A Temporary Beta Build Thread

Neither am I.
I just cease responding to tiresome requests for help or repetitive bug reports.
#1 Pleads for help: Most of these are already answered if you use search function or take time to research the forum.
#2 Afforess will solve these bug reports at his time.

So that is what I meant by being no longer active here until the time Afforess return to solve the majority of bugs reported.

So... to continue the Sid Meier's Alpha Centauri theme: don't bug you or we'll be nerve-stapled?

:run:

;)
 
Basically Yes.

If (and it's a Big IF), Afforess does return with a completed 1.76 that will be the End and truly Final AND version.

He's already stated 1.75c was the Final AND. And right now the Miner game and His Mod for it, has him captivated. He's a 20 soon to be a 21 year old student. His attention is elsewhere and I personally do not think he will be back (I hope I'm wrong!).

It was a Hoot and so much Fun while it lasted. But even Good things come to an end.

See ya round Aff. :wavey:

JosEPh
 
Were there any major issues with 1.75c? I've been delaying restarting Civ4 waiting for the 1.76 beta to finish, but if real life is going to interfere with any further work, then real life trumps that and I'll settle for 1.75c or maybe find one of the other major mods and see how that works towards my game style.

Sometimes I feel like (jokingly) posting "What am I paying you for-oh wait..." since this is definitely done for free and Afforess and the others have been doing a pretty good job so far. It's good to have perspective, though. No, not because of the wonder you can get. ;)
 
1.75c was a stable build.

1.76 beta 5 was the most stable of the 1.76 unfinished series, but still had some glitches. The SVN series Beta 6 I can't answer as I do not have SVN and can't access it. But from all the posts here I'd say there was major issues with it.

JosEPh
 
1.75 is unplayable after 100-200 turns because of unbalanced civics (several civics add unhappiness per every military unit in cities; when AI accepts it, a populace of their cities is dramatically decreasing).
1.76 is unplayable after 50-70 turns because of zero maintenance of cities.
 
Is there any way to get obsolete buildings to function as extra commerce or anything? Seems a waste of production losing every time they go obsolete. And my Guilds and corporations don't have much functionality because they're stuck on auto found and rarely appear like events, also leaving great people with less funtionality as well, need more great people functionality.
 
All cities build one building and one unit at the same time, maybe as well have extra trade caravan units that trade like merchants or something similar.
 
1.75 is unplayable after 100-200 turns because of unbalanced civics (several civics add unhappiness per every military unit in cities; when AI accepts it, a populace of their cities is dramatically decreasing).

Iirc that's a design feature in 1.75. Is that 1.75C you are referring to? Or 1.75, 1.75a, or 1.75b? When a city Revolts thru unhappiness that is a consequence. And REVDCM is an integral part of 1.75 series.
1.76 is unplayable after 50-70 turns because of zero maintenance of cities.
Is it unplayable for you as it doesn't match your play style? Or it CTDs unplayable?

Too bad the links to 1.74 are gone. Or even 1.71.

JosEPh
 
If those features that "break" 1.75C are XML, there's a quick fix for it. :mischief:


ETA: Also, I thought the custom game settings allowed you to deselect Revolutions.
 
Iirc that's a design feature in 1.75. Is that 1.75C you are referring to? Or 1.75, 1.75a, or 1.75b? When a city Revolts thru unhappiness that is a consequence. And REVDCM is an integral part of 1.75 series.
1.75c. This feature kills the possibility to play without revolutions. I mean big unhappiness that causes populace decreasing (sometimes from 20-30 to 2-3) because of red faces. AI likes to keep many units in cities, especially in war times.

Is it unplayable for you as it doesn't match your play style? Or it CTDs unplayable?
Well, no maintenance leads to only one play style: build as many settlers as possible to have many cities with zero maintenance. No economics, no strategy. Just zerg rush.
 
It's been awhile since I played 1.75c so memory isn't as sharp as it was 6 months ago for that versions details. But your description doesn't match with what I still remember.

1.76 beta 5 was playable with some rough places. But I don't recall city maintenance being broken. Some of the Civics though I thought had some problems. And AndrielHalo has been Screaming that Coinage breaks the game.

I have no idea how the 1.76 beta 6 (the SVN version) played. I don't have SVN access.

Look guys to be blunt. The only way these last versions will get fixed is if someone else with modding skills takes over this Mod. Afforess has been seen since June just a handful of times.(His last visit was 10-28-2011 but he did not post and he visited the Minecraft forum not here). So don't hold your breath.

JosEPh :(
 
1.75 is unplayable after 100-200 turns because of unbalanced civics (several civics add unhappiness per every military unit in cities; when AI accepts it, a populace of their cities is dramatically decreasing).
1.76 is unplayable after 50-70 turns because of zero maintenance of cities.

I thought about downloading this update, but reading this makes me sad...:sad:

Do you mean 1.76 is less playable than 1.75?? So unfortunately it does not worth it... What a pity, because I don't think about migrating to Civ5, which is a complete piece of s**t :mad:
 
@Terradive,

I believe, iirc, in the Main build thread, opening post, Afforess has given the link to the Source Code.

The version that os79 and koshling were working on is thru SVN. There should be instructions on how to obtain it in the Temporary Build thread.

Both Sources are here somewhere.

JosEPh :)

Edit: Link to the SVN,
https://anewdawn.svn.sourceforge.net/svnroot/anewdawn

Edit2: Here is link to all previous AND versions thru 1.76 beta 5:

http://sourceforge.net/projects/anewdawn/files/

Enjoy.
 
Joseph,

I may have done something wrong, but I downloaded, following the directions, the source code Aforress posted, and it has 50 errors in it. I am currently correcting them, but if I could get ahold of an already corrected version it would make life easier.
 
was there an older version that had no problems ? (even if less features)

maybe somebody has it and can upload it, or its somewhere hidden in the interwebs
 
Joseph,

I may have done something wrong, but I downloaded, following the directions, the source code Aforress posted, and it has 50 errors in it. I am currently correcting them, but if I could get ahold of an already corrected version it would make life easier.

I really don't know what os79 did with the SVN build in this thread.

I do remember Afforess saying there was a large number of errors to get corrected. I had to PM Afforess to get the link to all the versions. But I didn't ask about the last SVN one. My bad I guess.

@webtax,

In my previous post the Edit2 link gives the repository for all AND versions up to and including 1.76 beta 5. But does not include the 1.76 beta 6 file.

JosEPh
 
1.75c. This feature kills the possibility to play without revolutions. I mean big unhappiness that causes populace decreasing (sometimes from 20-30 to 2-3) because of red faces. AI likes to keep many units in cities, especially in war times.

If the AI has the Ability to Draft units thru Civic Choices it Will deplete it's city. Every Drafted Unit removes 3 pop from a city with a max Limit of 5 drafted units. So a Size 20 pop city, depending upon AI need could lose 3 to 15 pop. Couple this with REV and an AI Empire can be shattered in no time.

2 things need to be done about this situation;
1. reduce the 3 pop requirement for a single drafted unit.
2. Place a smaller Cap on the Draft Limit (ie reduce from 5 to a much lower # like 2)

As for playing without revolutions, it's the Only way I've ever played AND. And I have Not run into the problems that you have expressed here.

Afforess and I have argued endlessly about REV and it's role in RoM and AND. And up till the recent version (1.76beta 6) REV has always been made a game Start Option.

JosEPh
 
1.76 is unplayable after 50-70 turns because of zero maintenance of cities.

Here's a possiblefix. In gameinfo/CIV4Civicoptions there are 2 lines:
<iHomeAreaMaintenanceModifier>0</iHomeAreaMaintenanceModifier>
<iOtherAreaMaintenanceModifier>0</iOtherAreaMaintenanceModifier>
The vast majority of civics have 0 as the value. That may fix the problem. I stumbled across this while merging this mod with some other stuff.
 
I'm going to guess that the crash problems with the leaders like Dido people have been reporting is a problem with the no shader files for their leaderheads. It would only affect people with older graphics cards. Where the art is defined, its probably pointing to a nonexistant file.
 
Back
Top Bottom