Beta Testers Needed!

Sorry about all the bugs in 1.50beta5. I just released a minor update, 1.51beta5, which fixed all the icon issues.

Enjoy!
 
Afforess, I must that tell that the speed improvements are absolutely amazing! I am at 800 turns in with 9 other civs and still only have 2 sec. wait times! With 2.71 it would be up to 30-50 sec.:goodjob::D:king::trophy:
 
Afforess, I must that tell that the speed improvements are absolutely amazing! I am at 800 turns in with 9 other civs and still only have 2 sec. wait times! With 2.71 it would be up to 30-50 sec.:goodjob::D:king::trophy:

I appreciate the support; however, I can't rest on my laurels. I'm trying to see if I can't make corporations go obsolete. Then I can include Vincentz's Guilds.
 
Not sure if you fixed this as I am still using beta2. This bug is nothing major, it just has the water buildings in the list even though the city is not coastal.
 
I have too slow of an internet connection to re-upload the whole thing, but if you copy these files overtop of the beta4 code, and recompile a clean build, it should work. JUST MAKE SURE TO RECOMPILE A CLEAN BUILD! I changed some header files.

Thanks will do. I just realised that I have made a change to the schema and xml in the WarriorsOfGod mod - I had forgotten to put the requires state religion in so now my save will not crash. Oh well I am sure I will get another one:mischief:
 
Not sure if you fixed this as I am still using beta2. This bug is nothing major, it just has the water buildings in the list even though the city is not coastal.

It's not a bug, it's a feature. ;)

I changed the SDK to show all the buildings you can't build, that way players weren't confused why they couldn't build some buildings. If it bugs you, I added a player option (a player option is an option in the graphics menu) in beta4 that hides all the buildings you can not build.
 
It's not a bug, it's a feature. ;)

I changed the SDK to show all the buildings you can't build, that way players weren't confused why they couldn't build some buildings. If it bugs you, I added a player option (a player option is an option in the graphics menu) in beta4 that hides all the buildings you can not build.

And if someone wanted to view the buildings that they can't currently build because of a missing resource but don't want to view the buildings that they can't ever build because it requires a coast? Like it was before...
 
And if someone wanted to view the buildings that they can't currently build because of a missing resource but don't want to view the buildings that they can't ever build because it requires a coast? Like it was before...

Beggers can't be choosers. I was sick of all the complaints of "Why can't I build irrigation canals, I have all the techs required for it in my city" or "Why can't I build the observatory" or "Why can't I build Copernicus's observatory" or "why..."

More Information = Good. If you want less, I gave you the option to hide it in the graphics panel, it isn't hard to switch back and forth.
 
Beggers can't be choosers. I was sick of all the complaints of "Why can't I build irrigation canals, I have all the techs required for it in my city" or "Why can't I build the observatory" or "Why can't I build Copernicus's observatory" or "why..."

More Information = Good. If you want less, I gave you the option to hide it in the graphics panel, it isn't hard to switch back and forth.
I love the hiding of the buildings with the blankness and the invisibities and ah you know what I mean :crazyeye:. Seriously though, It helps out quite the lot because then I don't have to worry about not having something build because I forgot to queue it up earlier :goodjob:
 
I have a problem with Copernicus Observatory. I have a city that hills and/or peaks and that does not have the excluding wonders, still i cant build Copernicus. In addition, even though we are in the industrial era, no civ build the observatory yet, which leads me to believe that it cant be build at all. Can you please check the requirements.

In addition, the bug that ALLOWS military tradition (i think its rifling) is bugged. When you research it, it will show you Military Tradition as a researchable tech TWICE in the bottom left corner.

I think, i think fort weights are too high. I have some civs that build 8 out of 10 tiles with forts, even though they dont use the civic that buffs fort ressources output.

Can the treasury only be constructed in your capital ?



suggestion: make the 3 fire department techs more useful. I never bother to build them because the small effect isnt worth the lost time (research, construction).
In addition nerf the art academy (dont remember its exact name, it gives +50% culture output and has no restrictions. Perhaps restrict to numbers of museums or theatres). way to powerful imho, though i dont its not your addition.
 
I have a problem with Copernicus Observatory. I have a city that hills and/or peaks and that does not have the excluding wonders, still i cant build Copernicus. In addition, even though we are in the industrial era, no civ build the observatory yet, which leads me to believe that it cant be build at all. Can you please check the requirements.

Are you playing with Beta4 or newer? That was a bug in older versions, but I've fixed it. I'm 99.99% sure, as I've built them myself.

In fact, here's a screenshot of me building one:
Civ4ScreenShot0131.JPG

In addition, the bug that ALLOWS military tradition (i think its rifling) is bugged. When you research it, it will show you Military Tradition as a researchable tech TWICE in the bottom left corner.

Can you clarify what you mean? I see nothing wrong with those techs.

I think, i think fort weights are too high. I have some civs that build 8 out of 10 tiles with forts, even though they dont use the civic that buffs fort ressources output.

I haven't touched Forts, you need to bring those complaints to Zappara.

suggestion: make the 3 fire department techs more useful. I never bother to build them because the small effect isnt worth the lost time (research, construction).

The Meteorology techs were like this for a long time. Over time, more and more buildings will require them and they will grow more useful, trust me.

In addition nerf the art academy (dont remember its exact name, it gives +50% culture output and has no restrictions. Perhaps restrict to numbers of museums or theatres). way to powerful imho, though i dont its not your addition.

Good idea. I'll make each one require 3 theatres.
 
OK, more info on the ranged bombardment and limited religions bugs.

Ranged Bombardment:
As OS79 and I both found with beta4, something is interfering with the RevDCM bombardment options.
I just tried a clean re-install of ROM2.8, followed by a clean install of the beta5 (downloaded yesterday, so it doesn't have the latest changes).

I started a new game in the Renaissance era, built a catapult and a trebuchet, and neither one of them gets a ranged bombard option, nor do they give attack support.

Just to make sure, I went into World Builder and gave myself several other artillery units from later eras (up to the NLOS), and none of them can ranged bombard, despite that option being enabled in the RevDCM settings.


Now, on the limited religions front:
I didn't use Limited Religions very often before A New Dawn, so I don't know for sure if this is true without A New Dawn or not.
That being said, I tried it first in beta2 (had a game where nobody discovered any religions at all), then in beta4 (had several games where only Judaism was discovered), and just to test it again, I tried it in this test as well.
Note that only Judaism received a holy city in the starting assortment. I suspect (if this is like the games I played in beta4) that it will be impossible to found any other holy cities, even for new civs.

Anyway, I'm attaching both savegames for your convenience, and to see if you can replicate either of these problems.
 

Attachments

OK, more info on the ranged bombardment and limited religions bugs.

Ranged Bombardment:
As OS79 and I both found with beta4, something is interfering with the RevDCM bombardment options.
I just tried a clean re-install of ROM2.8, followed by a clean install of the beta5 (downloaded yesterday, so it doesn't have the latest changes).

I started a new game in the Renaissance era, built a catapult and a trebuchet, and neither one of them gets a ranged bombard option, nor do they give attack support.

Just to make sure, I went into World Builder and gave myself several other artillery units from later eras (up to the NLOS), and none of them can ranged bombard, despite that option being enabled in the RevDCM settings.


Now, on the limited religions front:
I didn't use Limited Religions very often before A New Dawn, so I don't know for sure if this is true without A New Dawn or not.
That being said, I tried it first in beta2 (had a game where nobody discovered any religions at all), then in beta4 (had several games where only Judaism was discovered), and just to test it again, I tried it in this test as well.
Note that only Judaism received a holy city in the starting assortment. I suspect (if this is like the games I played in beta4) that it will be impossible to found any other holy cities, even for new civs.

Anyway, I'm attaching both savegames for your convenience, and to see if you can replicate either of these problems.

I can confirm the bug with Ranged Bombard. I'll go figure out what I broke...

However, Limited Religions is working for me, just fine. Several religions founded, no civ got more than one.
 
Found a weird BUG issue... when the advanced aircraft bombing missions are enabled, it removes the ability to bomb tiles and walls, and doesn't give any new options :p

Is it related? I was running beta4.


Also, I probably don't have a save for it anymore, but I had a game where I completed researching Liberalism at the same time as building Einstein's Lab (IIRC - it was one of those free tech wonders), and the game only let me pick one new tech. I got an error saying I had already chosen my free technology when I tried to pick the second one.
 
I can confirm the bug with Ranged Bombard. I'll go figure out what I broke...

However, Limited Religions is working for me, just fine. Several religions founded, no civ got more than one.

I hate to say this...

But I told you so! :)

But, no worries. everyone make mistakes from time to time. Looking forward ot the fix.
 
I'm not sure about you but how exactly does the "surround and destroy" thing work? Is there a way to show the results or something in the "Attacker/Defender" statistics menu thing? Not that it's too big a deal for me I was just curious.

Also, I've noticed that apparently having it on Deity somehow gives you that arising "spearman beating armor scenario" every once and a while. I've been playing on Deity for quite sometime now and I can't complain but sometimes when looking at the win/lose stats I tend to get the .5-25% loss even though it says I have 80-98% win chance :eek:. Meh, it keeps the game interesting for the time being. As long as I don't ever actually see a spearman beat a tank I think I'll be sane for the time being :king:. Anyone else ever get that interesting scenario?
 
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