A New Dawn Bug Reports and Feedback

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There might be something wrong with the Actual hover.
The Forge is supossed it give 3:hammers: but the actual says 2:hammers:.

I'll post a screenshot of this next time, but I think there's a bug in the tooltips. There's the line that tells you what it does and then under it, it says "Actual" but the problem is that the coin is replaced with beakers.
I don't think that is a problem. The :commerce: is base commerce, like from a tile and goes into what ever your sliders are set to. The :gold: is the actual money that goes into your treasury.
 
There seems to be something wrong with the "Choose Religion" option. Instead of prompting me when I hit a religious tech (Polytheism, to be specific), it automatically gives me Christianity. That's not even the right tech for Christianity. An error message pops up mentioning that something is wrong with the DCM. Since my hand failed to move quickly enough to grab the screenshot, here's the save of the turn immediately before researching Polytheism. >.>

EDIT: Oh, and that Ctrl-Alt-O flashing thing is starting to annoy me. Can we remove that, too?
 

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@Dancing Hoskuld

About patrolling unit entering ships. I made a tiny tweaks of my Unitinfos.xml in order to make all ships that start out with only one cargo capacity to ONLY CARGO SPECIAL PEOPLE. Then I simply DON'T train galleys and other transporting ship series unless I absolutely need them. And if you don't want to use them, be sure to put at least one tile away from land. Now my units never enter my ships without my say-so.

@Winthrowe
No, it is not taken out. It is something that you need to use other worker function to achieve. Only after you can chop with production available (Bronze Working and Iron Working) that you can have button for removing forest/jungle.
 
I have also had the problem where the AI is not affected by "name cities after nearby landmarks." It makes sense that they could choose a different name for the city, I guess, but this is different from how this option behaved in the past.

Also, I have had the problem of an infinite AI turn on my current game with the new patch. I have AND version 1.74 and ROM 2.92. The ROM was freshly installed and there are no other modmods. I'm using a full install of AND with a UI color change. The only other modification is that I have enabled the thing that lets you swap civs with an AI, which seems to be working correctly.

I can't post the save right now, but I will post it later with the log or whatever else is required. I have had the infinite turn bug with the previous version of ROM with and without AND, and also with the previous beta version. Because of this, I'm starting to think that something else might be wrong with my computer. If it matters, I'm using Windows XP with the /3GB fix, which has helped a lot, but not in regards to the infinite turn thing.
 
@Winthrowe
No, it is not taken out. It is something that you need to use other worker function to achieve. Only after you can chop with production available (Bronze Working and Iron Working) that you can have button for removing forest/jungle.

I'm talking specifically about the burn down for 0 hammers before bronze/iron that was added to help with slow speed/early games. being able to do this outside culture is extremely helpful for playing with realistic culture spread. If it was taken out on purpose, I guess I'll just have to play without realistic culture spread.
 
Has anyone noticed how the AI is expanding? They seem to be rather slow, I am 315 turns in on marathon and I have 5 cities. 8 other civs have only 2 cities. 2 other civs have 3.
It could be the barbs are overruning everyone.
 
I'm talking specifically about the burn down for 0 hammers before bronze/iron that was added to help with slow speed/early games. being able to do this outside culture is extremely helpful for playing with realistic culture spread. If it was taken out on purpose, I guess I'll just have to play without realistic culture spread.

I wasn't clear? Sorry. I was talking about what you were talking, OK? You can NOT burn anything without doing other worker function. You will have to wait for Afforess' answer about it not being its own button.
 
Has anyone noticed how the AI is expanding? They seem to be rather slow, I am 315 turns in on marathon and I have 5 cities. 8 other civs have only 2 cities. 2 other civs have 3.
It could be the barbs are overruning everyone.

I still notice this unfortunately. I tried to hypothesize that it was Ruthless AI but I'm starting to think it is possibly too strong barbarians. You may want to try playing without barbarians on to test this. I'm in a middle of good expanding game and not in mood for playing over again until someone do this test :lol:. Yeah, lazy me :D.
 
I wasn't clear? Sorry. I was talking about what you were talking, OK? You can NOT burn anything without doing other worker function. You will have to wait for Afforess' answer about it not being its own button.
Your answer was clear enough, I was just giving my rationale for wanting to have a separate button. I just remember it being there the last time I looked in the betas, and no line in the changelog.
 
I still notice this unfortunately. I tried to hypothesize that it was Ruthless AI but I'm starting to think it is possibly too strong barbarians. You may want to try playing without barbarians on to test this. I'm in a middle of good expanding game and not in mood for playing over again until someone do this test :lol:. Yeah, lazy me :D.

It is interesting that you say it is barbarians. For a while in older versions, I have noticed that Barbs are just as aggressive, but less suicidal, which means they will choose to raid and force units to move around rather than off themselves in a "<1% chance for victory battle" like normal. That means that Barbs are more effective and cause more damage; pillaging the AI's farms delays their Settlers, since the AI is reluctant to take on long term building projects (I have noticed this on Eternity speed games where I can get a jump on the AI when constructing valuable early Great Wonders). Also, the ocean based barbarians cause a lot of damage to the AI, especially if they are in a less advanced civilizations; they gave little or no ability to defend or counter sea based barbarians early on. The leads to damaging "viking-style" invasions and the loss of valuable fishing boats.

Well, that is what I have noticed playing in previous versions, and is also one of the reasons I do not play with Raging Barbarians.
 
It is interesting that you say it is barbarians. For a while in older versions, I have noticed that Barbs are just as aggressive, but less suicidal, which means they will choose to raid and force units to move around rather than off themselves in a "<1% chance for victory battle" like normal. That means that Barbs are more effective and cause more damage; pillaging the AI's farms delays their Settlers, since the AI is reluctant to take on long term building projects (I have noticed this on Eternity speed games where I can get a jump on the AI when constructing valuable early Great Wonders). Also, the ocean based barbarians cause a lot of damage to the AI, especially if they are in a less advanced civilizations; they gave little or no ability to defend or counter sea based barbarians early on. The leads to damaging "viking-style" invasions and the loss of valuable fishing boats.

Well, that is what I have noticed playing in previous versions, and is also one of the reasons I do not play with Raging Barbarians.

Yeah, well. I ain't complaining :D. I just added my observation to NBAfan's comment. I possibly will test my next game without barbarians on and see what happen then. But if I do that, then it would be a bit too empty for me if you catch my drift. I like my units earning experiences from barbarians :lol:.
 
There might be something wrong with the Actual hover.
The Forge is supossed it give 3:hammers: but the actual says 2:hammers:.

Forge replaces the toolmaker, and your city has a toolmaker, and so it loses 1 hammer from the loss of the toolmaker.

There seems to be something wrong with the "Choose Religion" option. Instead of prompting me when I hit a religious tech (Polytheism, to be specific), it automatically gives me Christianity. That's not even the right tech for Christianity. An error message pops up mentioning that something is wrong with the DCM. Since my hand failed to move quickly enough to grab the screenshot, here's the save of the turn immediately before researching Polytheism. >.>

Will look into.

1.74 Patch A, the "name cities after landmarks" option is only functioning for the player, not the AI.

Nope, working as intended.

My border patrol units are still entering boats if they get the chance. (AND 1.74)

Strange, looking into.

1.74 patch A, with limited religions and choose religions options enabled, when I found a religion I get a bonus one for free. Attached is a save, one turn before founding a religion.

Looking into...

I have "Advanced Espionage" enabled and I was looking in the Espionage Screen when I noticed something.

The "Spread Anarchy" (I believe) says it requires "Code of Laws" while "Plant Nuke" doesn't require a tech (at least that's what it says) which means, in theory, you could nuke a city 1000 years before MP.

Of course, it's very expensive and on the size map and game speed, it's very very very expensive ('bout 42k versus the 17 I produce every turn before being divided a few ways).

Plant Nuke doesn't work until the Manhattan project is enabled, no worries there.

I wasn't clear? Sorry. I was talking about what you were talking, OK? You can NOT burn anything without doing other worker function. You will have to wait for Afforess' answer about it not being its own button.

Looking into.

I still notice this unfortunately. I tried to hypothesize that it was Ruthless AI but I'm starting to think it is possibly too strong barbarians. You may want to try playing without barbarians on to test this. I'm in a middle of good expanding game and not in mood for playing over again until someone do this test :lol:. Yeah, lazy me :D.

A good possibility, and worth looking into.
 
Definitely tougher to play.

On Epic speed I have 1/2 the cities of the nearest AI at 1200BC (8-4 his favor). I also can not keep up money or research wise. I'm down to 45% Research and I am still losing 1 gold per turn. 4 cities is not over expanding by a long shot.

If I hadn't had copper show up inside my 1st 2 cities the barbs would've eaten me already.

I have 2 axemen (1 promotion each) and a 4 promotion Spearman sitting outside a 2 pop barb city and I can't take it, 4 defenders, 2 archers and 2 spear. With archer bombard on they reduce my axemen just enough to make it a suicide mission. A War Chief is en-route to assist.

If Peter the Russian gets a wild hair I don't know if I could hold him off either. He constantly is demand my newest tech and wants Embassy every other turn (a real pain he is).

JosEPh
 
1.74 Patch A, the "name cities after landmarks" option is only functioning for the player, not the AI.

Nope, working as intended.

Ah, unfortunate. That seems to really pull the teeth from this option, since the player already can name his cities after nearby landmarks if he so chooses, even without the option turned on. Ah, well. I'll miss all the random city names.
 
Here are the log and saves from my game with an infinite turn. The save is taken during the infinite turn, the autosave is from 1 or 2 turns before. In general, it works for a while longer if I reload an even earlier autosave, but it always seems to mess up again eventually. Thanks in advance for any info on this topic. As I said in my previous post, I'm starting to think that something might be wrong with my computer. If nothing else works, I can try reinstalling civ and let you know how that works.
 

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Good News on the Bug-Fixing Front:

I Believe I have Limited Religions & Choose Religions working correctly. (I hope...)
Automated Patrol Units will not attempt to load onto ships!
I fixed Malchar's waiting for civilizations bug!
 
Okay, another thing about university/libraries. I play on the islands map, so I'm limited on how many cities I can have without taking over a rival island. I can squeeze 6-8 cities into small world setting, and I need 10 minimum to build enough libraries so I can build the 5 universities for oxford. Turning down sea level to get more space just makes it so there's no ocean between islands and civs invade way too early for my liking.

So I bumped up world size to standard and regenerate map until I get an island with enough space for 10 cities, only to find that now every university wants 3 libraries... I guess it increases with world size? No amount of regenerating will get me an island that can fit the 18 cities oxford university requires now.

I'm struggling to find a balance between world size, sea level, and number of civs that will accommodate both the ridiculously high requirement for oxford university and the type of game I like.
 
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