View Full Version : Features


zappara
Sep 13, 2007, 01:49 AM
Rise of Mankind Features

Rise of Mankind is a mod that is a conversion of my first mod, Epic (http://forums.civfanatics.com/showthread.php?t=229126), that was made for Warlords expansion. Rise of Mankind is made for Beyond the Sword expansion. Mod supports only English language.

Version 2.x features

Main features

Features

* 288 Techs in tech tree
* 300+ Units total
* 199 Buildings
* 107 New Random events
* 84 Wonders
* 53 National wonders
* 54 Civic options
* 52 Improvements for terrain/resources
* 33 Unit categories, modern units are superior to ancient units
* 34 New resources
* 35 Pre made maps included: various Earth maps and scenarios and fictional maps
* 23 New Leaders for default civs
* 7 New Projects
* 6 New Route types
* 5 New Civilizations (65 with extra civ addon pack)
* 4 New Citizen types
* 4 New Religions
* 2 New Civic categories
* 2 New Map sizes: Giant (54% bigger than Huge), Gigantic (50% bigger than Giant ie. 134% bigger than Huge)
* 2 New Gamespeed: Blitz 215 turns, Snail 3000 turns
* 1 New terrain type: Marsh
* AI Autoplay
* Better BTS AI 0.84b
* Corporation specific buildings
* Civic specific buildings
* Dynamic Civ Names
* Enhanced Interface (BUG 4.3 mod)
* Ethnically Diverse Units
* Cultural Citystyles 0.95
* Faster expansion in late game: Colonists and Pioneers build cities with preset buildings
* Fight in the future era with futuristic units
* Influence Driven War
* Inquisition, destroy religions
* Modified Civics
* Modified Religions (each religion is more unique)
* More game alerts, extra information about cities and diplomacy options
* New promotions (for air units too)
* New unit flags for Civilizations
* Revolutions
* Ranged Bombardment
* Sevopedia
* Super Spies (promotions for spies)
* Supports maximum of 50 players
* Tech conquest, conquering enemy cities boosts your research
* Tech diffusion, civs can't fall too far behind in tech race
* Unit order enhancements, icons show each units current task
* Unofficial Patch 1.40
* Upgradeable buildings
* User configurable options (see: BUG options and Rise of Mankind Config.ini)

+ much more, see RoM Concepts pedia pages in-game ;)


Mods combined fully or partially

* BtS: Next War
* BtS: Charlemagne (just the new units)
* BtS: Final Frontier (just some unit graphics)
* Cultural Citystyles 0.95
* Ethnically Diverse units
* The Lost Wonders of Civilization v1.3
* Greenmod 2.10
* Caravan mod
* Modern Warfare
* Nautil's air units mod
* Sevopedia 2.3.1
* Specialist Stacker
* BtSFlagMod
* Enhanced Tech Conquest
* Longer techbar in techscreen
* OrionVeteran's Inquisition 2.00d
* wide City bar
* JKP1187's Event mod
* Raw Commerce
* Civ4lerts
* zCivics
* 50 Civ DLL
* UN Forces
* Asphalt Roads
* BUG 4.3
* BULL 1.1
* RevolutionDCM 2.7
* Super Spies 1.3
* Better BTS AI 0.84b
* Unofficial patch 1.40
* Influence Driven War 1.1
* Static Leaderheads
* Holy Wars 0.2a
* Advanced Combat Odds 1.0
* Plenty of Routes
* Examine City at Conquest
* Global Warming mod
* Antilogic's Events Pack
* Vincentz' Warlords II modules
* Vincentz' Industry modules
* Vincentz' Jungle Camp module

Mods that I have used as a guide when making my own mod

RAR 1.04 for Civilization 3
Sevomod
Visa
Eusubius World Religion - Revival mod
SD-Religion
Total Realism 2.1

zappara
Sep 13, 2007, 01:51 AM
Version 1.x Features

Feature list:

235 Techs in tech tree
262 Units
168 Buildings
82 Wonders (limited to 4 per city)
31 National wonders
21 New civic options
13 New resources
11 New Improvements for terrain/resources
4 New Projects
2 New Civic categories
4 New Citizen types
2 New Map sizes: Giant (54% bigger than Huge), Gigantic (50% bigger than Giant ie. 134% bigger than Huge)
2 New Game Speed modes: Blitz 215 turns, Snail 3076 turns
1 New Civilization: Hittites
Ethnically Diverse Units
Ethnic Diverse Citystyles
Modified Civics
Modified Religions (each religion is more unique)
New promotions (for air units too)
New unit categories, modern units are superior to ancient units
New unit flags for Civilizations
Sevopedia
Upgradeable buildings
Many other gameplay changes


Mods combined fully or partially

BtS: Next War
BtS: Charlemagne (just the new units)
BtS: Final Frontier (just some unit graphics)
Ethnic Arstyles for BtS
Ethnically Diverse units
Better Espionage Screen for Civilization 4 BTS
The Lost Wonders of Civilization v1.3
Greenmod 2.10
Caravan mod
Modern Warfare
Civics'n'Stuff
Improved Leaders & Civics
Nautil's air units mod
Sevopedia 2.3.1
Specialist Stacker
BtSFlagMod

Mods that I have used as a guide when making my own mod

RAR 1.04 for Civilization 3
Sevomod
Visa
Eusubius World Religion - Revival mod
SD-Religion
Total Realism 2.1

zappara
Sep 13, 2007, 01:51 AM
Screenshots

zappara
Apr 29, 2008, 10:05 AM
More screenshots

Matt0088
May 06, 2008, 05:58 PM
Zappara

I didn't know where to really ask this so I put it here.

I'm not a modder of any type, but I was wondering how I could help improve RoM besides giving you feedback.

zappara
May 06, 2008, 06:50 PM
Hmm.. well, I could use some help with strategy and quote texts, since those are still missing for almost all new things. This doesn't require any modding skills as you would just provide text that I then copy&paste to right objects.

Another thing if you are interested in history, is to go through different civilizations history and look for historical unit types. I like to add as many as possible these to make Civs feel more unique. When find something good information, provide link for it in discussions on this forum so I can check it up (I do read a lot ;)). Ancient unit types are preferred as info about those is harder to find (I can check Tank/Plane types for each Civ pretty easily).

You can suggest some mod components as well, I don't have time to check everything the community has made so some cool components might have passed by my "sensors". Adding new feature from mod components is bigger task usually so I might skip some components - I prefer to add components that enhance gameplay in way or another.

Matt0088
May 06, 2008, 07:35 PM
Well I'm glad that I can help you but one question.

For what would you like for me to get quotes for?

zappara
Sep 05, 2008, 10:31 AM
features list updated to v2.3 changes.

zappara
Oct 21, 2008, 10:40 AM
feature list update to v2.4 changes

Azziane
Oct 24, 2008, 11:46 AM
Is there a detailed feature list available somewhere? I am specifically looking for a list of the new civs and new wonders. I just cannot figure out which ones are new and which ones are old for some of them.

Kristaps513
Nov 09, 2008, 02:37 PM
This (http://forums.civfanatics.com/showthread.php?t=265594) could be very long to put in, but worth it, because it would take RoM unit graphics to new level. I was a little surprised that I tried to play with Aztecs (ussualy play with Romans) and their GP was the same. Well this mod changes GP and much much much more. ;)

zappara
Jun 24, 2009, 10:40 AM
Added some screenshots

E_Pluribus_Unum
Oct 10, 2009, 07:07 AM
Please update the feature list.
I'm so curiuse, and also it's relevant information for the starters.
(Also mention the numer of RoM modmods.)

zappara
Oct 10, 2009, 08:46 AM
Please update the feature list.
I'm so curiuse, and also it's relevant information for the starters.
(Also mention the numer of RoM modmods.)I've updated the feature list after each RoM release and will do so again once v2.8 is ready for release.

samson01234
Oct 10, 2009, 08:53 AM
Not sure where to post, I have a new computer utilizing Windows Vista. I cannot get your Mod to extract from WinRar. When I highlight folder and hit extract, I get a WinRAR diagnostic error box with 3 errors.
1. Cannot Open path folder
2. The system cannot find the file specified
3. No files to extract.
Can you help as I enjoyed your Mod on my last computer which was Windows XP.
Also do I need to make any changes to virtual memory or other to have mod play faster and stable.
Thanks for your help!

civ_king
Oct 10, 2009, 11:43 AM
7z works well

Crusis
Oct 16, 2009, 04:06 PM
7z works well

Yep, this is a personal favorite of mine. Great app.

RStephens1
Nov 11, 2009, 10:25 AM
I apologize if this isn't the correct place to post this, but you mention in your features list an extra civ addon pack with 55 additional civs. Can somebody point me to where this download is available? I apologize if it is obvious but I seem to be missing it in the forums.

Thanks!

CMKMStephens
Nov 11, 2009, 09:38 PM
I apologize if this isn't the correct place to post this, but you mention in your features list an extra civ addon pack with 55 additional civs. Can somebody point me to where this download is available? I apologize if it is obvious but I seem to be missing it in the forums.

Thanks!

I think the extra civ pack is currently incompatible with the latest version. Some of them have been included in the bulk of the game though, but not much. Corrrect me if I'm wrong somebody.

zappara
Nov 12, 2009, 04:21 AM
I apologize if this isn't the correct place to post this, but you mention in your features list an extra civ addon pack with 55 additional civs. Can somebody point me to where this download is available? I apologize if it is obvious but I seem to be missing it in the forums.

Thanks!Info about the extra civ addon pack can be found from this thread. (http://forums.civfanatics.com/showthread.php?t=273618) While the current version was made for RoM 2.71 it should work with RoM 2.8 as well (at least it works on my computer) but some settings are incorrect and I'm currently in the process of updating the addon pack to RoM 2.8 settings.

zappara
Mar 12, 2010, 12:08 PM
Feature list updated to v2.9 changes

vincentz
Mar 12, 2010, 11:37 PM
Maybe incl. Vincentz Mods in the list (unless you have taken them out ofcourse ;))

zappara
Mar 13, 2010, 12:23 AM
Maybe incl. Vincentz Mods in the list (unless you have taken them out ofcourse ;))Oh, of course I'll add them to the list. Don't know how I missed them when checking what to add to feature list.

makrisgialos
Jun 26, 2010, 03:53 AM
Hello there,

I m quite impressed about the weather conditions-i m talking about storms.
is there any way to add them in my mod?

zappara
Jun 26, 2010, 01:21 PM
Hello there,

I m quite impressed about the weather conditions-i m talking about storms.
is there any way to add them in my mod?To add storms you'd have to add new terrain feature (graphics are among BtS files) and then edit just about every mapscript in order to get the storm feature spawned when map is generated. RoM also has random events that make new storms just in case if the all storms disappear over time from map. Though in latest versions the storm generation has been decreased a lot as it was slowing down the turns when there was lots of storms on the oceans.

Caleb H
Jan 13, 2011, 12:34 PM
I downloaded 2.92, and I seem to have everything, apart from the new leaders for default civilizations.

Is something wrong?

aaz183
Feb 06, 2011, 11:57 AM
Great mod.
Though in my humblest opinion it would benefit from including the option to hide units standing in cities. I saw an easy solution here (http://forums.civfanatics.com/showthread.php?p=6366767#post6366767).

Dancing Hoskuld
Feb 06, 2011, 01:57 PM
Great mod.
Though in my humblest opinion it would benefit from including the option to hide units standing in cities. I saw an easy solution here (http://forums.civfanatics.com/showthread.php?p=6366767#post6366767).

Won't be included in RoM unless it is included in RevDCM because RoM modder (Zappara) doesn't mod in C++. It may be included in AND or C2C if you suggest it there.

mediterreania
Jul 10, 2011, 05:31 PM
I don't have room for that many mods, so I've decided to download either RoM or Total Realism. However, I can't decide between the two...I like how RoM incorporates several different mods AND has more unique religions and corporations, but I'm a bit overwhelmed by its future eras and insanely huge scale.

I like the relative simplicity of TR, however, it's not as compatible with other mods as I'd like it to be. Which one should I choose? :confused: