View Full Version : Rise of Mankind 2.0beta released!


zappara
Apr 18, 2008, 07:58 PM
I have now packed the first beta release of Rise of Mankind 2.0. With this beta we can start testing things and find bugs so that I can fix everything for full release. This is true beta as I haven't even myself had time yet to play it more than first few turns. :D I won't add this beta to download database, only provide download link in this thread - once beta testing is over, I'll upload it again and add download info to other places.

Beta download removed


READ THIS BEFORE YOU INSTALL 2.0BETA!

If you have v1.03 Rise of Mankind installed, go to your mods folder and rename Rise of Mankind folder to something else before you unzip v2.0 to mods folder (both versions have same file structure). This ensures that there won't be conflicts between old version and new beta and you can still continue playing on v1.03 if you want to. Installation instructions are in the readme file inside the zip file.

Known issues list


Religion icons not shown correctly on civ list on main screen (bug in font files)
Limited religion functions disabled, there was bugs in python (AI players never found religions) so I had to disable this feature
New civs color settings too close to other civ colors (confirmed that colors are close to each other but are actually different)
african cuirassier not shown correctly in pedia + missing buttons, most likely incorrect animation file (cuirassier disabled in 2.003)
random CTD early in game, cause unknown (found in 2.003)


Please keep all beta version discussion in this thread because this way it's easier for me to keep track of it and track bugs etc.
I will start new thread for v2.0 to mods section once we have good fully working mod. I will keep both 1.03 and 2.0 available so it's best to keep separate discussion threads for each version.


Unzip patch 2.005 to BtS/Mods folder and overwrite files when it asks for it.
Note that saved games from previous versions do not work in new version!

zappara
Apr 18, 2008, 09:12 PM
Version history

Version 2.005beta patch

Gameplay
---------
- Custom game supports now up to 34 Civs

Events
------
- Fixed: python for Elite Swordsman event checks for Light Swordsman units

Game DLL
--------
- Added: Lt. Bob's DLL that supports up to 34 Civs (40 with colonies), includes Bhruic's patch

Civics
------
- Changed: Sacrifice cult no non-state religion spread effect removed

Maps
----
- Added: Earth Map with 28 preset Civilizations at their correct places, new resources added to map

Leaders
-------
- Changed: Suryavarman (Maya) favorite religion set to Nagualism
- Changed: Huayna Capac (Inca) favorite religion set to Nagualism
- Changed: Alexander (Greece) favorite religion set to Hellenism
- Changed: Pericles (Greece) favorite religion set to Hellenism
- Changed: Julius Caesar (Rome) favorite religion set to Hellenism
- Changed: Ramesses (Egypt) favorite religion set to Amun-Ra
- Changed: Suppiluliuma (Hittites) favorite religion set to Amun-Ra
- Changed: Cyrus (Persia) favorite religion set to Zoroastrianism
- Changed: Darius (Persia) favorite religion set to Zoroastrianism
- Changed: Hammurabi (Babylon) favorite religion set to Zoroastrianism

Techs
-----
- Changed: Religion flavor removed from City Planning

Improvements
------------
- Changed: Town -1 food effect removed, +1 hammer from road added (moving workforce/trade goods boosts production)
- Changed: Village -1 food effect removed, +1 hammer from road added (moving workforce/trade goods boosts production)
- Changed: Hamlet +1 hammer from road added (moving workforce/trade goods boosts production)

Version 2.004beta patch
Mod components
--------------
- Added: zCivics
- Enabled: Civ4lerts

Units
-----
- Changed: Inquisitor unit requires now Theocracy Civic

Events
------
- Added: Wootz Steel event

Promotions
----------
- Added: Wootz steel special promotion (can only be gained from event)

Sound
-----
- Fixed: 2 diplomacy sound files were missing

Version 2.003beta patch
Flavor units
------------
- Disabled: African cuirassier unit due to graphical issue (possible cause animation files)
- Fixed: African worker unit
- Fixed: African explorer unit

Units
-----
- Changed: Rifleman units require Flintlock
- Changed: Cavalry units require Stirrup and Flintlock
- Changed: Machine Gun requires Ammunition bonus

Events
------
- Changed: War Chariots event obsolete techs changed to later medieval techs
- Changed: Crisis in the Senate tech requirement changed
- Changed: Better Coal improvement req. from Mine to Shaft Mine

Version 2.002beta patch

Enhanced Tech conquest
----------------------
- Fixed: disabled debug messages

Religions
---------
- Fixed: movie entry added for Nagualism to prevent CTD bug

Civics
------
- Changed: Inquisitorial moved to Political Philosophy tech, no longer state religion req., gained +10% espionage bonus

Buildings
---------
- Changed: Jewellery requires at least 1 Forge
- Changed: Forge buildings no longer give happiness from gold, silver, gems
- Changed: Hittite Iron forge bonuses adjusted: +10% food and +15% hammer from iron instead of 25% food from iron

Gametext
--------
- Changed: Inquisition civic renamed to Inquisitorial
- Fixed: Inquisitorial strategy entry
- Added: Inquisitorial pedia
- Added: Pedia for some buildings

Version 2.0beta
Civilizations
-------------
- Added: Abyssinian Empire
- Added: Iroquois Empire
- Added: Assyria
- Added: Siam

Units
-----
- Added: Arabia flavor units Archer, Axeman, Chariot, Crossbowman, longbowman, swordsman, heavy swordsman, heavy pikeman, mounted infantry, chivalry, cavalry, rifleman, grenadier, cuirassier, war elephant, medieval worker, modern infantry

- Added: Aztec UU Eagle Warrior (replaces Heavy Pikeman)
- Added: Aztec flavor units Grenadier

- Added: Babylon flavor units chariot, crossbowman, heavy pikeman, pikeman, heavy cavalry, heavy swordsman, knight, horseman

- Added: Byzantine flavor units Axeman, archer, chariot, mounted infantry, crossbowman, swordsman, heavy swordsman, longbowman, pikeman, heavy pikeman, heavy cavalry, infantry

- Added: Carthage flavor units Chariot

- Added: Chinese flavor units Archer, swordsman, heavy swordsman, mounted infantry, light cavalry, heavy cavalry, grenadier, War Elephant, cavalry (asian)

- Added: African flavor units: cannon, chariot, cavalry, crossbowman, cuirassier, grenadier, horse archer, knight, longbowman, maceman, machine gun, musketman, paratrooper, pikeman, rifleman, SAM Infantry, swordsman, war elephant, worker, explorer, Spy

- Added: Hellenic Wiseman (missionary)

- Added: Greco Roman flavor units Italian infantry, Horseman, Mounted Infantry, Axeman, Pikeman, heavy pikeman, swordsman, heavy swordsman, heavy cavalry, cuirassier, cannon, musketman, grenadier, cavalry, rifleman

- Added: Rome flavor units longbowman, crossbowman + all new greco roman flavor units

- Added: Native american flavor units: maceman, heavy pikeman, light cavalry, warrior

- Added: South american flavor units: light cavalry (same as native)

- Added: Asian flavor units: Cavalry

- Added: Colonist, builds city of size 3 with several buildings

- Added: Pioneer, builds city of size 4 with many buildings

- Added: Modern Paratrooper
- Added: Modern Marine
- Added: Abyssinian Archer
- Added: Iroquois Mohawk Archer
- Added: Assyrian Battering Ram
- Added: Arquebusier unit, req. Gunpowder
- Added: Inquisitor, req. Inquisition civic
- Added: Siam Battle Elephant
- Added: Stealth Submarine, req. Fuel Cells
- Changed: Middle east flavor unit Cuirassier uses now arab cuirassier graphics
- Changed: Middle east flavor unit Horseman uses now Babylon Horseman graphics
- Changed: Middle east flavor unit Swordsman uses now Babylon Swordsman graphics
- Changed: Middle east flavor unit Heavy Swordsman uses now Babylon Heavy Swordsman graphics
- Changed: Arabian horseman uses now Babylon horseman graphics
- Changed: Chariot upgrades also to Horseman
- Changed: Crusader requires King Richard's Crusade wonder instead of Castle so that it's now wonder specific unit
- Changed: America's Early Jet fighter unit swapped to F-86
- Changed: Mig 15 unique for Russia, rest use now P59 by default
- Changed: Remote Controlled Bombers unit graphics changed to Predator UAV
- Changed: Paratrooper upgrades to Modern Paratrooper, bonuses against melee and archer units added
- Changed: all Marine units upgrade to Modern Marine unit
- Changed: Police Squad unit requires now Police Station building in city
- Changed: Iron Frigate requires Military Science tech
- Changed: Ironclad requires Military Science tech
- Changed: Horseman has now +25% bonus against archer units
- Changed: Mali Cavalry has now +25% bonus against archer units
- Changed: Cavalry Auxilia has now +25% bonus against archer units
- Changed: Prodromoi has now +25% bonus against archer units
- Changed: Light Cavalry upgrades to chivalry instead of Heavy Cavalry, Machinery tech req. removed
- Changed: Heavy Cavalry moved to Invention tech, no longer can be built with copper
- Changed: Great Prophet can build new religious shrines: Statue of Zeus, Zoroastrian Shrine, Amun-Ra, Tikal
- Changed: Settler upgrades to Colonist
- Changed: Knight no longer upgrade to Chivalry
- Changed: Cavalry moved to Steam Power tech (longer wars with medieval units)
- Changed: Musketman units moved to Flintlock
- Changed: Heavy Swordsman upgrades to Musketman
- Changed: Longbow units upgrade to Musketman
- Changed: Crossbow units upgrade to Musketman
- Changed: Maceman units upgrade to Musketman
- Changed: Pikeman upgrades only to Heavy Pikeman
- Changed: Early Destroyer moved to Combustion
- Changed: Battlecruiser requires now Combustion
- changed: Cannon moved to Nationalism
- Changed: T72 flavor armor unit for civs: Abyssinia, Ethiopia, India, Babylon
- Fixed: Mig15 filename bug
- Fixed: Mig21 filename bug
- Fixed: Mig25 filename bug
- Fixed: Aegis graphic setting for low graphics
- Fixed: Roman Cavalry Auxilia replaces now correctly Horseman unit
- Fixed: Jeep size
- Fixed: Type 99 armor size
- Fixed: Plasma armor size
- Fixed: T95 size
- Fixed: T17 tanks size
- Fixed: IS2 size
- Fixed: A7V size
- Fixed: L640 size
- Fixed: M3A1 size
- Fixed: Char B1 Bis size
- Fixed: M26 size
- Fixed: PzKpfw VI Tiger I size

Buildings
---------
- Added: Hellenic Temple
- Added: Hellenic Pantheon
- Added: Hellenic Gymnasia
- Changed: Statue of Zeus is now Hellenic Shrine
- Added: Zoroastrian Fire Temple
- Added: Zoroastrian Pantheon
- Added: Zoroastrian Shrine (replaces monastery because Zoroastrianism rejects all forms of monasticism)
- Added: Zoroastrian holy mountain shrine Pir-e Sabz
- Added: Temple of Amun
- Added: Temple of Mut
- Added: Temple of Chons
- Added: The Karnak Temple Complex (Amun-Ra shrine)
- Added: Abyssinian Stele
- Added: Iroquois Longhouse
- Added: Siam Ho Trai
- Added: Temple of Jaguar (Nagualism)
- Added: Pyramid of Eagle (Nagualism)
- Added: Tikal (Nagualism shrine)
- Added: Assyrian Ekal (barracks)
- Added: Artesian Well
- Added: Oil Refinery graphics
- Added: Weapon factory graphics
- Added: Healer's hut graphics
- Added: Casino graphics
- Added: Water Treatment graphics
- Changed: Observatory requires Glass resource
- Changed: Brothel no longer gives happiness from other buildings (wasn't working properly), just gives +1 happiness
- Changed: Meeting Hall gives +5% bonus to espionage (think it as a tavern/inn where info is for sale)
- Changed: Forge upgrades to Steel Mill now, forge modifiers added to Steel Mill
- Changed: Removed obsolete Masonry tech req. from Aqueduct
- Changed: Casino gold bonus decreased from 50% to 25%
- Changed: Stable requires now Chariotry (can be built earlier), requires Horse or Elephants (Ivory)
- Changed: AI weight value increased for Weapon Factory
- Changed: Alchemist's Lab requires now glassware, obsolete at Scientific Method
- Changed: Fisherman's hut flavors adjusted (AI players should build it more often)
- Changed: Butchery flavors adjusted (AI players should build it more often)
- Changed: Ceremonial Altar obsolete at Humanism
- Changed: Confucian academy 50% culture bonus changed to 20% science and 30% culture (it is place for studying)
- Fixed: Zulu Ikhanda obsolete at Leadership

Wonders
-------
- changed: Copernicus' observatory requires glass resource
- Changed: Chichen Itza moved to Blood Cult tech and requires Masonry tech
- Changed: Eiffel Tower requires now Steel Mill instead of Forge
- Changed: Statue of Liberty requires now Steel Mill instead of Forge, moved to Representative Democracy tech
- Changed: Aqueduct of Pont du Gard no longer goes obsolete, does not give free Aqueduct in every city, gives +2 health in city where built and +1 health in all cities on same continent
- Changed: Alhambra has now new graphics
- changed: Sphinx has new graphics
- Changed: Supreme Court reduces anarchy length by 25%
- Changed: Magellan's Voyage moved to Navigation
- Changed: Marco Polo's Embassy moved to Optics
- Changed: colossus moved to Bronze Working
- Changed: Alhambra requires State religion to be present in city
- Changed: Palace of Potala requires State religion to be present in city
- Changed: Parthenon is now Hellenistic wonder, requires Hellenism in city and spreads Hellenism
- Added: The Temple of Heaven (Taoist)
- Added: Masada (Jewish)
- Added: Pyramid of the Magician (Nagualism)
- Added: The Brihadeeswarar temple (Hindu)

Religions
---------
- Added: Hellenism
- Added: Zoroastrianism
- Added: Amun-Ra (Egypt mythology)
- Added: Nagualism (Mesoamerican religion)

Techs
-----
- Fixed: Special Promotion tech moved to future era so that player's don't get it for free if game is started on higher eras than ancient
- Changed: All Renaissance tech costs increased by 10%
- Changed: All Industrial tech costs increased by 30%
- Changed: All Modern time tech costs increased by 50%
- Changed: All Future era tech costs increased by 100%
- Changed: Dualism enabled
- Changed: Polytheism has Dualism as 2nd pre-req choice
- Changed: Horseback riding requires now Chariotry
- Changed: Masonry requires Stone Tools
- Changed: Fundamentalism requires Blood Cult
- Changed: Military Science requires Grand War tech
- Changed: Canal Systems no longer require Machinery
- Changed: Ecology requires Agricultural Engineering instead of Biology
- Changed: Naval Aviation requires Military Science
- Changed: Social Contract uses now Growth Advisor instead of Religion Advisor
- Changed: Nuclear Power requires now Logistics
- Changed: Ship Building requires now also Naval Warfare
- Changed: Constitution requires Democracy
- Changed: Artillery requires explosives
- Changed: Clockworks moved further in medieval techs, requires now Invention
- Changed: Civil Service no longer enable irrigation
- Changed: Rifling moved to later renaissance, requires now Replaceable Parts
- Changed: Semi-automatic weapons has now Rifling as OR requirement, replaceable parts req. removed as it's included in Rifling
- Changed: Flintlock requires Metallurgy
- Changed: Fission requires Refining
- Changed: Explosives requires Flintlock, cost increased from 2200 to 3700
- Changed: Flavor values adjusted for many techs
- Changed: Seafaring cost increased from 72 to 93
- Changed: Metal Casting cost increased from 64 to 90
- Changed: Chariotry cost increased from 100 to 120
- Changed: Trade cost increased from 80 to 85
- Changed: Machinery requires Mathematics
- changed: Meditation cost increased from 80 to 280, now classical tech
- Changed: Literature cost increased from 200 to 350
- Changed: Sculture cost increased from 72 to 95
- Changed: Usury cost increased from 600 to 850, now medieval tech
- changed: Banking cost increased from 700 to 900
- Changed: Drama cost increased from 300 to 350
- Changed: Optics cost increased from 600 to 750
- changed: Heraldry cost increased from 600 to 730
- Changed: Sanitation cost increased from 1000 to 1050
- Changed: Paper cost increased from 480 to 850
- Changed: Architecture cost increased from 1000 to 1050
- changed: Invention cost increased from 1000 to 1050
- Changed: Gunpowder cost increased from 1056 to 1075
- Changed: Matchlock cost increased from 1056 to 1100
- Changed: Political Philosophy cost increased from 880 to 1200
- Changed: Education cost decreased from 1584 to 1250, requires Philosophy
- Changed: Perspective cost increased from 700 to 1075
- Changed: Refining cost increased from 2600 to 3800
- Changed: Oil Painting cost increased from 880 to 1100
- Changed: Chemistry cost increased from 1980 to 2700
- changed: Photography cost increased from 2090 to 2750
- changed: Realism cost increased from 2090 to 2800
- changed: Mercantilism cost increased from 1936 to 1970, requires Banking
- Changed: Economics cost increased from 1400 to 2000
- changed: Corporation cost increased from 1760 to 2200
- changed: Juris Prudence cost increased from 1144 to 1600
- Changed: Social Contract cost increased from 1232 to 1650
- Changed: Realism requires Free Artistry instead of Oil Painting
- Changed: Naval tactics cost increased from 1760 to 2000
- Changed: Grand War cost increased from 1870 to 2025
- Changed: Replaceable parts cost increased from 1980 to 2300
- Changed: Thermodynamics cost decreased from 4160 to 3600
- Changed: Fission requires now Industrialism, cost increased from 5720 to 7200
- Changed: Theory of Relativicty requires now Electricity
- Changed: Representative Democracy requires Liberalism and Social Contract
- Changed: Medicine cost decreased from 5850 to 4700
- Changed: Marxism cost increased from 2912 to 4700
- changed: Labor union cost increased from 3120 to 4750
- Changed: Communism cost increased from 2912 to 4800
- Changed: Psychology cost increased from 3848 to 5250
- Changed: Fascism cost increased from 2496 to 5300
- changed: Screw Propeller cost increased from 4160 to 4200
- Changed: Railroad cost decreased from 5850 to 4200
- Changed: Electricity cost decreased from 5850 to 4250
- Changed: Semi-automatic weapons cost increased from 3900 to 4250
- changed: Artillery cost increased from 4160 to 4360
- Changed: Combustion cost increased from 3744 to 4300
- Changed: Mass Media cost increased from 3744 to 6600
- Changed: Legalized Gambling cost increased from 3744 to 6650
- Changed: Industrialism cost decreased from 6760 to 5300
- Changed: Recycling cost increased from 6600 to 8300
- Changed: Theology cost increased from 500 to 675
- changed: Fundamentalism cost increased from 480 to 700
- Added: Agricultural Tools, req. Machinery and Feudalism
- Added: Fuel Cells
- Added: Knowledge Management icon
- Added: Space Stations icon
- Added: 3D Modeling icon
- Added: Human/Machine interface icon
- Added: Military robotics icon
- Added: Smart Dust icon
- Added: Unmanned Air Vehicles icon
- Added: Weather Control icon
- Added: Sentient Earth icon



National Wonders
----------------
- Changed: Statue of Champion req. now level 4 unit
- Changed: National Courier System reduces anarchy length by 25% (word about government changes spread more rapidly)
- Added: Temple of Osiris
- Added: Temple of Isis
- Added: Temple of Set

Leaders
-------
- Added: Menelik (Abyssinian empire)
- Added: Selassie (Abyssinian empire)
- Added: Deganawida (Iroquois empire)
- Added: Ashur (Assyrian emprire)
- Added: Mongkut (Siam)
- Added: Ramkhamhaeng (Siam)

Movies
------
- Added: Sphinx movie
- Added: Leonardo's Workshop movie
- Added: Hellenism movie
- Added: Amun-Ra movie
- Added: Zoroastrianism movie

Sound
-----
- Added: Abyssinian music
- Added: Iroquois music

Python
--------------
- Added: Enhanced Tech Conquest
- Added: Religion and Corporation Screens
- Added: Longer techbar in techscreen
- Added: Inquisition - Limited Religions (limited religion mod part disabled for now, wasn't working properly)
- Added: Plot List enhancements
- Added: Great People flavored tech colors (off by default, change setting in config.ini)
- Added: Settlers
- Added: Raw Commerce to city screen
- Added: Civ4lerts (disabled for now)
- Changed: Holy Mountain python will check for presence of Cathedral and Pantheon buildings and points will be calculated from Pantheon specialbuilding type
- Changed: National sports league event checks for Circus Maximus instead of Statue of Zeus (statue is hellenic shrine now)
- Fixed: UI problem when running mod on Civ 4 Complete Edition (CvPath.py)


Gamespeed
---------
- Added: Blitz speed option, 205 turns, only accessible in Custom Game menu
- Added: Snail speed option, 3072 turns, only accessible in Custom Game menu

Resources
---------
- Changed: Coffee gives +1 happiness
- changed: pearls give +1 happiness
- Changed: Lemon give +1 health
- Changed: Cotton gives +1 happiness
- Changed: Sugar gives +1 happiness
- Changed: Spices give +1 happiness

Improvements
------------
- Changed: Village gets +1 bonus commerce from roads and railroads, -1 to food
- Changed: Town gets +1 bonus commerce from roads and railroads, -1 to food
- Changed: Windmill gets bonus from Agricultural Tools tech instead of Civil Service
- Changed: Watermill gets bonus from Agricultural Tools tech instead of Civil Service
- Fixed: Arcology city ruins art defines were missing

Events
------
- Changed: Wining monks event, zoroastrian, hellenic, amun-ra monastery building triggers have been added to event
- Changed: Halberd event, shock promotion can now appear for Heavy Pikeman units as well
- Changed: Ancient Olympics trigger tech is now Athletics (was Polytheism)
- Changed: Hymns and sculptures events can trigger now if city has Hellenic, Zoroastrian or Amun-ra Pantheon in city
- Changed: Farm Bandits event can happen on Potato Farms
- Changed: Holy Mountain event can happen with Hellenism and Zoroastrianism
- Changed: Blizzard can be triggered at Shaft Mine, Treefarm, Hybrid Forest
- Changed: Jade event can happen on Shaft Mines
- Changed: Clunker coal event can happen on shaft mine
- Changed: Tin event can happen on shaft mine
- Changed: Bermuda Triangle event can happen to all new modern day ship classes
- Changed: Gold Rush trigger changed from Mine to Shaft Mine (most mines are shaft mines at industrial era)
- Changed: Metal decks trigger tech changed to Naval Aviation which is same when Carrier becomes available
- Changed: Long range fighters trigger tech changed to Aviation
- Changed: Farm plows event can be triggered with Shaft mine and normal mine
- Changed: Stained glass cathedral event requires glassware
- Changed: Personal Computers event requires Microchip tech
- Changed: Tea event trigger changed from Harbor to Commercial Port
- Changed: Girls best friend event triggers include now Shaft mine
- Changed: Harbormaster building requirement changed from Harbor to Port
- Changed: Master blacksmith event gives shock promotion to Light swordsman and Heavy swordsman units too
- Changed: Crusade event can happen after player has researched Fundamentalism Tech
- Changed: Miracle event can happen in city with High Walls
- Changed: Secret knowledge event can happen with Zoroastrian, Hellenic and Amun-ra monastery type buildings
- Changed: Experienced Captain event can be triggered by all new ship units
- Changed: War Chariots event tech req. changed to Chariotry, obsolete tech requirements adjusted
- Changed: Crisis in senate may give espionage bonus to Garrison building
- Changed: Elite Swordsman event gives promotion to Light Swordsman unit, obsolete techs adjusted
- Changed: Warships event requires Naval Warfare tech instead of Sailing, obsolete techs adjusted
- Changed: Noble Knights tech requirements change to Stirrup, Heraldry and Guilds
- Changed: Napalm bombs (mod) event gives Napalm bombs promotion instead of Barrage II
- Added: Mining accident can happen on shaft mine

Civics
------
- Changed: Theocracy moved to Government category
- Changed: Paganism no longer get bonus happiness from Ceremonial Altar, no upkeep
- Changed: Herbalism is default health care choice now (herbalism was used 60.000BC), no longer give +1 health in all cities, instead gives +1 health from healer hut and from doctor's office, no longer give military production bonus in state religion cities
- Changed: Shamanism moved to religion category, gives happiness from ceremonial altar, stonehenge and oracle, gives +1 health from healer hut
- Added: Inquisition choice to legal category
- Added: Sacrifice Cult to Religion category
- Added: Secularism to Religion category
- Added: Industrialism to Economy category
- Added: Idolatry to religion category

Promotions
----------
- Changed: Lead by Warlord promotion gets 1 extra first strike
- Changed: Veteran pilot evasion chance decreased to 5%
- Changed: Ace pilot evasion chance decreased to 10%
- Changed: Air Refuel moved to Supersonic flight tech
- Changed: Medic II requires now Civil Service tech
- Changed: Sentry I requires Optics
- Changed: Pinch II requires Flintlock
- Added: Improved Radar promotion
- Added: Air to Air Missiles I-III promotions
- Added: Torpedoes promotion
- Added: Chaff promotion
- Added: Heroic promotion, req. Leader
- Added: Loyalty promotion, req. Leader
- Added: Siege Master promotion, req. Leader
- Fixed: duplicate entry for Hi-tech units in some promotions
- Fixed: Berzerker I-III can now be used for Animal, Archer, Melee, Mounted and Wooden Ship unit types

Gametext
--------
- Fixed: Strategy for Subzidized healthcare
- Fixed: Hover tank typo
- Fixed: Glassmith typo
- Fixed: 3D Modeling typo
- Fixed: Cavalry Tactics strategy entry
- Pedia: Oil Painting
- Pedia: Remote Controlled Bombers
- Pedia: Sphinx
- Pedia: Hubble telescope
- Pedia: Petra
- Pedia: Olympic Games
- Pedia: Encyclopedia
- Pedia: Treasury
- Changed: Aqueduct of Pont du Gard renamed to Pont du Gard
- Changed: Lab renamed to Alchemist's Lab
- Added: Strategy info for many techs
- Added: Pedia info for some techs
- Added: Strategy info for many buildings
- Added: Quotes for few techs


Mods
-------------
- Combined: JKP1187's Events mod

Gamefonts
---------
- Added: New religion icons (bugged still in civ scorelist)

Other
-----
- Added: Wide City bar
- Added: roads get +1 bonus from Automated Traffic
- Added: Bhruic's unofficial patch
- Changed: road movement bonus decreased for Mass Transit tech
- Changed: Max World Wonders in city increased from 4 to 6
- Changed: Max Team World Wonders in city increased from 4 to 6
- Changed: Max Air units per city increased from 4 to 8

strategyonly
Apr 19, 2008, 01:09 AM
Taken care of.

Thx for the update, really appreciate that.

Matt0088
Apr 19, 2008, 08:01 AM
Can you put the RevolutionDCM addon in the beta?

zappara
Apr 19, 2008, 09:36 AM
OK just tried it out and i get a crash each time when the religion Nagualism is founded with Calendar. Heres what i get (See pic) plus this:
Failed to allocate video memory. Please try reducing your graphics settings.
File: \main\Civilzation4\SDKs\Gamebryo2_0\CoreLibs\NiDX9 Renenderer\NiDX9RendererTex
trueData.cpp, Line # 177.
Then it goes to another error for Runtime. And tries to crash to desktop.

2nd pic, has a status underneath it, how to get rid of that??I'll have to check graphic defines war Nagualism.. maybe it wants to show movie file for it but can't find any...

2nd pic, what status you mean? Plotlist enhancements under unit icons? It's suppose to be there. There's couple settings for them in config file.

Can you put the RevolutionDCM addon in the beta?I think Kalimakhus will update his addon to work with this beta version soon. I haven't even had time to play test it myself or look what amount of python coding there is with RevolutionDCM that needs to be merged. I'll concentrate on tracking down bugs from beta version before I continue to add more stuff to it. Besides that addon is Kalimakhus' work and he's more familiar with it than I am.

And for first time in months I got some time to play Civ! :eek::D

Kalimakhus
Apr 19, 2008, 10:45 AM
@Zappara

Glad to see this out. Downloading now. Feedback, as soon as I take it for test drive.

@Marr0088

Thanks for your interest in the Add-On. I will start working on updating it to work with RoM 2.0 soon. I however think it is better now to concentrate on beta testing the new RoM release so that any hidden bugs can squashed. It would be confusing to have the add-on now as it may introduce bugs of its own. It is also an opportunity to wait for more stable version of Revolution and hopefully DCM as well.

0100010
Apr 19, 2008, 11:46 AM
Only reviewed the PEDIA and inspected some files so far, not gotten far into a game yet, but here are some things I have noticed.

- Changed: All Renaissance tech costs increased by 10%
- Changed: All Industrial tech costs increased by 30%
- Changed: All Modern time tech costs increased by 50%
- Changed: All Future era tech costs increased by 100%

It appears that you made changes to get early era techs (all that I have looked at so far) change so that a tech is more expensive that its most expensive pre-req, but you have not increase the general cost of era techs as described above.

Many later era techs are still do not follow the "cost more than most expensive pre-req" cost pattern, if you are aiming to do that.

According to the PEDIA, It's Impossible to build the Artesian Well. It becomes obsolete with Civil Service, yet it requires Invention to construct it. Invention has Civil Service as a Pre-Req.

The Physic AND requirement for Compulsory education is redundant. Thermodynamic is also and AND requirement, which already requires Physics. However my suggestion would be to drop the Thermodynamic requirement

There might be a few more redundant AND reqs the above was just the 1st one I noticed. I had listed several in my Tech change suggestions in another thread.

Some observation when I was playing the merged JPK's event w/ v1.03.
The Pirate events can get really irksome. With the stretched out tech time table & increased naval unit types, it can take a while before you have a ship type strong enough to take out the pirates.

War Chariots event expires way too early (also noticed from play on prior version) It had this problem in Vanilla BtS also though. It's too easy to hit classical techs before it is completed. Consider making it obsolete at Medieval era or middle Classical techs. Maybe just make it obsolete with Stirrup.

I'd still recommend to make Military Training and Sculpture Classical Techs,
Machinery, Canal Systems and Philosophy Medieval Techs,
Architecture, & Perspective Renaissance Era Techs,
Photography, Realism & Corporation Industrial Era Techs,

Other era change techs recommendations for Ind. to Modern & Modern to Future I still have list in my post in the other thread.

Re-name Chivalry unit to Chivalric Knights or something else. (just don't name it same as tech)
Re-name Unique French Chivalry unit to Knights Hospitaller,
Re-name Unique German Chivalry to Teutonic Knights
Re-name existing Teutonic Knight (Heavy Swordsman) to something else (Teutonic Swordsman?)

Remove the happy face bonuses from the Forge/Mint/Iron Forge
(The Jewelery does this job, you should lose them anyway on Steel Mill upgrade) It's job isn't to make people happy, but to crank up production.

The food bonus for the Iron Forge doesn't make much sense to me and seems unbalanced. I began playing games as them just to test this.
Iron forge w/ Iron: 25% + Fisherman's Hut (crab/ + fish: 10%) + Butchery (3 meats +15%) You already have a +50% food in the early game. Even though population costs 3 food each, now a 2 food tile with the +50% bonus covers the cost. Hittite population can easily soar. My average cities population was double most AI (even AI's higher in score, while playing on Deity)


Bonuses to the Base Commerce Rate should be rare, perhaps only available from Wonders.
BCR of a city = total coins in worked plots + total coin bonuses on buildings
+ total trade route yield (after trade route bonuses)

Base Commerce Rate Bonus buildings (remember base commerce rate bonus effects everything)
I would drop or change this bonus to something else on all of these.
10% Accelerator
25% Commercial Airport
10% Deep Space Research Institute
25% Design Studio
50% E-Bank
15% Glass smith
10% Oil Refinery

Add a mouse over highlight to the food production so we can see the percentage bonus/overflow breakdown. (similar to hammer production)

iyyillius
Apr 19, 2008, 11:56 AM
Sweet,

I knew once i got RevelutionDMCfor RoM installed correctly that you would have this done Zap. :lol: BTW kalikhamus i got it running and no problems so far.

I'm gonna finish the game i'm playing now first then i'll get started on Ver.2.0

(my game just started getting really fun).

I'll have some feed back on 2.0 in a couple of days.(hafta go outta town on buisness till wednesday so i won't have internet access)

zappara
Apr 19, 2008, 12:24 PM
It appears that you made changes to get early era techs (all that I have looked at so far) change so that a tech is more expensive that its most expensive pre-req, but you have not increase the general cost of era techs as described above.Actually tech costs have been increased twice for 2.0, first by the amount on those percentages and after that went through most of them again and adjusted values mostly based on your feedback. :) Modern and future eras do not follow always the rule "pre-req should be always cheaper" as there's some overlapping between eras (flight techs easier to research than many others). This was pure design choice from my part as I wanted some techs to be actually cheaper than their pre-reqs, for example in real life principles or scientific formulas are hard to find but once found, the applications are easy to implement. There is though some techs that still need their values checked but can do that bit later once have some feedback from actual gameplay.


According to the PEDIA, It's Impossible to build the Artesian Well. It becomes obsolete with Civil Service, yet it requires Invention to construct it. Invention has Civil Service as a Pre-Req.It becomes obsolete at Civil Engineering (industrial era) not Civil Service, so you're mistaken this time ;)


The Physic AND requirement for Compulsory education is redundant. Thermodynamic is also and AND requirement, which already requires Physics. However my suggestion would be to drop the Thermodynamic requirement

There might be a few more redundant AND reqs the above was just the 1st one I noticed. I had listed several in my Tech change suggestions in another thread.There might be some redundant AND reqs left, but most are purposely there if certain tech has multiple ways to reach it, it might have AND requirements that must be met also. Even if there's some actually redundant, it doesn't affect gameplay, might even make it easier to see what you need to find before you can research those techs.


Some observation when I was playing the merged JPK's event w/ v1.03.
The Pirate events can get really irksome. With the stretched out tech time table & increased naval unit types, it can take a while before you have a ship type strong enough to take out the pirates.

War Chariots event expires way too early (also noticed from play on prior version) It had this problem in Vanilla BtS also though. It's too easy to hit classical techs before it is completed. Consider making it obsolete at Medieval era or middle Classical techs. Maybe just make it obsolete with Stirrup.
I haven't encountered Pirates event yet, so could you enlighten me more about what happened? I was about to look into events more on next weeks and add my first own events.. There's probably some balance left to do on existing events anyway so could adjust them while I add some new events.


I'd still recommend to make Military Training and Sculpture Classical Techs,
Machinery, Canal Systems and Philosophy Medieval Techs,
Architecture, & Perspective Renaissance Era Techs,
Photography, Realism & Corporation Industrial Era TechsNo, I like them as they are :) Photography was developed on renaissance era, philosophy was classical era (aristoteles etc), sculpture (pyramid+sphinx+statues) was ancient etc.


The food bonus for the Iron Forge doesn't make much sense to me and seems unbalanced. I began playing games as them just to test this.
Iron forge w/ Iron: 25% + Fisherman's Hut (crab/ + fish: 10%) + Butchery (3 meats +15%) You already have a +50% food in the early game. Even though population costs 3 food each, now a 2 food tile with the +50% bonus covers the cost. Hittite population can easily soar. My average cities population was double most AI (even AI's higher in score, while playing on Deity)Iron Forge was combined to my mod without any changes with the Hittite civ. Hittites were experts on iron working and their civilization flourished in harsh environment.. I think they ended up in civil war or something that weakened them too much. Anyway, I'll add that building on my check list and see if I can make it bit less overpowering unique building. :)



Add a mouse over highlight to the food production so we can see the percentage bonus/overflow breakdown. (similar to hammer production)I've wondered why it isn't working, wasn't it working feature in normal BtS? Don't know if it's hardcoded in SDK or done in maininterface python file - maininterface isn't exactly easy to edit, I've lost countless hours there when merging other mod components and then loosing whole UI and then try to find the bug that caused it. I try to avoid editing this file as much as I can. Though I would like to have that food production shown :D

Jackknife35
Apr 19, 2008, 01:06 PM
http://i6.photobucket.com/albums/y220/wildcard63/MansaMusaAmun-Ra.jpg

I just found this, Mansa Musa was the first to discover Masonry, and therefore discovered Amun-Ra. While when I click to talk to him, it will show the symbol for Amun-Ra in the pop-up, but not on the actual scoreboard. You can see in this picture, there is just a blank spot where the Amun-Ra symbol should be on the scoreboard.

On another note, I'm not sure if this was accidental or not, but is the Hellenic Wiseman supposed to have a speed of 2?

Edit: NEVERMIND!

zappara
Apr 19, 2008, 02:56 PM
I just found this, Mansa Musa was the first to discover Masonry, and therefore discovered Amun-Ra. While when I click to talk to him, it will show the symbol for Amun-Ra in the pop-up, but not on the actual scoreboard. You can see in this picture, there is just a blank spot where the Amun-Ra symbol should be on the scoreboard.

On another note, I'm not sure if this was accidental or not, but is the Hellenic Wiseman supposed to have a speed of 2?Check known issues list, bug with religion icons is mentioned there - it's problem with font files. I spent 6+ hours on friday editing those files and didn't get it yet to work completely. There must be some pixel still on wrong spot and it is very time consuming operation when trying to fix it. If someone is good with editing those font files and wants to try fixing this bug that would make me happy. ;)

Each religion is unique in this mod, buildings have different modifiers, some religions got national wonders, some world wonders etc. You'll have to check pedia for all changes and yes Hellenic Wiseman is suppose to have speed of 2.

0100010
Apr 19, 2008, 03:50 PM
Lots of new religion specific wonders, though none for Christianity And Confucianism
Notre Dame or Sistine Chapel could be a Christianity wonder,
Gouzijian / Imperial Academy could be for Confucianism.
http://en.wikipedia.org/wiki/Guozijian

Probable effects would be related to science/government/espionage

zappara
Apr 19, 2008, 04:25 PM
@0100010

I don't think Imperial Academy would be good choice:
1) I don't see how it's related to Confucianism and it could work better as normal National wonder
2) I don't think Confucianism should get government bonuses from wonder: "Confucianism is reluctant to employ laws. In a society where relationships are considered more important than the laws themselves, if no other power forces government officers to take the common interest into consideration, corruption and nepotism may arise. As government officers' salary was often far lower than the minimum required to raise a family, Chinese society was frequently affected by those problems. Even if some means to control and reduce corruption and nepotism have been successfully used in China, Confucianism is criticized for not providing such a means itself." - wikipedia.
3) Confucianism already gets science bonus from their Confucian Academy building and from Confucian monastery.

I've been looking Confucianism sites for some time now for good wonder options. Got few choices now:

The Forest of Steles
Fuzi Miao (confucian temple so maybe not that special after all)
... there was some 3rd choice but can't find it now from my notes :D

As I currently see it Confucianism doesn't need extra wonder BUT that can be "balanced" with something else that boosts this religion. Unique religions, that's the goal. :)

Your choices for christian great wonder are not exactly what I was looking for, not many pilgrims go to see Notre Dame or Sistine Chapel... and because christianity has dozens of cathedrals (http://en.wikipedia.org/wiki/List_of_cathedrals) all around world, choosing one for religious wonder is too difficult.. so again, I've been thinking something different for Christianity. ;)

Jackknife35
Apr 19, 2008, 04:55 PM
Check known issues list, bug with religion icons is mentioned there - it's problem with font files. I spent 6+ hours on friday editing those files and didn't get it yet to work completely. There must be some pixel still on wrong spot and it is very time consuming operation when trying to fix it. If someone is good with editing those font files and wants to try fixing this bug that would make me happy. ;)

Each religion is unique in this mod, buildings have different modifiers, some religions got national wonders, some world wonders etc. You'll have to check pedia for all changes and yes Hellenic Wiseman is suppose to have speed of 2.

Oh, okay :lol: I love this mod and i'll keep you posted if I find any real issues. :goodjob:

Lomion
Apr 19, 2008, 09:56 PM
Siam map color (culture) is white (england?) while civ name color is blue.

U1: Also I think Assyrian (or whatever the new other race is called) is the same color as Portugal .. map color might (culture) might be different but name is the same

U2: I was able to convert to Zoroastrianism even though I had a Legal Civic of "Tribal Law" which states "No state religion" ... either the tribal law civic description is wrong or its not being handled correctly like "free religion" (Though to be honest I can't figure out why "legal system" has a religious outlook on it . .vassalage also has the same note and most vassal states are very religious)

U3: In svedopedia the worker entry is blank. Also for some reason my Absyrian (or whatever the new race is) workers don't any action buttons 75% of the time. The keyboard shortcuts still work for assigning them tasks but nothing I can click. NOTE: I can get buttons if I select the worker, then select svedopedia, and then exit svedopedia. I have to do this every time I select a worker.

U4: Zoroastrian Fire Temple needs a better svedopedia entry .. looks like it was cut and paste from the generic civ4 temple entry; should be specific

U5: I CTD a couple hours in around AD20 (Turn 432). See screenshot. Also I have no idea what those red text codes are in the dialogue / chat log (same screenshot) .. my guess is you left debugging on. Note that I reload and continue (and I make it past the CTD .. might have been one of those fun random ones)

U6: This might be related to U2 but none of the AI's ever converted to ANY RELIGION unless they founded it.

U7: Inquisition needs a text key ... when you discover you get TXT_KEY_CIVIC_INQUISITION_STRATEGY ... also any chance we could change the Christian missionaries in modern period or later to guys in suits to represent the dudes that knock on my door every Sunday afternoon :) .... as a civic the inquisition is nice but needs some work ... def should also suffer research penalty (maybe -5%) to reflect historical the inquisition hurt research as many free thinkers were killed (though shouldn't be more than 5% because monastic research flourished). Also if possible the inquisitor unit should depend on actually using the inquisition civic (not just researching it)

U8: 553 685 ... one of those was year other was turn when I did another CTD (dont' remember and I'm tired so not sure what was what .... going to sleep). Not many noticeable bugs (other than above) but very unstable ... 2 CTD in 3 hours is crazy .. I haven't had that many CTD's in a couple months prior to tonight

Jackknife35
Apr 20, 2008, 02:38 AM
U2: I was able to convert to Zoroastrianism even though I had a Legal Civic of "Tribal Law" which states "No state religion" ... either the tribal law civic description is wrong or its not being handled correctly like "free religion" (Though to be honest I can't figure out why "legal system" has a religious outlook on it . .vassalage also has the same note and most vassal states are very religious)

This is my best guess: Usually when you have a religion, certain techs and civics will give you bonuses based on that religion, like if you have confucianism and you build the Spiral Minaret it says like +2 Science for every city that is [Confucian]. I think it's just saying that you won't get bonuses because you don't have a religion.

zappara
Apr 20, 2008, 04:05 AM
U7: Inquisition needs a text key ... when you discover you get TXT_KEY_CIVIC_INQUISITION_STRATEGY ... also any chance we could change the Christian missionaries in modern period or later to guys in suites to represent the dudes that knock on my door every Sunday afternoon :) .... as a civic the inquisition is nice but needs some work ... def should also suffer research penalty (maybe -5%) to reflect historical the inquisition heard research as many free thinkers were killed (though shouldn't be more than 5% because monastic reseach flourished). Also if possible the inquisitor unit should depend on actually using the inquisition civic (not just researching it)I had in early test versions zCivics component that was supposed to limit units to certain civics, but that component isn't working right so I removed it.

The red messages are from tech conquest component, each time you conquer enemy city, you get boost to your research.. though not sure if all those red messages were supposed to be seen, have to check that component. Edit: Seems debug messages were left on by default, disabled them now and will include it to next fix.

Pedia will be lacking stuff, though people can speed up fixing pedia by providing me entry texts (like some have done ;)) so I won't have to go look around good texts for each new object. I do add pedia but it's not on top of my list of things to do. I think all religious buildings have more or less generic pedias...

Civ colors were combined as they were set for those civs in other mods, thought they were good and tested values so I didn't change them.. I guess I'll have to check them.

Thanks for reporting those other issues too, I'll check/fix them soon. :)

ersner
Apr 20, 2008, 11:11 AM
2.0 version of the mod does not work properly with my BtS at all, when i start the game there are no interface windows (the main screen where the units appear works ok, however). In "advanced start" the screen goes black and the interface windows have no content in them.

I have BtS version 3.13 so i think it should work ok ( RoM 1.03 and earlier worked ok).

zappara
Apr 20, 2008, 11:39 AM
@ersner

That's odd as I'm running it on BtS. I was more concerned if it would work properly on Complete edition as that Civ version has had those missing UI problems more often. Could you tell what language version of BtS you got? Or are you running it on Vista? and did you rename v1.03 RoM folder to something else before you unzipped 2.0 beta to mods folder?

ersner
Apr 20, 2008, 01:34 PM
I bought my copy of BtS in supermarket in Warsaw, Poland. Maybe it is different somehow to the original version, although the patch with polish language interface was included on a separate cd-rom for optional install.

The languge set in the options window is English.
My windows version is polish (Windows XP).
I also have Blue Marble installed.

Data in "about this build":

Civ version: 3.13
Save version: 3.01
Build version: 3.0.0.1 (81539)
Build Date: Fri Sep 21 20:16:18 2007

zappara
Apr 20, 2008, 01:47 PM
@ersner

I can think of 2 possible causes: 1) mod doesn't interpret polish folder names properly ie. bug in CvPath python file (there was slight change to it from RoM v1.03 version) or 2) Blue marble is causing some issue. What you could try is copy CvPath.py from RoM v1.03 to folder ..\Mods\Rise of Mankind\Assets\Python\INIParser\. If this doesn't solve the problem, then try v2.0 without Blue Marble (and without any other custom assets). Let me know if any of these options solve the problem.

ersner
Apr 20, 2008, 02:21 PM
Ok, i copied the CvPath from 1.03 to the 2.0 RoM folder and it all works ok now.

Great thanks for the help ! I really love this mod. :)

zappara
Apr 20, 2008, 04:45 PM
@strategyonly

Just noticed you had updated that pic. Those status effects are from Plot list enhancement component. There's couple options for them in Rise of Mankind config.ini:

[PlotList]

; The unit icon will show the current action (eg Fortified, goto, Sentry, etc)
Unit Actions = True

; The units with possible promotion will be highlighted
Promo Available = True

Lomion
Apr 20, 2008, 06:16 PM
CTD .. can't progress any farther no matter how many times I reload (unlike earlier where I can reload and push past it) ... attached is the save maybe 2 turns before CTD

Starting new game as the Irquois

PS: Also what is the religious victory condition? Just noticed it and its new.

strategyonly
Apr 20, 2008, 07:07 PM
@strategyonly

Just noticed you had updated that pic. Those status effects are from Plot list enhancement component. There's couple options for them in Rise of Mankind config.ini:

[PlotList]

; The unit icon will show the current action (eg Fortified, goto, Sentry, etc)
Unit Actions = True

; The units with possible promotion will be highlighted
Promo Available = True


Thx alot buddy, really appreciate that update, i had no idea what that was from, mighty kind of you to answer.:goodjob: (Anyway to turn it off?)

zappara
Apr 20, 2008, 07:17 PM
@Lomion

Tried your save and played 6-7 turns without CTD. Will test it bit more tomorrow but I suspect that the CTD bug in your case was caused by enhanced tech conquest debug messages which weren't disabled in initial beta release - as couple cities swapped owners during wars in your save, those would have triggered the debug messages but since I have now disabled them, the save worked fine. Can't think of now any other reason why I didn't get that CTD...

Download 2.002 beta patch and try your save with that version. Report if it still crashes on that version.

@strategyonly

in that "Rise of mankind config.ini" set those 2 settings to False instead of True, and it should disable those effects.

Lomion
Apr 20, 2008, 07:33 PM
Wow ... ok don't have CTD after patch but something really screwed up with the UI now (I think its related to that worker no button bug also).

When I enter a city zoom view I can normal exit to the world map via "escape" ... now escape brings up the option window and I am stuck in zoom view with the odd bonus that I can move my units from the city zoom view just like I could from the world view (didn't have this in v2.000, started w/ the 2.0002 patch). Only way back to the world / global map is to hit one of the top right buttons (civics for example) and then exit, e.g. the same escape UI sequence I need to get my workers to give me buttons.

Also this might or might not be a bug with King Richards crusade. I built it but am unable to build crusaders EXCEPT in the actual city with King Richards Crusade ... I am not sure if this a bug though as not sure the intent .. is it suppose to give my entire empire the ability to build crusaders OR just that city?

zappara
Apr 20, 2008, 07:44 PM
Wow ... ok don't have CTD after patch but something really screwed up with the UI now (I think its related to that worker no button bug also).

When I enter a city zoom view I can normal exit to the world map via "escape" ... now escape brings up the option window and I am stuck in zoom view with the odd bonus that I can move my units from the city zoom view just like I could from the world view (didn't have this in v2.000, started w/ the 2.0002 patch). Only way back to the world / global map is to hit one of the top right buttons (civics for example) and then exit, e.g. the same escape UI sequence I need to get my workers to give me buttons.Yeah, I think it's related to that worker button as I encountered same thing when I was testing those units this evening. I have disabled 3 african flavor units in next patch - don't know yet why their graphics show correctly in-game but not shown in pedia, must be some graphical glitch somewhere. Searched forums here too but couldn't find any issues reported with those units.

Also this might or might not be a bug with King Richards crusade. I built it but am unable to build crusaders EXCEPT in the actual city with King Richards Crusade ... I am not sure if this a bug though as not sure the intent .. is it suppose to give my entire empire the ability to build crusaders OR just that city?It's only for that city which has King Richard's crusade wonder.. BtS doesn't offer xml tag that would allow those units to be built in all cities once the building is finished. I think it's better this way anyway, as those crusaders are very dangerous unit so if you're able to build them only in one city, you can't build massive amounts of them.

strategyonly
Apr 20, 2008, 07:51 PM
all taken care of.

strategyonly
Apr 21, 2008, 01:57 AM
EDIT: Your doing great on the patches, thx!!

Oatse
Apr 21, 2008, 02:27 AM
Frots act as Canals in for ships in BTS.

zappara
Apr 21, 2008, 02:56 AM
1. I was just attacked and town taken over by Joao but the font is not red, as also the other at war one is not?
2. I have Rifling tech and Cavalry tech one, but the Musketman (Flintlock) is not a preq?
3. The naval unit goes right thru a big land mass but should not be able to??:rolleyes:1. Seems AI players aren't angry to you even though they are at war with you.. you could hover your mouse over their names and see what diplomacy effects there is with them. :D
2. Good find, got to add one new requirement for rifleman
3. That's just normal BtS function. As Oatse said, forts work as canals in BtS ie. it's because they act like cities for naval units.

zappara
Apr 21, 2008, 08:14 AM
2.003 patch available on first post. Adds few more minor fixes.

Zifnab
Apr 21, 2008, 02:23 PM
Egypt, patch 2.003

Turn 24. Game crashes at end of turn.

zappara
Apr 21, 2008, 04:26 PM
@Zifnab

Yup, seems to crash there.. not sure what causes it, got pass that turn when I deleted one unit. Log files indicate that some civ found religion and then the log just ends. So I got now couple possibilities for crash: 1) religion (unlikely since it's Buddhism and has been working previously), 2) random event (can cause CTD without error messages), 3) unit that is just completed on that turn (greek use normal worker so probably not that one. 2 Sound files were missing which I found with the help of log files after I tried your save. Fixed that problem :) But the CTD issue still occurred again after sound files were in place. I'll probably have to wait for more reports so that the bug can be located.

Lomion
Apr 21, 2008, 08:24 PM
Not a bug but just a general comment / observation ... raging barbarian's are truly raging now .. did you jack them up like 500%?

zappara
Apr 21, 2008, 08:30 PM
@Lomion

Probably those barbarian/pirates events from JKP1187's event mod boosted barbarians lot. ;)

zappara
Apr 22, 2008, 02:59 PM
Been playing and enjoying current version for about 400 turns of marathon game and haven't found any major issues so far. One minor thing that I'm going to correct is adding new favorite religions to some leaders. Even now religions do seem to spread out now more and not everyone is going for Hinduism/Buddhism.. Christianity was found around 100BC in my test game (noble difficulty) so it's now more close to the real life time line. :)

With zCivics component working now, I might add few civic specific buildings: Slave Market, Manor, Agora, Private Clinic, etc.

Later I will have to make one balancing patch for which I'll have to go through all unit/building costs. For this operation I would need some feedback information: unit training and building construct times from 3-10 biggest cities and only from those objects that are discovered in the same era (not previous era units/buildings). Preferably from Noble or Prince difficulty setting so that good average values can be set. Because the complexicity of the mod, there's dozens of variables (and playing styles) that affect how fast you can build/train, finding good balance won't be easy task.

KingArthur666
Apr 22, 2008, 06:02 PM
Hey Zappara. I've been playing the new 2.004 version of your mod and I've really been enjoying it so far.
There is one thing I noticed that seemed a bit bad though. Every AI is using the "Sacrifice Cult" civic. It becomes available early on and because it has "no spread of non state religion" religions just don't spread very much. I have meet 12 AI civs and four of them don't have any religion and one of them is in first place. I did read about the bug where the religion icon doesn't show up, but that isn't what I'm talking about. 4 of the 13 civs in my game have no religion and there are no AI civs that have more than one religion in any cities I can see. It makes diplomacy a bit difficult when you can not share your religion with any of your neighbors.
Just thought you might want to check on this. But maybe you like it that way?

Bezhukov
Apr 22, 2008, 09:00 PM
What was the thinking on adding -1 food to villages/towns? With all the trade route spam (not to mention the food multipliers and the way high pop boosts trade route revenue) cottages were already nearly irrelevant, why weaken them further? Won my last 1.03 immortal game (with little resistance) without building a single cottage, can't see ever building one now.

zappara
Apr 22, 2008, 09:22 PM
Every AI is using the "Sacrifice Cult" civic. It becomes available early on and because it has "no spread of non state religion" religions just don't spread very much. I have meet 12 AI civs and four of them don't have any religion and one of them is in first place. I did read about the bug where the religion icon doesn't show up, but that isn't what I'm talking about. 4 of the 13 civs in my game have no religion and there are no AI civs that have more than one religion in any cities I can see.I've noticed also that religions don't spread much on ancient times which is how I like it but I think I remove that effect from Sacrifice Cult as in history it actually didn't stop Christianity to spread to Maya/Aztec/Inca cultures when Europeans started their religious propaganda in America.

What was the thinking on adding -1 food to villages/towns? With all the trade route spam (not to mention the food multipliers and the way high pop boosts trade route revenue) cottages were already nearly irrelevant, why weaken them further? Won my last 1.03 immortal game (with little resistance) without building a single cottage, can't see ever building one now.Hmm, I think I changed that some months ago and it was made by from feedback, I think Commander Bello suggested it and it sounded convincing to me so I thought I try it. I've noticed now too that it might have made those improvements so bad that there's no point in building them and I was about to change them back. :)

Lomion
Apr 22, 2008, 09:31 PM
Zappara: Any chance you could add a aggressive barbarian setting .. raging barbarians are insane (at least for me) but regular barbarians are dull ... would love to see a middle ground.

zappara
Apr 22, 2008, 10:17 PM
v2.005beta patch released.. just few minor things ;)

To try RoM 28 civ Earth map on main menu click Single player, then custom scenario and load the map file. Map is huge and with 28 Civs I recommend using high end computer.
Edit: I tried to place the new resources from RoM to historically correct places ie. I googled each resource, checked where they were historically first found and where currently those are found modern times. However, I do not know how accurately normal BtS resources have been put to this map but I think Rhye has been quite accurate with it.. so I'm not going to spend more hours editing that map.

In normal game (random maps) you can have up to 34 Civs now and if colonies are found during the game, the civ count can raise up to 40.

@Lomion

Haven't checked what all affects Barbarians - though I think I should add bit more limitations to what units they can train... something that I forgot to do :D

Lomion
Apr 22, 2008, 10:31 PM
Two notes:

1: Beta 5 breaks your Beta 4 saves (no big deal, thats why its a beta test :)

2: On custom game you can choose to start with 40 civilizations .. might want to update your Beta 5 notes to reflect this

zappara
Apr 22, 2008, 10:36 PM
Yeah, any patch that makes changes to XML files usually breaks save games so if you're testing one previous version play it to the end before you apply patch (or add patch and start again from start).

Commander Bello
Apr 23, 2008, 03:08 AM
Hmm, I think I changed that some months ago and it was made by from feedback, I think Commander Bello suggested it and it sounded convincing to me so I thought I try it. I've noticed now too that it might have made those improvements so bad that there's no point in building them and I was about to change them back. :)
That was one of my changes in the past.

I adjusted cottages/hamlets and so on to grow faster, give more commerce and some hammers. This was to reflect the fact that from a game perspective they act as suburbans.
To counter the positive effects, taking into consideration the various possibilities to enhance food quantity, I made them lose one food as village or town.

I have to admit that these changes were in combination with my efforts to make modular modding working, in which I miserably failed.
Therefore, I left this idea - but this is not related to the village/town-thing per se.

Actually, from a conceptional point of view I still like this approach.

Just some cents from my side....

zappara
Apr 23, 2008, 03:57 AM
I too liked the concept of that idea - as villages/towns grow, naturally they consume more food and there's less space for farm fields. Though given how huge land area each plot actually covers (hundreds miles), I don't think food production would decrease until we have modern day suburb cities.. heh, balancing these kind of things is indeed tricky, especially getting AI players to use all improvements effectively is the hardest part and seems that the simpler things are for AI players, the better they can play the mod.

RECKone
Apr 23, 2008, 07:15 AM
Hi Zap. im playin ur mod since some time. And I LOV IT. best thing around,no question. (havent tested ur 2.0 mod yet)

i always used to edit mods from here for my own. so i did with ur mod. (i changed some XML files only)

basicly i changed tech costs, build costs for buildings and units, especialy for late wonders and late units
( i made some units stronger but much more expensive too )

and some terrain and improvement changes.
(terrain changes = u can build towns on desert and snow tiles / jungle = forrest {for the + health, but they give less health than forrest used to }). build changes: i changed the mechanism forrest / jungle gets removed from improvements. for the ART!
but i use to make my own maps so those changes prolly aint good if u play with normal generated maps. not sure tho, since i never play normal generated maps

most important things (techs / ballance) i changed u have covered with ur 2.0 mod i think. and i dont want to go more into detail for all things i changed but for the improvements i would like to tell u what i did to avoid the AI is acting uneffective with their workers changing improvements or build wrong stuff and on the other hand giving the game a new art style.
in my version of Ur mod all u and the AI want to build r TOWNS and farms / green facilities for non bonus plots and ofc pasture/camp/plantages/mines/(farm) for bonus plots.

i removed some effects from windmill, lumbermill, and the other things i wanted to get rid off. so that the AI wont build them. (first i had those improvements normal till industrial age and began the changes for towns there and let the effects of mills and stuff fade away but the AI was bit confused and too slow to replace them with towns)

cottage / hamlet / villiage / town all get the same boni so that the AI will build cottage although they dont see the advantage of a town like a player would.(town gets +1hammer and +1 gold more than the others get. but in late game)
from start of the game TOWNS get +1hammer and farms stay as they r. so u build farm for food and town for production, simple thing. later in game u get littl food and some solid hammer effects on TOWNS and they give 2gold in the end. farms stay as they r and the AI and u want to remove them when u r able to build green facilities because they give litl more food and +1 happy face(+1 happy can be overpowered, depending on resources and some changes i did but RoM doesnt have). u wont have too many facilities since towns give more food than they used to in RoM. and for resources u build what u used to anway but pastures/camps/plantages/mines/shaft mines get food / hammer boost in late game too. so it wont be a disadvantage to have resource improvements compared to facilities or to towns in the end. or atleast not that big disadvantage

edit: cottage/hamlet/villiage/town growth length is increased.
i added the option to build hamlet in industrial age,village in modern age. but i had to take it out because of some problems while trying to remove the old build option for the previous "town-improvement" when the next age is reached.but i didnt understand why. hehe.
but i will work on it soon again.

if u want to i can list the exact changes for my improvement changes or even for the other things too, but first i wanted to give a basic view of what i did and aimed for*. maybe u like it and add it into rom 2.0 so i dont have to do it lol.
or u just think its crap and i wil be the only1 having a lot of nice TOWNS ; )

*what i aimed for: having the best looking improvement ( TOWNS ) apply more often.
and from my point fo view its very much realistic too. in germany for example are 3 cities with more than 1million ppl and those dont have 21million ppl like other cities from large countries do, they just have 1,5-3,5 million ppl. but still there r 90 million ppl living in a country with the same surface 1 state of america "might" have. this is because Komunes giving lot ppl space to live. so i like having lots of TOWNS next to my cities and the population of my city stands for all the ppl living around and in it.

for those who think "OMG not another german fanatic!!1!2!3!WAR!" : im not!! :crazyeye:

and i never play with german civ ^^

well thanks for listening to me and thanks for the great mod u provide.
IT'S the BEST :eek:

oh while im on it. i have an ART-Request: would be awesome to have some new future city and TOWN art styles so if u or any1 here could do it i would throw in a cookie for u :mischief:

EDIT2: about towns consuming food...in my opinion its enough consuming that u cant build a farm on a town plot. ppl still produce food in a town too. dont need a "plot" for farms only to do so. but if u do so.it ofc should give much more food than a town does. the balance is up to u. i mean u can modify it that each city uses 3 towns and rest farms/facilities/bonus improvements. or other way round u have the cities use only 3 - 5 farms and the rest is town or bonus improvements, like i do in my current game (having lot of water tiles too, so i dont have ALL other tiles with towns but quite a lot).

edit3: when modifiyng u might lose some realistic things. like at the time towns brought in more cash u add 1 gold. but if the AI wont build towns because they need hammers and food more. than u worked for nothin. but if u say at the time they brought more cash they also appeared more often on the worldmap th3n u should add somethn the AI and u needs so it gets build. in other words: add hammer/food ^^

CMKMStephens
Apr 24, 2008, 07:55 AM
From my own plays at Prince level:

Raging barbarians is utterly insane. I spent hours reloading and micromanaging to stave the bastards off, while watching the 'x civilization has been destroyed' pop up about 6-10 times. I quit that game when I managed to take over the whole island. A look in the map editor showed about half the remaining civs comfortably off, the other half also about to get trashed, or reduced to a single city.

Ragnar seems to be annihilating everyone on the main continent (Big and Small, I'm on most of the large islands).

Colonists are pretty powerful

The data that pops up whenever a city is taken is really irritating

It seems as though too many civics result in no state religion.

0100010
Apr 24, 2008, 08:54 AM
From what I've gather from other forums, Raging barbarians has always been insane whenever played at long speeds (Marathon and even worse here with snail) It's my understanding that the barbarian spawn rate is fixed and thus not affected by game speed. Therefore over time you have to stave off a larger number of them while you wait the longer amount of turns it takes to build defensive units. Given that the Great Wall has been moved to the Construction tech, rush building that is no longer a valid tactic. In fact by the time you get to the construction tech barbarians are rarely an issue any more. This pretty much makes the main feature of the wonder useless. The best strategy I have found in dealing with barbarians (apart from restarting/regenerating a map until you have a nice easily defensible pennisula w/ choke points) is lots of sentries standing atop hills. Remember that barbarians only spawn in areas obscured by fog of war. (more precisely fog areas not seen by the AI and the player)

Some game change suggestions to deal with Barbs.

Make scouts slightly cheaper to build.

Make it easier for scouts to get the +1 visibility promotion. (as a first or 2nd level promotion, or just give it to them for free)

New Improvement (outpost) Quick to build, can be built outside culture borders. All it does is grant a +1 visibility bonus to whomever occupies it, and a small defensive bonus. (Built with Masonry and/or hunting)

(Forts should probably be given a +1 sight bonus also, but again by the time you can build those the barb threat is over, they also take too long to build. Given forts other feature, I am not suggesting they be buildable sooner)

Put the Great Wall back on Masonry tech, if not, boost its other features to make up for its barbarian defense being diminished due to its later build time.

Scouts by themselves wont survive the barbs but with the above at least the can see them coming. For my Sentry scouts I always try to get Combat I and Medic one. and stack them with stronger sentries (once built) to boost their heal rate when facing the oncoming hordes.

zappara
Apr 24, 2008, 09:20 AM
In my games barbarians rarely have caused any significant trouble, though I rarely have tried raging barbarians option. My usual tactic is after the initial scouting to place scouts/warriors all around my empire (on hills) to keep the fog of war farther away from my lands and any time I see barbarians, I'll try to get troops there to kill it and if I find barbarian city, I build troops to take it down or limit barbarians from getting out of there. I usually have my scouts placed before animals stop appearing and barbarians take their spot.

I've also noticed that Great Wall wonder seems to be bit too late so yes, I've been thinking to move it to some earlier tech - back to masonry probably. Also have thought about outpost/lookout tower/radar station type of improvement but there isn't easy way to make improvements add visibility range (no xml tag for it). I've found one option for this so far and that would be temporary promotion for unit if unit is on plot with lookout tower but I haven't yet tried combine that kind of python component, might try it after the initial 2.0 release is done as I don't want to run into extra python problems at this time.

@CMKMStephens

That no state religion civic result became just visible for those civics when I moved Theocracy to government category ie. the game won't make that choice's text visible if all civics in same category have 0 value on no state religion, if just one civic option has 1 in that choice, then the game makes that effect visible for all civics in the same category. The effect from Inquisition was removed in one beta patch so now legal civics won't show that text.

Lomion
Apr 24, 2008, 04:43 PM
Feature Request: Add +1 visibility (Recon or whatever its called) to scouts

Barbarians: On normal they are fine, on raging they are insane ... would like a 3rd middle option

Informative Text: Could you find a way to disable (optional cause I am sure somebody likes it) informative notes or hints like "City X will become unhappy next turn, City Y will grow next turn, City Z can purchase / finish X structure for Y gold" , etc etc .. its clutter I don't want or need or care about

zappara
Apr 24, 2008, 07:02 PM
@Lomion

You can set those messages in "Rise of Mankind config.ini". The first option there can be used to disable Civ4lerts mod component. Have you find any issues / bugs while playing the beta?


Just finished up adding pedia for almost all units... took some 5hours and now it's already 3am. Need to get some sleep... Made and added some new icons as well, not many objects anymore using the same icons in the tech tree. Will try to add tech and building pedias by the end of this week, then would be missing only strategy and quote texts. :)

konradcabral
Apr 24, 2008, 08:01 PM
Hello Zappara,

i'm a big fan of Rise of Mankind, i played a lot the first version in my old PC. Congrats for your great work!!!

First of all, sorry for posting this here. I know there's an appropriate thread for what i'm going to ask, but i rely in your knowledge to solve my problem so i can play RoM 2.0 like nuts.

I buyed a notebook with Vista (fully "Windows UpdateD") and reinstalled Vanilla, Warlords and BtS, but the patches 3.13 (official and non-official) do not work properly. BtS 3.00 works fine. I don't know if it's a problem with the patch or with the crack "civ4beyondthesword.exe" i downloaded with the entire game. The tabs "Audio" and "Other" of the civ options are blank, and every time i start a game the game crashes even before my settler shows up.

That's my "about this build" screen:

Civ Version: 313
Save Version: 301
Build Version: 3.0.3.1 (77541)
Build Date: Wed Aug 08 16:01:07 2007
Build: Final Release
Mod Name: None

Do you know what's going wrong?

Gratefully,

Konrad

P.S.: I'm brazilian from Rio de Janeiro, can you design the brazilian civ with Luís Inácio Lula da Silva as leader? :-)

Lomion
Apr 24, 2008, 10:16 PM
Not to be a cock Konrad but maybe trying buying the game instead of using a cracked version .... games are made so shareholders can make money

Maatissi
Apr 25, 2008, 04:26 AM
I've also noticed that Great Wall wonder seems to be bit too late so yes, I've been thinking to move it to some earlier tech - back to masonry probably.

- I am completely against this!!! The Great Wall is already appearing far too early!

Barbarians are supposed to be a threat, and Great Wall is still a valuable wonder, as it increases the chances of getting a great engineer, adds great general creation rate as well and prevents also pirates from sneak attacking your ports and their fishing boats!

If you can't handle the barbarians in with the raging setting, turn it off! And making Great Wall to appear unrealistically early doesn't help all the poor AI players.

CMKMStephens
Apr 25, 2008, 07:11 AM
The other thing of note, when I get Memory Allocation failure (usually once the sav file gets over 2mb), it doesn't just crash out of the game like it usually would, but can cause the computer to restart as well.

My system:

e6850 3ghz on Asus Striker Extreme
9800GTX
2GB DDR2-800 Ram

Oatse
Apr 25, 2008, 07:16 AM
Not to be a cock Konrad but maybe trying buying the game instead of using a cracked version .... games are made so shareholders can make money

Chances are if he can afford Vista he probably has a legal version. I recommend reinstalling and using your CD instead.

Lomion
Apr 25, 2008, 07:32 AM
Oatse: See below

I don't know if it's a problem with the patch or with the crack "civ4beyondthesword.exe" i downloaded with the entire game.

Also having lived in 3rd world nations, the version of Windows that comes on your store bought desktop or laptop isn't necessary a real licensed version ... they are often sold with cracked copies.

Not trying to start a flame or anything but seriously, don't ask for help with a stolen game as the cracking process often break things.

Acerbus
Apr 25, 2008, 08:44 AM
Not to be a cock Konrad but maybe trying buying the game instead of using a cracked version .... games are made so shareholders can make money

You shouldn't judge him on first sight. Have you, for example, considered the possibility that some people might just find it annoying to have to change dvds every time they want to play another game, even though they have a legit version?

I might be ignorant in this matter, but it seems to me that the need to have the disc in the computer is a useless relic from the times when cut scenes/music weren't installed on the computer and when this practice still proved inconvenient for pirates. Right now, crackers have it easier than normal players: they only need to download one file, instead of spending half a day switching discs.

zappara
Apr 25, 2008, 10:02 AM
P.S.: I'm brazilian from Rio de Janeiro, can you design the brazilian civ with Luís Inácio Lula da Silva as leader? :-)Checked civ creation section and there's Brazil civ made long time ago but I don't think it's for BtS yet and it's not in modular format so would have to edit that civ a bit.

To solve your problem, try to update graphics+audio drivers and check Civ4 - Technical Support (http://forums.civfanatics.com/forumdisplay.php?f=159) -forum section here. I don't have Vista (yet) but took a look on tech forum and seems there's lots of problems running BtS on Vista. Some have installed DirectX 9.0c to Vista and said it solved some BtS problem (even though Vista has DX10).

And please let's stay on topic ie. discuss about RoM 2.0, I don't want to ask moderators to delete half of the thread because some are discussing cracks and pirated software.

The other thing of note, when I get Memory Allocation failure (usually once the sav file gets over 2mb), it doesn't just crash out of the game like it usually would, but can cause the computer to restart as well.Seems BtS gets those MAFs often when save files get really big, happens in normal BtS too. It's not really mod problem, it's game engine problem. Hopefully Firaxis gives us update to fix those bugs. Meanwhile, only thing I can think of is to reduce graphical settings and not play on really huge game maps :( Having graphics card with 512mb ram should help too (I get MAFs with 256MB card in late game). Seen similar problems in other games as well which use Gamebryo game engine (Morrowind + Oblivion).. there's been some serious memory leaks in that game engine.

Now back to feedback - anyone having CTDs or any other major problems? I'm hoping to get this beta stage ended by this week if no other major problems appear and then I could start experimenting with few mod components to see if I can add some features. I've wasted another 10 hours this week with the font files and didn't get them to work correctly yet, those files are driving me crazy :wallbash:

konradcabral
Apr 25, 2008, 11:57 AM
Not to be a cock Konrad but maybe trying buying the game instead of using a cracked version .... games are made so shareholders can make money

Sorry people to bring this polemic here, that's not my intention.
But i know all of this stuff of shareholders and making money, i'm a economist. And i'm not against pirate copies. If pirates doesn't exist, 80% of Brazil never would see Counter Strike, or Civ. I buy pirate copies because they cost 2 to 10 % of the original, and the original cost 30% of my income. That's what i spend with food. Firaxis won't lack my little money, and Brazil won't lack Civilization. Don't believe in all you hear around you, come to visit us.

This will be my last post about this subject, sorry again.

Zappara, thanks a lot, i'll try it out.

Maatissi
Apr 26, 2008, 05:09 AM
Ookkayyh... Beta-testing is reaching its end. Everything seems to be in order, yes? Unbalanced things removed or changed and so on...

So how about those modern units? (Like using the T-72 for more Civs...) Really important matter, isn't it? :D

Sort of a "final tuning" before the "real thing" comes out. ;)

zappara
Apr 26, 2008, 06:25 AM
@Maatissi

T-72 was added for some civs flavor list in one of those beta patches.. seems I forgotten to put it on patch notes :D Check the civilization pedia pages and you'll notice it's there, I used wikipedia's list of countries who have used / are using T72 tanks.

Fine tuning is in progress (v2.006beta notes):
Promotions
----------
- Added: Fieldsman I-III promotions
- Fixed: Tried to rearrange Promotions so that Promotion tree is easier to read
- Changed: Fanatic requires now Combat 3, no longer available for Veteran pilot
- Changed: Kamikaze requires now Low Altitude maneuvers for planes

Buildings
-----
- Added: Accelerator icon
- Added: Royal Tournament icon
- Added: Computer Center icon
- Added: Info Net icon
- Added: Supercollider icon
- Added: Convention Center icon
- Added: Personal Rapid Train icon

Units
-----
- Added: SR-71 Blackbird, national unit
- Added: Light Anti-Air gun and Flak88 icon
- Added: Iron Frigate icon
- Added: Japanese units Ashigaru (replaces pikeman), Elite Ashigaru (replaces heavy pikeman)
- Changed: Chivalry units renamed to Chevalier (was pedia issue between the tech and units)
- Changed: Cavalry Auxilia (rome) renamed to Equites (horseman)
- Changed: Roman Cavalry renamed to Cavalry Auxilia
- Changed: Arquebusier no longer ignore building defense (these were ineffective weapons on long range and due to no rifling, accuracy was poor)
- Changed: T-72 armor has been added to several civs as flavor unit

Wonders
-------
- Changed: Great Wall max start era from Ancient to Medieval

Techs
-----
- Added: Mesh Networks icon

Pedia
-----
- Added: pedia text for most units
- Added: pedia text for resources
- Added: pedia text for Civics
- Added: quotes for some techs

Civics
------
- Changed: Capitalism renamed to Corporatism
Just last night became sick so I won't be doing much this weekend.. maybe tomorrow if I get better soon. Just reading different Civs histories and picking up notes for new unique units (Sacred Band/Legion for carthage) and sleeping is all I can do today.

Found something to watch while getting better: The Silk Road documents (http://video.google.nl/videoplay?docid=8148246636954632434), 12 hours of Silk Road history.. maybe I'll get some new ideas for wonders and other stuff... ;) Edit: Seems I've watched this series when I was kid.. back in the 80's :D

diziple
Apr 26, 2008, 08:37 AM
Wish you good health zappara! i really appreciate you taking all this time to make this great game.. so much greater! :)

Lomion
Apr 26, 2008, 03:16 PM
Zappara: You didn't post a link to the Beta6 update :)

zappara
Apr 26, 2008, 03:21 PM
Yes I know, it's not ready yet. That was just preliminary update notes.. I'm going to let you play 2.005 still for while (old saves won't work after update) and since there's only minor changes in 2.006 (pedia updates mostly), I might just put it straight to full 2.0 release early next week.

Lomion
Apr 26, 2008, 04:00 PM
Not sure how many people have made it to modern or later yet so would hold off on 2.0 for a bit still as people test your beta's. BTW Siam still have England's culture color

CMKMStephens
Apr 26, 2008, 06:06 PM
When my Maya civ ran out of city names it started randomly naming them after unused civs cities. This normal?

JosEPh_II
Apr 26, 2008, 09:37 PM
The Screen for Leonardo's Workshop once completed is blank. Blue screen with Leonardo's Workshop at the top.

Up to 1680 AD on Huge archeapelago world with 8 AI Civs, Warlord level, play has been smooth so far.

JosEPh :D

little_cyclone
Apr 26, 2008, 10:11 PM
BTW Siam still have England's culture color

Carthage and I think Portugal share the same shade of orange as well.. Makes for confusing borders..

Nordfeldt
Apr 27, 2008, 02:17 PM
Hi

First of all, thank you for making this great mod :thanx:

I got two request I would ask you to consider:

1. Could you include surdani's "UN forces mod" in RoM somehow?
http://forums.civfanatics.com/showthread.php?t=265993

2. Could you include a Denmark Civ? :viking:

Keep up the good work

zappara
Apr 27, 2008, 02:36 PM
Current preliminary 2.006 notes:
Promotions
----------
- Added: Fieldsman I-III promotions
- Fixed: Tried to rearrange Promotions so that Promotion tree is easier to read
- Changed: Fanatic requires now Combat 3, no longer available for Veteran pilot
- Changed: Kamikaze requires now Low Altitude maneuvers for planes

Buildings
-----
- Added: Accelerator icon
- Added: Royal Tournament icon
- Added: Computer Center icon
- Added: Info Net icon
- Added: Supercollider icon
- Added: Convention Center icon
- Added: Personal Rapid Train icon

Units
-----
- Added: SR-71 Blackbird, national unit
- Added: Light Anti-Air gun icon
- Added: Flak88 icon
- Added: Iron Frigate icon
- Added: Japanese units Ashigaru (replaces pikeman), Elite Ashigaru (replaces heavy pikeman)
- Added: Carthage flavor swordsman, pikeman, heavy pikeman, longbowman, crossbowman, axeman and knight units
- Added: Carthage Sacred Band UU (replaces Heavy Swordsman)
- Added: Dutch UU Batavian Cavalry (starts with Amphibious, they were known to be good swimmers)
- Added: Dutch flavor units Swordsman, Heavy Swordsman, Pikeman, Heavy Pikeman, Longbowman, Crossbowman, Knight
- Added: Mesoamerican unit flavor style
- Added: Inca musketman as flavor unit for Meso American civs
- Added: Inca Cuirassier as flavor unit for Aztec and other Meso American civs
- Added: Inca cannon for Meso American civs
- Added: Inca Rifleman for Meso American civs
- Added: Inca Cavalry for Meso American civs
- Added: Inca grenadier for Meso American civs
- Added: Meso american flavor units: Crossbowman, Arquebusier, Maceman, Mounted Infantry, Swordsman (same as Andean), Heavy Pikeman (same as Andean), Heavy Cavalry (same as Andean)
- Added: South American / Andean flavor units: Musketman, Mounted Infantry (same as Meso), Swordsman, Heavy Pikeman,

Heavy Cavalry
- Changed: Chivalry unit renamed to Templar Knight (was pedia issue between the tech and units)
- Changed: French chivalry unit renamed to Hospitaller Knight
- Changed: German chivalry unit renamed to Teutonic Knight
- Changed: German heavy swordsman renamed to Teutonic Swordsman
- Changed: Cavalry Auxilia (rome) renamed to Equites
- Changed: Roman Cavalry renamed to Cavalry Auxilia
- Changed: Arquebusier no longer ignore building defense (these were ineffective weapons on long range and due to no rifling, accuracy was poor)
- Changed: T-72 added to several civs as flavor unit

Wonders
-------
- Changed: Great Wall max start era from Ancient to Medieval

Techs
-----
- Added: Mesh Networks icon
- Changed: Blood Cult renamed to Sacrifice Cult

Civics
------
- Changed: Capitalism renamed to Corporatism

Pedia
-----
- Added: pedia text for most units
- Added: pedia text for resources
- Added: pedia text for Civics
- Added: quotes for some techs
- Added: pedia for most techs

Resources
---------
- Changed: Salt gets +1 hammer from Quarry

Civilizations
-------------
- Changed: Inca uses now Meso American flavor unit style
- Changed: Maya uses now Meso american flavor unit style

zappara
Apr 27, 2008, 02:44 PM
When my Maya civ ran out of city names it started randomly naming them after unused civs cities. This normal?
I think it's normal BtS function when you run out of city names.

1. Could you include surdani's "UN forces mod" in RoM somehow?
http://forums.civfanatics.com/showthread.php?t=265993

2. Could you include a Denmark Civ? :viking:

Keep up the good workI've looked into UN mod some time ago but haven't really decided if I add it to RoM or not in some form.

I'm going to make civ package for RoM but it'll take little while to complete it, there's now 6 or 7 extra civs modified to be compatible with RoM. I'll add only modular Civs to this package so if Denmark is already in modular format, it can be added. :)

Lomion
Apr 27, 2008, 03:39 PM
Not so much mod specific but is there a way to get your custom games to save your settings? It never saves stuff like "use all 40 civs" or "no technology trading" .. its a PITA clicking 32 times adding random civs every time :)

Sword_Of_Geddon
Apr 28, 2008, 03:57 AM
I think it would be cooler if you implemented a flavor mod like VD instead of giving civs like the Aztecs Incan units. They have culturally distinct styles that set them apart.

Also are more Native American(Non-mesoamerican I mean) units planned by any chance. I read the log and only a few were mentioned.

I don't mean to be pushy but I really like this mod.

zappara
Apr 28, 2008, 07:51 AM
@Sword_Of_Geddon

Problem with VD (and with other flavor unit mods) is that they change just the original unit classes and because RoM adds lots of new unit classes, I need to find suitable flavor units for each new class too. If I don't make it this way, you'd see many new unit classes with default graphics. And because there's limited amount of units available for different ethnic groups and civs, I have to be bit creative with the flavor units ie. in some cases I have to use BtS default ethnic units and fill the new classes with the new units people have made, just so that all units for each civ eventually will look like they belong to that ethnic area.

Sword_Of_Geddon
Apr 28, 2008, 10:14 AM
I see. At least your trying and I suppose flavor is better than no flavor at all...;). Bakuel(one of the unit makers) is coming out with aztec and mayan units for all the normal unit classes btw, so you can give(maybe) those civs their own style, this summer hes going to release them tentatively. We will see what happens I guess.

Nordfeldt
Apr 28, 2008, 11:04 AM
I'm going to make civ package for RoM but it'll take little while to complete it, there's now 6 or 7 extra civs modified to be compatible with RoM. I'll add only modular Civs to this package so if Denmark is already in modular format, it can be added. :)

Cool :) How should the units be in such a civ? I mean do you want them to be the standard units, or is it okay if they are civ-specific?

zappara
Apr 28, 2008, 11:15 AM
@Nordfeldt

Most modular Civs have already unique unit and unique building specified for that civ. I just adjust them to RoM stats. Some modules do lack those but I won't create UUs for them from scratch due to time reasons (at least not at this point, might consider it some time later).

0100010
Apr 29, 2008, 12:37 AM
Hittite Chariots don't seem to get XP bonus from Stables, although they are considered mounted units (spearmen, etc. get their attack bonuses against them) I'm not sure if this affects other chariots also. Was playing w/ 2.005beta

EDIT: Nevermind I simply miscalculated

Hroth
Apr 29, 2008, 02:17 PM
Hello Zap,

Thank you for a great mod, I haven't played a normal game of BtS since finding RoM earlier this year.

Currently running 2.005 (beta)

I found that Cavalry is available at Flintlock instead of Mil Tradition? This allowed for Cav units before Curassiers.

JosEPh_II
Apr 29, 2008, 06:44 PM
So is the RoM version 2.0 you put up today the final release from the beta process? It includes the 2.006 patch, correct?

Ready to D/L if it is!

JosEPh :D

zappara
Apr 29, 2008, 07:30 PM
Yes, it includes 2.006 and all the previous beta patches. There's couple minor issues/bugs left but haven't encountered anything major so I decided that it's time to end beta and make it final release. I will fix/adjust things on patches but it might take a while before I get first patch done. So far played some 700+ turns and happy about it... one more turn! :D

Currently running 2.005 (beta)

I found that Cavalry is available at Flintlock instead of Mil Tradition? This allowed for Cav units before Curassiers.Seems you're right - it is possible to find cavalry before cuirassier. So I'll have to do something about it on first patch.. :)


This thread was only for beta test phase. In future please report any issues/bugs you find in Version 2.x bug reports (http://forums.civfanatics.com/showthread.php?t=273368) -thread.