zappara
Sep 13, 2007, 10:11 AM
I want to know about the bugs you might encounter while playing the mod. Please post here any issues you find.
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View Full Version : Bug reports zappara Sep 13, 2007, 10:11 AM I want to know about the bugs you might encounter while playing the mod. Please post here any issues you find. Nihilista Sep 13, 2007, 11:16 AM I found that the A.I. always lag too much behind in research . What could be done about that ? Kalimakhus Sep 13, 2007, 11:30 AM @Nihilista I guess you may post this for discussion in a thread about balance issues and suggestions. We should limit bug reports to CTDs and faults like a building that gives more happiness than it should, a graphics that doesn't show-up or has a glitch .. etc. Empiremaker Sep 13, 2007, 07:35 PM I had a big red circular thing show up in a tile. I don't have a screen of it. Kalimakhus Sep 13, 2007, 07:54 PM Did you try to mouse over it and see what help message shows. It is most probably a unit that misses its shader file. The help message should tell you what unit it is. This should help locating it quickly. Empiremaker Sep 13, 2007, 08:07 PM There was no unit in the tile. IIRC, it appeared when I built a road. zappara Sep 13, 2007, 11:19 PM There was no unit in the tile. IIRC, it appeared when I built a road. LSystem.log has been showing one leaf_improvement4x4 error that I haven't been able to locate. It means that when you build road to square, the game has to always swap nodes (buildings of other improvement in that square). In this particular case the road would be placed but then it can't find suitable art files to place in the other nodes in that square. I don't entirely yet understand how this PlotSystem works but for 0.94 I did manage to locate one such bug - I'll have to try to find this one too. Could you tell on what era this happened? Since there's defined art files for each era... Empiremaker Sep 14, 2007, 08:30 AM I believe that it was ancient. I also think I remember that there was road SW, and a city NE. Sword_Of_Geddon Sep 14, 2007, 01:56 PM Theres always the early industrial bug that causes the CTD for many people, I thought I should put that in here for reference as its very important. Monty845 Sep 14, 2007, 02:27 PM Sometimes the arceology graphic is so big that it covers dozens of tiles and many cities, and it stays as large when upgraded between the levels. It is so big you need to zoom very far out to see the whole thing. Doesn't really impact gameplay, just a rather huge :mischief: graphics bug. zappara Sep 15, 2007, 02:09 AM @Monty845 Arcology changes size automatically based on size of city and what buildings it has. What might help me find this bug is a list of buildings that were built in that city. First building that comes to my mind is Space Elevator graphics. Thanks for reporting this bug, I'll try to locate the building that's causing it. Kalimakhus Sep 15, 2007, 08:05 AM @Zappara The weired Arcology size bug was also in "Extra". It was found out that the alternative stable building that comes with Ethnic City Styles is responsible for it. Removing "Assets\Art\structures\buildings\Stable" folder should solve the problem. zappara Sep 15, 2007, 01:00 PM @Kalimakhus Thanks, that really speeds up finding the problem :D Sword_Of_Geddon Sep 15, 2007, 06:34 PM now that just leaves the early industrial age bug... Empiremaker Sep 15, 2007, 07:53 PM 2 Crashes upon researching Biology. Other civs had already researched it. Also on the same turn, I finished my first Artists Guild. yanyani989 Sep 15, 2007, 10:43 PM I have RoM 0.9.4 and Kalimakhus Extra Stuff installed. Last night when I was having war with one AI, one of my naval unit was suddenly attacked by another "friendly" AI (the leader was "pleased" towards me) without declaring war. Then I realized I can also attack other AIs without declaring war, though that didn't work for all units (or titles maybe). btw, a few turns later I won a Cultural Victory, and it's only around AD 1830 Kalimakhus Sep 16, 2007, 01:03 AM @yanyani989 If the attacking units are not privateers then there is something weired. Also even if they are privateers they should have hidden nationality so you won't be able to know the owner of the attacking unit. Can you please specify what types of units were able to attack without forcing a DoW? Winning a cultural victory around AD 1830 is not weired though I have noticed that some cities can accumulate culture in a very high rate (usually holy cities). Edit: As you use my patch was the attack a ranged one? yanyani989 Sep 16, 2007, 09:32 AM @Kalimakhus okay, actually by that time I've already wiped out that AI so we are in peace time. http://xs219.xs.to/xs219/07370/attacked_by_Indian_frigate_wo_DoW.png.xs.jpg (http://xs.to/xs.php?h=xs219&d=07370&f=attacked_by_Indian_frigate_wo_DoW.png) as you can see I've been attacked by an Indian frigate and Gandhi is "Pleased" towards me Kalimakhus Sep 16, 2007, 10:15 AM I see that your unit was a privateer. It has hidden nationality and always enemy with all other players (they are pirates working for you secretly). It is normal that they get attacked by any AI unit without a DoW. Was there any case that didn't involve privateers? Wolf1455 Sep 19, 2007, 10:49 AM Sometimes, not allways when my ships is graphicly sunk by units with first strike promotion and they win the encounter, the graphic is gone but the flag remains. then I can move around with the flag and the ships info and stats are still axessable. I found 3 other bugs but entered my report in the last patch download window. How do I lift those report to this new place? Or shall I rewright them from scratch? zappara Sep 19, 2007, 01:10 PM Sometimes, not allways when my ships is graphicly sunk by units with first strike promotion and they win the encounter, the graphic is gone but the flag remains. then I can move around with the flag and the ships info and stats are still axessable. I found 3 other bugs but entered my report in the last patch download window. How do I lift those report to this new place? Or shall I rewright them from scratch? This might be actually BtS bug which has been discussed in this thread. (http://forums.civfanatics.com/showthread.php?t=238129) I'll check those other bugs from patch download page, thanks for mentioning it, I would have otherwise probably missed that info. Iceman68 Sep 30, 2007, 05:34 AM I've noticed that when you start a new game, creating a world with Pangaea in Giant and Gigantic maps, there are a few issues: 1. No Ocean at all. 2. No Mountains. 3. Very few hills. I suspect it may have something to do with the default map script for creating Pangaea worlds not expecting worlds quite this big, and not being able to cope. zappara Oct 01, 2007, 01:08 AM @Iceman68 That's probably the case and would have to edit those scripts so that they "know" about the new map sizes. Commander Bello Oct 03, 2007, 01:52 AM Version 0.94: Aesthetics are said to enable Heritage. The Sevopedia states it as Education. Commander Bello Oct 03, 2007, 05:13 AM Chivalry seems to have the icon of the tech for the unit and vice versa? At least, the unit seems to be called Chivalry as well. Wouldn't it be more obvious what is what, if the unit were called "Chevalier"? Commander Bello Oct 05, 2007, 05:59 AM RoM 0.94: Mismatch between description ("... fruit of thy cattle...") and spoken words ("Put your shoulder to the wheel") yanyani989 Oct 06, 2007, 04:45 PM sorry for my ignorance about privateer last time.... last night I was having repeated crashes when I reached 1902AD, I was finishing the research on Industrialism (the industrial age bug?). so I went on to see if there is new official patch for BtS today, and indeed there is the new 3.13 patch (http://www.firaxis.com/games/game_detail.php?gameid=16&showcon=2 ) now RoM just won't load, it crashes during startup, it works fine without RoM here is the dump file if that's helpful: http://www.mytempdir.com/2035002 the save file before the crash is here: http://www.mytempdir.com/2035004 I was using the same 0.94 + Kalimakhus extra combo btw Kerndon Oct 29, 2007, 03:29 AM As with many other mods, I'm having problems with RoM using the Civ4 "Complete" edition (that's Civ4 + Warlords + BtS on a single disc, all patched). I can start the mod alright, but when I enter a game the interface is completely gone - I'm just seeing the world. Escape menu works, but the Options screen won't come up too. Logs and Python errors seem to indicate that the game is unable to find some files, I could provide you with the complete Logs and Error messages if required. resconq Nov 09, 2007, 11:47 PM I downloaded version .8, patch, and optional files. I installed them to my BtS Mod folder. RoM does not appear as a choice in the "Load a Mod" directory. What am I doing wrong? Commander Bello Nov 12, 2007, 04:29 PM Vista Ultimate 32, BtS 3.13, Bhruic 1.11, RoM 0.94: Biggest map size, normal game speed. Since ~1700 AD the game crashes more and more often if an advisor screen is opened. At the moment (1820 AD), it does it almost any turn if you want to open an advisor screen. If reloaded from the autosave, the crash typically does not occur anymore, but it may happen then the next turn or the one afterwards. Apart from this advisor issue, the game runs pretty stable for me. zappara Nov 13, 2007, 05:13 AM @Commander Bello RoM v0.94 does not have fully compatible advisor utils python file with BtS 3.13 so I suspect that was the reason why it crashed. I had to change several python files for next version to make them compatible with BtS 3.13. Arwon Nov 15, 2007, 03:02 PM The Harbormaster quest doesn't work if you have upgraded your harbors to ports. Exerior Nov 19, 2007, 04:42 PM In the Future Time i got these great "Assult Mechs". But there is often a graphic bug, that some unit gains the "Assult Mech" Graphics. This happens with Dragnought ... Plasma ... and many others. Sometimes with enemy troops, sometimes with my own troops. alireza1354 Nov 20, 2007, 08:14 AM Trading resources is strange. The AI mostly doenst want RoM resources, even if u want to give it for free. They never pay for them, not with other resources and not with gold per turn. Only steel and glasswork are good in trade.Potato is not worth any, and so are coffee, sugar (?), lemons, etc... Why is this? zappara Nov 20, 2007, 01:40 PM The Harbormaster quest doesn't work if you have upgraded your harbors to ports.It's on my to-do-list. BtS Events aren't fully compatible yet with RoM. In the Future Time i got these great "Assult Mechs". But there is often a graphic bug, that some unit gains the "Assult Mech" Graphics. This happens with Dragnought ... Plasma ... and many others. Sometimes with enemy troops, sometimes with my own troops.That's odd. Only reason I can think of causing this is when using low resolution textures - I think the game then disables most unit graphics and uses some generic art for several unit types. I think it was mentioned somewhere on these civfanatics forums. Might want to search for that info. Trading resources is strange. The AI mostly doenst want RoM resources, even if u want to give it for free. They never pay for them, not with other resources and not with gold per turn. Only steel and glasswork are good in trade.Potato is not worth any, and so are coffee, sugar (?), lemons, etc... Why is this?For some reason AI doesn't value those resources - I've known about this issue for while and will try to fix it somehow. Exerior Nov 20, 2007, 02:41 PM That's odd. Only reason I can think of causing this is when using low resolution textures - I think the game then disables most unit graphics and uses some generic art for several unit types. I think it was mentioned somewhere on these civfanatics forums. Might want to search for that info. Yeah, i use the lowest resolution of textures. But i will add one thing: The wrong unit model is there for some seconds. If i select the unit, the unit is normal. or the other turn. I will test with higher texture resolution. Diepen Nov 22, 2007, 11:20 PM @kerndon I seem to have the same problem.. Have you found a resolution (I however bought the expansion packs seperately) I cannot see the Unit options (at the bottom of the screen), or the city options (nor can I see any of the city options/screens when i enter a city) cheers JD Fujisan Nov 24, 2007, 06:16 AM Not really bug but interface issue. The civic screen looks overloaded. There are so much items in the help text that most of it becomes scrollable and not easy to see. I made some small changes in CvCivicsScreen.py. Now the civic screen is wider and depends on your resolution. Also decreased text margin and button spaces. Users with 1024x786 resolution will not notice many changes, but under resolution (1280x1024), which I use, it looks much much much better now! :cool: Feel free to use it (rename attached file to CvCivicsScreen.py). alireza1354 Dec 01, 2007, 08:55 AM I got a strange bug..2nd time now.. Playing multiplayer and somewhere in the game (1160AD) one of the human players gets -(minus)147202082 gold per turn and the game freezes. Anyone ever seen this? Khoukharev Dec 01, 2007, 09:58 AM Diepen Kerndon same bug there. RoM v1.0 alireza1354 Dec 01, 2007, 10:48 AM Diepen Kerndon same bug there. RoM v1.0 What u mean with those words? Khoukharev Dec 01, 2007, 02:42 PM alireza1354 As with many other mods, I'm having problems with RoM using the Civ4 "Complete" edition (that's Civ4 + Warlords + BtS on a single disc, all patched). I can start the mod alright, but when I enter a game the interface is completely gone - I'm just seeing the world. Escape menu works, but the Options screen won't come up too. Logs and Python errors seem to indicate that the game is unable to find some files, I could provide you with the complete Logs and Error messages if required. (I however bought the expansion packs seperately) I cannot see the Unit options (at the bottom of the screen), or the city options (nor can I see any of the city options/screens when i enter a city) what exactly of abovementioned wasn't understood? alireza1354 Dec 02, 2007, 06:08 AM No no sorry I understand u :) I thought u were talking to me, thats it :) wotan321 Dec 03, 2007, 06:47 AM I cannot rename cities or units! Is this a feature or a bug? Aionboros Dec 03, 2007, 12:50 PM As with many other mods, I'm having problems with RoM using the Civ4 "Complete" edition (that's Civ4 + Warlords + BtS on a single disc, all patched). I can start the mod alright, but when I enter a game the interface is completely gone - I'm just seeing the world. Escape menu works, but the Options screen won't come up too. Logs and Python errors seem to indicate that the game is unable to find some files, I could provide you with the complete Logs and Error messages if required. Having exactly the same issue, using Civ4 "Complete" as well. chender Dec 04, 2007, 04:08 AM Having exactly the same issue, using Civ4 "Complete" as well. Having the same error as well. Though I have succeeded to run RoM once before i reformat my comp. :( wotan321 Dec 07, 2007, 09:53 AM No, seriously, why can't I rename cities or units like I can in every other mod? Has anyone else encountered this? Commander Bello Dec 07, 2007, 03:48 PM No, seriously, why can't I rename cities or units like I can in every other mod? Has anyone else encountered this? Renaming works like a charm for me wotan321 Dec 09, 2007, 11:37 AM Thanks for letting me know this.... I wonder what I could have done to mess this up? I copied over a dll to allow 40 civs... could that be the cause.... hmmm....? milka Dec 09, 2007, 07:43 PM critical errors cause when AI make 2 or 3 great persons at same turn i trying load save files but it cause same error same turn Commander Bello Dec 16, 2007, 07:15 AM Vista Ultimate 32, BtS 3.13, Bhruic 1.11, RoM 0.94: Biggest map size, normal game speed. Since ~1700 AD the game crashes more and more often if an advisor screen is opened. At the moment (1820 AD), it does it almost any turn if you want to open an advisor screen. If reloaded from the autosave, the crash typically does not occur anymore, but it may happen then the next turn or the one afterwards. Apart from this advisor issue, the game runs pretty stable for me. This error is still happening in version 1.0 in the later game :( Edit: I am now in 1822 AD and it becomes very annoying. Whenever I make use of an advisor (F1 - F12), the game is in high danger to crash. As I am currently introducing the mod by a public game with lots of noting, this is more than annoying. @Commander Bello RoM v0.94 does not have fully compatible advisor utils python file with BtS 3.13 so I suspect that was the reason why it crashed. I had to change several python files for next version to make them compatible with BtS 3.13. Could you give your changes in that area which you have done for 1.0 another look, please? mussbu Dec 19, 2007, 12:06 PM Great game! I installed ROM v1.0 on my Civ 4 'Gold', & BTS expansion. However, the unit action box below doesn't appear. I'm unable to fortify my warrior, nor can I settle my settler into a city. Are my two initial units to wonder forever :eek: ? Please advise on how to fix this. Thanks!! johnlh8778 Dec 20, 2007, 01:08 PM Mod starts alright but when i start a new game it sends me an error message half way through loading and cuts out. It did load once though. Capellan Dec 20, 2007, 04:18 PM I just played my first game of RoM. I really like a lot of the changes. Having lots more techs (but having them be quicker to research) was great, and the fact that there are a lot more pros and cons to each Civic is good too. One issue (or maybe it's "as designed", but it seems weird) is that Emancipation gives a happiness penalty to Civs with Contracting (and presumably vice versa - I had Contracting so I could see the penalty affecting me). Is there a way to make it so that if you have one of these two, you don't get the penalty for not having the other? WhimpyCiv Dec 27, 2007, 03:10 PM When I enable some civics, the popup that tells me that I can switch civics appears normally but a few of the files with the descriptions are missing. For example, when I enable Subsidized Health Care, the popup says "Your society can now implement the civic Subsidized H.C. (TXT_KEY_CIVIC_SUBSIDIZED_STRATEGY). Would you like to start a revolution?" Looks like a missing file. I think there's one or two other ones like that, but I can't say for certain or give any examples at the moment. -- WC llama-- Dec 29, 2007, 04:44 AM Hi , It's a great mod, but after i end the turn on 1894 AD i get a ctd.:mad: :mad: :mad: :mad: :mad: :mad: :mad: :mad: :mad: :mad: im using version 0.8 and the first version of bts. http://www.freewebs.com/theplace---/ctd.CivBeyondSwordSave that's the savegame on the turn before the crash. and please ignore the fact that i cheat too much, i have billions of gold, i lose 3000 gold a turn, and i have godly power. thanks Empiremaker Dec 29, 2007, 02:45 PM Update ROM to version 1.0, and install BTS 3.13. The RoM is much more stable with this configuration. strategyonly Dec 30, 2007, 06:26 AM I think one of the error is the Offshore Platform, but not for use, might want to check it out?? Brandonazz Dec 30, 2007, 11:02 AM Great game! I installed ROM v1.0 on my Civ 4 'Gold', & BTS expansion. However, the unit action box below doesn't appear. I'm unable to fortify my warrior, nor can I settle my settler into a city. Are my two initial units to wonder forever :eek: ? Please advise on how to fix this. Thanks!! I get this, plus no other interface whatsoever. I was able to play for a bit though because of the dialog popups and my knowledge of hotkeys. I just can't stand it for much longer; you can only go so far on hotkeys alone, and I can't open "options" from the menu. Capellan Dec 30, 2007, 04:30 PM mussbu/Brandonazz: I had this problem the first time I ran RoM. It was because I only had BTS 3.01 installed. Make sure you've got 3.13 installed. When I did that, everything cleared up. (You can't rely on the "look for updates" option in Civ itself - it told me there were none, but it lied). You can get 3.13 from the downloads section of Civfanatics. You might also want to install Bhruic's unofficial patch. That's the base I am using, and RoM works fine. WhimpyCiv Dec 31, 2007, 04:08 PM I just finished beating down Sitting Bull for exclusive control of a landmass. He was 'friendly' with me before I attacked, and we have had Defensive Pacts in the recent past. I got the island no problem, but now Bull for some reason is back to being "Pleased" with me. Hovering on his picture in the diplomacy screen shows "+2: 'Our defensive pact proves that we are close friends.'" However, the option to actually enter into a Defensive Pact is red (not available). The latter I expect, but why am I still getting the bonus for having a Defensive Pact with Bull after I pretty much decimated his civilization? I'm not sure if this is a bug with BTS or RoM, just wondering if anybody else came across this. --WC Kalimakhus Jan 01, 2008, 01:28 AM This is a known BTS issue. The positive attitude points you get for Defensive Pacts don't fade with time as the other Dimplo-Boni. It has nothing to do with RoM. K1ler Jan 03, 2008, 02:14 AM Hello, I played the latest version twice and the first time, my game crashed in 1991 (August?) so I started a new one and I had a crash on January 1994. I do not want to start a third game which would end the same way. Is there some way to find out why my games crashed? zagaz Jan 05, 2008, 07:43 AM Playing as Isabella of Spain. The UB is Citadel and it replaces the Castle. I am unable to build crusaders, the unit requires castles, I have all the other requirements, unless you need King Richard's Crusade, which I don't recall seeing in the description anywhere. Also, I know there is a limit of 4 wonders per city, but should Holy Shrine be considered a Wonder? I was unable to build it in my capital where Hinduism was founded, but I was able to build the Great Scientist building as well as a Military Academy thingie from Great General strategyonly Jan 05, 2008, 07:52 AM Hello, I played the latest version twice and the first time, my game crashed in 1991 (August?) so I started a new one and I had a crash on January 1994. I do not want to start a third game which would end the same way. Is there some way to find out why my games crashed? Provide a copy of your WB saved game/saved game (or both) maybe someone will take a look? zappara Jan 05, 2008, 10:35 PM Also, I know there is a limit of 4 wonders per city, but should Holy Shrine be considered a Wonder? I was unable to build it in my capital where Hinduism was founded, but I was able to build the Great Scientist building as well as a Military Academy thingie from Great GeneralHoly Shrines are no longer world wonders in this mod. The change was made because of the wonder limit in cities, if you built 4 wonders to city and then tried to add Holy Shrine there, you couldn't do that (helps AI players too). Since you can built Holy Shrine only in Holy city, it doesn't matter if they're wonders or not, you can build only one anyway. Empiremaker Jan 06, 2008, 11:30 AM Can you do the same to Corp HQ as to Shrines? I think the two should fall under the same category. zagaz Jan 06, 2008, 04:22 PM Holy Shrines are no longer world wonders in this mod. The change was made because of the wonder limit in cities, if you built 4 wonders to city and then tried to add Holy Shrine there, you couldn't do that (helps AI players too). Since you can built Holy Shrine only in Holy city, it doesn't matter if they're wonders or not, you can build only one anyway. Thank you, I noticed after posting that Ver 1.0 had changed this. Silly me! :hammer2: alibaba Feb 17, 2008, 01:41 AM when i start a game i have no unit action buttons or city action buttons http://img262.imageshack.us/img262/5784/bugnl2.jpg Amask Feb 19, 2008, 06:47 PM ignore this Misanthrop Feb 27, 2008, 04:32 PM Hi there, great mod but i found some minor flaws i think: (played as arabs in an epic game on prince difficulty) http://img247.imageshack.us/img247/8383/romflawsqq1.th.jpg (http://img247.imageshack.us/my.php?image=romflawsqq1.jpg) 1) the "freight" unit looks like the chubby entertainer. 2) the land units jeep, early tank, tank... are ridiculously large. 3) although it was quite a peaceful game all the nations (of which I am the most advanced) are pretty much behind regarding the technological progress. http://img159.imageshack.us/img159/2202/romflaws2uv5.th.jpg (http://img159.imageshack.us/my.php?image=romflaws2uv5.jpg) 4) the amount of "culture" or "espionage" a building produces is not displayed in the popup-description. you have to open the sevopedia for it. Some more odd things occured to me during this game (they may be intended, i don't know, but i'm gonna mention them anyway): > every time a spy destroys an "international port", the "commercial port", "port" and even the "harbor" are gone as well... > after having researched a new technology it very often took my opponents only 1 or 2 turns to complete the specific wonder. wouldn't be so odd if they had very many specialists or freights to hurry but it was like that right from the beginning. Inganno Mar 02, 2008, 12:36 PM ...I can't download the new 1.0.2 patch. The file cannot be found. Zap, fix this, please :] kenken244 Mar 14, 2008, 02:57 PM After I install this mod, Regular vanilla Bts crashes while it is starting up. I can still load mods by creating a shortcut to it. dasvidania Mar 15, 2008, 01:19 PM Hi all, i have installed last patch and add on Kalimakhus' extra stuff for RoM 1.0.2 , but this one it seems doesn't work. In this moment i have tried with a different dll (34 civs) + Blue Marbel but it still doesn't work. Please someone has any idea for my problem? Thanks a lot, have you a nice week-end :) Commander Bello Mar 17, 2008, 02:22 AM Hi all, i have installed last patch and add on Kalimakhus' extra stuff for RoM 1.0.2 , but this one it seems doesn't work. In this moment i have tried with a different dll (34 civs) + Blue Marbel but it still doesn't work. Please someone has any idea for my problem? Thanks a lot, have you a nice week-end :) I seem to have encountered the same problem, as in said combination (RoM 1.02 plus the Extra Stuff) the ranged bombardment (at least) does not work anymore. I am pretty sure (checked it for several times) that everything has been installed to the stated places. Any idea of what might have gone wrong? maux Mar 18, 2008, 01:56 PM the sevopedia says that "majority rule" civic can spend money to finish production....but i cant even though i have "MR Civic" enabled? strategyonly Mar 19, 2008, 01:43 AM I just had a guy bring up the problem of a crash/errors trying to use anything higher than a HUGE map, are you guys experiencing the same thing?? Kalimakhus Mar 19, 2008, 06:46 AM I just had a guy bring up the problem of a crash/errors trying to use anything higher than a HUGE map, are you guys experiencing the same thing?? I've gone through that. It seems that some map scripts uses map size tags for their internal works. Other scripts work well however. strategyonly Mar 19, 2008, 06:49 AM I've gone through that. It seems that some map scripts uses map size tags for their internal works. Other scripts work well however. Well i used the Play Now map so it should have worked right?:confused: Or should i get ahold of Sto? Kalimakhus Mar 19, 2008, 06:58 AM I seem to have encountered the same problem, as in said combination (RoM 1.02 plus the Extra Stuff) the ranged bombardment (at least) does not work anymore. I am pretty sure (checked it for several times) that everything has been installed to the stated places. Any idea of what might have gone wrong? I've reinstalled RoM 1.0 then the patch and the Extra Stuff and it definitely works for me!! I am so sorry but I can't figure out what might has gone wrong with you guys. Kalimakhus Mar 19, 2008, 08:08 AM Well i used the Play Now map so it should have worked right?:confused: Or should i get ahold of Sto? Play Now leads you to a list of map scripts to choose from. Now I know that continents and Big and Small scripts work with all sizes. Terra has caused a CTD when I tried it. Other scripts I haven't tried. PS. what is Sto? strategyonly Mar 19, 2008, 04:30 PM Play Now leads you to a list of map scripts to choose from. Now I know that continents and Big and Small scripts work with all sizes. Terra has caused a CTD when I tried it. Other scripts I haven't tried. PS. what is Sto? Sto is the map scripter i know, and i got the gigantic to work , he informed me its usually take 5-10 minutes for it to load because its so large, and the default from 25 to 18 helps. Commander Bello Mar 20, 2008, 04:35 AM I've reinstalled RoM 1.0 then the patch and the Extra Stuff and it definitely works for me!! I am so sorry but I can't figure out what might has gone wrong with you guys. Well, then I know it is something with my current installation. Seems that I will have to reinstall it as well. Thanks anyway, even knowing this already is helpful! :goodjob: zappara Mar 20, 2008, 08:45 AM Well, then I know it is something with my current installation. Seems that I will have to reinstall it as well. Thanks anyway, even knowing this already is helpful! :goodjob: Not sure if this is any help but I've noticed that in some cases BtS cache gets somehow bugged even if hold shift at start up to clear cache.. it just leaves some "ghost" file that is bugged and the game won't start properly (yes, I've had numerous CTDs when testing some new things :rolleyes:). So I went and looked for these cache files and they weren't exactly easy to find: "..\[user name]\Application Data\My Games\Sid Meier's Civilization 4\cache". Application data folder was hidden folder so I had to turn on first "show hidden files". The cache folder location might be different on different operating systems. From cache I just deleted all files, game makes new ones on next start up. This often has worked when I have had problems launching the game after crash on startup. dasvidania Mar 22, 2008, 08:21 AM Nothing!! i reinstalled version 1 + plus patch 1.02 + add on , but bombard range still doens't work Isn't possible to inserti this add-on in to next release so , i hope, all it will work fine ?. Thanks. smjjames Mar 25, 2008, 05:43 PM I know I already posted this in another RoM thread, but it could be useful here as well. I can't attatch the savegames as they are in the other thread. hey CivFanatics community, I'm an old member (I'm not old physically lol, I'm 24, simply been registered for a long time and a long-time Civ series fan from the second one onward), so hey to anybody still here that might recognize me. Anyways, I'm really liking this particular mod, however I've encountered two strange CTDs, one that might be connected to a tech, the other I have no idea. I've had no problems with this game whatsoever. I uploaded the two savegames, both of which were reloaded from autosaves which I made a normal save out of. In the first one, finish researching marxism, then research medicine, it CTD'ed when the research bar said 3 turns to go. Just select let them eat cake/bah I spoil them too much for any advisor popups for cities In the second one finish researching the current tech, then research labor union, then civil engineering or something. I think it crashed while researching that one. This particular save also crashed while I was researching agricultural engineering. Like I said before, choose the second option for those advisor screens. In the event popup, choose the second option. The second game is actually started from an autosave that was a few turns back, so I avoided the CTD for medicine. Honestly I'm not sure what is going on here. Before anybody says anything, yea I like doing single player (no other comp players) games, we all have our preferences don't we :) Dewion Mar 27, 2008, 10:35 AM have u guys noticed that when buildings gets obsoleted, some effects are still active? school of scribes still gives +2 culture, but it's intented? culture + remains on buildings, just like wonders.. at first when i started to study those, i was certain that other buildings also had some effects that remain active, for example lab lost it 3 research but still had 10% bonus to GP points.. now i retested and none of those buildings had any problems, they all are deactivated.. was i drunk before, i dunno.. :D i lost tons of production on those buildings.. :'( Inganno Mar 28, 2008, 10:02 PM This mod seems very prone to crashing, especially late game. I have a GeForce 7300 GS video card with a AMD Athlon 64 X2 processor... Which seems good enough to make the crashes a non-graphics issue. Any ideas on what the problem is / how to fix it? Commander Bello Mar 31, 2008, 08:44 AM This mod seems very prone to crashing, especially late game. I have a GeForce 7300 GS video card with a AMD Athlon 64 X2 processor... Which seems good enough to make the crashes a non-graphics issue. Any ideas on what the problem is / how to fix it? May I assume that you are playing on huge or bigger maps? In addition, are you on XP or on Vista? Maatissi Mar 31, 2008, 08:42 PM Not exactly a bug in the exact meaning of the word, but: It seems that Theory of Relativity is too early in the tech tree, appears around the late renaissance actually! (Long before electricity and so...) E.g. Einstein's Laboratory is always built before the Edison's Workshop in my games. Perhaps in the version 2.0 this will be corrected? baha Apr 07, 2008, 02:14 PM I have a game crasing in july 1962. Actually I have modified some parts of the latest version, added some buildings, and changed some production traits. Now my game crases all the time during end turn. I dont think it is a building. I have deleted everthing but one city on the map, and it still crashes. Maybe it is caused by a random event. I didn't change them, but still can I turn them off during the game? Maybe with some saved game editor? This game was quite fun. ..:cry: edit, i have ended one unmodified game bevore, without crashing... Dancing Hoskuld Apr 10, 2008, 02:32 AM The Heroic Epic requires a barracks, however I used my free general from leadership to get a unit with enough experience to build the epic only to discover that barracks were now obsolete. Coming as I do from a country whose heroic epic comes from events in WWI I would like it to require either barracks or garrison if possible :) Gryzzli Apr 10, 2008, 04:44 AM I'm imprssed about this mod, but it crashes. Perhaps it's known problem; I've read some teksts about "huge map". It's interesting that I played this mod with "domination" (huge map as well) and everthing was OK. I played twice with "conquest"... and RoM crashed twice! (Windows XP, GF 8800 GTS, Intel Core 2 6400) By the way, why new units are so dark? dasvidania Apr 12, 2008, 10:36 AM Hi all, now all it works well (also extra add-on) but i find that i can create Cuirrassier and Cavalry in the same moment. Normaly Cavalry must replace Cuirrassier. Does it normal? Good bye Kindred72 Apr 12, 2008, 08:50 PM when i start a game i have no unit action buttons or city action buttons http://img262.imageshack.us/img262/5784/bugnl2.jpg I have the same problem. I'd really like to try this out too. Commander Bello Apr 14, 2008, 03:58 AM To Alibaba and Kindred: Do you have the original versions? Do you have installed Civ4/BtS to a non-standard path (e.g. something like F:\my own folder\Folder_with_special_signs_&äöü\...)? zappara Apr 14, 2008, 06:22 AM @Kindred There's 2 possibilities for missing UI: 1. Your BtS game isn't patched to 3.13 version 2. You are running mod on Civilization Complete Edition Both of these are known to cause this bug, 1st one is easy to fix, just patch the game but 2nd has been difficult to fix. I know what causes the problem (bug in python) but I have no fix for it yet. Edit: I might have found fix for it now, just kind of accidentally stumbled on it when was checking few other mods.. :D I just don't have complete edition so can't test it, will have to leave testing that for those who have it :D I'll try to compile and upload 1.03 patch later today. Deon Apr 15, 2008, 09:09 AM If the civ is not in default folder, the UI problem may appear. However it's not an excuse, because it means that CvPath.py has a ruined pathfinding method. Fix it please, developers. The main reason (in 1.03) is Revolutions 1.4 which is patched to 1.42 now because of this. zappara Apr 15, 2008, 10:31 AM If the civ is not in default folder, the UI problem may appear. However it's not an excuse, because it means that CvPath.py has a ruined pathfinding method. Fix it please, developers. The main reason (in 1.03) is Revolutions 1.4 which is patched to 1.42 now because of this. As I've understood it CvPath.py looks for windows registry keys and takes the install path information from those keys, it doesn't matter where you have installed the game, CvPath will (or should) find the directory location from those registry keys. My civ isn't in default folder and RoM is working just fine with it. Problem with CvPath was that if player had Complete Edition, BtS registry key was missing and that's why CvPath couldn't find the install folder and this causes missing UI problem. Now for v1.03 I added extra check to CvPath that if BtS registry key is missing, it will check for Complete edition key value for install directory.. which should work now for those who have Complete edition. I'm still waiting feedback from Complete edition users about this issue, does it work or not? Since I can't test it myself... MrWhereItsAt Jun 04, 2008, 05:53 PM Is there something new about the Jewellery building that I'm not aware of? A limit on how many you can build? I have recently connected Gems in my current game, and have been happily setting up Jewelleries in several of my cities, in fact some are still building them. However, I can't seem to set any other cities to build them all of a sudden. Yes, the cities have access to the Gems as all are connected by roads, the Gems are mined and roaded, and the icon shows up in the list of resources available for each city. No, I haven't traded them away either, since I have not yet traded any resources with any civ in the game. So what's up? Savefile attached in case the answer isn't so simple I'll slap myself. RobO Jun 04, 2008, 11:07 PM Jewellery requires Forge MrWhereItsAt Jun 05, 2008, 12:29 AM Jewellery requires Forge Ah. Thank you RobO. *Slaps self. CMKMStephens Jun 05, 2008, 09:05 PM Australia doesn't seem to have an initial greeting on first contact. Inganno Jun 06, 2008, 11:35 PM My saved games aren't loading correctly. It gives me the ol' "Serious Error, we need to close" message. Why. zappara Jun 07, 2008, 02:28 AM @CMKMStephens Are you using Extra Civ addon pack 1.0 or 1.01? v1.01 fixes first contact info for new Civs. The fix can be downloaded from this post (http://forums.civfanatics.com/showpost.php?p=6771455&postcount=5). @Inganno Are you playing Rise of Mankind 1.03 or Rise of Mankind 2.x? What game year you have in that save game and what is the size of that file? If you are using RoM 2.x, check version 2.x bug reports (http://forums.civfanatics.com/showthread.php?t=273368) for info how to give more specific info about your problem. The more info you give, the better chance there is to solve it. MrWhereItsAt Jun 08, 2008, 06:51 AM Using the latest version (2.11?) of RoM and the RevolutionDCM add-on. Both Masonry and Calendar are missing icons when the box pops up where you choose a tech, or when selecting the research bar at the top of the screen when in the middle of researching. Kalimakhus Jun 08, 2008, 05:58 PM Using the latest version (2.11?) of RoM and the RevolutionDCM add-on. Both Masonry and Calendar are missing icons when the box pops up where you choose a tech, or when selecting the research bar at the top of the screen when in the middle of researching. I think you need to do a clean installation. If you keep having the same problem you may have got a corrupted archive of RoM2.0 so you will need to re-download it. sartha Jul 08, 2008, 08:16 PM As I've understood it CvPath.py looks for windows registry keys and takes the install path information from those keys, it doesn't matter where you have installed the game, CvPath will (or should) find the directory location from those registry keys. My civ isn't in default folder and RoM is working just fine with it. Problem with CvPath was that if player had Complete Edition, BtS registry key was missing and that's why CvPath couldn't find the install folder and this causes missing UI problem. Now for v1.03 I added extra check to CvPath that if BtS registry key is missing, it will check for Complete edition key value for install directory.. which should work now for those who have Complete edition. I'm still waiting feedback from Complete edition users about this issue, does it work or not? Since I can't test it myself... Hi, I'm new to the forums and unfortunately I have to confirm that this issue still plagues us "complete edition" users. At least it still plagues me >.>;; I tried with the CvPath that comes by default in the mod and I tried with the new CvPath in the zip folder... it didn't fix the problem, still no interface. I'm running on Windows Vista Home Edition (32 bit) with all patches at most recent levels. (Rise of Mankind 2.2, BTS 3.17, no modifications) Also, two other points: 1) The readme sais it comes with the 34 civ dll, but when I tried starting on gigantic map, the max civs was 18. I didn't try the other sizes yet... 2) The readme also states that a Huge Earth map is provided with the mod... there are no custom maps in the mod >.> zappara Jul 09, 2008, 08:26 AM Vista and complete edition has been combination that seems to be hard to get to run this mod correctly. I have neither of them so for me it's hard to try to figure out why the UI goes missing on that particular combination. For the moment I don't have immediate solution to this problem - I'll have to dig through some other mods that have had similar problems and see how they solved it. 1) dll was removed from v2.2 because there wasn't any DLLs available at time of release that were updated to BtS 3.17. It will be added back in next patch since now Lt. Bob has updated his DLL to work with BtS 3.17. 2) Also Earth map was left out from v2.2 (I tried to remove referencies from readme but seems I forgot it there somewhere). At the time of v2.2 release I hadn't edited Earth Map to be compatible with max of 18 Civs (map required 40 civs before), map required 40 civ DLL in v2.12. Now that I have 40 civ dll again, I'll put the maps back to next patch. If I had left map there and it wouldn't work, I'd get more bug reports. ;) strategyonly Jul 09, 2008, 11:54 AM I had one guy with a Vista problem and he put it here, after about ten different things he did, it might work and might not, but what the heck: C:\Users\(yourname)\AppData\Roaming\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods sartha Jul 09, 2008, 03:40 PM I just checked my boxes and it seems I don't possess Civ IV Complete >.>;; It's Civ IV Gold with BtS seperate... So that leads me to believe the problem I have is solely Vista related. On that note, I recently tried Thomas' War v2.1 modpack and it's UI works fine on my machine. It could be a starting place to see why his mod works on Vista and yours doesn't... just a suggestion. sartha Jul 11, 2008, 04:13 PM I tried playing around with CvPath a bit... pointing it directly to my Civ 4 directory as well as my user directory... both physically and in the windows registry. To no avail... the game runs fine but without a user interface @.@ so it's not as good an experience as it could be. This leads me to believe the problem might not lie in the CvPath file, but instead it would be somewhere else. However, just incase... Let me show you what paths I have on Windows Vista using Civilization IV Gold + Beyond the Sword: C:\Program Piles\2K Games\Firaxis Games\Sid Meier's Civilization IV Gold C:\Program Piles\2K Games\Firaxis Games\Sid Meier's Civilization IV Gold\Warlords C:\Program Piles\2K Games\Firaxis Games\Sid Meier's Civilization IV Gold\Beyond the Sword ------------ C:\Users\<user name>\Documents\My Games\Sid Meier's Civilization IV Gold C:\Users\<user name>\Documents\My Games\Warlords C:\Users\<user name>\Documents\My Games\Beyond the Sword Note that unlike in WinXP, there is no "All Users" option for <user name> in Vista. strategyonly Jul 16, 2008, 09:23 PM looked at at a different post. Kalimakhus Jul 17, 2008, 04:06 AM Pic1 means that you play with Choose Religion option on. However I suppose that in Techs screen techs founding a religion should have a generic icon rather than a specific icon for a religion. Anyway as I see in Pic2 Meditation is actually researched. Anyway, if you play with choose religion then Buddhism can be founded even if meditation wasn't researched yet. Any tech that founds a religion can allow an AI to choose Buddhism if it is its favorite religion. strategyonly Jul 17, 2008, 05:58 AM But then that would mean it takes away the option of another civ to found Confucianism and i get the holy city also. When i really do not want it, plus the fact it spreads all over my civ, when i dont want it to. All i wanted was Buddhism but now i have two religions? :blush: No matter what i do.:rolleyes: Kalimakhus Jul 17, 2008, 06:45 AM I am not sure I understand you well. Do you mean you got two religions founded on the same turn after discovering one tech i.e. one you chose from the pop-up and another automatically? If so then it is an oddity that needs looking at it. MrWhereItsAt Jul 17, 2008, 07:17 AM But then that would mean it takes away the option of another civ to found Confucianism and i get the holy city also. When i really do not want it, plus the fact it spreads all over my civ, when i dont want it to. All i wanted was Buddhism but now i have two religions? :blush: No matter what i do.:rolleyes: Are you sure you founded Buddhism that turn? What happened is that you were playing with Choose Religions turned on, as Kalimakhus explained. What this means is that, when you are the first to discover a tech that founds a religion, it is NOT just going to be the religion shown in the tech tree. For example, you have just discovered Meditation, which the tech tree shows gives you Buddhism. BUT, because the Choose Religions option is ON, this means that, as long as you were the first to discover that tech, you choose ANY unfounded religion. The screen shows the three unfounded religions you can choose do not include Buddhism, so someone founded it first, when they discovered Polytheism or Monarchy or something else. If you want Meditation to found Buddhism and ONLY Buddhism (like Philosophy gives Taoism etc), then you need to start a game where the Choose Religions button in the game setup screen is OFF. strategyonly Jul 17, 2008, 10:31 AM Ohhh good to know, didnt know that, thx. Thats exactly what happend then. But i thought i just looked at the Religion screen one turn before and Buddism was not founded yet?? Oh well off goes that religion stuff.:mad: btw where do you turn it off? Better yet, how? MrWhereItsAt Jul 17, 2008, 05:16 PM Ohhh good to know, didnt know that, thx. Thats exactly what happend then. But i thought i just looked at the Religion screen one turn before and Buddism was not founded yet?? Oh well off goes that religion stuff.:mad: btw where do you turn it off? Better yet, how? When you start a game in the first screen, there are options to Play Now or a few other things - one of them is something like Game Options, or Game Setup. If you click on that you have the option to choose worldsize, number of civs etc. In the middle of the lower part of this set of options are a whole lot of boxes to tick, like Raging Barbarians, No Tech Brokering etc. The Choose Religions box is in there. I like Choose Religions because I can always get Taoism. Each city with Taoism gives the best set of bonuses (culture, gold etc) when it's your state religion, and Taoist Monasteries give your Melee units a free Martial Arts (+20% vs Melee units) upgrade! That can't be beat! :) strategyonly Jul 17, 2008, 06:01 PM Went back and looked and Choose Religion was not checked?? EDIT: Played a new game to make sure nothing was checked and Buddhism is the only religion that this happens to?? BigEvil Jul 19, 2008, 06:57 PM The Mod loads fine without error but once I try to start a game, it will crash while it is initializing. And unfortunately Vista doesn't give me any more info other than it doesn't know why the program crashed. strategyonly Jul 22, 2008, 12:13 PM Dont know if this is the way its supposed to look, but the Shield is Gi_normous (huge)?? Looks weird. zappara Jul 22, 2008, 12:54 PM @strategyonly lol, that's hilariously huge shield. Can you tell what buildings that city has built? I think there's some building graphic that causes the shield to become huge (not the first time). You could also test it by removing buildings one by one in that city and see if it changes the size of shield. Kalimakhus Jul 22, 2008, 02:52 PM @Zappara This problem has been linked to the Stable building that comes with the Ethnic City styles. Usually removing the graphics folder for the Stable from the Art folder would solve the problem. strategyonly Jul 22, 2008, 03:41 PM EDIT: See pics below. With radar, (Pic1) without radar building (pic2) Kalimakhus Jul 22, 2008, 07:15 PM @strategyonly It seems then that the Radar building has this effect of shields as the Stable. BTW buildings art files seem to be in the fpk files. Did you see if the stable has the same effect or not. I remember that it caused this problem in Extra and maybe in an early version of RoM. If it was caught in RoM before then maybe Zappara has removed or replaced it. strategyonly Jul 22, 2008, 10:01 PM @strategyonly It seems then that the Radar building has this effect of shields as the Stable. BTW buildings art files seem to be in the fpk files. Did you see if the stable has the same effect or not. I remember that it caused this problem in Extra and maybe in an early version of RoM. If it was caught in RoM before then maybe Zappara has removed or replaced it. He must have removed the Stables folder then, cause it isnt there, and i always unpack the fpk right away cause i use it alot, no offense. I will look into the stables, just in case, thx. EDIT: Oh yeah, i forgot to add that this might have been where the game crashes, cause about five turns later it crashes. EDIT EDIT: OK I should have looked better in the pics there is NO stables build there, so i put one there and nothing happend. So i took out the Radar Station and NO crash in five turns, will keep going to find more info. Also reduced the Dreadnought and NaniteCloud size from 7 to 5 and increased the size of Willys to 4, did these cause they looked a little weird in size. Kalimakhus Jul 23, 2008, 06:44 AM Thanks for tracking this and reporting about it. I confess I have never gone that far with RoM. I always finish my games in the Industrial or modern eras. Concerning weired units sizes do you think the Jeep looks weired as well. I think it should be enlarged a little. strategyonly Jul 23, 2008, 07:04 AM Thanks for tracking this and reporting about it. I confess I have never gone that far with RoM. I always finish my games in the Industrial or modern eras. Concerning weired units sizes do you think the Jeep looks weired as well. I think it should be enlarged a little. Yeah i better report them, cause i am invested here. (Sig) Dang your right i forgot about that one, and there are a few more also, but thx for reminding me.:p gruffydd Jul 23, 2008, 11:46 AM When playing Celtia, if you have the Dun built, then 'upgrade' to high walls, you lose the bonus (i.e., free guerilla 1 promotion). I suspect this is an across the board problem with some of the upgradeable buildings in RoMs... I've noticed quests not triggering because of name changes/upgrades, etc. (For example, the build X number of buildings quests don't seem to work if the unique building for a culture replaces the required building). Nemesys Aug 04, 2008, 02:07 PM Hi all, great mod to play, I have to report a game CTD as I have tried everything to track what could be the cause: changed productions in all of the cities, made some diplomacy, reduced to minimum the graphic settings, enabled/disabled "show friendly/enemy moves" and "wait at the end of turn", disabled autosaves in civ4config.ini...I tried everything I know to solve the problem myself but now it's time for me to ask for some help for the community as I really don't want to let this game down nor start a new one only to have the same problem after hours of dedicated playing!!! attached you will find the savegame. it should CTD after all the other civs have made their moves. (note that minimum system requirements are being met, BtS and mod latest versions, windows xp home edition with GeForce Fx5500) Thanks in adv for you support Nemesys strategyonly Aug 05, 2008, 04:08 PM fixed......................... gruffydd Aug 06, 2008, 09:58 AM strategy, there is an option in the custom game menu start up to choose religion when founding which is enabled/disabled with a check box. Some people have talked about seeing this as a problem, and disabling that option helped... not sure if that is the same issue you are having, but occam's razor suggests looking for the simplest solution first ;) if you are getting that option to choose a religion with that aspect of gameplay disabled, it has to be some sort of installation error, since the only people that have mentioned it here resolved it with the options menu... strategyonly Aug 06, 2008, 10:40 AM fixed........................ Nemesys Aug 07, 2008, 03:42 PM Just a quick note to let you know that I've experienced the same CTD problem as described in post no.131 (this time playing as Japan, CTD after year 1906 turn completed), I am not going to post the saved game as attachment because I think it's useless since most probably the problem is the same as the one encountered in the other saved game posted. please look after it because otherwise the mod is useless right now since no game can be completed :mad::mad::mad: cheers Nem Tekener Aug 09, 2008, 03:59 AM Glassmith requires Forge but city does have a Forge Jewellery requires Forge but city does have a Forge Statue of Liberty is only visible in the building menu of 16 from 33 cities, and in some of them the max numbers of wonders is already reached. Unfortunatley all major cities and industrial cities do not show this building option. CTD after completion of year 1506 AD (Turn 1303) no matter which old savegame is loaded and no mater how diplomatic relations are at the moment of crash. (Savefile inlcuded) Savefile with CTD: :trophy2: Alexander AD-1506.CivBeyondSwordSave (http://forums.civfanatics.com/attachment.php?attachmentid=184771&d=1217800095) (1.88 MB) (Using Civ4 BtS 3.17, RoM 2.2, Win XP SP3, 2 GB RAM) supermatt Aug 09, 2008, 04:56 AM Just a quick note to let you know that I've experienced the same CTD problem as described in post no.131 (this time playing as Japan, CTD after year 1906 turn completed), First: This is an enormous mod. Great gaming experience. However I have the same probas Nemesys with olympic China. First time around 1890 in the turn after I finished off the french. So I loaded another save, didnt destroy Napoleon and it worked fine. Now I am around 1910 and the games just crashes to desktop. No Bad Memory allocation. Since its kind of a world war going on I guess some computer nation vanished another. I tried a 10 round before backup and it just crashed one round later... Anway thanks for the nice mod, but I would really like to finish off the Celtic :D Nemesys Aug 09, 2008, 07:18 AM Thanks supermatt for posting, it looks like many of us have this problem, but I think that it should not be difficult to fmake the mod "reliable" since this bug seem to be the most recurring (i did not experience any other troubles from 6000Bc to 1900AD, give or take). This makes me even more anxious to get a fix since the mod is great and I am not going to play any other...Now when a game crashes I just start another one and playa until it's safe...then when we will get a fix I will resume all the games "freezed" and finish them! Who bears, wins cheers Nem MrWhereItsAt Aug 10, 2008, 02:19 PM Glassmith requires Forge but city does have a Forge Jewellery requires Forge but city does have a Forge There is an Empire-wide limit on these buildings (and I think some others), based on the number of Forges you have in total. It's the same sort of thing as with Cathedrals, where you need 3 Temples Empire-wide to build each one. Sometimes, by mousing over the building you inexplicably can't build, it tells you how many more of the pre-requisite building you need to build the next one. I wish that this was clearer though. Statue of Liberty is only visible in the building menu of 16 from 33 cities, and in some of them the max numbers of wonders is already reached. Unfortunatley all major cities and industrial cities do not show this building option. Don't you need some other building for the SoL as well? I haven't got there in my latest game, but if I figure it out I'll post here. ALso, I want to add one, although I'm not sure if ir counts as a bug or not. When Barracks are obsoleted by Garrisions, you can't build the Heroic Epic in one of those cities that doesn't have one of the former, and from that point on can't build one. Can we make the Heroic Epic have Barracks OR Garrisons as pre-reqs? Tekener Aug 13, 2008, 01:41 AM Don't you need some other building for the SoL as well? I haven't got there in my latest game, but if I figure it out I'll post here. I looked at the SoL and there are no pre-requirements written in it. And the strange thing is that the biggest cities, which have every building except wonders builded (they do not reached the World/National Wonder limit) do not even show the SoL in the building menu. So it's not disabled, it's simply not in the list. Only a ferw minor cities with less bulding s are offering the SoL. Is there a building/bug that prevents building the SoL when it is present? Commander Bello Aug 13, 2008, 01:52 AM I looked at the SoL and there are no pre-requirements written in it. And the strange thing is that the biggest cities, which have every building except wonders builded (they do not reached the World/National Wonder limit) do not even show the SoL in the building menu. So it's not disabled, it's simply not in the list. Only a ferw minor cities with less bulding s are offering the SoL. Is there a building/bug that prevents building the SoL when it is present? Doesn't the Statue of Liberty require the city to be located next to the open seas? A continental city should not be able to build the SoL, as far as I remember. gruffydd Aug 14, 2008, 08:44 AM Yep... SoL doesn't even pop up in landlocked city build menus. So, the three basic requirements are: at least one steel resource (from mill or ironworks), less than 4 wonders already built in your city, and coastal. There are several wonders that have 'hidden' requirements to build... the mod is inconsistent in whether they are displayed in build menus as greyed out with a tooltip explaining why (lack of prereq building like a university), greyed out with no tooltip explaining why (often a prereq or resource missing), or just absent from build menu (SoL, some of the science wonders if you already have another science wonder in that city). LeEmmerdeur Aug 15, 2008, 02:37 PM Hi folks, first off lemme just say that you all rock! This mod is single handedly responsible for a 0.2 drop in my GPA! Good work! Ok, so when playing RoM 2.12 Rev+DCM I have a gigantic civ who needs to shed some dead weight in the new world. When I try and grant the colonies independance the WHOLE world declares war on me (actually the message I get says I declared war on them). I think that this was partly intentional but every civ? Bit too much, very discouraging for a progressive thinking tyrant trying to show a bit of benevolence. This has happened in every game I've played so far so I'm not sure a save file would help to fix it, all you have to do is play it to see. Sorry about the long post and let me just reiterate that you all rock, Firaxis should be paying you guys royalties!:lol: Edit: I have a guess as to the problems cause. I have been playing with the "start as minor civs" option on and when I grant the colonial swine their freedom they become my vassal and ally, as well as going to war with every other civ. I guess the workaround is pretty obvious but I was wondering if anyone has noticed this bug and how hard it would be to fix? Thanks again. cheers, The Vagabond king (LeEmmerdeur) Nemesys Aug 17, 2008, 08:13 AM i have encountered a possible bug while playing with Arabia, it looks like some units (War elephants and rifleman so far) don't have their command bar displayed. I mean, I can give them orders but only trough shortcuts and no promotions are possible since no informations about the unit are visible on the interface. Furthermore, if you selected another kind of unit before, when you select rifleman or war elephants you will still see information about the provious unit. Very annoying and quite difficult to explain (hope you got the message I am not english...), I just tried to remove the arabian rifleman graphics and replace it with the default one but I couldn't make it so far. Any suggestion? tx Nemesys gruffydd Aug 17, 2008, 09:47 AM Nem, I've had that problem when playing Arabia as well, although for me the Knight bugged out and lost it's command bar... also any stack with a knight in it would lose commands. Reloading didn't help, but I've played another game through with Arabia and didn't have a problem with any units. 0100010 Aug 17, 2008, 11:35 AM Hi folks, first off lemme just say that you all rock! This mod is single handedly responsible for a 0.2 drop in my GPA! Good work! Ok, so when playing RoM 2.12 Rev+DCM I have a gigantic civ who needs to shed some dead weight in the new world. When I try and grant the colonies independance the WHOLE world declares war on me (actually the message I get says I declared war on them). I think that this was partly intentional but every civ? Bit too much, very discouraging for a progressive thinking tyrant trying to show a bit of benevolence. This has happened in every game I've played so far so I'm not sure a save file would help to fix it, all you have to do is play it to see. Sorry about the long post and let me just reiterate that you all rock, Firaxis should be paying you guys royalties!:lol: Edit: I have a guess as to the problems cause. I have been playing with the "start as minor civs" option on and when I grant the colonial swine their freedom they become my vassal and ally, as well as going to war with every other civ. I guess the workaround is pretty obvious but I was wondering if anyone has noticed this bug and how hard it would be to fix? Thanks again. cheers, The Vagabond king (LeEmmerdeur) Go see the Bug Reports under the JDog's Revolution thread, but this had already been fixed. Are you playing with an unpatched version? Blaze96 Aug 17, 2008, 07:44 PM I just started my first game and I got a pop-up saying that the game could not locate the revolution.ini folder and gave me a directory. When I get to the mod file in my program files the revolution.ini file is where the game says it isn't. The game didn't crash and I'm sure I could have gone on to play AND I had the other menu saying what mods were on/off. I'm just wondering if there is a patch or file I need or some other way to correct the problem or if the message itself was an error and everything is fine. arkham4269 Aug 18, 2008, 11:39 AM i have encountered a possible bug while playing with Arabia, it looks like some units (War elephants and rifleman so far) don't have their command bar displayed. I mean, I can give them orders but only trough shortcuts and no promotions are possible since no information about the unit are visible on the interface. Furthermore, if you selected another kind of unit before, when you select rifleman or war elephants you will still see information about the previous unit. Very annoying and quite difficult to explain I just tried to remove the Arabian rifleman graphics and replace it with the default one but I couldn't make it so far. Any suggestion? I am having the same issue. Plus if you build your elephant and it has a promotion, you can't tell it what promotion to have. After building one of these elephants, my graphics got wonky and so I'd go to a city screen (the only way to be able to click the unit) and the only thing I could do was delete the unit. Then I'd get a graphic CtD in short order. Shackel Aug 26, 2008, 09:47 PM No Menu/HUD thing. I have to use the keyboard for everything, something that I am UNABLE TO DO T_T code32 Aug 29, 2008, 07:10 AM We are faced with a critical mistake, which does not allow us to continue the game. Alas, we do not even represent what the reason for the error and therefore unable to, circumvent it, on its own. All hope of the authors fashion. It would like to continue the party. The game gives an error after the completion of the course. Windows XP SP 2 Civilization 4 Beyond Sword 3.17 Rise of Mankind 2.2 RAM : 1024 Mb zappara Aug 30, 2008, 11:51 AM I am having the same issue. Plus if you build your elephant and it has a promotion, you can't tell it what promotion to have. After building one of these elephants, my graphics got wonky and so I'd go to a city screen (the only way to be able to click the unit) and the only thing I could do was delete the unit. Then I'd get a graphic CtD in short order. Sounds like it's animation file problem, there's been few of those on other units as well. @code32 That crash could be caused by one of the bugs that are in current version or it's Memory Allocation Fault error which happens when your computer runs out of memory. Try lowering graphics to minimum and if it still crashes then it's probably caused by bug which most if not all should be fixed in v2.3. BigEvil Sep 01, 2008, 04:32 PM Sorry if this has been posted already, but is there any fix or info in regards to games starting up and instantly being "defeated"? zappara Sep 02, 2008, 10:23 AM @BigEvil I've had that occur only when I tried my colonization scenario in RoM+RevDCM 2.2 and I haven't solved why it happens. If you have had this happened in other situations please give some more details about the settings you had when it occurred. ersner Sep 07, 2008, 07:49 AM Hi I just downloaded RoM version 2.3 and it does not work at all on my computer - the game crashes just after the initial XML loading finishes - instead of the main menu appearing, i have a crash to desktop. Version 2.2 worked ok on these same settings. I have Civilization BtS 3.17, Windows XP Service Pack 2. Please, help. zappara Sep 07, 2008, 08:22 AM try holdins shift button down during start up, it should clear out BtS cache. If that doesn't help then it must be some other problem... ersner Sep 07, 2008, 09:10 AM Ok it works now ok sorry for the problem. By the way, did you consider adding some kind of a era-specific soundtrack for the Future Era in some upcoming update ? It would be much easier than whole new city style,but could enhance the atmosphere of the game greatly. WhteDrgn Sep 07, 2008, 09:24 PM Minor Bug in RoM 2.3; Playing a multi-player game... Year is 780BC, and one of the players with a Great General, was able to build a SECRET ARMY BASE... Since we don't have Biological Weapons... kind of odd strategyonly Sep 08, 2008, 01:27 AM Was just going over your ArtDefinesMovies and noticed that your Religious ones are wrong. You have <Path>Art/Movies/Religion/Egyptian_Myth2.dds</Path> should read: <Path>Art/Movies/Religion/egyptian_myth/shrine_hin_dwg_512.dds</Path> on Greek and Zoro also, or am i wrong here? xilr Sep 13, 2008, 09:52 AM Multiplayer in 2.3 - Problems with the revolution features. He played Russia, I played America. Whenever either one of our cities got close, we both got the "revolution is in the air" messages. (ex: Russian player is also hearing about Boston getting ready to revolt) If you click on the bribe menu or even look at any of the revolution options, the game immediately desyncs and we have to reload. jacktannery Sep 13, 2008, 11:20 AM OK My First Bug ever with RoM. Playing the latest version 2.3. For some reason, I cannot select any button or carry out any keyboard command except 'wait' (w). Nothing else works. I have tried saving and re-loading, and going back into the desktop and returning, etc., but nothing seems to work. I also cannot end the turn. It is 1168 AD and I have just discovered logistics. I have never got the famous late game crash - is this it? I have played numerous civ mods for years and this is the first time anything like this has happened. I have saved my game at this point, but do not know how to post it on the forum. Ogaburan Sep 14, 2008, 06:25 PM Strange problem... I wanted to play a gigantic Terra map. Thats what i selected in the beginning of the game and i also double checked it in the victory conditions. I also tried the start as minor civs and got overrun after conquering the french (first game.. so... :P ) Usually when i lose hope i go or the world builder to check how is the AI doing... i was shocked to find that the map was NOT TERRA... it wasn't even Pangaea, but something without any water in it. Tried then with giant and the same result, seems that Terra maps dont work with the gigantic and giant maps, or is it just me? or was it because i put 43 civs? On huge + 34 civs Terra worked. Anyway guys.. this mod is BRILLIANT! Much better then the original game. :D zappara Sep 19, 2008, 12:20 PM Some map scripts don't work correctly on Giant or Gigantic map sizes and I can't do much about it so we'll have to use those that work (modder made scripts in most cases should work). supermatt Sep 19, 2008, 12:42 PM Hey, is it just me, or is there a problem with selecting units in garrisoned in a city? For some reason I cannot indivually select a unit I want, but only do so with a unit the AI selects. Also deselecting is not working. This way I can only select whole unitgroups by moving all units out of a city and then moving same unittypes inside the city again. I play ROM 2.3 with all standart modules turned on. Dawgphood001 Sep 19, 2008, 03:27 PM I've noticed a problem with rifleman in my games with RoM. I can move my rifleman well enough, but the unit action icons (fortify, sentry, etc.) don't work when I click on them. So in order to do the equivalent action I need to use the hot keys (F, S, etc.). I also can't promote them or upgrade them to infantry because of this bug. Who else has this problem? Dawgphood001 Sep 19, 2008, 03:30 PM i have encountered a possible bug while playing with Arabia, it looks like some units (War elephants and rifleman so far) don't have their command bar displayed. I mean, I can give them orders but only trough shortcuts and no promotions are possible since no informations about the unit are visible on the interface. Furthermore, if you selected another kind of unit before, when you select rifleman or war elephants you will still see information about the provious unit. Very annoying and quite difficult to explain (hope you got the message I am not english...), I just tried to remove the arabian rifleman graphics and replace it with the default one but I couldn't make it so far. Any suggestion? tx Nemesys Yes, I'm playing with the Arabs and I have the same predicament. I don't know what the problem is, but otherwise I haven't had any issues with this excellent modpack.:goodjob: Civ Fuehrer Sep 20, 2008, 06:43 PM I'm thinking this is a pretty big glitch, if its not a glitch then please, shed some light on the subject, but after i have a fairly large change in civics, ALL my cities started filling up the revolt bar after the govt was re-established. Jabarto Sep 20, 2008, 06:53 PM I'm thinking this is a pretty big glitch, if its not a glitch then please, shed some light on the subject, but after i have a fairly large change in civics, ALL my cities started filling up the revolt bar after the govt was re-established. I think anarchy causes rebellion to increase. It should go down after a few turns. CivEikka Sep 27, 2008, 05:52 AM I cant use my inquisitors.. Bug or how I am supposed to remove religions? I move my inquisitor in a city with 3 religions (want remove to the 2 other) But I cant get any option to remove anything. zappara Sep 28, 2008, 04:16 AM I cant use my inquisitors.. Bug or how I am supposed to remove religions? I move my inquisitor in a city with 3 religions (want remove to the 2 other) But I cant get any option to remove anything.You should have Theocracy civic active and your state religion must be present in the city where you try to remove the other religions. FriskyBuddha Sep 28, 2008, 05:19 PM Parthanon bug - can't seem to build it, i have hinduism, hellenism and state religion in my city. Shedawagon palace comes up but not parthenon. Hyronymus Sep 29, 2008, 01:31 AM Parthanon bug - can't seem to build it, i have hinduism, hellenism and state religion in my city. Shedawagon palace comes up but not parthenon. There was something odd with Taj Mahal too in another game I had. I was only able to build it in the 1900's, after capturing the capital of the Native Americans. In general, there seems to be an error in tracking the Holy Cities. Even whit all religions discovered some appear "Unknown" in the Religion tab. Rusty Nail Sep 30, 2008, 01:08 PM I note a problem in the civics window. When you click on a civic, you see a text in an explanatory text in a separate box below, with a slider on the right side. Fine so far, but in most cases you cannot see ALL the text, and if you try to move the cursor to the text box it disappears, so you can not access the slider and thus never get the full explanation of the civic. In some cases this is quite important. strategyonly Sep 30, 2008, 01:36 PM Is there a way to set the nuclear fallout some place, cause mine always starts right around rifling/cavalry and i am no way near the nuclear area techs yet? btw thx for your help. arkham4269 Sep 30, 2008, 02:08 PM Why is the d*mn Xebec a TITAN among ships? I'm having Man-O-Wars blown out of the water by them with them STILL being at least 1/2 strength or above after the fight? I have to keep around 6 MoW's per stack or I get my navy sunk. Frankly, WTF? :mad: I've noticed for a long time the Xebec seems to be overpowering and I don't know why since it's pretty much just a different Frigate, right? Hyronymus Oct 01, 2008, 01:31 AM Why is the d*mn Xebec a TITAN among ships? I'm having Man-O-Wars blown out of the water by them with them STILL being at least 1/2 strength or above after the fight? I have to keep around 6 MoW's per stack or I get my navy sunk. Frankly, WTF? :mad: I've noticed for a long time the Xebec seems to be overpowering and I don't know why since it's pretty much just a different Frigate, right? They even easily sink Privateers. Another bug, or maybe it's a feature built-in to Civ: when you build Wonders like The Eiffel Tower you don't see a Broadcast Tower when you hover over your cities. All the other buildings are shown but not those that come by the merit of a Wonder. Jean Elcard Oct 02, 2008, 08:09 AM 1. This one is only a typo. Tracked it down to line 59 in CvRandomEventInterface.py: Can't find type enum for type tag UNITCLASS_FLYUT 2. Here seems to be the line import Popup as PyPopup amiss in RevEvents.py: Traceback (most recent call last): File "CvEventInterface", line 25, in onEvent File "CvCustomEventManager", line 160, in handleEvent File "CvCustomEventManager", line 171, in _handleDefaultEvent File "RevEvents", line 121, in onEndGameTurn File "RevEvents", line 1110, in checkForAssimilation NameError: global name 'PyPopup' is not defined ERR: Python function onEvent failed, module CvEventInterface arkham4269 Oct 02, 2008, 02:37 PM I don't know what you guys where thinking, but I just wasted 3 hours of life on this Mod (previously my favorite) only to be totally, utterly destroyed by the Greeks. :mad: Why? I had high walls, I had lots of troops and I had barracks to build tough units. So how did I fail? :confused: Easy - PHALANX - 50% versus melee units. Well I didn't have horses and I hadn't had access to ivory that long so regardless all the defenses I did; I was screwed. I even built fortress in choke-points between mountains so they would have to attack me at my strongest. Didn't matter a damn. :mad: Plus, I know they've tweaked the AI and it's not supposed to "cheat" but how come I was practically bankrupting my Civ just to keep enough units so other Civs won't attack me and the Greeks (who had a similar sized empire as mine) is able to pump out twice as many units as me? Yes, I'm sure certain civics helped, but this is insane! I know this is "just a game" but you know as a fan of history and a 17y intel analyst vet of the Army, I can tell you that it is true what they say about talking tactics vs logistics. We were barely into the classic age and these guys are able to field multiple 10 unit stacks? How? How are they going to support that? :mad: Well, until these balance issues get fixed (see my previous post about the SUPER Xebecs) I'm going back to playing Fall from Heaven. Which is really too bad since I like a lot of the changes recently in this mod. However, it's just unplayable as too many Civs seem to have 'super troopers' you can't beat. I mean I pretty much was "build a defensive unit/build a building" and I still got clobber. Hell, I even got mad and before pulling the plug on the game, I went into the Worldbuilder and plunk down lots of heavy swordsmen and pikemen and THEY almost to a unit got killed by these Phalanxes! You know, historically the swifter Roman Legion defeated the bulky Phalanx. In Rise of Mankind, that wouldn't happen. :mad: wrestler235 Oct 02, 2008, 05:40 PM I noticed this bug quite a few times. I apprently don't have super spies or inquisitors turned on (I don't know how to turn them on). However, the game still alows me to build inquisitors, but they don't do anything! And my spies can't do anything either! I know it's not that I don't have enough EP, so I think it has something to do with the fact that super spies isnt turned on. strategyonly Oct 02, 2008, 07:29 PM Have you figured out yet on those Arch Shields, the radar that makes them so darn big?? If not i guess i'll just have to get rid of the radar. Also, is anyone else having problems with the Nuclear Fallout coming so early in the tech area, mine come right after Calvary or so, and i know no civs have advanced past the nuclear area yet?? zappara Oct 02, 2008, 10:21 PM Yes, I'm playing with the Arabs and I have the same predicament. I don't know what the problem is, but otherwise I haven't had any issues with this excellent modpack.:goodjob:Missing unit buttons are caused by animation problem with that certain unit graphics so when you see this happen, please report which unit type and for what nationality it belongs to (ethnic unit graphics) so I can track these and fix them. Is there a way to set the nuclear fallout some place, cause mine always starts right around rifling/cavalry and i am no way near the nuclear area techs yet? btw thx for your help.It's not nuclear fallout - it's the new v3.17 global warming system that Firaxis changed in last patch. I thought I fixed the TXT element for that message so that it says global warming instead of nuclear fallout when it happens... seems there's another TXT element that overwrites the default one still since you still saw this bug happen. Why is the d*mn Xebec a TITAN among ships? I'm having Man-O-Wars blown out of the water by them with them STILL being at least 1/2 strength or above after the fight? I have to keep around 6 MoW's per stack or I get my navy sunk. Frankly, WTF? :mad: I've noticed for a long time the Xebec seems to be overpowering and I don't know why since it's pretty much just a different Frigate, right?Xebec is supposed to be the middle east version of Frigate and its stats the same. I'll check it. 1. This one is only a typo. Tracked it down to line 59 in CvRandomEventInterface.py: Can't find type enum for type tag UNITCLASS_FLYUT 2. Here seems to be the line import Popup as PyPopup amiss in RevEvents.py: Traceback (most recent call last): File "CvEventInterface", line 25, in onEvent File "CvCustomEventManager", line 160, in handleEvent File "CvCustomEventManager", line 171, in _handleDefaultEvent File "RevEvents", line 121, in onEndGameTurn File "RevEvents", line 1110, in checkForAssimilation NameError: global name 'PyPopup' is not defined ERR: Python function onEvent failed, module CvEventInterface Thanks, will check and fix them. :) I noticed this bug quite a few times. I apprently don't have super spies or inquisitors turned on (I don't know how to turn them on). However, the game still alows me to build inquisitors, but they don't do anything! And my spies can't do anything either! I know it's not that I don't have enough EP, so I think it has something to do with the fact that super spies isnt turned on.Super Spies or Revolution's Inquisition are not turned on for couple reasons: the DLL included doesn't have the code for Super Spies thus it can't be turned on (Super Spies is included in next RoM version) and RoM has already own system for Inquisitors so there's no need to enable Revolution's inquisition system (and the included DLL does not have the required code for it so it can't be enabled). Have you figured out yet on those Arch Shields, the radar that makes them so darn big?? See attached. If not i guess i'll just have to get rid of the radar.It's not just one building that is causing it - it's combination of buildings and the size of city that cause the bug. I tested it few times for RoM 2.3 and it was one reason why I had to "obsolete" missile batteries building from the city when it builds Arcology but the bug can still happen if your city size goes over 40 and you have built certain buildings there. I don't think there's much that I can do to fix it permanently - other than disabling bunch of buildings from cities when Arcologies are built and then I would need realistic reasons why those buildings would obsolete when Arcology is built... Dawgphood001 Oct 04, 2008, 04:36 PM Missing unit buttons are caused by animation problem with that certain unit graphics so when you see this happen, please report which unit type and for what nationality it belongs to (ethnic unit graphics) so I can track these and fix them. It's the Arabic rifleman...It uses the middle eastern rifleman graphic I believe. Thanks for your help.:) BadaBing Oct 06, 2008, 01:09 AM Hi - I just wondered if anyone else had noticed the problem when AI players refuse to trade for dye. Seriously, they won't even pay 1 gold for it. I've noticed this in a couple of games and I'm currently playing 2.3 (although I've noticed it in earlier versions, but I thought one of the updates fixed it until it happened again in my current game). Anyone else had this problem? I searched through this thread and couldn't find any mention of it. I've attached my latest save which illustrates the problem - let me know if I can help with any more info? Thanks for a great mod :) Jean Elcard Oct 06, 2008, 03:57 AM 1. A Python Exception. Should I post this in the Revolution thread too? Traceback (most recent call last): File "CvEventInterface", line 25, in onEvent File "CvCustomEventManager", line 160, in handleEvent File "CvCustomEventManager", line 171, in _handleDefaultEvent File "Revolution", line 586, in onEndPlayerTurn File "Revolution", line 977, in updatePlayerRevolution File "Revolution", line 2052, in checkForRevolution File "Revolution", line 2649, in pickRevolutionStyle File "Revolution", line 4745, in makeRevolutionDecision File "Revolution", line 5568, in processRevolution UnboundLocalError: local variable 'iPlayer' referenced before assignment ERR: Python function onEvent failed, module CvEventInterface 2. For some reason some nations (in my game Zululand, America and England) are building Caravels like there is no tomorrow. See the screenshot below for an impression. The British Empire had 150 at this point. And it gets even more mysterious. The Caravels stayed inside their boarders and would not even attack a Privateer blocking trade routes right in the middle of the crowd. Very strange. Ogaburan Oct 07, 2008, 07:28 PM 1. A Python Exception. Should I post this in the Revolution thread too? Traceback (most recent call last): File "CvEventInterface", line 25, in onEvent File "CvCustomEventManager", line 160, in handleEvent File "CvCustomEventManager", line 171, in _handleDefaultEvent File "Revolution", line 586, in onEndPlayerTurn File "Revolution", line 977, in updatePlayerRevolution File "Revolution", line 2052, in checkForRevolution File "Revolution", line 2649, in pickRevolutionStyle File "Revolution", line 4745, in makeRevolutionDecision File "Revolution", line 5568, in processRevolution UnboundLocalError: local variable 'iPlayer' referenced before assignment ERR: Python function onEvent failed, module CvEventInterface 2. For some reason some nations (in my game Zululand, America and England) are building Caravels like there is no tomorrow. See the screenshot below for an impression. The British Empire had 150 at this point. And it gets even more mysterious. The Caravels stayed inside their boarders and would not even attack a Privateer blocking trade routes right in the middle of the crowd. Very strange. Hmm... how many battleships u need to kill 150 caravals? :crazyeye: Ogaburan Oct 07, 2008, 08:06 PM I don't know what you guys where thinking, but I just wasted 3 hours of life on this Mod (previously my favorite) only to be totally, utterly destroyed by the Greeks. :mad: Why? I had high walls, I had lots of troops and I had barracks to build tough units. So how did I fail? :confused: Easy - PHALANX - 50% versus melee units. Well I didn't have horses and I hadn't had access to ivory that long so regardless all the defenses I did; I was screwed. I even built fortress in choke-points between mountains so they would have to attack me at my strongest. Didn't matter a damn. :mad: Plus, I know they've tweaked the AI and it's not supposed to "cheat" but how come I was practically bankrupting my Civ just to keep enough units so other Civs won't attack me and the Greeks (who had a similar sized empire as mine) is able to pump out twice as many units as me? Yes, I'm sure certain civics helped, but this is insane! I know this is "just a game" but you know as a fan of history and a 17y intel analyst vet of the Army, I can tell you that it is true what they say about talking tactics vs logistics. We were barely into the classic age and these guys are able to field multiple 10 unit stacks? How? How are they going to support that? :mad: Well, until these balance issues get fixed (see my previous post about the SUPER Xebecs) I'm going back to playing Fall from Heaven. Which is really too bad since I like a lot of the changes recently in this mod. However, it's just unplayable as too many Civs seem to have 'super troopers' you can't beat. I mean I pretty much was "build a defensive unit/build a building" and I still got clobber. Hell, I even got mad and before pulling the plug on the game, I went into the Worldbuilder and plunk down lots of heavy swordsmen and pikemen and THEY almost to a unit got killed by these Phalanxes! You know, historically the swifter Roman Legion defeated the bulky Phalanx. In Rise of Mankind, that wouldn't happen. :mad: Did u try... Archers? Dont want to sound patronizing, but what i usually do is go hunt for barbarians... get them attack your units and then u get a few city garrison promotion and u can probably stop 10 phalanx with about 5 archers... Or worst case scenario is to build useless cities on hills...a +50% against melle hardly makes it a super unit. What would u say about the Holy Roman empire super-duper unit? +100 against both cavalry AND mele! And i have another complaint, about the new 50 civs, most of the UU are just stupid. Like the israeli maccabi a swordsman with guerrilla 1? And its useful for what? not even historically correct... looks to me more like a scotish higlander then an Israeli warrior. HOW can a nation that haven't lost a war in the modern era which most modern armies used its developed armor (the M series! M1/M2/M3 and i don't want to hear a word from u brits about your version! its basically the same only ours is better! :P ) NOT have a modern day UU? The early Israeli kingdoms did not have special units... maybe mercenary's like uria the Hittite (which "spiritual" David banged his wife and then sent him to die :D), the macabies were just rebels... And don't get me started about the Harrappan, wich are based on absolutely NOTHING! From where the hell all those city names came from?? We cant even read their language yet... All we know there were people living in a city PROBABLY called harappan. From where samba-whats-his-name came from? And copper axeman as UU? Who was the genius behind this sci-fi invention?! I bet in 2000bc they made such good copper axes that they didn't RUST! (actually the Chinese made really good weaponry, the swords of the terracotta army didn't rust and were preserved almost perfectly!) YET! Of course the only readable text about a civilization yielding that knowledge is from the guys that kicked their asses to extinction! I tried deleting them... but i don't have the know-how since they can still be chosen when i start the game, im afraid the game will crush if i just delete the files in the Civilization folder. Im babbling... its 5am here and i have a huge biofizics test today... so wish me luck! JosEPh_II Oct 10, 2008, 05:03 PM Did you pass the test? :D JosEPh Edit: Trying to spread the word about how to help your game from lag and choppiness. Have found that if you go into your Computers BIOS and check Chipset Settings Under AGP Aperature (sp?) make sure it matchs the amount of ram you Vid Card has. Most XP users will find the AGP Aperature setting to be 64mb when it should actually = what your V-Card has, for ex. my AGP setting was 64mb when my v-card had 256mb. I changed the AGP to match and I'm in the 1900's with no Main screen scroll lag or choppiness. The build list doesn't stick any more and scrolls smoothly. Most importantly I've not had any CTD with 16 AI on a Huge map. This may not solve everyone's CTD problems but it Will help those with XP and older comps. Good Luck! :) Afforess Oct 10, 2008, 05:58 PM I just got a python exception, in the classical era no less. I was being attacked by a new startup civ (from the barbarian uprising part of the Revmod.) and one of my citys created a city resistance (because my defending units had been killed.) I held off the attack until the next turn, and then attacked with two reinforcements. I killed 2/3 of their army, then I attacked using the damaged city resistance free unit, (80% chance, I figured, "What could go wrong...") he died. But the city acted like it had been attacked and created a new city militia unit. Then it created a python exception report. 191072 Also, when I start new games, or get in the lead, I often get this message up near the top (Where the news is.) "Domination Limit Exceeded 50 pop 48% of 48 pop, 46%." It never does anything, I don't win, the game goes on as if it never happened.... What is this? |
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