View Full Version : Welcome to Rise of Mankind
zappara Sep 13, 2007, 02:26 AM Welcome to Rise of Mankind forum. Rise of Mankind is a mod project for Civilization IV: Beyond the Sword expansion. On this forum you can discuss about the mod, give feedback and suggestions and share your strategies of conquering the world in this mod.
About the mod
This mod is my attempt to enhance Civilization 4 to a whole new level. Ever since Civilization 1 I've liked this series a lot but during Civ 3 I found mods Double Your Pleasure and bit later Rise and Rule which made the game be so much more fun than before that when finally Civ 4 was released, I felt slightly disappointed as it didn't offer as much as did DYP or RAR. Civ 4 had some great new elements like religion and civic system (like in Alpha Centauri) but I wanted more techs, more units, more complexicity so I began working on my own mod. I started by going through most of the popular mods and check what's been done already and then by using those mods loosely as my guide, I created this mod.
This mod is specifically designed for myself and I continue to make changes to the direction that I feel like is correct and which make me like more this game. Aim of the mod is to be more accurate historically which is why the whole tech tree has been redone and many new techs has been added. Some tech changes are still in consideration. New techs meant much more room for new buildings and for new units and adding those was my next step. Once I had added most techs, units and buildings it came clear to me that I need to redo unit categories, promotions and change many unit abilities so that more modern units are really superior to older unit types. Note that now you must consider more carefully what to build in city because the number of different buildings has increased so much and because you are now limited to 4 World Wonders per city.
I used most of my freetime past eight months to make this mod so there are numerous changes compared to original game but I didn't keep record of every little change - you'll have to check Civilopedia entries for all the changes. There are still many balancing issues left - I just haven't had enough time to test my mod more than couple times since the whole game takes so long on marathon mode.
Near future techs also require some attention, that is the part of tech tree that I'm not 100% done yet as it's been bit difficult to do research on what might be really discovered during the next 100 years. In this part I used Galactic Civilization and Alpha Centauri games as guides so if you've played those games you'll notices similarities. To keep it bit more realistic, I've gone through dozens of science articles and science websites to look info about near future techs.
I recommend playing this mod on Marathon game speed and on huge map size. I prefer making custom game and use Smartmap (you need to download it) mapscript for making good continental maps.
No other language support than English at the moment. If you try this mod on any other language than English, you will notice that most new object names have english text.
Credits
I'd like to thank fellow modders since they've worked hard for creating all those new graphics and python coding.
If there wasn't these guys/girls this mod wouldn't have seen the daylight
0100010 - Feedback and tech adjustment recommendations
anhu - water graphics
asioasioasio - unit graphics, wide city bar, new buildings
baal_isidro - unit graphics
Bakuel - unit graphics
bernie14 - unit graphics
bhruic - unofficial patch
bmarnz - Inquisition - Limited Religions
Chamaedrys - building graphics
Chugginator- unit graphics
danrell - unit graphics
Duke van Frost - building graphics
Eusebius - for Eusubius World Religion mod
FK2006 - button graphics
GarretSidzaka - unit graphics
GeneralMatt - unit graphics
GeoModder - Ethnic Diverse Citystyles mod
Gillmer J. Derge - Civ4lerts and configparser
Grave - unit graphics
Grave, Jeckel - Enhanced Tech Conquest mod
hrochland - Longer techbar in techscreen
JKP1187 - events mod
johny smith, Jeckel - Religion and Corporation Screens
Johny smith - Palace of Potala, python, terrain graphics
Kal-El + others - RAR mod for CIV3
Kalimakhus - for helping with the font files & feedback+suggestions
Keldath, Mrgenie, TAFirehawk, Rockinroger - for Visa mod
LunarMongoose - civic buttons
Lt. Bob - DLL that supports 34 civs (Bhruic's patch included)
Master Lexx - for Greenmod
Mentat99 - for Improved Leaders & Civics
Nautil - for air units mod
Rabbit, White - Sphinx Wonder
Refar - unit, building graphics
Rufus T. Firefly - for Civ3 icon graphics
sakhr - unit graphics
Sevo - building graphics
Sevo, Vovan, Progor, Gaurav, Fitchn, LunarMongoose - for sevopedia mod
Sharick - Future Tank model
siam - unit graphics
Snafusmith - for Modern Warfare Units
Snipperrabbit!,Yodapower, Storm Grunt, Sniraxis, Frenchman, Chamaedrys, ohcrapitsnico - new button graphics
Splinter13 - building graphics
TheLopez - Specialist Stacker
Theo - Better espionage screen
The_Coyote - unit graphics
Thorn, Bad Ronald - BtSFlagMod
TR Team - for Total Realism mod
White Rabbit - for Ethnically Diverse Units
woodelf, winddelay - Alhambra graphics
Zerver - unit graphics
Zebra 9 - zCivics
Woodelf - building graphics
-sr - custom maps
Commander Bello, Maatissi, 0100010, RobO, Oatse, Lomion, Otto.Davila, baha, Dewion, ersner, d_beauch, cuteunit - feedback
All the various authors who made the new fantastic graphics
Plus all the other respective authors who have helped in mods mentioned above.
Kalimakhus Sep 13, 2007, 09:32 AM Congratulations !!!
Just about time I think. You know how I think of RoM but again this is one of the best mods for civ4. Good luck for you and for the mod.
Nihilista Sep 13, 2007, 10:06 AM Congrats , yes this will be the best mod for civ4 , if it's not already the case :D
enaceo Sep 14, 2007, 03:54 PM Awesome mod - can't wait to see what you do with it further!
Spearthrower Sep 17, 2007, 08:42 AM Oh! Just spotted this subforum!
Congratulations - you weighed in with a very full on mod! It was a pleasant surprise! :)
Cheers
xbeanerx Sep 19, 2007, 07:18 PM Greatest Mod of all time hands Down!!
Thank you for this Mod.
When i played this mod for the first time it brought me to tears in how great this mod really is.I also took 2 weeks of work I would only get up to answer the front door for My Pizza and to go to the rest room plus i sent my wife to her moms house to visit so i can Play for days with out stop.
xbeanerx Sep 19, 2007, 07:20 PM I would like to Request Zap if its ok with you the axis of evil Mod with Iran,North Korea,Nazi Germany,Iraq all with their Unique Weapon and Units.
rockinroger Sep 23, 2007, 12:10 AM Your mod looks good, good luck. I also loved DYP and RaR in civ 3.
strategyonly Oct 27, 2007, 07:37 PM Anything new coming, haven't heard from you in a month?
quantumbeer Nov 16, 2007, 01:31 PM Events that would mark the rise of mankind and civilizations would have to be
1) the wheel
2) last but not least, alcohol, the accidental discoveries of wine and beer. Large amounts are obviously bad; but in small, moderate amounts, alcohol is a brain stim and enhances the creativity needed to create civilizations in the first place.
xbeanerx Nov 16, 2007, 02:51 PM Events that would mark the rise of mankind and civilizations would have to be
1) the wheel
2) last but not least, alcohol, the accidental discoveries of wine and beer. Large amounts are obviously bad; but in small, moderate amounts, alcohol is a brain stim and enhances the creativity needed to create civilizations in the first place.
I totaly agree with you You can never Drink enough alcohol!!
we also need cocoa plants Opium puppies for trade in the black market of Civ4 that needs to be added.
zappara Apr 29, 2008, 10:05 AM credits list updated
Peter1501 Jun 02, 2008, 03:15 AM Awesome Mod! A totally new Game-experience with Civ4!
Komunyst_Indian Aug 01, 2008, 08:59 PM Gj man!! this mod rocked!. its fun palying civ 4 now .. not the repetitive drudge it woz
WRL07 Aug 29, 2008, 11:30 PM So far I love this mod, I used to be a big TR player, and I like how a good bit of that was incorporated into your mod, great stuff. Ever think about incorporating the unit promotions in from TR? They're very good, and add depth to promoting units... Anyhow, great work, and thanks for sharing.
zappara Aug 30, 2008, 12:45 PM So far I love this mod, I used to be a big TR player, and I like how a good bit of that was incorporated into your mod, great stuff. Ever think about incorporating the unit promotions in from TR? They're very good, and add depth to promoting units... Anyhow, great work, and thanks for sharing.I haven't had much time to check other mod projects and the versions I checked were about year ago when I started converting my Epic mod to RoM so there's probably been lots of changes to those other modpacks since.
strategyonly Sep 06, 2008, 04:49 AM How do i get this to NOT show up?
The little blue sock.
EDIT: Also where do i control the size of it also??
Kalimakhus Sep 06, 2008, 09:41 PM How do i get this to NOT show up?
The little blue sock.
EDIT: Also where do i control the size of it also??
To turn it off:
1 - Ctrl+Alt+O for BUG options dialog box.
2 - Go to Plot List tab.
3 - In the bottom left section (Indicators) last check box is "Mission Tag" uncheck the box.
I don't think there is a way to control its size.
beaunerslavje Aug 15, 2009, 02:58 PM are lenin and any other communist leaders on this mod ?
(currently downloading i hope they are)
Afforess Sep 19, 2009, 11:21 PM Zappara, a while back, I made an image of the entire 2.71 tech tree. It had to be split into two parts due to limitations at CFC. You might want to link to it in the OP, or somewhere.
Part 1 (http://www.civfanatics.com/gallery/showimage.php?i=2544&catid=member&imageuser=122045)
Part 2 (http://www.civfanatics.com/gallery/showimage.php?i=2545&catid=member&imageuser=122045)
Supercheese Sep 20, 2009, 02:24 AM Zappara, a while back, I made an image of the entire 2.71 tech tree. It had to be split into two parts due to limitations at CFC. You might want to link to it in the OP, or somewhere.
Part 1 (http://www.civfanatics.com/gallery/showimage.php?i=2544&catid=member&imageuser=122045)
Part 2 (http://www.civfanatics.com/gallery/showimage.php?i=2545&catid=member&imageuser=122045)
YES. Very useful to have, I second this suggestion.
Arakhor Sep 24, 2009, 11:21 AM Oooh. Looking at that map make me think suddenly that "Future Tech" is now a wildly silly name, bearing in mind how much future tech is in the game! Could it perhaps be renamed "Utopia", "Utopian Existence" or something similar?
jarmen49 Oct 09, 2009, 01:32 PM Newbie to RoM. Gamer (inexperienced), not computer magician. Love the mod.
BUT: technologies take too long to research (leading to cultural-historical absurdities). A civ should be able to research up to three technologies simultaneously, splitting the research points earned per turn among them.
What does "domination limit" mean? It comes in red, which is ominous, when one's civ exceeds the Domination Limit. Explanation?
Thanks.
Dancing Hoskuld Oct 09, 2009, 03:32 PM Newbie to RoM. Gamer (inexperienced), not computer magician. Love the mod.
BUT: technologies take too long to research (leading to cultural-historical absurdities). A civ should be able to research up to three technologies simultaneously, splitting the research points earned per turn among them.
What does "domination limit" mean? It comes in red, which is ominous, when one's civ exceeds the Domination Limit. Explanation?
Thanks.
There are threads here complaining that technology research is to fast! Researching more than one technology at a time is probably not possible or maybe very difficult. It certianly wouldn't be Civ :)
"Domination limit" messages mean that you have achieved part of the domination victory conditions. See the statistics/victory screen to see which and how you are going against all the victory conditions. I often get the population domination percent but have never managed to get the land part of the victory. Usually because the game crashes because I am testing stuff.
jarmen49 Oct 09, 2009, 04:11 PM Thanks for the explanation.
There's still something skewed when a civ can't get to drama before the earth-1 medieval period. Along the same line, city improvements are also too slow. Given that one turn can equal anything from 50-5 years, taking more than 100 years to build an improvement is unrealistic.
I also wish one could build colonies outside the cultural borders of the civilization that can bring revenues and resources into the civilization as long as a road connects the two.
Ah well. picky picky picky
Vindemiatrix Oct 14, 2009, 08:37 AM Hello folks
Well, it`s high time to say that.
Rise of Mankind is the worst mod I play. Let me explain that, for example:
Trade caravan has power 2 + 100% against animals + defensive bonuses. WTF this is immortal early unit. I saw many games ( rom 2.8 huge earth map ) when Catherina discover China before 3000BC using trade caravan ( 150-200 turn I change number of turns 1590 ->2470 ) was it really possible to travel across whole (edit) inhabited (/edit) world in ancient era I don`t think so, it`s :):):):):):):):). What about conducting trade mission, assuming we have only one wheat inside our cultural border we can earn 210 gold each time we have sent caravan but if we have 8x wheat, 4x silk, 23xiron and many many more we earn.... 210 gold ( he? ) It`s :):):):):):):):).
let see jungle camp. I saw Wang kong has built it on forest and grassland. I`m pretty sure that jungle was very unpleasant place to live in ancient era even classical so there is no need to boost it.
many many more.........
This mod is so unbalanced I can`t even imagine the idea of this mod. Maybe you have plan like this: add more.... add more..... add more..... we can add BigFoot civilization, done add more..... add more.........
my english is terrible I know that see you modders
Afforess Oct 14, 2009, 10:24 AM Hello folks
Hello, and Welcome to CFC.
Well, it`s high time to say that.
Rise of Mankind is the worst mod I play.
You are entitled to your opinion, no matter how wrong it is.
Let me explain that, for example:
Trade caravan has power 2 + 100% against animals + defensive bonuses. WTF this is immortal early unit. I saw many games ( rom 2.8 huge earth map ) when Catherina discover China before 3000BC using trade caravan ( 150-200 turn I change number of turns 1590 ->2470 ) was it really possible to travel across whole (edit) inhabited (/edit) world in ancient era I don`t think so, it`s :):):):):):):):). What about conducting trade mission, assuming we have only one wheat inside our cultural border we can earn 210 gold each time we have sent caravan but if we have 8x wheat, 4x silk, 23xiron and many many more we earn.... 210 gold ( he? ) It`s :):):):):):):):).
You realize this is a problem with BTS too, correct? Trade Missions from Merchants don't earn any more or less gold based on resources around. It's based purely on distance.
Also, the Merchant's strength implies that there are merchant guards with them. No smart merchant would leave without them. Also, you know that merchants are defensive only, correct? And most early units, like the axemen, boast a strength of 5, and can easily kill a trade caravan.
And about using merchants to explore: In history, you will find that traders and merchants were the main group of people exploring, mainly for personal profit. Why should this be any different in Civ?
let see jungle camp. I saw Wang kong has built it on forest and grassland. I`m pretty sure that jungle was very unpleasant place to live in ancient era even classical so there is no need to boost it.
That's a bug, jungle camps were meant to be built only on Jungles, which only give +1 :food:, so that you don't need to cut down the entire Rainforest.
many many more.........
Really? Like what? Sure, there are a few crash-related bugs, but those have already been fixed for the next release. What other bugs are there?
This mod is so unbalanced I can`t even imagine the idea of this mod.
You need to back up your statements with words, and descriptions. How is it unbalanced? What Specifically, is problematic?
If RoM isn't your cup of tea, well, we can't force you to play.
Maybe you have plan like this: add more.... add more..... add more.....
You realize that there hasn't been that many significant additions since 2.6, right? RoM is in the process of fine tuning now. Plus, what's wrong with adding more content, as long as it's balanced? More is better.
we can add BigFoot civilization, done add more..... add more..........
RoM focuses mainly on realism, and realistic technologies. There are no "fake" or "unrealistic" civilizations in RoM, so I don't understand what you are complaining about. If you want bigfoot, FFH2 Fictionalization might have something similar.
my english is terrible I know
Yes. It is.
Crusis Oct 14, 2009, 04:57 PM Hahahaha... that made me laugh, Afforess. Although FFH2 is a great mod as well.
Iceciro Oct 17, 2009, 07:21 AM Wow, that's pretty much the most rude post ever. This guy has no idea the work that goes into creating a mod of this scale and shows no respect for it.
Crusis Oct 18, 2009, 06:11 PM What I don't understand is the problem with any particular civ discovering any other area at any time. It's pretty much been proven that ancient man traveled extensively, from the Polynesians (maybe a good choice for a civ, leader: Big Kahuna) to the Vikings. Clovis man marched across the Bering land bridge to colonize North and South America. Mankind is inherently an explorer, and I think RoM and Civ in general allow for that quite well. Variances from the 'standard' timeline only make the game more interesting.
generalstaff Oct 18, 2009, 06:53 PM my english is terrible I know that see you modders
I could not understand his post; all I got is that he should not play play with modules. I would recommend Babelfish for his future post.
Also, the "Bigfoot civ" would not be part of FFH2, which is fantasy themed, but Fictionalization.
Afforess Oct 18, 2009, 06:59 PM Although FFH2 is a great mod as well.
Also, the "Bigfoot civ" would not be part of FFH2, which is fantasy themed, but Fictionalization.
Right, Right. I didn't in any way to insult FFH2, I know it's awesome. (So awesome, my mother is addicted to that mod, but that's a really long story...)
generalstaff Oct 18, 2009, 07:29 PM Right, Right. I didn't in any way to insult FFH2, I know it's awesome. (So awesome, my mother is addicted to that mod, but that's a really long story...)
I did not read it as an insult to FFH2, since I understood the point you were making, I just thought I would mention the likely mod that the hypothetical "Bigfoot Civ" would be part of.
Crusis Oct 19, 2009, 07:03 AM Right, Right. I didn't in any way to insult FFH2, I know it's awesome. (So awesome, my mother is addicted to that mod, but that's a really long story...)
Wow... that's cool. My Mom's interface with technology is entirely limited to the remote for her TV and that she drives a car with fuel injection. Even that last is a development of the last decade as before that she drove a '66 Chevelle with a carb. My Dad is slightly better since we got him a gameboy a few years back.
Afforess Oct 19, 2009, 07:59 AM Wow... that's cool. My Mom's interface with technology is entirely limited to the remote for her TV and that she drives a car with fuel injection. Even that last is a development of the last decade as before that she drove a '66 Chevelle with a carb. My Dad is slightly better since we got him a gameboy a few years back.
Well, my dad is basically technology illiterate. He has a laptop, but basically uses Email, Word, and Excel, with occasion web browsing for research... Never tries any games.
My mom's played video games since Pong, but prefers fantasy games (like Zelda), so she naturally liked FFH2. Yes, having a technology-aware parent makes life a lot more fun.
cfkane Oct 19, 2009, 12:46 PM I did not read it as an insult to FFH2, since I understood the point you were making, I just thought I would mention the likely mod that the hypothetical "Bigfoot Civ" would be part of.
Well, as the creator of said mod... what?
What in blazing blue hell is a "Bigfoot civ?"
Afforess Oct 19, 2009, 01:10 PM Well, as the creator of said mod... what?
What in blazing blue hell is a "Bigfoot civ?"
Too crazy for you? That post was insane...
cfkane Oct 19, 2009, 06:41 PM Too crazy for you? That post was insane...
Trust me, I'm not as insane as my mod would lead you to believe.
Afforess Oct 19, 2009, 06:49 PM Trust me, I'm not as insane as my mod would lead you to believe.
I never thought you were insane. Other posters just alerted me that it was more likely that your mod would have a "bigfoot civ" than FFH2.
generalstaff Oct 21, 2009, 01:52 PM Well, as the creator of said mod... what?
What in blazing blue hell is a "Bigfoot civ?"
Apologies then. Afforess stole my thoughts that it is more likely that the Bigfoot Civ would be part of your mod than FFH2, but I guess I was way off base there. I guess this whole "Bigfoot Civ" thing speaks to how unraveled that poster was.
BTW, I like the concept of Fictionalization, I need to make time to try it some time.
50caliber Oct 22, 2009, 09:06 PM I was playing 2.71 on terra and AI civs were building cities in the new world in classical times. I was wondering what files I need to change to prevent this from happening? Idk if its a unit promotion for naval units or what??
Carwyn Oct 23, 2009, 01:16 PM Well, my dad is basically technology illiterate. He has a laptop, but basically uses Email, Word, and Excel, with occasion web browsing for research... Never tries any games.
My mom's played video games since Pong, but prefers fantasy games (like Zelda), so she naturally liked FFH2. Yes, having a technology-aware parent makes life a lot more fun.
Hah!! I AM a "mom" that games, we DO exist! And I love this mod... my poor grown kids don't really have time to play, but you can't keep me away. :)
Having tech aware kids makes life more fun.... :lol:
Afforess Nov 02, 2009, 02:54 PM I made a RoM 2.8 Tech Tree: (Warning, very large.)
https://dl.getdropbox.com/u/49805/RoM%202.8%20Tech%20Tree.jpg
Direct Link (https://dl.getdropbox.com/u/49805/RoM%202.8%20Tech%20Tree.jpg)
os79 Nov 02, 2009, 03:40 PM I made a RoM 2.8 Tech Tree: (Warning, very large.)
https://dl.getdropbox.com/u/49805/RoM%202.8%20Tech%20Tree.jpg
Direct Link (https://dl.getdropbox.com/u/49805/RoM%202.8%20Tech%20Tree.jpg)
That should make into Zappara's FAQ thread. Awesome job, Afforess!
Arakhor Nov 02, 2009, 04:36 PM This looks awesome :D
2ndimpression Nov 02, 2009, 05:33 PM It has your mod mods on it though..... just thought 'hmm I don't those techs' :(
Going to finish a clean 2.8 game then have a trawl through the mods mods....:)
Afforess Nov 02, 2009, 05:53 PM It has your mod mods on it though..... just thought 'hmm I don't those techs' :(
Well, I wasn't about to remove them... ;)
Afforess Nov 03, 2009, 09:16 PM Here's the tech tree on the CFC gallery, in case someone wants it. Unfortunately, it needed to be split.
Part 1 (http://www.civfanatics.com/gallery/showimage.php?i=2671&catid=member&imageuser=122045)
Part 2 (http://www.civfanatics.com/gallery/showimage.php?i=2672&catid=member&imageuser=122045)
Planner_Hammish Nov 24, 2009, 03:51 PM I discovered this mod yesterday and I'm super-stoked to play. I'm having some issues though so maybe someone can help?
Two things:
1) If I launch from the 'private map' folder the game starts normally, I found the city and then the mod crashes every time I press ENTER/end turn. (I've tried the preset 31 civs, preset 23 civs standard and 50 europe civs)
2) After (1) didn't work out, I made a 'public maps' folder with a shortcut that points to this mod (because I thought the issue may have been the individual world builder file, and regular CIV doesn't have this mod as an option under 'load mod'). The new shortcut launches to the main mod screen as expected, I can see the civilopedia et al. and select all the options for a custom game. Once the settings are the way I want them, I press LAUNCH, the progress bar completes about 15% and hangs.
Afforess Nov 24, 2009, 03:57 PM I discovered this mod yesterday and I'm super-stoked to play. I'm having some issues though so maybe someone can help?
Two things:
1) If I launch from the 'private map' folder the game starts normally, I found the city and then the mod crashes every time I press ENTER/end turn. (I've tried the preset 31 civs, preset 23 civs standard and 50 europe civs)
2) After (1) didn't work out, I made a 'public maps' folder with a shortcut that points to this mod (because I thought the issue may have been the individual world builder file, and regular CIV doesn't have this mod as an option under 'load mod'). The new shortcut launches to the main mod screen as expected, I can see the civilopedia et al. and select all the options for a custom game. Once the settings are the way I want them, I press LAUNCH, the progress bar completes about 15% and hangs.
What mapscripts are you using? Only mapscripts beginning in the ROM_ prefix work.
Planner_Hammish Nov 24, 2009, 04:17 PM What mapscripts are you using? Only mapscripts beginning in the ROM_ prefix work.
I'm not sure how to tell, but I didn't move any of the files or change the file structure; I unpacked the .zip file right into the BTS mod folder. All the map scripts are in the private maps folder - is that where they need to be?
On extraction I recieved the following error: ...//RiseOfMankind2.8Full.rar: CRC failed in Rise of Mankind\Assets\art\movies\wonders\LaborUnion.bik. The file is corrupt
But that seems unrelated to the problem I'm experiencing. After doing 1) and 2) from the previous post, I made sure I had the most recent version, so I downloaded and extracted RoM2.8Hotfix3, tried 1) and 2) again but that didn't work either.
Afforess Nov 24, 2009, 04:48 PM I'm not sure how to tell, but I didn't move any of the files or change the file structure; I unpacked the .zip file right into the BTS mod folder. All the map scripts are in the private maps folder - is that where they need to be?
On extraction I recieved the following error: ...//RiseOfMankind2.8Full.rar: CRC failed in Rise of Mankind\Assets\art\movies\wonders\LaborUnion.bik. The file is corrupt
But that seems unrelated to the problem I'm experiencing. After doing 1) and 2) from the previous post, I made sure I had the most recent version, so I downloaded and extracted RoM2.8Hotfix3, tried 1) and 2) again but that didn't work either.
When you set up a map, are you what map type are you using, Arboria, Contrients, Fractal? Just make sure they all have ROM_ prefix, and they should work.
Otherwise, your problem is something else.
Planner_Hammish Nov 24, 2009, 07:00 PM When you set up a map, are you what map type are you using, Arboria, Contrients, Fractal? Just make sure they all have ROM_ prefix, and they should work.
Otherwise, your problem is something else.
Hey Afforess,
I know what you mean now. All of the maps in the list have RoM_ prefix, with the exception of two. I used one of them (RoM_terra), but the same problem - 2) above - persists: the game hangs at around 15% initialized and I have to reboot my computer.
Afforess Nov 24, 2009, 07:05 PM Hey Afforess,
I know what you mean now. All of the maps in the list have RoM_ prefix, with the exception of two. I used one of them (RoM_terra), but the same problem - 2) above - persists: the game hangs at around 15% initialized and I have to reboot my computer.
Try RoM-Continents, I know that one works for sure. If it hangs... well, we have a different problem to deal with.
Planner_Hammish Nov 24, 2009, 08:22 PM Try RoM-Continents, I know that one works for sure. If it hangs... well, we have a different problem to deal with.
OK, so we're making progress:
I selected the RoM_continents and sucessfully launched the game (and completed the first turn)!
For some reason however, the pop-up did not open this time (the one with the very detailed options for the map)
Custom Options (this attempt):
-unchecked all of the 'original' options
-unchecked all of the 'secondary mods' (the barbarian world, techdiffusion et al.)/new options;
-lowered the number of players from the default 25 to 17;
-selected random civ instead of Bismarck
Previously selected options:
Bismarck
32 Civs
RoM_Terra (I also tried Full_of_Resources_3_00)
(x) Raging Barbarians
(x) No tech Brokering
(x) Permanent Alliances
(x) Require Complete Kills
(x) Barbarian World
(x) Revolution Mod
(x) BarbarianCiv Mod
(x) TechDiffusion Mod
(x) Dynamic Civ Names Mod
(x) Start as minor civs
As far as troubleshooting goes, it will be a matter of 'turning on' each option until it crashes again.
patarroyo May 27, 2010, 01:55 AM I am trying to get RoM 2.91 working with my version of BtS, which is the Mac version via Steam. I can put the mod folder in the BtS MODS directory, and it shows up ingame. But when I choose RoM and the game reboots, it hangs on loading xml files, and I get a bunch of errors. If I click past these, I can get to the game, but with no interface.
I read the manual about the python file, and opened it and followed the directions. However, this did not seem to work. Has anyone using a similar setup managed to get RoM working? Please advise.
os79 May 27, 2010, 05:03 AM I am trying to get RoM 2.91 working with my version of BtS, which is the Mac version via Steam. I can put the mod folder in the BtS MODS directory, and it shows up ingame. But when I choose RoM and the game reboots, it hangs on loading xml files, and I get a bunch of errors. If I click past these, I can get to the game, but with no interface.
I read the manual about the python file, and opened it and followed the directions. However, this did not seem to work. Has anyone using a similar setup managed to get RoM working? Please advise.
I hear Mac don't play mods with custom dll file in it. I hear that you can use some sort of program that play PC stuff, forgot the name. Or just buy PC and play with it.
patarroyo May 27, 2010, 09:13 AM I hear Mac don't play mods with custom dll file in it. I hear that you can use some sort of program that play PC stuff, forgot the name. Or just buy PC and play with it.
What's funny is that the CvAltRoot.py file has instructions in it that appear to be for Mac users. But I can't find anything anywhere on the net about getting RoM to work on a Mac, which is actually somewhat shocking. And yeah, I have a PC, and also a Win7 VM on the Mac. The point is to get it working natively on my MacBook, as it is portable and my PC is not, and playing games via a VM always sucks. So that's not a real solution for me. Anyone here know anything about a ton of .xml errors? This seems like a directory issue to me.
os79 May 27, 2010, 01:23 PM What's funny is that the CvAltRoot.py file has instructions in it that appear to be for Mac users. But I can't find anything anywhere on the net about getting RoM to work on a Mac, which is actually somewhat shocking. And yeah, I have a PC, and also a Win7 VM on the Mac. The point is to get it working natively on my MacBook, as it is portable and my PC is not, and playing games via a VM always sucks. So that's not a real solution for me. Anyone here know anything about a ton of .xml errors? This seems like a directory issue to me.
Point is: You CAN'T get RoM 2.91 to work on Mac, period. You need either VM (that sucks to you :)) or use PC you have. No debating or discussing because other people already researched it to death :deadhorse:. Unfortunate truth :).
patarroyo May 27, 2010, 01:36 PM Point is: You CAN'T get RoM 2.91 to work on Mac, period. You need either VM (that sucks to you :)) or use PC you have. No debating or discussing because other people already researched it to death :deadhorse:. Unfortunate truth :).
Well that is good to know. I have had a hard time finding any word on it. I guess I'd like to know why it can't work, and if there is any interest in getting it to work. I'm a longtime PC user, and am pretty familiar with UNIX variants as well as Mac. So I don't really hold to the line that games should be PC only. I think that's a crock. And I'm not some Apple fanboy either. I just have a MacBook, and I really like it. And games are becoming more and more common for OS X, especially now that Steam is cross-platform. And RoM *does* kind of work. I mean it loads. It just doesn't have any interface (i.e. no text, can't bring up menus). But the units are there, build menus, etc. So whatever is preventing it from working seems like it could be fixed. Again, I'd like to know what exactly make it not work, what is so different from the PC that it doesn't. Where is the research? Has the original mod author commented on why it's not Mac-compatible? I guess I'd like to hear it from the horse's mouth, dead or not, and cannot find links to the info I'm searching for.
Afforess May 27, 2010, 02:19 PM RoM doesn't work because it uses a custom DLL, which Aspyr did not provide support for with Mac's. Without access to Aspyr's code, you are SOL.
Aldernablou May 29, 2010, 08:13 AM Hi Chums !
I know RoM is not playable on Mac-Computers ...So , I readed the settings options of RoM propose a choice of number UpT (unit per tile) : Can you explain how it's made , is it a specific programation , files modified ..? did you think it's an option realizable on Mac machines without install RoM ? Well , which is your secrecy ?
Thanks a lot
a Frenchyciveur
shadowdrummer46 Jun 13, 2010, 02:50 AM Took a few days, but I finally was able to pry myself away from your mod.
Simply Amazing.
Thats the only way to put it. You compiled and created a list of mods that make Civ IV, an amazing game, into probably the best game I've ever played. I can't even start to describe how the mods improve the gameplay.
Thank you for the time and effort putting this together and keep up the great work!
(Sorry to gush so much.)
tahu Jun 21, 2010, 01:17 PM Hello Zappara, I didn't know where else to post this so I posted it here.
I wanted to ask you if you need a voice actor for the commentary lines when you have reached a new technology.
I can can do that for you :)
Tahu
Arakhor Jun 22, 2010, 05:37 AM I have a sexy, posh British voice (allegedly), so I can always help out too :)
knight996 Jul 21, 2010, 07:47 PM :lol:I too have played Civ since the original and this MOD is fantastic!!!! I wonder if the Confederate States MOD was going to be added along with some of the other civ mods that were created for civilization 4. I have tried to add it myself but agree with the early posts that it would be easier to start over. Thanks even if not you are a true fan and I appreciate all the hard work you done! Thanks Again:king:
AJealousGuy Jul 30, 2010, 11:53 AM I just downloaded RoM with AND and it is amazing! I'm wondering if I can add new leaders or civilizations. :confused:
Sorry if this is in the wrong place.
generalstaff Jul 30, 2010, 12:33 PM I just downloaded RoM with AND and it is amazing! I'm wondering if I can add new leaders or civilizations. :confused:
Sorry if this is in the wrong place.
Go to the Modmod's Subforum. There will be a sticky thread which lists various modules. In that thread should be a links to my Leaderhead Pack and strategyonly's added civilizations (he has an thread of his own if there is no link). The only incompatibility to date is that my Leaderhead Pack has Geronimo, who is also included in strategyonly's Apache civ; the simple solution is to delete the Geronimo I added.
I also know that there is an AND module called "Clash of Civilizations," which I think adds new civilizations, but I have not seen its author in a while. I also do not know its compatibilities. I think its thread is in the AND subforum
Finally, Zappara added a Mega Civ Pack, which is still somewhat playable, although it has yet to be updated, which mainly results in graphics issues. It has a thread in the Modmod's subforum, and I think a link in the above mentioned thread which contains a list of modules.
fox456 Aug 02, 2010, 01:52 PM Finally, Zappara added a Mega Civ Pack, which is still somewhat playable, although it has yet to be updated, which mainly results in graphics issues. It has a thread in the Modmod's subforum, and I think a link in the above mentioned thread which contains a list of modules.
Does anyone know if any thought has been given to a final update for the Mega Civ Pack to be compatible with RoM 3.0?
zappara Aug 03, 2010, 08:44 AM Does anyone know if any thought has been given to a final update for the Mega Civ Pack to be compatible with RoM 3.0?
Yes, I intend to update it for v3.0
fox456 Aug 03, 2010, 05:07 PM Great! Thank you, zappara.
|
|