Dawn of Civilization General Discussion

did you change the folder name or forget to delete the old version with same folder name?
 
Seems like an issue with the folder name, yes. What happens when you directly start a scenario from the PrivateMaps folder?
 
This is an excellent mod. I already played version 1.12, but now I downloaded version 1.13 and when I try to open it the mod doesn't load, it only shows the normal BTS menu screen .I checked the build and it is version 3.19. Any suggestions?

Have you tried loading the mod from BTS? My mod will not open from the desktop, it opens BTS but then DoC will open from there when I select load mod.
 
I moved the old DoC folder to the desktop and I placed the new one, and I opened it from the private maps folder and it worked! Thanks a lot for your help and good job Leoreth in making such an excellent mod, keep it up.
 
Thanks for playing the mod!
 
I started the game, and when the loading bar reached "Init Graphics" the game crashed
with this error.

Runtime Error!

Program: ...er's Civilization 4\Beyond the Sword\Civ4BeyondSword.exe


This application has requested the Runtime to termiinate it in an
unusual way.
Please contact the application's support team for more information.

I lowered the graphics to the minimum, and I tried uninstalling Microsoft Visual then reinstalling but the problem remained unsolved.

Here are my System Properties:
Rating: (5.4) Windows Experience Index

Processor: Intel(R) Core(TM)2 Duo CPU E7500 @ 2.93GHz 2.93 GHz
Installed memory (RAM): 4.00 GB (3.00 GB usable)
System type: 32-bit Operating System

In previous versions of DoC and in other BTS games this problem rarely appears.
 
Did you try to reinstall? This sounds like some graphics files are missing.
 
Are you using any of the additional modules?
 
I reinstalled the mod without the modules and it worked fine, except for the bug mod it keeps showing failed Autolog.ini. What are the requirements so that I can play the mod with the modules?
 
I don't know, but it would help me figure it out if you could identify which module is causing the problem.
 
I was thinking about food production. A flat vanilla grassland gives you 2 food. If you decide to build a farm on it, you get an extra food.

Shouldnt it be the other way around? That the farm contributes the majority of the food? What means of superior food production does an uncultivated land offer?

A lumber mill should be somewhat similiar. And it should be available far earlier.

Another unrelated thought. Connection to the sea offers trade oppportunities. Two sea squares gives the double trade opportunity. That also seems strange. A city with ocean connection should get a flat trade bonus.
 
What do you mean with the second part? The number of tiles is irrelevant once you're connected to a body of water.
 
I think he means commerce yield from the water tiles
 
I was thinking about food production. A flat vanilla grassland gives you 2 food. If you decide to build a farm on it, you get an extra food.

Shouldnt it be the other way around? That the farm contributes the majority of the food? What means of superior food production does an uncultivated land offer?

A lumber mill should be somewhat similiar. And it should be available far earlier.

Another unrelated thought. Connection to the sea offers trade oppportunities. Two sea squares gives the double trade opportunity. That also seems strange. A city with ocean connection should get a flat trade bonus.

I think you're thinking too much about "realism". The questions you should be asking aren't "What means of superior food production does an uncultivated land offer?", but how does it fit into the game model, is it fun, is it worth it to build a farm, are farms op, do farms roughly do the same things as they do in rl (they yield food so the answer is yes), etc. Same for the sea tiles. Game is tile based, so each tile "must" be of some value, etc.
 
If grassland gave one food and farm two feels more realistic. And it would give the same total.
 
If grassland gave one food and farm two feels more realistic. And it would give the same total...

... for tiles with a farm. Tiles without a farm would be worse off, resulting in more farms everywhere in each part of the game. What makes it worse is that except for Europe, China and parts of the US and Canada, farms are generally unavailable. These cities cannot use all land tiles anymore due to food restraints. Also, plains tiles should lose their one food as well. Areas like Persia would become completely useless due to the lack of food.

A farm could be seen as a specialisation of the given territory. Normal tiles have a bit of everything, like farming, hunting and some cattle. None of these are very specialised and as such productive. However, with a farm, camp or pasture the area specialises and abandons relatively unproductive ways of living. Result: food increase.
 
If grassland gave one food and farm two feels more realistic. And it would give the same total.

That would be true for farms, yes. But for all other improvements, it would mean they provide less food. And it would make grassland inferior to plains, which IMO shouldn't be the case either.
 
2 Food is enough for a population point to feed itself, I see no problem with an unimproved grassland tile giving just enough to feed the people living on it via subsistence farmimg, fishing or hunting, but not enough to support someone else. I can see the point about water tiles however. Coastal cities shouldn't be good because they can work water tiles, they should be good because they are in a prime location to trade, but unfortunately trade isn't nearly as important as it should be. Call me a traitor, but I honestly believe that in some respects Civ5's trade route system is better.
 
I havent been considering all the balance aspects, I just feel that the end result is strange.

Early history cities are very close to late game cities in terms of growth and output abilities on tile yields.
 
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