Download previous versions of A new Dawn

anghelos92

Chieftain
Joined
Mar 22, 2017
Messages
5
Hi, it's amazing the work you are still putting into this fantastic mod! Unfortunately I don't agree with some recent and less recent changes to this mod, is it possible to download a previous version?
I am looking to the very version before trading routes has been changed for city connections, thank you!

EDIT: I am looking for the build 759 (just checked the SVN Build Thread) Unfortunately in Moddb the lowest build of AND2 is #805.
 
Last edited:
Using SVN you can export any revision you wish. Just install SVN as per Main Download thread instruction, then export the revision you wish to a working copy. Frankly, I think too many bugs have been solved since rev 759 to make it worth playing with that old revision only because you don't like the new commerce system, but that's up to you of course.
 
Using SVN you can export any revision you wish. Just install SVN as per Main Download thread instruction, then export the revision you wish to a working copy. Frankly, I think too many bugs have been solved since rev 759 to make it worth playing with that old revision only because you don't like the new commerce system, but that's up to you of course.

Thank you for the perfect answer, it was right what I was looking for! My project is to customize a version of AND2 for my personal use, I did that in 2013 with the version 1.75, changed land improvements (aestetically, in number and in output), civics and difficulty. I think those are the main areas that need improvements right now. Unfortunately I then abandoned playing Civ4 and lost the files as I began modding Minecraft (by the way a civilization mod for minecraft could be awesome...one day :P) and later fallout 4. Maybe I should take your advice and start making my personal changes from the latest revision, the difference in stability and performance is much better but somehow the AI seems dumbed down and there is the city 1 level bug for AIs related to civics, as I read in other posts.
Grazie di tutto 45°, ricordo quando hai iniziato a resuscitare RAND anni fa...ed ora siamo a piu di 1k revisioni!
 
Now that Trade Routes are brought up: I'm planning my modmod to return to Trade Routes too.
@45: Do you know any special issues why it would not be possible to do or problems I may face? I mean if there is something in the dll that I cannot change and would prevent such a project?
 
Now that Trade Routes are brought up: I'm planning my modmod to return to Trade Routes too.
@45: Do you know any special issues why it would not be possible to do or problems I may face? I mean if there is something in the dll that I cannot change and would prevent such a project?

Well, I think returnimg to the old trade system is almost impossible. Almost like making a new mod. You have to heavily modify the dll and then every building that now uses the new trade system. I don't really think it's worth it.
 
but somehow the AI seems dumbed down and there is the city 1 level bug for AIs related to civics, as I read in other posts.

The but about level 1 cities will be gone in the next update, in the next days.

Grazie di tutto 45°, ricordo quando hai iniziato a resuscitare RAND anni fa...ed ora siamo a piu di 1k revisioni!
Già, tanta acqua sotto i ponti... :)
 
You have to heavily modify the dll and then every building that now uses the new trade system. I don't really think it's worth it.
Buildings would be fine, the problem is the dll.

I remember Afforess saying before the connectedness system that getting rid of trade routes is easy, just have to set their max number to 0.

GlobalDefines:
<Define>
<DefineName>MAX_TRADE_ROUTES</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>

Are you sure that there are more things affecting TRs? I would think that Connectedness is only an addition leaving the older system untouched.
 
Buildings would be fine, the problem is the dll.

I remember Afforess saying before the connectedness system that getting rid of trade routes is easy, just have to set their max number to 0.

GlobalDefines:
<Define>
<DefineName>MAX_TRADE_ROUTES</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>

Are you sure that there are more things affecting TRs? I would think that Connectedness is only an addition leaving the older system untouched.

Getting rid of them was as easy as setting MAX_TRADE_ROUTES to 0; on the other hand, connectedness is heavily coded in dll, python and xml. So even if you can restore trade routes by restoring MAX_TRADE_ROUTES, that wouldn't remove connectedness so you would end up with two different system at the same time. And moreover, I'm not sure part of the dll code of the old trade routes hasn't been removed since revision 760. Have a look at the log of rev 760 and see how many files have been modified; and more have been modified later for connectedness to work properly. You can try and set MAX_TRADE_ROUTES to something different than 0, but for example you will not have any info on how many trade routes are active because the python interface inside the city screen has been changed to display connectedness instead.
 
Getting rid of them was as easy as setting MAX_TRADE_ROUTES to 0; on the other hand, connectedness is heavily coded in dll, python and xml. So even if you can restore trade routes by restoring MAX_TRADE_ROUTES, that wouldn't remove connectedness so you would end up with two different system at the same time.
I have no problem with that. I could even use connectedness for something else, like new wonders.
you will not have any info on how many trade routes are active because the python interface inside the city screen has been changed to display connectedness instead.
I'm not good at python but I can try comparing with an older version.

You can try and set MAX_TRADE_ROUTES to something different than 0
I will :)
 
Grazie di tutto 45°, ricordo quando hai iniziato a resuscitare RAND anni fa...ed ora siamo a piu di 1k revisioni!
Thank you for everything 45, I remember when you restarted working on RAND, years ago... And now we're over 1k revisions.

Già, tanta acqua sotto i ponti... :)
Yes, we've come a long way...
(literally, "much water has passed under the bridge", I wonder if you use this or a similar expression in english)
 
We use "It's water under the bridge now" to indicate that something is a long time gone or should be forgotten/forgiven.
 
Back
Top Bottom