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WildFire Nov 23, 2009, 03:22 PM does the 'revolutions mod' work in 2.71 MP? i know it doesn't work at all in 2.8 but we played a game in 2.71 with the dynamic civ names , tech diffusion and barbmod and those work fine... can anyone confirm 2.71 revolutions working in mp before we try and and find it OOS the game?
quiddity Nov 23, 2009, 06:04 PM first, i'm kinda new to RoM, and u guyz did an amazing job imo ^^.
I recommend you try my "A New Dawn" beta. It has a quite a few bugs ATM, but I've got a bunch of them sorted out for the next release.
Users report really fast turn times. ;)
i got a bug when launching RoM with the new dawn Beta, the install is succesfull but when i'm getting to the RoM game menu there is no text at all, and when i try launching or loading a game "blindfoldly" the game crashes with no error message.
i'm playing with BtS 3.19, RoM 2.8 full hotfix 3, already tried to reinstall RoM and Beta , nothing new :x
Afforess Nov 23, 2009, 06:13 PM first, i'm kinda new to RoM, and u guyz did an amazing job imo ^^.
i got a bug when launching RoM with the new dawn Beta, the install is succesfull but when i'm getting to the RoM game menu there is no text at all, and when i try launching or loading a game "blindfoldly" the game crashes with no error message.
i'm playing with BtS 3.19, RoM 2.8 full hotfix 3, already tried to reinstall RoM and Beta , nothing new :x
Are you playing BTS in a different language than English?
quiddity Nov 23, 2009, 07:44 PM yes , french in fact
but haven't any issues with RoM 2.8 + hotfix , withtout beta
Afforess Nov 23, 2009, 07:56 PM yes , french in fact
but haven't any issues with RoM 2.8 + hotfix , withtout beta
I haven't got all the text for all the other non-English Languages, which causes the issues.
I'll fix it for the next release, but for now, you should switch to English.
quiddity Nov 23, 2009, 08:08 PM ok thx a lot
Afforess Nov 23, 2009, 08:12 PM ok thx a lot
If you can translate English to French, I'd appreciate it. If you're will, I can show you what you need to do, and I'll include the translations in the next release.
quiddity Nov 23, 2009, 09:07 PM If you can translate English to French, I'd appreciate it. If you're will, I can show you what you need to do, and I'll include the translations in the next release.
I Haven't any experience in "moding" but i can give it a try, if u could show me what i'm expected for i could at least tell u if i'm able of.
Afforess Nov 24, 2009, 05:17 AM I Haven't any experience in "moding" but i can give it a try, if u could show me what i'm expected for i could at least tell u if i'm able of.
I asked some Germans for translations too. Here's what I told them (http://forums.civfanatics.com/showpost.php?p=8666521&postcount=713)
Every time I say "German" substitute the word "French" in. ;)
The attachment of the text is at the bottom. It's a fair bit of text, but I don't expect it overnight or anything. If you could translate it, I'd be very appreciative. (And you'd get a spot on my credits.)
DavidB1111 Nov 24, 2009, 10:14 AM Before I get back to playing Rise of Mankind, Communism is still broken at -65% gold, right?
I never used it that much, but still, as I've stated before, it really makes no sense.
And by no sense, I mean, no sense.
Also, I would prefer the nanite clouds having their strength lowered a lot and given the chance to have promotions...but that's just me.
Sigh, I don't mind torrents that much, but I can download a gig from a normal speed website faster than I can download the light torrent. :(
downloadonly Nov 24, 2009, 04:17 PM Every time I say "German" substitute the word "French" in. ;)
You are from USA, right ? ;)
DavidB1111 Nov 25, 2009, 05:31 PM I think he originally wrote it for Germans, but I could be wrong.
And yes, he lives in the USA.
downloadonly Nov 26, 2009, 12:42 PM I think he originally wrote it for Germans, but I could be wrong.
And yes, he lives in the USA.
I know. This was a joke only.
DavidB1111 Nov 26, 2009, 04:30 PM My mistake. Sorry, jokes sometimes fall flat on the internet.
Osk21 Nov 26, 2009, 08:00 PM Zappara, this is the best mod of all time. I'm not waiting for Civ V, I'm waiting to see what you do with Civ V. Thanks;)
DavidB1111 Nov 26, 2009, 11:15 PM Well, to be honest, I like Fall Further, the Fall From Heaven mod, a bit more. But still. Rise of Mankind is made of awesome and win.
Zappara probably follows the internet three step theory.
1.Make a Great Mod that people love
2.???
3.Profit!
Thank you place that is censored on this forum for no reason that has 4 and chan near each other, you are useful after all.
Osk21 Nov 27, 2009, 09:56 AM I like Fall from Heaven a lot too:D
Webrider Nov 27, 2009, 10:11 AM Can't play multiplayer every time I as the client attack something it gives an OOS.
DavidB1111 Nov 27, 2009, 01:13 PM Um, Web? I can't help you I'm afraid, but maybe if you gave just a little more information, it might help.
It's up to you.
Dancing Hoskuld Nov 27, 2009, 01:41 PM Can't play multiplayer every time I as the client attack something it gives an OOS.
RoM is based on RevDCM which is not, yet, multiplayer friendly. There is a multiplayer forum (http://forums.civfanatics.com/forumdisplay.php?f=368) in the RoM forums and some people have some solution there which may help you.
VinceV Nov 27, 2009, 02:11 PM So I downloaded the mod, and the hotfix that goes with it. (for version 2.8) I started a game to see it if works, but all kinds of weird messages come at the start. Like
*Bug Options - failed creating INI file 'C: ......Advanced Combat Odds.ini
*BugOptions -failed creating INI file C:\....AustoSave.ini
et cetera
The game is playable, but there is the constant "ALT + CTRL + O to customize BUG mod" at the bottom of the screen. It just looks wacky. I entered that command of control/alt/O and a whole bunch of options came up.
I'm not sure if it is working correctly anyway. Isn't the BUG mod something different from Rise of Mankind? Are they a merged mod?
I don't want to start a game and have it crash, and I wish that command would disappear from the bottom.
Is this all normal? I really want to try this Mod.
Thanks,
Vince
Dancing Hoskuld Nov 27, 2009, 02:27 PM So I downloaded the mod, and the hotfix that goes with it. (for version 2.8) I started a game to see it if works, but all kinds of weird messages come at the start. Like
*Bug Options - failed creating INI file 'C: ......Advanced Combat Odds.ini
*BugOptions -failed creating INI file C:\....AustoSave.ini
et cetera
The game is playable, but there is the constant "ALT + CTRL + O to customize BUG mod" at the bottom of the screen. It just looks wacky. I entered that command of control/alt/O and a whole bunch of options came up.
I'm not sure if it is working correctly anyway. Isn't the BUG mod something different from Rise of Mankind? Are they a merged mod?
I don't want to start a game and have it crash, and I wish that command would disappear from the bottom.
Is this all normal? I really want to try this Mod.
Thanks,
Vince
RevDCM includes BUG and RoM is based on RevDCM so yes it is normal. You can get rid of the Alt-Ctl-O message at the bottom of the screen by pressing Alt-Ctl-O and going to the last tab and uncheck the "reminder" to turn it off.
I think that the messages at the start only occur once. This may not be true if you are running Vista in which case I think you need to run RoM with administrator access.
Vince_2000 Nov 27, 2009, 02:42 PM Very good mod ! but too slow.....
DavidB1111 Nov 27, 2009, 02:44 PM Define too slow....
The game speed, the way the game moves via 6000 BC to whatever AD?
OR the fact that the game itself slows down your computer?
I'm not certain which one you mean.
You can adjust the game speed from normal to quick if you'd like.
Afforess Nov 27, 2009, 02:51 PM Very good mod ! but too slow.....
Try my A New Dawn Beta, I improved game speed by about 100%
Subaru WrXxX Nov 27, 2009, 03:58 PM FINALLY getting a chance to play some RoM 2.8. Got a good copy of windows 7 64 & downloading the megapack & some of Afforess modmods as we speak & cant wait to dive into some RoM later but this honestly getting a bit confusing...If I get the RoM 2.8 Mega full do I need the hotfixes? & I got your latest essential modmod Afforess & saw there is some speed improvement in there but is A New Dawn stable & making things that much better & does it include the essential modmod? Will installing both screw things up? I realise Ive been away for awhile & I tried researching thru all the posts before asking this but its getting all that much more confusing w/ what all to get now lol I can only imagine how bad it is for someone just getting into RoM. Just a reply as to what I should get would be great & Im starting a fresh Civ4 install ( as I just got win7 64 ) if that helps.
Also seeing alot of, for lack of better words ignorant, disrespectful, non appreciative/constructive posts toward Zap & Afforess in the last few pages & for some of you I'm really hoping english isn't your 1st language but more importantly, how about some respect & thanks etc, its not like there getting paid for any of this. And for alot of us w/o RoM etc, CiV 4 would just be another game collecting dust so if you dont understand or even like something just ask politely & constructively as most of us do, you'll get a much better/helpful reply that way & mite even be helping the cause for others confused...
DavidB1111 Nov 27, 2009, 05:18 PM Also seeing alot of, for lack of better words ignorant, disrespectful, non appreciative/constructive posts toward Zap & Afforess in the last few pages & for some of you I'm really hoping english isn't your 1st language but more importantly, how about some respect & thanks etc, its not like there getting paid for any of this. And for alot of us w/o RoM etc, CiV 4 would just be another game collecting dust so if you dont understand or even like something just ask politely & constructively as most of us do, you'll get a much better/helpful reply that way & mite even be helping the cause for others confused..
OKay, I'm lost now. Could you give me examples?
I admit I haven't read every single page, but I don't recall any possible hostility in the last couple of pages...Weird.
zappara Nov 28, 2009, 11:09 AM FINALLY getting a chance to play some RoM 2.8. Got a good copy of windows 7 64 & downloading the megapack & some of Afforess modmods as we speak & cant wait to dive into some RoM later but this honestly getting a bit confusing...If I get the RoM 2.8 Mega full do I need the hotfixes? RoM 2.8 Mega includes the Hotfixes so you don't need to download the hotfix.
Subaru WrXxX Nov 28, 2009, 02:05 PM Thanks Zap, I went ahead & got the Mega Civ Pack & already had 2.8 & just gonna load the civs I want, Im assuming doing it this way that I will need the hotfix, which I have now....
Now just waiting on word from Afforess ( or Dancing Hoskuld, seems like a knowledgeable guy ) about my previous post regarding Affs modmods & New Dawn & Ill be ready to get into some 2.8
Dancing Hoskuld Nov 28, 2009, 02:37 PM FINALLY getting a chance to play some RoM 2.8. Got a good copy of windows 7 64 & downloading the megapack & some of Afforess modmods as we speak & cant wait to dive into some RoM later but this honestly getting a bit confusing...If I get the RoM 2.8 Mega full do I need the hotfixes? & I got your latest essential modmod Afforess & saw there is some speed improvement in there but is A New Dawn stable & making things that much better & does it include the essential modmod? Will installing both screw things up? I realise Ive been away for awhile & I tried researching thru all the posts before asking this but its getting all that much more confusing w/ what all to get now lol I can only imagine how bad it is for someone just getting into RoM. Just a reply as to what I should get would be great & Im starting a fresh Civ4 install ( as I just got win7 64 ) if that helps.
Also seeing alot of, for lack of better words ignorant, disrespectful, non appreciative/constructive posts toward Zap & Afforess in the last few pages & for some of you I'm really hoping english isn't your 1st language but more importantly, how about some respect & thanks etc, its not like there getting paid for any of this. And for alot of us w/o RoM etc, CiV 4 would just be another game collecting dust so if you dont understand or even like something just ask politely & constructively as most of us do, you'll get a much better/helpful reply that way & mite even be helping the cause for others confused...
One of the big problems with RoM is the speed of change especially in the modmod area. For example as I write Zappara is proposing to put out a new (minor) release which adds some game speed improvements, while Afforess has a beta out which also has some speed improvements and probably includes all the dll changes Zappara will be including plus more.
So the way I do things is to have a backup of the latest RoM version, plus a version which I play with which is the base RoM with Afforess' latest beta. Then when a new RoM or RoM patch comes out I rename the backup back to Rise of Mankind and apply the patch or fix or whatever from Zappara. Then I make another back up and install Afforess stuff. Then I install all the other stuff I use but that's another story :) This is the only way I have been able to keep things straight.
Afforess is imitating the Borg from Star Trek and attempting to assimulate all the other modmods of sufficiently high quality.
Afforess Nov 28, 2009, 08:28 PM FINALLY getting a chance to play some RoM 2.8. Got a good copy of windows 7 64 & downloading the megapack & some of Afforess modmods as we speak & cant wait to dive into some RoM later but this honestly getting a bit confusing...If I get the RoM 2.8 Mega full do I need the hotfixes? & I got your latest essential modmod Afforess & saw there is some speed improvement in there but is A New Dawn stable & making things that much better & does it include the essential modmod? Will installing both screw things up? I realise Ive been away for awhile & I tried researching thru all the posts before asking this but its getting all that much more confusing w/ what all to get now lol I can only imagine how bad it is for someone just getting into RoM. Just a reply as to what I should get would be great & Im starting a fresh Civ4 install ( as I just got win7 64 ) if that helps.
Also seeing alot of, for lack of better words ignorant, disrespectful, non appreciative/constructive posts toward Zap & Afforess in the last few pages & for some of you I'm really hoping english isn't your 1st language but more importantly, how about some respect & thanks etc, its not like there getting paid for any of this. And for alot of us w/o RoM etc, CiV 4 would just be another game collecting dust so if you dont understand or even like something just ask politely & constructively as most of us do, you'll get a much better/helpful reply that way & mite even be helping the cause for others confused...
Thanks. :)
OKay, I'm lost now. Could you give me examples?
I admit I haven't read every single page, but I don't recall any possible hostility in the last couple of pages...Weird.
Let's just say that I've come to appreciate Zappara's strategy at handling complaints.
Afforess is imitating the Borg from Star Trek and attempting to assimulate all the other modmods of sufficiently high quality.
Why reinvent the wheel? ;)
DavidB1111 Nov 28, 2009, 08:33 PM Afforess is imitating the Borg from Star Trek and attempting to assimulate all the other modmods of sufficiently high quality.
That explains everything! AGGHH!
No, I promise to play with one of his modmods soon.
Let's just say that I've come to appreciate Zappara's strategy at handling complaints.
Oh, you mean how he doesn't respond to them? :)
That's what I'd do. Wait, no I wouldn't, I"m too egotistical.
That said, Communism...still miffed about it. Probably will be until sun expands into it's red giant phase...
Afforess Nov 28, 2009, 08:39 PM Oh, you mean how he doesn't respond to them? :)
Shhh....
:mischief:
DavidB1111 Nov 28, 2009, 09:51 PM Whoops...sorry.
:(
Silentris Nov 29, 2009, 05:57 AM hi,
can anybody tell me which version is the most stable for multiplayer?, we played often 2.52,and it worked good(very less sync errors and no crashs). The version 2.6x, was very unstable, is 2.7 or 2.8 better now?
downloadonly Nov 29, 2009, 06:06 AM My mistake. Sorry, jokes sometimes fall flat on the internet.
No problem. But normally it is very easy to detect a joke. TRy to find a thing called smiley :) . Have you seen this->Joke! Believe me, its very easy!
Zharkov Nov 29, 2009, 09:07 AM This mods seems interesting, so I intended to give it a try, but I experienced a distracting problem: Being addressed as "Name" I reentered my name etc. via "Your Details", but they reset to default directly. Bug, my PC or did I miss something?
Kroyon Nov 29, 2009, 09:28 AM This mods seems interesting, so I intended to give it a try, but I experienced a distracting problem: Being addressed as "Name" I reentered my name etc. via "Your Details", but they reset to default directly. Bug, my PC or did I miss something?
by default it will look at the name you use to log in to windows.
Zharkov Nov 29, 2009, 09:52 AM by default it will look at the name you use to log in to windows.
Maybe I was vague before. What I mean I am "name" of the "Adj Empire", and I cannot change this!:crazyeye:
At least not via "main menu" => "your details"
Carwyn Nov 29, 2009, 10:18 AM does the 'revolutions mod' work in 2.71 MP? i know it doesn't work at all in 2.8 but we played a game in 2.71 with the dynamic civ names , tech diffusion and barbmod and those work fine... can anyone confirm 2.71 revolutions working in mp before we try and and find it OOS the game?
We play with 2.71 MP and use all the features, except we turn off random events, some of those are badly bugged. Generally we play without a lot of OOS or crash problems, though they happen occaisonally. For MP you do need to agree what you are going to do if a city goes into revolt - the window will pop up for EVERY player and you all need to do the same thing. If another player hits accept before the person that has the city, it will accept and the person with the city has a problem. Bribing a city from the popup doesn't work right at all. If you are going to bribe a city, do it from the city screens to avoid financial messes that affect all the players. Once you adjust your play to revolutions, you won't have a lot of trouble with it. Enjoy!
Azazell Nov 29, 2009, 02:23 PM zappara --> How to change water in RoM 2.8? I want like water in the rhye mods on the bts expansion. Please help me!
Kroyon Nov 30, 2009, 02:13 AM Maybe I was vague before. What I mean I am "name" of the "Adj Empire", and I cannot change this!:crazyeye:
At least not via "main menu" => "your details"
You weren't vague at all but maybe I was not clear. :)
Strange as it may seem all these issues may well relate to your problem with the game. ;)
Either which OS you use you should have in Control Panel a folder called Accounts, in there you should be able to access all your windows accounts, my guess is that you got one in there called "Name" or possibly(but unlikely) no account setup at all.
The other possibility is that you may have found an error like an unnamed civilization in the game, for that we need more info of what exactly you have installed, like what civ4 patch, what version of RoM and if any addon mods.
50caliber Dec 01, 2009, 06:34 PM I tried to play the GEM with 2.8 and the altered civs were back to their originals, Australia was back to being Celts etc.. Is there anyway to fix this? GEM worked fine with 2.71...
Dancing Hoskuld Dec 01, 2009, 06:41 PM I tried to play the GEM with 2.8 and the altered civs were back to their originals, Australia was back to being Celts etc.. Is there anyway to fix this? GEM worked fine with 2.71...
Asking the same question in four threads probably wont get you an answer sooner :). If you look in the RoM senario sub-forum you will see a thread on GEM (Giant Earth Map). You will see that people are having troubles with it and working on a solution.
50caliber Dec 01, 2009, 07:38 PM Asking the same question in four threads probably wont get you an answer sooner :). If you look in the RoM senario sub-forum you will see a thread on GEM (Giant Earth Map). You will see that people are having troubles with it and working on a solution.
thanks for the link
Zharkov Dec 02, 2009, 03:42 AM Well, I turned off this dynamic civ name thingy and now everything is fine.
You weren't vague at all but maybe I was not clear. :)
Strange as it may seem all these issues may well relate to your problem with the game. ;)
Either which OS you use you should have in Control Panel a folder called Accounts, in there you should be able to access all your windows accounts, my guess is that you got one in there called "Name" or possibly(but unlikely) no account setup at all.
The other possibility is that you may have found an error like an unnamed civilization in the game, for that we need more info of what exactly you have installed, like what civ4 patch, what version of RoM and if any addon mods.
Kroyon Dec 02, 2009, 05:33 AM Well, I turned off this dynamic civ name thingy and now everything is fine.
Oh nice one, then it sounds definetly like a bug of some sort. I've never used that option as it doesn't sound too appealing to me.
zappara Dec 02, 2009, 06:32 AM Download Rise of Mankind v2.8->v2.81 patch (http://forums.civfanatics.com/downloads.php?do=file&id=13746)
(For Full and Lite versions, should work with Mega version too but breaks Mega version's building upgrade lines for modular civs).
This patch updates Rise of Mankind 2.8Lite and 2.8Full versions to v2.81. Make sure you have installed one of those versions before applying this patch.
Unzip the patch to ...\Beyond the sword\Mods\ -folder and overwrite files if asked to.
The patch updates several mod components to newer versions: RevDCM 2.6->2.61, Better BtS AI 0.81M->0.82J, BUG 4.1->4.2, Unofficial patch 1.3->1.31 and BULL 1.00 official. The patch contains also various bug fixes and tweaks to RoM.
Full changelog v2.8->2.81:
Mods
----
- Updated: RevDCM 2.6 -> 2.61
- Updated: BUG 4.1 -> 4.2
- Updated: Better BtS AI 0.81M -> 0.82J
- Updated: Unofficial Patch 1.3 -> 1.31
- Updated: BULL 1.00 official
Python
------
- Fixed: RevInqUtilities.py isInquisitionConditions now uses RoM settings
- Fixed: RevInquisition.py AI players no longer start training more Inquisitors when they have maxed out this unitclass already
- Fixed: RevDCMReligionControl.py isReligionExist call works now correctly, this should fix Choose Religion and Limited Religion game options
- Fixed: RoMGameUtils.py Artesian Well no longer can be built after city has built Cannery
- Fixed: ReligionUtil.py now identifies correctly RoM's religious building types (fixes Religion screen's building marks)
- Fixed: RevEvents.py PyPopup bug
- Fixed: CvMainInterface.py disabled Inquisitor code block that was referring to non-existing game feature (OC_FOREIGN_INQUISITIONS)
- Fixed: RoMGameUtils.py Arcology or Anti-Missile Batteries no longer can be built if civ has National Shield wonder
- Fixed: RoMEventManager.py Arcology or Anti-Missile Batteries no longer can be built if civ has National Shield wonder
- Fixed: Revolution.py bug in processRevolution function (line 5507)
- Changed: cPickle optimization to all python files that had only import pickle line (cPickle can be 1000 times faster)
- Changed: RoMEventManager.py crusader check is now made only if the civ has the tech that allows the wonder which trains crusaders (speed improvement for early game)
- Changed: RevInquisition.py disabled CanTrain codeblock (CannotTrain function does the same thing for Inquisitor so this was duplicate check)
City screen
-----------
- Changed: Shows only present religions and corporations (BUG options)
Buildings
---------
- Fixed: Paradise Garden button when hovering mouse over city
- Fixed: Armourer button when hovering mouse over city
- Fixed: Vacation Resort shows now info that it requires coastal city
- Fixed: Fisherman's Hut shows now info that it requires coastal city
- Fixed: Lighthouse shows now info that it requires coastal city
- Fixed: Harbor shows now info that it requires coastal city
- Fixed: Port shows now info that it requires coastal city
- Fixed: Commercial Port shows now info that it requires coastal city
- Fixed: International Port shows now info that it requires coastal city
- Fixed: Toll House shows now info that it requires coastal city
- Fixed: Customs House shows now info that it requires coastal city
- Fixed: Shipyard shows now info that it requires coastal city
- Fixed: Naval Academy shows now info that it requires coastal city
- Fixed: Drydock shows now info that it requires coastal city
- Fixed: Naval Yard shows now info that it requires coastal city
National Wonders
----------------
- Fixed: Secret Army's Base button when hovering mouse over city
- Fixed: Moia Statues shows now info that it requires coastal city
Great Wonders
-------------
- Fixed: Petra button when hovering mouse over city
- Fixed: Universal Translator button when hovering mouse over city
- Fixed: Sun Tzu's Arts of War button when hovering mouse over city
- Fixed: Colossus shows now info that it requires coastal city
- Fixed: The Great Lighthouse shows now info that it requires coastal city
- Fixed: Magellan's Voyage shows now info that it requires coastal city
Modules
-------
- Fixed: UN Mission button when hovering mouse over city
Terrain
-------
- Changed: Storm growth 500->400, defense +25% -> -25% (so that AIs no longer end turns on storms)
Resources
---------
- Changed: Ancient Relics can be traded
- Fixed: Manufactured resources no longer cause CTD when placing them to plots in Worldbuilder
Improvements
------------
- Changed: Oil Well requires now Refining instead of Combustion
Pythoncallbacks
---------------
- Disabled: CanTrain callback, no longer used in the mod (performance increase)
- Disabled: CannotTrain callback, no longer used in the mod (performance increase)
Traits
------
- Changed: made visible to xml all the new RevDCM modifiers to all traits (unused modifiers, can these be used?)
- Changed: Seafaring double production speed for Fisherman's Hut
Config
------
- changed: Advanced Scoreboard no longer shows dead civs by default because RevDCM can regenerate same civs again during the game
Promotions
----------
- Changed: Transport I-III enabled again (CTD problem with them has been fixed)
Gametext
--------
- Fixed: Space Tourism strategy entry
- Fixed: Algebra strategy entry
- Fixed: Applied Economics strategy entry
- Fixed: Orbital Flight strategy entry
- Fixed: Lead german translation
- Fixed: Weaving german translation
Units
-----
- Changed: Entertainer trader multiplier 10->1 (Trade Caravan is now better choice)
- Changed: Praetorian str 9->8
- Changed: Berzerker (Viking UU) gets now Mobility promotion instead of Amphibious (because Seafaring trait already gives Amphibious)
- Fixed: Inquisitor now shows info that it requires Intolerant Civic and State Religion
Techs
-----
- Changed: Nationalism AND req. Divine Right removed (already included in Leadership req.)
- Changed: Representative Democracy AND req. Liberalism removed (already included in Social Contract req.)
- Changed: Assembly Line AND req. Replaceable parts removed (already in tech path)
- Changed: Electricity AND req. Replaceable parts and Scientific Method removed (already in tech path)
- Changed: Screw Properller AND req. Replaceable parts removed (already in tech path)
- Changed: Railroad AND req. Replaceable parts removed (already in tech path)
- Changed: Theory of Relativity AND req. Physics removed (already in tech path)
- Changed: Refining AND req. Scientific Method removed (already in tech path)
- Changed: Combustion AND req. Explosives removed (already in tech path)
- Changed: Compulsory Eduction AND req. Physics removed (already included in Thermodynamics req.)
- Changed: Nuclear Power AND req. Modern Physics removed (already included in tech path)
- Changed: Space Tourism AND req. Globalization removed (Already included in Communication Networks req.)
- Changed: Psychology AND req. Scientific Method removed (already included in tech path)
- Changed: Fission AND req. Refining removed (already included in tech path)
- Changed: Flintlock AND req. Divine Right removed (already included in tech path)
- Changed: Fusion AND req. Superconductors removed (already included in tech path)
- Changed: Ecological Engineering AND reqs. Recycling and Genemanipulation removed (already included in tech path)
Game defines
------------
- Changed: Max amount of trade routes increased from 12 to 16 (now possible to make use of all trade route increases)
Events
------
- Fixed: Elite swords quest now correctly says that you need to build Light Swordsman
- Fixed: Noble Knights quest tech requirements
Leaders
-------
- Changed: Alexander weights Soylent Green facility for desert plots
- Changed: all leaders who weight farms now weights Vertical Farms more than Farms
- Changed: all leaders who weight Windmills now weight Windtrap more than Windmill
Sevopedia
---------
- Changed: Techs now show their strategy info (infos will be updated in v2.9)
Traits
------
- Changed: Seafaring gives now Amphibious promotion to various unit combat groups instead of Navigation I (trait more useful now)
Civics
------
- Changed: Vassalage +10% production and +10% gold in capital, can draft
RevDCM
--------
- Updated to Better BTS AI 0.82J and Unofficial Patch 1.31
- Fixed issue with combat odds display
- Barbarian Civ settling now scales better with game speed
- Fixed a couple bugs in RevInquisition
- Fixed a couple issues with BUG and RevDCM
- Updated to BUG 4.2
- Updated to BULL 1.00 official
- Fixed project interdependency bug
- Fix to choose religion option
- Fixed plot combat help issue, now shows modifiers correctly
- Added Rom's extra inquisitor checking code
- Fix to allow the sevopedia to show leaders of multiple civs
- Fix bug in the RevDCM info screen where RevDCM was returning -1 for a playerID
- Formatting changes for code comments
- modified makefile for BULL compiler options
- New organization of GlobalAltDefines.xml for BBAI 0.82 options
- integer division issues in Revolutions calculations fixed
- Python and XML changes from UP and BBAI
- Remove duplicate xml tag, to fix "give up their independence" bug
- "Financial stability" text displayed when revolution watch finances are positive
BUG 4.2
---------
CHANGES
New Features:
- SevoPedia
Technology page shows Civilizations that start with it
Improvements:
- Great Person Progress Bar
Added hover text displaying full details
- Info Screen [F9]
Made colors optional on WONDERS list
Added hover help text to WONDERS tab buttons
- Option Shortcut Reminder
Message turns itself off the first time you open the Options screen
If you turn it back on in the System tab, it will remain on as before
Bug Fixes:
- City Screen
Fixed display of food bar text when city is already over threshold
- Customizable Domestic Advisor
Fixed options on Advisors tab
Fixed Zoom to City Button Details option title
- AutoLog
Pillaging entries work and show correct gold amount
Peace offer entries work
- AutoSave
Fixed invalid save file names when starting from a scenario
- Civ4lerts
Growth, happiness, and health alerts correctly detect when a city will grow next turn
- General
Added missing 3.19 change with liberating cities during war-time
- Mac
Fixed reverse list sorting in GPUtil
Fixed random crash when using Strategy Layer
MODDING
New Features:
- Events
playerRevolution(ePlayer, iAnarchyTurns, leOldCivics, leNewCivics) [BULL]
- CityUtil
Use willGrowThisTurn() and willShrinkThisTurn() instead of CyCity.getFoodTurnsLeft()
Improvements:
- Options
Shortcut Reminder message uses CvModName.modName instead of "BUG Mod"
Bug Fixes:
- GameUtils
Fixed problem when using <callback> element to define new callbacks
New <callback>s no longer require a default value (omit both "type" and "default")
Better BtS AI 0.82J
-------------------
Merged in UP 1.3
Added files BetterBTSAI.h and BetterBTSAI.cpp
Small change (in many places) to code comment format to prepare for Doxygen documentation
Reorganized GlobalDefinesAlt.xml
Bugfix
- Fixed bug in AI valuation of techs which enable their favorite religion
City AI
- AI now will not build workers in pop 1 capital at start of game
- Higher production/population cities will fill more of worker need
- Inland cities will now produce settlers to support colonization of other continents/islands
- AI now considers value of mine/lumbermill + railroad when picking tile improvements whether railroad is in place or not
Diplomacy AI
- AI less likely to vote for/propose votes for peace if it's in an early/evenly matched war
- AI vote for/proposing votes for city exchange now based on teams, not players
- Added AI logic so that it will more correctly consider whether to accept human players as vassals in mods that allow that
War Strategy AI
- AI will now consider starting additional wars if it has huge power advantage over current target
- AI will now end wars which have been going on for a while but there has been no fighting and it has no plans
- AI now considers current would-be-enemy power when switching WARPLAN from PREPARING_TOTAL to TOTAL
- When outgunned in an area, AI more readily adopts defensive strategy
- Fixed issue where AI would not declare war on capital area enemy because it didn't have large enough attack force in shared colony areas
War Tactics AI
- Exposed several magic numbers for when the AI decides to attack/bombard cities in GlobalDefinesAlt.xml
- Fixed issue where attack city stacks would sometimes waste time by moving together to a staging city before merging
Espionage AI
- Unified decisions on what missions AI spies will run based on attitude and warplans
- On Aggressive AI, AI spies will now go after rivals civ is pleased towards
- Spies now move before other units (so revolt city can have an effect)
- Spies positioned in enemy cities will now cause revolts to lower defenses when attackers are in position
- Greatly reduced AI spies pillaging random improvements
- AI spies will now go after bonus tiles, very rarely target non-bonus improvements
- Spies now will move to and wait in cities which AI is targetting for conquest
- Added consideration to have spies pick different target cities/plots
- AI now will more likely steal enemy treasury if itself or enemy is in financial trouble
- AI will now consider using unhappiness mission in cities close to happy cap, not only those already over it
- Spies will now steal techs more often when AI is behind in tech, including stealing techs from friends when necessary
- Fixed issue blocking AI from using the steal treasury spy mission
- Poison city mission now valued based on producing food shortages, not just producing unhealthiness
Missionary AI
- AI will now build missionaries to push holy city religions when in free religion
- AI now gives higher weight to building non-state religion missionaries for any holy city religions is has, especially with a shrine
- Improved AI decisions on when to build missionaries
Tech AI
- Added new function AI_techValue, moved existing tech valuation code there
General AI
- AI now values gifted units much more highly, in line with other gifts
- Gifted obsolete or non-combat units are not valued as highly as current combat units
AI Logging
- Added logging system for easily tracking AI decision making (requires Release or Debug build)
CIV4GameInfoSchema
- New era tech cost modifier field no longer required, will be set to 0 for all era for mods that don't specify them instead of failing to load XML
cosmeIII Dec 02, 2009, 10:09 AM Hello i have a problem
when I start the game the units doesnt show up
i can select theme, make them move and settle cities :(
cosmeIII Dec 02, 2009, 10:22 AM the toggle bare map was activated when i started the game :lol:
taxman80 Dec 02, 2009, 08:31 PM [QUOTE=zappara;8691365]Download Rise of Mankind v2.8->v2.81 patch (http://forums.civfanatics.com/downloads.php?do=file&id=13746)
(For Full and Lite versions, should work with Mega version too but breaks Mega version's building upgrade lines for modular civs).
This patch updates Rise of Mankind 2.8Lite and 2.8Full versions to v2.81. Make sure you have installed one of those versions before applying this patch.
Unzip the patch to ...\Beyond the sword\Mods\ -folder and overwrite files if asked to.
The patch updates several mod components to newer versions: RevDCM 2.6->2.61, Better BtS AI 0.81M->0.82J, BUG 4.1->4.2, Unofficial patch 1.3->1.31 and BULL 1.00 official. The patch contains also various bug fixes and tweaks to RoM.
Zappara i dont catch this: "...should work with Mega version too but breaks Mega version's building upgrade lines for modular civs..."
will it work?? will bring future problems with upgrades?? :confused::confused:
os79 Dec 02, 2009, 08:43 PM Zappara i dont catch this: "...should work with Mega version too but breaks Mega version's building upgrade lines for modular civs..."
will it work?? will bring future problems with upgrades?? :confused::confused:
To keep it simple:
Just install 2.8Full or 2.8Lite, install the patch on it, THEN install the megaciv if you dare. Don't forget to use jar file in Assets/Modules to make sure the audio works with the civpack.
Hints to reduce possible problems with civpack (after you assure yourself that your computer IS strong enough to hold these extra civs):
1. Delete Argentina (unless Zappara says different and explain why it crashes for me)
2. Be sure your windows optimizes for the best performance of program, not automatically determined by Windows (it cuts out visual stuff from Vista and 7)
3. Unpack the fpk files to Rise of Mankind/Assets as a last resort.
After these steps, if you still have problems, then I don't know what to say :).
Erii Dec 03, 2009, 12:54 AM As always, appreciating your hard work and enjoying the results of your efforts. I'll be looking forward to trying patch 2.81 shortly! One minor thing, though, there's a slight typo on the download link. (2.81->2.81)
Gomer_Pyle Dec 03, 2009, 08:40 AM Great mod. But I got a few issues I would like to see fixed.
1. Why is it possible to offer Open Border before we have researched Writing? On the tech Writing it says enables open borders.
2. Why is it possible to trade techs from turn 1 even when you have tech brokering turned on?
3. When I research for Hinduism in the beginning and get it as first one you will get a holy city right? You get the religion icon with the yellow star ect. But I cannot convert to it? Why is this?
4. And last you can build explorer before you have researched for it??? I can build that from turn 1.
Kroyon Dec 03, 2009, 11:52 AM Great mod. But I got a few issues I would like to see fixed.
3. When I research for Hinduism in the beginning and get it as first one you will get a holy city right? You get the religion icon with the yellow star ect. But I cannot convert to it? Why is this?
I dont know about the other points since everything works the way it should be here.
But point3 has been like this for a while, it is annoying but I've never brought it out here before ;)
My workaround is I usually convert to prophets before I discover any religion, if i do the first religion I discover I can convert to it.
So basically you have two options:
1. Change your civics before you discover your first religion.
2. Discover a second religion and you'll be able to convert to it.
cool3a2 Dec 03, 2009, 12:31 PM Hi there. I already tried to solve this via pm, but didn't get any answer. So I try it again via publicity. I got a request to convert my Magyar Mod to ROM some time ago. I and the guy who requested the module both know that there already is a Hungary civ for ROM, but it seems not everyone is satisfied with it. Anyways, the module is finished and I found a guy who will take it over to maintain it and keep it compatible with the latest version of ROM. The problem is, that my module contains sound files and a unique city / building artstyle and thus keeping it compatible with the latest ROM version could be difficult as this not supported by modular modding AFAIK. I noticed that ROM doesn't use the default modding standard, but I don't know what is possible with the standard ROM uses. I'd appreciate it if anyone could tell me whether these things I mentioned are possible to make modular for ROM and if yes how. If not, I'd be lucky if we could discuss this issue and try to find a way to at least ease the job (for example by developing some standard for the files structure).
NBAfan Dec 03, 2009, 05:24 PM Great mod. But I got a few issues I would like to see fixed.
1. Why is it possible to offer Open Border before we have researched Writing? On the tech Writing it says enables open borders.
2. Why is it possible to trade techs from turn 1 even when you have tech brokering turned on?
3. When I research for Hinduism in the beginning and get it as first one you will get a holy city right? You get the religion icon with the yellow star ect. But I cannot convert to it? Why is this?
4. And last you can build explorer before you have researched for it??? I can build that from turn 1.
Does the other civ have writing? If they do then they can sign open Borders with you.
Tech brokering only lets you trade techs you reaserched yourself.
Webrider Dec 03, 2009, 05:34 PM Does it fix multiplayer?
NBAfan Dec 03, 2009, 06:24 PM MP is still broken.:(
Dancing Hoskuld Dec 03, 2009, 06:26 PM Does it fix multiplayer?
No, not until RevDCM fixes multiplayer. Having said that there is a tread that suggests that some people are playing multiplayer with RoM 2.8.
Gomer_Pyle Dec 03, 2009, 10:13 PM Does the other civ have writing? If they do then they can sign open Borders with you.
Tech brokering only lets you trade techs you reaserched yourself.
If other civs have writing that early alot of them do. Doesnt take long before everyone starts to offer open borders.
zappara Dec 04, 2009, 06:28 AM zappara --> How to change water in RoM 2.8? I want like water in the rhye mods on the bts expansion. Please help me!Check Rhye's mods folder: \Assets\Art\Terrain\... and if there are the water graphics then copy them to Rise of Mankind\Assets\Art\Terrain\... ie. make sure the path is exactly the same. I don't know if Rhye's mod adds Marsh terrain and if it doesn't there could be some graphical glitches.
Zappara i dont catch this: "...should work with Mega version too but breaks Mega version's building upgrade lines for modular civs..."
will it work?? will bring future problems with upgrades?? :confused::confused:Well, I'm going to make same patch for Mega version this weekend. Building upgrade lines are made through python and since Mega version has more UBs (modular civs) a few python files are different than in regular RoM and thus it requires own patch. I will also check other reported things about Mega pack and see if those require fixes as well that I could include to the patch.
1. Delete Argentina (unless Zappara says different and explain why it crashes for me)I'll check that civ this weekend too.
3. When I research for Hinduism in the beginning and get it as first one you will get a holy city right? You get the religion icon with the yellow star ect. But I cannot convert to it? Why is this?
4. And last you can build explorer before you have researched for it??? I can build that from turn 1.3. You need to change religion civic from Folklore to Prophets or some other choice that allow state religions.
4. Are you sure it's explorer? Scouts can be built from the start of the game and explorer should require Writing.
Hi there. I already tried to solve this via pm, but didn't get any answer. So I try it again via publicity. I got a request to convert my Magyar Mod to ROM some time ago. I and the guy who requested the module both know that there already is a Hungary civ for ROM, but it seems not everyone is satisfied with it. Anyways, the module is finished and I found a guy who will take it over to maintain it and keep it compatible with the latest version of ROM. The problem is, that my module contains sound files and a unique city / building artstyle and thus keeping it compatible with the latest ROM version could be difficult as this not supported by modular modding AFAIK. I noticed that ROM doesn't use the default modding standard, but I don't know what is possible with the standard ROM uses. I'd appreciate it if anyone could tell me whether these things I mentioned are possible to make modular for ROM and if yes how. If not, I'd be lucky if we could discuss this issue and try to find a way to at least ease the job (for example by developing some standard for the files structure).RoM Modmods have their own forum section (http://forums.civfanatics.com/forumdisplay.php?f=351) where you can start thread about your own modmod / modules. That forum section also has some tutorials about the WoC style module system that RoM uses. RoM supports modular sounds and unit art styles and there's plenty of examples of these included in RoM Full and in RoM Mega so adding those should be quite easy task as you can just copy the needed xml files from other modules and then edit them for your own module settings. However I don't know if building artstyle can be made in modular form with WoC modules, this is the first time I've heard about this kind of request - I don't know if PlotLSystem.xml and CityLSystem.xml files can be made into modular form.
Anyway start thread for your module to RoM Modmods forum and you should get things rolling - there's plenty of other modmodders who are helpful and know about how to make modules for RoM.
Does it fix multiplayer?Patch 2.81 does not fix the multiplayer issue (it's known issue). We'll have to wait for the next RevDCM version - glider has said he's focusing on multiplayer issues in his mod's next release. Once I've merged it to RoM's next patch, I'll hope we have fully working multiplayer mode again.
50caliber Dec 04, 2009, 10:17 AM how do i download "mega" for 2.8? on the main rom download page there are only options to download "full" and "lite." i downloaded "full..."
zappara Dec 04, 2009, 10:56 AM how do i download "mega" for 2.8? on the main rom download page there are only options to download "full" and "lite." i downloaded "full..."Mega version is only available as a torrent and you can get it from here (http://forums.civfanatics.com/showthread.php?t=339734).
taxman80 Dec 04, 2009, 04:40 PM please!! do not delete Argentina!! :sad::sad: i always play with it!!
try to fix it! if it crash.... never have crashed for me before... i didnt try the new patch still.... :mischief:
Looking forward for the patch 2.81 for the mega version!! :D:D:D:D:D:D:D:D
thanxx zap!!
:goodjob::goodjob:
os79 Dec 04, 2009, 05:02 PM please!! do not delete Argentina!! :sad::sad: i always play with it!!
try to fix it! if it crash.... never have crashed for me before... i didnt try the new patch still.... :mischief:
Looking forward for the patch 2.81 for the mega version!! :D:D:D:D:D:D:D:D
thanxx zap!!
:goodjob::goodjob:
If it does work for you, then it must had corrupted on my end. Thanks. I will investigate it later.
zappara Dec 05, 2009, 04:51 AM please!! do not delete Argentina!! :sad::sad: i always play with it!!
try to fix it! if it crash.... never have crashed for me before... i didnt try the new patch still.... :mischief:
Looking forward for the patch 2.81 for the mega version!! :D:D:D:D:D:D:D:D
thanxx zap!!
:goodjob::goodjob:Argentina civ works correctly in the megapack, I've started game with it and it works. I haven't had any problems with the megapack on my computer.
os79 Dec 05, 2009, 06:28 AM Argentina civ works correctly in the megapack, I've started game with it and it works. I haven't had any problems with the megapack on my computer.
Agreed.
It was my fault. Long story. But everything is working great :).
Gomer_Pyle Dec 05, 2009, 01:00 PM Please delete. I made this post in the wrong forum. Sorry....
keldath Dec 07, 2009, 02:30 PM hi,
this is probably gonna sound stupid - but,
what is the difference between:
lite
full
mega
versions?
rlmitchell Dec 07, 2009, 02:36 PM I have been playing Civ IV for about 1 year and don't have a lot of experience with downloading files.
Does any of this work on a Mac CPU?
Afforess Dec 07, 2009, 02:37 PM hi,
this is probably gonna sound stupid - but,
what is the difference between:
lite
full
mega
versions?
Lite has no extra leaders,
Full has 20 or so extra leaders, no extra civilization,
Mega has 30 or so extra civilizations and 60 extra leaders. No real game content changes.
Absolutego Dec 07, 2009, 04:42 PM First of all, what a fantastic mod!!!
I just have one question- is there any way I can "turn off" early naval unit's ability to travel in ocean tiles? It just bugs me when Rome and the Aztecs meet at 1500 BC.
I don't understand all that programming python stuff.
Supercheese Dec 07, 2009, 05:10 PM First of all, what a fantastic mod!!!
I just have one question- is there any way I can "turn off" early naval unit's ability to travel in ocean tiles? It just bugs me when Rome and the Aztecs meet at 1500 BC.
Aforess' modmod compilation, A New Dawn (http://forums.civfanatics.com/showthread.php?t=344525), has this feature; installing it is highly recommended, as you can pick and choose which of its features you want to use -- and the features offered are pretty boss, IMHO. :goodjob:
Absolutego Dec 07, 2009, 06:08 PM Aforess' modmod compilation, A New Dawn (http://forums.civfanatics.com/showthread.php?t=344525), has this feature; installing it is highly recommended, as you can pick and choose which of its features you want to use -- and the features offered are pretty boss, IMHO. :goodjob:
Awesome. Thanks man.
bertram Dec 08, 2009, 05:02 AM Hi guys
Where can I find an updated version of the techtree for RoM v2.8?
cheers
B.
os79 Dec 08, 2009, 06:45 AM Hi guys
Where can I find an updated version of the techtree for RoM v2.8?
cheers
B.
From Afforess' signature...
Here you go (http://dl.dropbox.com/u/49805/RoM%202.8%20Tech%20Tree.jpg):).
zappara Dec 08, 2009, 07:20 AM Lite has no extra leaders,
Full has 20 or so extra leaders, no extra civilization,
Mega has 30 or so extra civilizations and 60 extra leaders. No real game content changes.
Actually:
Lite has no extra leaders and no movies for new wonders
Full has extra leaders and movies for new wonders
Mega has 60 new civilizations and 80 new leaders for BtS civs, total of about 150 new leaders since each new civ comes with 1-5 new leaders. Plus there's also UUs and UBs for new civs.
DrWu Dec 08, 2009, 02:06 PM Probably being stupid, but is there a proper forum for this mod other than this thread?
Afforess Dec 08, 2009, 02:08 PM Probably being stupid, but is there a proper forum for this mod other than this thread?
Zappara's sig, right above your post has a link to the forum.
Pilotis Dec 09, 2009, 12:29 AM Okay. I used utorrent to download 2.8mega overnight (!) I now have a 935MB file of unknown type. I guess I've done something wrong but appreciate help please.:confused:
Teo265 Dec 09, 2009, 02:20 AM I have problems with the newest mega version of this mod.
The second leader of America, under the George W. Bush, when i try to select it in Play Now!-mode, it crashes the game...
Could someone help me with this?
Pilotis Dec 09, 2009, 10:24 AM More dumb stuff. I've just discovered polytheism but I can't convert to Hinduism. Huh ?
zulu9812 Dec 09, 2009, 10:35 AM More dumb stuff. I've just discovered polytheism but I can't convert to Hinduism. Huh ?
Are you using Limited Religions?
Dancing Hoskuld Dec 09, 2009, 11:15 AM More dumb stuff. I've just discovered polytheism but I can't convert to Hinduism. Huh ?
Do you still have the civic Fokelore? If so change it and you can convert.
Pilotis Dec 09, 2009, 02:49 PM Do you still have the civic Fokelore? If so change it and you can convert.
Doh! :blush:
Thank you.
Sindri Pink Dec 10, 2009, 04:26 AM I'm installing the mega civ pack over RoM 2.8 and I've run into a small problem.
I've followed the steps so far, but on #7 it says to go into 'Rise of Mankind\Assets\Modules\Custom Civilizations' and doubleclick WoC_installer.jar, but thereīs no such file in that directory. The only files in that folder are CIV4ModularLoadingControlsSchema.xml and MLF_CIV4ModularLoadingControls.xml.
Can I get the audio for the custom civs to work in another way? And will the mod work at all if I don't fix the audio?
EDIT: The mod wouldn't load without fixing it, as I suspected. Will it help if I patch to 2.81 or should I try to reinstall?
Snake Pliskeen Dec 10, 2009, 04:55 AM I downloaded the last version of the game on this PC but when playing I cant build jungle camps anymore, nor Warlords chiefs, while with my cable I can. Someone can explain why? And what to do to recover such important changes of the game?
os79 Dec 10, 2009, 06:12 AM I'm installing the mega civ pack over RoM 2.8 and I've run into a small problem.
I've followed the steps so far, but on #7 it says to go into 'Rise of Mankind\Assets\Modules\Custom Civilizations' and doubleclick WoC_installer.jar, but thereīs no such file in that directory. The only files in that folder are CIV4ModularLoadingControlsSchema.xml and MLF_CIV4ModularLoadingControls.xml.
Can I get the audio for the custom civs to work in another way? And will the mod work at all if I don't fix the audio?
EDIT: The mod wouldn't load without fixing it, as I suspected. Will it help if I patch to 2.81 or should I try to reinstall?
The jar file is in Assets/Modules folder. Zappara just made a typo, that is all.
Sindri Pink Dec 10, 2009, 06:37 AM The jar file is in Assets/Modules folder. Zappara just made a typo, that is all.
Yeah, I eventually found it and ran it. However, the game CTD's before showing the intro screen. The music starts playing, but the screen is black and after five minutes or so of that it crashes. Any idea what causes it?
Here's the message I got:
"AppName: civ4beyondsword.exe AppVer: 3.1.9.0 ModName: kernel32.dll
ModVer: 5.1.2600.5781 Offset: 00012afb"
The Turk Dec 10, 2009, 06:37 AM I'm installing the mega civ pack over RoM 2.8 and I've run into a small problem.
Where can you find this megapack, and does it work with v2.81? I looked for it but couldn't find anything.
Sindri Pink Dec 10, 2009, 06:42 AM Where can you find this megapack, and does it work with v2.81? I looked for it but couldn't find anything.
I downloaded the torrent from this post:
http://forums.civfanatics.com/showpost.php?p=8575753&postcount=1
The one named "RoM2.8Mega_Torrents.zip", and chose the civ pack torrent inside. Haven't gotten it to work yet, though.
Snake Pliskeen Dec 10, 2009, 04:22 PM I need some help please! I have 2 computers, on first everything is ok, on the second I cant recruit warlords chiefs anymore nor improve jungles with camps, I dont understand why, I've downloaded same files, what I'm doing wrong?
Dancing Hoskuld Dec 10, 2009, 08:05 PM I need some help please! I have 2 computers, on first everything is ok, on the second I cant recruit warlords chiefs anymore nor improve jungles with camps, I dont understand why, I've downloaded same files, what I'm doing wrong?
Which version of RoM are you using? If it is the latest 2.81 then I would check that all the MLF files in the Assetts/Modules folder and lower folders are the same on both machines.
Silentris Dec 11, 2009, 06:39 AM ......
Patch 2.81 does not fix the multiplayer issue (it's known issue). We'll have to wait for the next RevDCM version - glider has said he's focusing on multiplayer issues in his mod's next release. Once I've merged it to RoM's next patch, I'll hope we have fully working multiplayer mode again.
hi,
in the past with 2.52, we deactivated the Revolution mod and MP worked good. If I do the same in 2.81, should MP work?
And is it still necessary to activate the multiplayer fix in the GlobaldefinesAlt.xml?
sk065 Dec 11, 2009, 06:43 AM Hi all.
I'm just getting back into civ IV and have downloaded and started to play this amazing mod!!! As great as it is, I just cant help wondering if there is any way to disable the techs past the modern era? The mechs and future warfare content just dont do it for me...
Cans someone help?
Cheers
Snake Pliskeen Dec 11, 2009, 07:08 AM Now I've installed 2.8 again but warlords chiefs are not available, is it intentional? It's a pity, I liked very much as jungle camps, not available either. How to recover this 2 options?
zappara Dec 11, 2009, 07:56 AM Hi all.
I'm just getting back into civ IV and have downloaded and started to play this amazing mod!!! As great as it is, I just cant help wondering if there is any way to disable the techs past the modern era? The mechs and future warfare content just dont do it for me...
Cans someone help?
CheersYou would have to edit yourself Civ4TechInfos.xml file in the 'Rise of Mankind\Assets\XML\Techs' -folder and search for all transhuman era techs and then set the disabled tag to 1. Though this probably causes other problems so I won't recommend this. You should also disable scientific victory if you disable transhuman era techs as this victory type uses some Transhuman era buildings & wonders. By the way, why would you want to disable those techs since our own world (in real life) is already about to half-way to RoM's transhuman era techs...
Now I've installed 2.8 again but warlords chiefs are not available, is it intentional? It's a pity, I liked very much as jungle camps, not available either. How to recover this 2 options?Have you checked that 'Rise of Mankind\Assets\Modules\Custom units\Warlords' exists? If you could post logs from your game I could take a look at what modules your computer tries to load. See the bug reports link in my sig for instructions how to enable logging.
hi,
in the past with 2.52, we deactivated the Revolution mod and MP worked good. If I do the same in 2.81, should MP work?
And is it still necessary to activate the multiplayer fix in the GlobaldefinesAlt.xml?Deactivating Revolution in RoM 2.81 doesn't help to the MP problem - it might not be even caused by revolution component, it could be any other mod component that is included in the DLL (Unofficial patch, BULL, ACO, WoC, global warming mod, RevDCM etc.) and it takes time to locate and fix this kind of bug. For now you could use RoM 2.71 for multiplayer - I hope we have the MP fix for RoM 2.9 version.
Where can you find this megapack, and does it work with v2.81? I looked for it but couldn't find anything.RoM 2.81Mega patch can be downloaded from here (http://forums.civfanatics.com/downloads.php?do=file&id=13756)
Snake Pliskeen Dec 11, 2009, 11:22 AM Another question: how to enable Great Generals from battles with barbarians? I would prefer to see this option as in Total Realism. By the way, great job guys, it's a great mod!
Dancing Hoskuld Dec 11, 2009, 01:27 PM Another question: how to enable Great Generals from battles with barbarians? I would prefer to see this option as in Total Realism. By the way, great job guys, it's a great mod!
This has been discussed but as yet it has not been added to the Rise of Mankind addons. It wont make it into RoM because it requires SDK changes and Zappara, the sole author of RoM, does not do SDK changes. Have you had a look at the Rise of Mankind forum and sub forums? There are plenty of addons available there.
Sindri Pink Dec 12, 2009, 02:13 AM Sorry to ask again, but I still can't get the megapack to work. The music starts playing, but the game crashes before the intro screen shows. I get the same message every time:
"AppName: civ4beyondsword.exe AppVer: 3.1.9.0 ModName: kernel32.dll
ModVer: 5.1.2600.5781 Offset: 00012afb"
I'm thinking its a memory problem since I only have 1gb ram, would you say that's a correct assumption or have I just managed to get something wrong?
os79 Dec 12, 2009, 02:45 AM Sorry to ask again, but I still can't get the megapack to work. The music starts playing, but the game crashes before the intro screen shows. I get the same message every time:
"AppName: civ4beyondsword.exe AppVer: 3.1.9.0 ModName: kernel32.dll
ModVer: 5.1.2600.5781 Offset: 00012afb"
I'm thinking its a memory problem since I only have 1gb ram, would you say that's a correct assumption or have I just managed to get something wrong?
Bingo! 2GB RAM is generally recommended to run civpack. I personally prefer 3GB RAM, then use 3GB switch in your Windows bootini (XP) or bcdedit (Vista) or bcdedit.exe (7).
Sindri Pink Dec 12, 2009, 02:54 AM Bingo! 2GB RAM is generally recommended to run civpack. I personally prefer 3GB RAM, then use 3GB switch in your Windows bootini (XP) or bcdedit (Vista) or bcdedit.exe (7).
Thanks for clearing that up. I guess I'll have to wait until I buy a new computer then, which luckily probably is in just a few weeks time. Think I'm gonna get 6GB RAM, just to be on the safe side :D.
os79 Dec 12, 2009, 03:50 AM Thanks for clearing that up. I guess I'll have to wait until I buy a new computer then, which luckily probably is in just a few weeks time. Think I'm gonna get 6GB RAM, just to be on the safe side :D.
Then be sure to get 64 bit obviously.
And forget that switch thing. It is only for 32 bit users. 64 bit already do that automatically for you.
RobO Dec 12, 2009, 04:34 AM Bingo! 2GB RAM is generally recommended to run civpack. I personally prefer 3GB RAM, then use 3GB switch in your Windows bootini (XP) or bcdedit (Vista) or bcdedit.exe (7).
I have Vista, but I have no clue what or where bcdedit is. Could you please explain a little more what this change does, how to apply it and whether it may have any side effects.
os79 Dec 12, 2009, 07:08 AM I have Vista, but I have no clue what or where bcdedit is. Could you please explain a little more what this change does, how to apply it and whether it may have any side effects.
Use this instructions at your risk...
It may help with how the RoM is handled by Vista. Supposedly, it let the computer use more memory than just 2GB because of the kernel thingy in the Windows is using 1 GB.
First off, only use this if you have 3gb or better RAM and if you are using 32-bit Windows.
Find the Command Prompt in your Start menu/Accesssories.
Right-click it and run it as an administrator
Now type in this:
bcdedit/set increaseuserva 3072
Restart
See if it does anything better for you. Remember I said to do it at your risk. It really is better if you understand this link (http://msdn.microsoft.com/en-us/library/ms791558.aspx) before you test it out :).
RobO Dec 12, 2009, 07:45 AM Use this instructions at your risk...
It may help with how the RoM is handled by Vista. Supposedly, it let the computer use more memory than just 2GB because of the kernel thingy in the Windows is using 1 GB.
First off, only use this if you have 3gb or better RAM and if you are using 32-bit Windows.
Find the Command Prompt in your Start menu/Accesssories.
Right-click it and run it as an administrator
Now type in this:
bcdedit/set increaseuserva 3072
Restart
See if it does anything better for you. Remember I said to do it at your risk. It really is better if you understand this link (http://msdn.microsoft.com/en-us/library/ms791558.aspx) before you test it out :).
I have a healthy respect for fixes like this one.
You didn't describe how to reset it.
os79 Dec 12, 2009, 08:35 AM I have a healthy respect for fixes like this one.
You didn't describe how to reset it.
Google led me to this webpage (http://usa.autodesk.com/adsk/servlet/ps/item?siteID=123112&id=9583842&linkID=9242018). It describes how to set it back to the default.
Teo265 Dec 12, 2009, 10:41 AM I have huge problems with the newest mega version of this mod:
About 1/4 of the new leaders doesn't work, even reinstalling the game doesn't help, this is what i did:
1. Install the Complete version Civ 4
2. Update the Beyond the Sword
3. Install the mod
AND STILL THOSE LEADERS DOESN'T WORK!:mad:
Chairman Mao Dec 12, 2009, 05:54 PM I really love this mod! Nice work !
Only bad thing is that I can't play worldmaps in multiplayer because when joining the host (my RL friend), I see a "Waiting for civ choices" screen and won't see any leaders there to choose from.... :/
I have this same problem, has anyone else encountered this?
The Turk Dec 12, 2009, 09:32 PM I'm a bit confused, everyone keeps talking about a new mega version for v.2.8, but I don't know where it is, can anybody please direct me to the link for this mega version:)
dcmort93 Dec 12, 2009, 09:59 PM I'm a bit confused, everyone keeps talking about a new mega version for v.2.8, but I don't know where it is, can anybody please direct me to the link for this mega version:)
http://forums.civfanatics.com/showthread.php?t=339734
lukey52 Dec 13, 2009, 02:12 PM First of all, just wanted to say, great work with the mod. Been playing it for ages. Anyway I took a break of a couple of months from civ and I've come back to find there was an update for bts. So I downloaded that and obviously had to update RoM also. I got the Mega Pack and updated it to 2.81. I don't have any issues actually running it but the speed is a huge problem now...
In older RoM versions I was playing Huge maps with 20+ civs and the entire map shown and it still would take 5-10 secs a turn max. With this new version I am only able to handle 4 civs on a small map and even then after an hour or so of playing as civs break away etc I find turns start to take 10-20 seconds and I've given up playing longer but I can only guess it shows down even more.
I've lowered the settings of civ to the lowest but it still takes ages to pass a turn. I have 4 gigs of RAM so I don't think thats a problem. I hope someone has a solution for this as I really can't stand the wait between each turn.
Dancing Hoskuld Dec 13, 2009, 03:15 PM First of all, just wanted to say, great work with the mod. Been playing it for ages. Anyway I took a break of a couple of months from civ and I've come back to find there was an update for bts. So I downloaded that and obviously had to update RoM also. I got the Mega Pack and updated it to 2.81. I don't have any issues actually running it but the speed is a huge problem now...
In older RoM versions I was playing Huge maps with 20+ civs and the entire map shown and it still would take 5-10 secs a turn max. With this new version I am only able to handle 4 civs on a small map and even then after an hour or so of playing as civs break away etc I find turns start to take 10-20 seconds and I've given up playing longer but I can only guess it shows down even more.
I've lowered the settings of civ to the lowest but it still takes ages to pass a turn. I have 4 gigs of RAM so I don't think thats a problem. I hope someone has a solution for this as I really can't stand the wait between each turn.
Wow :) there must be a generational issue here somewhere as I think anything less than 30 seconds is fast :).
Having said that, there is an expansion to RoM called A New Dawn which improves turn speeds significantly. Unfortunately some of the extra content appears not to be optional but most is. You just select those bits you want and deselect the rest. Some of the content needs to be turned off in the Custom game screen.
Sindri Pink Dec 14, 2009, 07:22 AM I've lowered the settings of civ to the lowest but it still takes ages to pass a turn. I have 4 gigs of RAM so I don't think thats a problem. I hope someone has a solution for this as I really can't stand the wait between each turn.
Just have a book or magazine or something by the computer, that way you can always have something to pick up and read while you wait. No more time wasted on waiting :goodjob:
WRobN Dec 14, 2009, 07:39 AM I run Civ4 at lowest settings 1024x768 static leaderheads, single unit, etc.
I dont have a big pc (P-IV 1,7 Ghz 512 Mb RAM)
I never had perfomance issues at these settings (maybe because i tweaked my system to its max)
But when i play this game the loading screen stops loading somewhere before 10%.
I also play the FfH2 mod wich also is a heavy mod but never ever had problems.
Why does this mod freezes?
I must say i didnt test tiny maps because i always like to play on huge.
If i cant run this mod on huge i will stop playing it.
Is there any possible fix/solution for this so im still abled to run it on huge?
I have all latest versions.
Dancing Hoskuld Dec 14, 2009, 03:09 PM I run Civ4 at lowest settings 1024x768 static leaderheads, single unit, etc.
I dont have a big pc (P-IV 1,7 Ghz 512 Mb RAM)
I never had perfomance issues at these settings (maybe because i tweaked my system to its max)
But when i play this game the loading screen stops loading somewhere before 10%.
I also play the FfH2 mod wich also is a heavy mod but never ever had problems.
Why does this mod freezes?
I must say i didnt test tiny maps because i always like to play on huge.
If i cant run this mod on huge i will stop playing it.
Is there any possible fix/solution for this so im still abled to run it on huge?
I have all latest versions.
Which map were you using? If its name did not start with RoM_ then that may be the problem. Otherwise loading of RoM can be slow having all those modmods slows down the load but have little or no effect on game speed. Maybe you just need to wait longer. I would suggest you look into increasing your memory, that should speed everything up, not just Civ.
LoneTraveller Dec 14, 2009, 04:33 PM Hi I love this MOD !
But I'm having difficulty with the 2.8 version. I have downloaded the 2.8 mega from a torrent and got the patch from here (http://forums.civfanatics.com/downloads.php?do=file&id=13756). When I start up the MOD I don't get to the loading screen displaying which part of the game is being loaded before it crashes (like python, xml, etc).
I cannot get the window that states that the game crashes and where I can select how to create a dump file cause it doesnt show up even after waiting 20 minutes for it using alt-tab.
I have looked a few pages back on this thread but all I saw were ppl who had problems with Vista.
Someone please help me
Thanks for your time.
PS : My pc is adequate for this mod :
- Win XP
- 4gig RAM (although XP sees only 3)
- 512 MB DDR3 9800gtx+ Nvidia card
- Intel duo 2.16 Ghz.
- 100$ sound card (bought a year ago) I think it's a Fatality card from Creative.
- something like 500gig of HD space (all drives are 7200 rpm)
FinchJ Dec 14, 2009, 06:42 PM Zapp,
This Mod is the only reason I have reformatted my computer and am installing Civ4 again!
The game is much more enjoyable with a mod such as this, and I thank you.
Finland is one awesome country if I may say so myself. My girlfriend is from there and I'll be visiting her again in July :D (the only time of year it is warm enough for a Floridian such as myself)
dR4G0n Dec 15, 2009, 01:59 PM Can I play this mod on a planetary map with fixed starting locations? If it is possible, can someone tell me how to do it? (nabby me)
Thanks
FearlessDefiant Dec 15, 2009, 11:00 PM Great Mod. Quick question. Is there a way to disable the events that come across the top of the screen saying Timer score and dump status?
Thanks.
Retrospect Dec 16, 2009, 08:40 AM Great Mod. Quick question. Is there a way to disable the events that come across the top of the screen saying Timer score and dump status?
Thanks.
In game open up the BUG option by pressing Ctrl+Alt+O. Open up the System Tab and look under Debug output and make sure that screen logging level and file logging level are both set to none.
I'm guessing you have the Mega pack installed, looks like the options have been pre set that way in the .ini file.
Retrospect Dec 16, 2009, 08:48 AM Actually while I'm here.... does anyone know when and why the movement costs for coast and ocean was changed back to vanilla?? That was a feature I really liked :sad:
Dancing Hoskuld Dec 16, 2009, 02:25 PM Actually while I'm here.... does anyone know when and why the movement costs for coast and ocean was changed back to vanilla?? That was a feature I really liked :sad:
I liked it also. Even if it ment that those modern era pirates could swoop in destroy an improvement and then go out of observation range before my turn started :)
Supercheese Dec 16, 2009, 07:22 PM I liked it also. Even if it ment that those modern era pirates could swoop in destroy an improvement and then go out of observation range before my turn started :)
Yeah, by the time the Industrial era rolls around, I always have to have units on Naval Sentry sitting on top of all my ocean improvements, to deter those pesky pirates.
Teo265 Dec 16, 2009, 11:19 PM I really need help with the mega version: I cant even play with it. When i try to go playing it says that Civ 4 Beyond the Sword stopped working, and i dont know why...
Could someone help me? I did fresh install the game and then installed the mod.
AncientSion Dec 17, 2009, 03:04 PM Is it just me or are large empires mainly limited by your wealth early and midgame ?
I would like to just build settlers and found cities, but at this point (50 AD, 8 cities) every city i found will increase total maintaince across my empire by 8 gold, which is lot.
Is it meant that way ? Are you actually being forced to build village-improvements in order to gain gold in order to be able to expand your empire or am i missing an important point
Afforess Dec 17, 2009, 03:58 PM Is it just me or are large empires mainly limited by your wealth early and midgame ?
I would like to just build settlers and found cities, but at this point (50 AD, 8 cities) every city i found will increase total maintaince across my empire by 8 gold, which is lot.
Is it meant that way ? Are you actually being forced to build village-improvements in order to gain gold in order to be able to expand your empire or am i missing an important point
Yes, incredible as it may seem, strategy and planning is required to balance your economy in RoM. ;)
os79 Dec 17, 2009, 08:09 PM Yes, incredible as it may seem, strategy and planning is required to balance your economy in RoM. ;)
And I'm loving it! Playing Settler level, Huge map, at about 17 civs so far (there were few more before I either destroyed or they surrendered to me :D). In mid-early Industrial Era now.
And that is with Revolutions on.
Next playing will see me play with Warlord or Noble level since I finally understand what Revolutions is all about. It is fairly easy concept to deal with. More complex to deal with at higher difficult levels, but never harder! :D
AncientSion Dec 18, 2009, 11:56 AM Its no problem. I was just wondering if im just doing bad or if your growth actually is limitied gameplay-mechanic wise.
Azazell Dec 19, 2009, 01:04 PM The game did not see any descriptions of the different icons that would appear in Rise of Mankind 2.81 whether there is somewhere their description? Mainly, I mean the icons that are in the table next to the name of the country.
delez Dec 19, 2009, 01:18 PM Hi, I have a error message that happens when I try to re charge the game in the History in the making mod and ROM mod. When I play moreover crashing to the desktop (I'm talkig about ROM), especially when I find a new country in my exploration. The message is "FATAL ERROR - Memory allocation failure - exiting program. Reason: bad allocation".
I have a pc with a I7 cpu, 6 gb ram and a Ati Radeon 4870x2 video card.
Thanks for helping and sorry for may bad english.
Subaru WrXxX Dec 19, 2009, 06:05 PM Not sure what the rules are on about this but Im having a non RoM problem. Recently got win7 64bit & reinstalling Civ4 & all expansions, got thru Warlords fine but BtS is having a problem, about 1/2way thru I get a error...
"Feature transfer error
Component: WarlordsComponent
File: D:\data2.cab
Error: Data error (cyclic redundancy check)."
Ive tried copying the disk to hard drive & installing from there but it wont copy the file, more errors & the disk is somewhat scratched so Im guessing defective disk. Ive gooled & searched the forum for just the data2.cab to complete my install but no luck, is there anyone that could please either upload the file off the 1st BtS disc or if thats not ok by forum rules please email me at jmbailey-sprint@hotmail.com. Id rather not have to purchase the whole game all over again as the expansions are near impossible to find alone or resort to pirated copies but the disc isnt that damaged. Thanks in advance for any help as Im snowed in & would really like to get some RoM going asap.
EDIT: Im finding more & more win7 users were posting this problem than other os & remembering that u zap have win 7 64 bit also, did u run into any of these problems during install of bts? & again if someone could get me that data2.cab file Id be very grateful.
Afforess Dec 19, 2009, 11:33 PM Not sure what the rules are on about this but Im having a non RoM problem. Recently got win7 64bit & reinstalling Civ4 & all expansions, got thru Warlords fine but BtS is having a problem, about 1/2way thru I get a error...
"Feature transfer error
Component: WarlordsComponent
File: D:\data2.cab
Error: Data error (cyclic redundancy check)."
Ive tried copying the disk to hard drive & installing from there but it wont copy the file, more errors & the disk is somewhat scratched so Im guessing defective disk. Ive gooled & searched the forum for just the data2.cab to complete my install but no luck, is there anyone that could please either upload the file off the 1st BtS disc or if thats not ok by forum rules please email me at jmbailey-sprint@hotmail.com. Id rather not have to purchase the whole game all over again as the expansions are near impossible to find alone or resort to pirated copies but the disc isnt that damaged. Thanks in advance for any help as Im snowed in & would really like to get some RoM going asap.
EDIT: Im finding more & more win7 users were posting this problem than other os & remembering that u zap have win 7 64 bit also, did u run into any of these problems during install of bts? & again if someone could get me that data2.cab file Id be very grateful.
Undoubtedly, giving you the CD file would be illegal. When you buy a game, you are really just buying a license to the game, you do not actually own it.
That said, the internet is a big place. I recommend you explore it. I will say no more.;)
delez Dec 20, 2009, 04:57 AM Hi, I have a error message that happens when I try to re charge the game in the History in the making mod and ROM mod. When I play moreover crashing to the desktop (I'm talkig about ROM), especially when I find a new country in my exploration. The message is "FATAL ERROR - Memory allocation failure - exiting program. Reason: bad allocation".
I have a pc with a I7 cpu, 6 gb ram and a Ati Radeon 4870x2 video card.
Thanks for helping and sorry for may bad english.
Someone could help me?
Rusty Nail Dec 20, 2009, 08:43 AM I have the strangest problem. Version 2.71 worked fine on my old computer (Windows XP), but I am now on a new one with Windows 7, and version 2.71 will not load. I get the message "access denied" on CvGameCoreDLL.dll and the various language tips for BUG; everything else seems OK. This is inspite of HAVING ADMINISTRATOR RIGHTS AND OWNERSHIP OF EVERYTHING.
When loading, I am told that some (maybe ALL) of the files are there already, although I cannot see any or even find any with a the search tool. This couLd be the problem as I know you have to delete old versions before loading. But where could they be hiding?
Any ideas as to an explantion?
Afforess Dec 20, 2009, 10:10 AM I have the strangest problem. Version 2.71 worked fine on my old computer (Windows XP), but I am now on a new one with Windows 7, and version 2.71 will not load. I get the message "access denied" on CvGameCoreDLL.dll and the various language tips for BUG; everything else seems OK. This is inspite of HAVING ADMINISTRATOR RIGHTS AND OWNERSHIP OF EVERYTHING.
When loading, I am told that some (maybe ALL) of the files are there already, although I cannot see any or even find any with a the search tool. This couLd be the problem as I know you have to delete old versions before loading. But where could they be hiding?
Any ideas as to an explantion?
Turn off UAC on Windows 7. Google it and there should be plenty of guides on how to. That should clear up your problems.
Hi, I have a error message that happens when I try to re charge the game in the History in the making mod and ROM mod. When I play moreover crashing to the desktop (I'm talkig about ROM), especially when I find a new country in my exploration. The message is "FATAL ERROR - Memory allocation failure - exiting program. Reason: bad allocation".
I have a pc with a I7 cpu, 6 gb ram and a Ati Radeon 4870x2 video card.
Thanks for helping and sorry for may bad english.
That is very strange. Your computer is good enough that you should never see that error. I'd update your graphic drivers, if possible, double check that your RAM is good, and lower your graphics settings, see if that helps.
Bobisback Dec 20, 2009, 11:48 AM Hi all,
Great mod, love it and how it is made.
I just started a new game. I have played RoM before and loved it so I am trying the new version. When i started the new game though I noticed that the revolutions mod is not active? Or not working one of the two. So how do i go about activating it, or is it just a error in my version?
I have the full version. Downloading hte mega right now.
thanks,
bob
P.S It is a fresh install of civ4 and bts, hehe I actually dug out this game just to try the new version of this mod.
Rusty Nail Dec 20, 2009, 12:58 PM Nice try, Afforess, but my UAC is off, and I have now tried to install version 2.8 with the same result. The error message is:
! C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\downloads\RiseOfMankind2.8Full.rar: Cannot create Rise of Mankind\Assets\CvGameCoreDLL.dll
Access is denied.
! C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\downloads\RiseOfMankind2.8Full.rar: Cannot create Rise of Mankind\Docs from combined mods\BUG mod Info\BUG Mod Help-DEU.chm
Access is denied.
! C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\downloads\RiseOfMankind2.8Full.rar: Cannot create Rise of Mankind\Docs from combined mods\BUG mod Info\BUG Mod Help-ENG.chm
Access is denied.
! C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\downloads\RiseOfMankind2.8Full.rar: Cannot create Rise of Mankind\Docs from combined mods\BUG mod Info\BUG Mod Help-ESP.chm
Access is denied.
! C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\downloads\RiseOfMankind2.8Full.rar: Cannot create Rise of Mankind\Docs from combined mods\BUG mod Info\BUG Mod Help-FRA.chm
Access is denied.
! C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\downloads\RiseOfMankind2.8Full.rar: Cannot create Rise of Mankind\Docs from combined mods\BUG mod Info\BUG Mod Help-ITA.chm
Access is denied.
Any other ideas? I wonder if I deleted these files and inserted the dll later that would work (don't need the Bug files), but maybe things would go wrong in the structuring phase without the dll.
Afforess Dec 20, 2009, 01:07 PM Nice try, Afforess, but my UAC is off, and I have now tried to install version 2.8 with the same result. The error message is:
! C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\downloads\RiseOfMankind2.8Full.rar: Cannot create Rise of Mankind\Assets\CvGameCoreDLL.dll
Access is denied.
! C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\downloads\RiseOfMankind2.8Full.rar: Cannot create Rise of Mankind\Docs from combined mods\BUG mod Info\BUG Mod Help-DEU.chm
Access is denied.
! C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\downloads\RiseOfMankind2.8Full.rar: Cannot create Rise of Mankind\Docs from combined mods\BUG mod Info\BUG Mod Help-ENG.chm
Access is denied.
! C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\downloads\RiseOfMankind2.8Full.rar: Cannot create Rise of Mankind\Docs from combined mods\BUG mod Info\BUG Mod Help-ESP.chm
Access is denied.
! C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\downloads\RiseOfMankind2.8Full.rar: Cannot create Rise of Mankind\Docs from combined mods\BUG mod Info\BUG Mod Help-FRA.chm
Access is denied.
! C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\downloads\RiseOfMankind2.8Full.rar: Cannot create Rise of Mankind\Docs from combined mods\BUG mod Info\BUG Mod Help-ITA.chm
Access is denied.
Any other ideas? I wonder if I deleted these files and inserted the dll later that would work (don't need the Bug files), but maybe things would go wrong in the structuring phase without the dll.
I can't tell if you are having issues unzipping the archive, or this is an error when the game starts. If it is a problem with the archive, I recommend re-downloading it, it is possible it got corrupted. If not, read the following.
This is a bit risky, since it edits your registry, but I use it and it works fine for me. It adds a "Take Ownership" command (http://www.howtogeek.com/howto/windows-vista/add-take-ownership-to-explorer-right-click-menu-in-vista/) when right clicking on the context menu. Perhaps it will work for you.
NVGeneral Dec 21, 2009, 04:23 AM Zappara, Afforess and other moders:
First of all I would like to thank you for all creative and hard work to make Civ a better game (and, boy, didn't you).
I have a proposition: The RoM and some of its most popular mod-mods (inc. Afforess's) at the moment lack "integration" - resulting to slower speed sporadic crushes etc. I do appreciate it that integrating the code further would require commitment and extra work. What I want to propose is, would you be interested in putting in this work, but NOT for free? For instance, you could open a "donations" account, setting a reasonable rate - donors would get as a gift access to a "fully (non-snail) working" version of RoM with Afforess's modmods. Those who do not wish to pay the few bucks, could still download the existing versions.
I would think that something like this would be fair to everybody: to you, moders, and to us, users. Sim-city online community had once set up something like this - and I thought it worked fine.
Let me know how you think and merry Xmas/happy season break everybody.
viator Dec 21, 2009, 06:22 AM NVGeneral and others thinking about "better systems",
Advise you to read " [The Sims] Dollhouse Dollars: The War Enters A Critical Stage " by Rubin at http://www.weplayciv.com/forums/showthread.php?t=855
Do understand that I also greatly appreciate Zappara, Afforess and other modders for all creative and hard work to make Civ a better game.
I love the RoMMod and the RoMModMod.
Thank YOU Modders !
Keep up the good work!
But since Rubin's report I have reasonable doubts about the way to reward or get anyway connected to money....
Just wanted to share this information with you.
Greetings,
Viator
Afforess Dec 21, 2009, 09:26 AM Zappara, Afforess and other moders:
First of all I would like to thank you for all creative and hard work to make Civ a better game (and, boy, didn't you).
I have a proposition: The RoM and some of its most popular mod-mods (inc. Afforess's) at the moment lack "integration" - resulting to slower speed sporadic crushes etc. I do appreciate it that integrating the code further would require commitment and extra work. What I want to propose is, would you be interested in putting in this work, but NOT for free? For instance, you could open a "donations" account, setting a reasonable rate - donors would get as a gift access to a "fully (non-snail) working" version of RoM with Afforess's modmods. Those who do not wish to pay the few bucks, could still download the existing versions.
I would think that something like this would be fair to everybody: to you, moders, and to us, users. Sim-city online community had once set up something like this - and I thought it worked fine.
Let me know how you think and merry Xmas/happy season break everybody.
I don't do this for money. And if it is speed you are really worried about, worry not. AND is faster than RoM alone.
NVGeneral and others thinking about "better systems",
Advise you to read " [The Sims] Dollhouse Dollars: The War Enters A Critical Stage " by Rubin at http://www.weplayciv.com/forums/showthread.php?t=855
Do understand that I also greatly appreciate Zappara, Afforess and other modders for all creative and hard work to make Civ a better game.
I love the RoMMod and the RoMModMod.
Thank YOU Modders !
Keep up the good work!
But since Rubin's report I have reasonable doubts about the way to reward or get anyway connected to money....
Just wanted to share this information with you.
Greetings,
Viator
Interestingly enough, if you read the patch notes for the 3.17 and 3.19 patch, Firaxis used a good chunk of code from some modcomps (Examine City before Razing/Capturing) and the Unofficial Patch, and Better AI.
Also, BTS expansion INCLUDED some of the mods in it, like FFH2 and Ryhe's mod. So effectively, we did pay for copies, a little anyway. But I do believe Kael and Rhye got Civ for free from Dev's, so I doubt there was no compensation anyway. I also think Kael and Rhye gave permission too, so It was their decision.
Personally, I think there is nothing wrong with that, since everything on CFC is public domain.
Rusty Nail Dec 21, 2009, 10:45 AM Thanks for the tip, Afforess. It was the winrar program which I had not updated to Windows 7 from XP.
Del Valle Dec 21, 2009, 10:56 AM Two questions:
1) Does me using Vista affect my ability to play this mod?
2) What is the difference between the Mega, Full, and Lite versions?
NBAfan Dec 21, 2009, 12:21 PM Two questions:
1) Does me using Vista affect my ability to play this mod?
2) What is the difference between the Mega, Full, and Lite versions?I am not sure about Vista.
Mega has A LOT of new civs and you need to have a super computer to run it.;) Full just has a few more leaders then lite.
Bobisback Dec 21, 2009, 12:52 PM How do I know if combined arms is active? I was trying to use it but it does not seem to have the effect is describes in the info about it. Do I have to activate it?
NBAfan Dec 21, 2009, 01:52 PM How do I know if combined arms is active? I was trying to use it but it does not seem to have the effect is describes in the info about it. Do I have to activate it?Press Ctrl + Shift + Q
I do not think it works right.
drjones Dec 21, 2009, 05:45 PM Zapp, I am just downloading 2.8 now but after looking over the patch notes I just wanted to say that this is an amazing amount of work you and your associates have done. I would not still be playing this game if it were not for this mod. Thank you.
Bobisback Dec 21, 2009, 08:11 PM Hi all,
sorry for the somewhat stupid question, but is it possible to sell buildings in this mod?
or in civ 4 at all for that matter.
Subaru WrXxX Dec 21, 2009, 08:32 PM I figured as much Afforess but have good news to report anyway. Tried putting the problematic 1st disc in my g/fs laptop as her dvd drive is newer/much less used than mine & it copied the cd w/o a hitch which I transfered over to my hard drive on my pc & install went smoothly : ) .... I'll leave this & my original post up as a legal solution in case anyone else has this problem & cant find the file ( as a not so legal torrent of civ was the only way I found to obtain the corrupted file by searching online )
Sooooo....Got RoM Full & added the civs from the megapack that I wanted & the latest New Dawn & had no hope that it would work as I can NEVER get the megapack to work but to my suprise I loaded up a map w/ 18 custom civs w/o a hitch, not sure if its because I got win7 64 bit now or because of a new dawn or somethings being addressed in the megapack but it works great for me now. & I must point out how great of work that everyone put in to the custom civs & how much better it makes things, really. Also this version of RoM 2.81 is by far the best played & A New Dawn signifigantly makes it run ALOT better & has some great content too. Cant thank you guys enuff, really some outstanding work that I hope Firaxis is taking note of because RoM & A New Dawn by far are better than BOTH expansions there whole team have come up with. Im currently playing a game with 40 other civs, on a overriden smartmap of 280x160 around 4000BC on snail speed & only waiting about 2-4 secs between turns which is better than it was w/ previous RoM versions w/ half the civs on half the map before. I suspect I wont get past the middle ages before things get too much for my increasingly obsolete rig to handle but I cant stress enough how much better this version of RoM is running for me & how much it appears A New Dawn has helped...also for those w/ problems & considering upgrading there PCs, try win7 64 bit out before doing so, I believe its helped my system out alot...
About the donations...I would be glad to donate a modest amount ( as a form of a distant round of drinks or w/e ) but I believe the paying for a faster running version of RoM is a terrible idea...
System specs :
AMD single core 64 bit 3200+ 2.01ghz ( Socket 939 : ( )
Nvidia 9800gtx I believe 512 or maybe 1GB Ram, slightly O/C
3GB Ram
Win 7 Professional 64bit
1842x1038 resolution to 50" Samsung DLP HDTV 1080p
NBAfan Dec 21, 2009, 09:30 PM Hi all,
sorry for the somewhat stupid question, but is it possible to sell buildings in this mod?
or in civ 4 at all for that matter.Sure you can, just press Alt + A, or Ctrl + A. I don't remember which one it is.
@Subaru WrXxX You have a nice display.:cool:
Bobisback Dec 23, 2009, 11:59 AM ok thanks, it worked :D now I can sell those dam coal plants hehe.
I noticed that some units like the flak-truck are immune to collateral damage form animal units? animal units, do they really have collateral damage? Or is it suppose to be seige units. I have seen more then one unit like this, I think the battleship may be the same way.
Just figured I would let you no.
Bob,
WRobN Dec 23, 2009, 12:24 PM My friend has a 2,1 Core2Duo with 4Gb Ram and a 512 MB Videocard.
When he starts a RoM game, a turn will take 12 -16 seconds from the beginning!
Is this normal? I mean he has a lot faster pc then me, but it goes slow as hell in comparisson.
My PIV 1.7, 512Mb ram, 256Mb Video takes about 30 - 40 sec to pass a turn.
Is there anyway to speed things up? (I already used the modules from RoM to speed things up)
A normal turn from BtS in the beginning of the game is a fraction of a sec for the Core2Duo.
My PIV takes a 1 to 5 sec.
Carwyn Dec 23, 2009, 12:35 PM Bob,
That is likely because earlier versions of the mod found war dogs decimating tanks in late game!! Ooops! :)
V3N0M Dec 23, 2009, 09:26 PM Just played this mod, kind of reminds me of double your pleasure for civ3. Just one question: How do I win? (The civic choices are particularly overwhelming)
RobO Dec 23, 2009, 11:42 PM Just played this mod, kind of reminds me of double your pleasure for civ3. Just one question: How do I win? (The civic choices are particularly overwhelming)
It all depends on how you like to win, ofc.
I picked up this formula somewhere on the RoM forums. It seems to work for me, though I have a problem getting to the end as the modmods I'm using probably make it crash eventually.
Make a beeline for Machinery (while picking up the necessary basic techs). Crossbowmen are easily the best unit until gunpowder shows up. Then go for Liberalism and pick up the Encyclopedia . I play a Terra map, so I get Astronomy and then go for Colonists to be able to expand. After that you'll have to improvise.
I use religions to counter Revolutions (ignore if you don't have Revolutions on). I make sure to spread my state religion to every city asap - this provides culture and stability. Getting out of the basic civics is also a good way to counter revolutionary tendencies.
Other than that: I like Monarchy (for a while), Proletariat, Free Market/Church.
zappara Dec 24, 2009, 05:57 AM Merry Xmas and Happy Holidays for everyone! :santa2::xmascheers:
Arakhor Dec 24, 2009, 07:02 AM Merry Christmas, Zappara! :D
viator Dec 24, 2009, 10:09 AM All of you :) , have a very nice Christmas holiday (to play civ :D) and a healthy :p new year !
V3N0M Dec 24, 2009, 08:52 PM Well naturally I'm going for military victory but I seem to do even worse there than I do in vanilla civ
Biggie898 Dec 25, 2009, 01:36 PM I kept getting crashes in v. 2.71 around 1490 AD, so I decided to upgrade my version of RoM. However, once I installed 2.8 and put in the 2.81 patch I get the following error in the log:
Error in techAcquired event handler <bound method bugeventmanager.on TechAcquired of <bugeventmanager.bugeventmanager instance at 0x02ACC558>>
The game functions, but instead of the usual updates, that's all that shows up in the game log.
Can anyone help?
Thanks
Bobisback Dec 25, 2009, 09:33 PM Stealth destroyers cannot see subs?!?!?!?!?! This defeats the propose of destroyers.......
dcmort93 Dec 25, 2009, 09:36 PM Stealth destroyers cannot see subs?!?!?!?!?! This defects the propose of destroyers.......
thats an odd change from vanilla bc they could see stealth ships in bts vanilla
Bobisback Dec 26, 2009, 07:53 AM ya but I think that they can see invisible ships yes, but they cannot see subs, which is in its on category. The reason why I think this is because I had modern destroyer's and I upgraded them, I saw the sub beside them before I upgraded but not after so...
also I just finished my first game all the way through, form 6000 BC to 2122 AD, it was lots of fun but I noticed that after the industry era gold was in huge shortage. I guess I can kinda see why, but having to upgrade units every 10 turns because of techs it makes gold very scarce. Also the improvements cost alot, which I can understand but........ There is just very little places to get it form.
The modern destroyer i think needs to be moved back in the techs, me and the other superpower had modern destroyer's almost instantly, I did not even see regular destroyer's or early ones. Also Heavy cruisers seem to dominate the industry era, I found very little use of BS's, I never seem to see the cruisers either.
I like the tech tree but it seems like you can go for military techs to fast, it seemed like the AI was always way ahead of me with his military. Maybe connecting some of the military techs to some economic and growth techs might slow it down a bit.
Gunships seem to dominate the late industry era, I am not sure how to balance this either..... Once everyone got gunships that's all they built. Because they are stronger then infantry and oblivious can kill any tracked or wheeled units just makes them really strong. Maybe bring down strength more and add more anti armor bounses.
Why are all the industrial era bombers so much stronger then the fighters? I guess I can kinda see this, but ummm. And anti air units they seem kinda weak maybe giving them a bonus to bomber units to balance out the weaker fighters, which like I said I can kinda see. Late game anti air seemed great, but it still would be nice to have a capable non air unit alternative for industry era. And again if this is intentional then just ignore my rants.
I think that is all the stuff I noticed, I will post more if I remember it.
See ya all,
Bob
P.S great mod, hehe alot of fun. So Do not take this post the wrong way. Going to start another game soon here.
hehe also is there anyway someone can tell me how to incorporate Flexible Difficulty form the assimilation mod. This is what it does and I think it would be great for me, it is so hard to get a challenging late era game. And I love the late era so...... I no nothing of moding, but I am guessing you just have to copy some text form one file to another but I am not even sure where to start.
"Flexible Difficulty: With this option selected the difficulty level is checked every 20 turns. If the players rank (by score) is int he top third then the difficulty is increased. If the players score is in the bottom third, then the game difficulty is decreased. This can cause the difficulty level to go anywhere between settler and deity. Single player only."
http://forums.civfanatics.com/showthread.php?t=281289
Edit: Just a thought, in late game it is very expensive to run a standing military, love this idea. But maybe you can expand on it and allow like bunkers and command centers to reduce the maintenance cost. Just got a better idea, how bout making a promotion or not really a promotion but a skill to all units that cost gold to maintain.And this skill would reduce the strength of the unit by like 30% or 40% but it would make the unit not cost any gold besides what it already costs with civics. This would allow huge superpowers in the late game to maintain a huge military but still be able to research. but not make them overpowered. I think that would be really neat to have late game. And it would even allow little civs to maintain an big enough army to fend off other powers. I am not sure how the ai would handle this tho.
os79 Dec 26, 2009, 03:08 PM ya but I think that they can see invisible ships yes, but they cannot see subs, which is in its on category. The reason why I think this is because I had modern destroyer's and I upgraded them, I saw the sub beside them before I upgraded but not after so...
also I just finished my first game all the way through, form 6000 BC to 2122 AD, it was lots of fun but I noticed that after the industry era gold was in huge shortage. I guess I can kinda see why, but having to upgrade units every 10 turns because of techs it makes gold very scarce. Also the improvements cost alot, which I can understand but........ There is just very little places to get it form.
The modern destroyer i think needs to be moved back in the techs, me and the other superpower had modern destroyer's almost instantly, I did not even see regular destroyer's or early ones. Also Heavy cruisers seem to dominate the industry era, I found very little use of BS's, I never seem to see the cruisers either.
I like the tech tree but it seems like you can go for military techs to fast, it seemed like the AI was always way ahead of me with his military. Maybe connecting some of the military techs to some economic and growth techs might slow it down a bit.
Gunships seem to dominate the late industry era, I am not sure how to balance this either..... Once everyone got gunships that's all they built. Because they are stronger then infantry and oblivious can kill any tracked or wheeled units just makes them really strong. Maybe bring down strength more and add more anti armor bounses.
Why are all the industrial era bombers so much stronger then the fighters? I guess I can kinda see this, but ummm. And anti air units they seem kinda weak maybe giving them a bonus to bomber units to balance out the weaker fighters, which like I said I can kinda see. Late game anti air seemed great, but it still would be nice to have a capable non air unit alternative for industry era. And again if this is intentional then just ignore my rants.
I think that is all the stuff I noticed, I will post more if I remember it.
See ya all,
Bob
P.S great mod, hehe alot of fun. So Do not take this post the wrong way. Going to start another game soon here.
hehe also is there anyway someone can tell me how to incorporate Flexible Difficulty form the assimilation mod. This is what it does and I think it would be great for me, it is so hard to get a challenging late era game. And I love the late era so...... I no nothing of moding, but I am guessing you just have to copy some text form one file to another but I am not even sure where to start.
"Flexible Difficulty: With this option selected the difficulty level is checked every 20 turns. If the players rank (by score) is int he top third then the difficulty is increased. If the players score is in the bottom third, then the game difficulty is decreased. This can cause the difficulty level to go anywhere between settler and deity. Single player only."
http://forums.civfanatics.com/showthread.php?t=281289
Edit: Just a thought, in late game it is very expensive to run a standing military, love this idea. But maybe you can expand on it and allow like bunkers and command centers to reduce the maintenance cost. Just got a better idea, how bout making a promotion or not really a promotion but a skill to all units that cost gold to maintain.And this skill would reduce the strength of the unit by like 30% or 40% but it would make the unit not cost any gold besides what it already costs with civics. This would allow huge superpowers in the late game to maintain a huge military but still be able to research. but not make them overpowered. I think that would be really neat to have late game. And it would even allow little civs to maintain an big enough army to fend off other powers. I am not sure how the ai would handle this tho.
Two excellent places to discuss this are:
RoM 2.9 Discussion thread (http://forums.civfanatics.com/showthread.php?t=339797) - It is a thread that discuss the next version. Zappara explains in his first post that the next version is mor of fine-tuning and balancing out stuff than adding new stuff now that it is nearing completion. Read it and join if you like.
Better RoM (http://forums.civfanatics.com/showthread.php?t=347469) - Here Afforess and other modmodders are discussing a bit more radical improvements that Afforess will add in for his AND pack.
Zappara is focusing on completing his mod, potentially 3.0, while Afforess is focusing on improving the mod while still adding in new contents. Good luck on proposing your ideas.
Healz Dec 26, 2009, 10:56 PM I have an idea if you are willing to add a unit. There is an AA Gun that is used in WWII Mods, that can be used at early flight as AAA. Alternatively with this idea, also with early tanks should come trucks that can have Light AAA on the back. Then there should be WWII M16 or Equalivalent at Air Superiority (The WWII Flight Tech). Just a thought...
Supercheese Dec 27, 2009, 03:11 AM I have an idea if you are willing to add a unit. There is an AA Gun that is used in WWII Mods, that can be used at early flight as AAA. Alternatively with this idea, also with early tanks should come trucks that can have Light AAA on the back. Then there should be WWII M16 or Equalivalent at Air Superiority (The WWII Flight Tech). Just a thought...
There already is a unit in RoM called "Anti-Air Halftrack" or some such that is a truck with AA on the back...
Isisius Dec 27, 2009, 06:38 AM Hi, I have a error message that happens when I try to re charge the game in the History in the making mod and ROM mod. When I play moreover crashing to the desktop (I'm talkig about ROM), especially when I find a new country in my exploration. The message is "FATAL ERROR - Memory allocation failure - exiting program. Reason: bad allocation".
I have a pc with a I7 cpu, 6 gb ram and a Ati Radeon 4870x2 video card.
Thanks for helping and sorry for may bad english.
That is very strange. Your computer is good enough that you should never see that error. I'd update your graphic drivers, if possible, double check that your RAM is good, and lower your graphics settings, see if that helps.
Hey, just discovered there was such a thing as a mod for CIV 4, and gotta say, ive been blown away so far.
Sorry if this has already been addressed, but i couldnt find it anywhere using the search function
I am getting the same error message as delez, but for me the game is running fine until i try to load a saved game.
Probably better to explain this in a little more detail. When i boot up the mod for the first time, i can either start a new game, or load a previous game successfully and play like normal. This continues working fine until i make a stupid decision such as to leave a worker ungaurded in the wilderness and he meets a bengal tiger.
I then proceed to load a game, sometimes even the game that i successfully loaded when i first boot the program up, and the game starts to load then i get this message and it closes the program.
My comp specs arent fantastic, but they shouldnt have any problems
nvidia 9800gtx graphics card, latest drivers,
4gig ram,
Vista 32bit,
Intel quad core 2.4ghz.
Could the problem be im playing on a gigantic map with a snail pace?
Bobisback Dec 27, 2009, 08:46 AM Thanks os79 I will check it out :D
Isisius I have that crash sometimes to. only sometimes though.
"Could the problem be im playing on a gigantic map with a snail pace? "
you know that might be the issue, because i just played my first game on a small map, I usually do a huge map and marathon pace. With the small map I never had it crash on load, but with the huge one it did it every once and a while.
P.S you got balls, hehe those turns would be to slow for me. as I like the modern age the risk of the game missing up is to great to spend 3 days to get to the modern age. haha
Good luck,
bob
_Phaethon_ Dec 28, 2009, 02:36 PM Zappara,
Any thoughts of incorporating the latest BAT mode (after the latest VD v8.0 issues are resolved, naturally) into this fantastic work?
zappara Dec 30, 2009, 04:35 AM Stealth destroyers cannot see subs?!?!?!?!?! This defeats the propose of destroyers.......
The destroyer upgrade line is actually divided into two different types on modern era, stealth destroyers which can see other stealth ships and other destroyers which still can see subs (Aegis, Littoral Combat Ship).
Tony.Uk Jan 02, 2010, 10:33 AM I would reaaly love to play this mod right through but never able to. Even on lower settings and smaller maps, the turn times are 2-3 minutes each by middle ages - therefore unplayable and I have a reasonably high end system. Play HITM instead which does not have this problem.
Anyone know how to fix this.
RobO Jan 02, 2010, 11:10 AM I would reaaly love to play this mod right through but never able to. Even on lower settings and smaller maps, the turn times are 2-3 minutes each by middle ages - therefore unplayable and I have a reasonably high end system. Play HITM instead which does not have this problem.
Anyone know how to fix this.
Yes, thx to the efforts of Aforess.
Go to this subforum (http://forums.civfanatics.com/forumdisplay.php?f=369), for a modmod of RoM called A New Dawn. Download and install. Remember to patch to 1.55. The installer allows you to pick a lot of stuff to install - choose what you like (I recommend to go easy at first). Some of the options must be (de)selected in the Custom game setup screen. It's fairly stable, at least if you pick a minimum of install options, though it is ofc. always a risk to install something on top of RoM. It shoudl solve the speed problems, though.
Tony.Uk Jan 02, 2010, 12:59 PM Yes, thx to the efforts of Aforess.
Go to this subforum (http://forums.civfanatics.com/forumdisplay.php?f=369), for a modmod of RoM called A New Dawn. Download and install. Remember to patch to 1.55. The installer allows you to pick a lot of stuff to install - choose what you like (I recommend to go easy at first). Some of the options must be (de)selected in the Custom game setup screen. It's fairly stable, at least if you pick a minimum of install options, though it is ofc. always a risk to install something on top of RoM. It shoudl solve the speed problems, though.
Have installed A New Dawn, started new game and seems to run well, need to do 100 more turns at least though to access this properly. Hey i cant even win on noble, so why do i want to play a mod this detailed. Guess I am a glutton for even more punishment!!
zulu9812 Jan 02, 2010, 03:39 PM I would reaaly love to play this mod right through but never able to. Even on lower settings and smaller maps, the turn times are 2-3 minutes each by middle ages - therefore unplayable and I have a reasonably high end system. Play HITM instead which does not have this problem.
Anyone know how to fix this.
You young 'uns are spoilt rotten, I remember games of Civ3 where each turn time was 10 minutes!
os79 Jan 02, 2010, 05:55 PM You young 'uns are spoilt rotten, I remember games of Civ3 where each turn time was 10 minutes!
I disagree :).
To be spoilt tends to mean to expect unrealistic results from overusing a certain sources (parents, luxurious schools, etc.)
However, in this case, it is similar to expecting a good fast machine from today technology. Today's understanding of C++ programming by some people who are in know is a lot more advanced compared to five years ago. Yeah, C++ was invented in early 1980s but the code for BtS was coded with understandings of 2005, not of 2010. Now Afforess shows that the code can be done better.
Now, I don't know if Afforess is reinventing the wheel there but I still feel today's expectations of speedy games is more settled on realistic advances than on unrealistic demands from "parents" of technology.
IMO :). Just my two :commerce:. :D
PS: However, if the quote above is in jest, then :lol:. :D
Afforess Jan 02, 2010, 07:44 PM I disagree :).
To be spoilt tends to mean to expect unrealistic results from overusing a certain sources (parents, luxurious schools, etc.)
However, in this case, it is similar to expecting a good fast machine from today technology. Today's understanding of C++ programming by some people who are in know is a lot more advanced compared to five years ago. Yeah, C++ was invented in early 1980s but the code for BtS was coded with understandings of 2005, not of 2010. Now Afforess shows that the code can be done better.
Correct. 5 Years ago, most programmers would have scoffed at the idea of multithreading their code. Today, not so much.
I think that BTS ran just fine, so the dev's didn't feel the urge to try to get every drop of speed out of it. I mean, Civ 4 BTS is not a slow game, even on the largest maps, the turns are never greater than 1 minute. On complex mods though... :mischief:
Dancing Hoskuld Jan 02, 2010, 09:58 PM Correct. 5 Years ago, most programmers would have scoffed at the idea of multithreading their code. Today, not so much.
Not scoffed as such, it was a hardware/operating system thing. Also it was newish and therefore not completely understood except by the more geeky geeks :)
The speed improvements are causing me problems - the housework is not getting done nor am I keeping up with my reading!
Afforess Jan 02, 2010, 10:08 PM The speed improvements are causing me problems - the housework is not getting done nor am I keeping up with my reading!
If you want, I can provide a special dll where I purposely run a bunch of loops for no reason. That should slow the game down. Imagine the AI having to loop through every player, then every unit, then every tile on the map, then every civic, then every building, then every technology. Then do a pass 2 and a pass3, for laughs. :lol:
Or you could play gigantic maps. I hear those still have 1 minute turn times. :mischief:
os79 Jan 03, 2010, 03:41 AM Or you could play gigantic maps. I hear those still have 1 minute turn times. :mischief:
They do! I tried Zappara's converted Carter Map. :shudder: The start of the game started off with about 25 or so seconds and increased steadily. If my experience with huge map is any indicator, the final ultimate turn time would be around 1 and half in the end game due to your supreme coding :D. If I were to complain about that then Zulu would be right in calling me spoilt, therefore I'm NOT! complaining :lol:!
radiobeaver Jan 03, 2010, 07:06 AM I asked this in AND forum but nobody answered... :(
"Ethnic diverse units" means my german rifleman should look like a Bismark-style soldier, not vanilla? right?
I canīt play with vanilla units, they make pain in my eyes...
here is where I posted my issue:
http://forums.civfanatics.com/showthread.php?t=344987
any help would be much appreciated!
found answer in FAQ... sorry! So many threads. itīs confusing...
thx in advance
krushyn Jan 03, 2010, 12:59 PM Is there a way to change leaders or civilization played? It seems to be blocked. Neither CTRL SHIFT C or P or L works. Did I miss something?
Afforess Jan 03, 2010, 02:42 PM Is there a way to change leaders or civilization played? It seems to be blocked. Neither CTRL SHIFT C or P or L works. Did I miss something?
You need to enable cheats for it to work. Search the forum for how to do that.
I asked this in AND forum but nobody answered... :(
"Ethnic diverse units" means my german rifleman should look like a Bismark-style soldier, not vanilla? right?
I canīt play with vanilla units, they make pain in my eyes...
here is where I posted my issue:
http://forums.civfanatics.com/showthread.php?t=344987
any help would be much appreciated!
found answer in FAQ... sorry! So many threads. itīs confusing...
thx in advance
It's a known bug with AND. If you open up the ModularLoadingControls file in the Modules folder inside of rise of mankind and move the "Custom Artstyles" entry to the bottom, it should load. It will be fixed in AND 1.60.
radiobeaver Jan 04, 2010, 05:36 PM You need to enable cheats for it to work. Search the forum for how to do that.
It's a known bug with AND. If you open up the ModularLoadingControls file in the Modules folder inside of rise of mankind and move the "Custom Artstyles" entry to the bottom, it should load. It will be fixed in AND 1.60.
Is this savegame compatible? or restart?
thx for helping, afforess! and btw, Rom with AND is really great! I enjoy the gameplay a lot, since I havenīt played civ 4 for 2 two years I recognize a huge improvement!
Xoatl_169 Jan 04, 2010, 07:15 PM I installed the megapack and im getting a runtime error when i go to single player, is there any way to fix this?
Afforess Jan 04, 2010, 07:26 PM Is this savegame compatible? or restart?
thx for helping, afforess! and btw, Rom with AND is really great! I enjoy the gameplay a lot, since I havenīt played civ 4 for 2 two years I recognize a huge improvement!
Both should be save compatible.
Xoatl_169 Jan 04, 2010, 07:44 PM I deleted some civs and that let me enter single player, but i got an XML error when i tried to start a game. Alright well i tried to do a simple 1v1 match to see if that game would start but i still get the same XML errors and then the runtime error.
Gonna decide to try the normal RoM version cause mega doesn't work for me.
Osk21 Jan 04, 2010, 10:29 PM Zapp, whatever you do to make the game the way it is is awesome. Try to think of more wonders. It takes me quite a while to play an epic game so I have not upgraded to 2.81 yet. I'm sure Firaxis wants to score on you for Civ V. But thanks for all the free work you've done so far. I would lovwe to learn the Finno-Ungrick language. I know it is totaly diffent from the Indo -European languages. Besides English I speak pretty good German, some French, um poco Espanol and when I travelled Europe extensively in fall '92 I thought I could say hello. goodbye and thank you in every language I was in. Got to Copenhagen but nothing north of there. They say the Nordics get a little tougher and smarter the further North you go. Will have to find that out some day on a nordic rail pass. My name Eric "always ruler" in the Nordic tounge but I play the low levels for long games. Thanks
Xwarq Jan 04, 2010, 10:41 PM It's impossible to play CIV IV without this mod now.
Xoatl_169 Jan 04, 2010, 11:24 PM So anyway to get the mega pack to work without errors?
zappara Jan 05, 2010, 07:54 AM So anyway to get the mega pack to work without errors?
If you could post the logs from your game I'd have better chance solving your problem. See the bug reports thread (in my sig) for instructions how to enable logging.
Xoatl_169 Jan 05, 2010, 02:07 PM If you could post the logs from your game I'd have better chance solving your problem. See the bug reports thread (in my sig) for instructions how to enable logging.
Alright thanks, gonna do that. Want me to private msg the log or should i post it in the bug report thread?
Bobisback Jan 05, 2010, 04:53 PM is there any way to stop the automated production of cities from using the nations gold to hurry productions automatically. This is very annoying :(
boss82 Jan 06, 2010, 12:32 PM Hi,anyone got alternative way to download this megapack ?
my broadband service seem too slow on that torrent..cant even speed up 20kbs..
possible to upload to another source?
thanks and got to say this is really a great mod!!
andrew_yaweb Jan 08, 2010, 10:23 AM Sorry to ask the painfully dumb, perhaps...I search the forums a bit at first to try to find out.
In my game as Incan, I cannot adopt any state religion. I'm using the mod at it's default configurations. AI leaders have adopted religions, even ones that I founded.
Is there some configuration trick in play here? Thanks!
RobO Jan 08, 2010, 10:26 AM Sorry to ask the painfully dumb, perhaps...I search the forums a bit at first to try to find out.
In my game as Incan, I cannot adopt any state religion. I'm using the mod at it's default configurations. AI leaders have adopted religions, even ones that I founded.
Is there some configuration trick in play here? Thanks!
You probably need to change from the default religious civic. It doesn't allow a state religion.
Natamanchuk Jan 09, 2010, 08:59 AM Hello
I am having an issue running ROM in multiplayer, I have turned off all revolution mod components but i still get out of sync error every time on the the Human players attack.
Any suggestions?
McMowgli Jan 09, 2010, 03:33 PM I play in a gigantic world an the game crashes without any error. Could you Grave please see what's wrong with it......:(
Kikaider Jan 10, 2010, 03:08 PM I know this sounds crazy, but is there a way for me to increase the size of the "gigantic" map? I'd like a bigger map, "Gigantic" is too small for me. ;)
Retrospect Jan 10, 2010, 04:33 PM I know this sounds crazy, but is there a way for me to increase the size of the "gigantic" map? I'd like a bigger map, "Gigantic" is too small for me. ;)
I think smart map has an option to play around with the map size... if i remember rightly you can go larger than gigantic.... don't quote me on that though :rolleyes:
Kikaider Jan 10, 2010, 09:29 PM I think smart map has an option to play around with the map size... if i remember rightly you can go larger than gigantic.... don't quote me on that though :rolleyes:
Thanks, it does work. Now I have to figure out what the maximum I can go without a crash.
os79 Jan 10, 2010, 09:32 PM Thanks, it does work. Now I have to figure out what the maximum I can go without a crash.
Also, if you go into RoM's sub-forum and go into its sub-forum called Scenarios and Maps, you will see the thread started by Zappara called Mapscripts. There you will see a mapscript named Planet Generator. Zappara converted that mapscript for RoM. He also stated that it will be in 2.9 version. Well, the point is that Plant Generator have options for sizes that run into 500x500... about 2 and half times larger than Gigantic :shudder:.
NBAfan Jan 10, 2010, 09:45 PM Also, if you go into RoM's sub-forum and go into its sub-forum called Scenarios and Maps, you will see the thread started by Zappara called Mapscripts. There you will see a mapscript named Planet Generator. Zappara converted that mapscript for RoM. He also stated that it will be in 2.9 version. Well, the point is that Plant Generator have options for sizes that run into 500x500... about 2 and half times larger than Gigantic :shudder:.Not to mention this will have your Computer begging for mercy.:please::mwaha:
Afforess Jan 10, 2010, 09:52 PM Also, if you go into RoM's sub-forum and go into its sub-forum called Scenarios and Maps, you will see the thread started by Zappara called Mapscripts. There you will see a mapscript named Planet Generator. Zappara converted that mapscript for RoM. He also stated that it will be in 2.9 version. Well, the point is that Plant Generator have options for sizes that run into 500x500... about 2 and half times larger than Gigantic :shudder:.Not to mention this will have your Computer begging for mercy.:please::mwaha:
Perhaps he wants to get the nostalgia of having 5 min turn times with RoM 2.8 w/o AND, without actually uninstalling AND. :p
The other possibility is insanity. :mischief:
Thaitanium Jan 11, 2010, 05:57 AM I suggest you should change the leader head of Mongkut/Siamese Empire to be the one from The Capo. It's more realistic than the one that looks like Tokugawa.
http://upic.me/i/ub/4ram4.jpg (http://upic.me/show.php?id=8044a61df0f93b6119ae8113b9ad041a) http://upic.me/i/of/40untitled1.jpg (http://upic.me/show.php?id=d2404b1a3b0561b074a7e7f9864971ba)
Here's link http://forums.civfanatics.com/showthread.php?t=300561
Kikaider Jan 11, 2010, 03:53 PM Perhaps he wants to get the nostalgia of having 5 min turn times with RoM 2.8 w/o AND, without actually uninstalling AND. :p
The other possibility is insanity. :mischief:
It is actually quite fast on 320x160...
I also got it "kinda" working on 400x200, but I cannot generate the map without all settings on low.
But I enjoy a slow and painful game; have about 5 civs starting out with the revolution mod, and see what comes out of it in the future. I just wish there was an option that is slower than "snail pace", it's too fast for me.
But the only thing really holding me back is my Radeon HD 4870 GPU (Which is rather strange), but I guess having 512MB of ram causes that. Other than that, my 3.8GHz Core i7 processor and 6GB of RAM shouldn't have much of a problem.
zappara Jan 12, 2010, 06:30 AM I suggest you should change the leader head of Mongkut/Siamese Empire to be the one from The Capo. It's more realistic than the one that looks like Tokugawa.
http://upic.me/i/ub/4ram4.jpg (http://upic.me/show.php?id=8044a61df0f93b6119ae8113b9ad041a) http://upic.me/i/of/40untitled1.jpg (http://upic.me/show.php?id=d2404b1a3b0561b074a7e7f9864971ba)
Here's link http://forums.civfanatics.com/showthread.php?t=300561
Didn't I add those graphics to Mega pack 1.7 / RoM 2.8Mega... at least the changelog says Mongkut has new graphics :confused:
Kikaider Jan 12, 2010, 07:54 AM I'm somewhat curious... Is it possible to make snail-speed go slower? Seems like something that would have to be done internally.
ichbinsehselber Jan 12, 2010, 03:06 PM I am now playing ROM 2.81 (most current version).
Having played several older versions as well, I found some very nice surprises in this version!
I like especially the different road types! this removes the weakness that you can move faster (with the same unit type) on foreign roads if you have invented (I do not know which tech) and your friend with whom you have open borders himself cannot.
I have to say it adds some extra difficulty at the start. It makes your mobility in the first era more restricted to have only cart paths available.
Is there any way to change (up) the difficulty level during game?
The start with aggressive Barb, aggressive AI, revolution Immortal is extremely difficult. I got hit hard by Axemen before I even invented them 2 times forcing me to restart. But later the game seems to get more easy. So, is there a way to change the difficulty later to deity? Or any other idea?
Anyway a huge thanks to zappara and the team for an awesome mod!!!
tdoughty Jan 13, 2010, 01:56 PM Great Mod, I love the extended features
I tend to play with American civ and the axeman produced in the ancient and classical eras looks like it belongs in medievel times, can future mods put in a more ancient looking axeman.
Webrider Jan 13, 2010, 06:26 PM any progress on fixing multiplayer?
CaesarSneezy Jan 13, 2010, 07:20 PM any progress on fixing multiplayer?
Yeah, I really only play multiplayer hotseat so I'm kind of frustrated with the last few versions. So many great additions that I can't use!
Oh, and because of the big maps I play on, snail speed is perfect for science but I would love it if the build times and worker improvement times were sped up a bit. If this doesn't get changed is there a simple way to modify that myself?
Steel Beagle Jan 14, 2010, 05:33 PM I am enjoying this mod, and note that there was a comment somewhere about possibly removing the Crusades. I agree it is very powerful, but it is very cool (imho) and could be nerfed simply by reducing the number of spawns of crusaders.
Another minor nerfing that is less likely feasible would be to restrict barbs attacking within the Great wall area itself - leaving expansions after it still at risk. That I don't know how you could do - but would make the placement and timing of cities and the wall quite interesting.
os79 Jan 14, 2010, 07:35 PM Please, for one f@#^ing last time, refer to this thread, RevolutionDCM, (http://forums.civfanatics.com/showthread.php?t=262937) where you will wait for the multiplayer compatible update. Until the day RevDCM is updated with MP fix, RoM will REMAIN un-MP-able to some extent. However, if you simply must have MP to some extent, check Zappara's signature and click on the forum, then go to the sub-forum for Multiplayer. There you will have a MP-able, to some extent, RoM but with 2.7 version.
It had been asked before and answered repeatedly :), so excuse my French :).
killmeplease Jan 14, 2010, 11:35 PM Please, for one f@#^ing last time, refer to this thread, RevolutionDCM, (http://forums.civfanatics.com/showthread.php?t=262937) where you will wait for the multiplayer compatible update. Until the day RevDCM is updated with MP fix, RoM will REMAIN un-MP-able to some extent. However, if you simply must have MP to some extent, check Zappara's signature and click on the forum, then go to the sub-forum for Multiplayer. There you will have a MP-able, to some extent, RoM but with 2.7 version.
Opening post says:
"to avoid running to Out of Sync errors, but you should run the game without Revolution components enabled"
I'm interesting is it valid for 2.81? :confused:
NBAfan Jan 14, 2010, 11:38 PM OP-post says:
"to avoid running to Out of Sync errors, but you should run the game without Revolution components enabled"
I'm interesting is it valid for 2.81? :confused:The op is out dated. MP in 2.81 is completely broken due to RevDCM and BULL.:(
ichbinsehselber Jan 16, 2010, 05:47 AM An idea for an enhancement:
Calculate the approximate year, in which you would be based on the invented technologies. This could be done in one of several ways:
1.) Hook up the time based on certain key inventions (this would be similar to the era in which you are, just on a higher granularity)
2.) Calculate the time just based on the number of inventions researched so far
3.) Some other formula
So players could always see how well they perform in terms of research compared to historical earth
ichbinsehselber Jan 16, 2010, 05:48 AM Question:
Is it true, that peaceful culture flips do not work now with the Revolutions Mod turned on, even if the culture flip is also turned on?
If you "culture attack a city" you can only get it when you are at war with the other civ?
Bobisback Jan 16, 2010, 10:51 AM Question:
Is it true, that peaceful culture flips do not work now with the Revolutions Mod turned on, even if the culture flip is also turned on?
If you "culture attack a city" you can only get it when you are at war with the other civ?
No that's not true i had one culture flip the other day, what happens tho is the city in question is it revolts and asks to join you if you say no they make a new civ. But I do think that in some cases the other civ you are taking the city from can war dec you.
camberiu Jan 17, 2010, 08:44 AM For some reason, I can't get it to work.
I have an Intel i7 920 machine with 8GB of RAM and an ATI 4850 512MB video card.
I have the Civilization Complete Edition with the latest patch.
I unpack the RoM 2.8 mod on the mod folder inside the Beyond the Sword folder, as instructed on the readme.txt file.
I started Civ IV Beyond the Sword, go into Advance, select load Mod. I then pick RoM from the menu. Then I get thrown back at the desktop and the game closes.
Can anyone point what I am doing wrong? I really would like to try this mode. Thanks in advance.
Retrospect Jan 17, 2010, 09:21 AM For some reason, I can't get it to work.
I have an Intel i7 920 machine with 8GB of RAM and an ATI 4850 512MB video card.
I have the Civilization Complete Edition with the latest patch.
I unpack the RoM 2.8 mod on the mod folder inside the Beyond the Sword folder, as instructed on the readme.txt file.
I started Civ IV Beyond the Sword, go into Advance, select load Mod. I then pick RoM from the menu. Then I get thrown back at the desktop and the game closes.
Can anyone point what I am doing wrong? I really would like to try this mode. Thanks in advance.
Do you have the latest patch for civilisation?
camberiu Jan 17, 2010, 11:41 AM Do you have the latest patch for civilisation?
Yes, I do.
Bobisback Jan 17, 2010, 11:52 AM Yes, I do.
I have a computer with similar stats, and every time i start RoM it takes about 30 seconds for it to start loading. so just give it a second. When you load a mod anyway it has to close down the original game so from the sounds of it it is doing what its suppose to but your just not giving it enough time. It is easier to use a shortcut to get into the game to, instead of loading it though BTS.
P.S If you right click on any BTS shortcut and add mod=\Rise of Mankind at the end of hte target location it will start the game straight into the mod.
camberiu Jan 17, 2010, 12:01 PM I have a computer with similar stats, and every time i start RoM it takes about 30 seconds for it to start loading. so just give it a second. When you load a mod anyway it has to close down the original game so from the sounds of it it is doing what its suppose to but your just not giving it enough time. It is easier to use a shortcut to get into the game to, instead of loading it though BTS.
I wish it was the case, but it is not. it returns me to the desktop and then after a few seconds the process for Civilization simply dies.
I am trying to edit the target location on the shortcut but it will not let me. How do you edit that?
Afforess Jan 17, 2010, 12:09 PM For some reason, I can't get it to work.
I have an Intel i7 920 machine with 8GB of RAM and an ATI 4850 512MB video card.
I have the Civilization Complete Edition with the latest patch.
I unpack the RoM 2.8 mod on the mod folder inside the Beyond the Sword folder, as instructed on the readme.txt file.
I started Civ IV Beyond the Sword, go into Advance, select load Mod. I then pick RoM from the menu. Then I get thrown back at the desktop and the game closes.
Can anyone point what I am doing wrong? I really would like to try this mode. Thanks in advance.
You need to install the BTS 3.19 patch manually. Download it from CFC's database, and run it. The in game patcher doesn't work.
volleyballguy79 Jan 17, 2010, 01:23 PM Very good idea on the mod! keep up the good work.
Bobisback Jan 17, 2010, 02:04 PM I wish it was the case, but it is not. it returns me to the desktop and then after a few seconds the process for Civilization simply dies.
I am trying to edit the target location on the shortcut but it will not let me. How do you edit that?
right click on the BTS shortcut, and thn go into the properties of it. There you will see a line that says target just under target location that probably says (with respect to whatever drive you have the game on):
"C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Civ4BeyondSword.exe"
Put mod=\Rise of Mankind right after the quotes. so it looks like this (again with respect to where you put the game on your drive):
"C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Civ4BeyondSword.exe" mod=\Rise of Mankind
If you are really having a issue tho, then this will not fix it, This is jsut a faster way into the mod so.
philippe Jan 19, 2010, 07:02 AM seed the torrent please for the light pack 2.3kb/s is just awfull :|
camberiu Jan 19, 2010, 07:55 AM You need to install the BTS 3.19 patch manually. Download it from CFC's database, and run it. The in game patcher doesn't work.
That fixed it. Thank you very much for the tip. I would have never figured out that the game patchers is broken. Thanks again!!!!
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PLEASE SEED
I URGE FOR SEED
Arakhor Jan 20, 2010, 05:00 AM Oh, grow up!! That post was completely unecessary.
Nordfeldt Jan 20, 2010, 06:36 AM @ phillipe
I'm getting 300+ kb/s so perhaps your connection just suck?
I'm dusting off my civ4 (yet again) one of the few PC games one can return to again and again. Not least because of this wonderful mod. Thank you zappara and contributors, for your continued efforts to improve civ4 :king:
Gremlin Jan 20, 2010, 09:09 AM Help!
why is downloading such a great mod so difficult!
Atomic gamer - slower than a bug in amber
and unable to torrent for some reason?
is there a simple way - please help:)
Sporknife Jan 20, 2010, 03:06 PM Getting crashes every 10 minutes playing. Reeallly annoying. Shame, it's a good mod too. system specs :
athlon 64x2 5000+ (i think, might be 5400)
4 gigs ddr2 800 ram
Gtx260 graphics card
Windows xp
swinesteigersir Jan 22, 2010, 02:43 PM Hi. The mod doesn't work, here some statements what I did already.
Fresh install.
Patched Civ, WL, BtS with the latest patches, manually.
Installed RoM 2.8 + Hotfix
BTS vanilla works like a charm.
The previous version of RoM also worked like a charm.
This is IMHO the best Civ4Mod ever.
Now here's the bug: If I press: "Single Player" in the RoM Main Menu, the whole program says goodbye with an 'Unusual Error' of the Virtual C++ Library, or gets stuck in an endless loading loop.
nokmirt Jan 23, 2010, 01:24 AM Here let me try I am bored waiting for my own mod to come back anyhow. I will let you know how I do. Wow something is no good crashed after I built Kyoto.
Ok, I added the patch and I am playing the full version of 2.81, as Japan. This mod is really interesting, there is a storm system that is really cool, how could I put this in my mod, would it require extra SDK or Python? So far the mod is smooth no trouble, I am on turn 92 of 1590. The map is Giant earth map with 31 preset civs.
Thaitanium Jan 27, 2010, 06:12 AM I want 2.81 with Mongkut head fixed in Full or Lite plz
Mega eat too much ram when i play which is really unnecessary
for eg. those lot of civilizations
Healz Jan 27, 2010, 02:53 PM Nokmirt, I really think you should wait until about turn 700-900 before you really start pronouncing no trouble. As far as I know it is about 1700-1900 to 2000 that performance issues really start showing up on my machine.
ichbinsehselber Jan 27, 2010, 03:45 PM I had problems with crashes as well. Now playing the lite version, there are relatively few crashes, still there are some but it is ok. Mod Version 2.81
bigmattzilla Jan 27, 2010, 06:00 PM I am in love with this mod. I love to enable barbarian civs and play on the biggest map. With raging barbarians, it gets pretty intense.
I grant you 20 million internets zapporo!
ihmcguinness Jan 28, 2010, 10:11 AM I'm having a problem where I'm getting stuck between turns (600AD) in my game on the Earth 18 civs map. I end the 600AD turn, and get part of the way through the cycle, but then it just never gets to the next turn. I can still scroll around the map or load a savegame, and the little globe is still spinning, but it just never advances beyond that.
Any ideas?
Bobisback Jan 28, 2010, 12:32 PM for a start probably best to post the save game and give details on what mod components and settings you have on.
bombetta Jan 28, 2010, 01:57 PM Hi friends i'm sorry to report a problem with rise of mankind II mod I intalled it like suggested in instruction but after loading the mod when a clik on single player i have a runtime error and i must close civ4.
i have a 319 version and i do not understand what is the problem.
In addiction now i cannot run neither of the other mods... :-(
Can someone help me? plz
bombetta Jan 28, 2010, 02:04 PM ops I have'n described my machine
processor intel q 6600
ram 4 gb
video card ati 4870x2 2048 ram
sigh it must run why it doesn't???
NBAfan Jan 28, 2010, 08:22 PM What folder did you install it in?
bombetta Jan 29, 2010, 09:58 AM in the folder rise of mankind under beyond the sword mods folder
The Rebel 1000 Jan 29, 2010, 04:13 PM send it to the "mods" folder inside BtS. Does that do anything? That's what I did, although i had some technical errors. That's just me though :badcomp:
If it's a patch you should put it in the RoM folder but I'm not sure where in there.
The Rebel 1000 Jan 29, 2010, 04:19 PM I am in love with this mod. I love to enable barbarian civs and play on the biggest map. With raging barbarians, it gets pretty intense.
I grant you 20 million internets zapporo!
I am playing on a huge map with barbs everywhere as Aztec and it doesn't get really intense as much as annoying. It's fun to get 'free' cities from them, though. The barbs killed the Chinese and I took them with some war dogs and a jaguar!
:spear: :king: :spear:
Mulle Jan 30, 2010, 06:44 AM Rise of Mankind v2 has been designed for single player games only - it does work in multiplayer mode but to avoid running to Out of Sync errors, but you should run the game without Revolution components enabled.
Does anyone know whether it means that I have to uncheck just the Revolutions options (TechDiffusion and DynamicCivNames) or do I have to disable the entire RevDCM? And, if I have to disable RevDCM, how can you do that? Can you do it from within the game or can I change some .ini files?
I really appreciate all the help I can get. This issue is driving me nuts since it's impossible to go to war in multiplayer as it is now :sad:.
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