Dawn of Civilization General Discussion

Is there a new mechanic that lets defeated units respawn in the first turns or is that just a bug?
 
I’m not sure if this is quite the right thread to ask this, but who created the Brazil theme music, or where does it come from? It just is such cool music and I had to ask.
 
Is there a new mechanic that lets defeated units respawn in the first turns or is that just a bug?
It's an old mechanic.

I’m not sure if this is quite the right thread to ask this, but who created the Brazil theme music, or where does it come from? It just is such cool music and I had to ask.
I don't recall, but I think someone asked the same question recently and there was a youtube link in the answer. Maybe have a look around, or maybe someone else remembers the post.
 
I’m not sure if this is quite the right thread to ask this, but who created the Brazil theme music, or where does it come from? It just is such cool music and I had to ask.

Using the shazam app, I found that it should be this one:

 
I am currently in a game with Persia and managed to conquer all of the middle east, and suddenly the Greeks get 4 HUGE armies around egypt and persia.
I was guessing this was gonna happen but if I play with the Greeks will I get 4 huge Armies in 300 bc? I was just wondering if only the AI gets it.
 
All Conquerer armies spawn only for the AI.
Reminds me of when I was brand new to the mod and playing through a historical Greek game. I knew that the Greek AI spawned their little military stacks throughout the known world, so I just sat back and waited for my own stacks to spawn, and built hardly any military. :lol:
 
I realized that in all RFC mods you only need at least on plot in between cities, how is that possible?
In all other civ mods you need at least 2 plots in between cities.
 
I realized that in all RFC mods you only need at least on plot in between cities, how is that possible?
In all other civ mods you need at least 2 plots in between cities.

We changed some code. :smoke:
 
Lol I just fully collapsed as Italy the turn after getting my UHV. Guess I won't be continuing that game after all :crazyeye:

Edit: Interestingly, basically the whole world went through a crazy period of instability (that nearly aligns with the Springtime of Nations). Between 1852 and 1864, in addition to my collapse, the English, Portuguese, Iranians, and Dutch collapsed to core, and the Germans and Chinese collapsed entirely. The only cities still belonging to a civ in Africa were my 1-city vassal Morocco and the newly reborn Ethiopia. East of Iran it was all Independent except for Thailand, French Hanoi, Spanish Manila, and Japan.
 
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Why is the specific building important?
 
Quick update on current development: I am currently scouring the game for some long standing errors that can only possibly discovered by running a debug DLL. That's quite tedious because I concluded the most likely approach to finding them is to run a full autoplay with debug enabled, and that takes a while due to the performance cost of running the debugger.

It has already produced some success, however. I discovered and fixed (hopefully completely) the cause of bugs around culture that have been repeatedly reported, in particular with negative tile/city culture and weird consequent side effects. I also fixed some less critical bugs along the way.

A bug that I am convinced is real, but haven't been able to reproduce yet is the commerce inconsistency bug. I have seen proof of it in action though. What can happen is that the commerce (culture, gold, science, espionage) a specialist is "worth" when being added is different than when it is being removed. In particular, this can drive the output of a particular commerce of a city into the negatives or worse zero, making a division by zero error and crash possible. It also seems as if this error is located in cities only, not affecting the player owning those cities. This is good in principle, but can also be a problem in some calculations where those two values are assumed to be equal, leading to more potential division by zero crashes.

I will try to run more games to run into this error, and try more combinations manually. Please also keep your eye out for this. If you find a situation where that's the case, a save still helps. There is still the warning message appearing in the interface to alert you to this problem. When you see it, please immediately send me an autosave of the previous turn that did not have that warning.
 
I have a very good lead now. It impacts both specialist commerce and great people rate and may be related to culture levels. I am surprised that this is in evidence because culture level based changes to those factors have already been removed already in the XML so it should all come out to 0, but the code itself is still around in the DLL and there may be some side effects I did not consider. I have improved logging for the next attempt to find the issue.
 
A Question how do you switch to control Civ later on? I can't find it in the worldbuilder, how to do it. Like sometimes I play and see wow that civ looks a lot more fun that already spawned before me, like Britain or France (when they both became protestant) and prospered. leaving little for the dutch. :p

If it is even possible?
 
Enable cheat mode, then use Alt+Z to cycle forward and Alt+Shift+Z to cycle backward through the civ order.
 
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