AND2 and SVN Bug Reports - A New Dawn 2 ONLY

Why not make a shortcut to the Mod and thereby bypass the BtS start screen and select Adv option?

"C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Civ4BeyondSword.exe" mod=\Rise of Mankind - A New Dawn (This is the Target line for the short cut.)

This is what I use.

JosEPh
 
Do you have a Civic that allows a Religion to be founded? Especially early in the game. What Options do you have set up at game start concerning Religion founding? Have you made any Option changes in the BUG screen concerning religions?

Details are always helpful and most definitely needed to find the right answer.

JosEPh
 
Why not make a shortcut to the Mod and thereby bypass the BtS start screen and select Adv option?

"C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Civ4BeyondSword.exe" mod=\Rise of Mankind - A New Dawn (This is the Target line for the short cut.)

This is what I use.

JosEPh

Nope, didn't work. Still got the GFC error. LOL, next idea kind Sir?
 
I'm running out of ideas here Drak!

Can you post a screen shot of the GFC error? I want to make sure I know what you are saying by GFC.

JosEPh
 
Sure thing




Ideas Oh Wise One? :D

Try deleting CivilizationIV.ini in your documents folder (make a backup somwhere else first); it will recreate itself on the next start (well, it probably will crash, then you start again Civ4 and it will work).
 
45°38'N-13°47'E;12914929 said:
Try deleting CivilizationIV.ini in your documents folder (make a backup somwhere else first); it will recreate itself on the next start (well, it probably will crash, then you start again Civ4 and it will work).

Nope, didn't work. I really am puzzled by this as I have it working on the laptop, and I've had it working before on my pc( albeit in the /mygames folder, which I really want to avoid).

Any other ideas folks? or am I resigned to the /mygames folder?

Edit; would it do any good to replace the .ini file in my BTS folder with the one from the /mygames folder?
 
1 last thing I can think of is start a Play Now game and see if that will load. If it does, play 1 turn, then quit that game and try to start a new custom game or a previous save game.

I have the same problem with keldath's Song of the Moon mod. No matter what I've tried it just won't load. And it's probably something pretty simple, If I could figure it out.

JosEPh
 
Early destroyers range bombing does no harm -

They can do opportunity fire, which does harm, I think, haven't specifically looked if it does, but it brings up the text message that it has. Range bombing, if successful does no harm what so ever. You get a message that it has successfully range bombed, but no harm is done to the unit. I think this extends to all shipping units.

Plays leaders music with the wonder movie -

This has the effect of slowing down the wonder movie, making it stutter, stall and generally play woefully. I feel its the leaders music playing along with the wonder sound track, which causes the two to tangle and slows the movie play.

Uranium doesn't show on resources quick view -

This is enabled through the Bug options, under the A New Dawn tab, top left 2nd down. I've checked and I have 2 Uranium available in the cities, but it doesn't show at all in the quick list screen. Also this screen really needs to be moved to the Right hand side of the screen, so as not to interfere with the Unit listing of large stacks. There's room above the cities and Civ's listing, unless your playing a 50 Civ game, but who does.

Highway's -

These have many problems.

1. Enabled way too late, available after mass transport and you need a resource to build them as well, Oil or cement, I haven't pinned it down. They only give a +4 movement bonus, when railway's give a +10 and are available much earlier at Railway's.

2.Electronic Railway's only give a bonus of +12, a 2 point increase, with Mag lev another +3, so either railway's are reduced down to say 8, with Highway's increased to +5 and moved to a MUCH earlier point in the tech tree, as there is such a HUGE gap between paved roads and Railway's (the current next bonus increase)

3. Highways have been a part of transport since the paved Roman roads. Moving them to around banking/Education, possibly economics (too late) or post feudalism the beginning of the renaissance era, would be a much better fit.

4. To sum up :

Paved Roads +3
Highway's +5
Railway's +8/9
Electronic rail +12
Mag Lev +15

Each could give a commerce bonus to each city, the more cities you have the greater the commerce generated, Possibly make it to each city your physically connected to via roads etc, land transport only if possible.

Also needs to go in Civopedia, its not listed at all.
 
Not sure if this is a MAF or some other error. For what it's worth, I'm running v662 using Wine on Ubuntu 13.04. I've run this mod and others on linux before without issue. I'm using the second largest map size (Huge?). Attached are three files - the game save, a file dump and a file called ThemeParseLog.txt. I should also mention I'm running a machine with 4 GB of RAM.
 

Attachments

Update to the latest version using KDESVN or another bit torrent downloader,

Spoiler :



It'll probably solve your problems, I had some errors with an earlier SVN can't remember which, but 664 plays fine/Great on Gigantic maps.
 
Update to the latest version using KDESVN or another bit torrent downloader,

Spoiler :



It'll probably solve your problems, I had some errors with an earlier SVN can't remember which, but 664 plays fine/Great on Gigantic maps.

Thanks. It actually dawned on me that while reading this, I could use SVN on my wife's PC and then transfer it to mine. I'm in the process of doing that now.

I have to say that everyone who contributes to these threads and builds is owed a tremendous thank you. I played only a few vanilla Civ4 games before getting into the mods, and this has always been my favorite. It is exciting to see others interested in it still and taking the time to make it into a legendary mod.

I'm also impressed at the reduced time between turns. The last time I dabbled in the AND2 builds was before school started in August, and the gameplay was strange to say the least, but obviously still a work in progress. My laptop is almost 6 years old, with 4 GB of RAM, and although I run linux now, I notice a tremendous difference in load time and time between turns. My current game is being played on the second largest map size, and thanks to revolutions - there are 30ish civs present. I can't believe the game still runs, with only the occasional late game CTD - which I attribute to issues yet to be resolved. I'm impressed and grateful.

Thanks again.
 
This is more on Game play.

Paratroopers, can't parachute and attack a city in the same turn. They can capture workers/Settlers, but aren't able to attack a city. They can move 1 turn, in enemy lands, but can't attack a city.

What's the point of having a 5 point parachuting unit, that evades interception 25% of the time, if it can't surprise attack a city.

Isn't that the point of paratroopers, sending light infantry deep behind lines. They can defend, but they can't attack a city in the same turn, they can pillage, destroy But can't attack a city.

Its a game play thing, I feel that they should be able to attack cities in the same turn as the Parachute jump.
 
This is more on Game play.

Paratroopers, can't parachute and attack a city in the same turn. They can capture workers/Settlers, but aren't able to attack a city. They can move 1 turn, in enemy lands, but can't attack a city.

What's the point of having a 5 point parachuting unit, that evades interception 25% of the time, if it can't surprise attack a city.

Isn't that the point of paratroopers, sending light infantry deep behind lines. They can defend, but they can't attack a city in the same turn, they can pillage, destroy But can't attack a city.

Its a game play thing, I feel that they should be able to attack cities in the same turn as the Parachute jump.

I seldom use paratroopers, but I concur with you. I'll look at it.
 
they also can't attack a unit outside of a city. They can only pillage, capture settlers/workers or move 1 space in enemy lands.

In neutral lands, they can move to the full extent of the tiles ability with the unit.
I.E. Railroads, 10 points, Paved roads, 3 points, Cart paths, 1 point. +Bounuses for movement, such as desert, woodsman II, Guerilla II.
 
they also can't attack a unit outside of a city. They can only pillage, capture settlers/workers or move 1 space in enemy lands.

In neutral lands, they can move to the full extent of the tiles ability with the unit.
I.E. Railroads, 10 points, Paved roads, 3 points, Cart paths, 1 point. +Bounuses for movement, such as desert, woodsman II, Guerilla II.

Mmmm, I remember some very old discussion about it, I'll have to dig it out. I guess something similar applies to gunships, dropships and so on; they can't conquer a city. But I think I agree that paratroppers should be able to. I'll look into this matter. Thank you IPEX.
 
Gunships unable to capture cities makes sense.

Paratroopers don't make sense there is no reason why they shouldn't be able to capture cities except for maybe the AI is likely incapable of using them like that and not smart enough to defend against it.
 
FORGET THIS POST. I FORGOT ONE OLD ROM INSTALL

Spoiler :

Install/Start Bug.
I did uninstall old ROM/AND Versions. I deleted civilizationiv.ini.
Spoiler :

sbv4fwtn.jpg

z7padvbx.jpg


Cant play that way. I am looking forward to receive help. Probably I just did some mistake.
 
I have a new graphics bug to report. The Mediterranean version of the Slinger is appearing with a white texture. Is anyone else seeing this?

The really weird thing is that I have a backup copy of rev663. If I plug the Slinger into that version of the mod, the Slinger appears perfectly normal. I don't know what might be causing it, as all of my other units appear normal in rev666. I think there is a bug that is also related to why my movie files (which are also packed into my FPK) are not appearing.

EDIT: The bug fixed itself when I discovered Archery. Not sure why that happened. I even went and reloaded my save file from when I built the slinger and got the white model and the artwork was correct (not white). I have no idea why this would happen.
 
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