A New Dawn Bug Reports and Feedback

Status
Not open for further replies.
Fortunately (or unfortunately), you're a minority, and thus, easier to oppress with my harsh modding designs. :mischief:

You can easily disable the notifications yourself: Go to Rise of Mankind/Assets/Python/Afforess and open the ANewDawnSettings.py. Search the file and remove every line that says this: "MainOpt.setShowOptionsKeyReminder(True)" ;)

Or just change it to: (False).
 
Thanks guys. =)

Question: Are Caravans supposed to give back more than i put in to them for 0 travel (the same city)? It appears i can save turns for buildings or wonders by building caravans in the same city prior and using them on the subsequent production, is this "cheat" intentional or random or ?
 
A game I've been playing (the same one mentioned in my date :):):):):)ing) has had a rather sudden upturn in the time between end turns, going from about 1 minute to about 4-5 minutes per turn within the space of some 100 turns, deep into the Medieval era.


The game is on Snail mode, with Revolutions on. This isn't a complaint, but an analysis in trying to reduce the time between turns. Is the fact that Revolutions is on with some 40 civs currently on a Large map a MAJOR contributor to the slow speed, or not? As in, if I started a game up without revolutions, would the turn speed be roughly the same or significantly less?

As well, does the fact that it IS on Snail mode make a difference in turn speed?
 
A game I've been playing (the same one mentioned in my date :):):):):)ing) has had a rather sudden upturn in the time between end turns, going from about 1 minute to about 4-5 minutes per turn within the space of some 100 turns, deep into the Medieval era.


The game is on Snail mode, with Revolutions on. This isn't a complaint, but an analysis in trying to reduce the time between turns. Is the fact that Revolutions is on with some 40 civs currently on a Large map a MAJOR contributor to the slow speed, or not? As in, if I started a game up without revolutions, would the turn speed be roughly the same or significantly less?

As well, does the fact that it IS on Snail mode make a difference in turn speed?

One thing i have been working on lately is looking when and where does the turn times really increase, and what is the cause of them.

1. No, Revolutions will not cause slowness by itself, it only increases as the CIVs increase. But anymore than 7 civs will definitely cause Problems later in game after Medieval era. Waaaaay to many civs after that. You will go from a 20 second turn to over 5 minute turn or more after Medieval era, some wont know this unless they have a super puter, then after the Industrial era, you might as well just give up (IMHO).

2. On anything larger than a Standard map playing more than 10 civs will in the industrial era start causing a slow down, then in Renaissance era it will be a 2-3 minute slow down between turns.

3. Barbarian World is a slowness causer right from the git go. To many things going on right away. Same as Barb Civ, just gets to many civs to play later in game.

4. Too many modules causes a BIG slowdown later in game, but not usually not until after the Renaissance era, if you play with LESS than 8-9 civs ONLY. Earlier if you play with more civs.

5. Now if modmoders can make their modules like my Mercenaries civ, it would increase the turn time ALOT.

6. If Afforess is going to make his portion of the modules into a regular XML standalone game then the increased turn time will be well increased.

7. I can go on and on, but in short too many civs, too many USELESS units, to many modules and options made by the individual playing the game comes into play also.

8. The size of the map is a great increase of turn times. (No bigger than Large and no smaller than Standard. (anything over 80X80 is way to big) better to stick to maps that are between 40 - 70 X 40 - 70.
\
9. This is all IMHO:mischief:, of course, i could be wrong also:shake:.
 
Thanks guys. =)

Question: Are Caravans supposed to give back more than i put in to them for 0 travel (the same city)? It appears i can save turns for buildings or wonders by building caravans in the same city prior and using them on the subsequent production, is this "cheat" intentional or random or ?

They are built with hammers and theoretically give fewer total hammers than they cost to build. But you may have discovered a bug. I have noticed that these units don't scale between game speeds. On marathon I need three to build a forge but on snail I only need one. this means that the number of hammers they are providing to their cost doesn't match I think.
 
No, it does scale with gamespeed. It even has it's own modifier, iUnitHurryPercent.
 
Uh oh, big problem.

Yesterday I installed patch 1.74H, loaded my last save from patch 1.74G, and proceeded to play for quite a while, making a few saves along the way.

Unfortunately I just realized that every one of those saves made with patch H crashes the game on load. I checked, and I can still load correctly my last save from patch G.

Last known working save and last corrupted save attached.

A New Dawn.log:
Code:
Installed Components:
{Required Files} {Military Civics} Sports ANM Formations {Better RoM} {Blue Marble Terrain} {Civic Diplomacy} {Building Upgrades}

Install Type:
Custom

Version:
1.74

Install Directory:
D:\jeux\Sid Meier's Civilization 4\Beyond The Sword\Mods\Rise of Mankind

Windows Version:
Windows
 

Attachments

Similar issue to isitanos -- patch H savegame won't load. If I load a patch F savegame from the day before, I can then load my patch H save....very strange. Using some changes to xml, so not worth posting savegame data.
 
On the note of buildings i do not like having so many buildings, I never get to build them all. And I always seems like I never get a chance to build units. BUt that is just me, so haha.

But on another note I think hte tech rates are way to fast.... I was playing marathon and it seemed like every 5 to 10 turns we had new units and new buildings towards the late industrial age. I mean I never even used tanks in m game, because you can beeline to modern infantry which is stronger then the early tanks. (the AI went for it) it seems it comes a bit early. Hell we had Modern infantry, and still only had early fighters haha. But that is jsut more tech progression based on AI choices so.
 
On the note of buildings i do not like having so many buildings, I never get to build them all. And I always seems like I never get a chance to build units. BUt that is just me, so haha.

But on another note I think hte tech rates are way to fast.... I was playing marathon and it seemed like every 5 to 10 turns we had new units and new buildings towards the late industrial age. I mean I never even used tanks in m game, because you can beeline to modern infantry which is stronger then the early tanks. (the AI went for it) it seems it comes a bit early. Hell we had Modern infantry, and still only had early fighters haha. But that is jsut more tech progression based on AI choices so.

Beelineing is a BIG problem lately.:( But usually only two civs do it.
 
I found that 15% faster production of units and buildings with certain resource have no effect in game. Is there anyone who saw this before?

Images for my last report.
It seems that numerical values under 50% (10%, 15%, 25%, etc.) for faster production doesn't have any effect.
 
Q: Is unit path finding while using hostile terrains in the game supposed to not avoid harmful tiles? I'm noticing that units do not avoid desert tiles that would harm them.

Started a new game, got a new BUG bug (Plot List:Movement Bar:Cannot Move>Color):
 

Attachments

  • Color Change Error.JPG
    Color Change Error.JPG
    181.3 KB · Views: 69
Images for my last report.
It seems that numerical values under 50% (10%, 15%, 25%, etc.) for faster production doesn't have any effect.

The faster production boosts your production, it doesn't decrease the cost of the unit, so your image is useless. ;)
 
Sorry for my lack of understanding on mechanism.. :mischief:
How does this mechanism work? I just thought that resource increases :hammers: in that city for building that unit specifically, so it reduces turns to build it.
 
I've got AND 1.74 patch H, and the newest version of the RoM. It all started shortly before Renaissance (I'm not sure if this is how it's called, it's when you find out steam power, rifling, communism etc.) and after exploring about half of the map.

My game is turning off! with the "Sid Meiner's civilization 4: beyond the sword has stopped working" message, first time it happened was when China leader wanted to talk to me, next time was when I bought the map from the American empire (he had whole map explored), and then when I was looking at the new places, game turned off, I repeated it about 2 times and the same thing happened so I couldn't buy a map. From this time I can't load my game because while it's loading this message is coming out.

Yesterday I could load older saves before I bought this map, and while playing I could load the newest save, and there were no problems.

But today this error happens everytime whatever way I try to load the saved game. My newest saves take 1.5mb. I deleted about half of the old saves but it didn't help (I save game very often, from the time first bug happened I save game nearly every turn).

I've got 4gb of memory only 3gb readable because of the vista 32bit and 2.6ghz dual core CPU, i think that this problem may be because I have to weak memory or CPU.
Do you know what I can do??
 
Status
Not open for further replies.
Back
Top Bottom