View Full Version : RoM Latest Version
zappara Sep 13, 2007, 01:41 AM Rise of Mankind Download
This mod is available in 2 different versions
Version 2 Main mod files:
Download Rise of Mankind 2.92 (magnet:?xt=urn:btih:EB6MV5BF5SCNVHPDG54O2V2UDHI7C JXS) for Beyond the Sword 3.19
torrent (magnet link), full version 445MB
Version 2.92 is currently only available as a torrent download. Regular download option will be added later.
Download Rise of Mankind 2.9 (http://forums.civfanatics.com/showthread.php?t=356954) for Beyond the Sword 3.19
torrent file, full version 445MB
Magnet link to Download RoM 2.9 (magnet:?xt=urn:btih:7LKYZ4Y7GSAUXHBABNPD4KCWG5V5T 44J) (requires torrent client)
Download Rise of Mankind v2.91 (http://forums.civfanatics.com/downloads.php?do=file&id=9301) for Beyond the Sword v3.19 (447MB)
Download Rise of Mankind v2.9 (http://www.atomicgamer.com/files/84604/rise-of-mankind-2-9-mod-for-civ-4beyond-the-sword) for Beyond the Sword v3.19 (445MB)
Rise of Mankind 2.9->2.91 patch (http://forums.civfanatics.com/downloads.php?do=file&id=14597) (2.5mb)
Older files:
Download Rise of Mankind 2.8 (http://forums.civfanatics.com/showthread.php?t=339734) for Beyond the Sword 3.19
(torrent files for Lite, Full and Mega versions)
- Full is the main mod with all the features
- Lite is same as Full but comes without new custom wonder videos and without new modular leaders in order to reduce the download size
- Mega is same as Full mod but has 60 more modular civs and 120+ new modular leaders included.
Download Rise of Mankind v2.8 (http://atomicgamer.com/files/81748/rise-of-mankind-full) for Beyond the Sword v3.19
Download Rise of Mankind 2.8->2.81 patch (http://forums.civfanatics.com/downloads.php?do=file&id=13746) (for FULL and LITE versions only!)
Download Rise of Mankind 2.8Mega -> 2.81 patch (http://forums.civfanatics.com/downloads.php?do=file&id=13756) (for MEGA version only!)
Download Rise of Mankind v2.71 (http://www.atomicgamer.com/file.php?id=79619) for Beyond the Sword v3.19
Download Rise of Mankind 2.62 (http://files.filefront.com/RiseOfMankind262Fullrar/;13558523;/fileinfo.html) for Beyond the Sword 3.17
Download Rise of Mankind 1.03 (http://www.filefront.com/16664413/Rise-of-Mankind-1.03.rar/) for Beyond the Sword
This version should work on Mac computers since this one doesn't contain custom dll.
Download mirrors:
http://www.riseofmankind.happyhost.org/
(alternative download locations listed if you can not use the main download link, also choices to download mod in smaller zip parts)
Version 2 Patch files:
None at the moment
Version 2 Installation instructions:
Locate your Civilization 4 installation folder from your hard drive.
There go to subfolder named Beyond the Sword and under Beyond the Sword go to subfolder Mods.
IF YOU HAVE VERSION 1.x or 2.x (any previous version) INSTALLED, PLEASE RENAME OLD VERSION'S "Rise of Mankind" FOLDER TO SOMETHING ELSE (in case you want to continue playing that version too) OR DELETE IT BEFORE CONTINUING
Unzip the mod to this Mods folder. Zip file contains the needed folder structure for the mod files so make sure your archiver program is set to unzip files with the folders.
Start your Civ 4: Beyond the Sword normally and from start menu click "Load a mod". Choose Rise of Mankind mod from list and click ok.
When game has reloaded itself with the mod, you can start playing.
zappara Sep 13, 2007, 01:42 AM Version History
Version 2.92
Read from here (http://forums.civfanatics.com/showpost.php?p=9287078&postcount=608)
Version 2.91
Read from here (http://forums.civfanatics.com/showpost.php?p=9065926&postcount=2856)
Version 2.9
read from here (http://forums.civfanatics.com/showpost.php?p=8987861&postcount=554)
Version 2.81
read from here (http://forums.civfanatics.com/showpost.php?p=8691360&postcount=442)
Version 2.8
read from here (http://forums.civfanatics.com/showpost.php?p=8577479&postcount=404)
Version 2.2
Update to BtS 3.17
------------------
- Updated: CvAdvisorUtils.py
- Updated: CvEventManager.py
- Updated: PyHelpers.py
- Updated: CvRandomEventInterface.py
- Updated: CvMainInterface.py
- Updated: GlobalDefines.xml
- Updated: CIV4EventInfos.xml
- Updated: CIV4EventTriggerInfos.xml
- Updated: CIV4EspionageMissionInfo.xml
- Updated: CIV4PromotionInfos.xml
- Updated: CIV4UnitInfos.xml
Gamefont
--------
- Fixed: all religious icons should be shown correctly now on buildings and on score list
Buildings
---------
- Added: Tannery
- Added: Bakery
- Changed: Butchery moved to Animal Husbandry, Fur resource added to OR -requirement list
Units
-----
- Fixed: Roman cannon art files had typo in path, unit should be shown correctly now
- Changed: Cavalry can Flank attack all earlier siege weapons (BtS 3.17)
- Changed: Cuirassiers can Flank attack all earlier siege weapons (BtS 3.17)
- Changed: Gunships and AH64 can Flank Attack Cannons (BtS 3.17)
- Changed: Airship no longer gets bonus attacking ships (BtS 3.17)
- Changed: Airship does 20% maximum air strike damage (BtS 3.17)
- Changed: Machine Gun and Anti-Tank get 15% air interception chance (BtS 3.17 has 20%)
- Changed: Re-added cap to number of active Corporation Executives (5) (BtS 3.17)
Python
------
- Changed: River Port will be disabled if city builds Harbor (not that River Ports can be still built in all cities with River access, only disabled in coastal cities if player builds Harbor)
- Added: Bakery->Food Processing Plant upgrade line
- Fixed: Sevopedia's Improvement pages list now route bonuses for improvements
Resources
---------
- Changed: Rubber no longer appear on Forests, only on Jungles
- Changed: Apple appears now between latitudes 20-60 (was 0-70)
- Changed: Tobacco appears now between latitudes 0-40 (was 0-60), can appear jungle/plains plots as well
- changed: Olives appear now between latitudes 10-50 (was 0-60)
Events
------
- Changed: Mother lode event can happen in Shaft Mine, gold amount changed to BtS 3.17 values
- Changed: Blessed Sea event no longer require certain type ships (BtS 3.17)
- Changed: "Friendly locals" event expires with Nationalism (BtS 3.17)
- Changed: "Miracle" event expires with Rifling (BtS 3.17)
- Changed: "Partisans" event active in every game (BtS 3.17)
- Changed: Barbarian uprising events can occur only if you can build a counter unit (BtS 3.17)
Promotions
----------
- Changed: Siege units no longer have access to Combat1-6 promotions (BtS 3.17)
Espionage
---------
- Changed: Increased "support city revolt" cost (BtS 3.17)
Game defaults
-------------
- Changed: Global warming in forests and jungles just removes those features, without turning plot to desert (BtS 3.17)
- Changed: Global warming takes into account the number of forests and jungles in the world (BtS 3.17)
- Changed: Global Warming is affected by unhealthy buildings in addition to nuclear explosions. (BtS 3.17)
Version 2.12
Python
------
- Fixed: another bug in GameUtils.py that caused python exception
Version 2.11
Python
------
- Fixed: bug in GameUtils.py that caused python exception
Version 2.1
Python
------
- Fixed: zCivics cannotDoCivic function was in wrong spot in CvGameUtils.py (luckily this wasn't used yet)
- Fixed: GameUtils.py when AI player decides to build Inquisitor
- Disabled: some obsolete code religion block from CvScreensInterface.py (was part of Limited Religion mod component)
- Added: New Military Advisor screen component
- Changed: Illyrian Pirates event checks for War Galleys
- Changed: Espionage flavor color adjustments to Flavor coloured tech tree
Units
-----
- Added: Rocket Artillery unit, req. Composites
- Added: Medic, req. Battlefield Medicine, starts with Medic I and Heal promotions
- Added: Special Forces, uses Navy Seal graphics
- Added: Aurora Scramjet, req. Hypersonic flight
- Added: Orbital Fighter, req. Orbital Flight
- Added: Orbital Bomber, req. Orbital Flight
- Added: Modern Fighter F35
- Added: Police Squad icon
- Added: Special Infantry icon
- Added: Modern Grenadier icon
- Added: Elephant Rider icon
- Added: Early Destroyer icon
- Added: Battlecruiser icon
- Added: SR71 icon, air range decreased from 30 to 20
- Changed: Light Artillery no longer upgrade to mobile artillery, stays always as cheaper artillery option for late eras (for new civs), icon added
- Changed: Mobile Artillery moved to Logistics, requires Artillery & Radio, Oil bonus requirement changed to Oil Products, upgrades to Rocket Artillery
- Changed: Transport Helicopter no longer upgrade to AH64 (which doesn't have transport capabilities), now only defensive unit, -50% bonus against ships, flanking strikes removed since it's now only defensive
- Changed: Navy Seal uses now new American Marine graphics
- Changed: AH64 helicopter has gained flanking strike against Rocket Artillery, -50% bonus against ships
- Changed: Gunship -50% bonus against ships
- Changed: Inquisitor isn't National unit anymore so there's no limit how many player can build them
- Fixed: Transport Helicopter strategy and pedia entries were missing
- Changed: All Wheeled units require now vulcanized Rubber or Synthetic Rubber
- Changed: Hi-Tech APC requires vulcanized rubber or synthetic rubber
- Changed ACV requires requires vulcanized rubber or synthetic rubber
- Changed: ACV SAM requires requires vulcanized rubber or synthetic rubber
- Changed: Mounted Infantry units upgrade now to Cuirassier (don't go obsolete so fast)
- Changed: Pikeman units first defend against Mounted units
- Changed: Heavy Pikeman units first defend against Mounted units
- Changed: Bazooka targets first any Wheeled or Tracked units in combat outside cities
- Changed: Anti-Tank targets first any Wheeled or Tracked units in combat outside cities
- Changed: Stealth Fighter upgrades to Aurora Scramjet
- Changed: Stealth Bomber upgrades to Orbital Bomber
- Changed: F15 is default Strike Fighter now
- Changed: Strike Fighters upgrade to Modern Fighter
Techs
-----
- Added: Battlefield Medicine, req. Nationalism and Chemistry
- Added: Hypersonic flight
- Added: Orbital flight
- Changed: composites requires now Organic Chemistry
- changed: Space Flight requires now Modern Physics
- Changed: Submarine Warfare requires now Military Science
- Changed: Medicine requires now Battlefield Medicine, no longer require Optics (was already included in pre-reqs)
- Changed: Dualism cost increased to match Monotheism cost, flavors adjusted (growth flavor added)
- Changed: Interstellar travel moved further, requires now Cold fusion instead of Fusion, cost increased to 20000
- Changed: Weather Control moved further, requires now Orbital Flight and Terra Computer, cost increased from 12000 to 15000
- Changed: Space Colonies moved further, requires now Orbital Flight, cost increased to 13500
- Changed: Polytheism flavors adjusted (gold flavor added), cost decreased from 100 to 80
- Changed: Mass Media flavors
- Changed: Radio flavors
- Changed: Electricity flavors
- Changed: Refining flavors
- Changed: Explosives flavors
- Changed: Steel flavors
- Changed: Realism flavors
- Changed: Photography flavors
- Changed: Social Contract flavors
- Changed: Juris Prudency flavors
- Changed: Navigation flavors
- Changed: Naval Cannon flavors
- Changed: Education flavors
- Changed: Mercantilism flavors
- Changed: Corporation flavors
- Changed: Liberalism flavors
- Changed: Nationalism flavors
- Changed: Replaceable parts flavors
- Changed: Representative Democracy flavors
- Changed: Steam Power flavors
- Changed: Medicine flavors
- Changed: Marxism flavors
- Changed: Constitution flavors
- Changed: Stirrup flavors
- Changed: Chivalry flavors
- Changed: City Planning flavors
- Changed: Invention flavors
- Changed: Guilds flavors
- Changed: Democracy flavors
- Changed: Monarchy flavors
- Changed: Sanitation flavors
- Changed: compass flavors
- Changed: Optics flavors
- Changed: Printing press flavors
- Changed: Astronomy flavors
- Changed: Political Philosophy flavors
- Changed: Divine Right flavors
- Changed: Leadership flavors
- Changed: Calendar flavors
- Changed: Naval Tactics flavors
- Changed: Grand War flavors
- Changed: Civil Service flavors
- Changed: Labor Union flavors
- Changed: Combustion flavors
- Changed: Refrigeration flavors
- Changed: Screw Propeller flavors
- Changed: Railroad flavors
- Changed: Agricultural Engineering flavors
- Changed: Semi-Automatic Weapons flavors
- Changed: Industrialism flavors
- Changed: Motorized Transportation flavors
- Changed: Communism flavors
- Changed: Fascism flavors
- Changed: Plastics flavors
- Changed: Motion Pictures flavors
- Changed: Automatic Weapons flavors
- Changed: Rocketry flavors
- Changed: Armored Vehicles flavors
- Changed: Guerrilla warfare flavors
- Changed: Literature flavors
- Changed: Submarine flavors
- Changed: Electronics flavors
- Changed: Organic Chemistry flavors
- Changed: Amphibious warfare flavors
- Changed: Machine tools flavors
- Changed: Sonar Flavors
- Changed: Aviation flavors
- Changed: Mechanized warfare flavors
- Changed: Logistics flavors
- Changed: Radar flavors
- Changed: Modern Seismology flavors
- Changed: Advanced Flight flavors
- Changed: Manufacturing flavors
- Changed: Laser flavors
- Changed: Biological Warfare flavors
- Changed: Tourism flavors
- Changed: Microchip flavors
- Changed: Nuclear Power flavors
- Changed: Guided Weapons flavors
- Changed: Jet Propulsion flavors
- Changed: Ecology flavors
- Changed: Computer Networks flavors
- Changed: Space Flight flavors
- Changed: Globalization flavors
- Changed: 3D Modelling flavors
- Changed: Fiber Optics flavors
- Changed: Genetics flavors
- Changed: Space Flight flavors
- Changed: Communication networks flavors
- Changed: Virtual Reality flavors
- Changed: Recycling flavors
- Changed: Magnetic Levitation flavors
- Changed: Automated Traffic flavors
- Changed: Knowledge Management flavors
- Changed: Fuel Cells flavors
- Changed: Gene Manipulation flavors
- Changed: Military Robotics flavors
- Changed: Mesh Networks flavors
- Changed: Conglomerates flavors
- Changed: Human/Machine Interface flavors
- Changed: Nano Electronics flavors
- Changed: Space Colonies flavors
- Changed: Smart Dust flavors
- Changed: Advanced Computers flavors
- Changed: Bionics flavors
- Changed: Fusion flavors
- Changed: Superstring theory flavors
- Changed: Weather Control flavors
- Changed: Ecological Engineering flavors
- Changed: Nano Mining flavors
- Changed: Regenerative medicine flavors
- Changed: Megastructure engineering flavors
- Changed: Terra computer flavors
- Changed: Aquaculture flavors
- Changed: Environmental economics flavors
- Changed: Homo Superior flavors
- Changed: Shielding flavors
- Changed: Sentient Earth flavors
- Changed: Advanced Shielding flavors
- Changed: Future Tech flavors
Buildings
---------
- Added: Anti-Missile Batteries
- Added: Radar Station
- Added: Rubber Factory
- Added: Chemical Plant
- Added: Slave Market, requires Slavery civic to be active before can be built
- Added: Manor, requires Vassalage civic
- Added: Agora, requires Majority Rule civic
- Added: Irrigation Canals
- Added: River Port
- Added: Paved Roads
- Added: New icon for Opera House
- Added: Townclock graphics
- Added: Sewer system graphics
- Added: School graphics
- Added: Meeting Hall graphics
- Added: Opera House graphics + button
- Changed: Oil refinery requires river instead of coastal plot. This helps to build units that require Oil Products on maps where seas aren't present.
- Changed: Weapon Factory AI weight value increased from 10 to 100
- Changed: Bunker air defense decreased from 50% to 20%
- Changed: Grocer gives +1 health from Apple, -1 health from tobacco and +1 happiness from Tobacco
- Changed: Apothecary gives +1 health from Apple, -1 health from tobacco and +1 happiness from Tobacco
- Changed: Supermarket gives -2 health from Tobacco and +1 happiness form Tobacco
- Changed: American mall gives -2 health from Tobacco and +1 happiness form Tobacco
- Changed: Market gives +1 happiness from Olives
- Changed: Granary gives +1 health from Potato, now storages 30% of food instead of 50% (cities grow slower)
- Changed: Terrace gives +1 health from Potato, now storages 30% of food instead of 50% (cities grow slower)
- Changed: Weapon Factory renamed to Filling factory
- Changed: Library science flavor increased
- Changed: University science flavor increased
- Changed: Healer's hut cost decreased from 60 to 40 (helps early game if player has lots of jungle near capital)
- Changed: Buildings re-arranged so that the similar type buildings are "grouped" in city build list
- Changed: Bomb Shelters moved to Fission, requires also Civil engineering
- Changed: Conquest probability for all buildings that previously had 66% has been increased to 75%. This means these buildings are bit more likely to survive when city is captured.
- Changed: Walls conquest prob 0 -> 20%
- Changed: High Walls conquest prob 0 -> 30%
- Changed: Castle/Citadel conquest prob 0 -> 40%
Improvements
------------
- Changed: Cottage, Hamlet, Village and Town +1 food (since the food cost per population is 3 instead of BtS default 2, AI didn't want to build these due to lack of food)
- Changed: Watermill initial bonus is now +1 food +1 hammer
- Changed: Forest Preserve gets bonus from techs Ecology, Ecological engineering and Sentient Earth
- Changed: Oil wells can be built now with Refining tech
Civics
------
- Changed: Corporatism no longer give +1 free specialist per city
- Changed: Caste System no longer give unlimited artist/merchant/scientist
- changed: Global Market gives +15% food instead of 25%
- Changed: State Property gets now +1 espionage per specialist
- Changed: Hereditary rule no longer give food bonus
- Changed: Police State no longer give food bonus
- Changed: Vassalage no longer give food bonus
- Changed: Bureaucracy no longer give food bonus
- changed: Free Speech no longer give food bonus from Towns, gives now +1 hammer from Town and village, -2 happiness from Slave Market
- Changed: Mercantilism gives +2 gold from Plantation improvement
- Changed: Free market gives now +1 trade routes in every city, +1 gold from plantation improvement
- Changed: Industrialism gets +1 happiness from Factory and Manufacturing Plant
- Changed: Global Market no longer give food bonus
- Changed: Private Healthcare gives now +2 health in every city and +1 health from Doctor's office
- Changed: Government funded healthcare now gives +3 health in every city and +1 health from Doctor's office and Hospital
- Changed: Universal Suffrage -1 happiness from Slave Market
Wonders
-------
- Added: Palace of Potala graphics and button
- Added: Temple of Heaven grapchis and button
- Added: Edinburgh's castle graphics (some generic castle, not real Edinburgh's castle)
- Changed: Pyramid of the Magician no longer add +1 gold for all state religion buildings (wasn't restricted to Nagualism), gets +50% trade route bonus in this city
- Changed: The Temple of Heaven no longer give +1 culture from all state religion buildings, gives now +25% culture in all cities
- Changed: Pont du Gard gives now +2 area health instead of +1
- Changed: Isaac Newton's College, Leonardo's Workshop and Copernicus Observatory can't be built in same city
- Changed: Edison's Workshop and Einstein's laboratory can't be built in same city
- Changed: Marco Polo's Embassy no longer allow all economic civics, instead it gives +3 trade routes in city and +1 base gold from all merchant specialists
- Changed: Masada no longer give +1 culture from all state buildings, gets +2 free Priests, Priests in all cities yield +1 hammer
- Fixed: King Richard's Crusade had wrong icon and building graphics
- Fixed: Leonardo's Workshop movie can be seen now
National Wonders
----------------
- Changed: Ironworks no longer require forges due to forges being part of building upgrade path
- Added: Central Bank graphics and button
Projects
--------
- Changed: SDI gives now 50% intercept chance against nukes instead of 75% (in real life these projects weren't that successfull)
Resources
---------
- Added: Olives
- Added: Tobacco
- Added: Apple
- Added: Rubber
- Added: Vulcanized Rubber
- Added: Synthetic Rubber
- Changed: Coffee button
- Changed: Lemon button
- Changed: Sulphur button
- Changed: Potato button
- Changed: Hemp button
- Changed: Pearls button
Improvements
------------
- Added: Silk Farm, req. Trade
- Added: Olive Orchard, req. Bronze Working
- Added: Apple Orchard, req. Bronze Working
- Changed: Plantation isn't used for Silk resource anymore
PlotLSystem
-----------
- Changed: Silk sections point to Silk Farm improvement instead of Plantation
Events
------
- Changed: Illyrian Pirates use War Galleys instead of Triremes.
- Changed: Taliban event spawns Guerrillas instead of Infantry units (more dangerous now)
Game Speed
----------
- Changed: Snail game speed can now train units and construct buildings faster (not tested how big the effect is in full game)
Game settings
-------------
- Changed: Max experience after unit upgraded increased from 10 to 16
- Changed: Max Great wonders per city decreased from 6 to 4 (back to original RoM default setting)
Unitcombats
-----------
- Fixed: Removed duplicate Helicopter unitcombat info
Civilizations
-------------
- Changed: Barbarians no longer can built units: V1, Rocket Artillery, Arquebusier, Medic, Orbital Fighter, Orbital Bomber, Aurora Scramjet, Modern Fighter, Pioneer, Colonist, Modern Marine, Modern Paratrooper, Hellenic Missionary, Amun-Ra Missionary, Nagual Missionary, Zoroastrian Missionary, Inquisitor, Special Forces, Landing Ship tank, Stealth Submarine, SR71
- Changed: Barbarians no longer can build many new buildings/national wonders/Great Wonders
Maps
----
- Changed: new resources added to 28 Civ Huge Earth Map scenario
Version 2.01
Religions
---------
- Changed: Islam is founded with Education now
- Changed: Jewish Global Religion Commerces (Temple of Solomon activates) changed from +2 gold +1 science to +1 gold (recommended by Commander Bello & little_cyclone)
Buildings
---------
- Changed: All Medieval building costs increased by 10%
- Changed: All Renaissance building costs increased by 20%
- Changed: All Industrial building costs increased by 30%
- Changed: All Modern building costs increased by 40%
- Changed: All Future building costs increased by 50%
- Changed: Observatory can be built only in cities which have hills or peak inside city radius (most real life observatories are on hills/mountains)
- Changed: Deep Space Research Institute is now National Wonder
- changed: Laboratory requires University instead of Observatory because Observatory can't be built anymore to all cities
- Changed: Accelerator no longer cause unhealthiness, space production bonus decreased from 50% to 20%, cost increased from 230 to 500
- Added: Food Processing Plant graphics and icon
- Added: Manufacturing plant graphics
Wonders
-------
- Changed: All Medieval Wonder costs increased by 10%
- Changed: All Renaissance Wonder costs increased by 20%
- Changed: All Industrial Wonder costs increased by 30%
- Changed: All Modern Wonder costs increased by 40%
- Changed: All Future Wonder costs increased by 50%
- Changed: Copernicus Observatory can be built only in cities which have hills or peak inside city radius
- Changed: Einstein's laboratory no longer give +2 extra science from all specialists, instead the city where this wonder is built, gets 2 free scientist, obsolete at Superstring Theory
- Changed: Radio Telescope requires University in city instead of Observatory (Radio Telescopes are built usually in valleys instead of hills/peaks)
- Changed: Leonardo's Workshop obsolete at Thermodynamics
- Changed: Edison's workshop obsolete at Magnetic Levitation
- Changed: Isaac Newton's college obsolete at Quantum Physics
- Changed: sphingx moved back to Masonry, cost decreased to 250 (half of Pyramid cost)
- Changed: Temple of Solomon +15% gold bonus added
- changed: Hanging Gardens moved to Dualism
- Added: Alhambra Icon
- Added: Pont du Gard icon
National Wonders
----------------
- Changed: All Medieval National Wonder costs increased by 10%
- Changed: All Renaissance National Wonder costs increased by 20%
- Changed: All Industrial National Wonder costs increased by 30%
- Changed: All Modern National Wonder costs increased by 40%
- Changed: All Future National Wonder costs increased by 50%
- Changed: Moai Statues moved to Sculpture tech, requires also Seafaring
- Changed: Oxford University science bonus decreased from 100% to 50%
- Changed: Supercollider science bonus decreased from 100% to 50%
- Changed: Radio Telescope science bonus decreased from 100% to 50%
- Changed: Computer Center science bonus decreased from 200% to 100%
Units
-----
- Changed: Cavalry units require now Cavalry Tactics instead of Flintlock (Cavalry can't be found before Cuirassier now)
- Changed: All units that previously required Rocketry, require now Advanced Rocketry
- Changed: African horse archer flavor unit swapped to Middle east version due to bug that city screen malfunction
- Changed: Horseman cost decreased from 50 to 38
- Changed: Bombard cost decreased from 100 to 90
- Fixed: Middle East heavy swordsman was missing 2 texture files for low graphic settings
- Fixed: Attack Submarine has now Oil Products as OR requirement
- Fixed: Tank unitclass requires now Radio tech and Oil products
- Fixed: Heavy Tank unitclass requires now Radio tech and Oil products
- Fixed: Asian Longbowman icon
- Added: Icons for Fusion Battleship, Fusion Destroyer, Fusion Cruiser, Fluyt, Fusion Transport, Fusion Carrier, Jeep, Submerged Town Platform, Bombard, Hi-Tech APC, Sacred Band, Plasma Armor, Hover Tank, F35, Landing Ship Tank, Ashigaru
- Added: V1 Missile, req. Rocketry
- Added: Missionary units for all new religions, this should fix crash issue with religions
Events
------
- Changed: Adjusted occurrance rate for Crucible Steel event, now might happen in 2 of 3 games
- Changed: Rabbi event activated
- Changed: Golden Buddha event activated
- Changed: Preaching researcher event activated
- Fixed: Text entry for Crucible Steel event
- Added: Poisoned Arrows event
- Added: Sandstorm event
Techs
-----
- Added: Advanced Rocketry
- Changed: City Planning can not be found from Goody hut
- Changed: Monarchy can not be found from Goody hut
- Changed: Usury can not be found from Goody hut
- Changed: Rocketry moved earlier, Advanced Rocketry replaces its old spot
- Changed: Polytheism requires now Mysticism, no longer require Priesthood
- Changed: Dualism requires now Priesthood, cost increased from 56 to 100
- Changed: Monarchy requires Monotheism instead of Polytheism
- Changed: Monotheism moved bit earlier, requires now Polytheism instead of Dualism
- Changed: Sculpture requires now polytheism (forces Hinduism to be founded before Hellenism), cost increased from 95 to 120
- Changed: Divine Right removed Monarchy requirement (was included pre-reqs already), requires now Architecture
- Changed: Robotics require Manufacturing and Laser
Resources
---------
- Changed: AI Trade modifiers increased for Banana, Dye, Fur, Gems, Gold, Incense, Ivory, Silk, Silver, Spices, Sugar, Wine, Whale, Hemp, Salt, Potato, Coffee, Pearls, Lemons, Cotton
- Changed: AI Trade modifier decreased for Glassware
- Changed: Unique value increased for Aluminium to 4, makes AI players want more this resource and cause war more often
- Changed: Unique value increased for resources: Lemon, Fur, Gems, Gold, Incense, Ivory, Silk, Spices, Sugar, Hemp, Salt, Coffee
Promotions
----------
- Changed: Anti-tank defense I requires Advanced Rocketry
- Changed: Fieldsman I -15% hill defense added (hills can have plains/grassland so now overal bonus for hills is +15% plains-15% hills = 0%)
- Changed: Fieldsman II -15% hill attack added, same reason as for Fieldsman I, Plains/Grassland terrain double movement bonus removed
- Changed: Fieldsman III -20% hill defense/attack added (0% overal bonus grassland/plains+hills)
Improvements
------------
- Fixed: Railroad now correctly gives +1 hammer for Town, Village, Cottage, Hamlet
Python
------
- Changed: CvPath.py checks game/mod location with different method now
Pedia
-----
- Added: More Rise of Mankind hints
Sound
-----
- Fixed: audio defines DIPLO_LE_LOI_EARLY and DIPLO_LE_LOI_LATE were missing
Other
-----
- Removed: Commented lines/sections from most xml files. There's been reports on forums that in some cases these commented lines can cause bugs in mods.
zappara Sep 13, 2007, 01:42 AM Version History
Version 2.006
Promotions
----------
- Added: Fieldsman I-III promotions
- Fixed: Tried to rearrange Promotions so that Promotion tree is easier to read
- Changed: Fanatic requires now Combat 3, no longer available for Veteran pilot
- Changed: Kamikaze requires now Low Altitude maneuvers for planes
Buildings
-----
- Added: Accelerator icon
- Added: Royal Tournament icon
- Added: Computer Center icon
- Added: Info Net icon
- Added: Supercollider icon
- Added: Convention Center icon
- Added: Personal Rapid Train icon
- Changed: Glassmith requires minimum of 4 Forges (to limit glass resource amounts), +15% gold yield modifier swapped to +15% gold commerce modifier
- Changed: Brothel espionage bonus increased from 10% to 25%
- Changed: Meeting Hall espionage bonus increased from 5% to 15%
Units
-----
- Added: SR-71 Blackbird, national unit
- Added: Light Anti-Air gun icon
- Added: Flak88 icon
- Added: Iron Frigate icon
- Added: Japanese units Ashigaru (replaces pikeman), Elite Ashigaru (replaces heavy pikeman)
- Added: Carthage flavor swordsman, pikeman, heavy pikeman, longbowman, crossbowman, axeman and knight units
- Added: Carthage Sacred Band UU (replaces Heavy Swordsman)
- Added: Dutch UU Batavian Cavalry (starts with Amphibious, they were known to be good swimmers)
- Added: Dutch flavor units Swordsman, Heavy Swordsman, Pikeman, Heavy Pikeman, Longbowman, Crossbowman, Knight
- Added: Mesoamerican unit flavor style
- Added: Inca musketman as flavor unit for Meso American civs
- Added: Inca Cuirassier as flavor unit for Aztec and other Meso American civs
- Added: Inca cannon for Meso American civs
- Added: Inca Rifleman for Meso American civs
- Added: Inca Cavalry for Meso American civs
- Added: Inca grenadier for Meso American civs
- Added: Meso american flavor units: Crossbowman, Arquebusier, Maceman, Mounted Infantry, Swordsman (same as Andean), Heavy Pikeman (same as Andean), Heavy Cavalry (same as Andean)
- Added: South American / Andean flavor units: Musketman, Mounted Infantry (same as Meso), Swordsman, Heavy Pikeman, Heavy Cavalry
- Changed: Chivalry unit renamed to Templar Knight (was pedia issue between the tech and units)
- Changed: French chivalry unit renamed to Hospitaller Knight
- Changed: German chivalry unit renamed to Teutonic Knight
- Changed: German heavy swordsman renamed to Teutonic Swordsman
- Changed: Cavalry Auxilia (rome) renamed to Equites
- Changed: Roman Cavalry renamed to Cavalry Auxilia
- Changed: Arquebusier no longer ignore building defense (these were ineffective weapons on long range and due to no rifling, accuracy was poor)
- Changed: T-72 added to several civs as flavor unit
Wonders
-------
- Changed: Great Wall max start era from Ancient to Medieval
- Changed: Pir-e Sabz (Zoroastrian Shrine) no longer give culture bonus for all state religion buildings (gave bonus even if Zoroastrian wasn't state religion ie. wasn't working right), gives now +10% culture bonus in all cities
- Changed: Karnak temple (Amun-Ra shrine) no longer give culture bonus for all state religion buildings (see above), gives now +1 culture from all specialists instead
- Changed: Masjid al-Haram (Islamic shrine) no longer give culture bonus for all state religion buildings
- Changed: Tikal (Nagualism shrine) no longer give culture bonus for all state religion buildings, gives +1 free specialist per Quarry
Techs
-----
- Added: Mesh Networks icon
- Changed: Blood Cult renamed to Sacrifice Cult
Civics
------
- Changed: Capitalism renamed to Corporatism
Pedia
-----
- Added: pedia text for most units
- Added: pedia text for resources
- Added: pedia text for Civics
- Added: quotes for some techs
- Added: pedia for most techs
Resources
---------
- Changed: Salt gets +1 hammer from Quarry
Civilizations
-------------
- Changed: Inca uses now Meso American flavor unit style
- Changed: Maya uses now Meso american flavor unit style
Version 2.005beta patch
Gameplay
---------
- Custom game supports now up to 34 Civs
Events
------
- Fixed: python for Elite Swordsman event checks for Light Swordsman units
Game DLL
--------
- Added: Lt. Bob's DLL that supports up to 34 Civs (40 with colonies), includes Bhruic's patch
Civics
------
- Changed: Sacrifice cult no non-state religion spread effect removed
Maps
----
- Added: Earth Map with 28 preset Civilizations at their correct places, new resources added to map
Leaders
-------
- Changed: Suryavarman (Maya) favorite religion set to Nagualism
- Changed: Huayna Capac (Inca) favorite religion set to Nagualism
- Changed: Alexander (Greece) favorite religion set to Hellenism
- Changed: Pericles (Greece) favorite religion set to Hellenism
- Changed: Julius Caesar (Rome) favorite religion set to Hellenism
- Changed: Ramesses (Egypt) favorite religion set to Amun-Ra
- Changed: Suppiluliuma (Hittites) favorite religion set to Amun-Ra
- Changed: Cyrus (Persia) favorite religion set to Zoroastrianism
- Changed: Darius (Persia) favorite religion set to Zoroastrianism
- Changed: Hammurabi (Babylon) favorite religion set to Zoroastrianism
Techs
-----
- Changed: Religion flavor removed from City Planning
Improvements
------------
- Changed: Town -1 food effect removed, +1 hammer from road added (moving workforce/trade goods boosts production)
- Changed: Village -1 food effect removed, +1 hammer from road added (moving workforce/trade goods boosts production)
- Changed: Hamlet +1 hammer from road added (moving workforce/trade goods boosts production)
Version 2.004beta patch
Mod components
--------------
- Added: zCivics
- Enabled: Civ4lerts
Units
-----
- Changed: Inquisitor unit requires now Theocracy Civic
Events
------
- Added: Wootz Steel event
Promotions
----------
- Added: Wootz steel special promotion (can only be gained from event)
Sound
-----
- Fixed: 2 diplomacy sound files were missing
Version 2.003beta patch
Flavor units
------------
- Disabled: African cuirassier unit due to graphical issue (possible cause animation files)
- Fixed: African worker unit
- Fixed: African explorer unit
Units
-----
- Changed: Rifleman units require Flintlock
- Changed: Cavalry units require Stirrup and Flintlock
- Changed: Machine Gun requires Ammunition bonus
Events
------
- Changed: War Chariots event obsolete techs changed to later medieval techs
- Changed: Crisis in the Senate tech requirement changed
- Changed: Better Coal improvement req. from Mine to Shaft Mine
Version 2.002beta patch
Enhanced Tech conquest
----------------------
- Fixed: disabled debug messages
Religions
---------
- Fixed: movie entry added for Nagualism to prevent CTD bug
Civics
------
- Changed: Inquisitorial moved to Political Philosophy tech, no longer state religion req., gained +10% espionage bonus
Buildings
---------
- Changed: Jewellery requires at least 1 Forge
- Changed: Forge buildings no longer give happiness from gold, silver, gems
- Changed: Hittite Iron forge bonuses adjusted: +10% food and +15% hammer from iron instead of 25% food from iron
Gametext
--------
- Changed: Inquisition civic renamed to Inquisitorial
- Fixed: Inquisitorial strategy entry
- Added: Inquisitorial pedia
- Added: Pedia for some buildings
Version 2.0beta
Civilizations
-------------
- Added: Abyssinian Empire
- Added: Iroquois Empire
- Added: Assyria
- Added: Siam
Units
-----
- Added: Arabia flavor units Archer, Axeman, Chariot, Crossbowman, longbowman, swordsman, heavy swordsman, heavy pikeman, mounted infantry, chivalry, cavalry, rifleman, grenadier, cuirassier, war elephant, medieval worker, modern infantry
- Added: Aztec UU Eagle Warrior (replaces Heavy Pikeman)
- Added: Aztec flavor units Grenadier
- Added: Babylon flavor units chariot, crossbowman, heavy pikeman, pikeman, heavy cavalry, heavy swordsman, knight, horseman
- Added: Byzantine flavor units Axeman, archer, chariot, mounted infantry, crossbowman, swordsman, heavy swordsman, longbowman, pikeman, heavy pikeman, heavy cavalry, infantry
- Added: Carthage flavor units Chariot
- Added: Chinese flavor units Archer, swordsman, heavy swordsman, mounted infantry, light cavalry, heavy cavalry, grenadier, War Elephant, cavalry (asian)
- Added: African flavor units: cannon, chariot, cavalry, crossbowman, cuirassier, grenadier, horse archer, knight, longbowman, maceman, machine gun, musketman, paratrooper, pikeman, rifleman, SAM Infantry, swordsman, war elephant, worker, explorer, Spy
- Added: Hellenic Wiseman (missionary)
- Added: Greco Roman flavor units Italian infantry, Horseman, Mounted Infantry, Axeman, Pikeman, heavy pikeman, swordsman, heavy swordsman, heavy cavalry, cuirassier, cannon, musketman, grenadier, cavalry, rifleman
- Added: Rome flavor units longbowman, crossbowman + all new greco roman flavor units
- Added: Native american flavor units: maceman, heavy pikeman, light cavalry, warrior
- Added: South american flavor units: light cavalry (same as native)
- Added: Asian flavor units: Cavalry
- Added: Colonist, builds city of size 3 with several buildings
- Added: Pioneer, builds city of size 4 with many buildings
- Added: Modern Paratrooper
- Added: Modern Marine
- Added: Abyssinian Archer
- Added: Iroquois Mohawk Archer
- Added: Assyrian Battering Ram
- Added: Arquebusier unit, req. Gunpowder
- Added: Inquisitor, req. Inquisition civic
- Added: Siam Battle Elephant
- Added: Stealth Submarine, req. Fuel Cells
- Changed: Middle east flavor unit Cuirassier uses now arab cuirassier graphics
- Changed: Middle east flavor unit Horseman uses now Babylon Horseman graphics
- Changed: Middle east flavor unit Swordsman uses now Babylon Swordsman graphics
- Changed: Middle east flavor unit Heavy Swordsman uses now Babylon Heavy Swordsman graphics
- Changed: Arabian horseman uses now Babylon horseman graphics
- Changed: Chariot upgrades also to Horseman
- Changed: Crusader requires King Richard's Crusade wonder instead of Castle so that it's now wonder specific unit
- Changed: America's Early Jet fighter unit swapped to F-86
- Changed: Mig 15 unique for Russia, rest use now P59 by default
- Changed: Remote Controlled Bombers unit graphics changed to Predator UAV
- Changed: Paratrooper upgrades to Modern Paratrooper, bonuses against melee and archer units added
- Changed: all Marine units upgrade to Modern Marine unit
- Changed: Police Squad unit requires now Police Station building in city
- Changed: Iron Frigate requires Military Science tech
- Changed: Ironclad requires Military Science tech
- Changed: Horseman has now +25% bonus against archer units
- Changed: Mali Cavalry has now +25% bonus against archer units
- Changed: Cavalry Auxilia has now +25% bonus against archer units
- Changed: Prodromoi has now +25% bonus against archer units
- Changed: Light Cavalry upgrades to chivalry instead of Heavy Cavalry, Machinery tech req. removed
- Changed: Heavy Cavalry moved to Invention tech, no longer can be built with copper
- Changed: Great Prophet can build new religious shrines: Statue of Zeus, Zoroastrian Shrine, Amun-Ra, Tikal
- Changed: Settler upgrades to Colonist
- Changed: Knight no longer upgrade to Chivalry
- Changed: Cavalry moved to Steam Power tech (longer wars with medieval units)
- Changed: Musketman units moved to Flintlock
- Changed: Heavy Swordsman upgrades to Musketman
- Changed: Longbow units upgrade to Musketman
- Changed: Crossbow units upgrade to Musketman
- Changed: Maceman units upgrade to Musketman
- Changed: Pikeman upgrades only to Heavy Pikeman
- Changed: Early Destroyer moved to Combustion
- Changed: Battlecruiser requires now Combustion
- changed: Cannon moved to Nationalism
- Changed: T72 flavor armor unit for civs: Abyssinia, Ethiopia, India, Babylon
- Fixed: Mig15 filename bug
- Fixed: Mig21 filename bug
- Fixed: Mig25 filename bug
- Fixed: Aegis graphic setting for low graphics
- Fixed: Roman Cavalry Auxilia replaces now correctly Horseman unit
- Fixed: Jeep size
- Fixed: Type 99 armor size
- Fixed: Plasma armor size
- Fixed: T95 size
- Fixed: T17 tanks size
- Fixed: IS2 size
- Fixed: A7V size
- Fixed: L640 size
- Fixed: M3A1 size
- Fixed: Char B1 Bis size
- Fixed: M26 size
- Fixed: PzKpfw VI Tiger I size
Buildings
---------
- Added: Hellenic Temple
- Added: Hellenic Pantheon
- Added: Hellenic Gymnasia
- Changed: Statue of Zeus is now Hellenic Shrine
- Added: Zoroastrian Fire Temple
- Added: Zoroastrian Pantheon
- Added: Zoroastrian Shrine (replaces monastery because Zoroastrianism rejects all forms of monasticism)
- Added: Zoroastrian holy mountain shrine Pir-e Sabz
- Added: Temple of Amun
- Added: Temple of Mut
- Added: Temple of Chons
- Added: The Karnak Temple Complex (Amun-Ra shrine)
- Added: Abyssinian Stele
- Added: Iroquois Longhouse
- Added: Siam Ho Trai
- Added: Temple of Jaguar (Nagualism)
- Added: Pyramid of Eagle (Nagualism)
- Added: Tikal (Nagualism shrine)
- Added: Assyrian Ekal (barracks)
- Added: Artesian Well
- Added: Oil Refinery graphics
- Added: Weapon factory graphics
- Added: Healer's hut graphics
- Added: Casino graphics
- Added: Water Treatment graphics
- Changed: Observatory requires Glass resource
- Changed: Brothel no longer gives happiness from other buildings (wasn't working properly), just gives +1 happiness
- Changed: Meeting Hall gives +5% bonus to espionage (think it as a tavern/inn where info is for sale)
- Changed: Forge upgrades to Steel Mill now, forge modifiers added to Steel Mill
- Changed: Removed obsolete Masonry tech req. from Aqueduct
- Changed: Casino gold bonus decreased from 50% to 25%
- Changed: Stable requires now Chariotry (can be built earlier), requires Horse or Elephants (Ivory)
- Changed: AI weight value increased for Weapon Factory
- Changed: Alchemist's Lab requires now glassware, obsolete at Scientific Method
- Changed: Fisherman's hut flavors adjusted (AI players should build it more often)
- Changed: Butchery flavors adjusted (AI players should build it more often)
- Changed: Ceremonial Altar obsolete at Humanism
- Changed: Confucian academy 50% culture bonus changed to 20% science and 30% culture (it is place for studying)
- Fixed: Zulu Ikhanda obsolete at Leadership
Wonders
-------
- changed: Copernicus' observatory requires glass resource
- Changed: Chichen Itza moved to Blood Cult tech and requires Masonry tech
- Changed: Eiffel Tower requires now Steel Mill instead of Forge
- Changed: Statue of Liberty requires now Steel Mill instead of Forge, moved to Representative Democracy tech
- Changed: Aqueduct of Pont du Gard no longer goes obsolete, does not give free Aqueduct in every city, gives +2 health in city where built and +1 health in all cities on same continent
- Changed: Alhambra has now new graphics
- changed: Sphinx has new graphics
- Changed: Supreme Court reduces anarchy length by 25%
- Changed: Magellan's Voyage moved to Navigation
- Changed: Marco Polo's Embassy moved to Optics
- Changed: colossus moved to Bronze Working
- Changed: Alhambra requires State religion to be present in city
- Changed: Palace of Potala requires State religion to be present in city
- Changed: Parthenon is now Hellenistic wonder, requires Hellenism in city and spreads Hellenism
- Added: The Temple of Heaven (Taoist)
- Added: Masada (Jewish)
- Added: Pyramid of the Magician (Nagualism)
- Added: The Brihadeeswarar temple (Hindu)
Religions
---------
- Added: Hellenism
- Added: Zoroastrianism
- Added: Amun-Ra (Egypt mythology)
- Added: Nagualism (Mesoamerican religion)
Techs
-----
- Fixed: Special Promotion tech moved to future era so that player's don't get it for free if game is started on higher eras than ancient
- Changed: All Renaissance tech costs increased by 10%
- Changed: All Industrial tech costs increased by 30%
- Changed: All Modern time tech costs increased by 50%
- Changed: All Future era tech costs increased by 100%
- Changed: Dualism enabled
- Changed: Polytheism has Dualism as 2nd pre-req choice
- Changed: Horseback riding requires now Chariotry
- Changed: Masonry requires Stone Tools
- Changed: Fundamentalism requires Blood Cult
- Changed: Military Science requires Grand War tech
- Changed: Canal Systems no longer require Machinery
- Changed: Ecology requires Agricultural Engineering instead of Biology
- Changed: Naval Aviation requires Military Science
- Changed: Social Contract uses now Growth Advisor instead of Religion Advisor
- Changed: Nuclear Power requires now Logistics
- Changed: Ship Building requires now also Naval Warfare
- Changed: Constitution requires Democracy
- Changed: Artillery requires explosives
- Changed: Clockworks moved further in medieval techs, requires now Invention
- Changed: Civil Service no longer enable irrigation
- Changed: Rifling moved to later renaissance, requires now Replaceable Parts
- Changed: Semi-automatic weapons has now Rifling as OR requirement, replaceable parts req. removed as it's included in Rifling
- Changed: Flintlock requires Metallurgy
- Changed: Fission requires Refining
- Changed: Explosives requires Flintlock, cost increased from 2200 to 3700
- Changed: Flavor values adjusted for many techs
- Changed: Seafaring cost increased from 72 to 93
- Changed: Metal Casting cost increased from 64 to 90
- Changed: Chariotry cost increased from 100 to 120
- Changed: Trade cost increased from 80 to 85
- Changed: Machinery requires Mathematics
- changed: Meditation cost increased from 80 to 280, now classical tech
- Changed: Literature cost increased from 200 to 350
- Changed: Sculture cost increased from 72 to 95
- Changed: Usury cost increased from 600 to 850, now medieval tech
- changed: Banking cost increased from 700 to 900
- Changed: Drama cost increased from 300 to 350
- Changed: Optics cost increased from 600 to 750
- changed: Heraldry cost increased from 600 to 730
- Changed: Sanitation cost increased from 1000 to 1050
- Changed: Paper cost increased from 480 to 850
- Changed: Architecture cost increased from 1000 to 1050
- changed: Invention cost increased from 1000 to 1050
- Changed: Gunpowder cost increased from 1056 to 1075
- Changed: Matchlock cost increased from 1056 to 1100
- Changed: Political Philosophy cost increased from 880 to 1200
- Changed: Education cost decreased from 1584 to 1250, requires Philosophy
- Changed: Perspective cost increased from 700 to 1075
- Changed: Refining cost increased from 2600 to 3800
- Changed: Oil Painting cost increased from 880 to 1100
- Changed: Chemistry cost increased from 1980 to 2700
- changed: Photography cost increased from 2090 to 2750
- changed: Realism cost increased from 2090 to 2800
- changed: Mercantilism cost increased from 1936 to 1970, requires Banking
- Changed: Economics cost increased from 1400 to 2000
- changed: Corporation cost increased from 1760 to 2200
- changed: Juris Prudence cost increased from 1144 to 1600
- Changed: Social Contract cost increased from 1232 to 1650
- Changed: Realism requires Free Artistry instead of Oil Painting
- Changed: Naval tactics cost increased from 1760 to 2000
- Changed: Grand War cost increased from 1870 to 2025
- Changed: Replaceable parts cost increased from 1980 to 2300
- Changed: Thermodynamics cost decreased from 4160 to 3600
- Changed: Fission requires now Industrialism, cost increased from 5720 to 7200
- Changed: Theory of Relativicty requires now Electricity
- Changed: Representative Democracy requires Liberalism and Social Contract
- Changed: Medicine cost decreased from 5850 to 4700
- Changed: Marxism cost increased from 2912 to 4700
- changed: Labor union cost increased from 3120 to 4750
- Changed: Communism cost increased from 2912 to 4800
- Changed: Psychology cost increased from 3848 to 5250
- Changed: Fascism cost increased from 2496 to 5300
- changed: Screw Propeller cost increased from 4160 to 4200
- Changed: Railroad cost decreased from 5850 to 4200
- Changed: Electricity cost decreased from 5850 to 4250
- Changed: Semi-automatic weapons cost increased from 3900 to 4250
- changed: Artillery cost increased from 4160 to 4360
- Changed: Combustion cost increased from 3744 to 4300
- Changed: Mass Media cost increased from 3744 to 6600
- Changed: Legalized Gambling cost increased from 3744 to 6650
- Changed: Industrialism cost decreased from 6760 to 5300
- Changed: Recycling cost increased from 6600 to 8300
- Changed: Theology cost increased from 500 to 675
- changed: Fundamentalism cost increased from 480 to 700
- Added: Agricultural Tools, req. Machinery and Feudalism
- Added: Fuel Cells
- Added: Knowledge Management icon
- Added: Space Stations icon
- Added: 3D Modeling icon
- Added: Human/Machine interface icon
- Added: Military robotics icon
- Added: Smart Dust icon
- Added: Unmanned Air Vehicles icon
- Added: Weather Control icon
- Added: Sentient Earth icon
National Wonders
----------------
- Changed: Statue of Champion req. now level 4 unit
- Changed: National Courier System reduces anarchy length by 25% (word about government changes spread more rapidly)
- Added: Temple of Osiris
- Added: Temple of Isis
- Added: Temple of Set
Leaders
-------
- Added: Menelik (Abyssinian empire)
- Added: Selassie (Abyssinian empire)
- Added: Deganawida (Iroquois empire)
- Added: Ashur (Assyrian emprire)
- Added: Mongkut (Siam)
- Added: Ramkhamhaeng (Siam)
Movies
------
- Added: Sphinx movie
- Added: Leonardo's Workshop movie
- Added: Hellenism movie
- Added: Amun-Ra movie
- Added: Zoroastrianism movie
Sound
-----
- Added: Abyssinian music
- Added: Iroquois music
Python
--------------
- Added: Enhanced Tech Conquest
- Added: Religion and Corporation Screens
- Added: Longer techbar in techscreen
- Added: Inquisition - Limited Religions (limited religion mod part disabled for now, wasn't working properly)
- Added: Plot List enhancements
- Added: Great People flavored tech colors (off by default, change setting in config.ini)
- Added: Settlers
- Added: Raw Commerce to city screen
- Added: Civ4lerts (disabled for now)
- Changed: Holy Mountain python will check for presence of Cathedral and Pantheon buildings and points will be calculated from Pantheon specialbuilding type
- Changed: National sports league event checks for Circus Maximus instead of Statue of Zeus (statue is hellenic shrine now)
- Fixed: UI problem when running mod on Civ 4 Complete Edition (CvPath.py)
Gamespeed
---------
- Added: Blitz speed option, 205 turns, only accessible in Custom Game menu
- Added: Snail speed option, 3072 turns, only accessible in Custom Game menu
Resources
---------
- Changed: Coffee gives +1 happiness
- changed: pearls give +1 happiness
- Changed: Lemon give +1 health
- Changed: Cotton gives +1 happiness
- Changed: Sugar gives +1 happiness
- Changed: Spices give +1 happiness
Improvements
------------
- Changed: Village gets +1 bonus commerce from roads and railroads, -1 to food
- Changed: Town gets +1 bonus commerce from roads and railroads, -1 to food
- Changed: Windmill gets bonus from Agricultural Tools tech instead of Civil Service
- Changed: Watermill gets bonus from Agricultural Tools tech instead of Civil Service
- Fixed: Arcology city ruins art defines were missing
Events
------
- Changed: Wining monks event, zoroastrian, hellenic, amun-ra monastery building triggers have been added to event
- Changed: Halberd event, shock promotion can now appear for Heavy Pikeman units as well
- Changed: Ancient Olympics trigger tech is now Athletics (was Polytheism)
- Changed: Hymns and sculptures events can trigger now if city has Hellenic, Zoroastrian or Amun-ra Pantheon in city
- Changed: Farm Bandits event can happen on Potato Farms
- Changed: Holy Mountain event can happen with Hellenism and Zoroastrianism
- Changed: Blizzard can be triggered at Shaft Mine, Treefarm, Hybrid Forest
- Changed: Jade event can happen on Shaft Mines
- Changed: Clunker coal event can happen on shaft mine
- Changed: Tin event can happen on shaft mine
- Changed: Bermuda Triangle event can happen to all new modern day ship classes
- Changed: Gold Rush trigger changed from Mine to Shaft Mine (most mines are shaft mines at industrial era)
- Changed: Metal decks trigger tech changed to Naval Aviation which is same when Carrier becomes available
- Changed: Long range fighters trigger tech changed to Aviation
- Changed: Farm plows event can be triggered with Shaft mine and normal mine
- Changed: Stained glass cathedral event requires glassware
- Changed: Personal Computers event requires Microchip tech
- Changed: Tea event trigger changed from Harbor to Commercial Port
- Changed: Girls best friend event triggers include now Shaft mine
- Changed: Harbormaster building requirement changed from Harbor to Port
- Changed: Master blacksmith event gives shock promotion to Light swordsman and Heavy swordsman units too
- Changed: Crusade event can happen after player has researched Fundamentalism Tech
- Changed: Miracle event can happen in city with High Walls
- Changed: Secret knowledge event can happen with Zoroastrian, Hellenic and Amun-ra monastery type buildings
- Changed: Experienced Captain event can be triggered by all new ship units
- Changed: War Chariots event tech req. changed to Chariotry, obsolete tech requirements adjusted
- Changed: Crisis in senate may give espionage bonus to Garrison building
- Changed: Elite Swordsman event gives promotion to Light Swordsman unit, obsolete techs adjusted
- Changed: Warships event requires Naval Warfare tech instead of Sailing, obsolete techs adjusted
- Changed: Noble Knights tech requirements change to Stirrup, Heraldry and Guilds
- Changed: Napalm bombs (mod) event gives Napalm bombs promotion instead of Barrage II
- Added: Mining accident can happen on shaft mine
Civics
------
- Changed: Theocracy moved to Government category
- Changed: Paganism no longer get bonus happiness from Ceremonial Altar, no upkeep
- Changed: Herbalism is default health care choice now (herbalism was used 60.000BC), no longer give +1 health in all cities, instead gives +1 health from healer hut and from doctor's office, no longer give military production bonus in state religion cities
- Changed: Shamanism moved to religion category, gives happiness from ceremonial altar, stonehenge and oracle, gives +1 health from healer hut
- Added: Inquisition choice to legal category
- Added: Sacrifice Cult to Religion category
- Added: Secularism to Religion category
- Added: Industrialism to Economy category
- Added: Idolatry to religion category
Promotions
----------
- Changed: Lead by Warlord promotion gets 1 extra first strike
- Changed: Veteran pilot evasion chance decreased to 5%
- Changed: Ace pilot evasion chance decreased to 10%
- Changed: Air Refuel moved to Supersonic flight tech
- Changed: Medic II requires now Civil Service tech
- Changed: Sentry I requires Optics
- Changed: Pinch II requires Flintlock
- Added: Improved Radar promotion
- Added: Air to Air Missiles I-III promotions
- Added: Torpedoes promotion
- Added: Chaff promotion
- Added: Heroic promotion, req. Leader
- Added: Loyalty promotion, req. Leader
- Added: Siege Master promotion, req. Leader
- Fixed: duplicate entry for Hi-tech units in some promotions
- Fixed: Berzerker I-III can now be used for Animal, Archer, Melee, Mounted and Wooden Ship unit types
Gametext
--------
- Fixed: Strategy for Subzidized healthcare
- Fixed: Hover tank typo
- Fixed: Glassmith typo
- Fixed: 3D Modeling typo
- Fixed: Cavalry Tactics strategy entry
- Pedia: Oil Painting
- Pedia: Remote Controlled Bombers
- Pedia: Sphinx
- Pedia: Hubble telescope
- Pedia: Petra
- Pedia: Olympic Games
- Pedia: Encyclopedia
- Pedia: Treasury
- Changed: Aqueduct of Pont du Gard renamed to Pont du Gard
- Changed: Lab renamed to Alchemist's Lab
- Added: Strategy info for many techs
- Added: Pedia info for some techs
- Added: Strategy info for many buildings
- Added: Quotes for few techs
Mods
-------------
- Combined: JKP1187's Events mod
Gamefonts
---------
- Added: New religion icons (bugged still in civ scorelist)
Other
-----
- Added: Wide City bar
- Added: roads get +1 bonus from Automated Traffic
- Added: Bhruic's unofficial patch
- Changed: road movement bonus decreased for Mass Transit tech
- Changed: Max World Wonders in city increased from 4 to 6
- Changed: Max Team World Wonders in city increased from 4 to 6
- Changed: Max Air units per city increased from 4 to 8
zappara Sep 13, 2007, 01:43 AM Version 1.0.3
Python
------
- Fixed: UI problem when running mod on Civ 4 Complete Edition (CvPath.py)
Promotions
----------
- Fixed: duplicate entry for Hi-tech units in some promotions
- Fixed: Berzerker I-III can now be used for Animal, Archer, Melee, Mounted and Wooden Ship unit types
Improvements
------------
- Fixed: Arcology city ruins art defines were missing
Units
-----
- Fixed: Jeep size
- Fixed: Mig21 filename bug
- Fixed: Mig25 filename bug
- Fixed: Aegis graphic setting for low graphics
- Fixed: Roman Cavalry Auxilia replaces now correctly Horseman unit
- Fixed: Type 99 armor size
- Fixed: Plasma armor size
- Fixed: T95 size
- Fixed: T17 tanks size
- Fixed: IS2 size
- Fixed: A7V size
- Fixed: L640 size
- Fixed: M3A1 size
- Fixed: Char B1 Bis size
- Fixed: M26 size
- Fixed: PzKpfw VI Tiger I size
Buildings
---------
- Fixed: Zulu Ikhanda obsolete at Leadership like other Barrack buildings
Gametext
--------
- Fixed: Strategy for Subzidized healthcare
- Fixed: Hover tank typo
- Fixed: Glassmith typo
- Fixed: Cavalry Tactics strategy entry
- Pedia: Hubble telescope
- Pedia: Petra
- Pedia: Olympic Games
- Pedia: Encyclopedia
- Pedia: Treasury
- Changed: Aqueduct of Pont du Gard renamed to Pont du Gard
- Changed: Lab renamed to Alchemist's Lab
- Added: Strategy info for many techs
- Added: Pedia info for some techs
- Added: Strategy info for many buildings
- Added: Quotes for few techs
Version 1.0.2
Gamespeed
- Fixed: Snail game speed bug, after calculating turn amounts again the new snail game lasts now 3000 turns.
Version 1.0.1
Buildings
---------
- Changed: Brothel no longer gives happiness from other buildings (wasn't working properly), just gives +1 happiness
- Changed: Meeting Hall gives +5% bonus to espionage (think it as a tavern/inn where info is for sale)
- Changed: Forge upgrades to Steel Mill now, forge modifiers added to Steel Mill
Wonders
-------
- Changed: Eiffel Tower requires now Steel Mill instead of Forge
- Changed: Statue of Liberty requires now Steel Mill instead of Forge
- Changed: Aqueduct of Pont du Gard no longer goes obsolete
- Changed: Alhambra has now new graphics
- changed: Sphinx has new graphics
Gamespeed
---------
- Added: Blitz speed option, 205 turns, only accessible in Custom Game menu
- Added: Snail speed option, 3072 turns, only accessible in Custom Game menu
Techs
-----
- Fixed: Special Promotion tech moved to future era so that player's don't get it for free if game is started on higher eras than ancient
- Changed: All Renaissance tech costs increased by 10%
- Changed: All Industrial tech costs increased by 30%
- Changed: All Modern time tech costs increased by 50%
- Changed: All Future era tech costs increased by 100%
Units
-----
- Added: Modern Paratrooper
- Added: Modern Marine
- Changed: Crusader requires King Richard's Crusade wonder instead of Castle so that it's now wonder specific unit
- Changed: America's Early Jet fighter unit swapped to F-86
- Changed: Mig 15 unique for Russia, rest use now P59 by default
- Changed: Remote Controlled Bombers unit graphics changed to Predator UAV
- Changed: Paratrooper upgrades to Modern Paratrooper, bonuses against melee and archer units added
- Changed: all Marine units upgrade to Modern Marine unit
- Changed: Police Squad unit requires now Police Station building in city
- Fixed: Mig15 filename bug
Resources
---------
- Changed: Coffee gives +1 happiness
- changed: pearls give +1 happiness
- Changed: Lemon give +1 health
- Changed: Cotton gives +1 happiness
- Changed: Sugar gives +1 happiness
- Changed: Spices give +1 happiness
Gametext
--------
- Fixed: Strategy for Subzidized healthcare
- Pedia: Oil Painting
- Pedia: Remote Controlled Bombers
- Pedia: Sphinx
Version 1.0
BtS patch 3.13 compatibility
----------------------------
- Updated: Globaldefines.xml
- Updated: CIV4ArtDefines_Building.xml
- Updated: CIV4ArtDefines_Improvement.xml
- Updated: CIV4ArtDefines_Terrain.xml
- Updated: CIV4ArtDefines_Unit.xml
- Updated: CIV4CityLSystem.xml
- Updated: CIV4PlotLSystem.xml
- Updated: CIV4LeaderHeadInfos.xml
- Updated: CIV4EventInfos.xml: not all previous RoM changes yet updated to file
- Updated: CIV4EventTriggerInfos.xml: not all previous RoM changes yet updated to file
- Updated: CIV4CorporationInfo.xml, corporations give 4 gold per city
- Updated: CIV4EspionageMissionInfo.xml
- Updated: CIV4GameSpeedInfo.xml
- Updated: CIV4FormationInfos.xml
- Updated: CvAdvisorUtils.py
- Updated: CvEventManager.py
- Updated: CvRandomEventInterface.py
- Updated: CvScreensInterface.py
- Updated: CvMainInterface.py
Religions
---------
- Changed: Christianity found from Literature Tech, this way religions are spread more to different civs
Units
-----
- Added: Hi-Tech APC (Armored Person Carrier), carries 3 troops, req. Military robotics
- Added: Plasma Armor, req. Fusion
- Added: War Galley graphics
- Added: Siege Quinquereme
- Added: Iron Frigate
- Added: Jeep
- Added: Landing Ship Tank
- Changed: Sloop can now bombard city defenses 5% per turn (ship has cannons...)
- Changed: Brigantine can now bombard city defenses 7% per turn
- Changed: Ironclad bonus vs. wooden ships increased from 50% to 100%
- Changed: Frigate upgrades to Iron Frigate instead of Steam Destroyer
- Changed: Steam Destroyer bonus vs. wooden ships increased from 75% to 100%, graphics for this unit changed
- Changed: Chivalry has now flanking strike against Bombard
- Changed: Pikeman strenght increased from 6 to 7
- Changed: Heavy pikeman moved to Political philosophy tech (more of renaissance unit now), strentgh increased from 8 to 9, added 25% bonus vs. melee units
- Changed: Musketman units have 25% bonus against mounted now (ottoman janissary 50% since it had 25% bonus already)
- Changed: Grenadier moved to Chemistry tech
- Changed: Machinegun unit is no longer immune to damage from siege units
- Changed: Frigate ignores building defense when bombarding
- Changed: Man'O'War ignores building defense when bombarding
- Changed: Ship of the Line ignores building defense when bombarding
- Changed: East Indiaman ignores building defense when bombarding
- Changed: Airship moved to Flight (didn't have counter unit for long time so it was overpowered)
- Changed: Attack submarine strength to 30, moves 7
- Changed: Nuclear Submarine strength to 36
- Changed: Destroyer upgrades to Missile Cruiser and Aegis cruiser too
- Changed: Unlimited Corporation Executives now allowed
- Changed: Paratrooper has 25% evasion chance
- Changed: Infantry no longer require ammo resource (draft unit)
- Changed: Stiletto boat default AI set to Assault_Sea, Explore_sea AI removed.
- Changed: Transport upgrades to Landing Ship Tank
Civics
------
- Changed: Slavery +30% hammer bonus removed since you can turn now citizens to slaves to add hammers
- Changed: Serfdom hammer bonus from +20% to +10%
- Changed: Hereditary rule food bonus from +15% to 10%, hammer bonus from 10% to 5%
- Changed: Majority rule hammer bonus from 20% to 10%
- Changed: Representation gold bonus from 20% to 15%, specialist extra research bonus from 3 to 1
- Changed: Police state food bonus from 25% to 15%, hammer bonus from 25% to 15%
- Changed: Universl suffrage gold bonus from 10% to 5%, research bonus from 35% to 20%
- Changed: Capitalism gold bonus from 35% to 20%
- Changed: Vassalage food bonus from 10% to 5%, hammer bonus from 10% to 5%, gold bonus from 20% to 10%
- changed: Bureaucracy food, hammer and gold bonus from 10% to 5%, capital food, hammer, gold bonus from 50% to 20% (that's total 25% for capital, was 60% before)
- Changed: Nationhood max conscript from 3 to 1
- Changed: Free speech gives 50% culture in all cities instead of 100%, towns give now also +1 food
- Changed: Martial law gold negative bonus from -50% to -25%, research negative bonus from -50% to -25%
- Changed: Organized religion culture bonus from 20% to 15%
- Changed: Theocracy research negative bonus from -35% to -25%, culture bonus from 35% to 30%
Techs
-----
- Changed: Printing press requires Literature instead of alphabet
- Changed: Semi-automatic weapons requires now Steam Power and Military science
- Changed: Artillery no longer requires Steel tech or Military science (included in other prereqs)
- Changed: Global Governance hidden from tech tree (empty tech still)
Promotions
----------
- Changed: Blitz available for all naval units
Buildings
---------
- changed: Fishery now requires Fish, crab or whales
- changed: Butchery now requires Cow, pig, sheep or deer
- Changed: Bazaar now requires Ivory, silk, spices or pearls
- Changed: Brothel no longer reduce gold in city (AI didn't understand that effect), now gives +10% espionage
- Changed: Walls maintenance modifier removed (based on feedback), give now +1 culture to city just like High walls
- Changed: High walls maintenance modifier removed (based on feedback)
- Changed: Weapon factory moved to Explosives tech
- Removed: Stable graphics folder that was part of Ethnic Artstyles mod (fixes Arcology size bug)
Wonders
-------
- Changed: Religious Shrines are no longer marked as great wonders. Now you can built them to Holy City even if it has max amount of Great Wonders already.
- Changed: King Richard's Crusade obsolete at Liberalism
- Changed: Chichen Itza obsolete at Divine Right
- Changed: Alhambra obsolete at Railroad
- Changed: Edinburgh's Castle obsolete at Nationalism
- Changed: Temple of Artemis obsolete at Education
- Changed: Mongol Ger obsolete at Vertical Flight
Improvements
------------
- Changed: Lumbermill moved to Paper tech (these exist on medieval times)
- Changed: City ruins give now 10% bonus defense against air bombardment and 15% defense against any normal attack
- Changed: Arcology City ruins give now 10% bonus defense against air bombardment and 15% defense against any normal attack
Resources
---------
- Changed: Coal revealed on Steel tech
Traits
------
- Changed: Spiritual max anarchy length increased from 0 to 2
Other
-----
- Changed: Max number of national wonders per city increased to 3
- Changed: Culture city defense modifiers decreased: Fledling 20->10, Developing 40->20, Refined 60->30, Influential 80->40, Legendary 100->50
- Changed: Culture levels increased by 50%, it's now harder to get Legendary culture level for city
Gametext
--------
- Pedia: Alhambra
- Pedia: english pedia for many techs
Mods combined
-------------
- Ethnic Artstyles 1.08
- BTSFlagMod, new flags for all civs
Version 0.9.4
Resources
---------
- Changed: Sulphur more common
Religions
---------
- Changed: Religion spread rate has been decreased from 100 to 50 for all religions to slow down religions (religious buildings spread religions too in this mod). This change should make religious buildings and missionary units more important
- Changed: Temple buildings enabled at Priesthood tech (was Mysticism)
Python
------
- Fixed: Harbor can't be built if city has Commercial Port or International Port
- Fixed (possible bug): Port can't be built if city has International Port
- Changed: button size for Unit Upgrades pedia page, less scrolling on that page now
- Added: Walls->High Walls upgrade building path. Walls will be disabled when city builds High Walls and Walls can't be built again if city has High Walls
- Added: Toll House -> Custom House upgrade path. Toll house will be disabled and can't be built again if city builds Custom House or Feitoria
- Added: Shipyard -> Drydock upgrade path. Shipyard will be disabled and can't be built again if city builds Drydock
- Added: Specialist stacker (cityscreen)
Units
-----
- Changed: Cuirassier has now flanking attack against Bombard
- Changed: Conquistador has now flanking attack against Bombard
- Changed: Cavalry has now flanking attack against Bombard, added bonuses against archery and melee units so that unit has now equal strength with rifleman
- Changed: Cossack has now flanking attack against Bombard, added bonuses against archery and melee units so that unit has now equal strength with rifleman
- Changed: Dragoon has now flanking attack against Bombard, added bonuses against archery and melee units so that unit has now equal strength with rifleman
- Changed: Heavy Pikeman moved to Invention
- Changed: Heavy Cavalry moved to Guilds, requires now copper or iron
- Changed: Light Cavalry moved to Heraldry, requires now copper or iron
- Changed: Helicopter units can't enter ocean, helicopters do now flanking attacks against Light Artillery
- Changed: Units' order in unit xml file changed so that units should appear in better order in unit queue in city screen
- changed: Elephant rider +50 attack bonus against Trebuchet added
- Changed: War Elephant units have gained same improvement build abilities as Elephant Riders, +50 attack bonus against Catapult and Trebuchet added
- Chaged: Sloop strength increased to 7
- Changed: Swordsman units city attack bonus increased from 10% to 20%
- Changed: Heavy Swordsman units city attack bonus increased from 10% to 30%
- Changed: Machine Gun +50 attack bonus vs. Mounted units
- Enabled: 2A5 Modern Armor for Germany
- Enabled: A7V Early tank for Germany
- Enabled: BT2 Light Tank for Russia
- Enabled: Caproni Early Jet for Roman and Holy Roman
- Enabled: Centurion Armor for England
- Enabled: Char B1 Bis Tank for France
- Enabled: Churchill tank for England
- Enabled: FT17 Early tank for France
- Enabled: M1917 Early tank for America
- Enabled: FT17S Early tank for Spain
- Enabled: IS2 Heavy Tank for Russia
- Enabled: J2F Seaplane for America
- Enabled: L640 Light tank for Rome and Holy Roman
- Enabled: M3A1 Light Tank for America
- Enabled: M4A3 Tank for America
- Enabled: Mig3 Fighter for Russia
- Enabled: P59 Early Jet for America
- Enabled: PzKpfw II Light Tank for Germany
- Enabled: PzKpfw IV Ausf F Tank for Viking
- Enabled: PzKpfw VI Tiger I Heavy Tank for Germany
- Enabled: R35 Light Tank for France
- Enabled: T34 Tank for Russia
- Enabled: T72 Armor for Arabia, Carthage, Egypt, Persia, Zulu
- Enabled: T84 Modern Armor for Russia
- Enabled: Type99 Modern Armor for China
- Enabled: Vampire Early Jet for England
- Enabled: Whippet Early Tank for England
- Enabled: Yamato Battleship for Japan
- Enabled: Fockewulf 190A Fighter for Celt and Viking
- Enabled: Spitfire Fighter for England
- Enabled: Strike Fighter F15 for America
- Enabled: Heinkel HE111 bomber for Germany
- Enabled: Strike Fighter JA37 for Viking
- Enabled: Mig 21 Jet Fighter for Russia
- Enabled: Mig 25 Strike Fighter for Russia
- Fixed: Strike Fighter F35 strategy entry
- Fixed: Galleon xml tag bug for UnitClassAttackMod against Trireme (might been cause for some random CTDs)
- Fixed: East Indiaman xml tag bug for UnitClassAttackMod against Trireme (might been cause for some random CTDs)
- Fixed: Privateer xml tag bug for UnitClassAttackMod against Trireme (might been cause for some random CTDs)
Techs
-----
- Changed: Fission requires now thermodynamics
- Changed: Industrialism requires now Combustion
- Changed: Submarine Warfare reqs combustion and screw propeller removed (those already in industrialism which is req for submarine warfare)
- Changed: Combustion requirement removed from Plastics tech (Industrialism has combustion req)
- Changed: all AND tech requirements removed from Laser (3 of them were in Modern Physics and Laser doesn't require Motorized Transportation)
- Changed: Computers no longer require Plastics tech. Plastics is already req. for electronics which leads to Computers
- Changed: Electronics AND requirement removed from Modern Seismology (that req. is in Modern Physics)
- Changed: Modern Health Care no longer has Electronics or Plastics AND requirements (those are already included in other requirements)
- Changed: Communication networks no longer have Computer networks AND requirement
- Changed: Global Governance no longer have Guided Weapons AND requirement
- Changed: Space Stations no longer require Computer networks AND requirement (that is included already in Globalization)
- Changed: Mesh networks no longer require Communication networks AND requirement
- Changed: Naval Aviation no longer require Screw Propeller (already in Industrialism tech's reqs)
- Changed: Manufacturing no longer require Mass transit (already included in other reqs)
- Changed: Cloning no longer require Globalization (already included in other reqs)
- Changed: Cryogenics no longer require Communication networks and Superconductors (included already in other reqs)
- Changed: Composites no longer require Plastics (included in other reqs)
- Changed: Many techs have swapped era between Modern and Future eras so that when starting custom game on future era, you still got some techs to research
- Added: hidden and disabled tech Special Promotion that will be used for some special promotions that are limited to Wonders or to Events
Gametext
--------
- Fixed: School strategy entry (was missing)
- Fixed: Minor Nation pedia entry (was missing)
- Fixed: Fluyt strategy entry (was missing)
- Added: First Contact text for Hittite leader
- Changed: National Hockey League renamed to National Sports League (hockey isn't the most popular sports in every nation but each nation usually have some sort of national sports)
Gamefont
--------
- Fixed: gamefont_75.tga file which shows new resources correctly (Thanks to Kalimakhus for this), added Lemons icon to file
- Fixed: GameFont.tga works correctly. New resources on Corporation page are shown now
Improvements
------------
- changed: Mine no longer remove forest or jungle
- changed: Workshop no longer remove forest or jungle
- changed: Watermill no longer remove forest or jungle
- changed: Quarry no longer remove forest or jungle
- changed: Pasture no longer remove forest or jungle
- changed: Well no longer remove forest or jungle
- changed: Groundwater Well no longer remove forest or jungle
- Changed: Lumbermill gets +1 hammer when built next to river
- Fixed: PlotLSystem for new resources that require plantation. These plantations look better now
Civics
------
- changed: Theocracy gives +1 xp from state religion (was 2)
- Changed: Vassalage gives +1 xp (was 2)
- changed: Military Training -25% scientific research (was overpowered civic option)
- changed: Environmentalism no longer remove all unhealth from buildings or from population
- changed: Universal antidote removes now unhealthiness from population, not from buildings
- changed: Hereditary rule enables Noble citizen type
- changed: Slavery enables Slaves citizen type
Buildings
---------
- Changed: All courthouse have their maintenance modifier changed from -50% to -25%
- Changed: Holy Roman Rathouse maintenance modifier changed from -75% to -50%
- Changed: Local courthouse maintenance modifier from -20% to -10%
- Changed: Walls maintenance modifier from 0 to +5%
- Changed: Celtic Dun maintenance modifier from 0 to +5%
- Changed: High Walls maintenance modifier from 0 to +5%, Bombard defense increased from 30% to 40%. Total bombard defense before was from Walls 20% and High Walls 30% = 50%, but now walls are disabled when High Walls are built so total bombard defense is actually 40%. Defense amount was before 30%+50% = 80% but now Walls effect doesn't combine with High Walls so the defense amount is only increased from 30% to 50%. Conclusion is that it's now easier to conquer cities.
- Changed: Castle maintenance modifier from 0 to +10%
- Changed: Spanish Citadel maintenance modifier from 0 to +10%, no longer require walls in city
- Changed: Aqueduct maintenance modifier from 0 to +5%
- Changed: Recycling Center maintenance modifier from 0 to +15%
- Changed: Custom house and Feitoria require now Toll House (building upgrade path). Effects from Toll house aren't combined to Custom House so city's foreign trade yields now less than in v0.9.3 (money balancing)
- Changed: Orbital Factory gives now +9 food (enough for 3 citizens) and +5 hammers since you couldn't build it multiple times in city as it was suppose to work. Icon switched as well.
- Changed: Ceremonial Altar moved to Blood Cult tech. This building is "Temple" for those civs that do not have any religions yet.
- Changed: Amusement Park is now National Wonder
Spy missions
------------
- Changed: Poison city water unhealth changed from 8 to 12
- Changed: City unhappiness mission unhappiness amount changed from 8 to 12
Promotions
----------
- Fixed: Rearranged promotions in the xml file to fix promotion tree pedia page
- Changed: Navigation 2 no longer require Flanking 1 promotion (that's already req for Navigation 1)
- Added: Upgrade Discount, 50% less gold spent for unit upgrade (will be limited to certain Wonders)
Wonders
-------
- Changed: Sun Tzu's Art of War gives now free Upgrade Discount promotion to units built in that city
- Changed: Statue of Libery uses now LSYSTEM_WATER for building placement (same as Colossus)
- Changed: Magellan's Voyage uses now LSYSTEM_COAST for building placement (same as drydock), scaled wonder to be bit smaller
National Wonders
----------------
- Changed: Labor union max amount changed from 3 to 1
- Changed: National Sports League icon
- Changed: District Courthouse max amount changed from 3 to 1
- Changed: Supreme Court requires now District Courthouse in city and total of 5 courthouses, reduces now -20% maintenance (was -40%)
Events
------
- Classic Literature event tech req. changed from Writing to Literature since Library comes available from Literature
Corporations
------------
- Changed: Standard Ethanol company accepts Potato and it produces now Oil Products instead of Oil (you don't require oil refinerys)
Civilizations
-------------
- Changed: Barbarians no longer can build certain new unit types
Other
-----
- Adjustments to PlotLSystem for some improvements (cut trees around mines to make them more visible in middle of forest for example)
- Fixed: + and - buttons for city specialists are aligned correctly (re-ordered specialists in xml file)
- Changed: Base city growth threshold increased from 20 to 25
- Fixed: Native_American.nif filename fixed in PlotLSystem (this was actually bug in Ethnic Artstyles mod).
- Fixed: PlotLSystem for Farm + Potato
Mod components
--------------
- Combined: Specialist Stacker
zappara Sep 13, 2007, 02:03 AM Version 0.9.3
Units
-----
- Added: Special Infantry, req. Superstrong Alloys
- Added: EMP SAM Infantry, req. Superstrong Alloys
- Added: Fusion Destroyer, req. Nanobotics and Fusion
- Added: Fusion Cruiser, req. Cold Fusion
- Added: Fusion Battleship, req. Shielding
- Added: Fusion Carrier, req. Megastructure Engineering
- Added: Submerged Town Platform, can build Submerged Town improvement
- Added: Offshore Platform, can build Offshore Platform improvement
- Changed: Quechua no longer upgrade to Maceman
- Changed: Cuirassier upgrades also to Gunship
- Changed: Ancient Cannon upgrades to Bombard
- Changed: Hwacha upgrades to Bombard
- Changed: Nuclear Submarine carries missiles instead of people
- Changed: Mechanized Infantry upgrades to Special Infantry
- Changed: ACV SAM upgrades to EMP SAM Infantry
- Changed: All helicopter units can move all terrains now, they can enter coast and ocean too
- Changed: Stealth Destroyer upgrades to Fusion Destroyer
- Changed: Sentinel moved to Terra Computer, req. Cold Fusion
- Changed: Hi-Tech robot moved to Sentient Earth, req. Cold Fusion
- Changed: Aegis Cruiser upgrades to Fusion Cruiser
- Changed: Missile Cruiser upgrades to Fusion Cruiser
- Changed: Battleship upgrades to Fusion Battleship and Missile Cruiser
- Changed: Nuclear Carrier upgrades to Fusion Carrier
- Changed: Nanite Cloud can move all terrain
- Changed: Crossbowman units no longer require Iron
- Changed: Workboat no longer can build Offshore Platform
- Changed: Mobile Artillery unitcombat bonuses against Archer, melee and mounted units
- Enabled: Minuteman unit, unique for America, replaces Musketman
- Enabled: Ansar Warrior, unique for Arabia, replaces Light Cavalry
- Enabled: Elite Jaguar, unique for Aztec, replaces Swordsman
- Enabled: English Longbowman, replaces longbowman
- Enabled: Teutonic Knight, unique for Germany, replaces Heavy Swordsman
- Enabled: Elite Quechua, unique for Inca, replaces Axeman
- Enabled: Zero, unique for Japan, replaces Fighter
- Enabled: Mali Cavalry, replaces Horseman
- Enabled: Sipahi, unique for Persia, replaces Knight
- Enabled: Roman Cavalry, unique for Rome, replaces Mounted Infantry
- Enabled: Spanish Galleon, replaces Galleon
- Enabled: African Axeman
- Enabled: African Infantry
- Enabled: African Spearman
- Enabled: African Scout
- Enabled: African Swordsman
- Enabled: African Warrior
- Enabled: African Archer
- Enabled: African Horseman
- Enabled: Roman Cavalry Auxilia, replaces Horseman
Ethnic unit styles
------------------
- Changed: graphics from Swordsman unit changed for Light Sworsdman for all ethnic unit styles (those units were swapped and these graphics weren't yet)
- Added: African unitstyle (middle east graphics used when african unit not available)
Civilizations
-------------
- Changed: Zulu unit artstyle changed from Middle east to African
- Changed: Ethiopian unit artstyle changed to African
- Changed: Mali unit artstyle changed to African
Wonders
-------
- Added: Technological Capital, req. Terra Computer
- Added: Global Stock Exchange, req. Conglomerates
- Added: Theory of Everything, req. Superstring Theory
Buildings
---------
- Added: Convention Center, req. Communication networks
- Added: Info Net, req. Knowledge Management
- Added: Advanced Quality Control, req. Mesh Networks
- Added: Orbital Factory, req. Space colonies and Magnetic Levitation. Test: can be built multiple times in a city
- Changed: Size of Arcology and Shieldings' slightly decreased
- Changed: Castle no longer requires Walls (In real life castles were built in cities which didn't have city walls)
- Changed: Arcology adds +5 culture
- Changed: Arcology Shielding adds +10 culture, effects from 1st Arcology building combined ie. +3 health added
- Changed: Arcology Advanced Shielding adds +15 culture, effects from 1st Arcology building combined ie. +3 health added
- Changed: Commercial Airport effects have now also effects from Airport since this upgrade line is working now, requires Oil Products instead of Oil
Improvements
------------
- Added: Submerged Town, req. Aquaculture, can be built on ocean and coast, +1 food, +1 hammer, +1 gold
Techs
-----
- Enabled: Superstring Theory
- Changed: Dualism hidden from tech tree since it's disabled
- Changed: Polytheism no longer have Dualism as requirement
Gametext
--------
- Fixed: Mind Control Center strategy entry
- Added: 20 Rise of Mankind hints
Python
------
- Added: Airport is disabled and can't be built again if city builds Commercial Airport
Version 0.9.2
Civilizations
-------------
- Fixed: settings for initial Civics for several civilizations (were duplicate options)
Buildings
----------
- Fixed: Brothel gives now correctly happiness from Harbor, Port and Barracks
- Fixed: Harbor can't be built after Port has been built in city
- Fixed: Arcology can't be built after Arcology shielding has been built in city
- Fixed: Arcology Shielding can't be built after Advanced shielding has been built in city
- Fixed: Casino strategy entry
- Fixed: Glasssmith strategy entry
- Changed: Toll House no longer require Port in city
- Changed: Port, gives 1 culture to city, -1 health
- Changed: Commercial port no longer require 3 ports, Port's effects combined, provides 2 culture to city, replaces Port
- Changed: International port no longer require 3 Commercial ports, replaces Commercial port, Commercial Port's effects combined
- Changed: Harbor is no longer given for free when start game directly from Industrial era
- Changed: Port FreeStartEra changed from Modern to Industrial
- Changed: Supermarket gives +1 happiness from Coffee
- Changed: American Mall gives +1 happiness from Coffee
Civics
------
- Fixed: Nationhood gives correctly happiness from Garrison building
- Fixed: Paganism gives correctly happiness from Ceremonial altar
- Changed: Moved Tribal Law to correct spot
- Changed: Barbarism +10% military production bonus added
Units
-----
- Fixed: Portugal's Carrack upgrades now to Privateer and Early Destroyer
- Changed: Airship upgrades to Early bomber IL2 since its bomber unit
- Changed: Enabled Companion Cavalry UU for Greek
Python
------
- Added: When Commercial Port has been built in city, Port is removed and Port can't be built again
- Added: When International Port has been built in city, Commercial Port is removed and can't be built again
Specialists
-----------
- Added: Slaves, -1 food, +3 hammer, unused citizen type at the moment. will be enabled in future versions
- Added: Noble, +2 gold, +1 culture, +3 great people rate, unused citizen type at the moment. will be enabled in future versions
Other
-----
- Enabled: Python callback function for "Cannot Construct"
- Added: English game text for all new game objects for French, German, Italian and Spanish language options. Mod should be now playable on those languages.
- Completed: Building upgrade path from Harbor to International Port
- Fixed: Gamefont issue with Movies resource. Side-effect: new resource icons won't show up in city screen
Version 0.9.1
Units
-----
- Fixed unitclass for Praetorian, now Light Swordsman unit, upgrades to Swordsman and Maceman
- Fixed unitclass for Aztec Jaguar, now Light Swordsman unit, upgrades to Swordsman and Maceman
- Fixed unitclass for Gallic Warrior, now Light Swordsman unit, upgrades to Swordsman and Maceman
- Companion cavalry UU for Greece disabled (if enable unit upgrade page stops working in sevopedia)
- Bazooka upgrades to Anti-Tank Infantry
- Submarine upgrades to Nuclear Submarine
- Attack Submarine upgrades to Nuclear Submarine
- Ironclad upgrades to Early Destroyer and to Submarine
- ship of the line upgrades to Early Destroyer and to Battlecruiser
- Frigate upgrades to Early Destroyer
- Privateer upgrades to Early Destroyer
- Caravel upgrades to Privateer and Early Destroyer. No longer upgrade to Attack Submarine
- Manowar upgrades to Early Destroyer and to Battlecruiser
- Transport upgrades to Stiletto Boat
- Trireme upgrades to Sloop instead of Frigate
- War Galley upgrades to Fluyt and Brigantine
- Galley upgrades to Fluyt and Galleon
- Brigantine no longer upgrade to Submarine
- Anti-Tank infantry cost increased from 140 to 180, no longer upgrade to Mechanized Infantry
- Fighter upgrades to Early Jet (Mig 15)
- Carrier Upgrades to Nuclear Carrier
- Infantry upgrades to Modern Infantry instead of Mechanized Infantry
- Genetic soldier upgrades to Super Soldier
- Armored Car no longer upgrade to Mechanized Infantry
- Bombard unit added, req. gunpowder
- Catapult upgrades to Bombard
- Trebuchet upgrades to Bombard
- Cannon moved to Rifling
Civilizations
-------------
- Rome: fixed unitclass type for Praetorian
- Aztec: fixed unitclass for Jaguar unit
- Celt: fixed unitclass for Gallic Warrior
- Greece: fixed unitclass for Hypaspists
Events
------
- all event modifications from v0.8 and v0.9 removed because of CTDs (game doesn't give xml errors when something is wrong with events, it just causes crash)
- UNITCOMBAT_NAVAL changed to UNITCOMBAT_WOODEN_SHIPS in harbormaster event
- Gunpowder tech req. changed to Matchlock tech in event that gives promotion to Musketman units (Musketmans enabled at Matchlock tech)
- EVENT_SMOKELESS_POWDER_1 disabled (possible cause for CTDs)
Other
-----
- Pedia page for Unit upgrades works now correctly.
Version 0.9
Techs
-----
- added missing strategy entry for Trade tech
- Conglomerates enabled
- Democracy enabled, requires now Writing, cost decreased
- Social Contract enabled
- Chariotry research cost decreased from 110 to 100, same now as for Animal husbandry
- Theology requires Literature instead of Writing, it requires now also Calendar
- Monotheism requires now Writing
- Icon for Trade tech swapped
Buildings
---------
- Test: Port is now upgrade to Harbor ie. Harbor is disabled in city when it has been upgraded to Port. Harbor's effects are included in Port's effects.
- Customs house no longer require Port to be in same city. This requirement was removed due to avoid issues with Harbor to Port upgrade path
- Garrison gives 2xp to Recon and Siege units
- Barracks obsolete at Leadership (same tech when you can start building Garrisons)
- Grocer gives health bonus from Lemon
- Bazaar gives happiness from Pearls
- Ceremonial altar gives happiness from Hemp
- Commercial Port gives happiness from Coffee
- Market gives happiness from Cotton
- Supermarket gives health from Potato
- Mall gives health from Potato
- Butchery gives health from Salt
- Fisherman's Hut gives health from Salt
- Walls bombard defense from 30% to 20%
- Dun bombard defense from 30% to 20%
- High Walls bombard defense from 50% to 30%
- Castle bombard defense from 25% to 20%
- Spanish Castle bombard defense from 25% to 20%
- Bioenhancement Center moved to Human/Machine Interface tech
Wonders
-------
- Edinburgh's Castle bombard defense from 50% to 25%
- Missing strategy entry for Circus Maximus (no strategy text though yet)
- Computer Center national wonder added, req. Advanced Computers tech
Civics
------
- Majority rule added, req. Democracy, government is lead by all men who decide together ie. direct democracy
- Capitalism added, req. conglomerates, Government is lead by multi-national megacorporations
- Martial Law added, req. Representative Democracy
- Serfdom can sacrifice population to finish production
- Contracting added
- Barter added
- Global market added
- Health Care civic category added
- Shamanism added
- Herbalism added
- Private Health care added
- Regulated health care added
- Government funded H.C added
- Subzidized H.C added
- Universal Antidote added
- Education civic category added
- Ignorance added
- Military Training added
- Heritage added
- Apprenticeship added
- Private schools added
- Public Schools added
- Virtual schools added
- Instant learning added
- Nationhood doesn't give happiness from Barracks (Barracks obsolete before nationhood enabled)
- Tribal Law added (not in correct spot in civic option list)
Events
------
- Tornado may destroy new improvement types
- Some tech requirement adjustments
- Black Pearls event bonus req changed to Pearls (was clam)
- Shaft mine improvement added to events that require Mine
- New ship types added to some events
- New swordsman classes added to few events
- Potato added to some farm events
- Tea event requires Port instead of Harbor
- Few events that might give bonus to Harbors, give now bonus also to Ports
Units
-----
- Heavy Pikeman upgrades to Rifleman and Grenadier
- Ottoman Janissary requires Sulphur
- Ethiopian Oromo Warrior requires Sulphur
- Pikeman upgrades to Heavy Pikeman, requires now copper or iron
- Holy Roman Landsknecht upgrades to Heavy Pikeman
- Machinegun gets +75% bonus against archery units and +100% bonus against melee & animal units, upgrades to Armored Car
- Nanite Cloud can see invisible Hi-tech units
- Genetic soldier is now invisible to most units (some Hi-tech units can see them), they also see most invisible units
- Super Soldier is now invisible to most units (some Hi-tech units can see them), they also see most invisible units
- Swordsman and Light Swordsman have swapped names for clearer order of unit names: 1st Light Swordsman, then Swordsman and last Heavy Swordsman.
- Former Light Swordsman requires now Copper or Iron
- Hypaspists replaces Light Swordsman for Greek
- Prodromoi replaces Horseman for Greek
- Peltist replaces Archer for Greek
- Companion Cavalry replaces Horse Archer for Greek
- Javelin Thrower replaces Archer for Mongol
- Mounted Infantry moved to Horse Breeding and it requires now Bronze Working instead of Iron Working
- Mounted Mongol Swordsman replaces Mounted Infantry for Mongol
- Asian War Galley replaces War Galley in Asian unit artstyle, it doesn't replace Caravel anymore
- Cost of Musketman units has been raised from 80 to 90. It's now same as Heavy Swordsman's cost and upgrade cost to Rifleman for both units is the same sum of gold.
- ACV strategy pedia entry fixed, was completely missing
Python
------
- Harbor to Port upgrade
- Fix for Advisor messages, building first worker unit no longer give advisor messages for first Armor or Naval unit been built.
- Adjustments to Civic screen so that more civics can be displayed
- Sevopedia 2.3.1 combined
- Attitude icons for main screen civ list
Other
-----
- Max World Wonders per city increased from 3 to 4
- Jungle cut production from 0 to 20
- Safari improvement jungle cut time from 800 to 400 (same now as in other improvements)
- new resources and attitude icons added to gamefont_75.tga
Version 0.8
Techs
-----
- Tech tree completely redone, has now 228 techs
- Techs Dualism, Democracy, Social contract, Global Governance, Superstring Theory and Conglomerates disabled for now. Will be enabled once gameplay elements have added which require these techs. Currently these are empty techs
Buildings
---------
- Aztec Sacrificial altar moved to Blood Cult tech
- Market gold bonus 25% to 20%
- Colosseum obsolete at Realism tech
- Public Transportation moved to Mass Transit tech
- Walls defense from 50% to 30%
- Library moved to literature, scientific research 25% to 20%
- Recycling center moved to Recycling tech
- Aqueduct moved to Canal Systems tech
- Temples enabled at Mysticism
- Industrial park moved to Civil engineering
- Security Bureau moved to Nationalism
- Jail espionage 50% to 25%
- Barracks, +3 xp to melee/recon units, +2 xp to mounted/animal units, +1 xp to siege units
- Nuclear power plant moved to Nuclear Power tech
- Broadcast tower moved to Radio
- Jewellery added, +20% gold, req. resource gold, silver or gems. +1 happiness for those resources
- Bazaar added, +15% gold, happiness from silk, spices and ivory
- Archery range added, +3 xp to archer units and +2 xp to siege units
- Meeting hall added, +2 xp to melee/recon units, +3 xp to water units, req. level 4 unit
- Bath House added, req. aqueduct, +1 health, +25% great person, +1 happy per 20% culture rate
- High Walls added, req. walls, +50% defense, +1 culture
- Arcology added (from Next War), req. megastructure engineering
- Port added, +1 trade routes, +25% foreign intercontinental trade route yield, +1 happy from silk, fur, wine
- Toll house added, +25% foreign intercontinental trade route yield
- Armourer added, +20% military production, req. iron or copper and forge, -1 health to city, can turn one citizen to engineer
- School of Scribes added, +15% scientific research, 1 culture, can turn 1 citizen to scientist
- Ceremonial altar added, +1 happiness/culture
- Arena added, +1 happiness/culture
- Accelerator
- Amusement Park
- Arena
- Armourer
- Android Factory
- Artist Guild
- Bath House
- Bazaar, +15 commerce in city
- Brothel
- Butchery
- Bioenhancement Central
- Casino
- Commercial Airport
- Commercial Port
- Cloning laboratory
- Computer Network
- Deep Space Research Institute
- Design studio
- Doctor's Office
- Fisherman's Hut
- Food Processing Plant
- Garrison
- Glasssmith
- Guild Hall
- Healer's Hut
- Hotel
- International Port
- Jewellery
- Lab
- Local Courthouse
- Manufacturing Plant
- Meeting Hall
- Military Airbase
- Movie Theatre
- Museum
- Nanofactory
- Naval Academy
- Oil Power Plant
- Oil Refinery
- Opera House
- Paradise Garden
- Police Station
- Press Agency
- School
- School of Scribes
- Sewer System
- Shipyard
- Shopping District
- Skyscraper
- Space Laboratory
- Steel Mill
- Toll House
- Townclock
- Vacation Resort
- Water Treatment Plant
- Weapon factory
- Personal Rapid Train (PRT)
- Harbor, Port, Commercial Port, International Port have 100% conquer rate, well-known harbors don't get destroyed when ownership of the city is changed (these will be later be upgradeable building chain from harbor to international port so that only one can exist in city at a time)
Wonders
-------
- Great Lighthouse moved to Seafaring
- Globe Theatre moved to Free Artistry
- Moai statues moved to Seafaring, max start era classical
- Hollywood moved to Motion pictures
- Statue of Liberty moved to refining, can be built only in coastal city
- Forbidden palace requires now City Planning
- Notre Dame moved to Architecture
- Rock'n'Roll moved to Electronics
- Space Elevator moved to Nanotechnology
- Great Wall moved to construction, cost increased from 150 to 250
- Ironworks provides 1 steel
- Sistine Chapel moved to Perspective
- The Pentagon moved to electronics
- The Hanging Gardens moved to City Planning, no longer require aqueduct
- Alhambra added, government center, defense in city, requires Islam in city
- Aqueduct of Pont du Gard, free aqueduct in every city, +1 area health, +1 health in city where built
- Cure for Cancer, free hospital in every city, +1 global health (effects might change later)
- Edinburgh's Castle, 100 defense and 50 bombard defense in city where built, government center
- Edison's workshop
- Einstein's Lab
- Copernicus Observatory
- Human Genome Project
- J.S. Bach's Cathedral
- Leonardo's workshop
- Circus Maximus
- Adam Smith's Trading Company
- King Richard's Crusade
- Isaac Newton's College
- Longevity
- Marco Polo's Embassy
- Magellan's Expedition
- Olympic Games
- Palace of Potala
- Plato's Academy
- SETI Program
- Silicon Valley
- Silk Road
- Sun Tzu's Art of War (Effect might change later)
- Theatre of Dionysus
- The Sphinx
- Theory of Evolution
- Universal Translator
- Women's Suffrage
- World News network
National Wonders
----------------
- Space Laboratory, req. International Space Station project, +1 science per all citizens
- Central bank, +50% gold, +3 gold (doubles every 200 years)
- Labor Union (can build 3 of them)
- Modern Art Theatre
- National Courier System
- National Hockey League
- Radio Telescope
- Royal Tournament
- Secret Army Base
- Statue of Champion
- Supercollider
- Treasury
- District Courthouse
- Supreme Court
Projects
--------
- First Cloned Mammal project added
- Encyclopedie added
- Hubble Space Telescope added
- International Space Station added
- Space ship parts have new tech requirements
Units
-----
- Chariots moved to Chariotry
- Immortal (replaces chariot) moved to Animal husbandry, no longer req. the wheel
- Spearman requires stone, iron or copper
- Cuirassier moved to Cavalry tactics
- Ironclad moved to Screw propeller
- Submarine moved to submarine warfare
- Trireme moved to seafaring
- Paratrooper moved to Aerodynamics
- Carrier moved to Naval Aviation
- Gunship moved to Vertical Flight
- Knight units moved to Stirrup
- War Elephant requires elephant riding instead of horseback riding
- Privateer moved to mercantilism
- Tank moved to mechanized warfare
- Airship moved to thermodynamics
- Transport moved to motorized transportation
- Musketman units moved to matchlock (will be moved to flintlock when Arbuequsier unit added to matchlock)
- Cannon moved to metallurgy (will be moved to rifling when Bombard unit added)
- Nuke units moved to Rocketry
- Guided missile moved to Guided Weapons
- Infantry moved to Automatic Weapons
- SAM Infantry moved to Guided Weapons
- Missile Destroyer requires now also Guided weapons
- Attack Submarine requires Sonar and Submarine Warfare
- Privateer moved to mercantilism
- Armor moved to modern warfare
- Machine gun moved to semi-automatic weapons
- Great General can build also Naval Academy
- Camel Archer gets free promotion: Desert Combat
- Trireme bonuses against War Galley
- Anti-tank moved to Composites
- Cuirassier and Cavalry units have 100% bonus against Spearman, Pikeman and Heavy Spearman because cuirassier and cavalry units use firearms which make spears useless since there's no close combat
- Wildlife units: Cave lions, Bengaltigers, Siberiantigers, Polarbears, Cave bears, Dire wolves, Cheetahs, Lion packs
- Ancient Cannon flavor unit for China (replaces catapult)
- Horseman unit added
- Hi-Tech robot added
- Nanite Cloud added
- Traineddog added
- Wardog added
- Guarddog added
- Police Squad added
- Chivalry added
- Crusader added
- Light Swordsman added
- Heavy Swordsman added
- Heavy Pikeman added
- Mounted infantry added
- Light Cavalry added
- Heavy Cavalry added
- Trade Caravan added
- Freight added
- Entertainer added
- Early tank added
- Light tank added
- Heavy tank added
- Armor added
- Sloop added
- Fluyt added
- Bazooka added
- AH64 Gunship added
- Humvee added
- BTR80 added
- Flak 88 Cannon added
- Light Anti-Air Gun added
- Light Artillery added
- Modern Grenadier added
- AH64 Gunship added
- French Chivalry flavor unit
- German Chivalry flavor unit
- Foreign legion (French marine flavor unit)
- Guerrilla added
- Brigantine added
- Early Fighter added
- Seaplane added
- Genetic soldier added
- Super soldier added
- Armored Car added
- AEGIS Cruiser added
- Heavy armor added
- Hoover Tank added
- Strike Fighter added
- Stealth Fighter added
- ACV added
- ACV SAM added
- Remote Controlled Bombers added (specialunit troop, can be transported by helicopters and stiletto boat)
- MI26 Transport Helicopter added
- Early Destroyer added
- Cruiser added
- Fighter-Bomber IL2 added
- Early Jet MIG15 added
- A10 Bomber added
- Stiletto Boat added (stealth transport, invisible to most units)
Civilizations
-------------
- Hittite civilization added
Civics
------
- slight adjustments to tech requirements
- effects heavily modified
Religions
---------
- Religion: Judaism
- Global religion commerce: +2 science, +1 hammer
- Holy city, culture 4->3
- all cities with state religion: culture 2
- Religion: Christianity
- Holy City, culture 4->2
- all cities with state: culture 2
- Religion: Islam
- Holy city, +2 money, +2 science, +3 culture
- all cities with state: gold 1, culture 2
- Religion: Hinduism
- Holy city, culture 4->3
- all cities with state: culture 3
- Religion: Buddhism
- Holy city culture 3
- global religion commerce +2 culture
- all cities with state culture 1->0
- Religion Confucianism
- global religion commerce +1 culture
- Holy city +3 money, +1 science, 4->3 culture
- all cities with state +1 gold
- Religion Taoism
- Holy city culture 4->0, +3 gold
- all cities with state +4 culture
- changes made to most religious buildings. See civilopedia for more info.
Corporations
------------
- Cereal Mills accepts Potatoes
- Civilized Jewelers Inc. accepts Pearls
Promotions
----------
- Completely redone, many new promotions added
Unit categories
---------------
- completely redone, added many new unit categories and divided some old groups to several new groups
- promotions changed to new groups
city specialists
----------------
- Android added
- Celebrity added
Improvements
------------
- Tech yield bonuses added to most improvements
- Groundwater Well added, food from tiles like desert/tundra
- Treefarm added
- Hybrid Forest added, upgrade to treefarm
- Shaft mine added, upgrade to mine
- Bunker added, 50% defense, 40 air damage protection
- Waste Refinement added, can be built on desert
- Desert windmill added, can be built on desert
- Safari, can be build on elephants on modern times
- Explore ancient temple added, explored temple provides commerce to city
- Soylent green facility added, food from desert / tundra
Resources
---------
- added resources: hemp, salt, lemon, potato, coffee, sulphur, pearls, cotton, ancient temple, glassware, steel, ammunition
Python
------
- Arcology city ruins if city with arcology destroyed/razed
Events
------
- tech requirements changed for some events
Game defines
------------
- start year set to 6000BC
- city growth factor from 20 to 22
- commerce percent change from 10% to 5%
- initial trade routes from 1 to 0
- Max world wonders per city from unlimited to 3
- Max team wonders per city from unlimited to 3
- Dirty power health change from -2 to -4
- Max trade routes per city from 8 to 12
- animal max xp from 5 to 10
- barbarian max xp from 10 to 20
- Marathon game +80 turns
- Epic game speed +40 turns
- Normal game speed +25 turns
- Quick game speed +20 turns
- Rivers may start closer to each other
- Food consumption 3 per population
- Fresh water health changed from 2 to 1
- City plot food production +3 and hammers +2
- Farm food yield from 1 to 2
- Desert movement cost 2
- Tundra movement cost 2
- Snow movement cost 2
- Ice movement cost 3
- Jungle movement cost 3, growth from 16 to 20
- Oasis appearance from 500 to 1000
- Forest growth from 8 to 16
- Movement bonuses for routes from Mass Transit and Magnetic Levitation techs
- Giant and Gigantic map sizes added
- Coast plot food production from 1 to 2
Other changes
-------------
- Main menu modified to display mod name
- added new resources to gamefont.tga
Mod components included
-----------------------
Better Espionage Screen for Civilization 4 BTS v3.02 by Theo
Mods combined
-------------
Ethnic Artstyles for BtS
Greenmod (some improvements + new resources)
BtS: Next War
The Lost Wonders of Civilization v1.3
Greenmod 2.10
Caravan mod
Modern Warfare
Civics'n'Stuff
Improved Leaders & Civics
Units from Charlemagne BtS mod
astrac Sep 17, 2007, 05:30 AM Hi,
I know it's not released yet, but do you know if I can use RoM with the 3.13 patch when released?
It seames to me that the most (if not all) of the things Solver has in his patch are included in 3.13, too.
Will your plans change to include Solvers patch to RoM due to this?
I found about your mod just few days ago and i think its great!
Many of your Ideas should have been in the original game, but who knows, maybe there will be another addon based on RoM ? ;)
Thanks for making CIV even more fun! ( and for the answers to my questions in advance).
edit: typos
zappara Sep 17, 2007, 06:44 AM RoM should be compatible with 3.13 (or any other future version of BtS) since my mod doesn't include SDK changes. This was one reason why I didn't include (yet) any SDK changes to my mod since I knew they're going to update BtS. I do have to check 3.13 changelog and see if they've fixed any xml related bugs (BtS buildings/units) that might be needed to fix also to my mod.
Kalimakhus extra stuff for RoM won't work in BtS 3.13 until its DLL is patched to 3.13.
zappara Nov 14, 2007, 06:27 AM Version 1.0 released
Empiremaker Nov 14, 2007, 09:35 AM Wonderful. I can't wait to try out 1.0.
dasvidania Jan 25, 2008, 01:39 PM Thanks for this mod!! it's beautiful.
civhelp121 Feb 22, 2008, 01:51 PM I have a question, say I download this mod, does it replace my civilization game completly? or does it simply appear as another mod that I can select when I want and not play when I don't want
zappara Feb 22, 2008, 02:25 PM It doesn't replace the original game. You extract the mod to ..\Beyond the Sword\Mods -folder and then just load the mod from the game (it restarts BtS with the mod).
civhelp121 Feb 23, 2008, 03:08 PM whenever I download something, and I press save, it automatically sends me to my documenets. and when I press that bar at the top that has the address, the only options is gives me are websites. i'm not too computer savvy, so how do I get to the correct folder?
zappara Feb 24, 2008, 09:51 AM Version 1.0.1 patch released
eddie_verdde Mar 21, 2008, 11:49 AM Congratulations for your work. I was a fan of DyP in CivIII and I'm glad that a similar mod was done for CIV4.
Do I need the Beyond the Sword AND Warlords expansions to play this mod, or just the former?
Thank you.
Empiremaker Mar 21, 2008, 09:26 PM You only need BTS to play.
zappara Apr 14, 2008, 11:37 AM Version 1.0.3 patch released
Maatissi Apr 15, 2008, 09:46 AM Ah, one stupid question: Do I need to apply ALL the patches to update the version 1.0 to 1.0.3? (Had to erase the whole mod-folder after some mistakes - trying to preserve my technologies.xml and stuff... :D )
If I need to reinstall all the patches, where can I get the files for 1.0.1 and 1.0.2?
zappara Apr 15, 2008, 11:22 AM 1.0.1 and 1.0.2 are included in 1.0.3 so no need to apply those patches.
zappara Apr 29, 2008, 10:04 AM Version 2.0 released
zappara May 19, 2008, 05:45 PM Version 2.01 released
JosEPh_II May 19, 2008, 06:32 PM - Changed: Jewish Global Religion Commerces (Temple of Solomon activates) changed from +2 gold +1 science to +1 gold (recommended by Commander Bello & little_cyclone)
;P fiddlesticks :p (I'll adapt).
I still don't have a movie or screen when I build Leonardo's workshop. Just a blue square with Leonardo's Workshop lettering and continue button at bottom. I'm I the only one with this?
JosEPh
P.s. This Mod is basically the only way I play BtS anymore. :D
Dewion May 20, 2008, 12:43 PM zap, why did u do that:
"Plains/Grassland terrain double movement bonus removed"
why u didn't just fix it, just removed.. :/
zappara May 20, 2008, 12:56 PM @Dewion
Unfortunately there was no way to fix it. Hills have plains/grassland layer and if fieldsman promotion gives movement bonus to those, it will allow units to move through hills with double speed and there's other promotions that add the same thing.
Kalimakhus May 20, 2008, 02:11 PM I am not sure if this would be appropriate but you could have given them 2 movement points. It will work on flat grassland and plains and not on hills. In RoM it won't work on desert, tundra, etc. either.
JosEPh_II May 20, 2008, 06:24 PM Okay seems that I am the only one then for Not having Leonardo's Workshop Finish Screen/movie. All the others seem to work fine though.
So How did I get a missing Leo? And if it's missing why isn't others missing too?
Also I'm having a hard time getting the patches to "overwrite the existing files". This also occurred repeatedly under RoM 1.0, 1.01, 1.02 and 1.03. All it wants to do is add another RoM folder inside the Rom folder so that I have 2 seperate Assets, Config, etc. files and neither has overwritten the other.
I quess I don't know how to use winzip after all. Even though I've had it for years now. :p
JosEPh
zappara May 20, 2008, 06:32 PM Well you can always unzip the patch to some other location first, then copy 'Rise of Mankind' -folder (with subfolders and all files) and paste it to '..\Beyond the Sword\Mods\' -folder and it should then overwrite earlier files. :)
Matt0088 May 21, 2008, 03:17 PM I never did use a post telling Zappara how much I love this mod.
So,
RoM is the Greatest
and,
Thanks Zappa
:bowdown::woohoo::bowdown::worship::worship::beer: :thanx:
:agree:
JosEPh_II May 21, 2008, 06:44 PM Well you can always unzip the patch to some other location first, then copy 'Rise of Mankind' -folder (with subfolders and all files) and paste it to '..\Beyond the Sword\Mods\' -folder and it should then overwrite earlier files. :)
That's basically what I've had to do for all but 2 of the updates/patches for both RoM's.
Is this why leaonardo is missing?
JosEPh
Unseelie May 21, 2008, 07:42 PM If I were to install the update, and open a saved game that was running under 2.00, would it run?
zappara May 21, 2008, 07:53 PM @JosEPh_II
Actually don't know why it's missing. Just tested that movie file and it played ok RAD video tools, will test it in-game soon.
Now please continue to post about bugs in thread dedicated to them: Version 2.x bug reports (http://forums.civfanatics.com/showthread.php?t=273368). ;) Easier for me to keep track of them if they're reported all in same thread...
@Unseelie
Most likely it won't run due to so many changes in XML files - usually any changes to mod files prevents the usage of previous version saved game files.
JosEPh_II May 22, 2008, 07:12 PM @JosEPh_II
Actually don't know why it's missing. Just tested that movie file and it played ok RAD video tools, will test it in-game soon.
Now please continue to post about bugs in thread dedicated to them: Version 2.x bug reports (http://forums.civfanatics.com/showthread.php?t=273368). ;) Easier for me to keep track of them if they're reported all in same thread...
@Unseelie
Most likely it won't run due to so many changes in XML files - usually any changes to mod files prevents the usage of previous version saved game files.
10-4 Sir!
:D
JosEPh
zappara Jun 05, 2008, 12:18 PM version 2.1 released.. have fun! ;)
zappara Jun 05, 2008, 11:18 PM version 2.11 now.. fixed one python exception that was left in v2.1. Thanks for Kalimakhus for pointing out this bug.
Commander Bello Jun 07, 2008, 05:34 AM Hi Zappara!
Once again, congratulations for your new version and thanks for your continuous efforts! :goodjob:
One question though: may it be the case that patches 2.10 and 2.11 are to be used in sequential order?
I just tried to update my 2.01 version by applying the 2.11 patch to it and it comes back with all kind of incorrect tags. One I do remember is the "vulcanized_rubber" tag.
I will try to update first with 2.10 now and then apply the 2.11 (followed by Kalimakhus' stuff ;) ) and give an update here.
Update:
Copied the existing 2.00 version, applied 2.11 patch directly and then updated with the add-on for 2.11.
Everything seems to work fine.
zappara Jun 09, 2008, 04:09 AM Download link for full v2.12 mod added. More mirrors will be added once I get uploads completed...
zappara Jun 25, 2008, 01:21 PM Uploaded version 2.2 for BtS v3.17.
boki15 Jun 29, 2008, 07:31 AM Hallo :)
After my exams, I wanted to play again your Mod, and I Updated BtS to 3.17. I downloaded your RoM Mod 2.2. I am really impressed :)
Only problemm that I have now, is that:
if I install "RevolutionDCM for Rise of Mankind 2.12", then the game doesn't start. During the progressbar on game start, windows reports an error and Civ4 is terminated.
I tried RoM 2.12, but it doesn't work for me on 3.17 version, only 3.13 with 2.11
Is "RevolutionDCM for Rise of Mankind 2.12" compatible with RoM 2.2?
greets :)
boki15 Jun 29, 2008, 07:52 AM Ok, I found solution (http://forums.civfanatics.com/showpost.php?p=6976571&postcount=20) that worked for me :). Just ignore post above ;)
zappara Jun 29, 2008, 09:59 AM Is "RevolutionDCM for Rise of Mankind 2.12" compatible with RoM 2.2?It's not compatible with RoM 2.2. So far only Revolution mod component has been updated to BtS 3.17. When Influence Driven War and Dale's Combat Mod have been updated to BtS 3.17, then the addon can be updated, not sooner. This might take weeks.
So for the moment, if you want to use RevolutionDCM addon, you must use BtS 3.13, Rise of Mankind v2.12 and RevolutionDCM for Rise of Mankind 2.12. Other combinations won't work correctly.
Lidrev Jul 17, 2008, 10:09 AM Could you tell me how I could get the earth map with 18-28 civs for mod v.2.2?
zappara Jul 17, 2008, 02:14 PM Could you tell me how I could get the earth map with 18-28 civs for mod v.2.2?
Check this post (http://forums.civfanatics.com/showpost.php?p=7029895&postcount=382)
TkTb Jul 18, 2008, 02:37 AM Great Mod I Must Say:goodjob:
However i recently upgraded my civ version to 3.17 and dl'd the corresponding 2.2 RoM with DCM the civic screen seems to be completely out of proportion with the text. any fix or am i facing an isolated issue
I also see that the military adviser isnt as comprehensive
Kalimakhus Jul 18, 2008, 09:43 AM @TkTb
Do you have the full RoM with RevDCM and BUG? Anyway you better take your question to the Bug Reports thread.
The Capo Jul 22, 2008, 12:01 AM I really love your mod, its awesome actually.
I just have two questions to ask, and if its too complicated could you direct me to the right spot to look at.
I think having the Abyssinians and the Ethiopians is a bit redundant so I was thinking of combining them as just the Abyssinians and then replacing the other slot with the Israelites (I always thought they should be in because of Judaism).
Another thing is that I would prefer using the old bi-color flags (perhaps even the ones in Rhye's mod) instead. I changed some of them in my normal game but I can't seem to locate the file for the flags in this one, maybe I'm just an idiot.
I don't know, I realize this may not be the right place to ask this stuff, but if anyone could help me out that'd be cool.
Seidenstricker Jul 22, 2008, 04:52 PM Anybody Else having late period crashes?
Is their anything I can do to prevent these crashes?
Commander Bello Jul 24, 2008, 09:12 AM Anybody Else having late period crashes?
Is their anything I can do to prevent these crashes?
If you are talking about malfunction in relation to python-related things (freezing when in late game a diplo-window wants to open, and similar), then yes, this happens to me as well.
The solution so far is just to set auto-save to each turn and start new.
JEELEN Jul 31, 2008, 05:30 PM Downloaded the latest version and noticed a Standard 12 civ map in the mappack add-on. I'm currently editing an 18 civ Huge Earthmap for RoM; will post it when I'm done.;)
JEELEN Aug 02, 2008, 06:12 AM Just uploaded: RoM 2.2 Huge Earthmap18 civs :goodjob:
Rise of Mankind 2.2 Huge Earthmap with 18 civs. Full description on the DL Page here:
http://forums.civfanatics.com/downloads.php?do=file&id=10207
Kalimakhus Aug 02, 2008, 04:21 PM Thanks a lot Jeelen :goodjob:
The download link (http://forums.civfanatics.com/downloads.php?do=file&id=10207)
It seems there is something wrong with the way the forum treats copied and pasted link!! I had to paste the correct link several times before it worked??
Anyway, I am sure lots of people here appreciate your effort and I hope you find the time for porting your other maps\scenarios to RoM.
JEELEN Aug 03, 2008, 08:42 AM Ah, thx! (Seems i used \ when I should have used /!) Anyway, I've corrected the link in my original post for the map as well.;)
Anyway, I am sure lots of people here appreciate your effort and I hope you find the time for porting your other maps\scenarios to RoM.
Hmm, that's certainly an idea. (Hadn't thought of it actually...) I'm presently planning another map I promised, but after that I may get back to you guys on this.
In the meantime I appreciate any feedback on this map, as it's my first try for RoM and there may be things I've overlooked.
JEELEN Aug 08, 2008, 10:41 AM :goodjob: RoM 2.2 Huge Earthmap18 civs (version 1.1)
Rise of Mankind 2.2 Huge Earthmap with 18 civs.
Change in 1.1:
- fixed max turn limit.
Full description on the DL Page here:
http://forums.civfanatics.com/downloads.php?do=file&id=10207
Milford Cubicle Aug 18, 2008, 06:37 AM Can anyone tell me if there is a module for 2.2 which replaces some of the religions with Cafflick, Protestant and Orthodoxie???
zappara Sep 05, 2008, 10:10 AM Version 2.3 released :)
JEELEN Sep 05, 2008, 12:27 PM Cool! Downloading... (Better update your sig too!);)
manooly Sep 05, 2008, 12:35 PM Perfect.....2.3 released for the weekend. Thanks so much! Can't wait to download and try tonight.
- manooly
Hashishim Sep 05, 2008, 12:53 PM Zappara i need help, i am currently downloading version 2.3 of ROM, does this version include REvolutionDCM and BuG mod? or do i have to download that seperately? Secondly the addon of the 48civs is it compatible with ROM version 2.3?
As well as ive been looking at that NAM Mod which i found in one of ROM's Threads, is that included in here to? or do i have to download it seperately aswell. Please let me know as soon as possible, so i cant start playing as this mod looks COOL!.
By the way, perhaps you can look at Total War Mod, there are couple features there that are interesting like the different resolutions you can pass in the U.N AND Apocalyptic Palace, Olympic Games, good additions to this MOD, and the diplomats aswell creating commercial, cultural and Research Pacts.
Heres the Link to Total War Mod: http://forums.civfanatics.com/showthread.php?p=6654708#post6654708
Heres the link to History in the Making:
http://forums.civfanatics.com/showthread.php?t=226568
As well maybe you can include there other civs that i have found, The Islamic Republic of Iran, The Peoples Republic of China, and few others, i was searching through it today on the NEW civs thread of this website.
Nemesys Sep 05, 2008, 02:22 PM I'm very happy to see the new version 2.3 being released, downloading now! tx zappara I think this is another good work from you :goodjob:
Anyway, since the new version must be extracted into a new mod directory,I think that older games played with 2.2 are not supported any longer, I mean I though that I could try to load them again to see if the fixes in 2.3 solved the CTD bugs....
Anyway,
I'll give it a try asap and let you know
Cheers
nem
zappara Sep 05, 2008, 02:53 PM Zappara i need help, i am currently downloading version 2.3 of ROM, does this version include REvolutionDCM and BuG mod? or do i have to download that seperately? Secondly the addon of the 48civs is it compatible with ROM version 2.3?
As well as ive been looking at that NAM Mod which i found in one of ROM's Threads, is that included in here to? or do i have to download it seperately aswell. Please let me know as soon as possible, so i cant start playing as this mod looks COOL!.
By the way, perhaps you can look at Total War Mod, there are couple features there that are interesting like the different resolutions you can pass in the U.N AND Apocalyptic Palace, Olympic Games, good additions to this MOD, and the diplomats aswell creating commercial, cultural and Research Pacts.RevolutionDCM, BUG and UN Forces are included in RoM 2.3. NAM isn't. So there's no need anymore to download addon separately (unless it gets updated when RevolutionDCM is updated).
Anyway, since the new version must be extracted into a new mod directory,I think that older games played with 2.2 are not supported any longer, I mean I though that I could try to load them again to see if the fixes in 2.3 solved the CTD bugs....Old saved games won't work in v2.3 due to so many xml changes.
Axil Sep 05, 2008, 03:33 PM Is the extra civ pack for 2.2 able to be used in 2.3 or will it need to be update?
Ironmann Sep 05, 2008, 09:24 PM What do I have to do if I want to have Stacked Attack and Archer Bombard in my game? It says there Deactivated in the start of the game.
I deleted my last Rom before I installed the 2.3.
At least there are more activated now, my Rom 2.2 had only 2-4 things activated and I had installed and removed and replaced the required files etc.
Enough whining, Thanks for an extreme good mod to civ!:king:
This and Foh is the only two mods I play with civ Iv!:goodjob:
Kalimakhus Sep 06, 2008, 09:44 PM @Ironmann
In "Rise of Mankind\assets\xml\" Open the file GlobalDefinesAlt.xml in Notepad. You will find tags for each DCM component.
Hashishim Sep 06, 2008, 10:38 PM http://www.mediafire.com/ <-- perhaps your'll can use this as a secondary place to upload the files, as filefront is awfully very unreliable , i had to download the mod twice in order for it to be downloaded properly as the links kept on dropping.
Hashishim Sep 06, 2008, 10:46 PM oh and sorry for this im not sure wether my post earlier went through, what i need to know is, i have downloaded couple Modular Civs for BTS 3.17, how do i make them compatible with ROM? can you please tell me what do i need to do and change etc.
JEELEN Sep 07, 2008, 12:18 AM I noticed that on the EarthStd23Civs map Assyria starts South of Egypt (should be Northeast of Babylon/North of Sumeria). On the 28 civs map the Zulus start in Congo/Zaïre. Other than that everything looks fine!
Hashishim Sep 09, 2008, 04:49 AM i am attempting to merge other civs into this mod, refer to the thread i made for more details, but im gettin and error when the game loads , but it runs after it though,
Tag UNITCOMBAT_AIR in InfoClass was incorrect
Current XML File is ......\Modules\Custom Civilizations\Iraq\Units\Iraq_CIV4UnitInfos.xml
Any idea how to solve it? Note. There where other errors but they were all repetititve of the same files, and same InfoClass just different CIV, but the civs that i have tried to merge. I looked at the xml file and im not really sure what to actually edit or change there.
Hashishim Sep 09, 2008, 02:03 PM ive managed to merge 100% the following civs: Peoples Republic of China, North & South Korea, Iran, Iraq, Soviet Union, Venezeula, and the Vatican City. Will upload it as soon as possible. Credit given to the Modders who creaeted the civs, i just took them and made it compatible to RoM. :)
cr0ws Sep 12, 2008, 02:45 PM I just stopped to say what a wonderful mod this is! THIS is how BTS should have felt in game play from the install. This mod triples BTS Playability. A little more polishing up here and there (like clerics and buildings and other minor stuff) and this will be a mandatory add on for Civ 4! Thanks you very lot for this!
truetom Sep 15, 2008, 11:59 AM I can't find the post - which file do you have to edit to limit the number of civs in the game? Thanks.
TT
Edit: found it.
sickre Sep 20, 2008, 11:15 AM Whats new in 2.3? You dont have a version history for it.
zappara Sep 21, 2008, 07:55 AM Whats new in 2.3? You dont have a version history for it.Couldn't add them to first posts because I have hit max character limit on those posts. Anyway here are the notes for v2.3:
Version 2.3
Events
------
- Added: 28 New events
- Changed: Tower shield event active on 50% of games now, obsolete python check removed since python file didn't have that code block
- Changed: At the Sword event expires later and can affect Light Swordsman as well
- Changed: Man named Jed event can trigger with Adventurer
- Changed: Blessed sea quest can be triggered on Hellenism, checks also presence of wargalleys, flyuts and brigantines because those can carry missionaries too
- Changed: Tornado may affect many new improvement types (was only affecting BtS default types)
- Changed: Bards tale trigger techs modified
- Changed: Hurricane active in 100% of games (was 75%)
- Changed: Volcano event active in 100% games (there's many active volcanoes on Earth)
- Changed: Black Pearls event can be triggered with Pearls resource (duh!)
- Changed: Apple Seed event actually reveals new apple resource
- Changed: Mahdi Army event might occur earlier
- Changed: Battle Lasers event applies to AH64 Gunships as well
- Changed: Reactive Armor event applies to Early, Light and Heavy Tanks too, prereq. Oil Products instead of Oil
- Changed: Greek Fire event occurs now in 35% of games instead of 15%
- Fixed: Harbormaster quest text elements
National Wonders
----------------
- Added: Fusion Power Plant
Projects
---------
- Added: ITER (International Thermonuclear Experimental Reactor)
- Fixed: Reference to Manhattan Project removed from SDI since Manhattan project is now National wonder and not project
Resources
--------
- Added: Bauxite Ore
- Added: Obsidian
- Added: Ammunition button + font
- Added: Oil products button + font
- Changed: Aluminum is now manufactured from Bauxite Ore
- Changed: Whale obsolete at Sonar tech (1969-1980 when whales were put on endangered species lists)
Buildings
---------
- Added: Aluminum Factory, produces Aluminum from Bauxite Ore
- Added: Modern Granary
- Added: Sid's Sushi Restaurant
- Added: Cereal Mills Factory
- Added: Standard Ethanol Distillery
- Added: Creative Constructions Contractors
- Added: Mining Inc. Survey
- Added: Aluminum Co. Research and Development
- Added: Civilized Jewelers' Store
- Added: Rubber factory graphics + button
- Added: Archery Range graphics
- Added: Vacation Resort graphics + button, gives now +20% commerce, -25% science, +20% culture
- Added: Naval Academy graphics + button
- Added: Press Agency button
- Changed: Drydock requires Shipyard in city
- Changed: Food Processing Plant requires Modern Granary instead of Granary
- Changed: Orbital Factory requires Modern Granary instead of Granary
- Changed: Security Bureau moved to Psychology tech
- Changed: Irrigation Canals moved to City Planning (ancient egypt had these canals)
- Changed: Military Airbase no longer add extra trade route to city
- Changed: Accelerator's bonus to spaceship production reduced
- Changed: Jewellery commerce bonus decreased, trade route modifier added
- Fixed: Oil Power Plant requires Oil
- Fixed: School of Scribes no longer available for free at modern or later starts (goes obsolete at Medieval age)
Great Wonders
-------------
- Changed: Pyramids no longer give access to all government civics. It gives now free Granary in all cities.
- Changed: Alhambra no longer give -50% to damage to defenses on bombardment (avoiding % going below -100% with all the buildings which could lead to game crash)
- Changed: Edinburgh castle no longer give -25% to damage to defenses on bombardment (avoiding % going below -100% with all the buildings which could lead to game crash)
- Changed: Masada no longer give -25% to damage to defenses on bombardment (avoiding % going below -100% with all the buildings which could lead to game crash)
- Changed: Petra gives +1 trade routes in all cities (the site was historically a center for trade), gives +1 free priest and can turn 1 citizen to priest
- Changed: Global Stock Exchange no longer add commerce bonus to city where it's built
- Changed: Technological Capital no longer have 100% science bonus, adds 1 free specialist per city instead of 2
- Added: Alhambra movie
- Added: Art of War movie
- Added: JS Bach Cathedral movie
- Added: Cure for Cancer movie
- Added: Copernicus Observatory movie
- Added: King Richard's Crusade movie
- Added: Theory of Evolution movie
- Added: Longevity movie
- Added: Magellan's Voyage movie
- Added: Petra movie
- Added: Plato's academy movie
- Added: SETI movie
- Added: Woman's Suffrage movie
- Added: Pyramid of the Magician movie (wasn't sure if it's exactly the same pyramid in the video)
Corporations
------------
- Changed: Creative Constructions uses Bauxite Ore instead of Aluminum
- Changed: Aluminum Co. accepts Bauxite
- Changed: Sid's Sushi Co moved to Screw Propeller tech
- Changed: Civilized Jewelers Inc. moved to Motion Pictures tech
Improvements
------------
- Changed: Mine and Shaft mine Aluminum resource swapped to Bauxite Ore
- Changed: Groundwater Well now carries irrigation
- Changed: Quarry can be built on Obsidian resource
- Changed: Camp get commerce bonus from techs Matchlock and Semi-Automatic Weapons (easier to hunt animals)
- Changed: Whaling boats get extra bonuses from Naval Cannon, Corporation and Screw Propeller techs
- Added: Extraction Facility (sea)
- Added: Orchard icon
Mod components
--------------
- Added: Asphalt Roads
- Added: Kalimakhus' RevolutionDCM+BUG addon 1.2
- Added: Ethnic Citystyles 1.03 for BtS 3.17
- Added: UN Forces
Units
-----
- Added: Motorcycle
- Added: Adventurer
- Added: Extraction Facility, builds improvement
- Changed: African knight unit graphics changed to new graphics to fix bug
- Changed: Frigate can transport now 1 land unit
- Changed: Ship of the Line can now transport 1 land unit
- Changed: Manowar can now transport 1 land unit
- Changed: Iron Frigate can now transport 1 land unit
- Changed: Ironclad can transport 1 scout, spy, great people
- Changed: Cavalry upgrades now also to Armored Car and Motorcycle
- changed: Armored car cost increased, Flanking abilities increased, no longer start with blitz
- Changed: Jeep cost increased, Flanking abilities increased
- changed: HUMVEE cost increased, Flanking abilities increased
- Changed: BTR80 cost increased
- Changed: Mechanized Infantry cost increased
- Changed: Gunship flanking abilities increased
- Changed: AH64 Gunship flanking abilities increased
- Changed: Cuirassier upgrades to Motorcycle
- Changed: Police Squad is now gunpowder unit type
- Changed: Flak88 negative modifiers against different unit types removed (these were used against personnel, tanks, planes, vehicles etc.)
- Changed: Automatons upgrade to Cyborgs, requires now Cloning Laboratory instead of Cloning Factory (can be built earlier->helps AI), cost increased to 100
- Changed: Clones require now Cloning Laboratory instead of Cloning Factory, can build now Silk Farm, Apple & Olive Orchard
- Changed: Cyborg cost increased to 150
- Changed: Great Artist can build Heroic Epic and National Epic wonders
- Changed: Great Merchant can build Central Bank and Wall Street national wonders
- Changed: Great Engineer can build Ironworks national wonder and Pont du Gard great wonder
- Changed: Atomic Bomber requires now Aerodynamics and Fission, cost increased, air range dropped to 7, belongs now to Bomber unit group which gives access to certain Air promotions
- Changed: Nanite Cloud removed from Hi-Tech unit group (has no longer access to promotions), strength dropped 70->64 (still strength 70.4 with Sensors I upgrade)
- Changed: Spearman units no longer require resources, instead you can speed up production by having stone, obsidian, copper and iron resources (55% from cost removed if you have all 4 resources), moved to Stone Tools tech and requires Hunting
- Changed: Axeman units can now also be built with Obsidian
- Changed: Wardog unit can be built with Obsidian
- Changed: Explorer upgrades to Adventurer
- Changed: Aztec Elite Jaguar can now built also with Obsidian, fixed missing pedia entry
- Changed: Dreadnought armor requires Oil Products and ( steel or iron )
- Changed: plane FW190 retextured - nazi symbol removed
- Changed: plane he111 retextured - nazi symbol removed
- Changed: Mechanized Infantry no longer require Ammo because it should be the default Conscription unit if you start on Future Age
- Changed: ACV SAM art define points to different animation file (no longer to scenario files)
- Fixed: Maya Holkan no longer require bronze working, requires now copper, iron or obsidian
- Fixed: Conscription units, Riotpolice removed from list, Arquebusier+Musketman have different values now, order fixed on late game conscription units
- Fixed: Zero art file path define
- Fixed: M60 art file define
- Fixed: Aztec grenadier art file path define
- Fixed: typo on flag units (BtS bug?)
- Fixed: Light artillery animation define
- Fixed: Light Anti-Air Gun animation define
- Fixed: Flak 88 animation define
Audio
-----
- Fixed: Some 3D sound define was missing?!? Seemed like bug in BtS since mod has no actual references to that audio define
- Fixed: AS3D_UN_SWDMN_FDGT_VOX define was missing? Units don't have this sound define anywhere so probably bug in BtS or typo in some custom unit nif file? copied and renamed AS3D_UN_SWDMN_FIDGT_VOX to add this define (I assume it's the same sound)
Promotions
----------
- Added: 4 event only promotions
- Added: New button graphics for several promotion lines
- Fixed: Ambush I-II available again for siege units, requires now Drill II
- Fixed: Charge I available again for siege units, requires now Drill II
- Fixed: Heal available again for siege units, requires now Drill III
- Fixed: Medic I-II available again for siege units, requires now Drill I
- Fixed: Barrage I-II no longer available for Tracked, Wheeled, Mounted or Wooden Ship units
- Changed: Accuracy I available to Diesel and Nuclear ships (only those that have collarateral damage ie. access to Barrage I promotion)
- Changed: Combat 6 no longer available for Leader (there's already alternative)
- Changed: Medic 3 no longer available for Leader
- Changed: Woodsman I-III has bonuses now against Animal units (not wild animals but Animal unitgroup: guarddogs, wardogs etc)
Python
------
- Added: Granary -> Modern Granary upgrade line
- Added: Barracks removed from city when Garrison is built (Barracks is obsolete at this point)
- Fixed: when Steel Mill was built it didn't remove all required building types
- Fixed: Inquisitor unit persecution
- Fixed: River Port can't be built if city has Harbor, Port, Commercial Port or International Port
- Changed: check added to EnhancedTechConquest so that Barbarian civ doesn't get tech advances from conquering cities.
- Changed: in MapgeneratorUtil aluminum swapped to Bauxite
- Changed: Anti-Missile batteries disabled when Arcology is built (can't shoot missiles through shield = prevention of arcology size bug), Anti-Missile batteries can't be built if city has arcology, arcology shielding or advanced shielding
Civics
------
- Changed: Tribal Law increases local rebelliousness each turn by 1 (tribes want to control their city themselves)
- Changed: Inquisitorial likes state religion Holy city, decreases rebelliousness
- Changed: Emancipation diplomacy penalty for civs without it halved (400%->200%)
- Changed: Government funded healthcare no longer cause penalty for civs without it (400->0)
Unitcombats
-----------
- Added: new button graphics for several categories
Sevopedia
---------
- Fixed: DCM Concepts page (was not shown on sevopedia, python code was made for regular BtS so I converted it), includes Active Defense, Airbomb Missions, Archer Bombard, Battle Effects, Civ Changer, Civ Customiser, Combined Arms Stack attack, Opportunity Fire and Ranged Bombardment pedias
- Fixed: Corporation prereqs are now shown on buildings that require specific corporation
- Fixed: Some improvement pedia links
- Changed: Many tech strategy entries have been corrected (some BtS entries still need to be changed)
- Changed: tweaked Promotion Tree to be easier to read
- Changed: button size on unit upgrade chart made smaller
- Changed: DCM concept page renamed to RoM Concepts
- Added: AI AUtoplay pedia to RoM Concepts
- Added: Revolution pedia to RoM Concepts
- Added: BarbarianCiv pedia to RoM Concepts
- Added: Tech Diffusion pedia to RoM Concepts
- Added: Enhanced Tech Conquest pedia to RoM Concepts
- Added: Inquisition pedia to RoM Concepts
- Added: Ethnic Artstyles pedia to RoM Concepts
- Added: Dynamic Civ Names pedia to RoM Concepts
- Added: Influence Driven War pedia to RoM Concepts
- Added: Building upgrade lines pedia to RoM Concepts
- Added: Civic Specific Buildings pedia to RoM Concepts
- Added: Specialist Stacker pedia to RoM Concepts
- Added: Civ4lerts pedia to RoM Concepts
- Added: Better Espionage Screen pedia to RoM Concepts
- Added: Cultural and Great Person Turns pedia to RoM Concepts
- Added: Great Person Progress Bar pedia to RoM Concepts
- Added: City Cycle Arrows pedia to RoM Concepts
- Added: Improved Glance Tab pedia to RoM Concepts
- Added: Great Person Technology Preferences pedia to RoM Concepts
- Added: BUG Military Advisor pedia to RoM Concepts
- Added: Not Just Another Game Clock pedia to RoM Concepts
- Added: Raw Yields pedia to RoM Concepts
- Added: Reminders pedia to RoM Concepts
- Added: Whip Assistant pedia to RoM Concepts
- Added: Wide city bar pedia to RoM Concepts
- Added: Maps and Scenarios to RoM Concepts
- Added: Many Strategy entries for buildings and units
- Added: All missing tech strategy entries
Great People
------------
- Changed: Great General can build now also National Courier System and Secret Army Base
Other
-----
- Enabled: DCM Opportunity fire
- Enabled: DCM Active Defense
- Enabled: IDW Auto draft
- Changed: Barbarian cities may now appear on all eras. This helps Revolution mod component to form new Civs if game is started on Industrial or later era
- Fixed: bug in Ethnic Citystyles 1.03 PlotLSystem files: Native_American.nif was spelled incorrectly
- Fixed: reference to worldbuilder Peak button file (BtS didn't have that button so I made it to point to feature_peak button file)
- Fixed: Global Warming message is correct now (no longer say there's nuclear fallout)
Maps
----
- Fixed: Earth 28 preset civs converted to RoM 2.3 settings
- Fixed: Earth standard size 12 preset civs to RoM 2.3 settings
- Fixed: New World Colonization no preset civs to RoM 2.3 settings, renamed to Americas
- Fixed: Mediterranean map to RoM 2.3 settings
- Fixed: New Zealand map to RoM 2.3 settings
- Added: Earth standard size with 23 preset civs
- Added: Earth Ice Age
- Added: Demographica map (mediterranean), probably requires 512MB graphics card due to huge size
zappara Oct 15, 2008, 02:37 AM Patch v2.3->v2.31 released:
Version 2.31
Python
------
- Changed: pickle optimization (should reduce wait time between turns)
- Fixed: Fluyt was mispelled in CvRandomEventInterface
Promotions
----------
- Fixed: Air refuel was 2 times defined, removed duplicate
Mod components
--------------
- DLL Updated: Better BTS AI 0.36
- DLL Updated: Dresdon's unofficial BTS Solver patch 0.19.1
Units
-----
- Fixed: Great General can no longer force build national wonders but it can still build the same wonders when requirements are met
- Changed: Caravel units no longer have RESERVE_SEA AI option, this should limit AI players from building too many of these units
- Fixed: Arabian War Elephant graphics switched back to Middle East War Elephant, unit buttons should work now normally
JEELEN Oct 15, 2008, 04:06 AM Is the link in your sig updated? (I mean it links to the 2.3 DL Page, but there's no indication of 2.31 there.)
zappara Oct 15, 2008, 04:51 AM Is the link in your sig updated? (I mean it links to the 2.3 DL Page, but there's no indication of 2.31 there.)It is now updated ;)
Afforess Oct 15, 2008, 01:22 PM Does that patch fix the late game CTD's? Has anyone tested it and won?
zappara Oct 21, 2008, 09:26 AM Version 2.4 will be released today (just uploading it)
Patch notes:
Buildings
---------
- Changed: Forge buildings cost halved (120->60) to help AI players (if building takes more than 30 turns to built, AI player most likely will not build it)
- Changed: Slave market cost halved (so it won't be more expensive than Forge)
- Changed: Artist Guilds adds +1 happiness if city has dye resource
Civilizations
-------------
- Added: Barbarians have now own unitartstyle
Mod components
--------------
- Updated: BUG mod to v3.5
- Fixed: CTD bug from modern age (though with AIAutoplay mod component there seems to be CTD issue if start game directly on modern era and let AI play turns from the start, crashes at 20-30 turns)
Terrain
-------
- Added: Marsh
- Added: Peat Bog feature on Marsh and Tundra
- Changed: Jungle and Forest may appear on Marsh plots
- Changed: Fallout unhealthiness increased from 0.5 to 0.8
Resources
---------
- Changed: Rice may appear on Marsh and Peat Bog plots
- Changed: Potato may appear on Marsh
- Changed: Fur may appear on Marsh plots
- Changed: Oil may appear on Marsh and Peat Bog plots
Improvements
------------
- Changed: Cottage no longer get bonuses from roads and railroads
- Changed: Hamlet no longer get bonuses from roads and railroads
- Changed: Village food bonus 1->0, no longer get hammer bonus from roads and railroads
- Changed: Town food bonus 1 -> 0
- Changed: Mine gets now +2 hammers from railroad (was no difference between roads and railroad)
- Changed: Shaft Mine gets now +2 hammers from railroad (was no difference between roads and railroad), can now be built directly after you discover Steam Power
- Changed: Farm can be built on marsh plots, gets small chance to discover food resources
- Changed: Watermill gets +1 food from Replaceable parts and +1 hammer from Electricity
- Changed: Groundwater well can be built on marsh plots
- Changed: Goody huts may appear on Marsh and Peat Bog plots
- Changed: Bunker can be built on Marsh plots
- Changed: Waster refinement factory can be built on Marsh plots
- Changed: Fort can be built on Marsh plots
Techs
-----
- Changed: Agricultural tools no longer enable irrigation
- Changed: Canal systems enables irrigation
Maps
----
- Added: new Mediterranean (120x40) map by wcis
- Added: Eurasia (200x80) map by Bohemus
- Added: Huge Earth 18 civs (124x68) map by JEELEN
- Added: Mars map with 12 civs (80x57), original map by GarretSidzaka
- Added: Mars Colonization map, no preset civs and starts on Future era (AD2055)
- Added: Colonization scenario (America map), 12 preset civs, start year 1500, 3month turns
- Added: Australia & New Zealand huge map (114x80), no preset civs
- Added: Orion, huge map (106x100), no preset civs
- Added: Sirius, huge map (132x84), no preset civs
Unitcombats
-----------
- Added: Espionage unit group
Promotions
----------
- Added: Spy promotion lines
- Changed: Fieldsman I-III gain bonuses on Marsh terrain
Units
-----
- Added: Dropship (helicopter unit with paradrop ability)
- Changed: Spy is now in Espionage unit group
- Changed: Worker units can drain Peat Bog
- Changed: Brigantine upgrades now to Iron Frigate instead of Frigate (unit stays available longer)
- Changed: AH64 Gunship upgrades to Dropship
- Changed: Modern Paratrooper upgrades to Dropship
- Fixed: Arabian Rifleman buttons work again (animations swapped)
Unitartstyles
-------------
- Added: Asian Trireme
- Added: Galleon for China
- Added: Asian Galleon
- Added: Mesoamerican Caravel (used for South America/Aztec style too)
- Added: Mesoamerican Galley (same graphics for War Galley) (used for South America/Aztec style too)
- Added: Mesoamerican Galleon (used for South America/Aztec style too)
- Added: Mesoamerican Trireme (used for South America/Aztec style too)
- Added: Mesoamerican Ship of the line (used for South America/Aztec style too)
Pedia
-----
- Added: Better BTS AI pedia to RoM Concepts
- Added: Super Spies pedia to RoM concepts
- Added: Advanced Scoreboard pedia to RoM concepts (instructions how to customize it)
- Added: Unit Naming pedia to RoM Concepts (specific instructions still only in BUG Mod Help-ENG.chm help file)
- Added: Autolog pedia to RoM Concepts
- Updated: Maps & Scenarios in RoM concepts
- Updated: Civ Changer info in RoM concepts
- Updated: Archer Bombard info in RoM Concepts
Python
------
- Changed: All mapscripts have been updated to terrain changes (Marsh now included)
Graphics
--------
- Added: new water and terrain textures
Loke.be Oct 21, 2008, 12:05 PM Wohoooooooooo!!
lordrune Oct 21, 2008, 12:25 PM Wicked :) Can't wait to play around in the swamps and bogs!
samson01234 Oct 22, 2008, 06:21 PM Need some help...,I'm playing 2.3 mode and am in the modern age. After fighting a war "civil miltia emerged" appeared and now I can no longer build any buildings?
Any ideas on how to solve this?
truetom Oct 24, 2008, 01:18 AM Great stuff, Zapparra! :cool:
TT
White Flag Oct 24, 2008, 03:06 AM Hy Zappara,
Once again you have done the work to perfection. :goodjob: :king:
Since this module was built, I converted to Zappareism, alleluia. :D
Firaxis should contact you quickly to offer you a job worthy of your talent, director or something good foil.
If they don't do this, possibles causes are, they are blind, deaf and dumb, unbelieving :devil: or lost in the triangle of wetlands.
Don't stop modding, I believe in you, amen.:bowdown:
zappara Oct 24, 2008, 04:52 AM New patch released.
Version 2.41:
Python
------
- Changed: Spy spawning disabled from Revolution component due to possible CTD issue - if civ doesn't have palace (ie. no capital, is this possible?) and his spy successfully completes mission and then can't return to palace, the game crashes
- Changed: Spy unitcombat group enabled in BugUnitNameOptionsTab.py (also added to 'Unit Naming.xml')
- Fixed: Chevron stacker adjustments restored to default settings - apparently my changes in v2.31 weren't working as suppose to
Units
-----
- Fixed: Russian cossack upgrade paths
- Fixed: French Dragoon upgrade paths
Terrain
--------
- Changed: Marsh added to Battle effect for Forest terrain list (not working correctly yet)
- Added: Battle effect for Marsh terrain (not working correctly yet)
Mod Components
--------------
- Disabled by default: Battle Effects, after Marsh & Peat bog terrain features were added, these effects started to act incorrectly - possible bug with indexing terrain features?
Gametext
--------
- Fixed: Civ4lert messages (same text defines in 2 files were overwriting each other)
Events
------
- Changed: Coastal Reef event may happen more often
Other
-----
- Changed: Removed old BUG config info from 'Rise of Mankind.ini' and changed mod name+description
- Added: All RoM unit classes added to 'Adv Unit Naming.ini'
FriskyBuddha Oct 25, 2008, 02:29 PM was the map shading changed in 2.4? All of the colors are different
samson01234 Oct 25, 2008, 08:42 PM Having trouble with game transferring in WinZip. I've downloaded from Filefront 3 times. however when I extraxt from WinZup, WinZip freezes up 2 bars from final extraction. Any ideas or suggestions?
BlackBird28 Oct 25, 2008, 10:04 PM there are promotions missing from the promotion map
hlacey Nov 29, 2008, 05:56 AM Hey - love the mod, but can't play it on the lan. When we try, the hosted game never comes up to whoever is try to connect. We both have the same mod version and the multiplayer fix. Just wondering if anyone knows anything about this. Ta.
hellfish6 Dec 02, 2008, 09:36 PM Just downloaded 2.4, and no I have no in-game GUI. Same problem when I put 2.4 on my laptop. I'm using the Steam version of Civ4.
Version 2.2 worked fine, and I deleted everything when I downloaded 2.4 and did a clean install, but this is what my game looks like now:
http://img100.imageshack.us/img100/1641/screen13hr7.jpg (http://imageshack.us)
http://img100.imageshack.us/img100/screen13hr7.jpg/1/w1280.png (http://g.imageshack.us/img100/screen13hr7.jpg/1/)
maedros Dec 03, 2008, 04:53 PM I have the same problem with hellfish6 but i use xp(sp2).No interface. 2.2 worked just fine. I load RoM2.4 (or 2.41 or 2.501beta) from bts(3.17) screen just fine.Now from the RoM screen i can't read civilopedia(i press the civilopedia button but it does nothing).I can go for a single player game but when it loads i have no interface(even in a custom game). I desperatetly want to play!:cry::(
help
DRJ Dec 03, 2008, 05:23 PM Did you try to uninstall bts completly + manually deleting the bts folder in .../my games where the saves are at? When I did delete those folders as well and clean reinstalled all it mystically worked...
maedros Dec 03, 2008, 07:34 PM I finally did manage to solve my problem.In my case i replaced bugpath.py file in Rise of Mankind/Assets/Python/BUG folder by the bugpath.py file found in the bugpath (MissingUIFix).zip file which is in the rompatch2_501beta.zip file.
So anyone who experiences no interface or no pedia/options problems please try this.It may work in your case too!
zappara Dec 22, 2008, 06:32 AM Version 2.5 released! Merry christmas for everyone! :D
Download v2.4->2.5 patch (http://forums.civfanatics.com/downloads.php?do=file&id=11204)
Version 2.5 patch notes:
Version 2.503 (official 2.5 release)
--------------
Mod components
--------------
- Disabled: Active Defense (superseded by Better BtS AI logic)
- Disabled: DCM Air Bombing (superseded by Better BtS AI logic)
- Updated: Inquisition component updated to RevolutionDCM addon version 1.2
- Updated: RevolutionDCM 0.97 (supports now up to 50 players), earlier beta saves no longer compatible with this version
- Updated: Better BtS AI 0.45h
- Updated: BUG mod 3.51 (should fix interface problem)
Units
-----
- Changed: Inquisitor max amount 3 now, can not use Inquisitor when player has no state religion or when player is using Secular religious civic.
Python
------
- Updated: several files with Inquisition mod changes
- Updated: BarbarianCiv file (bug fix)
Game defines
------------
- Added: New inquisition defines, by default player can found only 1 religion (see GameDefinesAlt.xml file for all options)
Pre-made maps and scenarios
---------------------------
- Changed: All maps support now up to 50 players
Civilizations
-------------
- Changed: Siam uses now South East Asian artstyle
- Changed: Hittites use now Egypt artstyle
Civics
------
- Changed: Barter food and production bonus from traderoutes 25%->35%, -75%->-50% commerce from trade routes, -25% bazaar, market and grocer cost
- Changed: Aristocracy renamed to Nobility
- Changed: Oligarchy renamed to Junta
Traits
------
- Changed: Financial gives now +1 commerce on plots that have at least 4 gold (was 2), gets now +1 gold per trade route
================================================== ===============
Version 2.502beta
-----------------
Mod components
--------------
- fixed: Battle effects should work correctly now with all terrain feature types. Battle effects are off by default (enable it from GlobalDefinesAlt.xml file), recommended to use only on high-end computers
Civics
------
- Changed: Feudal negative improvement modifiers removed (AI will replace cottages, hamlets, villages and towns with farms anyway if it uses this civic), -25% Castle cost (-50% if Monarchy is active too)
- Changed: Liberal improvement upgrade rate 50% -> 25%, removed culture bonus (unlimited artists allows huge culture increase anyway), +1 happiness from Broadcast tower
- Changed: Aristocracy +1 culture per specialist instead of +1 gold per specialist, more specific info about Manor
- Changed: Patrician +1 gold per specialist
- Changed: Bourgeois -1 happiness from Barracks and Garrison (military presence in city causes some unhappiness), no longer give happiness from Factory, builds Jewellery, Theatre, Colosseum and Brothel -25% cheaper
- Changed: Liberal -4 happiness from Slave Market, -2 happiness from Barracks, Garrison, -1 happiness from Military Airbase, Intelligence Agency (slave/military/spy presence in city restricts freedom)
- Changed: Fascist +1 happiness from Intelligence Agency and Security Bureau
- Changed: Barter gives now +25% food/production and -75% gold from trade routes, -10% culture rate and no foreign trade (trade happens locally rather than across great distances)
- Changed: Laissez Faire renamed to Free Market and moved to Banking tech (to expand economy civic choices for early and mid game)
- Changed: Caste removed 10% food and hammer bonus
- Changed: Divine cult -25% gold in all cities, +50% gold in capital (leader takes part of the sacrificed goods), no more give free experience to units (too many AIs using this civic so it needs less bonuses), local rebelliousness 0->+2, switch to +50 to revindex, more violent rebels if revolution occurs, -50% Great People modifier, no longer prevent non-state religion spread (f.ex. Maya had divine cult by the time europeans entered the continent but their cult didn't stop christianity from spreading there)
- Changed: Paradise +1 gold per unit cost added, bonuses from improvements Treefarm, Hybrid Forest, Forest Preserver, Green Facility and Desert Windmill, feature happiness +1 from forest/jungle, -2 from Fallout
- Changed: Subsidized removed gold bonus
- Changed: Socialized removed gold bonus
- Changed: Free Church has now Low Upkeep cost (government doesn't interfere private religion's affairs much)
- Changed: Folklore allows you to build Monuments 50% cheaper
- Changed: Prophets -25% Missionary unit costs
- Changed: Private removed -5% gold modifier (this should have lower upkeep than Public Works)
- Changed: Survival +10% military production bonus
- Changed: Public Works can build Paved roads, Sewer System, Public Transportation and Personal Rapid Train 25% cheaper, no longer give health bonus to those same buildings
- Changed: Monarchy -25% castle cost (-50% if feudal is active too), culture bonus 35% -> 25%
- Changed: Despotism -25% Barracks and Garrison cost
- Changed: Bureaucracy no longer give 50% production bonus in capital, instead it gives +10% production, +10% science, +10% gold in all cities
- Changed: Proletariat -25% Granary, Butchery, Fisherman's Hut, Artesian Well and Bakery cost
- Changed: Corporate removed building health changes from corporation HQs, can construct corporation specific buildings 25% cheaper
- Changed: Technocracy +1 science per specialist, new units get free Sensors I promotion
- Changed: Superhuman +25% great general, +25% production in all cities
- Changed: Post-Scarcity +1 gold per specialist, lower unit support costs
Buildings
---------
- Changed: Walls DCMAirbombMission type 2 (destroy building mission)
- changed: High Walls DCMAirbombMission type 2
- changed: Castle DCMAirbombMission type 2
- Changed: Radar Station DCMAirbombMission type 2
- Changed: Anti-missile Batteries DCMAirbombmission type 2
- changed: Bakery DCMAirbombMission type 2
- changed: Irrigation canals DCMAirbombMission type 2
- changed: River Port DCMAirbombMission type 2
- changed: Harbor DCMAirbombMission type 2
- changed: Fisherman's Hut DCMAirbombMission type 2
- changed: Rubber Factory DCMAirbombmission type 3 (bombard factories mission)
- changed: Chemical Plant DCMAirbombmission type 3
- changed: Personal Rapid Train DCMAirbombmission type 2
- changed: Convention Center DCMAirbombmission type 2
- Changed: Coal Plant requires coal
- Changed: Shale Plant (japan UB) gives +1 Oil Products (that's what the building actually did, made fuel for ships)
- Changed: Nuclear Plant requires Uranium
- Fixed: Khmer Baray maintenance modifier now same as in Aqueduct
- Fixed: Ottoman Hamman maintenance modifier now same as in Aqueduct
Techs
-----
- Changed: Divine Right requires Constitution
Game defines
------------
- changed: NUM_BATTLE_FEATURES increased from 5 to 7
- changed: NUM_GAME_FEATURES increased to 8
- Changed: USE_GET_UNIT_COST_MOD_CALLBACK from 0 to 1
- Changed: USE_GET_BUILDING_COST_MOD_CALLBACK from 0 to 1
Victory
-------
- Fixed: Religious victory change from earlier patch included again (file wasn't included in the patch), now 75% instead of 85%
- Changed: Cultural victory requires now 5 cities with Legendary culture instead of 3
Pedia
-----
- Changed: Civics pedia in RoM Concepts expanded with better descriptions what each civic option represents
- Added: Folklore pedia
- Added: Survival pedia
- Added: Federal pedia
- Added: Oligarchy pedia
- Added: Superhuman pedia
- Changed: Aristocracy pedia
- Changed: Prophets pedia
Python
------
- Added: Gameutils building and unit cost modifiers when certain civics are active
- Changed: CvCivicScreen.py removed civic specific building and unit text elements (done now through civic help entries)
- Changed: Sevopedia civic screen removed civic specific building and unit text elements (done now through civic help entries)
- Fixed: Info Screen's Statistics page works correctly again, shows now also Improvement info
Leaders
-------
- Changed: Alexander Vassalage -> Despotism
- Changed: Asoka Secular -> State Church
- Changed: Augustus Ceasar Republic -> Senate (he surrendered his powers to the senate)
- Changed: Churchill Nationalist -> Parliament
- Changed: Cyrus Vassalage -> Aristocracy
- Changed: Darius Secular -> Bureaucracy
- Changed: Frederik Federal -> Aristocracy
- Changed: Gandhi Federal -> Proletariat
- Changed: Hannibal Free Market -> Despotism
- Changed: Isabella Divine Cult -> Intolerant
- Changed: Justinian Divine Cult -> Free Church
- Changed: Kublai Khan Bureaucracy -> Proletariat, religion Buddhism -> Confucianism
- Changed: Lincoln Liberal -> President
- Changed: Mehmed Vassalage -> Despotism
- Changed: Pericles Republic -> Democracy
- Changed: Peter Bureaucracy -> Vassalage
- Changed: Ragnar Monarchy -> Vassalage
- Changed: Ramesses State Church -> Slavery
- Changed: Roosevelt Mercantile -> Public Works
- Changed: Saladin Divine Cult -> State Church
- Changed: Stalin Planned -> Communist
- Changed: Suppiluliuma Monarchy -> Republic
- Changed: Suryavarman religion Nagualism -> Hinduism
- Changed: Washington President -> Federal
- Changed: Zara Divine Cult -> State Church
Promotions
----------
- Changed: Sensors I-III get bonuses also on Marsh terrain
- Changed: Fanatic -25% defense on Marsh terrain
- Changed: Berserker I-II negative defense bonuses on Marsh terrain
Version 2.501beta
------------------
Mod Components
--------------
- Merged: RevolutionDCM 0.961
- Fixed: Start as Minors, moved patch file to correct folder so it overwrites old file
Python
------
- Changed: Exotic Foreign advisor, changed civic category names
- Changed: Autolog (BUG mod feature) should work correctly if enabled (event onChangeWar was causing errors)
- Changed: Rebeltypes (revolution mod) includes now new 5 civilizations: Abyssinia, Assyria, Iroquois, Hittites, Siam
- Changed: Sevopedia civic's pedia shows info if civic is required to build certain buildings or units, shows info about rebelliousness
- Changed: Civic screen shows now info if certain civic allows you to build certain buildings (f.ex. Manor) or train certain units (Inquisitor), shows info about rebelliousness
- Changed: Sevopedia Building's pedia page show info if building is part of building upgrade line
- Changed: Sevopedia Building's pedia page show info if building requires hills within city radius
- Changed: Sevopedia Building's pedia page show info if Great Wonder can not be built in same city which has already certain Great Wonder
- Changed: Sevopedia Building's pedia page show info if building requires certain active civic
- Fixed: Main interface division by zero error in getMaxRow. The following functions also seem to be "bugged" as they use MaxCol when actually it should be using MaxRow but when fixed, unit icons on main screen get aligned incorrectly?!? These code segments are part of BUG mod's Plot List Enhancements...
Buttons
-------
- Changed: removed mipmaps from all buttons in the patch (they don't resize or get blurry anymore when using low graphics level)
Civics
------
- Fixed: Prophets allows now State Religion
- Fixed: Folklore removed laborfreedom modifier (revolution mod) and changed it to religion freedom
- Fixed: Secular no longer give happiness from state religion, there's bug in the game engine and can't enable modifiers State religion = 1, state religion happiness > 0 and non-state religion happiness > 0 at the same time, happiness penalty with civs without Secular
- Changed: Communist gets +1 hammer from workshop
- Changed: Republic available now at Philosophy tech (same as Senate)
- Changed: Chiefdom gets now +25% distance modifier from palace to maintenance
- changed: Despotism -20% science bonus
- Changed: Bureaucracy available now at Civil Service tech
- Changed: Vassalage Great People negative modifier removed, moved to Constitution
- Changed: President, removed number of cities maintenance cost and war weariness modifier changed from +20% to -20%, +1 free experience, moved to Representative Democracy
- Changed: Keynesian renamed to Regulated
- Changed: Corporatist gets +1 trade routes, -50% corporation maintenance costs and 2 unhappiness in largest cities, increases now revolution indexes (unhappiness)
- Changed: Intolerant has now -9 religious freedom modifier (was -7) to enable DynamicCiv names on Theocratic nation (Holy prefix)
- Changed: Oligarchy removed free experience modifier
- Changed: Aristocracy moved to Bronze Working, +1 free experience
- Changed: Patrician +1 happiness from Bazaar, Market, Treasury, +10% war weariness
- Changed: Senate +1 happiness from Agora, largest city happiness +1
- Changed: Proletariat +25% corporate maintenance modifier added, +1 health in all cities instead of -1, Happiness from Agora 2->1, +1 happiness from Colosseum, Guildhall and School, available now with Democracy
- Changed: Bourgeois -1 happiness from Agora, happiness from Slave market 3->1, +1 happiness from Brothel, Factory and Casino
- Changed: Caste system -20% science removed, -10% culture, production bonus 20%->10%
- Changed: Barter maintenance modifiers removed
- Changed: Feudal added AIWeight = 5 (calculation multiplies it with number of cities) to help AI players choose this civic (since improvement modifiers have both positive and negative values and AI sums them up)
- Changed: Church moved to Meditation tech (this tech enables Monasteries too)
- Changed: State Church gives happiness from Spiral Minaret, University of Sankore, no longer give happiness from Chichen Itza, unlimited priests
- Changed: Slavery production and worker bonuses removed, improvements' modifiers added
- Changed: Planned moved to Communism, corporations have no effect, production bonus in all cities lowered from 50% to 30%
- Changed: Corporatist decreases corporation maintenance, production bonus removed, commerce bonus from Well, Offshore Platform and whaling boats, +1 hammer from workshop
- Changed: Divine Cult -25% war weariness, gives happiness from Palace, Forbidden Palace, Pyramid (it's a tomb), Mausoleum of Mausollos (tomb also), Taj Mahal (tomb) and Pyramid of the Magician
- Changed: Intolerant gives +3 happines from King Richard's Crusade
- Changed: Atheist gives +2 happiness from Theory of Evolution, +1 happiness from Einstein's laboratory, -2 unhappiness from University of Sankore
- Changed: Survival no upkeep
- Changed: Charity no upkeep
- Changed: Private moved to Usury tech (currency is full), corporation maintenance modifier from -15% to +5%, +1 happiness from Arena, Colosseum and Movie Theatre, Broadway and Hollywood, +2 happiness and health from Red Cross
- Changed: Public works high upkeep, +1 health from Pont du Gard, +1 happiness from National Courier System and Three Gorges Dam
- Changed: Subsidized +1 happiness from Hospital, School and University
- Changed: Socialized +15% maintenance costs from distance to capital and from number of cities (30% total)
- Changed: Corporate moved to Assembly Line, +15% research in all cities, +25% maintenance from number of cities, all Corporations' HQs give +2 health to city
Techs
-----
- Changed: Philosophy made cheaper, cost from 800 to 500
Units
-----
- Changed: Workboats no longer use ATTACK_SEA, ESCORT_SEA, RESERVE_SEA and ASSAULT_SEA unit AIs because AI players are stupid and build them even if there's barbarian ships near (though not sure if this helps to this problem)
- Changed: Mounted Infantry uses now COUNTER, CITY_COUNTER and RESERVE unit AIs
- Changed: Light Cavalry uses now COUNTER unit AIs
- Changed: Heavy Cavalry uses now COUNTER unit AIs
Pedia
-----
- Changed: Liberal
- Changed: Proletariat
Gametext
--------
- Fixed: in BuildingclassInfos Obelisk class was referring to text element Obelisk instead of Monument which is actually the default name
- Changed: civic specific buildings' strategy texts
- Changed: Event text elements refer now to new civic names
- Added: Many building and unit strategy texts
Other
-----
- Changed: "BugPath (MissingUIFix).zip" includes newer BugPath.py file
Version 2.5beta
---------------
Mod components
--------------
- Updated: Revolution 1.64b (python 1.65c)
- Updated: Better BTS AI 0.41B (includes Solver's Unofficial Patch 0.21)
- Updated: Super Spies 1.3
- Updated: RevolutionDCM 0.96beta (bombard fixes)
Missing UI Fix
--------------
- Added: in Rise of Mankind -folder there's 'BugPath (MissingUIFix).zip' which contains older BUG mod's BugPath.py file. If you are experiencing Missing UI problem when running the mod, unzip this file and overwrite the BugPath.py file in 'Rise of Mankind\Assets\Python\BUG\' -folder with the file inside the zip
Civics
------
- Changed: categories renamed to new settings
- Changed: Government civics, Majority Rule and Corporatism removed
- Changed: Removed Martial Law option from Power category
- Changed: Power civics (previous Legal category)
- Changed: Society civics (previous Labor category)
- Changed: Welfare civics (previous Healthcare category)
- Changed: Future civics (previous education category)
- Changed: Religion civics
- Changed: Corporatist allows training of Executive units without Corporation Headquarters building ie. you can build them in all cities instead of one city (like Missionaries without Monastery)
Leaders
-------
- Changed: all leaders who had Nationhood as favorite civic, swapped to Nationalist
- Changed: all leaders who had Emancipation as favorite civic, swapped to Liberal (adjusted in future)
- Changed: All leaders who had Free Speech as favorite civic, swapped to President
- changed: all Universal Suffrage -> Federal
- Changed: all Police State -> Despotism
- Changed: all Theocracy -> Divine Rule
- Changed: all Free Market -> Laissez Faire
- Changed: all State Property -> Planned
- changed: all Free Religion -> Secular
- changed: all Representation -> Republic
- changed: all Organized Religion -> State Church
Gametext
--------
- Changed: in traits pedia, all Nationhood links swapped to Senate (will be changed later)
- Changed: in traits pedia, all Representation links swapped to Republic (will be changed later)
- Added: Improvements pedia to RoM concepts
- Added: Religions pedia to RoM concepts
- Added: Strategy text for many units
- Added: Mapscripts pedia to RoM concepts
- Added: Civics pedia to RoM concepts
- Changed: "can build Missionaries without..." changed to format "can build special units without..." because the civic option uses same text entry for both Missionaries and Executives no matter what the specialbuilding type is set in civic option
Python
------
- Changed: city screen bonus columns adjusted slightly so that overlapping with scroll bar or with Citizens doesn't occur
- Changed: Tried to reduce Marsh plot generation from Mapgenerator
- Changed: in random events Emancipation replaced with Liberal (need to check later?)
- changed: in random event billion and billion Free Speech swapped to President civic
- changed: in random event billion and billion Theocracy -> Divine Rule
- changed: in random event carnation revolution Universal suffrage swapped to Federal
- changed: in random event Fiat money Decentralization to Barter
- changed: in random event THE_GENERALS_PUTSCH Police state -> Fascist
- changed: in random event CURE_FOR_CANCER Theocracy -> Divine Cult
- changed: in GameUtils should AI use inquisitor Theocracy -> Intolerant
- changed: in random event Napalm Bombs Pacifism civic check disabled since it no longer exist in mod
- changed: in random event Darwin's voyage Free religion -> Secular
- changed: in random event Carnation Representation -> Republic, State Property -> Planned
- changed: in random event Free Enterprise Free Market -> Laizzes Faire
- changed: in random event Noble Knights Organized Religion -> State Church
- changed: Civic screen settings adjusted
- Fixed: BUGMilitaryAdvisor, Military advisor screen now shows Strategic Advantages correctly (wasn't showing them at all)
Events
------
- Changed: Partisan event uses now Liberal instead of Emancipation
- Changed: Electric Company uses Liberal instead of Emancipation
- Changed: Nuclear protest uses President instead of Free Speech
- Changed: Laboratory event uses President instead of Free Speech
- Changed: Interstate Universal suffrage -> Federal
- Changed: Too close to call Universal suffrage -> Federal
- changed: Charismatic event Police state -> Fascist
- changed: Controversial Philosopher Theocracy -> Divine Rule
- changed: Heresy Theocracy -> Divine Rule
- changed: Rogue Station State Property -> Planned
- Changed: Federal Reserve Free Market -> Laissez Faire
- changed: Freedom Concert Free Religion -> Secular
- Changed: Crisis in Senate Representation -> Senate
- Changed: 40 thieves Organized Religion -> State Church
Civilizations
-------------
- Changed: Starting civics swapped to new civic options
- Changed: Vikings use now viking unit artstyle
Voting
------
- Changed: Emancipation swapped to Liberal civic
- Changed: Free speech swapped to Parliament
- Changed: Universal suffrage swapped to Democracy
- Changed: Free Religion swapped to Secular
- Added: Vote for Welfare civic option (Socialized)
Eras
----
- Changed: All eras train and construct (building) costs stay now at 100%
- Changed: Renaissance research % from 70->75
- Changed: Industrial research % from 60->70
- Changed: Modern research % from 50->65
- changed: Future research % from 40->60
Buildings
---------
- Changed: Factory production changed from 25%->15% and with power from 50%->35%
- Changed: Manufacturing production changed from power 50%->40%
- Changed: Nanofactory production with power changed from 75%->25%
- changed: Steel mill production from 25%->15% and with power from 20%->10%
- Changed: E-Bank gold bonus from 50%->25%
- Changed: Manor requires now Aristocracy
- Changed: Irrigation Canals no longer require Granary (because Granary is part of building upgrade line)
- Changed: Glassmith no longer require Forges (the building itself usually has the required furnace)
Great Wonders
-------------
- Changed: Sphinx obsolete at Architecture
- Changed: Parthenon can be built still on medieval era (was set to classical)
- Changed: Silicon valley no longer give commerce or culture bonuses in all cities, gives +20% research in all cities
- Changed: Edison's Workshop science bonus 100% -> 50%
- Changed: Isaac Newton's College science bonus 100% -> 50%
- Changed: Copernicus Observatory science bonus 100% -> 50%
- Changed: Platos' Academy science bonus 100% -> 50%
- Changed: Universal Translator all commerce bonuses 25% -> 15%
- Changed: All Corporations belong now to Specialbuilding Corporation Headquarters group (to allow more complex corporate civic option)
Units
-----
- Added: Flamethrower
- Added: Longboat UU for viking, replaces Trireme
- Added: Great people names (scientists, merchants, engineers)
- Changed: Trade Caravan trade mission profit increased (does AI player ever build these?)
- Changed: Freight trade mission profit increased
- changed: Inquisitor requires Intolerant civic
- Changed: Caravel units bonus against Galley and War Galley dropped from 50% to 25%
- Changed: Galley may pass Ocean once player has discovered Astronomy
- Changed: War Galley may pass Ocean once player has discovered Astronomy
- Changed: Trireme may pass Ocean once player has discovered Astronomy
- Changed: V1 upgrades to Guided Missile
- Changed: Executives can now built only in cities with corporation headquarter building unless you have active Corporatist civic
Unit artstyles
--------------
- Added: Viking artstyle
- Added: Viking Frigate
- Added: Viking Galleon
- Added: viking Ship of the Line
- Added: Viking warrior
- Added: viking archer
- Added: viking Arquebusier
- Added: viking Axeman
- Added: viking chariot
- added: viking crossbowman
- added: viking longbowman
- added: viking heavy pikeman
- added: viking pikeman
- added: viking mounted infantry
- added: viking swordsman
- added: Native American Cannon
- added: Native American Cavalry
- added: Native American Chariot
- added: Native American Crossbowman
- added: Native American Cuirassier
- added: Native American Grenadier
- added: Native American Horse Archer
- added: Native American Infantry
- added: Native American Knight
- added: Native American Longbowman
- added: Native American Machinegun (south and Meso-american styles use this now too)
- added: Native American Marine (south and Meso-american styles use this now too)
- added: Native American Arquebusier
- added: Native American Pikeman
- added: Native American Heavy Pikeman
- added: Native American Elephant Rider (used for South America and Meso american style too)
- added: Native American Light Swordsman
- added: Native American Rifleman
Resources
---------
- Changed: Coal may appear on Marsh plots
- Changed: Deer may appear on Marsh plots
- Changed: Silk +1 happiness (should affect AI players to value this resource?)
- Changed: Dye +1 happiness (should affect AI players to value this resource?)
Terrain features
----------------
- Changed: Ice provides freshwater source
Improvements
------------
- Changed: Treefarm +2 bonus to all yields (balanced to other late game improvement yield rates)
- Changed: Hybrid Forest +4 bonus to all yields (balanced to other late game improvement yield rates)
- Changed: Desert windmill gets bonus from Weather Control tech +1 hammer, +2 gold
- Changed: Quarry gets bonus from techs Explosives (+1 hammer) and Civil Engineering (+1 gold)
Promotions
----------
- Added: Looter
Mapscripts
----------
Note! Use only mapscripts that start with text 'RoM_', all default Civ 4 and BtS mapscripts most likely won't work correctly with Rise of Mankind mod. All 'RoM_...' mapscripTs can be found from Single Player->Custom Game page.
- Changed: Arboria renamed to RoM_Arboria, added init fractals for Marsh and Desert
- Changed: Archipelago renamed to RoM_Archipelago
- Changed: Balanced renamed to RoM_Balanced
- Changed: Big_and_small renamed to RoM_Big_and_Small
- Changed: Boreal renamed to RoM_Boreal, added some Marsh plots to map and prevented some tropical resources from appearing in the plots
- Changed: Continents renamed to RoM_Continents
- changed: Custom_continents renamed to RoM_Custom_continents
- Changed: Donut renamed to RoM_Donut, added init fractal for Marsh
- changed: Earth2 renamed to RoM_Earth2, script can now use marsh terrain (still could use some adjustments on Marsh placement)
- Changed: Fantasy_realm renamed to RoM_Fantasy_Realm, added RoM resources to script, added init fractal for Marsh terrain
- changed: Fractal renamed to RoM_Fractal
- Changed: Global_highlands renamed to RoM_Global_highlands
- Changed: Great_Plains renamed to RoM_Great_Plains, made the mapscript to put new RoM resources to map
- changed: Hemispheres renamed to RoM_Hemispheres
- changed: Highlands renamed to RoM_Highlands, script can now use marsh terrain
- changed: Hub renamed to RoM_Hub, added init fractal for Marsh
- changed: Ice_Age renamed to RoM_Ice_Age
- changed: Inland_sea renamed to RoM_Inland_Sea
- changed: Islands renamed to RoM_Islands
- Changed: Lakes renamed to RoM_Lakes
- changed: Maze renamed to RoM_Maze
- changed: Medium_and_Small renamed to RoM_Medium_and_Small
- changed: Mirror renamed to RoM_Mirror
- changed: Oasis renamed to RoM_Oasis, added init fractal for Marsh
- changed: Pangaea renamed to RoM_Pangaea
- changed: Rainforest renamed to RoM_Rainforest, added init fractal for Marsh, slight changes to resource placement
- changed: Randommapscript added init fractal for Marsh
- changed: Ring renamed to RoM_Ring, added init fractal for Marsh and for Swamp
- Changed: Shuffle renamed to RoM_Shuffle
- changed: Team_Battleground renamed to RoM_Team_Battleground
- changed: Terra renamed to RoM_Terra
- changed: Tilted_Axis renamed to RoM_Tilted_Axis
- changed: Wheel renamed to RoM_Wheel, added init for Marsh and swamp
- Added: Tectonics mapscript (renamed to RoM_Tectonics), added marsh terrain init but script doesn't know yet how to place that terrain type
- Added: PerfectWorld mapscript (renamed to RoM_PerfectWorld), added marsh terrain init but script doesn't know yet how to place that terrain type
- Added: Smartmap mapscript (renamed to RoM_Smartmap), generates terrain with Marsh
Mod settings
------------
- Changed: NoCustomAssets = 1 in Rise of Mankind.ini (prevents possible conflicts with custom assets, like older BUG mods)
- Changed: NoCustomArt = 1 in Rise of Mankind.ini (prevents possible issues with custom graphics mods)
- changed: AllowPublicMaps = 0 in Rise of Mankind.ini (only maps/mapscripts specifically made for Rise of Mankind will be shown in game setting lists)
- Changed: Revolution.ini, BarbarianCivs NewWorldPolicy = 1 (was 2), this change makes barbarians settle to full civs on New Worlds (ie. on continents without other starting civs)
- Changed: Revolution.ini, 10% chance to odds that civs accept rebel offers (all was 0%)
- Changed: Revolution.ini, IndexModifier = 0.8, this should make revolutions happen little bit less to AI players than to human players (human can cope with revolutions better than AI)
- Changed: Revolution.ini, increased slightly turn amounts between revolutions TurnsBetweenRevs = 12 (was 8), DeniedRevs = 9 (was 5), AcceptedTurns = 14 (was 10), AcquiredTurns = 14 (was 10), BuyoffTurns = 14 (was 10)
- Changed: Religious victory requires now 75% religion percent (was 85%)
Maps
----
- Changed: All pre-made maps updated to v2.5 civic changes
dasvidania Dec 22, 2008, 08:24 AM Hi all, may i set as default (.ini files ?)more player than 9 for a custom game?
Thanks a lot
zappara Dec 22, 2008, 08:26 AM default player amounts for all map sizes are set in world sizes xml file.
dasvidania Dec 22, 2008, 08:55 AM thanks zappara, always the best.
Merry christmas to everybody
Carwyn Dec 22, 2008, 11:04 AM Thanks! And I see you cut back the power on the financial civs a bit, I'm looking forward to playing this afternoon with my buds!
Is there any difference in patching 2.4 vs just downloading and installing the full version of 2.5? (Other than the size of the download, of course!). Also, is this compatable with the expanded civ pack? If so, how do we set that up? (We've been trying to play 2.502 with that and its been pretty iffy so far.)
Thanks again for a mod that makes this game so much fun!
JosEPh_II Dec 22, 2008, 11:44 AM Thank you Zappara,
Very nice Christmas present! :thumbsup:
You've brought Joy into an old man's leisure time. :respect:
JosEPh :D
PresidentDennis Dec 22, 2008, 08:41 PM Is there still some place I can find v2.4?
Kristaps513 Dec 23, 2008, 08:35 AM Version 2.5 released! Merry christmas for everyone! :D
Download v2.4->2.5 patch (http://forums.civfanatics.com/downloads.php?do=file&id=11204)
You too. :)
I hope you fixed some of the multiplayer bugs.
Bastian-Bux Dec 23, 2008, 09:48 AM Found a bug. When I razed Thebes, the Amun-Ra holy city, all of a sudden I got to found Hellenism AND all other religions where founded worldwide. Mind you, it was very early in the game (I was playing Rome, and got 4 spear men "cleaning" all of Europe, Asia and Africa), so this was a bit, distubring.
c0d5579 Dec 23, 2008, 10:29 AM Similar experience - got to Dualism first, couldn't found Zoroastrianism. Wouldn't be so bad, but the prophet in question was Zoroaster. Suspect the religions are bugged.
EDIT:
Method of reaching the tech was Great Prophet, and it was around 3500 or so BC.
Stormwind Dec 23, 2008, 01:49 PM Default Setting is that you can only found 1 religion.
PresidentDennis Dec 23, 2008, 02:34 PM Default Setting is that you can only found 1 religion.
So the religion will be founded by a nation that hasn't founded a religion yet and researches the tech needed?
Sinapus Dec 24, 2008, 04:35 AM Default Setting is that you can only found 1 religion.
Where is that default setting located?
JosEPh_II Dec 24, 2008, 12:06 PM zappara wrote:In v2.5 you can found only one religion with the default settings. See the pop-up window during start up - there's one row "Limited Religion" mod component This is intentional change to make religions spread out more (settings are the same as in the 0.97 RevolutionDCM inquisition). If you want, you can turn off this feature by changing in GameDefinesAlt.xml file setting OC_LIMITED_RELIGIONS to 0.
:)
JosEPh
Sinapus Dec 25, 2008, 01:45 AM ....okay, so there was something I missed in the patch update listing or another thread somewhere that gave that answer. Oh well.
Thank you.
ETA: Ah, it was in the bug list. That's why it escaped my searching. Thought it was a feature. ;-)
Dewion Dec 25, 2008, 08:17 AM hi there zap, long time no see..
i've been away from civ 4 universe for a long time, but some time ago, i started feeling a familiar burning inside me..
first i played some civ 3 mods, but then it hit me, i need to play civ 4 once again and especially, RoM.. :P
i can see alot had happened.. wow.. 2,5v u and those who have been working on this project have been busy.. :D
i really don't have time to read all posts to catch what have been going so could someone give me a quick preview?
are all the major problems that we had been solved, and are there any new ones?
and btw, merry christmas.. :)
civhelp121 Dec 27, 2008, 07:44 PM I tried to download 2.5. However instead of appearing with a folder icon, when I download it it has a paper icon to the left of it. I can't open it or unzip it because it isn't a folder. what do I do?
Instead of saying compressed (zipped) folder initially, it says 7Z File
ok I got a compressed (zipped) folder by downloading the patch. However when I went to advanced and tried to bring up the mod, I got a bunch of pop ups that said XML error. How do I fix this?
ok in the mean time I tried to resume a game that I started before I uploaded the new version, and now I'm getting the same XML errors that I got before.
Carwyn Dec 27, 2008, 10:14 PM A 7z file can be unpacked with either 7Z (a zip program) or with WinRaR. That is the full version and should be unzipped into a new install of the mod.
The zip file you downloaded is a patch that goes over the 2.4 version. Be sure to start clean, unzip the 2.4, then unzip the 2.5 patch over that in the same folder.
I don't think the full version of 2.5 (2.503) will run the save files of the 2.502 games. Not completely sure of that. I think the XML errors must be from getting the mod install messed up somehow - done that before myself.
civhelp121 Dec 28, 2008, 06:28 PM thanks, I'll try it out and see what happens
alcibiades003 Dec 29, 2008, 02:34 AM I had the same problem with unzipping 2.5, used both WinRar and 7Z rip. Both times, the files wouldnt extract properly. So . . . I created a new folder in the BTS mod folder naming it ROM 2.5.
Dragged and dropped all the files, and ROM works . . .
However, gameplay is very sluggish (moving units, entering the city screen etc.) and for some reason when I have multiple units stacked, only one unit shows. I cannot select individual units by picture. I can only select by right clicking. However, when getting to upper levels this will be a problem, when trying to assemble specific forces
What did I do wrong? I am a modding novice . . .
zappara Dec 29, 2008, 06:29 AM Patch 2.5->2.51 uploaded
Version 2.51
Python
------
- Fixed: GameUtils.py building upgrade lines
Events
------
- Fixed: Oil refinery event's building check should work correctly now
Download patch 2.5->2.51 (http://forums.civfanatics.com/downloads.php?do=file&id=11507)
cha dawn Dec 29, 2008, 07:20 AM does patch 2.51 break save games ?
JosEPh_II Dec 29, 2008, 11:01 AM Thank you Zap!
:thumbsup:
JosEPh :D
zappara Dec 29, 2008, 11:09 AM Rise of Mankind 2.51 Mega Pack (http://forums.civfanatics.com/downloads.php?do=file&id=11509) has been uploaded. Includes main mod v2.51 + extra civ addon pack 1.3. Enjoy! :)
@cha dawn
2.51 patch should not break save games from v2.5 as there's only python changes and one number has been changed in the event infos.
JEELEN Dec 29, 2008, 11:39 AM Cool! downloading now...:goodjob:
Kalimakhus Dec 29, 2008, 11:40 AM Thanks for the latest update. Though I am more of a lurker around the forums now I still spend any free time available playing RoM. The latest changes are so good and well thought. I particularly like the civics overhaul. I like the idea of pushing the ability to adopt a state religion a little pit later as it makes more sense. The marsh terrain might be a little annoying especially if you accidentally started with lots of marsh tiles around but I can see it adds some balance into the game on the long run. Keep up the good work.
JEELEN Dec 29, 2008, 12:17 PM I'm having problems trying to load the 28 civs (runtime error) and 18 civs maps on my Windows Vista system...:(
alcibiades003 Dec 29, 2008, 03:41 PM if anybody can help . . .
gameplay is VERY sluggish (moving units, entering the city screen etc.) when I have multiple units stacked, only one unit shows. I cannot select individual units by picture. I can only select by right clicking. (when getting to upper levels this will be a problem, when trying to assemble specific forces)
I have vista 32 bit, regular BTS 3.17 runs great, the mod however . . . . thats with 2.51
generalstaff Dec 29, 2008, 04:36 PM Cool! downloading now...:goodjob:
Same here.
I hope I can run it since I could not run the 2.5 Beta.
Also, add me to the list the the many people thanking zappara for the great mod. I spent at least 120 hours (three games averaging 40 hours) playing 2.4.
PresidentDennis Dec 29, 2008, 05:46 PM Rise of Mankind 2.51 Mega Pack (http://forums.civfanatics.com/downloads.php?do=file&id=11509) has been uploaded. Includes main mod v2.51 + extra civ addon pack 1.3. Enjoy! :)
@cha dawn
2.51 patch should not break save games from v2.5 as there's only python changes and one number has been changed in the event infos.
First off, I always get a runtime error (except with small maps). I never had this issue with regular Rise of Mankind. So, are you going to fix this or should I just not play the addon civs thing?
Secondly, my save game from Rise of Mankind 2.5 doesn't work with it, so you must have done something wrong there.
I'm having problems trying to load the 28 civs (runtime error) and 18 civs maps on my Windows Vista system...:(
I don't think Vista is the problem, my XP doesn't allow me to play any games with the addon civs in them except small maps, anything larger and there is a runtime error.
Davidr Dec 30, 2008, 04:00 AM zappara,
For my WINXP Home system :-
ROM 2.4 + patch 2.41 + beta patch 2.5 + beta patch 2.501 + patch 2.5 + patch 2.51 = OK ( extra civs and can play on Gigantic map size ) seems to work fine.
However just downloaded and used the standalone Megapack 2.5 and get "runtime error" with CTD when attempting to start the mod. ( I deleted the old ROM folder before loading the Megapack ).
To play your mod I have reverted to the base ROM 2.4 with the patches added on cumulatively to reach version 2.51.
Therefore there seems to be some differences between the original ROM + cumulative patches and the Megaopack which is causing the Megapack not to work.
DavidR
Dewion Dec 30, 2008, 12:08 PM i guess that megapack simply adds too much in the mod and most of the computers can't run it well, i wonder how good computer is needed for 50 civs and giant map.. :D
Afforess Dec 30, 2008, 10:37 PM Perhaps Zappara should create a set of minimum requirements to run ROM.
PresidentDennis Dec 31, 2008, 12:07 AM Perhaps Zappara should create a set of minimum requirements to run ROM.
Good idea, the one without the addon civs runs perfectly well on my computer even on a giant map with 20 civs. But the addon Rise of Mankind always gets memory errors on anything bigger than small maps. So long as he keeps the option of downloading Rise of Mankind and Rise of Mankind with addon civs as seperate, I am happy.
Aurore Dec 31, 2008, 11:14 AM it isnt minimum requirements. My pc is very high spec and should be able to run it just fine. Something else is at play here.
quad 4 extreme cpu, 2 gig ram, sli 8800 gtx. and the rest is just as good.
I was able to run previous instalations on max and with gigantic maps no problem. The only change is the addition of the extra civs in the megapack. Thats doing something.
Davidr Jan 01, 2009, 12:11 PM I downloaded and installed the winzip version of the Megapack Mod as shown in the link by Afforess dated 29th Dec in the dowload comments page.
Originally I was getting "runtime errors" with the 7z version of the Megapack Mod 2.51 when trying to use the Mod with extra civs on Giant / Gigantic mapsizes
I don't kow if this is a fluke or just a temporary glitch but using this winzip version I can now play with the extra civs and Giant / Gigantic maps.
Davidr
zappara Jan 02, 2009, 10:10 AM Therefore there seems to be some differences between the original ROM + cumulative patches and the Megaopack which is causing the Megapack not to work.
DavidRThere is no differencies, just more civs in mega pack. The mega pack works in 1.7GHz, 750RAM, 256MB video ram computer (I've tested it) but on this kind of computer you'll end up getting MAF when you reach industrial era. The problems people are having with mega pack is related to unpacking the packed file correctly. I've downloaded and unpacked the mega pack (7z file) to several computers now, so there's no problems with it.
7z files can be unpacked with 7-Zip program which can be downloaded from http://www.7-zip.org (http://www.7-zip.org/).
JosEPh_II Jan 02, 2009, 10:58 AM Zappara,
Can an alternate .dll for number of CIVs allowed (back to the default 18) be used with the current version of RoM without breaking it? Would this help mitigate the MAF problem?
JosEPh
zappara Jan 02, 2009, 02:08 PM Zappara,
Can an alternate .dll for number of CIVs allowed (back to the default 18) be used with the current version of RoM without breaking it? Would this help mitigate the MAF problem?
JosEPhHmm, I wouldn't use default DLL with RoM as that would break bombardment code and revolution component and probably some others as well... but I'd think it might be safe to use DLL from RoM 2.4, it would limit the max amount of civs to 34 but that leaves you without some bug fixes that were added to better bts AI, revolutionDCM etc.
Dewion Jan 02, 2009, 04:22 PM if ur computer can't handle many AI Civs, u just need to be a little more aggressive and destroy them? :P
Kalimakhus Jan 02, 2009, 05:45 PM For any one who wants to limit the number of civs in the game. In Revolution.ini file there is a setting "MaxCivs=-1" -1 means the DLL limit i.e. 50 civs. Change this to any number you like and the civs will be limited to this number. This means that once you hit the number specified no more civs will be spawned neither by barbarians nor by rebels.
MrWhereItsAt Jan 02, 2009, 07:42 PM it isnt minimum requirements. My pc is very high spec and should be able to run it just fine. Something else is at play here.
quad 4 extreme cpu, 2 gig ram, sli 8800 gtx. and the rest is just as good.
I was able to run previous instalations on max and with gigantic maps no problem. The only change is the addition of the extra civs in the megapack. Thats doing something.
I think you're right, and wrong. It's always been clear that the extra civ pack has a BIG effect. BUT, your high spec rig has one critical issue - the RAM. Only 2 GB is not likely to be enough for big maps and many civs with the extra pack. Hell, even my laptop has 2 GB RAM, and it can't even touch your processing power. And cIV has clear issues with poor memory management even without the mod in the late game. The desktop I aim to get soon will have 4 GB, and I really expect that to make a far bigger difference than the faster CPU or GPU will.
Aurore Jan 03, 2009, 06:38 AM I think you're right, and wrong. It's always been clear that the extra civ pack has a BIG effect. BUT, your high spec rig has one critical issue - the RAM. Only 2 GB is not likely to be enough for big maps and many civs with the extra pack. Hell, even my laptop has 2 GB RAM, and it can't even touch your processing power. And cIV has clear issues with poor memory management even without the mod in the late game. The desktop I aim to get soon will have 4 GB, and I really expect that to make a far bigger difference than the faster CPU or GPU will.
I did consider this which is why I added 2 more gigs this morning. (hey its only 29 pounds at the moment). I hadn't bothered before due to lmitied gain expected due to XP's sucky addressing and being ambivalent about sidegrading to vista 64.
I then spent some time messing about with /3G and /userva to try and esure that as much memory as I can manage is added.
Anyway, no change. The total real ram available is only 2,814 mb since XP cant address more than 4 gig and my video cards use a fair bit of address space. Nonetheless I would have expected some difference. At least to be able to go from huge to giant since I did increase my 'effective' ram by about 40%.
Also bear in mind that with 2.5 with no extra civs I am able to use gigantic maps without problems.
To recap, the present situation is: 2.5 with no extra civs - can use any map size, doesnt need 3G set, and worked with 2 gigs ram.
2.51 with extra civs: without /3G was not loading with large maps. With /3G works with up to huge maps. With 2,814 rather than 2,096 mb ram makes no difference, still wont load bigger than huge.
Obviously this is for my system only. I have a laptop running vista 32 and will push it to vista 64 (I had ordered it with 64 but they supplied it with 32 anyway) and see what happens. That may take a while though as dell need to post me the disk they should have included with it.
Aurore
supermatt Jan 03, 2009, 07:35 AM Hey guys,
as I just bought a new pc myself I want to share my experience with you. I didnt know that my brother had bought vista 64 bit, thus I only ordered 2 GB Ram with my new pc.
Anyway hese are my specs:
NEW:
Pentium Core Duo 3 Ghz;
ATI HD4850 512 Mb,
2 GB RAM,
Vista 64.
Old:
Centrino Mobile 1,7 Ghz,
ATI Mobility Radeon X600 128 Mb,
2 GB RAM,
Win XP
So there is no change in RAM (more or less), but the game runs smooth and faster than ever. Especially the turns late in the game go very fat. I just finished a game of ROM in just over 8 hours. Before it took me like two days. Couple of crashes, but I blame Bill Gates for that, Vista still has some problems.
Hope this helps a bit understanding. I am quite surprised of how much is done by graphic card and/or processor...
JosEPh_II Jan 03, 2009, 01:39 PM For any one who wants to limit the number of civs in the game. In Revolution.ini file there is a setting "MaxCivs=-1" -1 means the DLL limit i.e. 50 civs. Change this to any number you like and the civs will be limited to this number. This means that once you hit the number specified no more civs will be spawned neither by barbarians nor by rebels.
Kali, Zap, anyone else,
Will this work even if you don't use the REVMOD?
I know REV is part of the Mod but if you don't activate it does it still influence the Mod?
Is there also by chance a .ini in BarbCiv mod too that would need adjusted?
JosEPh
Kalimakhus Jan 03, 2009, 05:46 PM @JosEPh_II
If you turn Rev off then you don't actually need this setting at all. You will only have the default number of civs as per the map size or scenario if you are playing one. You can also set the number of civs in the custom game page as you like. Without Barbarians or rebels spawning new civs the game will have the same number of them unless some are killed with time of course.
A shorter answer, No Rev won't affect the game if it is turned off.
Lidrev Jan 03, 2009, 05:52 PM Hello everyone. Well back from the holidays, and major crash season in the game. I recently got a new Geforce 9600 GT and now hold 8GB RAM. I was recommended and I myself thought my previous hardware was the problem as I kept crashing late into the game. However now that I have gotten well enough into the Industrial Era on ROM 2.5 it crashed again. I played the 23 civs huge earth map and was hoping for some help.
Thanks.
P.S. Also there are two small bugs, there's no unique galleon unit for the Spanish Civ, its actually just a Galleon, and I am only allowed to found one religion even though I've researched many others before anyone.
JosEPh_II Jan 03, 2009, 07:58 PM Lidrev,
The second one about Religion is a Design feature. There is now a feature that only allows a player or AI to establish 1 religion. It's listed on the red/green list at game start up.
Kali/zap, Since I don't play Rev (not selected at game start up) but do play BarbCiv, I do set the # of starting Civs (usually 9), and Start as minor civ then the CTD/MAF I'm experiencing is a system problem not a Mod problem?
I didn't have this MAF until I patched to 2.51. 2.4Full to 2.41 to 2.501beta to 2.502beta did not have this problem. 2.5 was fine too up to the 1700's where I stopped playing it to start this new game with the 2.51 patch.
Maybe RoM has just outstripped my compy's ability?
JosEPh
zappara Jan 04, 2009, 07:32 AM Kali/zap, Since I don't play Rev (not selected at game start up) but do play BarbCiv, I do set the # of starting Civs (usually 9), and Start as minor civ then the CTD/MAF I'm experiencing is a system problem not a Mod problem?
I didn't have this MAF until I patched to 2.51. 2.4Full to 2.41 to 2.501beta to 2.502beta did not have this problem. 2.5 was fine too up to the 1700's where I stopped playing it to start this new game with the 2.51 patch.
Maybe RoM has just outstripped my compy's ability?
JosEPhEasiest way to solve this would be to look at logs after the crash and see if there's anything odd so if you can post the logs I can take look at them.
JosEPh_II Jan 05, 2009, 07:05 PM I try. But I'll need to review the thread on how to get the logs.
I also incorporated the \3GB Switch in the Boot.ini of my computer. We'll see if it helps or not.
JosEPh
K1ckEM Jan 08, 2009, 04:40 PM The problems people are having with mega pack is related to unpacking the packed file correctly. [/URL].
Hi.
just downloaded 7-zip, deleted the old rom folder and unpacked the megapack unsing 7-zip. still the same problem, game crashes at the "initializing" of a large or bigger map. rom 2.5 +2.51 patch works fine.
oh, exept the "perfect world" mapscript. my pc is always chrasing when i select this one.
saint1979 Jan 09, 2009, 05:20 PM I'm getting "abnormal program termination" error as soon i start to launch a game :(
mel_temp Jan 21, 2009, 09:28 PM For those people having Civ crashing during the loading, you may want to make sure you have the correct version of BtS. I had the same problem, went and updated BtS with the latest patch, it worked immediately.
zappara Jan 22, 2009, 09:56 AM Version 2.52 has been uploaded.
Download patch (http://forums.civfanatics.com/downloads.php?do=file&id=11507)
Version 2.52 patch notes
Mods
----
- Updated: Orion's Inquisition from 1.01f to 2.00b (several fixes to Inquisition & Religion system)
Game defines
------------
- Added: setting to GameDefinesAlt.xml to turn on Multiplayer fix for Colonist/Pioneer units. Set to 1 for multiplayer games. Separate multiplayer fix file no longer needed.
Python
------
- Changed: onUnitBuilt in CvEventmanager, added extra check so that game doesn't make unnecessary civic checks until player reaches Future Era
- Changed: SettlerEventManager now checks if Multiplayer fix is turned on in GameDefinesAlt.xml
- Fixed: Inquisition code blocks moved from BugEventManager to CvEventManager, no longer 2 different event methods to Inquisition functions
CityLSystem
-----------
- Fixed: Arcology no longer scale around the city, instead it's placed on city center with set scale (in building art defines)
saladino93 Jan 22, 2009, 04:20 PM hello,
this mod... i've download it and it doesn't show the civilopedia... and the names of cities are intercaled by symbols instead of letters... and city's menu is also strange... it doesn't show nothing - -'
i've already tried with other mirrors, and continues to appear this errors...
can someone help me? :S
xbeanerx Jan 28, 2009, 07:02 PM Can Obama be installed fro the U.S.A??
i do not get any "fatal error"
do you have the latest patch?
try Reinstalling the BTS game.
Thank you ZAPPARA your fu*kn Mod is Amazing!!!
and the Graphics are Out...f***n Standing....WoW!! i love the terrain and the feel of the Civ world bts...thank you! I really enjoy the ocean can you add some Sharks?
thank you ROM team!
you guys help create a Masterpiece!
Zappara you are Leonardo...f***n Da Vinci!
Kristaps513 Jan 31, 2009, 07:14 AM Can Obama be installed fro the U.S.A??
i do not get any "fatal error"
do you have the latest patch?
try Reinstalling the BTS game.
Thank you ZAPPARA your fu*kn Mod is Amazing!!!
and the Graphics are Out...f***n Standing....WoW!! i love the terrain and the feel of the Civ world bts...thank you! I really enjoy the ocean can you add some Sharks?
thank you ROM team!
you guys help create a Masterpiece!
Zappara you are Leonardo...f***n Da Vinci!
Actually Zappara does it all alone which makes it even more amazing. ;)
kyuri Feb 04, 2009, 10:48 AM I have the same problem with hellfish6 but i use xp(sp2).No interface. 2.2 worked just fine. I load RoM2.4 (or 2.41 or 2.501beta) from bts(3.17) screen just fine.Now from the RoM screen i can't read civilopedia(i press the civilopedia button but it does nothing).I can go for a single player game but when it loads i have no interface(even in a custom game). I desperatetly want to play!:cry::(
help
I have same problem with v 2.5 or 2.51 megapack but i have vistax86 sp1 and bts 3.17.
PLEASE HELP ME !!!!!!
zappara Feb 05, 2009, 09:54 AM I have same problem with v 2.5 or 2.51 megapack but i have vistax86 sp1 and bts 3.17.
PLEASE HELP ME !!!!!!This is most likely caused by a rare bug which was found from BUG mod component (happens on some Windows systems). This issue should be fixed in next RoM version (I'm waiting new BUG mod version release which has more fixes and features to their mod..).
Gudinsdiv Feb 05, 2009, 04:30 PM For the record:
Had downloaded mega-pack. Had crashes. Downloaded 2.52 patch and had fewer crashes, but still had them.
Deleted mega-pack.
Downloaded 2.5 and have had no problems.
A hint: when you initially get a game running, see if you can go to WB. If you can't, there will still be crash issues.
If you can, I think you'll be in the clear.
btw, Zappara: awesome mod. I kept going back to the auto-save(I made a shortcut) just so I could keep playing. 2.5 is just as good, and seems to have all the same stuff, so I'm good.
Outstanding job.
Thank you.
ashley26ph2003 Feb 09, 2009, 08:32 AM Where I can download Version 2.3?
Ogaburan Feb 10, 2009, 05:30 PM For the record:
A hint: when you initially get a game running, see if you can go to WB. If you can't, there will still be crash issues.
If you can, I think you'll be in the clear.
Thank you.
I bet its a noobs question, but what is WB?
JosEPh_II Feb 10, 2009, 08:13 PM World builder, under main menu in the game. Same place as Save Game, Exit to main Menu, and Exit to Desktop.
Lets you go into your current game and "tweak" things a bit. Or save the game to be used as a Scenario template.
JosEPh :)
bread smith Feb 13, 2009, 06:47 AM I've got a problem with installing Rise of Mankind (and some other mods, too):
There are no fonts in the game at all. The civiliopaedia only shows about 10 or twenty icons without any descriptions. You can start a game, but there are no mouseover infos and the whole interface looks unfinished...
I installed the 3.51 Mega Pack in the beyond the sword/mods folder and patched to 2.52.
The strange thing is, that other mods like Planetfall or Warhammer get the same problem, while Fall from Heaven 2 or Fall Further are running well.
I think I've read about this problem somewhere in this forum, but can't remember where. Does anyone have an idea, what could cause that problems?
JosEPh_II Feb 13, 2009, 06:30 PM Is your BtS Patched to the Official 3.17 Patch?
JosEPh :)
Starlash2350 Feb 14, 2009, 02:55 PM Hey: I downloaded 2.51 Megapack and the 2.52 patch a few days ago. Had a lot of MAF crashes, so I did the /3GB and paging file fixes. This appeared to solve the MAF crashes, but after using the game for a couple hours it crashed and now I am constantly getting initialize renderer errors. It is now to the point where I can not even get ROM to finish loading to the welcome screen without the initialize renderer error and a crash. I have deleted and reloaded ROM many times. I updated my NVIDIA drivers and directX to the most recent states. HELP!! It is driving me crazy. I'll attach a couple of the saves from before the major problems stopped me from loading ROM completely. Please help. PS: Absolutely loved this mod before it became unplayable. I have always thought that ROM should be the default for all Civ playing as it makes vanilla play a pale shadow once you've gone Zappara!
zappara Feb 16, 2009, 04:08 AM @Starlash2350
It might be a problem with BtS cache files - try holding down shift button while the game loads itself, this clears out previously cached files.
sonexroy Feb 19, 2009, 02:13 PM Help please
I downloaded and installed the mega pack and patch - when I go to start the mod it goes to the first screen with the world and rise of mankind on it - But no options - to sart new game load and so on -
What did I do wrong? I checked and I do have the latest version of BtS.
bread smith Feb 19, 2009, 02:30 PM You probably have a non-english version. Just start your normal BtS and switch to English in the options.
Had the same problem recently with my german version...
Humakty Feb 24, 2009, 05:53 AM It seems revolution option still provokes crashes : on three games I've played, I only had a recurrent crash on the one with revolution activated. Haven't kept the save.
xabninf Feb 24, 2009, 04:08 PM Rise of Mankind Extra Civ addon pack patch 1.4 for the Megapack, I can't seem to get this to download. I'd really like to get it again. Had it before but there was some unpleasantness with my computer and now all the link does is take me to the file front home page, Ive searched ff and it seems the patch is no longer there. Anyone know what the deal is or am I just smokin dope? Thanks.
JEELEN Mar 07, 2009, 04:26 AM Just tried loading the latest 2.6 beta, but didn't get very far, because of multiple xml errors...:(
Bastian-Bux Mar 08, 2009, 05:08 AM The current 2.6 beta is a patch, and it worked well for me when aplying on top of the 2.52 BUT: when I tried to reload a savegame ... CTD while loading.
ZachScape Mar 15, 2009, 03:55 PM I just tried DLing this and it opens under a blank firefox tab. How is it supposed to open/ what am I doing wrong?
zappara Mar 17, 2009, 11:02 AM Rise of Mankind 2.6 patch notes
First half:
Version 2.6004
--------------
Python
------
- Changed: Revolutions do not spawn spy units (was so in v2.5 as well just had forgotten it during merge)
- Changed: RevolutionDCM uses now different init method
- Changed: ReDCM popup shows more shortcuts
- Changed: AttitudeUtils.py file is obsolete since it has been renamed to AttitudeUtil.py in BUG 3.6. AttitudeUtils.py file's contents has been removed to avoid possible conflicts between these two files when RoM is updated from v2.5 to v2.6
- Fixed: new religions' temple defines were missing in CvUtil's CvGetReligionTemple function (function not in use)
- Fixed: new religions' shrine defines were missing in CvUtil's OCHasNonStateShrine function
Gamedefines
-----------
- Changed: OC_LIMITED_RELIGIONS modifier removed because it's obsolete (RevDCM options have the same modifier)
- Changed: OC_RESPAWN_HOLY_CITIES modifier removed because it's obsolete (RevDCM options have the same modifier)
- Changed: Base War Weariness multiplier 5 -> 2 (same now as in RevDCM)
SDK
---
- Changed: New DLL (minor fixes, RevDCM 1.00_patch01)
Units
-----
- Changed: Swordsman no longer upgrade to Maceman
- Changed: Jeep no longer get free Blitz promotion, ignores building defense, no defensive bonuses, moves 2, requires also Electronics
- Changed: Humvee no longer get free Blitz promotion, ignores building defense, no defensive bonuses, bonus against Mounted (same as with Jeep)
- Changed: ACV no longer get free Blitz promotion, ignores building defense, no defensive bonuses
- Changed: Armored Car ignore building defense, movement 2
- Changed: Chariot units no longer upgrade to Horseman
Maps
----
- Added: Eurasia-Medium for RoM 2.5
- Added: GEM for RoM 2.5 (Giant Earth Map)
- Added: Huge European Map for RoM 2.5
Traits
------
- Changed: Scientific gives now 1 science per city (was 2) and 15% science bonus (was 10%)
Game settings
-------------
- Changed: Revolution component is off by default to make standard single player game more Civ like (option available in Custom Game for players who want more advanced gameplay)
- Changed: BarbarianCiv component is off by default and option is not visible in game option list due to bug that makes the game crash ('waiting for other civilizations' bug)
- Changed: Tech diffusion is off by default to make standard single player game more Civ like (option available in Custom Game for players who want more advanced gameplay)
Resources
---------
- Changed: Bauxite may appear in plot which has forest/jungle
- Changed: Coal may appear in plot which has forest/jungle/swamp
- Changed: Copper may appear in plot which has forest/jungle
- Changed: Iron may appear in plot which has forest/jungle
- Changed: Deer may appear in plot which has swamp
- Changed: Fur may appear in plot which has swamp
- Changed: Silver may appear in plot which has forest
================================================== =========================
Version 2.6003
--------------
All 2.6003 changes discarded and work began again from 2.6002 for 2.6004
================================================== =========================
Version 2.6002
--------------
Game Defines
------------
- Fixed: Route OR resource requirement amount increased from 2 to 3 (was possible crash cause because railroad had 3 resource requirements?)
Buildings
---------
- Changed: AND tech requirement filled with NONE up to 4 techs on those buildings which use <TechTypes> xml modifiers
- Changed: <PrereqBonuses> filled with NONE up to 5 resources (as set in gamedefines) on those buildings which use this xml modifier
- Fixed: Manhattan project prereqbonuses had typos
Units
-----
- Changed: AND tech requirement filled with NONE up to 4 techs on those units which use <TechTypes> xml modifiers
- Changed: <PrereqBonuses> filled with NONE up to 5 resources (as set in gamedefines) on those units which have several resource requirements
Promotions
----------
- Changed: Loyalty for Spies renamed to Loyal so that it doesn't use the same text element as normal units' Loyalty promotion
================================================== ================================================== ====
Version 2.6001
--------------
Mods
----
- Updated: RevolutionDCM 1.00
- Updated: Better BtS AI 0.60N
- Added: Advanced Combat Odds 0.4
Units
-----
- Changed: All unit cost values
- Changed: All unit strength values (every upgrade is now usually 30%-50% better, strength range is now 1 to 360 when it was before 1 to 70)
- Changed: Mounted and wheeled units get penalty when attacking to forest or jungle
- Changed: Catapult DCM accuracy increased to 70%, city attack bonus +50%
- Changed: Trebuchet DCM accuracy increased to 70%
- Changed: Bombard DCM accuracy increased to 70%
- Changed: Trade Caravan str 0->2, cannot capture, bonus against wild animals
- Changed: Freight str 0->5, cannot capture, bonus against wild animals
Modules
-------
- Changed: UN troops strengths and costs
================================================== ================================================== =====
Version 2.6alpha2
-----------------
Mods
----
- Updated: Orion's Inquisition mod from 1.01f to 2.00d (several fixes to Inquisition & Religion system)
- Updated: BUG mod 3.6
Terrain
-------
- Added: Storm feature to Ocean / Coast
- Changed: Coast movement cost 2
- Changed: Ocean movement cost 3
- Changed: Jungle provides fresh water (it rains almost daily in jungles ;)
- Changed: on Snow plots cities can only be built now if there's coast or fresh water close
Promotions
----------
- Added: Manuevering I-III combat +% against Wooden ships
- Added: Coastal Guard I-III, defense +% on coast
- Added: Coastal Assault I-III, attack +% on coast
- Added: Bombarding I-III, bonus for ships for bombardment
- Added: Firearms I-III, bonus for wooden ships against woodenships (crew armed with flintlock muskets)
- Added: Air Defense I-III interception bonus for later era ships, wheeled and siege units can use I-II promotions
- Added: Urban Tactics I-III modern era promotions for city attack and city defense
- Added: Trench I-III, defense against collateral damage
- Added: Chemical I-III
- Added: Transport I-III
- Added: Navigation III, terrain double moves on storm, req. tech Navigation
- Added: Crusader, req. Christianity
- Added: Kanai, req. Judaism
- Added: Mujahid, req. Islam
- Added: Pankration, req. Hellenism
- Added: Pharaoh's Propaganda, req. Amun-Ra
- Added: Flower War, req. Nagualism
- Added: Zen, req. Buddhism
- Added: Gentlemen, req. Confucianism
- Added: Waidan, req. Taoism
- Changed: Navigation I no longer require Flanking I
- Changed: Navigation II terrain double movement on coast and ocean
- Changed: Pinch 3 button
- Changed: Segmented Armor button
- Changed: Commando can be used by Clone units
- Changed: Desert Combat I can be used by Clone units
- Changed: Arctic Combat I can be used by Clone units
- Changed: Ambush I-II can be used by Clone units
- Changed: Amphibious can be used by Clone and Helicopter units, moved to Sailing tech
- Changed: Anti-Biological Warfare can be used by Clone units
- Changed: Anti-Tank Defense I-III can be used by Clone units, gives now bonus against Dreadnought units
- Changed: Charge I-III can be used by Clone units
- Changed: Guerilla I-III can be used by Clone units
- Changed: Heal can be used by Clone units
- Changed: March can be used by Clone units
- changed: Speed can be used by Clone units
- Changed: Woodsman I-III can be used by Clone units
- Changed: Berzerker II-III tuned down a bit, no longer possible to get +100% combat and -100% defense, max now 70% to both
- Changed: Fieldsman III double movement on Marsh
- Changed: Drill I-IV available for Hi-Tech and for Gunpowder units
Maps
----
- Added: Antarctica 1.01 map, original map by -sr
- Added: Tamriel large map, original map by -sr
- Added: Tamriel huge map, original map by -sr
- Added: EarthSea map, original map by -sr
- Added: Eurasia for Rise of Mankind 2.5 by Bohemus
- Added: RFC Earth with big Europe by Rhye
- Added: Japan, Korea and part of China and Russia map by Nihon
- Fixed: Colonization Scenario should work now properly
Techs
-----
- Changed: Compass gives +1 movement on sea
- Changed: Amphibious warfare removed Military Science AND tech req. (included in prereqs. already)
- Changed: Artificial Intelligence removed Composites AND tech req. (included in prereqs. already)
- Changed: Artillery removed Rifling AND tech req. (included in prereqs. already)
- Changed: Modern Physics removed Plastics req. (included in prereqs. already)
- Changed: Theory of Relativity removed Scientific Method req. (included in prereqs. already)
- Changed: Biology removed Chemistry req. (included in prereqs. already)
- Changed: Fascism removed Assembly Line req. (included in prereqs. already)
- Changed: Divine Right removed Architecture req. (included in prereqs. already)
- Changed: Economics removed Education req. (included in prereqs. already)
- Changed: Biological Warfare removed Plastics req. (included in prereqs. already)
- Changed: Manufacturing removed Plastics req. (included in prereqs. already), requires now Modern Physics instead of Electronics
- Changed: Chivalry removed Feudalism req. (included in prereqs. already)
- Changed: Fuel Cells removed Organic Chemistry req. (included in prereqs. already)
- Changed: Fundamentalism removed Code of Laws req. (included in prereqs. already)
- Changed: Mechanized Warfare removed Military Science req. (included in prereqs. already), requires Modern Physics instead of Electronics
- Changed: Shielding removed Computers req. (included in prereqs. already)
- Changed: Steel removed Iron Working req. (included in prereqs. already)
- Changed: Stirrup removed Monarchy and Military Training reqs. (included in prereqs. already)
- Changed: Superstring Theory removed Modern Physics req. (included in prereqs. already)
- Changed: Electricity requires Replaceable Parts
- Changed: Military Tradition no longer allow Defensive Pacts
- Changed: Political Philosophy allows Defensive Pacts
- Changed: Aerodynamics requires now Modern Physics
- Changed: Advanced Rocketry requires Modern Physics
- Changed: Satellites removed Radio (included in prereqs. already)
- Changed: Ecology removed Plastics req. (included in prereqs. already)
- Changed: Supersonic flight removed Modern Physics req. (included in prereqs. already)
- Changed: Space Flight removed Modern Physics req. (included in prereqs. already)
- Changed: Vertical Flight removed Electronics req. (included in prereqs. already)
Units
-----
- Added: Strategic Bomber (B52)
- Added: Knight Hospitaller
- Added: Knight Templar
- Added: Teutonic Knight
- Added: Marshall of the Hospitallers
- Added: Marshall of the Templars
- Added: Marshall of the Teutons
- Added: Hospitaller Sergeant
- Added: Teutonic Sergeant
- Added: Templar Sergeant
- Added: Mercenary Infantry (costs 50gold per turn)
- Added: Heavy Cruiser (WW2)
- Added: Battleship (WW2), upgrades to Modern Battleship
- Added: Pre-Dreadnought, upgrades to Dreadnought
- Added: Dreadnought (WW1 ship), upgrades to Battleship
- Added: Torpedoboat (WW1)
- Added: Destroyer (WW1), upgrades to Modern Destroyer
- Changed: All ships' UNITAIs have been checked and adjusted so that AI players should make better use of their ships
- Changed: All Medieval era units' cost increased by 25% ie. 1.25x as before (note: game settings affect costs so increase might be higher on slower game speeds, on bigger maps and on higher difficulty levels)
- Changed: All Renaissance era units' cost increased by 50% ie. 1.5x as before
- Changed: All Industrial era units' cost increased by 100% ie. 2x as before
- Changed: All Modern era units' cost increased by 200% ie. 3x as before
- Changed: All future era units' cost increased by 300% ie. 4x as before
- Changed: Sloop upgrades to Ironclad instead of Submarine (ironclad upgrades to Submarine so the upgrade path remains the same)
- Changed: Manowar upgrades now to Iron Frigate instead of Early Destroyer and Battlecruiser
- Changed: Ship of the line upgrades now to Iron Frigate instead of Early Destroyer and Battlecruiser
- Changed: Iron Frigate ignore terrain cost, upgrades to Pre-Dreadnought, movement 3->4
- Changed: Ironclad ignore terrain cost, upgrades to Torpedoboat, movement 2->3
- Changed: Transport ignore terrain cost, requires Oil Products instead of Oil
- Changed: Landing ship tank ignore terrain cost, requires Oil Products instead of Oil
- Changed: Early destroyer ignore terrain cost, intercept chance reduced to 5 (due to promotion line changes), moved to Artillery tech, has now new graphics + new button, bombard 14, upgrades to Battlecruiser
- Changed: Destroyer renamed to Modern Destroyer, ignore terrain cost, intercept chance reduced to 5, movement 9, no longer upgrade to Missile Cruiser, bombard 16
- Changed: Battlecruiser ignore terrain cost, upgrades to Heavy Cruiser, strenght 32->30, movement 5->7, bombard range 2->1, bombard 16
- Changed: Battleship ignore terrain cost, renamed to Modern Battleship, movement increased to 9, cost 650, strength from 40 to 50, tech req. Globalization, upgrades only to Fusion Battleship, bombard rate 20->25%, belongs now to Nuclear ships
- Changed: Battleship Yamato ignore terrain cost, replaces Modern Battleship, movement increased to 9, cost 650, strength from 40 to 50, tech req. Globalization, upgrades only to Fusion Battleship, bombard rate 20->25%, belongs now to Nuclear ships
- Changed: Cruiser ignore terrain cost, intercept chance reduced to 5, movement 6->8, bombard 18
- Changed: Missile Cruiser ignore terrain cost, movement 7->10, combat 40->43, bombard 22
- Changed: Stealth Destroyer ignore terrain cost, intercept chance reduced to 20, movement 8->11, combat 30->36, bombard 18
- Changed: Aegis ignore terrain cost, intercept chance reduced to 20, movement 7->10, combat 36->39
- Changed: Stiletto boat ignore terrain cost, intercept chance reduced to 5, movement 8->10
- Changed: Fusion Transport ignore terrain cost, intercept chance reduced to 5, movement 8->10
- Changed: Submarine ignore terrain cost
- Changed: Attack Submarine ignore terrain cost
- Changed: Nuclear Submarine ignore terrain cost
- Changed: Stealth Submarine ignore terrain cost
- Changed: Carrier ignore terrain cost
- Changed: Nuclear Carrier ignore terrain cost
- Changed: Fusion Cruiser ignore terrain cost, intercept chance reduced to 20, movement 9->12, combat 50->52
- Changed: Fusion Battleship ignore terrain cost, movement 8->11
- Changed: Fusion Carrier ignore terrain cost
- Changed: Fusion Destroyer ignore terrain cost, intercept chance reduced to 20, movement 10->13
- Changed: Colonist button
- Changed: Pioneer button
- Changed: Anti-Air Gun now in wheeled weapon group, upgrades to Mobile SAM instead of Flak88 (longer use)
- Changed: Flak88 now immobile unit, moved to siege unit group, upgrades to Mobile SAM instead of SAM Infantry (longer use)
- Changed: Motorcycle requires Semi-Automatic weapons, belongs now to Recon unit group, flat movement costs, ignores terrain movement costs, strength 18->15, only defensive, same free promotions as adventurer has, no longer flanking strikes, can be upgraded to Humvee, bonus against animal units
- Changed: Hellenic missionary graphics
- Changed: Zoroastrian missionary graphics
- Changed: Amun-Ra missionary graphics
- Changed: Nagual missionary graphics
- Changed: Crusader can not be trained anymore, instead King Richard's Crusade wonder provides these units every few turns, tech requires removed since this unit doesn't need to be shown on tech screen
- Changed: Cuirassier no longer upgrade to Motorcycle or to Gunship, OR resource req. Sulphur added
- Changed: Conquistador no longer upgrade to Motorcycle or to Gunship, OR resource req. Sulphur added
- Changed: Cavalry units no longer upgrade to Motorcycle
- Changed: Adventurer upgrades to Motorcycle
- Changed: Assault Mech air combat limit 50%, bombard rate 25%
- Changed: Scout Mech air combat limit 50%, bombard rate 15%
- Changed: Hitech robot air combat limit 75%
- Changed: Sentinel air combat limit 75%
- Changed: Nanite Cloud air combat limit 100% (can kill air units), air combat 3->30
- Changed: Offshore platform ignores terrain movement cost
- Changed: Extraction facility ignores terrain movement cost
- changed: Submerged town platform ignores terrain movement cost, button changed
- Changed: Mobile SAM bonus against helicopter units increased from 50% to 200% since this unit belongs to Wheeled unit group and helicopter has bonus against that group
- Changed: Galley can not pass Storms
- Changed: War Galley can not pass Storms
- Changed: Trireme can not pass Storms
- Changed: Viking Longboat can not pass Storms
- Changed: Workboat can not pass Storms, can be captured now, may not reveal terrain except inside player's cultural borders
- Changed: Siege Quinquereme can not pass Storms
- Changed: Light Cavalry moved to Stirrup, can be built with Obsidian, strength increased to 7, added flanking strike ability against archery units
- Changed: Ansar warrior moved to Stirrup, can be built with Obsidian
- Changed: all tank units immune to collateral damage from animal units
- changed: all helicopter units immune to collateral damage from animal units
- changed: all wheeled units immune to collateral damage from animal units
- changed: all hi-tech units immune to collateral damage from animal units
- changed: All mech units immune to collateral damage from animal units
- changed: dreadnought immune to collateral damage from animal units
- Changed: Mechanized infantry immune to collateral damage from animal units
- changed: Nanite cloud immune to collateral damage from animal units
- Changed: Chariot can be upgraded to Mounted Infantry
- Changed: Horseman can be upgraded to Mounted Infantry
- Changed: Horse Archer can be upgraded to Cuirassier
- Changed: Light Cavalry can be upgraded to Cuirassier
- Changed: Swordsman can be upgraded to Maceman
- Changed: Longbowman can be upgraded to Arquebusier
- Changed: Crossbowman can be upgraded to Arquebusier
- Changed: Modern grenadier can be upgraded to Anti-Tank, has bonus against Animal units, 25% bonus to city attack, 50% bonus against rifleman, 25% bonus against infantry
- Changed: Warrior can be upgraded to Light Swordsman
- Changed: Arquebusier can be upgraded to Rifleman, has bonus against Animal units
- Changed: Musketman has bonus against Animal units
- Changed: Rifleman has bonus against Animal units
- Changed: Grenadier has bonus against Animal units, moved to Explosives, has now 25% bonus against rifleman, 50% bonus against archers and +25% city attack (explosives used to destroy city defenses), requires Sulphur
- Changed: Infantry has bonus against Animal units
- Changed: Guerilla has bonus against Animal units
- Changed: Cavalry has bonus against Animal units
- Changed: Cuirassier has bonus against Animal units
- Changed: SR-71 air combat values changed to 1 and 1% max damage, can't perform Fighter Engagement mission anymore and DCM bombing values removed,
- Changed: Bomber upgrades to Long Range Bomber instead of Stealth Bomber
- Changed: A10 Bomber collateral damage can now kill units, collateral unit amount decreased from 6 to 5, bombard amount decreased from 20% to 15% (same as Bomber), range decreased from 10 to 6 (now short range tactical bomber), has now bonuses against Tracked and Wheeled units
- Changed: Stealth Bomber range increased to 24, does collateral damage now up to 10 units and up to 75%, air combat increased from 20->26, bombing increased from 20%->26%
- Changed: Orbital Bomber range increased to 32, does collateral damage now up to 15 units and can kill units
- Changed: Atomic Bomber air combat changed from -1 to 1 and max air damage changed from 100% to 10%
- Changed: Heavy cavalry strength now 11 and added flanking ability against archery units
- Changed: Teutonic Knight renamed to Mailed Knight
- Changed: Hospitaller Knight renamed to Mailed Knight
- Changed: Templar Knight renamed to Mailed Knight
- Changed: Jewish Missionary amount limited to 2
- Changed: Assault Mech no longer national unit (can be built unlimited amount), extra cost 100 gold
- Changed: Dreadnought no longer national unit (can be built unlimited amount), extra cost 150 gold, renamed to Dreadnought Armor (Dreadnought name used for ship class)
- Changed: Nanite Cloud max amount increased from 3 to 5
- Changed: Jeep requires now also Automatic Weapons, bonus against animal units
- Changed: Bazooka combat bonuses against melee, archer and animal units
- Changed: Anti-Tank bonuses against melee, archer and animal units
- Changed: SAM Infantry bonuses against melee, archer and animal units
- Changed: Marine bonuses against melee, archer and animal units
- Changed: Modern Marine bonus against animal units
- Changed: Paratrooper bonus against animal units
- Changed: Modern Paratrooper bonus against animal units
- Changed: Modern Infantry bonus against animal units
- Changed: Special forces bonus against animal units
- Changed: Armored car bonus against animal units
- Changed: BTR80 bonus against animal units
- Changed: Mechanized Infantry bonus against animal units
- Changed: Humvee bonus against animal units
- Changed: Spearman strength reduced from 4 to 3 (with 100% mounted bonus it's 6str vs. 6str horse archer before promotions)
- changed: Pikeman strength reduced from 7 t 5 (with 100% mounted bonus it's 10str vs. 10str knight before promotions)
- Changed: Heavy Pikeman strength reduced from 9 to 7 and melee bonus reduced 25%->20% (with 100% mounted bonus it's 14str vs. 12str mailed knight and with 25% melee bonus it's 8.4str vs. 9str heavy swordsman before promotions)
- Fixed: Egypt War Chariot upgrades
- Fixed: Hittites chariot upgrades
- Fixed: Persian Immortal upgrades
zappara Mar 17, 2009, 11:03 AM Rise of Mankind 2.6 patch notes continued:
Traits
------
- Changed: Aggressive gets Combat I promotion for Hi-Tech and Assault Mech units
- Changed: Protective gets free promotions for Hi-Tech units
- Changed: Expansive no longer get cheaper Doctor's Office or Healer's Hut
- Added: Nomad, free promotions for recon, animal, mounted and wheeled units
- Added: Agricultural, bonus to food production
- Added: Seafaring, free promotions to ships
- Added: Deceiver, might be renamed to Treacherous/Traitorous, +2 espionage per city, free promotions to spies
- Added: Scientific, +2 science per city, +10% research
- Added: Humanitarian, +1 health per city, +1 happiness per city, cheaper health buildings
Buildings
---------
- Added: Teutonic Major Chapter House
- Changed: Stable double production speed with Nomad trait
- Changed: Mongol Ger double production speed with Nomad trait
- Changed: Guild Hall graphics
- Changed: Healer's Hut button, double production speed with Humanitarian instead of Expansive, 1 extra happiness with Humanitarian trait
- Changed: Doctor's office double production speed with Humanitarian instead of Expansive, 1 extra happiness with humanitarian trait
- Changed: Hospital double production speed with Humanitarian instead of Expansive, 1 extra happiness with humanitarian trait, +1 health from Obsidian (it's been used for surgical knives)
- Changed: Intelligence Agency gives +2 free experience for Spy units, double production speed with Deceiver trait
- Changed: Security Bureau gives +1 free experience for Spy units
- Changed: Meeting Hall requires level 5 unit, gives now +1 experience to melee and recon units (was +2), +2 experience for sea units (was +3), obsoletes at Radar tech
- Changed: Arena no longer gives +1 happiness, instead it gives +1 happiness per 25% culture rate
- Changed: Brothel no longer gives +1 happiness, instead it gives +1 happiness per 25% culture rate, double production speed with Deceiver trait
- Changed: Bazaar no longer give happiness from Ivory, Silk or Spices, instead this building gives bonus gold from each of those resources when resource is present in the city, still gives +1 happiness from Pearls since this is the only building which uses Pearls for happiness, gives gold from Pearls too
- Changed: Tannery no longer requires resources
- Changed: Granary double production speed with Agricultural trait instead of Expansive
- Changed: Modern Granary double production speed with Agricultural trait instead of Expansive
- Changed: Food Processing Plant double production speed with Agricultural trait instead of Expansive
- Changed: Artesian Well double production speed with Agricultural trait
- Changed: Bakery double production speed with Agricultural trait
- Changed: Irrigation Canals double production speed with Agricultural trait
- Changed: Shipyard double production speed with Seafaring trait instead of Expansive
- Changed: Drydock double production speed with Seafaring trait instead of Aggressive
- Changed: Lighthouse double production speed with Seafaring trait instead of Organized
- Changed: River Port double production speed with Expansive trait
- Changed: Jail double production speed with Deceiver trait
- Changed: Police Station double production speed with Deceiver trait
- Changed: Aqueduct double production speed with Expansive
- Changed: School of Scribes double production speed with Scientific
- Changed: Alchemist's Lab double production speed with Scientific
- Changed: Observatory double production speed with Scientific
- Changed: Accelerator double production speed with Scientific instead of Creative
- Changed: Bunker double production speed with Protective
- Changed: Radar Station double production speed with Protective
- Changed: Anti-Missile Batteries double production speed with Protective
- Changed: Laboratory double production speed with Scientific
- Changed: Bath House double production speed with Philosophical
- Changed: Cloning Laboratory double production speed with Philosophical
- Changed: Convention Center double production speed with Philosophical
- Changed: Tannery double production speed with Nomad
- Changed: Butchery double production speed with Nomad
- Changed: Naval Academy double production speed with Seafaring
- Changed: Jewellery no longer require Forge in the city
- Changed: Viking Trading Post gives now Coastal Assault I promotion instead of Navigation I
- Changed: Oil refinery no longer reduce food amount on coast or ocean plots (to help AI players)
- Changed: International Port no longer reduce food amount on coast or ocean plots (to help AI players)
- Changed: Colosseums give +2 culture
- Fixed: Roman Forum gets happiness from Olives and Cotton just like Market
Routes
------
- Changed: Railroad accepts Oil Products as requirement
Improvements
------------
- Changed: Submerged town button
- Changed: Mine can be built outside cultural borders
- Changed: Shaft Mine adds 1 unhappiness to nearby cities, can be built outside cultural borders
- Changed: Waste Refinement factory adds 1 unhappiness to nearby cities
- Changed: Quarry can be built outside cultural borders (getting stone from distant location to your city was common thing on ancient times, this should help with Wonders)
Python
------
- Added: building upgrade lines now check power plants, when nuclear plant, hydro plant or fusion plant is built in city, coal, shale and oil plants are removed from the city
- Changed: onUnitBuilt in CvEventmanager, added extra check so that game doesn't make unnecessary civic checks until player reaches Future Era
- Changed: with Technocracy civic unit can now have Sensors I promotion only if it's valid promotion for that unit class
- Changed: SettlerEventManager now checks if Multiplayer fix is turned on in GameDefinesAlt.xml
- Fixed: Inquisition code blocks moved from BugEventManager to CvEventManager, no longer 2 different event methods to Inquisition functions
- Fixed: Building Carthage Cothon removes now River port from city (Harbor upgrade line) and River Port can't be built if city has any of the Harbor buildings
- Fixed: Building Modern Granary removes now Incan Terrace from city (Granary upgrade line)
Game defines
------------
- Disabled: Opportunity Fire component is disabled now by default
- Disabled: Limited Religions component is disabled now by default (religions spread out quite well without it)
- Added: setting to GameDefinesAlt.xml to turn on Multiplayer fix for Colonist/Pioneer units. Set to 1 for multiplayer games. Separate multiplayer fix file no longer needed.
- changed: NUM_GAME_FEATURES increased to 9 (Storm feature type added)
- Changed: GLOBAL_WARMING_FOREST increased from 50 to 60 (forests plots are global warming defense and now forests are more valuable), this values is the only thing that protects you from global warming (and of course the number of the forest plots on the map ;)
- Changed: GLOBAL_WARMING_UNHEALTH_WEIGHT from 20 to 10 (because mod has more unhealthy buildings than BtS, this value needs to be lower), this value affects to rule on how many plots global warming happens when it's triggered (nukes is the other factor)
Advanced Scorelist
------------------
- changed: Score list can now show more civs (can have a set limit too, set in BUG mod options ctrl+alt+o)
- changed: Dead civs are no longer by default shown on score list
Resources
---------
- Changed: Uranium causes 1 unhappiness
- Changed: Salt should appear more frequently
Wonders
-------
- Added: Montfort Castle (module)
- Added: Krak des Chevalier's (module)
- Added: The Al-Aqsa Mosque (module)
- Changed: King Richard's Crusade requires State Religion to be present in the city, cost reduced by 50% from 660 to 330 (cheaper than Apostolic Palace), requires Christianity
- Changed: The Eiffel Tower double production speed with Steel instead of Iron
- Changed: Statue of Liberty requires Liberal civic to be active
- Changed: Leonardo's Workshop gives now 1 free tech instead of 2
- Changed: Silk Road obsoletes now with Mercentalism tech not with Motorized Transportation
- Changed: Magellan's Voyage obsoletes now with Screw Propeller tech
CityLSystem
-----------
- Fixed: Arcology no longer scale around the city, instead it's placed on city center with set scale (in building art defines)
Mapscripts
----------
- Fixed: RoM_Arboria should work on Giant and Gigantic map sizes
- Fixed: RoM_Boreal should work on Giant and Gigantic map sizes
- Fixed: RoM_Donut should work on Giant and Gigantic map sizes
- Fixed: RoM_Ice_Age should work on Giant and Gigantic map sizes, Marsh and Swamp inits fixed
- Fixed: RoM_Team_Battleground should work on Giant and Gigantic map sizes
- Fixed: RoM_Global_Highlands should work on Giant and Gigantic map sizes
- Fixed: RoM_Inland_Sea should work on Giant and Gigantic map sizes
- Fixed: RoM_Lakes should work on Giant and Gigantic map sizes
- Fixed: RoM_Maze should work on Giant and Gigantic map sizes
- Fixed: RoM_Mirror should work on Giant and Gigantic map sizes
- Fixed: RoM_Terra should work on Giant and Gigantic map sizes
- Fixed: RoM_Tilted_Axis should work on Giant and Gigantic map sizes
- Fixed: RoM_Great_Plains should work on Giant and Gigantic map sizes
- Fixed: RoM_Fantasy_Realm should work on Giant and Gigantic map sizes
- Fixed: RoM_Earth2 should work on Giant and Gigantic map sizes
- Fixed: RoM_Oasis should work on Giant and Gigantic map sizes
- Fixed: RoM_Pangaea should work on Giant and Gigantic map sizes
- Fixed: RoM_Rainforest should work on Giant and Gigantic map sizes
- Fixed: RoM_Ring should work on Giant and Gigantic map sizes
- Fixed: RoM_Wheel should work on Giant and Gigantic map sizes
- Fixed: RoM_Highlands should work on Giant and Gigantic map sizes
Events
------
- Changed: Billionds and Billionds requires now Democracy or Federal civic active and does not trigger if player has Divine Rule or Intolerant civic active
- Changed: Synthetic Fuel event gives Oil Products resource instead of Oil
- Changed: All events which change plot's yield amounts show now sign about the changes
- Changed: Mother lode tech requirement adjusted
- Changed: Slave Revolt tech requirement adjusted
- Changed: Bermuda Triangle event can happen to new ship classes
- Changed: Firing Pins event can occur earlier
- Changed: The Huns obsolete techs adjusted
- Changed: The Vandals obsolete techs adjusted
- Changed: Experienced Captain can happen to new ship classes
- Changed: Black Death event may happen more often (note that this event does happen only in 85% of the games)
- Changed: Smallpox event may happen more often (note that this event does happen only in 85% of the games)
Civics
------
- Changed: Caste button
- Changed: Fascist button
- Changed: Federal button
- Changed: Folklore button
- Changed: Green button
- Changed: Oligarchy button
- Changed: Survival button
- Changed: Slavery science penalty increased from -10% to -25% (should become less popular civic)
- Changed: Liberal civic percent anger decreased from 200% to 100% (note that in BtS the default value is 400% for Free Speech)
- Changed: Secular civic percent anger decreased from 200% to 100%
Gamespeeds
----------
- Changed: Snail research cost percent increased from 400% to 500% ie. before it was 4x tech cost and now it's 5x tech cost but difficulty setting affects it too (Tech cost values used are set in TechInfos.xml)
Eras
----
- Changed: Renaissance train percent returned back to 90% (BtS default value)
- Changed: Industrial train percent returned back to 80% (BtS default value)
- Changed: Modern era train percent returned back to 70% (BtS default value)
- Changed: Future era train percent returned back to 60% (BtS default value)
Sevopedia
---------
- Changed: Resources show now buildings which affect the resource
- Fixed: Unit category lists now show correctly air combat strength for air units
- Fixed: Unit category lists now show Air range instead of Moves for air units
- Added: Fighter Engagement pedia to RoM Concepts
- Added: Limited Religions pedia to RoM Concepts
- Added: Religious Victory pedia to RoM Concepts
- Added: Module: Stacic Leaderheads pedia to RoM Concepts
- Added: Modules: Civ Specific UnitArtstyles pedia to RoM Concepts
- Added: Module: UN Peacekeeping Forces pedia to RoM Concepts
- Updated: Inquisition pedia in RoM Concepts
National Wonders
----------------
- Added: St. John's Chapter House (module)
- Added: Templar Chapter House (module)
- Changed: UN Mission no longer requires Palace in the city so it can be built in any city
- Changed: Red Cross +1 happiness with Humanitarian trait
- Changed: Heroic Epic no longer require Barracks in the city, requires now level 6 unit (was level 4)
Leaders
-------
- Changed: Bismarck has now traits Aggressive and Scientific
- Changed: Suleiman has now traits Scientific and Expansive
- Changed: Gilgamesh has now trait Agricultural instead of Creative
- Changed: Hannibal has now trait Seafaring instead of Charismatic
- Changed: Victoria has now trait Seafaring instead of Financial
- Changed: Ragnar has now trait Seafaring instead of Financial
- Changed: Genghis Khan has now trait Nomad instead of Imperialist
- Changed: Kublai Khan has now traits Nomad and Imperialist
- Changed: Pericles has now trait Scientific instead of Creative
- Changed: Mansa Musa has now trait Scientific instead of Spiritual
- Changed: Huyana Capac has now trait Agricultural instead of Financial
- Changed: Pacal has now trait Agricultural instead of Expansive
- Changed: Montezuma has now Agricultural instead of Spiritual
- Changed: Sitting Bull has now trait Nomad instead of Philosophical
- Changed: Wang Kon has now trait Deceiver instead of Financial
- Changed: Tokugawa has now trait Deceiver instead of Protective
- Changed: Suryavarman has now trait Agricultural instead of Expansive
- Changed: Gandhi has now trait Humanitarian instead of Spiritual
- Changed: Lincoln has now trait Humanitarian instead of Charismatic
- Changed: Hammurabi has now trait Humanitarian instead of Organized
- Changed: Selassie has now trait Humanitarian instead of Organized
Modules
-------
- Added: Holy Wars 0.2alpha buildings, wonders, units
- Added: Arabia unit artstyle
- Added: Aztec unit artstyle
- Added: Babylon unit artstyle
- Added: Byzantium unit artstyle
- Added: Carthage unit artstyle
- Added: China unit artstyle
- Added: Rome unit artstyle
- Added: Netherlands unit artstyle
- Added: American unit artstyle
- Added: Static Leaderheads module (off by default), located in 'Rise of Mankind\Assets\Unloaded Modules\'. If you want to use static leaderheads move the folder Static (with the subfolder) from 'Unloaded Modules' to 'Modules' directory. Included are only 50 leaders ie. BtS default leaders.
Unitartstyles
-------------
- Changed: All civ specific unit artstyles are now in modular format to allow players easily reduce the unit graphics amount if they're running the mod on bit older computer (less graphics -> less MAFs). These artstyles can be found from folder 'Rise of Mankind\Assets\Modules\Custom Artstyles' and you can disable them by moving each module to folder 'Rise of Mankind\Assets\Unloaded Modules' (no need to delete the files, moving them is enough to disable them). When unit artstyle is disabled the civ will use the default BtS unitartstyle or ethnic group artstyle set for that particular civ
- Added: Marine to Middle East (arabia)
- Added: Marine to Arabia
- Added: Marine to Babylon (arabia)
- Added: Mailed Knight to Middle East (arabia)
- Added: Mailed Knight to Babylon (arabia)
- Added: Mailed Knight to African
- Added: Axeman to America
- Added: Crossbowman to America
- Added: Longbowman to America
- Added: Mounted Infantry to America
- Added: Maceman to America
- Added: Heavy Swordsman to America
- Added: Heavy Pikeman to America
- Added: Pikeman to America
- Added: Swordsman to America
- Added: Infantry to America
- Added: Grenadier to America
- Added: Horse Archer to African style
JEELEN Mar 17, 2009, 02:48 PM I got a whole list of diagnostic errors trying to unpack the 2.6 full version...:(
0100010 Mar 17, 2009, 08:34 PM Is the DLL source files not included in 2.6 full? I kinda need those was gonna try my hand at merging something.
Carwyn Mar 19, 2009, 09:56 AM Just to clarify - is the version 2.6 here a working (not test) version? Does anyone know if it is stable and if it is stable for multiplayer? It's been a couple of days since it came out and I've been waiting to see what the response is. Maybe you are all too busy playing to comment? :)
JosEPh_II Mar 19, 2009, 06:59 PM Carwyn,
Played up to 200AD last night, Huge Archipelago Map, 8 AI, no problems so far, SP.
JosEPh :)
kyuri Mar 20, 2009, 04:07 AM Like polish Prime minister said: YES YES YES!!!
ZAPPARA - MY MASTER!!!!
:worship::worship::rockon::cheers:
Now i see what big is that mod. Everythings is ok, now i see civilopedia and all interface in game. It's stable, no problem in sp giant map, 18 civics ~1800 AD.
:goodjob:
civhelp121 Mar 20, 2009, 02:42 PM for the barbarian civs, does that mean that now the default is that barbarian cities will not form into real civilizations (albeit always at war) who can in turn form into full civilizations? If so, how do I manually turn that on? I liked civs being able to pop up from barbarian cities
Domino369 Mar 20, 2009, 03:30 PM Note that I have been getting many CtD issues with the 2.6 patch. Only problem is that they aren't reproducible so I have no idea what's causing them.
JosEPh_II Mar 20, 2009, 05:35 PM for the barbarian civs, does that mean that now the default is that barbarian cities will not form into real civilizations (albeit always at war) who can in turn form into full civilizations? If so, how do I manually turn that on? I liked civs being able to pop up from barbarian cities
Question 1 answer: Yes.
Question 2 answer: From the Start game options menu. But if you do activate it, or any REVDCM Option you may experience CTDs.
Same answer for Domino369, if you activated any REVDCM options Especially BarbCIV you may experience Multiple CTDs.
Straight RoM2.6 is stable. But as Zappara has stated there is a merge problem with the REVDCM components.
JosEPh :)
Carwyn Mar 20, 2009, 10:36 PM Is there a plan to fix RoM2.6 to run with the REVDCM on? I really enjoy the merged mod and running revolutions and barb civs. I'd sure appreciate a stable 2.6 with them on. The changes and updates are interesting and the Revolutions runs with the menu instead of the problematic popup. I'm thinking a bit soon to start in on 2.7 when 2.6 isn't working properly.
I was playing with RevDCM and Barb cities on when I got the CTD.
zappara Mar 27, 2009, 12:11 PM v2.6 download location swapped to Atomic Gamer site because Filefront is getting shutdown early next week...
youtien Mar 27, 2009, 10:48 PM Hi.
I downloaded the full 2.6 file and installed. When I enter the game, I can't see any interface. Nothing besides the main map. I can still use keyboard to get my units move and settle, but impossible to micro. And "Options" not working.
3.17 bts. Any solution?
JosEPh_II Mar 28, 2009, 12:54 PM Hi.
I downloaded the full 2.6 file and installed. When I enter the game, I can't see any interface. Nothing besides the main map. I can still use keyboard to get my units move and settle, but impossible to micro. And "Options" not working.
3.17 bts. Any solution?
2 questions:
1. do you have a previous version of RoM in the BtS Mods Folder?
2. did you rename Rise of Mankind (RoM)?
If your answer is Yes to both, then you need to rename the older version(s) and Name RoM 2.6Full as Rise of Mankind.
If your answer is No to both, then possibly a bad/corrupted D/L.
Did you start a Custom Game or a Play now game?
JosEPh :)
Elucidus Mar 30, 2009, 12:05 AM I can't get into atomic gamer for some reason, would you mind if I hosted the files on my server? No strings or anything, I have a server, lots of space, and I can't bring myself to let it die (used to be CDGroup.org). It could be as simple as an FTP site, or you could have as much as a subdomain and website, I don't really care, I'd just rather the site get used. There is no logins for users, no ads, in fact you can just directly link to the files if you like, or you can use folder and subfolder lists. Let me know what you think.
Well there is another reason for this, I'd like to have all of your files in a place I am guaranteed access. :D
saladino93 Mar 31, 2009, 05:30 PM This mod still to doesn't show the city screen, neitheir civilopedia. The names of cities appear mixed between letters and symbols...
someone can help me? please i've already played this mod in other pc and i loved it...
JosEPh_II Mar 31, 2009, 05:42 PM This mod still to doesn't show the city screen, neitheir civilopedia. The names of cities appear mixed between letters and symbols...
someone can help me? please i've already played this mod in other pc and i loved it...
Must play English Version. Not translated for other languages.
JosEPh :)
saladino93 Mar 31, 2009, 05:56 PM it is english :S
zappara Apr 01, 2009, 12:44 PM Version 2.61
Python
------
- Changed: BugPath.py module uses only mod folder when looking for ini or asset files, custom assets are ignored to avoid possible conflicts if BUG or any other mod is installed to that location
- Changed: Barbarian Civ component does not init units with preset Unit AIs (does not fix 'waiting' bug)
- Changed: Revolution component does not init units with preset Unit AIs (does not fix 'waiting' bug)
- Changed: Sevopedia's Religion pages now show units and buildings associated with specific religions (ignores modular buildings/units??? and Palace of Potala, why?!?)
- Fixed: BugUtil.py log to file function converts message to string. Fixes issues on some operating systems
Mapscripts
----------
- Fixed: RoM_Smartmap should save config file to Rise of Mankind folder, places now correctly Bauxite instead of Aluminum when certain conditions are met
- Fixed: RoM_RandomScriptMap should work now correctly
Game Options
------------
- Changed: Barbarian Civ option visible again in Custom game menu so that it can be enabled, off by default
Promotions
----------
- Changed: Waidan no longer require Leader -> Promotion now useful for Taoism
Routes
------
- Added: Cart Path (2 moves)
- Added: Paved Road (req. stone, 4 moves)
- Added: Highway (req. oil products, 6 moves)
- Added: Electric Railroad (req. steel and copper, alternative for Railroad, req. Electronics, 10 moves for all units)
- Added: Maglev (req. copper, req. Maglev tech, 20 moves for all units)
- Added: Jumplane (can be built on water as well, does not allow land units to go through oceans but speeds up ships), req. Advanced Shielding, 40 moves for all units
- Changed: Road gives now 3 moves, no longer get multiple speed improvements, just one from Motorized Transportation (4 moves)
- Changed: Railroad requires steel
Units
-----
- Changed: Spearman str set back to 4 so that Barbarian civ component doesn't set Archers for city attack (which causes infinite loop)
- Changed: all worker units can build new route types
- Changed: all Wheeled units have now 1 gold / per turn upkeep cost (extra cost)
- Changed: all tracked units have now 1 or 2 gold / per turn upkeep cost (cost depends on how advanced unit or if it's light/heavy)
- Changed: all non-infantry Hi-Tech units have now 3 gold / per turn upkeep cost
- Changed: all helicopter units have now 1-3 gold / per turn upkeep cost
- Changed: all Steam ships have now 1 gold / per turn upkeep cost
- Changed: all Diesel ships have now 1 gold / per turn upkeep cost
- Changed: all Nuclear ships have now 2 gold / per turn upkeep cost
- Changed: Jet Planes and later planes have now 1 gold / per turn upkeep cost (except Remote controlled bombers)
- Changed: all Nukes have now 5 gold / per turn upkeep cost
- Changed: Mobile artillery and Rocket artillery have now 1 gold / per turn upkeep cost
- Changed: Trebuchet str reduced to 8
- Changed: Pikeman str reduced to 6, cost reduced to 50
- Changed: Heavy Pikeman str reduced to 9, cost reduced to 75
- Changed: Light Swordsman default UnitAI set to ATTACK_CITY
- Changed: Swordsman default UnitAI set to ATTACK_CITY
- Changed: Heavy Swordsman default UnitAI set to ATTACK_CITY, str reduced to 13, cost reduced to 110
- Changed: Crusader str reduced to 15
- Changed: Maceman str reduced to 10, cost reduced to 85, unitAI PILLAGE added to list
- Changed: Traineddog default UnitAI set to COLLATERAL
- Changed: Wardogs default UnitAI set to COLLATERAL
- Changed: Guarddog default UnitAI set to COLLATERAL
- Changed: Automatons cost halved (all clone units' were suppose to be cheap military)
- Changed: Genetic Soldier cost halved
- Changed: Super Soldier cost halved
- Changed: Axeman unitAI PILLAGE added to list
- Changed: Warrior unitAI PILLAGE added to list (should help Barbarian civ)
- Changed: Amun-Ra Missionary renamed to Scribe, requires monastery building type
- Changed: Zoroastrian Missionary renamed to Magi, requires monastery building type
- Changed: Nagual Missionary renamed to Tlenamacac, requires monastery building type
- Changed: Taoist Missionary renamed to Alchemist
- Changed: Confucian Missionary renamed to Gentleman
- Changed: Hindu Missionary renamed to Yogi
- Changed: Buddhist Missionary renamed to Bodhisattva
- Changed: Jewish Missionary renamed to Rabbi
- Changed: Christian Missionary renamed to Priest
- Changed: Islamic Missionary renamed to Imam
- Changed: Hellenic Missionary renamed to Oracle, requires monastery building type
Improvements
------------
- Changed: bonuses from route types adjusted for some improvements
- Changed: Bunker uses new graphics
- Fixed: removed few doubled improvement art defines
Events
------
- Changed: Interstate event builds now Modern Roads instead of Roads and triggered with Mass Transit (req. for Modern Road)
- Changed: Mother Lode event can happen with all new route types
- Changed: Washed out event can happen with all new route types except Maglev and Jumplane
- Changed: Farm Bandits event can happen with all new route types except Maglev and Jumplane
- Changed: Farm Bandits Again event can happen with all new route types except Maglev and Jumplane
- Changed: Blizzard event can happen with all new route types (need to check that all suitable improvements are listed too?)
- Changed: Jade event can happen with all new route types
- Changed: Clunker coal event can happen with all new route types
- Changed: Running Bulls event can happen with all new route types
- Changed: Horseshoe event can happen with all new route types
- Changed: Holy Ritual event can happen with all new route types (need to check temples list too)
- Changed: Farm plows event can happen with all new route types
- Changed: Marble Statues event can happen with all new route types
- Changed: Hamburger Joint event can happen with all new route types
- Changed: Fashion event can happen with all new route types except Cart Path
- Changed: Thoroughbred event can happen with all new route types
- Changed: Girl's best friend event can happen with all new route types, Jewellery added to building check list
- Changed: Banana Split event can happen with all new route types except Cart Path
- Changed: Golden Buddha event can happen with Cart Path and Paved Road (event obsoletes before other route types available)
- Changed: Sandstorm event can happen with all new route types
- Changed: Hiyosilver event no longer place Road to plot (event can place 1 route type only and we can't be sure what choices player has available at this time and event can be triggered before player can build Roads)
- Changed: Antelope event no longer place Road to plot
- Changed: Impact Crater event triggered with Quantum Physics instead of Physics since this event places Uranium to plot, no longer place Road to plot
- Changed: Pasture built event no longer place Road to plot
- Changed: Spicy event no longer place Road to plot
- Changed: Wining monks event no longer place Road to plot
Config
------
- Changed: ForceGameOptions = 1, mod game options are read from xml always, not from CivilizationIV.ini. If player plays several different mods (or other RoM versions) which add new game options, this ensures that RoM will read from xml the default settings for it
Mod settings
------------
- Changed: Super Spies are enabled by default. This option should not be turned off as Trait Deceiver requires that Spies can gain promotions
Diplomacy
---------
- Changed: First Contact has now better support for modular civs (this is for Extra civ addon pack). If modular civ is added without merging its first contact info to main mod, the mod picks each time random first contact text for that civ. Problems might arise if modular civ requires some new sounds so better to use modular civs that use only BtS default sounds
Religions
---------
- Changed: Amun-Ra renamed to Kemetism
- Changed: Nagualism renamed to Naghualism
Buildings
---------
- Changed: Temple of Jaguar renamed to Temple of Quetzalcoatl
- Changed: Pyramid of Eagle renamed to Temple of Tlaloc
- Changed: Tikal renamed to Teotihuacan (Naghual Holy shrine)
- Changed: Bazaar graphics
- Changed: Butchery graphics and button
- Changed: Filling factory graphics and button
- Changed: Aluminum factory graphics and button
- Changed: Oil refinery graphics and button
- Added: Calmacec (Naghual Monastery)
Wonders
-------
- Changed: Palace of Potala no longer increase gold and culture in all cities Buddhism (that's what Buddhist Shrine is for...)
- Changed: Alhambra no longer increase gold in all cities with Islam
Civics
------
- Changed: Folklore no longer give +1 happiness in largest cities (AIs use this civic too much and don't develop religions)
- Changed: Secular civic percent anger removed
JEELEN Apr 01, 2009, 02:56 PM Cool! Will check ASAP.:thumbsup:
JEELEN Apr 01, 2009, 05:26 PM Noticed something odd trying the 18 civ map: I founded Hinduism and it even spread to my 2nd city, but I was unable to convert to it. I checked the BUG settings and changed some (like Choose Religion), but it made no difference.
Domino369 Apr 01, 2009, 08:50 PM Are there still ctds with the revDCM enabled?
zappara Apr 02, 2009, 08:08 AM Are there still ctds with the revDCM enabled?Yes but with v2.61 you can't enable revolution, barbarian civ or start as minors components. Dynamic civ names and Tech diffusion components are available as those seem to work without problems and all other RevDCM options can still be enabled/disabled from BUG options screens (ctrl+alt+o).
Carwyn Apr 02, 2009, 10:24 PM Noticed something odd trying the 18 civ map: I founded Hinduism and it even spread to my 2nd city, but I was unable to convert to it. I checked the BUG settings and changed some (like Choose Religion), but it made no difference.
Have you researched Mysticism and changed to the civic Prophets? That is necessary before you can convert to a religion. Took me a while to figure it out - doesn't seem to be well covered in the Civilpedia.
Kobasa Apr 08, 2009, 05:20 PM Hello, just wanted to point out a little mistake you made with leaders:)
Teuta wasn't the ruler of Albania, she was ruler of Illyrs, yes her kingdom extended to Albania, but I think it would have been better to put Illyrs as seperate civ, because they were alot more sea oriented than Albania, and put Teuta as their leader.
Just a suggestion:)
vogtmurr Apr 08, 2009, 09:18 PM Hello, just wanted to point out a little mistake you made with leaders:)
Teuta wasn't the ruler of Albania, she was ruler of Illyrs, yes her kingdom extended to Albania, but I think it would have been better to put Illyrs as seperate civ, because they were alot more sea oriented than Albania, and put Teuta as their leader.
Just a suggestion:)
I actually like the idea that civilizations occupying the same geographical space and sharting similar origins are combined.
A: There's too many already.
B: The Albanians are descendants of, among others, Illyrians.
C: You could have a unique culture, and leader for each era.
D: ie: Greece
Minoan -> Mycenaean -> Classical -> Macedonian -> Byzantine -> Greek
Minos -> Agamemnon -> Pericles -> Alexander -> Alexius ->Eleftherios Venizelos
Greek Bireme (galley, carry 1), Cretan Archer -> Hoplite (spearman, +melee, city defense, 5), peltast (-> Trireme (vs. galley), Spartiate (heavy spearman, +melee, vs. archers, 6) -> Companion (medium cavalry), Phalanx (pikeman) -> Dromon (galleass, Greef Fire), cataphract (knight)-> Evzone (rifleman), Averoff (armoured cruiser)
For albania/Illyria maybe we would have to combine with Epirus:
Illyria -> Epirus -> Albania
Teuta -> Pyrrhus -> Skanderbeg
zappara Apr 09, 2009, 05:50 AM Version 2.62 patch notes:
Mods
----
- Added: Abandon city component, CTRL-A brings up the popup in city screen
- Changed: Revolution can be enabled for custom game
- Changed: Barbarian civ can be enabled for custom game
Units
-----
- Changed: Traineddog collateral damage removed, no longer have collateral UnitAI, seems to have been the cause for waiting -bug, are the collateral SDK changes the real cause because the unit doesn't have flanking or bombard values, only collateral values?
- Changed: Wardogs collateral damage removed, no longer have collateral UnitAI, possible cause for waiting -bug
- Changed: Guarddog collateral damage removed, no longer have collateral UnitAI, possible cause for waiting -bug
Python
------
- Changed: AutologEventManager, applied RevDCM fixes
- Changed: CvUtil, applied RevDCM fixes
- Changed: Abandon city component now gives also Settlers if player has required techs and city size is above 10, demolishing buildings give 20% of building's cost back to player as gold (note: AI players do not know how to use this component)
- Changed: Civics screen does not show Rebelliousness info if Revolution component is off
- Changed: GameUtils small code adjustments
- Changed: BugPath has been modified to find CvAltRoot.py file from also Beyond the Sword installation folder (was previously looking only from Documents folders)
- Fixed: Barracks->Garrison upgrade path, Barracks can't be built again after city has built Garrison
Pythoncallback defines
----------------------
- Changed: CannotSpreadReligion to 0 (not used)
- Changed: CannotResearch to 0 (not used)
Espionage
---------
- Changed: city poison water default amount 12->5 (spy promotions increase it)
- Changed: city unhappiness default amount 12->8 (spy promotions increase it)
Ini
---
- Changed: Revolution.ini is set to default RevDCM settings
Config
------
- Changed: RevDCM xml config set to default RevDCM settings
Buildings
---------
- Changed: Statue of Champion uses now different graphics
- Changed: River port uses LSYSTEM_RIVER instead of LSYSTEM_2x2 (places building near River)
- Changed: Hellenic Gymnasia gives Pankration promotion for units built in the city
- Changed: Hellenic buildings graphics
- Changed: Zoroastrian buildings graphics
- Changed: Naghual buildings graphics
- Changed: Pyramid of the Magician graphics
- Changed: Movie Theatre graphics
- Changed: Garrison graphics
- Changed: Nanofactory graphics
- Changed: Android factory graphics
- Changed: National Sports League graphics
- Fixed: Hittite Iron Forge had duplicate art defines, removed one
- Fixed: Modern granary had duplicate art defines, removed one
PlotLSystem
-----------
- Fixed: Lemon plantation should use now correct plantation rack and grinder art defines when the plot is worked
CityLSystem
-----------
- Added: LSYSTEM_GARRISON, swaps Garrison graphics for Modern and Future eras
Effects
-------
- Fixed: New missionaries use now other BtS missionaries' effects
Sounds
------
- Fixed: New missionaries have now new sounds
Leaderheads
-----------
- Fixed: Suppiluliuma's nif reads texture sim2.dds correctly
Promotion
---------
- Changed: Pankration (Hellenic) moved to Special tech so that this promotion is available only from Hellenic Gymnasia
Religions
---------
- Changed: New religions have new sounds when religion is founded
Improvements
------------
- Changed: Ancient temple has new graphics
Bonus classes
-------------
New classes should help AI players and make them value more resources as they want resources from all bonus classes, General class had many resources so AI did not value them much if they already had access to 1 or more of those resources. Adding more classes also affects Mapgenerator because it decides to place resources based on what bonus class they belong to and same type resources usually aren't close to each other. This should help to problem where maps were generated without some important resources.
- Added: Luxury, Unique 8 (=minimum range between this type resources)
- Added: Fuel, unique 6
- Added: Manufactured, unique 0 (these don't appear on maps, produced by industry)
Resources
---------
- Changed: Copper appears with Metal Casting
- Changed: Gold belongs now to Luxury class
- Changed: Fur belongs now to Luxury class
- Changed: Gems belongs now to Luxury class
- Changed: Silk belongs now to Luxury class
- Changed: Silver belongs now to Luxury class
- Changed: Salt belongs now to Luxury class
- Changed: Coffee belongs now to Luxury class
- Changed: Pearls belongs now to Luxury class
- Changed: Tobacco belongs now to Luxury class
- Changed: Ivory belongs now to Rush class (AIs without Horses should rush to Elephant units if they are also missing copper and/or iron)
- Changed: Coal belongs now to Fuel class
- Changed: Oil belongs now to Fuel class
- Changed: Uranium belongs now to Fuel class
- Changed: Oil products belongs now to Fuel class (even though it's manufactured)
- Changed: Aluminum belongs now to Manufactured class
- Changed: Glass belongs now to Manufactured class (could also be luxury resource?)
- Changed: Ammo belongs now to Manufactured class
- Changed: Steel belongs now to Manufactured class
- Changed: Vulcanized rubber belongs now to Manufactured class
- Changed: Synthetic rubber belongs now to Manufactured class
Civics
------
- Changed: Slavery no longer gain food bonus from farms or apple orchards (still need further changes?)
- Changed: Senated can do elections modifier set to 1 (affects revolutions and dynamic civ names)
- Changed: Parliament can do elections modifier set to 1 (affects revolutions and dynamic civ names)
- Changed: President can do elections modifier set to 1 (affects revolutions and dynamic civ names)
Carwyn Apr 09, 2009, 09:49 AM In what order should we install for 2.62? Thanks, I'll give it a try today!
zappara Apr 09, 2009, 10:08 AM In what order should we install for 2.62? Thanks, I'll give it a try today!Install v2.6 or v2.5 and then v2.62 patch. The new patch has all the changes from other previous patches as well. Or you can download full v2.62 mod if you want to skip patching.. ;)
waywardclam Apr 09, 2009, 10:15 AM Loving this mod, anxiously awaiting the update of the other civilizations to the latest patch.
Great stuff, Zappara. Thank you.
DavidB1111 Apr 09, 2009, 12:15 PM One thing that struck me as odd.
Maglev and Jumplane, they shouldn't really be affected by some random events. Blizzards. I mean, we don't have Maglevs now, much, and JumpLane seems like it uses jets or mass drivers to transport you around the planet. :)
Doesn't seem like a Blizzard would stop a mass driver...then again, it's hard to transport something at 15,000 miles an hour....
Anyhow, I'll play this 2.62, and I'll let you know if anything weird pops up. Besides the whole, 4 wonders per city limit. :)
Thankfully, that's very changeable. Also, you're fired. :)
KingYosef Apr 09, 2009, 10:58 PM Zappara, Did you add Israel to the 2.62 mod? Please do if you have not. I speak Hebrew and I already created the sound files for a Israel mod. All you have to do is check my uploaded files and they are free to download. Please add Israel.
BTW, awesome mod so far!
waywardclam Apr 10, 2009, 12:29 AM Oh yeah, had to change the four wonders per city limit myself as well... NOT an acceptable change for any mod I play LOL :D
Ogaburan Apr 10, 2009, 04:09 AM Zappara, Did you add Israel to the 2.62 mod? Please do if you have not. I speak Hebrew and I already created the sound files for a Israel mod. All you have to do is check my uploaded files and they are free to download. Please add Israel.
BTW, awesome mod so far!
I second that.... Please add Israel.
zappara Apr 10, 2009, 07:55 AM I second that.... Please add Israel.
Israel has been in extra civ addon pack so you can play with it once I update that pack to v2.62 settings. Just give me a couple days to update it...
little_cyclone Apr 10, 2009, 11:12 AM Shouldn't Oil Products be in the Manufactured category as well?
Soul oWar Apr 10, 2009, 01:40 PM Great work Zap! Was wondering what is the best map script to use with 2.62?
0100010 Apr 11, 2009, 10:04 AM Is Patch 2.62 save game compatible w/ 2.61 games?
EDIT: nevermind it seems to have loaded up just fine.
Soul oWar Apr 12, 2009, 10:43 AM Haven't played in a while but I was wondering when did shaft mine start giving 1 unhappiness? and I thought we could only found 1 religion, if I remember correctly...
Tx
generalstaff Apr 12, 2009, 04:59 PM Haven't played in a while but I was wondering when did shaft mine start giving 1 unhappiness? and I thought we could only found 1 religion, if I remember correctly...
Tx
The one religion founding can be changed with the BUG Mod (CTRL+ALT+O), as well as other things.
Shaft mines started giving penalties in 2.60 if I remember correctly. I guess they were put in to balance the improvement or represent unhappiness due to environmental destruction (?), I guess. It makes the game more challenging and causes me to save forests for preserves.
little_cyclone Apr 13, 2009, 01:07 AM If I remember correctly certain civics give unhappiness for Shaft Mines as well
os79 Apr 18, 2009, 03:46 AM Hello,
I noticed in the RoM forum that there are indeed few cool modmods for RoM (R.O.M.E., Nuke, Religion, etc) Can you include ones you like in your first post for faster reference if people want them?
Thanks in advance. your mod is AWESOME. Playing 2.62 (not megapack yet) at settler and marathon speed.
zappara Apr 19, 2009, 10:38 AM Hello,
I noticed in the RoM forum that there are indeed few cool modmods for RoM (R.O.M.E., Nuke, Religion, etc) Can you include ones you like in your first post for faster reference if people want them?You mean like in this post (http://forums.civfanatics.com/showpost.php?p=6771455&postcount=5)? There's actually link to addons in Rise of Mankind's (http://forums.civfanatics.com/showthread.php?t=273373) main thread's first post after the download links. ;) Edit: There's also direct link in my sig to addons page...
The addon list is not entirely up to date as it seems more and more people are starting to make addons for RoM and if those addons aren't mentioned here in RoM forum section but just put into file database I might not notice them until I look through the file database again.
zulu9812 Apr 24, 2009, 04:20 AM zap. are you working on getting the barbarian civ component to work, or are you leaving it to jdog5000?
phungus420 Apr 24, 2009, 04:57 PM Barb Civ is fully functional from jdog's perspective. Any issues it has with RoM are intrinsic to RoM.
zappara Apr 26, 2009, 04:49 AM zap. are you working on getting the barbarian civ component to work, or are you leaving it to jdog5000?You've had problems with it in RoM v2.62? For me it has been working without problems in this version.
zulu9812 Apr 26, 2009, 05:07 AM You've had problems with it in RoM v2.62? For me it has been working without problems in this version.
I've had problems with the stack attack: if I use it and I capture a city, sometimes I don't get the pop-up asking me what to do with the city. I can save the game at the point, quit to the main menu and reload and the first the game does is give me that pop-up.
The Barb Civ thing is a bit more complicated. I have had crashes with 2.62, and there are python errors in my log, although some do seem related to the BUG mod rather than anything in the Revolution folder.
zappara Apr 26, 2009, 05:33 AM I've had problems with the stack attack: if I use it and I capture a city, sometimes I don't get the pop-up asking me what to do with the city. I can save the game at the point, quit to the main menu and reload and the first the game does is give me that pop-up.
The Barb Civ thing is a bit more complicated. I have had crashes with 2.62, and there are python errors in my log, although some do seem related to the BUG mod rather than anything in the Revolution folder.
glider has said that the stack attack still has some problems with the new DLL code and that it's better to leave that option to OFF setting. If you can post those BUG errors to version 2.6 discussion (http://forums.civfanatics.com/showthread.php?t=302805) so that I can check them and then decide if I need to re-direct those bugs to BUG mod team so that they can fix them for their next mod version.
Dancing Hoskuld Apr 26, 2009, 02:38 PM I've had problems with the stack attack: if I use it and I capture a city, sometimes I don't get the pop-up asking me what to do with the city. I can save the game at the point, quit to the main menu and reload and the first the game does is give me that pop-up.
The Barb Civ thing is a bit more complicated. I have had crashes with 2.62, and there are python errors in my log, although some do seem related to the BUG mod rather than anything in the Revolution folder.
There is a known work around for this - just click on the mini map and everything works. You get the pop-up and everything goes back to normal.
zulu9812 Apr 26, 2009, 02:41 PM There is a known work around for this - just click on the mini map and everything works. You get the pop-up and everything goes back to normal.
Thanks for the tip
leo. May 04, 2009, 03:07 AM is the new version working with vista again? if it will, can you let us know, ty
vogtmurr May 04, 2009, 04:45 AM I have RoM updated to 2.52 now with the expansion pack. Does this version 2.62 patch update 2.52 also ? or does it work better to just erase and reload 2.62 from the beginning, hoping these files end up in the right folders again ? If I don't want to overload system resources, can you do without the expansion pack in 2.62 ?
Carwyn May 04, 2009, 09:38 AM I have RoM updated to 2.52 now with the expansion pack. Does this version 2.62 patch update 2.52 also ? or does it work better to just erase and reload 2.62 from the beginning, hoping these files end up in the right folders again ? If I don't want to overload system resources, can you do without the expansion pack in 2.62 ?
A lot of people have problems with the expansion pack (extra civs) for RoM 2.52 and RoM 2.62. It would seem to be something with the system, likely memory handling. Many of the people that can run it have 62 bit operating systems that handle memory better. If you are concerned about system resources, I'd recommend staying away from the expansion pack - you'll find you've plenty of RoM play without it.
I'm not sure about why you'd have a problem with the mod ending up in the wrong folders if you loaded the 2.62 fresh. One thing you might want to try is to rename the folder with RoM 2.52 as something like "Rise of Mankind 2.52" - it won't run properly but if your new installation didn't work, you could delete the 2.62 folder and name the working one back to "Rise of Mankind" and play it. I've experimented with new versions that way and there's no real problem. The games are not cross compatible and you should clear your cache between different versions of the mod, but otherwise it's quite doable.
You might also really enjoy the Rise of Mankind WOC Lite - it installs into its own folder, is designed to help deal with system resources and doesn't interfere with playing the 2.52 version at all. I've been experimenting with that one and so far its been working really well.
vogtmurr May 04, 2009, 02:33 PM Thanks
I erased the old RoM 2.52 and loaded RoM 2.62 with the 2.63 patch, no expansion pack. It ran fine till about 400 AD and then I had a crash - but I could have saved it before. I'm also running Windows xp btw.
Kitsune420 May 06, 2009, 10:38 AM Alright, I am real confused. This thread has no mention of 2.63 patches, Megapack, or anything. Threads linking to affinity all over I am lost Civ Addick! :crazyeye:
I installed 2.62, then 2.62 megapack, then the 2.63 patch right? I tried to load the game just patching the old game, it crashes immediately, obviously I am doing something wrong here if others have it working.
I am redownloading 2.62 and the 2.62 megapack and try to patch it again. This is one great Mod, if you shake out the bugs I am sure it could be Mod of the Year. :goodjob:
zappara May 06, 2009, 10:48 AM Alright, I am real confused. This thread has no mention of 2.63 patches, Megapack, or anything. Threads linking to affinity all over I am lost Civ Addick! :crazyeye:
I installed 2.62, then 2.62 megapack, then the 2.63 patch right? I tried to load the game just patching the old game, it crashes immediately, obviously I am doing something wrong here if others have it working.
I am redownloading 2.62 and the 2.62 megapack and try to patch it again. This is one great Mod, if you shake out the bugs I am sure it could be Mod of the Year. :goodjob:Well, I hadn't time to modify this thread when I posted the latest patch, just barely had time to modify the main thread. Anyway, the versions at the moment go like this:
RoM 2.62 Full
RoM 2.62->2.63 Patch
RoM WoC Lite 2.63 Full
(does not need patching)
RoM 2.62 Megapack
- no v2.63 patch available (and probably won't, next patch for this will be v2.7) do not use v2.63 patch for Megapack, it won't work correctly with it.
I've tried to mention in the downloads that the v2.63 patch does not work with Megapack.
zappara May 06, 2009, 11:03 AM Version 2.63 patch notes:
Mods
----
- Merged: RevolutionDCM 1.02
- Merged: Examine city at Conquest
- Merged: Advanced Combat Odds 1.00
- Merged: OOSLogger
Modules
-------
- Added: No Building Graphics module (optional), to enable the module move its folder move it from 'Unloaded Modules\Custom Buildings\' to 'Modules\Custom Buildings\'. Enabling this module disables most regular building graphics, Wonders are still shown in cities. Enabling this module can save lots of RAM when running the mod, thus there should be less MAFs in late game.
Python
------
- Changed: Corporation pedia pages show now buildings and units enabled by each corporation
- Changed: City screen shows now how many National and Great Wonders it has already built (next to city name)
- Changed: Changing player only allowed when cheat mode enabled
- Changed: CvGameUtils Inquisitor checks optimized bit
- Changed: CvGameUtils getUnitCostMod optimized
- Changed: CvGameUtils getBuildingCostMod optimized
- Changed: CvEventManager Building Upgrade lines optimized -> turns should be faster
- Fixed: AbandonCity component
- Fixed: Immigrant event trigger
- Fixed: Colonist and Pioneer should not cause OOS error anymore
- Fixed: Inquisition works correctly when Revolution component is disabled (CvGameUtils.py)
- Fixed: Revolutions no longer give national or team units to new civs
Diplomacy
---------
- Added: Human player can now refuse to talk to other civs with "Cease bothering us!" comment, Player can ask the AI to cease contacting them. If the AI wants to contact the human player but has been told not to, the AI will behave as if the human player had rejected whatever request the AI was intending to make. This may either be no change in attitude, a change in attitude or perhaps an unexpected war declaration as well! All war declaration diplomacy contact and first contact meetings are not affected by this option. The AI behaviour is 100% BTS behaviour equivalent and so there is no change in the AI behaviour. The change is actually only an interface enhancement useful to the human player when there are a lot of insignificant AI's about that the human player does not want to communicate with. The do not bother status is not saved in the game state, so reloading or restarting will reset all do not bother status to back to vanilla contact behaviour. This is good, because there is a high likelihood that players will forget that they have told the AI to shut up between gaming sessions, and thus are wide open to unexpected surprises in diplomacy.
Events
------
- Fixed: Interstate event uses Highways instead of Roads (thought I had this fixed in previous patch...)
Resources
---------
- Changed: Salt unique range 5->3, placement order 5 -> 2
- Changed: Gold placement order 5->2, can appear on jungle/forest hill plot
- Changed: Silver placement order 5->2
- Changed: Ivory placement order 5->3, appearance 40->100
Worldpicker
-----------
- Fixed: worldpicker now chooses suitable graphics for RoM_ mapscripts
Audio
-----
- Fixed: New religions use now correct movie sound files when religions are founded
Game options
------------
- Changed: Advanced Combat Odds is ON by default (setting 1)
- Changed: Super Spy promotions are ON by default (Deceiver trait requires it to be on)
- Changed: Inquisitions are ON by default
- Changed: Battle effects are OFF by default
CMKMStephens May 08, 2009, 04:50 AM You've got to host somewhere better, the filefront downloads crash every single time at 1/3rd to 1/4th of the way, whatever browser.
Psyringe May 08, 2009, 08:24 AM You've got to host somewhere better, the filefront downloads crash every single time at 1/3rd to 1/4th of the way, whatever browser.
I've downloaded excessively from Filefront during the last weeks, including files larger than 1 GB, and including downloads that took several hours to complete. I never experienced a crash. I wouldn't exclude the possibility that the problem is located at your end - try downloading from a different machine.
Domino369 May 08, 2009, 03:28 PM Filefront is one of my personally favorite file transference sites. I've hosted well over 10 gig worth of videos that I've made based on the mmo that I play as well as other things and it hasn't failed me at all unless my own connection goes down.
CMKMStephens May 09, 2009, 05:39 AM I've often had trouble with filefront over the years with whatever computer/isp I'm using at the time. Usually the download dropping of partway through, and in firefox's case, unable to resume either. In any case after numerous tries it went through without buggering up.
Afforess May 10, 2009, 04:58 PM I've often had trouble with filefront over the years with whatever computer/isp I'm using at the time. Usually the download dropping of partway through, and in firefox's case, unable to resume either. In any case after numerous tries it went through without buggering up.
I used to have issues with filefront when I had slow internet (read: dial-up) but now, I don't have any issues. However, I wouldn't mind a torrent. It would be a lot nicer, but I'm afraid we wouldn't get many seeds.
Soul oWar May 15, 2009, 10:07 AM I'm sure there is a key shortcut to call say all your worker to one specific plot? is it?
Gudinsdiv May 15, 2009, 04:06 PM I'm sure there is a key shortcut to call say all your worker to one specific plot? is it?
RE: your signature.
Really, it has little to do with what the human mind reads or doesn't read, assuming that a similar study in German, Chinese, Hebrew, or Persian gave different results. English has tons of two and three letter words that can't rightly be mixed up. What the mind does is build an appropriate interpretation based on the words themselves and thus the overall structure of the sentence.
It is not, IMHO, the letters being rearranged(try this experiment with a sentence of eight or nine words of six to ten letters--which in English is pretty difficult), but the misarranged letters being present with enough evidence as to their probable meaning as well as place in that sentence.
This then is more a question of probablility.
Try this one:
Vuiraos smeipcen datnoime noumuros etyssomces pilgodusoriy.
os79 May 15, 2009, 04:11 PM RE: your signature.
Really, it has little to do with what the human mind reads or doesn't read, assuming that a similar study in German, Chinese, Hebrew, or Persian gave different results. English has tons of two and three letter words that can't rightly be mixed up. What the mind does is build an appropriate interpretation based on the words themselves and thus the overall structure of the sentence.
It is not, IMHO, the letters being rearranged(try this experiment with a sentence of eight or nine words of six to ten letters--which in English is pretty difficult), but the misarranged letters being present with enough evidence as to their probable meaning as well as place in that sentence.
This then is more a question of probablility.
Try this one:
Vuiraos smeipcen datnoime noumuros etyssomces pilgodusoriy.
*LOL*
Good comeback! I was lost when reading THAT as compared ot reading the signature example! Hahaha!
Soul oWar May 15, 2009, 04:13 PM I took this sig from someone else.... but who writes long word when you can use short one? Ok I may be lazy....
It may not work with Shakespeare but normal sentence I find it quite easy to read... but I really have no clue what you wrote :)
lol
Please someone answers my workers question :p
Gudinsdiv May 15, 2009, 04:25 PM I took this sig from someone else.... but who writes long word when you can use short one? Ok I may be lazy....
It may not work with Shakespeare but normal sentence I find it quite easy to read... but I really have no clue what you wrote :)
lol
Please someone answers my workers question :p
I wish there was a way to do that. I'm equally curious.
But about the sig, I was recently sent an e-mail that basically said the same thing. Reading yours made me think a minute about English words in general, and how much depends on one, two, and three letter words--which can't be mixed up.
The answer was: Various specimen dominate numorous ecosystems prodigiously.
Yeah, it was intentionally long-winded, but that's my point. Cambridge should have been a bit more exhaustive or a bit more thorough in their explainations of this glitch.
Interesting nonetheless.
Soul oWar May 15, 2009, 04:39 PM Ok other thing I have to say is this: First I'm French(Canadian French) and not that good in English(I'm not bad I can speak .. somewhat.. lol) so half of those words you used are rarely seen by me... well less innate than they could be to an native English speaker. I guess that Cambridge made different test about it, with teh most used words of the language with the most used style of phrasing or whatever ... I mean sure you can prove it's hard with long and less used word... but everyday sentence seems doable for 55% of the peeps out there. :)
Oh yeah I still want an answer :p hehe
Mistx May 16, 2009, 12:04 AM Hi Zappara, or anyone who can help,...
I have installed the mod. (as it is easy to install just unzip to the mod directory)
However it does not show up in the BTS mod selection.
I am up-to-date-patched, and can run other mods by installing the same way.
Is there something I might be missing, I am quite new to using mods with Civ 4. (I have all Civ 4 exp's installed)
btw: Your mod looks grate I am looking foreword to playing it with the roommates (as we have yet to try mod-Civ4 LAN games) :)
I have installed you pack the same way on my roommates computer and it works (shows up) on his. I have done the identical steps on mine and it does not show up.
I think this is due to...
1. I use a Steam copy (versus his box retail copy)?
2. I use windows xp 64bit (versus his xp 32 bit)? [UPDATE: Thia is not the problem as I have the same issue on another computer running 32bit xp]
(
more info:
We have the same patch as we can play over the LAN in normal BTS mode.
We both have Fall from Heaven 2 working.
He can run Thomas' War as well and I cant see it like your mod. (is there another way of installing your mod?)
)
Carwyn May 16, 2009, 03:25 AM Mistx - any chance you installed to the Civ 4/mods folder rather than BTS/mods? That's what I do sometimes.. :)
Gudinsdiv May 16, 2009, 09:01 AM Soul:
If you cancel a worker action while pressing the ALT button, you will simultaneously cancel all worker actions. This will allow you to then key them to the tile you want them all working on at the following turn.
Because they will not be equadistant, some may take longer to get there, so you can group activate the ones there and then add in each additional worker as they reach the tile.
That's the best I've come up with so far.
Soul oWar May 16, 2009, 10:26 AM Tx.. faster than what I did... I removed the auto cycling by unit... so I had to search all of them, one by one... damn it
Mistx May 16, 2009, 12:08 PM Mistx - any chance you installed to the Civ 4/mods folder rather than BTS/mods? That's what I do sometimes.. :)
@Carwyn
WOW thank you for the speedy response, I have cheeked and all computers that I have loaded the mods on to have it loaded to the BTS/Mod folder. (I should also note that i fully delete the old copy before installing, (excluding patches).)
@All
I think I may have found part of the problem, I have just loaded it on to my other roommates computer and he has the complete Civ 4 pack as do I with steam. And same problem he cant see the installed MOD's. (aside form FfH witch uses an installer)
I have come to the conclusion that maybe Steam does not support manual installation of mods on Civ4 BTS?
Does anyone have a mod (excluding the FfH mod) that works in steam. Perfurabley this mod Rise of Mankind.
I relay want to get a LAN game of this going! :)
Azazell May 16, 2009, 03:57 PM Zappara Help me!
I have very big problem. I playing with RoM 2.62 and please look this screen:
http://img39.imageshack.us/img39/5638/clipboard01bvp.jpg
What`s going on? Please help me.
Carwyn May 16, 2009, 08:20 PM @All
I think I may have found part of the problem, I have just loaded it on to my other roommates computer and he has the complete Civ 4 pack as do I with steam. And same problem he cant see the installed MOD's. (aside form FfH witch uses an installer)
I have come to the conclusion that maybe Steam does not support manual installation of mods on Civ4 BTS?
Does anyone have a mod (excluding the FfH mod) that works in steam. Perfurabley this mod Rise of Mankind.
I relay want to get a LAN game of this going! :)
Have you tried loading the mod through the CivilizationIV.ini file? You find that file in "C:\Documents and Settings\username\My Documents\My Games\Beyond the Sword" folder. Your system may or may not display the .ini ending, open that with Notepad and look for this line:
; Specify a Mod folder (Mods\Mesopotamia), '0' for none
Mod = 0
and change that 0 to the folder name of the mod you want to play:
; Specify a Mod folder (Mods\Mesopotamia), '0' for none
Mod = Rise of Mankind
That will automatically load the mod as the game loads - when I was having trouble loading mods previously that made it work for me. When I installed using another version of the game (my kid's cd's) with a fresh install, everything works fine. I suspect your Steam version isn't quite right. Check it also for installing anything in non standard folder, the mods have trouble with that too (different drives, etc.).
Mistx May 16, 2009, 11:03 PM Cool thanks again ill give that a try! :cool:
I get an error: :|
"Mods\Rise of Mankind\ is an invalid mod drectory, ignoring
However the mod is in the derectory that is should be:
X:\Steam\SteamApps\common\sid meier's civilization iv beyond the sword\Mods\Rise of Mankind
(the above path is normal for a steam install)
my other computers install also simular:
C:\Program Files (x86)\Steam\SteamApps\common\sid meier's civilization iv beyond the sword\Mods\Rise of Mankind
Thanks for the help im not sure what to try next any suggestion is wellcome
Dancing Hoskuld May 16, 2009, 11:54 PM Shouldn't it be:-
X:\Steam\SteamApps\common\sid meier's civilization iv\beyond the sword\Mods\Rise of Mankind
That is "beyond the sword" is a directory in "sid meier's civilization iv". Otherwise where would the vanilla civ iv and warlords stuff go?
Carwyn May 17, 2009, 02:06 AM Does it have to be in the Steam Apps folder? That is your problem. Zappara can tell you how to change some files so the mod can find itself, I hope! :)
Kjara May 17, 2009, 02:43 AM Had a question about how to see city revolution status in RoM. Ctrl-shift-W didn't seem to work and I don't see a button for it. Thanks.
DRJ May 17, 2009, 06:58 AM Had a question about how to see city revolution status in RoM. Ctrl-shift-W didn't seem to work and I don't see a button for it. Thanks.
Click on the red "Che"-button under the red espionage button...
Kjara May 17, 2009, 02:09 PM Click on the red "Che"-button under the red espionage button...
Ahha, found it. Its off by default apparently(I had launched via play now and hadn't checked that it was a custom game option). It actually appears next to the unit statistics for me(in Rise of Mankind 2.63 WoC Lite). Finally its apparently changed to ctrl-shift-G.
Mistx May 17, 2009, 03:00 PM Shouldn't it be:-
X:\Steam\SteamApps\common\sid meier's civilization iv\beyond the sword\Mods\Rise of Mankind
That is "beyond the sword" is a directory in "sid meier's civilization iv". Otherwise where would the vanilla civ iv and warlords stuff go?
@Dancing Hoskuld Yah exacly, I think that is strange aswell, here is a list of my game derectorys.
Civ 4
X:\Steam\SteamApps\common\sid meier's civilization iv\Civilization4.exe
Civ 4 Warlords
X:\Steam\SteamApps\common\sid meier's civilization iv warlords\Warlords\Civ4Warlords.exe
Civ 4 Beyond The Sword
X:\Steam\SteamApps\common\sid meier's civilization iv beyond the sword\Beyond the Sword\Civ4BeyondSword.exe
Civ 4 Colonization
X:\Steam\SteamApps\common\civilization iv colonization\Colonization.exe
Does it have to be in the Steam Apps folder? That is your problem. Zappara can tell you how to change some files so the mod can find itself, I hope! :)
@Carwyn Yes Steam puts the games in the "steam apps" folder when it downloads them. However I think that I can move the default download location for all games. I am going to try deleting all my files and downloading the to the default derectory of "Program Files (x86)"
@All I think why steam has a different derectory for eatch game exp pack is.... So that it can run eatch in "Standallone Mode" and that way steam does not need to know where the other derectorys are for the other addon's.
On a side note:
I have found a new MODS derectry i tryed to load the Rise of Man files there with no sucsess.
C:\Documents and Settings\10640\My Documents\My Games\beyond the sword\MODS
Carwyn May 18, 2009, 12:29 AM The Mods folder in the My Documents path is for the ini files and the saved games, the game won't find the Mod itself there. You may have better luck using the default directory for x:\Program Files for the game installation. I'm sorry I don't remember where I read how to change the files in the Mod itself so that it knows how to find itself in a non standard installation. Also, do be sure it is in the Mods folder under Beyond the Sword, not any of the other places. I'm afraid I don't know much about the Steam installations, so can't help you much there.
Mistx May 20, 2009, 07:56 PM @All
So i reinstalled one at a time in order and Steam still installed them the same way.
The Mods folder in the My Documents path is for the ini files and the saved games, the game won't find the Mod itself there. You may have better luck using the default directory for x:\Program Files for the game installation. I'm sorry I don't remember where I read how to change the files in the Mod itself so that it knows how to find itself in a non standard installation. Also, do be sure it is in the Mods folder under Beyond the Sword, not any of the other places. I'm afraid I don't know much about the Steam installations, so can't help you much there.
@Carwyn
I did try the .ini file in the main install Program Files/Steam/ext...
However I rechecked to see that the mod was in the correct directory. Which I did earlier due to your first comment. And low and behold that was the problem. You had told me what to do since the first comment I just did not understand. Sorry.
Answer:
I did put it in the BTS directory but because of steams installs it was not the correct one.
I did not put it in the directory for normal Civ4
C:\Program Files (x86)\Steam\steamapps\common\sid meier's civilization iv\Mods
I put it in the WRONG BTS directory (apparently there is duplicate Civ4-Basic Mod folders in Steam installs)
C:\Program Files (x86)\Steam\steamapps\common\sid meier's civilization iv beyond the sword\Mods
The correct directory is:
C:\Program Files (x86)\Steam\steamapps\common\sid meier's civilization iv beyond the sword\Beyond the Sword\Mods
Steam makes 3 copy's of the normal-Civ4 mod folders. (The 3rd copy is in the "Warlords" install) Even though i was in the "sid meier's civilization iv beyond the sword" folder there was another level of Beyond-the-Sward-ness. I really should have noted this sooner. :|
Thanks for all your help guys I am now enjoying some LAN games with this mod. :)
Revolucion09 May 22, 2009, 11:07 PM Awesome mod, my favorite, but I dislike the mega civilization pack, it adds lots of incoherent stuff for me, and reduces "difference" between civs. I prefer classics
By the way, shouldn't democracy, or at least agora, be in early stage of the games.. thinking of Greece for example, democracy in its pure state was tried in Athena...
CMKMStephens May 23, 2009, 05:23 AM It is in the early stage of the game...? Right after alphabet.
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