A New Dawn Bug Reports and Feedback

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Imho, prehistoric, non-irrigated, non-fertilized farms weren't as productive as the ones you see in modern times. Whereas a band of hunters can produce a fair amount of food in a jungle that's teeming with life (since the improvement is labeled "camp", I think it means hunters rather than cultivated land).

That said, the food bonus for a jungle camp is rather large at the beginning of the game. It gets reduced when you change civics (if I remember correctly, don't have the game with me), but even then it takes some time for the farms to catch up. However, that me be intended to make jungle starts worthwhile. In unmodded Civ, jungle is a very bad terrain to start on, since you can't make much use of it and can't remove it for a while.
I just cannot grok any large civilization from jungle tiles, at least not until they cleared large areas, North American or African plains had the large roaming herds that would be the 4 Foods a Jungle Camp gives/tile, eh, that's a large amount of Monkeys and Snakes to equate to Bison or Buffalo herds. Taro or other Plantation crops and Irrigation are what increased civilization in the Jungles. Slash & Burn tactics only allow a few years of growth, later to erode into unsustainable land unless rotated or fertilized. Most Jungles are used for logging clearing and then Farming or Mining since man became civilized, but it surprised me, and tactically i can now use the tiles in more ways, if unrealistically as 4 Foods, i could see less Foods on those tiles and still give good game, imho and i respect your opinion.
You may have production bonuses for certain buildings, due to leader traits or resources.
Wait, even if it did why would that not be reflected in the City Screen? I thought bonuses were being shown e.g. 50% faster Shrines would show 90 hammers rather than 120, which of course would then say 30 turns rather than 40 turns if the city produced 3 hammers/turn.
My point is that the turns per hammers should show the same equatability for every Building in the City Production queue, right? My assumption is if not, there would be an error somewhere? You may be right, but i can not fathom why they show it that way.
 
Wait, even if it did why would that not be reflected in the City Screen? I thought bonuses were being shown e.g. 50% faster Shrines would show 90 hammers rather than 120, which of course would then say 30 turns rather than 40 turns if the city produced 3 hammers/turn.
My point is that the turns per hammers should show the same equatability for every Building in the City Production queue, right? My assumption is if not, there would be an error somewhere? You may be right, but i can not fathom why they show it that way.

I think that in general, instead of the cost of the building decreasing, instead there is a bonus to the hammers going into the project. Basically, the city gets more hammers.
 
It would be reflected in the production hover. ;)
I know that you know a h3ll a lot more than i about all this, but i thought i was getting this from the City Production Queue hover(?confused?):
 

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No, that's the building hover. Hover over the Hammer icon, below the Food Bar on the City Screen.
 
Okay, now it makes sense, thanks Afforess, it only reflects the current build, i have to move each build to the top of the queue to see whatever bonus etc. production will have. (why do it that way? - only Firaxis knows).
 
Okay, now it makes sense, thanks Afforess, it only reflects the current build, i have to move each build to the top of the queue to see whatever bonus etc. production will have. (why do it that way? - only Firaxis knows).

Personally, I wish that hover-over of Hammers can be split into Buildings, Units, and any other specialized production info. That way, like you said, I don't have to physically put the item in the first selection of the queue. But two problems I think that confront us are: too hard to code maybe? and can cause the hover-over to overextend the screen's height (especially with bigger text font).
 
Talk about junglecamp :
1. reason : Gameplay... screw realism if it breaks the fun of gaming (sorry for the language, but I believe that a lot of realistic changes has brought down ROM/AND. Luckely the trend is declining.
It was simply impossible for any civ starting in complete jungle to make any progress. Sid choose to solve the problem by clearing all land at your starting point. This is IMO a better solution.

2. reason : Realism.... but you just said?!? Yeah I know. But... living close to a temperate forest in Denmark and living close to a tropical jungle in Thailand made me wonder why jungles were nerfed that drastically in Civ. There are abundances of food in a jungle ALL year. I'm talking fruits here. In ancient times with tribal communities where farming was ALOT less productive than today, it might have given more food going into the jungle to harvest.
Later on (and still before 1AD) the junglecamp is less effective than the farm.
But hey! There are a lot more game that can be hunted in a forest! Yep, thats why I made Forest Cabin when I was working on my Timber project. All will be released in an unknown future.
 
Hello,

I noticed a crash when building the Piazza San Marco World Wonder. I'm sure this is the cause, I checked it three times. I'm using Windows 7 64 bit; I always play with administrator rights and I've tryed both using compatibility with XP service pack 3, with Vista service pack 2 and without any compatibility option, but there's always been a crash.
It happens while loading the turn, when I shall have finished the wonder.

Also I've noticed that the wonder has no round icon close to city bar and is represented with a button and not an icon in building queue.

I couldn't find the .log (autolog folder is empty) but I have a saved game. It's at one turn from finishing Piazza San Marco.
 

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yeah I now too have a game that crashes on load

happens around industrial age?

Yeah it happened for me shortly before industrial age. But now, when my computer uses 3 gigabytes of memory I didn't get any bugs yet. The game still crashes when I try to load the newest save, but what I'm doing, and maybe you'll be able to do too, is I'm loading the oldest save, and then after loading it I load newest save and it works.
 
Which mapscripts are you using ? Maybe there is some wierdness there that end up CTD'ing at some point ?

I use Perfectworld2 or planet_gen_068.
 
When I end my turn it suddenly stops responding but the music still keeps on playing. I load an earlier save it still ends up not responding when I reach a certain turn.

What should I do?:sad: Has anyone experienced this?:sad:
 
Mankind has historically cleared a lot of forests jungles to increase sizes of civilizations, else their size just does not grow. Emigrants from Europe actually made roads of wood in New America! New England was practically cleared of these resources to grow, i'm sure there's numerous examples of this happening in Europe to begin with, the natives that did not use these practices grew less as history showed; personally, i'm not saying that clearing forests is the best practice, but it is common with Civ growth.

In all parts of our world the fact that these dense flora/fauna regions get consumed early and not preserved is the fact that they do not support large numbers of population. In-game a pre-A.D. unirrigated jungle camp can easily give me 3-4 foods (plus hammers & gold!) while a farm may may give me 2-3 foods alone, now if i plunk down in a jungle i'm in a golden age (except for health)! @Vincentz, just saying, it's still game to me... =)

@Os79, makes sense, probably too much of the core to mod that particular display, but maybe there's another way to get/see a complete list of production costs and actual adjustments through a mod? just thinking... =)
 
Feedback: The Axeman graphic is really far off the tile, it's got like one shoe one the tile and the guy is pretty much still on the last tile from whence he came from, i'd show a pic, but i've used too much memory to save a Print Screen without maybe closing the game... ;)
 
Feedback: The Axeman graphic is really far off the tile, or maybe it's just the Barbarian Axeman, but anyways it's got like one shoe one the tile and the guy is pretty much still on the last tile whence he came from, i'd show a pic, but i've used too much memory to save a Print Screen without maybe closing the game... ;)

I've noticed a similar problem with archers when using single-unit graphics.
 
The Yogi (Hindu Missionary) still has a national unit limit attached.
 

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