General A New Dawn discussion

What would you like it to say?

I think a note by a moderator with a link pointing to the subforum will suffice. Maybe something like "All relevant and updated info here (link)". Thanks!
 
Done. :)
 
hi um so i want to get into this modpack but
- the launcher doesn't want to update from 1076 to 1077. it goes through the whole module updater loading bar but then when it relaunches it says rev 1076 in the corner and has the "update available" message again
- whenever i launch the game with chronicles or the civs pack it throws xml errors ("tag: BUILDINGCLASS_FREE_PORT in Info class was incorrect" in Chronicles_CIV4BuildingInfos.xml + "ArtInfo: ART_DEF_BUILDING_FREE_PORT was not found" + "ArtInfo: 'ERROR' was not found" and "tag: TECH_CAVALRY_TACTICS in Info class was incorrect" in the danish/mexican/polish uu files, respectively)
 
Try it once more. Mine doesn't update until the 2nd try.

I think there was a patch released for those issues at some point, I might be wrong though.
 
hi um so i want to get into this modpack but
- the launcher doesn't want to update from 1076 to 1077. it goes through the whole module updater loading bar but then when it relaunches it says rev 1076 in the corner and has the "update available" message again
- whenever i launch the game with chronicles or the civs pack it throws xml errors ("tag: BUILDINGCLASS_FREE_PORT in Info class was incorrect" in Chronicles_CIV4BuildingInfos.xml + "ArtInfo: ART_DEF_BUILDING_FREE_PORT was not found" + "ArtInfo: 'ERROR' was not found" and "tag: TECH_CAVALRY_TACTICS in Info class was incorrect" in the danish/mexican/polish uu files, respectively)

Revision number not updated is a glitch. I know it keeps telling you that you are on 1076 but if you updated you really are on 1077. I'll fix this glitch in Rev1078. The other problem has not been addressed yet, but it will.
 
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- whenever i launch the game with chronicles or the civs pack it throws xml errors ("tag: BUILDINGCLASS_FREE_PORT in Info class was incorrect" in Chronicles_CIV4BuildingInfos.xml + "ArtInfo: ART_DEF_BUILDING_FREE_PORT was not found" + "ArtInfo: 'ERROR' was not found" and "tag: TECH_CAVALRY_TACTICS in Info class was incorrect" in the danish/mexican/polish uu files, respectively)
Apply the patches in the first post of the respective modmods.
 
Has anyone ever been able to get the Sanitize Water action to work? I can't seem to get it to appear under normal conditions.

Setting off a BBM or Plague Bringer unit is supposed to put down Infectious Smog or Plagued Smog in the nuke radius. It also converts water tiles to Infected Water/Plagued Water. This all seems to work fine.

The problem is trying to clean it up. When a Worker is on a smogged tile, the Sanitize option appears and works normally. The XML is the same as Scrub Fallout. When a Constructor Ship is on a smogged and infected tile, the Sanitize Water option does not appear. It's not even an Unavailable Worker Action if those choices are visible.

According to the XML, the Sanitize Water action is supposed to do two things; it removes the smog feature and puts down a Sanitize Water improvement. The NukeAfterEffects.py file then is supposed to convert the improved tile to a Coast tile (even if it was ocean before.)

I think the Sanitize Water improvement is the problem. If I remove the Sanitize Water <ImprovementType> from the action in CIV4BuildInfos, the Constructor Ship can clean up the smog but can't do anything about the infected water.

My current belief is that the Infected Water effect on top of the smog is too much. I think would be worth it to just remove the references to the infected water from the Python file and the XML, and combine the two Sanitize options into one that can be handled by either land or water units.

Since I set up my test conditions in WorldBuilder, I am just wondering if there is something I missed. I exploded the appropriate nukes, put down the cleanup units, made sure that I had all the techs, and there are no resource or gold requirements to sanitize. The only thing I can think of and I don't have time to test immediately is that these terrains are listed as Graphical Only, but so is Peak, and that doesn't cause any problems.
 
Has anyone ever been able to get the Sanitize Water action to work? I can't seem to get it to appear under normal conditions.

Setting off a BBM or Plague Bringer unit is supposed to put down Infectious Smog or Plagued Smog in the nuke radius. It also converts water tiles to Infected Water/Plagued Water. This all seems to work fine.

The problem is trying to clean it up. When a Worker is on a smogged tile, the Sanitize option appears and works normally. The XML is the same as Scrub Fallout. When a Constructor Ship is on a smogged and infected tile, the Sanitize Water option does not appear. It's not even an Unavailable Worker Action if those choices are visible.

According to the XML, the Sanitize Water action is supposed to do two things; it removes the smog feature and puts down a Sanitize Water improvement. The NukeAfterEffects.py file then is supposed to convert the improved tile to a Coast tile (even if it was ocean before.)

I think the Sanitize Water improvement is the problem. If I remove the Sanitize Water <ImprovementType> from the action in CIV4BuildInfos, the Constructor Ship can clean up the smog but can't do anything about the infected water.

My current belief is that the Infected Water effect on top of the smog is too much. I think would be worth it to just remove the references to the infected water from the Python file and the XML, and combine the two Sanitize options into one that can be handled by either land or water units.

Since I set up my test conditions in WorldBuilder, I am just wondering if there is something I missed. I exploded the appropriate nukes, put down the cleanup units, made sure that I had all the techs, and there are no resource or gold requirements to sanitize. The only thing I can think of and I don't have time to test immediately is that these terrains are listed as Graphical Only, but so is Peak, and that doesn't cause any problems.

Try to change <bNoImprovement>1</bNoImprovement> to 0 in featureinfos for biogas and that other one.. for some reason what i dont exactly remember i have changed it in my personal modification. If I remember correct I made change because it fixed something.
 
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Try to change <bNoImprovement>1</bNoImprovement> to 0 in featureinfos for biogas and that other one.. for some reason what i dont exactly remember i have changed it in my personal modification. If I remember correct I made change because it fixed something.

I didn't see that (trying to read XML on a laptop), but that fixes it. Thank you for pointing that out.

I still think that changing the terrain type in addition to adding the smog feature is just overkill. It also doesn't make sense to have the two abilities contradicting each other. Why create a way to remove an unwanted feature and at the same time preventing that way from ever happening? If the smog could be cleaned up separately that would work, but that's not the way it is programmed (and too fiddly for my taste as well).
 
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I didn't see that (trying to read XML on a laptop), but that fixes it. Thank you for pointing that out.

I still think that changing the terrain type in addition to adding the smog feature is just overkill.

No problem, glad if can help. Im not an *******, I have reported this years ago but looks like it has been never fixed.
And my opinion for feature is that I kind of like it and theres goog graphics and all.. nice niche I would say. And its always good to leave working feature in peace:lol:
 
No problem, glad if can help. Im not an *******, I have reported this years ago but looks like it has been never fixed.
And my opinion for feature is that I kind of like it and theres goog graphics and all.. nice niche I would say. And its always good to leave working feature in peace:lol:

The smog feature isn't the problem. I don't mind that. It's the terrain type change that I want to excise. That causes way more issues.
 
No problem, glad if can help. Im not an *******, I have reported this years ago but looks like it has been never fixed.
And my opinion for feature is that I kind of like it and theres goog graphics and all.. nice niche I would say. And its always good to leave working feature in peace:lol:

The smog feature isn't the problem. I don't mind that. It's the terrain type change that I want to excise. That causes way more issues.
 
The smog feature isn't the problem. I don't mind that. It's the terrain type change that I want to excise. That causes way more issues.

What issues you mean..? Have you thinked that terrain change balances damage caused BBMs, in land tiles biogas destroys improvements and even features if I remember right.
In water tiles damage is only smoge and maybe some fishing boat if you remove terrain change. I think current way is more balanced.

Edit.. hmm.. not sure if theres need to first clean smoge and then clean water in game or is it just my own change:rolleyes:
 
What issues you mean..?
I think he means:
According to the XML, the Sanitize Water action is supposed to do two things; it removes the smog feature and puts down a Sanitize Water improvement. The NukeAfterEffects.py file then is supposed to convert the improved tile to a Coast tile (even if it was ocean before.)
I see that as a problem too.
Also: A terrain feature can spread from one tile to an other but a terrain type cannot.

I'd rather like to see not Infectious Smog or Plagued Smog (features) on water tiles but Infected Water/Plagued Water (features, not terrain type).
The water version of the smogs could spread faster and be harder to remove.
 
I know we are not really looking for new features to add but I just have to mention the idea that Platyping's Happy Golden Age gave.
What if excess :) and :health: were useful? Simply every point of excess :) and :health: would generate +1:commerce:. After all happier and healthier citizens are more productive.
Just an idea.
 
I think he means:
I'd rather like to see not Infectious Smog or Plagued Smog (features) on water tiles but Infected Water/Plagued Water (features, not terrain type).
The water version of the smogs could spread faster and be harder to remove.

That seems too fiddly for my taste. I would prefer just having the one of each feature. They are nasty enough as it is. Either smog completely shuts down yields from the given tile and while worker units can go in and clean it up, if you want to guard the cleanup units, you need at least one medic and you need super-medics for the plague smog because it inflicts 50% of health per turn.
 
That seems too fiddly for my taste. I would prefer just having the one of each feature. They are nasty enough as it is. Either smog completely shuts down yields from the given tile and while worker units can go in and clean it up, if you want to guard the cleanup units, you need at least one medic and you need super-medics for the plague smog because it inflicts 50% of health per turn.
Actually my biggest problem is the name. Maybe it's just me but I don't like Smog on water. I'm not a native English speaker but it doesn't sound right for me. Could it be changed to something more universal? Like: Plague Storm and Infectious Storm?
 
I have no idea if smog collects on water, but something like "plague storm" sounds suitably like a Transhuman problem to me.
 
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