix the issue I was having.

Guess who told Zap what he needed to fix to stop some of the CTD's? ;)
 
How playable is the Economy Modmod in the alpha revisions?

Actually, I could use your advice. I've got about 90% of the SDK changes done (Excluding AI), but I've hit a roadblock.

I want to make the Economy Modmod a gameoption rather than an installer option (more players will try out gameoptions, but usually stick with installer options). That means I can't add new XML content, only modify existing content.

Would it still be worthwhile to add the economy modmod as just an installer modmod, or should we try to make it work as a gameoption?
 
HI Afforess, can I restore original resources view on city screen? (see screenshot) It's because I don't like too much this new one.


I don't like it either, but for a different reason: you might notice that one of the resource pictures has "(..." instead of "([picture])". This really bugs me in particular because it seems to happen with half my resources, and it keeps me from being able to glance at my resources and find the one I'm looking for (instead I have to scan for each word- pictures are faster).

What is the point of having it have "(..." anyway? I always have plenty of room for the picture on my screen, so if that's the reason, the code is in error.

What don't you like about it?

(But Yes, I can make the resource display optional for future versions. ;) )

This would be nice if the above problem can't be fixed.

hehe, yeah it's a habit. the old one looked nicer but didn't give you that many informations.
however, at the start of the game you don't need all those informations... it's practical, but in the later game stage.
my tip: show only the numberswhen they have non default values - i.e. resource amount > 1, the other numbers != 0.
and if you ask for my taste i'd put the resource icon first then its name and then the additional info. but that's my personal taste.

And in the later game stage you have more resources to scan through. Would having the picture first stop the problem I mentioned?

Like this?

Resource%20Display%20v2.png


Or like this:

Resource%20Display%20v2.1.png

I like it the first way personally (more information).

What if I make it customizable. The bottom display would be in a text field (just like how the scoreboard custom display works now) and look like this:

(R) D (N,+I,-E)

R = Resource Icon
D = Description
N = Total Number in Empire
I = Imports
E = Total Exports

Then everyone can have it their way. (TM)

That's probably not a bad idea although I really think that (R) D (N,+I,-E) would be ideal for most people.
 
The (... is because there is an invisible seperator that splits the line in half, part of the space is used for the description and icons, the other for the happy, health, and corporation icons. When you have a resource with a happy sign, health sign, and a corporation using it, you'll see why I split it where I did.

Anyway, the resource icon is going first now, the brackets are gone, and the import/export information is only shown for non-zero values.
 
The (... is because there is an invisible seperator that splits the line in half, part of the space is used for the description and icons, the other for the happy, health, and corporation icons. When you have a resource with a happy sign, health sign, and a corporation using it, you'll see why I split it where I did.

Oh, okay thanks.

Anyway, the resource icon is going first now, the brackets are gone, and the import/export information is only shown for non-zero values.

Sounds good. :)
 
...And that sounds very similar to a problem I've been getting at a certain point in one of my saved games. It also crashes at the very end of the loading process. I don't use HAND. In the game I was playing, the saves were perfectly fine until I made a map trade (I think it was my first one), at which point any of the saves were bad. The game never gave me a CTD when playing, only when loading. Does a map trade appear to be affecting your problem as well?

No- i didnt do any Map Trades , i did do alot of other diplomatic activity however.

I went back to one of my loadable saves, and saved and loaded every few turns and this time it loaded every time. I tried to take the same options as previously (based on how i remembered i played) to try and recreate the "error" but didnt get it . I,m not sure what caused it the failed loads the first time now.
 
Actually, I could use your advice. I've got about 90% of the SDK changes done (Excluding AI), but I've hit a roadblock.

I want to make the Economy Modmod a gameoption rather than an installer option (more players will try out gameoptions, but usually stick with installer options). That means I can't add new XML content, only modify existing content.

Would it still be worthwhile to add the economy modmod as just an installer modmod, or should we try to make it work as a gameoption?

Due to the nature of the mod, I think it's better to do it as a installer option, with some gameoptions (for instance, the new inflation) inside, only available if you check it at the installer. I've never seen boxes that if checked within the game added techs, buildings, civics and one new specialist.

I think you should exercise your marketing skills here, asking your public. I vote for a package.
 
Don't skimp on content simply to make more people try it. Do the best you can, take whatever resources you need and then make it an installable module if that's what's needed.
 
Remember what Xienwolf said, mod whatever you want, and if you have the same goal as konrad, then mod as you would like it and he will be happy and be a part of your testing team. If you modded it to your own liking, I'm very certain he will play along even it go afield from what he visualized :). It applies to any modmod you choose to incorporate into your AND. Even my changes. I want you to distill my ideas into a more balanced part of AND.

In other words, you did the right thing by kicking out certain stuff few versions ago so don't give up on that policy :D. The game, even in alpha form, is supremely playable as it is now :goodjob:.
 
I played last week ROM/AND patch J
I liked the max units per tile very much ( played with 8)
But the waiting times between the turns became too long.
Is it right that the waiting times with And version 1.64 were shorter?
And how stable was version 1.64.
 
Remember what Xienwolf said, mod whatever you want, and if you have the same goal as konrad, then mod as you would like it and he will be happy and be a part of your testing team. If you modded it to your own liking, I'm very certain he will play along even it go afield from what he visualized :). It applies to any modmod you choose to incorporate into your AND. Even my changes. I want you to distill my ideas into a more balanced part of AND.

In other words, you did the right thing by kicking out certain stuff few versions ago so don't give up on that policy :D. The game, even in alpha form, is supremely playable as it is now :goodjob:.

I second every word. An Economy Mod isn't a economy, it is a game. Transforming reality into a game is not my specialty, it's Afforess'. So, the max I can do is to provide some economic advice and ideas. The final decision rests in his hands, although I think that for marketing (DL numbers) reasons Afforess will try to hear the people's voice. Not mine, people's. ;)
 
Am I crazy or wha ?
I can't get, in any way, this bloody and fabulous Great Commander !!!!
Tried absolutly anything using worldbuilder.

Does someone is able to give me a clue ?

Thank to you

GC is a GG put in a unit stack, not attached. Don't worry, when 1.74 come out, it will be more clear with GC button already made for you so when you get a GG, you have GC option in addition to settling in a city, attaching to an unit, or constructing a building.
 
GC is a GG put in a unit stack, not attached. Don't worry, when 1.74 come out, it will be more clear with GC button already made for you so when you get a GG, you have GC option in addition to settling in a city, attaching to an unit, or constructing a building.


OKOK Thk to os79. You're the the first , you're winner
 
I am playing a game, using latest patch and with limited religions, otherwise would i have 5 of them at least now and the AI none, but just now the AIs is at the 3rd religion, problem is that its the Americans who founded it, but they founded the last one as well

i am playing on giant map, romans was wiped out by barbarians and americans took over quite a few of their cities as while back, like dont know 500 turns ago, they had a new religion over 100 turns ago and now a new one.

i would class this as a bug, since i am playing with limited religions :)
 
Status
Not open for further replies.
Back
Top Bottom