View Full Version : [BtS] Rise of Mankind 2


Pages : 1 [2] 3 4 5

Alphacodex
Jun 22, 2008, 08:23 AM
Ah... Zappara something else:

I saw that there are some unit pictures missing / double used. I could make some for you, if you like.
(Like the Modern Grenadier Pic is the same as the standard grenadier, or the airplane mission pics which look very similar - I could maybe make some that are more distinguishable).

Just let me know which ones you need (and also file-format, color-depth, resolution etc...)

I's love to contribute, where I can...


Thanx a lot for this great mod...

Codex

ramatheson
Jun 24, 2008, 04:39 AM
Great mod. As a player since the first CIV, this is what I've always been looking for: the added realistic depth, the resources, the units, everything. Great work!

zappara
Jun 24, 2008, 06:43 AM
Its in the industrial/modern era. In one game i started modern times, standard map, marathon speed. After founding 3 cities and about 50 turns more the game crashes all the time at the same turn.

Other game industrial/standard map/marathon after some hundred turns the same happens. I tried reloading savegames in both cases and changing everything i do.. Even checked worldbuilder out if any AI player was finishing some weird unit/world wonder, but they didnt.

Does this happen more often in the modern eras or just a general issues i havent stumbled over yet?Most common issue for crashes is that the save game file grows too big and game starts to experience memory allocation faults. This usually happens in late game situations. There's some instructions on these forums to allow BtS to use more than 3GB memory but I don't have now link to that thread (it's been posted before in this thread). There's of course possibility that some object in RoM has bugs and is causing crashes - problem is just locating those bugs as RoM is quite large mod at the moment.

I also get more and more crashes as I advance into the modern era. However I still believe the gross part of the crashes has something to do with memory issues. A while ago I had a lot of crashes too and I lowered my graphics settings, low resolution textures and so on => a lot less crashes... But now it starts again. I hope I can play my game to the end. Next time I'll start a smaller map, maybe the new gigantic size maps are too much for my 2GB RAM???

Greetings
Codex

P.S.
Zappara, did you read my post from Jun 12 ??Yes, gigantic map size is too much for 2GM RAM, you'll need 3GB or more for very large maps. However I do not know how BtS 3.17 version handles now large map sizes, I hope they improved the stability and got rid of those memory allocation faults.. I'm just installing BtS patch and I'll probably have to update RoM for this new BtS version.

And yes, I did read your earlier post. I think it would require SDK changes to make Open border agreement to work differently for diplomacy and for units. Might be difficult to change those diplomacy features (I don't do SDK modding myself so I have no clue how hard it is).

Ah... Zappara something else:

I saw that there are some unit pictures missing / double used. I could make some for you, if you like.
(Like the Modern Grenadier Pic is the same as the standard grenadier, or the airplane mission pics which look very similar - I could maybe make some that are more distinguishable).

Just let me know which ones you need (and also file-format, color-depth, resolution etc...)I think I updated icon for Modern Grenadier in v2.1. I know there's still some units/buildings etc. with duplicate icons and I intend to "fix" those whenever possible. I have vast collection of button files and I do make some of them myself. Lately FK2006's Button thread (http://forums.civfanatics.com/showthread.php?t=273492) has been good source for new buttons - I have all of his buttons on my harddrive and I'm updating RoM objects in future patches with those icons. Button files are size of 64x64 pixels, dds format, no mipmaps, colors 32bit, and there's alpha channel that sets button visibility edges.

Great mod. As a player since the first CIV, this is what I've always been looking for: the added realistic depth, the resources, the units, everything. Great work!Thanks. Always happy to hear that there are others who like to have more complex games just like I do. :)


Midsummer festivals are over now here in Finland - survived another one even though I got bloated with all the good food we were grilling outside at summer cabin. :p

Saw that BtS got update so I'm downloading it now and soon start checking what changes need to be made to RoM to make it compatible with newest BtS version. I hope there aren't many needed changes.

MrWhereItsAt
Jun 24, 2008, 01:43 PM
Hey zap, I have been getting crashes fairly frequently in the mid-late game now. Perhaps this is unavoidable, but the only time there is a crash is when I open one of the Advisor screens. This doesn't happen every time I open one of those screens, nor does it happen for the same screen each time, but after about 30 minutes of play (3-4 turns) it will happen.

Is this somehow the most likely part to cause a MAF, or perhaps there's something odd going on..?

Kalimakhus
Jun 24, 2008, 05:53 PM
Yes, late in a heavy game, it is quite likely that diverting to an adviser screen could cause a MAF. Simply because this changes what the screen displays requiring what is already displayed to be retired to some area of memory causing a need for memory which if not available the MAF hits. It differs from early in a session to late in the same session because BTS notoriously manages memory poorly so the longer you play the more memory is leaked and lost and the less memory is available for any new request.

Alphacodex
Jun 25, 2008, 03:24 AM
Yeah, that's the same impression that I got. It seems that memory is lost every turn you play until you get out of memory. You wont notice that in the early game because you have enough memory left (to be wasted). However when your savegame grows larger it crashes earlier. In the beginning my game never crashed as long as I played, then it began to crash like every 20 turns, then every 8 turns and now it crashes every other turn (...this is no fun anymore :( ) Looks like a funtion of savegame-size, memory and playtime...


Hopefully the did something about their memory management in 3.17!


Greetings
Codex

zappara
Jun 25, 2008, 01:11 PM
Version 2.2 uploaded. Mod is now converted to BtS version 3.17 (but not tested much yet). The update is full mod so please rename previously installed 'Rise of Mankind' -folder to something else or delete it. Unzipping new version on top of previous one will not work.

ramatheson
Jun 25, 2008, 03:25 PM
Version 2.2 uploaded. Mod is now converted to BtS version 3.17 (but not tested much yet). The update is full mod so please rename previously installed 'Rise of Mankind' -folder to something else or delete it. Unzipping new version on top of previous one will not work.

Awesome! I can't wait to get home to try it out.

On a sidenote, where can I find an online list of all the new units/resources/buildings etc. for RoM? Is there a RoM online database anywhere?

zappara
Jun 25, 2008, 03:42 PM
@ramatheson

There's no online database for RoM so my advice is to go through civilopedia and the new tech tree first. It will take most likely couple games before you start to remember how all the new things work. Civilopedia's Unit Upgrade tree helps you to see the bigger picture how the unit upgrade lines go.

rwglaub
Jun 25, 2008, 04:10 PM
How about the addons? Are they compatible?

zappara
Jun 25, 2008, 04:53 PM
Addons are not yet compatible with BtS 3.17. It will probably take some time before there's patches for them since those have custom DLLs and it takes more time to update them.

ramatheson
Jun 25, 2008, 11:17 PM
Weird bug...all governments became available all of a sudden. I'm not sure when, they just were there one time when I looked at Civs.

:confused:

http://i124.photobucket.com/albums/p20/ramatheson/governments.jpg

CMKMStephens
Jun 26, 2008, 02:18 AM
You just built the pyramids. I can see it behind the civic screen. It's what Pyramids do.

ramatheson
Jun 26, 2008, 02:24 AM
You just built the pyramids. I can see it behind the civic screen. It's what Pyramids do.

Oh duh! :) Lol, sorry what an oversight, lol. :p

Srdjan
Jun 26, 2008, 07:13 AM
Hi Zappara,

I have a problem in late stadium of the game. It always crashes in next turn. I am sending You my last save.
Version of bts is 3.13.

zappara
Jun 26, 2008, 08:34 AM
@Srdjan

In order to make mod compatible with BtS 3.17 I had to update my game and for that reason I can't check save game files made with BtS 3.13 / earlier RoM versions.

TheeLord
Jun 26, 2008, 09:38 AM
I just downloaded this. We cannot use the revolutions addon with 2.2 yet correct?
This mod sounds excellent! I cant wait to give it a try tonight.

Srdjan
Jun 26, 2008, 10:01 AM
@Srdjan

In order to make mod compatible with BtS 3.17 I had to update my game and for that reason I can't check save game files made with BtS 3.13 / earlier RoM versions.

Ok, thanks. I will wait for 3.17 version.

RobO
Jun 26, 2008, 10:05 AM
Srdjan, look here (http://forums.civfanatics.com/showthread.php?t=243164) for a 3.17 compatible version of RoM

Srdjan
Jun 26, 2008, 10:23 AM
This version of RoM 2.2, already contains prevoius add-ons and patches?

zappara
Jun 26, 2008, 11:32 AM
v2.2 contains all previous RoM versions but no add-ons. Addons still need updates too for BtS 3.17. IT will take some time before for example Revolution mod is updated to new BtS version (might take couple weeks for addons to be updated). Kalimakhus RevolutionDCM needs quite a lot work before it works with RoM2.2/BtS3.17: All three main components from that addon need to be updated ie. Revolution, Dales Combat mod and Influence Driven War. When those are updated to BtS 3.17, then they can be combined to make the new DLL file for addon - after that there's still left some xml / python editing that was also done for 3.17.

NooneLifes4ever
Jun 26, 2008, 03:03 PM
Hi Zappara.

I'm a huge fan of this and previous versions of the mod. :D
Unfortunately, my game also crashed once I'm in industrial/modern times, just when it is starting to get real exciting.:sad:
When waiting for my next turn, the game crashed to desktop, just as Srdjan reported.

mamba
Jun 26, 2008, 04:31 PM
Maybe you too should attach a savefile from the turn before, just like srdjan did.

The most common cause of such (repeatable) CTDs is an art definition which does not exist (e.g. due to a typo) being used by a unit which is newly built.

NooneLifes4ever
Jun 27, 2008, 12:47 AM
Whoops, sry.
Here it is.

auron_dude
Jun 28, 2008, 06:16 PM
Hi, new to the forums, LOVE this mod, but ever since 3.17 RoM simply doesn't work.


After deleting my old RoM and installing the most recent (2.2 I beleive), I loaded the mod and received many errors saying such and such couldn't be loaded. I could not make any game unless it was a custom game, and once I FINALLY got that far, I came to see that upon pressing ESC or opening a window in the UI (i.e. civics) the game simply crashed. Not only that, but many of the models did not load (I just saw very strange reddish shapes.)

:confused::confused:
Help greatly appreciated!





EDIT

Found the problem, apparently some file was corrupted during the extraction.

Bezhukov
Jun 29, 2008, 10:25 AM
Great Mod. I've finished around ten previous games on earlier versions (including huge maps), and have now hit three CTD's in a row.

hellfish6
Jun 29, 2008, 11:51 AM
I'm having a problem with the mod CTDing when it's creating a map for a new game. I'm running the Steam version of CIV4, and IIRC it's updated to 3.17 and haven't had a problem with either RoM1 or any other mod.

Any ideas?

zappara
Jun 30, 2008, 12:01 PM
Extra Civ Addon Pack (http://forums.civfanatics.com/showpost.php?p=6771455&postcount=5) has been now updated to RoM v2.2. It adds 50 new Civs to RoM.


@everyone

Anyone having problems with v2.2 please check version 2.x bug thread (http://forums.civfanatics.com/showthread.php?t=273368) for instructions how to post log files from the saves in which you encountered problems. Posting save game files helps too, I'll try to check them when I have some time for it. Posting log files is usually faster way to locate possible error locations. The more info you can provide in bug report thread, the better chance I have locating any possible bugs.

TheeLord
Jun 30, 2008, 12:36 PM
I cant wait for the revolution add on pack to get updated so I can start playin with this! Hurry it up!!! ;)

zappara
Jun 30, 2008, 01:26 PM
I cant wait for the revolution add on pack to get updated so I can start playin with this! Hurry it up!!! ;)

First glider1's RevolutionDCM (http://forums.civfanatics.com/showthread.php?t=262937) mod needs to be updated before we can have update for the addon. Glider1's mod is made of several different mods so he can't update RevolutionDCM until the mod components have been updated to BtS 3.17 (one of them has been so far updated). So getting update for RoM RevolutionDCM addon might take a while now.

Joukili
Jul 01, 2008, 05:48 AM
Alright there problems with it. It loads up and does everything right until I am in the game I can't see the minimap or any of the button and it is on English and I do have the patched updates. I have re-download it but it hasn't helped either and I put the patch that you had made also. So anything else to suggest?

The Almighty dF
Jul 01, 2008, 09:01 AM
Does this newest version also work with 3.13, or do I need to try and find the version just before it?

LetMyPeopleGo
Jul 01, 2008, 09:59 AM
Thanks for the update, I still struggle to download
Rise of Mankind v2.2 and [BtS] Rise of Mankind 2.2 Extra Civ addon pack , FileFront is a huge pain..

Would be nice to have a decent mirror.

A question to [B]Joukili, I didn't see any patch for download, have I been missing something ?

ramatheson
Jul 01, 2008, 10:11 AM
So far so good, I'm only at about 3000 BC so far after spending maybe an hour playing last night. In the previous version, everything was perfect until about 1780 when I started having to save every turn as it would Crash To Desktop every ten minutes or so. The savegame doesn't work with the new patch, but we'll see how this new game goes.

[to_xp]Gekko
Jul 01, 2008, 10:43 AM
just downloaded it and gave it a try, great work indeed, better than next war XD

can't wait for the updated add-ons to be released, revolution and DCM will set this mod one huge step forward :)

keep up the good work and thanks for all the time and effort you put into this !

edit: btw, a quick question just came to mind. is this compatible with solver's 3.17 unofficial patch? and will the upcoming add-ons be? I've heard that solver's patch is not compatible with mods with a custom dll, but I ain't no expert so I'm not sure about that, would be great to know. thanx in advance for the support :D

zappara
Jul 01, 2008, 11:01 AM
@LetMyPeopleGo

I'll try to add few mirror download locations - it's just that it takes 2 hours to upload the Extra Civ addon and about 40mins for main mod file. While uploading I just can't use net at all since it eats up all my bandwidth, so I'll be doing those uploads when I'm not busy with other stuff.

@[to_xp]Gekko

RoM 2.2 is compatible with Solver's unofficial patch because this mod doesn't have custom DLL at the moment. There's 2 ways to add Solver's patch - you can install it directly to BtS or you can apply it to folders under 'Rise of Mankind'. If you add it to 'Rise of Mankind' -mod, you can't overwrite RoM's CIV4PromotionInfos.xml with Solver's because if you do, the mod won't work correctly.

[to_xp]Gekko
Jul 01, 2008, 02:52 PM
thanx for the answer zappara. I installed solver's patch in BTS main directory and in fact the mod seems to work fine ( I'm saying "seems" cuz I've only played it for like 30 minutes XD) . now let's hope that future updates won't break compatibility cuz otherwise it would be tricky, re-installing the whole game would be a major pain. >.<

TheeLord
Jul 01, 2008, 04:04 PM
So I downgraded to 3.13 to play ROM with the Revolution add-on, does the updated civilization add-on pack work with ROM 2.12? Or is there a trick to getting the old version of the civilization add-on pack to work??

zappara
Jul 01, 2008, 04:25 PM
@TheeLord

Extra Civ Addon v1.1 should work with previous RoM versions (haven't tested) because there wasn't really many changes from v2.12 to v2.2 - few new Civs Cavalry UUs will have flanking attacks against catapult and trebuchet while v2.12 normal Cavalry doesn't have. Can't think of now any other differencies, all other updates to Extra Civ addon pack were for making those Civs' setting's updated to RoM v2.12.

The Almighty dF
Jul 01, 2008, 05:23 PM
Where can I get version 2.12?
All I can find is RoM1 and RoM 2.2

kstater4civ
Jul 01, 2008, 09:33 PM
This is absolutely a great mod. Thanks for all the hard work that has gone into it.

I was playing today as Saladin and built a war elephant. I could see the elephant on the screen, but it, nor its buttons, did not show up on the bottom part of the screen. Any suggestions?

I am playing with the newest version or RoM and BTS 3.17.

Thanks.

Suppenknecht
Jul 01, 2008, 10:25 PM
I really like the hard work u have put into the mod. Its my favorite for civilization. :goodjob:

Since Rom 2.2 i am actually missing the possibility to use 40 civ`s and would like to ask how long does it take to convert the old Civgamecore.ddl to Bts 3.17 - Rom 2.2?

zappara
Jul 02, 2008, 04:20 AM
Where can I get version 2.12?
All I can find is RoM1 and RoM 2.2Version 2.12 for BtS 3.13 is still available at:
http://www.atomicgamer.com/file.php?id=69903
http://www.megaupload.com/?d=A9B6W600
http://files.filefront.com/RiseOfMankind212zip/;10562459;/fileinfo.html

Since Rom 2.2 i am actually missing the possibility to use 40 civ`s and would like to ask how long does it take to convert the old Civgamecore.ddl to Bts 3.17 - Rom 2.2?It might take some time. Some mods that have custom DLL have been updated already to BtS 3.17 but the one DLL (http://forums.civfanatics.com/showthread.php?t=234779) I used in previous RoM versions haven't been updated yet. I can't do SDK modding myself so I'll have to wait too until other modders publish updates to their DLLs. If you want to play now with 40 civ's you'll have to revert your BtS to v3.13 and use previous RoM 2.12 version.

zappara
Jul 03, 2008, 11:19 AM
There's now available a DLL file that allows 40 Civs. You can find it from this post (http://forums.civfanatics.com/showpost.php?p=6991623&postcount=196). Unzip the file to '..Mods\Rise of Mankind\Assets' - folder. Psyringe's new DLL has not been tested much yet, so there might be some issues with it. His zip file also doesn't include other Solver's XML/python fixes but you can "fix" that by downloading Solver's unofficial patch (http://forums.civfanatics.com/showthread.php?t=279724) and applying it to your BtS. Psyringe's DLL will be included in next RoM 2.3 patch if no huge issues/bugs aren't found when using that DLL.

Some questions/comments:

AI seems much less clueless on latest version - congrats. I've still never been attacked past, say, Assembly Line (I'm a builder), while they beat each other to death.

What's with random nuclear fallout in 1400 AD? (no one had built Manhattan, I hadn't researched Fission) Not a fun feature. Also, unbeatable pirate fleets with Carracks in 800BC, Indiamen in 400BC. (Marathon)

For some reason, CivIV has always thought State Property was the best thing since sliced bread (Is the Civ franchise state property? Thank goodness its not), but the latest uberization in 2.2 is ridiculous. All AI's choose it. I'm too attached to Sushi, or I'd have no real reason not to choose it. Makes corps nearly irrelevant. Balance please.

On Rise 1, I completed a full Huge/Marathon game with no CTD's. Completed the Huge Earth Map with Rise 2. Actually never had a CTD until installing the Rev stuff. Since then three CTD's similar to those described here, including one after reinstalling without the Rev. So far 2.2 with a standard map is going fine, so we'll see.

Bakery/Tannery - love it! But a Bakery should require eggs. Chicken resource? ;)Thanks for your feedback. I have no idea why there would have been nuclear fallout - seems like a bug somewhere, not sure if it's RoM bug or BtS bug. I'll check those pirate events for next patch since I'm adding some new events for it. I'll take a look at Civics too. Keep posting some progress reports from RoM 2.2 games, that helps me to tweak things for better direction. :)

zappara
Jul 03, 2008, 06:07 PM
I only have version 2.2, and i mean when i loaded the Mod how do i start playing Rise of Mankind??
After loading the mod there's 2 ways to start playing it: choosing normal Single Player or making Custom Game. If it's not working correctly ie. you get normal BtS game or it crashes during map start up, then there's something wrong with mod files, most likely corrupted file or something. In this case you'll need to unzip the mod files again to Mods folder. Other possibility is that your BtS is not set to English language, the mod won't work in any other language setting.

truetom
Jul 04, 2008, 04:54 AM
I liked the first version of this mod but didn't decide to go to version 2 'cause all this "patch of the patch" seems very complicated. Can't it be packed into one package?

Zappara's made a great project! :king::king::king:
How would ROM be compared to ROM2? Better? Best? Bestestestest? :)

zappara
Jul 04, 2008, 05:26 AM
@truetom

The newest version RoM v2.2 is full mod dowload and there won't be patches for it for a while. It's pretty stable and finished "product" now. Addons like Extra Civs were kept separate for download size reason, if it had been combined to mod, you'd be downloading 500MB file instead of 120MB every time the mod gets patched. You can always play the mod without any Addons, they just add some flavors to the mod that some players prefer to have.

I'll try to keep future versions available as full mod downloads and as patch file for previous version - there will be no more patch of the patches.

truetom
Jul 04, 2008, 06:45 AM
Thanks, Zappara. :) Not critisizing at all, mind, you made a great job, even if you'd stayed with ROM1. :cool: Being lazy and computer illiterate is a deadly combo - I'm always full of questions. :rolleyes:

Imrahil66
Jul 04, 2008, 08:33 AM
i have problem to download this great mod from filefront (their servers dont like me or something else). is it possible to put this mod to any other server??
or anyone has a hint how to download files from filefront? (it writes me that no server is available or the 2nd favourite is server error).

thx for help

Imrahil

FifteenHours
Jul 04, 2008, 09:53 AM
I've been trying this mod out for the first time, and I must say I am very impressed. The attention to detail, and the truly epic feel of this mod is great.

However, I have been having one minor annoying issue. Whenever I try to start a game with the Earth2 Map Script set to 'Giant' or 'Gigantic', the map always seems to turn out the same....it's just one giant landmass. Plus I'd really love to try out the giant or even gigantic maps (though I'm sure gigantic will KILL my PC).

There is no real water...some rivers, and a pond here and there...that's it. The map is about 99% land...no matter what I change the settings to (Rocky, cold, sea low, etc.) it's the same all around.

Anyone else experienced similar issues?

zappara
Jul 04, 2008, 10:01 AM
@FifteenHours

Some map scripts won't work correctly with 'Giant' or 'Gigantic' map sizes. I don't know how those python scripts work so I don't know how to fix this issue. Personally I use almost always Smartmap script though there's probably better available these days, I downloaded that script like 1.5 years ago.

@Everyone

Mirror download location for version 2.2 has been added: Download v2.2 (http://forums.civfanatics.com/downloads.php?do=file&id=9301) - mirror location is mentioned in description.

The Turk
Jul 04, 2008, 10:27 AM
After I downloaded the game I loaded the Mod and then I clicked single player but then it was the same as the the orginial Civ4??
how do i start playing the game??

RobO
Jul 04, 2008, 10:29 AM
I believe that Zap forgot to update the version number in the proper python file (CvModName.py?)

Imrahil66
Jul 04, 2008, 02:07 PM
@Everyone

Mirror download location for version 2.2 has been added: Download v2.2 (http://forums.civfanatics.com/downloads.php?do=file&id=9301) - mirror location is mentioned in description.

thx a lot of zappara :thanx::thanx::thanx:

The Turk
Jul 04, 2008, 03:20 PM
After I downloaded the game I loaded the Mod and then I clicked single player but then it was the same as the the orginial Civ4??
how do i start playing the game??

truetom
Jul 04, 2008, 03:28 PM
Alright there problems with it. It loads up and does everything right until I am in the game I can't see the minimap or any of the button and it is on English and I do have the patched updates. I have re-download it but it hasn't helped either and I put the patch that you had made also. So anything else to suggest?

I have the same problem. :sad: Tried the installation procedure as was suggested and solved this problem for loke.be:

Niftymbm:
"Installation:

1 - Make a back-up copy of your Rise of Mankind current folder. (Optional but Highly Recommended).
2 - Go to BeyondTheSword\mods\Rise of Mankind\Assets and delete the Python folder.
3 - Extract the downloaded file into Beyond the sword\mods folder and allow files to be overwritten."

Did this, but it didn't bring the HUD back on. Any reasonably simple and effective solution?

zappara
Jul 04, 2008, 04:35 PM
After I downloaded the game I loaded the Mod and then I clicked single player but then it was the same as the the orginial Civ4??
how do i start playing the game??Replied to you earlier but I guess you missed my post, so here goes again:

After loading the mod there's 2 ways to start playing it: choosing normal Single Player and then clicking Start Game or making Custom Game. If it's not working correctly ie. you get normal BtS game or it crashes during map start up, then there's something wrong with mod files, most likely corrupted file or something. In this case you'll need to unzip the mod files again to Mods folder. Other possibility is that your BtS is not set to English language, the mod won't work in any other language setting. Those are the 2 reasons I could think of why it's not working for you.

FifteenHours
Jul 04, 2008, 05:22 PM
Fair enough. Though I thought the Earth2 script came with RoM, because I hadn't noticed it until after I had installed RoM...probably an oversight on my part. Perhaps I'll have to dig around for a different earth-like script that works with at least Giant. I'll try to look into that Smartmap script.

The Turk
Jul 04, 2008, 07:06 PM
dude u did the same thing as me! LOL:lol:

zappara
Jul 04, 2008, 07:52 PM
I believe that Zap forgot to update the version number in the proper python file (CvModName.py?)Yeah, I forgot that little number there but since it's not used anywhere else in python files it's not causing any issues.

Fair enough. Though I thought the Earth2 script came with RoM, because I hadn't noticed it until after I had installed RoM...probably an oversight on my part. Perhaps I'll have to dig around for a different earth-like script that works with at least Giant. I'll try to look into that Smartmap script.Earth2 script did come with BtS patch 3.17 - I checked it from patch notes. Also took a look at the script file and there might be way to fix it to be compatible with RoM. I'll do some tests with it tomorrow.


I just uploaded today new scenario for Rise of Mankind 2.2. It's called Rise of mankind 2: Colonization (yea, how original name :lol:). If you're interested, check it out here (http://forums.civfanatics.com/showthread.php?t=281578). Scenario has 12 Civs with preset tech levels, civics etc. It starts from year 1500 when European ships arrive to Americas with colonists. You can play also on native american Civs. Could be fun little scenario while we wait for Civ 4: Colonization. :D

truetom
Jul 05, 2008, 02:47 AM
I have the same problem. :sad: Tried the installation procedure as was suggested and solved this problem for loke.be:

Niftymbm:
"Installation:

1 - Make a back-up copy of your Rise of Mankind current folder. (Optional but Highly Recommended).
2 - Go to BeyondTheSword\mods\Rise of Mankind\Assets and delete the Python folder.
3 - Extract the downloaded file into Beyond the sword\mods folder and allow files to be overwritten."

Did this, but it didn't bring the HUD back on. Any reasonably simple and effective solution?

Bump. :sad:
I tried pressing Ctrl-I and Alt-I to switch the HUD on but it didn't help.

zappara
Jul 05, 2008, 06:57 AM
Bump. :sad:
I tried pressing Ctrl-I and Alt-I to switch the HUD on but it didn't help.Looking at those instructions you had copy&pasted, I'm assuming you're trying to install the RevolutionDCM addon to RoM? To get RevolutionDCM to work you'll need to have these versions:

Beyond the Sword 3.13
Rise of Mankind 2.12
RevolutionDCM beta 5 for RoM 2.12

If you mix up any other versions, you'll end up to have problems. RevolutionDCM addon has not yet been updated to BtS 3.17 or RoM 2.2 so you'll have to use older versions.


@FifteenHours

I looked that Earth2 map script - it seems that Worldsizes are listed in DLL file and some map scripts try to find the type from DLL. Giant or Gigantic of course can't be found from there, so Earth2 map script runs into errors and this causes landmasses to be generated incorrectly. To fix this we'd need new DLL file that has those 2 new map sizes included. I'm finding it bit odd that the devs left the worldsize defines inside the DLL.


@Everyone

Multiplayer mode fix for RoM 2.2 has been added now and you can find it from this post (http://forums.civfanatics.com/showpost.php?p=6771455&postcount=5). The fix removes Colonist's and Architect's special ability to build new cities with preset buildings - this feature was the cause for Out of Sync errors in multiplayer game. With the fix, those units work just like normal Settlers.

LetMyPeopleGo
Jul 05, 2008, 07:54 AM
@FifteenHours

Some map scripts won't work correctly with 'Giant' or 'Gigantic' map sizes. I don't know how those python scripts work so I don't know how to fix this issue. Personally I use almost always Smartmap script though there's probably better available these days, I downloaded that script like 1.5 years ago.


Regarding "Smartmap", if I'll use smartmap what happens to all the resources and bonuses you have added ?

Thanks

LetMyPeopleGo
Jul 05, 2008, 08:47 AM
Hi zappara

I've tried smartmap with your mod and all the resorces and bonuses are fine, somehow I thought that bonuses & resources are implemented within the map script.

But there seems to be a problem with all the new resources being revealed from the start, steel is revealed before iron ? Diesel before oil ? Ammunition right from the start ? and the icons are the same as the existing ones.
Ammunition looks like copper and steel like Iron.

Have I messed something by using smartmap ?
I've downloaded smartmap v9.1

Thanks

truetom
Jul 05, 2008, 09:10 AM
Looking at those instructions you had copy&pasted, I'm assuming you're trying to install the RevolutionDCM addon to RoM? To get RevolutionDCM to work you'll need to have these versions:

Beyond the Sword 3.13
Rise of Mankind 2.12
RevolutionDCM beta 5 for RoM 2.12

If you mix up any other versions, you'll end up to have problems. RevolutionDCM addon has not yet been updated to BtS 3.17 or RoM 2.2 so you'll have to use older versions.


No, Zappara. I have 3.13 BTS and I just installed ROM 2.2. That's all. Was it right to delete the Python folder?
What I did was:
- made a copy of my ROM 1 folder
- deleted Python folder
- unzipped ROM 2.2 into BTS/mods folder

It starts ok, but no HUD. I'm sorry for rookie questions. :blush:
Is there anything else I have to do? I really liked ROM1 and if this is not gonna work I'm going back to it. I'd really like to try ROM2 and I'm sure it can be done, it's just my ignorance preventing it. :sad:

zappara
Jul 05, 2008, 09:50 AM
@truetom

Don't delete python folder :D That step is only necessary when installing RevolutionDCM addon for RoM 2. You mixed up install instructions for the main mod and for the addon. Also don't copy RoM 2 over to RoM 1 folders, that most likely will cause also problems ie. when you unzip Rise of Mankind 2.2, make sure there aren't any folders in Mods folder named 'Rise of Mankind' (if you have, rename it to something else).

But there seems to be a problem with all the new resources being revealed from the start, steel is revealed before iron ? Diesel before oil ? Ammunition right from the start ? and the icons are the same as the existing ones.
Ammunition looks like copper and steel like Iron.Steel, diesel, ammunition and few other resources are gained only from certain buildings, for example Oil Refinery will convert (crude) Oil to Diesel, Weapon Factory produces Ammunition etc. These advanced resources do not appear on maps.

MusX
Jul 05, 2008, 10:01 AM
any chance for Multiplayer compatibility?

ok, just found a mp fix. will try it

LetMyPeopleGo
Jul 05, 2008, 11:22 AM
Thanks for a quick reply.

I am new to this mod and it looks great, I don't quite understand the reason for 3 food per citizen, production cities are hard to have because most tiles produce 1 food
so you have compensated with farms +2 food and cottage and the like +1 but still no solution for many hills and a problem for specialists.

Is it hard coded or I can change it back myself if I wish ?
I know I'll have to change cottages +1 etc. and farms too.

Another question, Spiritual max anarchy length increased from 0 to 2, any compensation instead ?

Many thanks in advance

truetom
Jul 05, 2008, 11:35 AM
@truetom

Don't delete python folder :D That step is only necessary when installing RevolutionDCM addon for RoM 2. You mixed up install instructions for the main mod and for the addon. Also don't copy RoM 2 over to RoM 1 folders, that most likely will cause also problems ie. when you unzip Rise of Mankind 2.2, make sure there aren't any folders in Mods folder named 'Rise of Mankind' (if you have, rename it to something else).


Hm, ok. :blush: Will try that asap. :)

Jeeeez, silly me. Not upgraded to 3.17. :blush::blush::blush:
All working now. :cool:

artemisarrow
Jul 05, 2008, 11:49 AM
hey quick question, will you be updating the rev, dcm, idwm, and other addons to version 2.2?
i hope so!:D

LetMyPeopleGo
Jul 05, 2008, 01:59 PM
Last post for today (It's a new mod for me hence the nagging)

1.On giant map I battle alot for a long time with barbs.
any chance of implementing a mod that allows for getting experience as against AI opponents, there is no sense in fighting a lot more against barbs at least until A.D without promotions after level 4 if I'm correct.(I don't remember if it's an added mod or you can do it with any mod)

2.On giant maps I need to build a lot of cities for domination, 3 Squars city size mode makes it mush easier,
less cities to fill the same area. I think World of Civilization implemented this feature very nicly.

3.WilL it be possible to add dale's great mods like:
Ranged Bombardment
Combined Arms Stack Attack

Gandis
Jul 05, 2008, 03:08 PM
The giant map comes up weird: I lose all of the "edges": The waters (especially those around pangea) and the polars. And It as the size of huge. :confused:

Mister Giggles
Jul 05, 2008, 05:44 PM
LetMyPeopleGo,

RoM 2.12 actually had Dale's mods (And a few other awesome mods) as an addon. Currently all the mod makers are updating their stuff, so it'll probably have a RoM 2.2 compatible version out in a month. Hopefully. >.>

And one thing I do with every new version of RoM I get is add in Mylon's Extended City Radius mod. The words "Breaks the game horribly" comes to mind. You can get 70+ cities with normal RoM if you try. I've gotten 140+ with Extended Cities in play...you can literally generate tens of thousands of resources every turn. :D

truetom
Jul 05, 2008, 05:57 PM
LetMyPeopleGo,

RoM 2.12 actually had Dale's mods (And a few other awesome mods) as an addon. Currently all the mod makers are updating their stuff, so it'll probably have a RoM 2.2 compatible version out in a month. Hopefully. >.>


Well, it better. One thing that made me play this mode was the implementation of the NORMAL usage of artillery and similar stuff. :( How could it possibly be that the vanilla had that silly kind of artillery fight! :confused:

Crowqueen
Jul 05, 2008, 07:21 PM
Where do I load it from? It's in the folders containing the other BtS mods, but I can't find it on any of the menus, either on Load a Mod or under Scenarios.

wicked1
Jul 06, 2008, 01:02 AM
This mod looks awesome. How do you combine the Extra Civ Addon Pack? I unzipped both the 2.2 and addon to my desktop. Then I moved the 2.2 to the BTS Mod folder like any other mod. I figured that you just move the addon into the same folder and it would insert the new files, but I guess not because the mod wouldn't launch. So I must be doing something wrong. Any help?

zappara
Jul 06, 2008, 06:51 AM
I am new to this mod and it looks great, I don't quite understand the reason for 3 food per citizen, production cities are hard to have because most tiles produce 1 food
so you have compensated with farms +2 food and cottage and the like +1 but still no solution for many hills and a problem for specialists.

Is it hard coded or I can change it back myself if I wish ?
I know I'll have to change cottages +1 etc. and farms too.

Another question, Spiritual max anarchy length increased from 0 to 2, any compensation instead ?There's plenty of stuff that adds more food production and later techs will increase the yield rates for most improvements. It's hard to grow cities in the beginning of the game but once you enter medieval times, food should be minor problem for your empire. ;) Mod file GlobalDefines.xml sets the base food consumption.

Spiritual was set to have anarchy length because it was too powerful to allow player to change civics instantly - as RoM has plenty of new Civics, you'll have often 5+ turn anarchy lengths on Civs that do not have Spiritual trait. But if you consider Spiritual now too weak, how would you increase its beneficial bonuses?

Last post for today (It's a new mod for me hence the nagging)

1.On giant map I battle alot for a long time with barbs.
any chance of implementing a mod that allows for getting experience as against AI opponents, there is no sense in fighting a lot more against barbs at least until A.D without promotions after level 4 if I'm correct.(I don't remember if it's an added mod or you can do it with any mod)

2.On giant maps I need to build a lot of cities for domination, 3 Squars city size mode makes it mush easier,
less cities to fill the same area. I think World of Civilization implemented this feature very nicly.

3.WilL it be possible to add dale's great mods like:
Ranged Bombardment
Combined Arms Stack Attack1. There's strategies against barbarians. First of all they appear early on plots that you or any other civ can't see (fog of war) so the tactic is to spread out scouts/warriors around your empire to make bigger area visible. I usually put them on hills so they can see 2 squares. Having scouts in this way gives me about 5-6 more turns to prepare my cities for incoming barbarian troops. Also early game, use slavery to hurry some fighters ;)

2. I probably won't be adding 3 radius cities to this mod. I prefer to have some things still the same as in normal Civ games.

3. Addons will be updated once other modder's have updated their mods to BtS 3.17. This might take some time.

hey quick question, will you be updating the rev, dcm, idwm, and other addons to version 2.2?
i hope so!:DWell, like I said, it probably gets update once the other modder's have updated their mods to 3.17. I haven't made this addon (Kalimakhus made it) so it will be up to him if we get eventually update to this addon. I don't do SDK modding myself so I can't make those new DLLs. Be patient, it's not simple task to update any mod to new BtS version, especially if the mod has DLL changes, it could take months before they have new mod version ready.

Where do I load it from? It's in the folders containing the other BtS mods, but I can't find it on any of the menus, either on Load a Mod or under Scenarios.It should appear on the list when you click Load a Mod. Check that the mod is unzipped correctly and that the path for it looks like this: '..\Beyond the Sword\Mods\Rise of Mankind\Assets\'

This mod looks awesome. How do you combine the Extra Civ Addon Pack? I unzipped both the 2.2 and addon to my desktop. Then I moved the 2.2 to the BTS Mod folder like any other mod. I figured that you just move the addon into the same folder and it would insert the new files, but I guess not because the mod wouldn't launch. So I must be doing something wrong. Any help?You were doing it the correct way. Extra Civ Addon is just inserted on top of main mod and there's like 5 files that get overwritten from main mod files when you add the addon (sound defines / new diplomacy entries). Make sure that the addon is correctly on top of the main mod ie. there must not be folder paths like this: '..\Mods\Rise of Mankind\Rise of Mankind\'. If you find such folder there, then the addon is installed incorrectly. One other thing that might have something to do with this is Modular loading, even though addon changes Rise of Mankind's ini and enables modular loading for it, you might have to enable it from Civ4Config (file under Beyond the sword folder). In that file set option: ModularLoading = 1. Loading up the mod with extra civ addon pack might take some minutes due to huge amount of xml files that need that need to be loaded during start up.

LetMyPeopleGo
Jul 06, 2008, 09:39 AM
Thanks Mister Giggles, Thanks zappara,

One question remains for Zappara, I understand the strategies against barbarians you suggested, my argument
is about the lengthy wars against the Barbs, on giant maps they actually build strong cities, they get stronger and even eliminate some of my rivels and take over their cities, but I don't get promorions while fighting them, it would be nice to get promotions above level 4 or 5 which is the limit against animals and barbs. They pull out the latest troops before I do, I fight hard but no experience gained, that's not logic.

Lets get experienced

Maatissi
Jul 06, 2008, 10:35 AM
One question remains for Zappara, I understand the strategies against barbarians you suggested, my argument
is about the lengthy wars against the Barbs, on giant maps they actually build strong cities, they get stronger and even eliminate some of my rivels and take over their cities, but I don't get promorions while fighting them, it would be nice to get promotions above level 4 or 5 which is the limit against animals and barbs. They pull out the latest troops before I do, I fight hard but no experience gained, that's not logic.


- What difficulty level are you using? Perhaps you should try an easier level? I mean, not many people complain about city area being too small (for domination?) or barbarians getting too strong...

The good old 20-square city area and massive barbarian uprisings are the only true way to play Civilization, ever since 1991! :crazyeye: :lol:

With the expanding cultural borders, achieving domination victory has actually become much more easier than in the first two Civilization games. I often shake my head in disbelief when I notice how few cities can actually bring so vast territories under the control of their owner.

LetMyPeopleGo
Jul 06, 2008, 03:24 PM
Regarding experience gain vs. barbs.

Maybe I didn't explained myself good enough, there are many mods now that enable experience gain against barbs.
above the vanilla version, so one can reach level 6, 7 and more.

On giant maps (larger then huge) mostly land, I have to reduce the number of opponents so the game will run at all, so there is a huge void in the map that fills up with a lot, and I mean a lot of barbs so a major part of the game is against barbs and I woulld like to have the option to gain experience points (XP) the same way I do against AI opponents.

If the experience points restriction against barbs can be changed from within the game like some XML file please let me know.

Thanks

[to_xp]Gekko
Jul 06, 2008, 05:04 PM
hey there, I seem to have a strange bug occurring in my current game... my capitol city is just about to grow to lvl 13, 1 turn left, but then it just doesn't grow anymore. I think the bug is caused by the amun-ra special shrine that I built there a couple turns before, but I don't have a saved file game to go back and check if that's true. should I post the saved game ?

Crowqueen
Jul 06, 2008, 07:24 PM
It should appear on the list when you click Load a Mod. Check that the mod is unzipped correctly and that the path for it looks like this: '..\Beyond the Sword\Mods\Rise of Mankind\Assets\'


That's OK but it's still not showing.

(a) is this inside Program Files -> ...Beyond the Sword -> Mods, or My Games -> Beyond the Sword -> Mods?

(b) should everything be inside the Rise of Mankind -> Assets folder?

Here's a shot of the path.

http://premium1.uploadit.org/lestanley79//btsromwindow.jpg

The Turk
Jul 06, 2008, 10:06 PM
do u have to unzip Rom 2.0 (or something like that?)?
and
after u loaded the mod can u play a scenario (like earth map) but still have all the Rise of Mankind features?

artemisarrow
Jul 06, 2008, 10:47 PM
did anyone check out the assimilation mod yet? looks quite promising once the new version is up... might be a nice thing to add to this amazing mod

wicked1
Jul 07, 2008, 02:45 AM
this is a great mod, but very slow even on a high end machine. I think I understand what LetMyPeopleGo is saying. I remember in MasterLex's GreenMod, which you have used some of, he allowed up to 50 XP points to earned when fighting barbarians and I believe 10 when fighting animals.

RobO
Jul 07, 2008, 06:08 AM
1.On giant map I battle alot for a long time with barbs.
any chance of implementing a mod that allows for getting experience as against AI opponents, there is no sense in fighting a lot more against barbs at least until A.D without promotions after level 4 if I'm correct.(I don't remember if it's an added mod or you can do it with any mod)

You can change this in <mod install dir>\Assets\XML\GlobalDefines.xml
Open the file in Notepad and look for:
<Define>
<DefineName>BARBARIAN_MAX_XP_VALUE</DefineName>
<iDefineIntVal>20</iDefineIntVal>
</Define>

Set the value to as high as you like. I'm guessing that -1 will make it unlimited, but I'm not sure.

truetom
Jul 07, 2008, 07:23 AM
Nice to know this. :)

LetMyPeopleGo
Jul 07, 2008, 08:16 AM
Hallelujah :D:D:D

Thanks RoBO :king:

Another "secret" revealed to me thanks to you.
On my way to check it out.

Thanks

The Turk
Jul 07, 2008, 10:26 AM
do u have to unzip Rom 2.0, which is inside the Rise of Mankind folder (or something like that?)?

and

after u loaded the mod can u play a scenario (like earth map) but still have all the Rise of Mankind features?

and how do i start playing Rise of Mankind after i loaded the Mod

werttrew
Jul 07, 2008, 05:39 PM
Downloaded the new 2.2 version and I have a problem: there is no toolbar. It is as if I typed in Alt+I, only I can't turn it back on: it has all disappeared. I've removed the entire mod and reinstalled it three times and it still shows the same problem. I played that 2.12 version without a problem.

Any idea what's going on?

Bastian-Bux
Jul 08, 2008, 12:17 AM
Are you using Civ 4 3.17?

truetom
Jul 08, 2008, 07:29 AM
Downloaded the new 2.2 version and I have a problem: there is no toolbar. It is as if I typed in Alt+I, only I can't turn it back on: it has all disappeared. I've removed the entire mod and reinstalled it three times and it still shows the same problem. I played that 2.12 version without a problem.

Any idea what's going on?


Had the same problem, upgraded to 3.17, problem solved. :)

werttrew
Jul 08, 2008, 12:31 PM
Had the same problem, upgraded to 3.17, problem solved. :)

Yeah, I think you're right. I hadn't uploaded the 3.17 patch yet.

HaloTru7h
Jul 08, 2008, 02:10 PM
How are we suppose to use the addons for 2.1x if there's no download link for 2.1x? All of the downloads are for 2.2x. I tried using the addons for 2.1 with 2.2 and it crashed BtS.

Is there any possible way you could upload version RoM 2.1 for us?

manooly
Jul 08, 2008, 02:33 PM
I just realized that there was a Tectonic map script included in RoM 2.2. I tried making a new game with this selected (HUGE map) but I got a Generic Allocation Error. What is the description of the Tectonic Map? Has anyone else tried playing a game with RoM 2.2 on this map? Any information would be appreciated.

Thanks for your time!

- manooly

The Turk
Jul 08, 2008, 06:49 PM
do u have to unzip Rom 2.0, which is inside the Rise of Mankind folder (or something like that?)?

and

how do i start playing Rise of Mankind after i loaded the Mod

werttrew
Jul 09, 2008, 12:14 PM
do u have to unzip Rom 2.0, which is inside the Rise of Mankind folder (or something like that?)?

and

how do i start playing Rise of Mankind after i loaded the Mod

You just need to extract the full downloaded file into Firaxis-->Civilization iv-->beyond the sword-->mods folder. After that, you should be able to open up BtS and go to Advanced and Load Mod and choose Rise of Mankind.


-=-=-=-
Separate issue: I am playing snail/monarch/small map. My warrior walked into a village on about the third turn...and got 588 gold! Is that an error?

zappara
Jul 09, 2008, 12:44 PM
Thanks Mister Giggles, Thanks zappara,

One question remains for Zappara, I understand the strategies against barbarians you suggested, my argument
is about the lengthy wars against the Barbs, on giant maps they actually build strong cities, they get stronger and even eliminate some of my rivels and take over their cities, but I don't get promorions while fighting them, it would be nice to get promotions above level 4 or 5 which is the limit against animals and barbs. They pull out the latest troops before I do, I fight hard but no experience gained, that's not logic.

Lets get experiencedWell, barbarians have been dangerous throughout the history, for example "barbarians" (The Goths if I recall) conquered and plundered city of Rome. Chinese built The Great Wall to keep barbarians from entering their lands. I did increase the xp amount you get from barbs slightly in recent patches and I think it's fine as it is - just send your new troops to front line to get those first promotions and save the already elite units against other civs. ;)

Gekko;7005964']hey there, I seem to have a strange bug occurring in my current game... my capitol city is just about to grow to lvl 13, 1 turn left, but then it just doesn't grow anymore. I think the bug is caused by the amun-ra special shrine that I built there a couple turns before, but I don't have a saved file game to go back and check if that's true. should I post the saved game ?Perhaps you started training worker or settler after that shrine? Building worker or settler stops the growth of city always (BtS feature). If you have Military Training civic active your city stops growing whenever you build any military unit.

That's OK but it's still not showing.

(a) is this inside Program Files -> ...Beyond the Sword -> Mods, or My Games -> Beyond the Sword -> Mods?

(b) should everything be inside the Rise of Mankind -> Assets folder?
Looks like it's correctly installed so it should be seen in the list when you click 'Load a mod'. You could edit civ4config (under BtS folder) and modify line Mod = 0 to Mod = Mods\Rise of Mankind. This forces game to load the mod when you start the game.

did anyone check out the assimilation mod yet? looks quite promising once the new version is up... might be a nice thing to add to this amazing modI haven't had time yet to read that thread. What kind of mod is it?

How are we suppose to use the addons for 2.1x if there's no download link for 2.1x? All of the downloads are for 2.2x. I tried using the addons for 2.1 with 2.2 and it crashed BtS.

Is there any possible way you could upload version RoM 2.1 for us?Addons will be updated to RoM 2.2 once the mod components that are part of the addon have been updated to BtS 3.17. RevolutionDCM just got update so it's now possible to update the addon for RoM as well. Meanwhile RoM 2.12 is still available in few download locations, so check this post for download links (http://forums.civfanatics.com/showpost.php?p=6988987&postcount=293). Once Kalimakhus' RevolutionDCM addon is updated to BtS 3.17 and RoM 2.2 I will remove RoM v2.12 download locations.

I just realized that there was a Tectonic map script included in RoM 2.2. I tried making a new game with this selected (HUGE map) but I got a Generic Allocation Error. What is the description of the Tectonic Map? Has anyone else tried playing a game with RoM 2.2 on this map? Any information would be appreciated.

Thanks for your time!

- manoolyHmm, tectonic map is not from RoM 2.2, maybe it was included also in BtS 3.17 patch just like Earth2 map script was. Some map scripts do not work correctly with RoM, possibly due to so many resource additions. Giant and Gigantic map sizes do not work on some scripts because the game engine doesn't recognize those types (needs DLL change).

do u have to unzip Rom 2.0, which is inside the Rise of Mankind folder (or something like that?)?

and

how do i start playing Rise of Mankind after i loaded the ModYou don't need to unzip "RoM 2.0 CvPath.zip" if the mod is working correctly. That zip is just for those who might experience missing UI problem, in some case the file inside this zip fixes this problem.

When you have loaded the mod, you just start playing it just like regular Civ 4 game, start new game, single player, choose map types etc and start playing. :)

HaloTru7h
Jul 09, 2008, 02:06 PM
Thanks for the link.

Now i'm having a problem with the inquisitor unit. It won't perform it's action, which is removing a religion other than the state religion. Idea why it won't work?

Edit: I just got fundamentalism during normal gameplay and I can't build inquisitors.

[to_xp]Gekko
Jul 09, 2008, 02:19 PM
Perhaps you started training worker or settler after that shrine? Building worker or settler stops the growth of city always (BtS feature). If you have Military Training civic active your city stops growing whenever you build any military unit.


I know that building worker/settler halts city growth XD
I'm currently building the great lighthouse wonder so that's not the case.
Could it be an issue related to having solver's patch installed in my main BTS folder while also using psyringe's DLL for RoM 2.2 ?

TheeLord
Jul 09, 2008, 02:53 PM
Hey RevolutionDCM is updated to 3.17!!!! =)

Kalimakhus
Jul 09, 2008, 03:19 PM
The RevolutionDCM Add-On for Rise of Mankind 2.2 and BTS 3.17 is released. You can download it here: http://forums.civfanatics.com/downloads.php?do=file&id=9087.

Please follow the installation instructions especially deleting the Python folder from the Original Rise of Mankind\assets folder before installing the add-on. Thanks a lot for your support.

HaloTru7h
Jul 09, 2008, 04:37 PM
The RevolutionDCM Add-On for Rise of Mankind 2.2 and BTS 3.17 is released. You can download it here: http://forums.civfanatics.com/downloads.php?do=file&id=9087.

Please follow the installation instructions especially deleting the Python folder from the Original Rise of Mankind\assets folder before installing the add-on. Thanks a lot for your support.


Hooray! :goodjob::goodjob::goodjob::goodjob:

All that's left is NAM (nuclear arsenal mod) to be compatible with RoM2.2 + REVDCM 3.17. Then this will be the best mod ever.

Sto
Jul 09, 2008, 05:02 PM
Hmm, tectonic map is not from RoM 2.2, maybe it was included also in BtS 3.17 patch just like Earth2 map script was. Some map scripts do not work correctly with RoM, possibly due to so many resource additions. Giant and Gigantic map sizes do not work on some scripts because the game engine doesn't recognize those types (needs DLL change).

The Giant and Gigantic map sizes don't work with some map scripts not because of the game engine but because of some hard code in the script. All map scripts included in the Full of Resources script (http://forums.civfanatics.com/showthread.php?t=151629) works fine with these map sizes. I plan to integer soon tectonic and Earth2, but i don't know when. The only thing hard coded i can't removed with some script is the max number of player of 18 (the list of map that only support 18 players in written in the screen of the script).

Tcho !

artemisarrow
Jul 09, 2008, 10:33 PM
Zappara,

the Assimilation mod is a mod created rescently by kael, basically, if your civ takes over a city from another civ in war, you get to build their uu and ub in i think either that city only or your capitol only, its one of the two...

i think this is a grea thing to add seeing as it really diversifies one's millitary when they conquer others... ie... the Persians were notorious for using troops from its vassal lands.
link:
http://forums.civfanatics.com/showthread.php?t=281289



PPS..
Zappara, do you have the Destroy buildings/Abandon City mod included in ROM2.2?
if not i think it would be a nice addition, it lets you destroy buildings in the city screen (good for religious buildings you dont want or obsolete buildings), and also it lets you choose to abandon the city. and as a result workers are produced.... comes in handy for over population of cities or those pesky enemy cities that you dont want to raze.
link:
http://forums.civfanatics.com/showthread.php?t=252243

Davidr
Jul 10, 2008, 03:48 AM
The instructions for adding Revolution/Dcm mod to ROM2 with added civs states that a rar file will be found in the ROM 2 folder after adding the extra civs module and Revoltion module ( to be used as a patch ) .
Unfortunately after adding the extra civs file and Rev mod I cannot find this rar file to patch the module.

Has anyone else noticed this or am I doing something wrong?

Davidr

Kalimakhus
Jul 10, 2008, 08:00 AM
I haven't updated this little patch for RevDCM to work with ExtraCiv. I don't have ExtraCiv installed on my PC. I am on vacation and my Lab top can't handle RoM with the ExtraCiv pack so I can't know the affected files. I will soon release this patch. I am sorry for this inconvenience and I know that many people (including myself) love the variety the ExtraCiv pack adds to the game.

joelrehel
Jul 10, 2008, 10:49 AM
Hey guys... ever since updating to 3.17, the game wouldn't work, i re-installed the rom2_2revolutiondcm0_1 patch, first removing the python folder and BAM it worked... well looked like it worked... i've noticed that playing a game on ROM now i'm missing a few things like Bombardment and so on... when a game starts and u get that "Revolution MOD running with the following components on/off" i have the following items in red meaning off and can't figure out why and how to put them on.

Revolution, stack attack, oppertunity fire, archer bombardment, revolution inquisition and super spies among a few others... the bigs ones i can about is the bombadments.... anyone have a clue?

Kalimakhus
Jul 10, 2008, 01:45 PM
In default installation Revolution is on. Also Siege units bombardment is on. The rest of DCM components is turned off because some people had problems with them before. To turn them on just open the file Rise of Mankind\assets\xml\GlobalDefinesAlt.xml in Notepad. You will find tags for all components. To turn one on just change a 0 value to 1.

Davidr
Jul 10, 2008, 02:27 PM
I haven't updated this little patch for RevDCM to work with ExtraCiv. I don't have ExtraCiv installed on my PC. I am on vacation and my Lab top can't handle RoM with the ExtraCiv pack so I can't know the affected files. I will soon release this patch. I am sorry for this inconvenience and I know that many people (including myself) love the variety the ExtraCiv pack adds to the game.

Kalimakhus,

Thank you for the info - look forward to the update when available.

Davidr

Mister Giggles
Jul 10, 2008, 03:00 PM
For anyone wondering:

Tectonics map script works fine. I've burned through a couple games and it hasn't had any problems.

Edit: Well, as far as I can play into a game, anyway. :D

Crowqueen
Jul 10, 2008, 05:33 PM
Thanks, Zapp, I've found I was looking in the wrong place for it. I didn't realise it was under Advanced...

...sorry for being thick!

milka
Jul 10, 2008, 11:40 PM
first i was installed Revolution & DCM addon

thistime i can use UI menu

and next down 40civ dll 5.0 for play colonization

i missing UI

R&D basically use 34civ dll

i think that make some problem

joelrehel
Jul 11, 2008, 09:01 AM
Hey since installing the new patch, and updated civ 3.17, now when i play i no longer have the resource of horses... not sure if i'm missing anything else, but i'm missing horses forsure...does anyone else have this problem or know how to fix it?

thank

Davidr
Jul 11, 2008, 11:30 AM
Hey since installing the new patch, and updated civ 3.17, now when i play i no longer have the resource of horses... not sure if i'm missing anything else, but i'm missing horses forsure...does anyone else have this problem or know how to fix it?

thank

joelrehel,

You have to research Animal Husbandry before the horses appear on the map - are you saying there are still no horses anywhere after this research?

Davidr

joelrehel
Jul 11, 2008, 12:03 PM
well lol man why didn't i think of that lol.... Just joking... Obviously i know i need to research certain criteria to get horses.... I think i has something to do with the new patch and playing multiplayer.... When i play single player thiers lots, and when i play multiplayer on a giant or huge map, their are instances when thier is none, last game i played thier were two.... I'm just bringing it up incaise other people are incountering this aswell or with other resources :(

themanofglory
Jul 11, 2008, 08:36 PM
does this mod need warlords to play? or is bts alone enough?

themanofglory
Jul 11, 2008, 10:26 PM
also, if bts is enough. i have problems installing it. i unziped the file, then put it into my bts mods folder but when i load the mod it is the same as original civ. the only thing different is at mainscreen theres some white words that say "riseofmankindv2.2"

Boris Badinov
Jul 12, 2008, 08:31 AM
also, if bts is enough. i have problems installing it. i unziped the file, then put it into my bts mods folder but when i load the mod it is the same as original civ. the only thing different is at mainscreen theres some white words that say "riseofmankindv2.2"

Yes, it only requires BtS as all the needed Warlords stuff was added with BtS. Yes, you'll get the RoM start screen when you load the mod. On my machine, when I start, I get the BtS screen and then with loading a mod it re-starts and the Rom screen displays. Set up your world noting the previous threads that some maps don't work on Giant & Gigantic and enjoy this mod. If your missing things like the Heads Up Display (HUD), look around page 8 or 9 of this thread and you'll find you did something wrong. Don't worry, most of us did and I did it several times. Most of this last sentance applies when adding the revolution addons, so follow the instructions, listed on that page, saves a lot of heart ache! Enjoy!

Strat_84
Jul 12, 2008, 10:58 AM
I've found a problem. A really annoying one ... Flank attacking seems to be disabled. I have no idea where it comes from, but there is a HUGE stack of catapults camping in front of one of my cities. I attacked it several times with horse archers and horsemen, with several victories and withdrawns, but the catapults didn't get any damage, and i'm going to loose everything because of this :cry:

Playing RoM 2.2 + RevDCM

Kalimakhus
Jul 12, 2008, 09:21 PM
@Everybody

I've just uploaded a new version of my RevolutionDCM Add-On for RoM. This version adds a full integration of the BUG mod. I think many of you RoM fans will like the tons of interface enhancements that BUG offers. Ever since I started to play RoM (this was as early as the first release), I thought how good it would be to know exactly how much extra food I get in this city due to Civics modifiers. Well the latest BUG offers you this type of information as well as many others.

There is now two versions of the Add-On as the one without BUG continues to exist to allow people to choose what they like. The new version with BUG can be found here: http://forums.civfanatics.com/downloads.php?do=file&id=9984

themanofglory
Jul 13, 2008, 03:05 AM
boris badinov: thanks but my problem is that when i load the mod, it is the SAME as original civ. no giant world map avaliable, no nothing. only on the main screen it has white words that say "riseofmankindfull2.2"

Kalimakhus
Jul 13, 2008, 05:36 AM
@themanofglory

It seems that you have an extra folder named riseofmankindfull2.2. This folder was created when you extracted the archive. Go to Beyond the Sword\mods folder find this folder and open it you will find inside it a folder named Rise of Mankind. This one should be under the mods folder. Just cut it and get out of riseofmankindfull2.2 folder and paste it again under the mods folder. You can delete the riseofmankindfull2.2 after becoming empty so it won't confuse you. Now when you load the mod you should find Rise of Mankind in the list and you should see the same name on the main screen.

Strat_84
Jul 13, 2008, 07:19 AM
Does anybody else encounter that flank attack bug ? It turns me mad, nothing solves it (including reinstalling completly civilization) :wallbash:

Kalimakhus
Jul 13, 2008, 07:43 AM
This is a BTS3.17 known bug. Add Solver's patch DLL to Rise of Mankind\assets. It solves this issue as well as some others. You can also use Lt. Bob's 40 civs DLL as it includes Solver's patch. One more option is to use my own RevDCM+BUG Add-On as its DLL again has Sover's patch within it. Unfortunately none of these options is save compatible so you won't be able to continue with the same game.

[to_xp]Gekko
Jul 13, 2008, 07:50 AM
hi kalimakhus, great work on your revdcm add-on :D

I have a quick question, will a saved game with RoM2.2+revdcm work with this new revdcm+bug ? thanx!

Kalimakhus
Jul 13, 2008, 07:53 AM
@[to_xp]Gekko

Yes it is save compatible. You can install the new RevDCM+BUG and continue with your current game. Make sure to also get the small hot fix I added today.

[to_xp]Gekko
Jul 13, 2008, 07:55 AM
thanks for the quick reply! does the link you posted a couple posts above include the hotfix or do I have to look for it somewhere else?

edit: nevermind, found it :D

Strat_84
Jul 13, 2008, 10:20 AM
One more option is to use my own RevDCM+BUG Add-On as its DLL again has Sover's patch within it. Unfortunately none of these options is save compatible so you won't be able to continue with the same game.

:suicide:

Let's try to get back the current seed to have the same map (maybe not possible in civ IV though :( )

edit: By "not save compatible" do you mean you can't reload the saves after "patching" or just that you have to restart a game for the changes to be present ? Because I had also tried to change for RevDCM+BUG and i could load the saves ;)

Kalimakhus
Jul 13, 2008, 01:21 PM
@Strat_84

If you were able to load a save from plain RoM into RoM+RevDCM then this counts as a miracle. However, no matter what I am glad you are enjoying the Mod and the Add-On :)

Alphacodex
Jul 13, 2008, 01:45 PM
In the features list I read there is a huge earth map scenario for 28 civs... Now I may be dumb but I cant find that scenario anywhere...

Could you help please?
Greetings
Codex

zappara
Jul 13, 2008, 02:48 PM
In the features list I read there is a huge earth map scenario for 28 civs... Now I may be dumb but I cant find that scenario anywhere...

Could you help please?
Greetings
CodexI had to remove maps from the mod zip when I updated to BtS 3.17 because all maps required DLL file that supported max of 40 Civs and BtS default DLL only supports 18 - if you tried to use any of those maps, it would only crash the game. Now there's again new DLLs available that support more than 18 civs, so you can either use Lt. Bob's 40 Civ DLL v5.0 or use Kalimakhus' RevolutionDCM addon. I've tested the map on those and it works - the map is as attachment in this post. Unzip it to '..Mods\Rise of Mankind\PublicMaps' folder. Next version will have several maps included and I just uploaded today RoM 2.2 that has Kalimakhus' addon merged by default and that mod package includes 5 maps, unfortunately I forgot to include the 28 Civ Earth map.

Canabrava
Jul 13, 2008, 04:17 PM
Downloaded the new 2.2 version and I have a problem: there is no toolbar. It is as if I typed in Alt+I, only I can't turn it back on: it has all disappeared. I've removed the entire mod and reinstalled it three times and it still shows the same problem. I played that 2.12 version without a problem.

Any idea what's going on?

I have the same problem.

I'm using BTS 3.17 and installed RoM 2.2, works all right!

After, i installed Extra Civ pack + Kalimakhus addon + Map pack and now i have this problem.

What should i do?

Strat_84
Jul 13, 2008, 04:45 PM
@Kalimakhus

Nope, I loaded a game started in RoM 2.2 + RevDCM with RoM +RevDCM"BUG edition".
And that's why I'm a little bit doubtfull about the fact that the flank attack problem I encounter is solved by your add-on, as the DLL in RevDCM for RoM 2.2 is exactly the same with or without BUG (09/07/08 16:36).

That's not a matter of trust, but I don't want to start again a game that may be wasted the same way after a day or two. Anyway I really love RoM and since I discovered Revolutions I can't play without it :goodjob:

edit: OK, to get the final answer i tried several tests (I just discovered worldbuilder, please don't laugh :mischief:).

1°) BTS 3.17 -> flank attack works
2°) BTS 3.17 + RoM 2.2 alone -> no flank attack
3°) BTS 3.17 + RoM 2.2 + RevDCM/BUG -> no flank attack

My two cents: They changed the way flank attack is calculated in BTS 3.17, maybe they also changed the entries referring to that flank attack and the xmls about units in RoM are obsolete (still say there is a flank attack, but try to activate the "old" way that is now disabled instead of the "new" way).

Or maybe I'm just cursed and everything is fine for other people, but i can't believe that after several delete/install cycles and still the same problem. ;)

HaloTru7h
Jul 13, 2008, 04:47 PM
I have several problems so far.

One, with the actual mod itself, Inqusitors can't be built and their actions don't work. I checked the XML files for unit missions and I can't find any reference to religious persecution. Idea?

Two, for REVDCM, DCM doesn't work. I have all things turned to 1 in the GlobalDefinesAlt file, and none of them work or appear in-game. Revolution appears to be fully functional. So for whoever designed the REVDCM, would changing the mod's name impact the functionality of the DCM, even if I went into the Modname.py thing and changed it there too? Or is DCM genuinely broken?

zappara
Jul 13, 2008, 06:38 PM
edit: OK, to get the final answer i tried several tests (I just discovered worldbuilder, please don't laugh :mischief:).

1°) BTS 3.17 -> flank attack works
2°) BTS 3.17 + RoM 2.2 alone -> no flank attack
3°) BTS 3.17 + RoM 2.2 + RevDCM/BUG -> no flank attack

My two cents: They changed the way flank attack is calculated in BTS 3.17, maybe they also changed the entries referring to that flank attack and the xmls about units in RoM are obsolete (still say there is a flank attack, but try to activate the "old" way that is now disabled instead of the "new" way).They didn't change flank attack xml section in any way and I added the most obvious flank attack changes to RoM units but I failed to notice that they had attached flank attack ability to collateral damage xml tags ie. if unit has flanking ability it must have also collateral damage amounts set. I realised this when I read again BtS 3.17 release notes and checked the differences between defaul unit xml file and RoM unit xml file. So for the moment flanking units don't work in RoM 2.2 - I'll fix them for the next version.


@HaloTru7h

I think DCM ie. Dale's Combat Mod has not yet been updated to BtS 3.17 and is that's why disabled in RevDCM. Though I could be wrong since I haven't followed either Dale's DCM or glider's RevolutionDCM mod progression so closely that I'd know how far in development they are now towards BtS 3.17 compatibility.


@Canabrava

Extra Civ addon and Kalimakhus' RevDCM conflict in couple files and this probably causes the issue you have. We'll need to make small fix that combines those couple files from Extra Civ Addon and from kalimakhus' addon. There might be some other issues with unit xml files not using the same format in those addons. So you'll have to use just 1 addon for now.

zappara
Jul 13, 2008, 07:21 PM
Flanking attack fixes can now be downloaded from this post (scroll down). (http://forums.civfanatics.com/showpost.php?p=6771455&postcount=5) There's fix for both normal RoM 2.2 and for RoM: RevDCM 2.2. Decided to make a quick fix and upload the small zip files so you don't have to wait for v2.3 to get flanking ability fixed as making that update will take weeks still.

Canabrava
Jul 13, 2008, 08:19 PM
@zappara

I tryed RoM 2.2 + Kalimakhus' RevDCM And doesn't worked. This is supposed to work, no?

I tryed RoM 2.2 + Civ Pack + Maps and works very well.

HaloTru7h
Jul 13, 2008, 08:46 PM
What about my inquistor problem? I've ran several games testing out many things. Currently I've gotten to the point I can build inquisitors, but then when I go to use their action "religious persecution", I can just keep click and nothing happens.

Do I need a certain building for the action to work? A certain civic or something?

Edit: To clarify no add-ons are being used. It's just RoM 2.2 by itself.

zappara
Jul 14, 2008, 02:22 AM
@HaloTru7h

Inquisition unit requires theocracy civic to be active. I'll check the unit later today to see if it's bugged now with BtS 3.17.

themanofglory
Jul 14, 2008, 05:17 AM
thanks kalimakhus.
can anyone send me the 50 additional civs file? cause i have some issues with filefront.

[to_xp]Gekko
Jul 14, 2008, 06:13 AM
Flanking attack fixes can now be downloaded from this post (scroll down). (http://forums.civfanatics.com/showpost.php?p=6771455&postcount=5) There's fix for both normal RoM 2.2 and for RoM: RevDCM 2.2. Decided to make a quick fix and upload the small zip files so you don't have to wait for v2.3 to get flanking ability fixed as making that update will take weeks still.


does the RevDCM version of the fix work for revdcm+bug version too?

zappara
Jul 14, 2008, 07:08 AM
@[to_xp]Gekko

Yes, it should work on both RevDCM versions because the unit.xml file is the same for both. The fix was made from revdcm+bug file.

[to_xp]Gekko
Jul 14, 2008, 08:11 AM
that's good to know, I'll install it right now. btw, about that thing of the city not growing anymore after building the amun-ra special shrine, I reinstalled the game + RoM and it's now working as it should so it was probably some kind of bug related to having installed solver's patch in BTS main folder, so not a problem anymore.

quick question: are you planning to add cuteunit's modifications to 2.3? those changes look spot-on, especially the pyramids: imho it's way too weird to be running corporatism at 2000 BC, and it feels kinda overpowered too..

Strat_84
Jul 14, 2008, 08:15 AM
Thanks for the fix zappara, you made my day :woohoo:

zappara
Jul 14, 2008, 09:03 AM
What about my inquistor problem? I've ran several games testing out many things. Currently I've gotten to the point I can build inquisitors, but then when I go to use their action "religious persecution", I can just keep click and nothing happens.

Do I need a certain building for the action to work? A certain civic or something?

Edit: To clarify no add-ons are being used. It's just RoM 2.2 by itself.I think I've located the source of this problem. Currently the unit won't work in v2.2 because there's some python code blocks missing - basically when I started moving RoM settings to one BtS 3.17 python file one code block change didn't carry over to new file. I'll get it fixed to next version.

Kalimakhus
Jul 14, 2008, 09:09 AM
@Zappara

Thanks a lot for this fix. I will include it in the new patch for RoMRevDCM.

FifteenHours
Jul 14, 2008, 11:06 AM
Ok...well I just decided to install the RevolutionDCM mod component to RoM. Now I'm having the same mysterious toolbar disappearance that others are having.

I have only installed:

Rise of Mankind 2.2
RevolutionDCM for RoM 2.2
RoM 2.2 Flanking Attack fix for RevDCM
RoM 28 Civ Earth Scenario

So I do not have the extra civ addon, which was supposedly the issue. I'll try playing around with a few things to help pinpoint a possible issue.

EDIT: Ok...so I looked around, and the simplest thing worked for me. FOLLOWING THE INSTALLATION INSTRUCTIONS!!!

If you install RevDCM, apparently you need to delete the Python Folder. I had missed that (boy do I feel dumb now) at first, but I decided to delete it....lo-and-behold....it worked. I now have my toolbar back and everything. My guess is that this is what most other people having the same problems are doing.

[to_xp]Gekko
Jul 14, 2008, 11:14 AM
hey there zappara and kalimakhus, great work on the latest fixes and patches!

another issue seems to need fixing though: colonists don't seem to work like they are supposed to... I've built a city with one of them and it created a regular size 1 city with no buildings, I am NOT using the multiplayer fix that disables colonists special abilities, so this might be a bug.

zappara
Jul 14, 2008, 11:21 AM
Ok...well I just decided to install the RevolutionDCM mod component to RoM. Now I'm having the same mysterious toolbar disappearance that others are having.

I have only installed:

Rise of Mankind 2.2
RevolutionDCM for RoM 2.2
RoM 2.2 Flanking Attack fix for RevDCM
RoM 28 Civ Earth Scenario

So I do not have the extra civ addon, which was supposedly the issue. I'll try playing around with a few things to help pinpoint a possible issue.Most likely you missed one install instruction step from RevolutionDCM

1. install Rise of Mankind 2.2
2. go to folder '..\Mods\Rise of Mankind\Assets' and delete 'Python' folder from there including its subfolders
3. Install RevolutionDCM+BUG (http://forums.civfanatics.com/downloads.php?do=file&id=9984) for RoM 2.2
4. Install RevolutionDCM+BUG patch 1.1 (http://forums.civfanatics.com/showpost.php?p=6713147&postcount=2)
5. Add RoM 28 Civ Earth Scenario

or if you want to make the install process even little bit more easier

1. download and install Rise of Mankind 2.2: RevolutionDCM+BUG (http://forums.civfanatics.com/downloads.php?do=file&id=9990)
2. download and install RevolutionDCM+BUG patch 1.1 (http://forums.civfanatics.com/showpost.php?p=6713147&postcount=2)
3. Add RoM 28 Civ Earth Scenario

Flanking attack fix is now included in RevolutionDCM+BUG patch 1.1.

In future, starting from Rise of Mankind v2.3, Kalimakhus' RevolutionDCM+BUG addon will be included in the main mod by default.

Gekko;7032606']hey there zappara and kalimakhus, great work on the latest fixes and patches!

another issue seems to need fixing though: colonists don't seem to work like they are supposed to... I've built a city with one of them and it created a regular size 1 city with no buildings, I am NOT using the multiplayer fix that disables colonists special abilities, so this might be a bug.When I was making those latest fixes to Inquisitor unit today, I also tried in my test game colonist unit to see if they were working properly and in my tests they seemed to build correct size cities with correct preset buildings.

[to_xp]Gekko
Jul 14, 2008, 11:32 AM
Gekko;7032606']hey there zappara and kalimakhus, great work on the latest fixes and patches!

another issue seems to need fixing though: colonists don't seem to work like they are supposed to... I've built a city with one of them and it created a regular size 1 city with no buildings, I am NOT using the multiplayer fix that disables colonists special abilities, so this might be a bug.


nevermind, I tried it again and it works. I was probably mistaken, sorry :D

so well, all runs fine and is awesome :goodjob:

taxman80
Jul 14, 2008, 06:46 PM
HI!!!! i love this mod a lot!!! from the begining!!.. but with this update dont work well for me.....


i install the full version 2.2 without the DCM, and the extra civs pack all for BTS 3.17.... but when im playing it in multiplayer i cant see the science i discover. I mean when i finished a technology cant see the window with the new technology like before saying me with sound what i had discover, it goes directly to the advisor window to choose another technology :( :( :( :( :( ... and when i finished a world wonder i cant see the video of it :( :( :(

why???????????? damn bts 3.17.. before it it works all fine!!! :( :( :(

anybody happend the same?? can anyone helps me???

im running it in windows vista x64.


thanxx!!

Boris Badinov
Jul 14, 2008, 08:18 PM
HI!!!! i love this mod a lot!!! from the begining!!.. but with this update dont work well for me.....

can anyone helps me???

im running it in windows vista x64.


thanxx!!

@Taxman80... I remember several posts about Vista, but since I use XP I tend to ignore them. But scan through the pages, probably between 3 & 10 and scan for Vista problems. You could also scan the Bug Report found at this link. http://forums.civfanatics.com/showthread.php?t=273368 If the link does not work goto the first page on this thread and scroll through th first post and the links will be there. Best of luck, also Zaparra will probably comment before long.

iyyillius
Jul 15, 2008, 01:37 AM
:rolleyes::mischief:Hey guys,

I haven't really given alot of feedback since the whole RoMrevdmc thing got rolling cause I'm not really much of a play tester, because i just play the game how it is.(besides everytime i finish a game and notice something isn't working you guys have allready fixed it)
Anyway i just wanted to thank you guys again for making Civ the game I always wanted it to be and to thank you for your diligence in constantly making it a better experiance all around. I can't think of any truely profound ways of expressing my gratitude so REALLY it's just the best gaming experiance I've ever had.
Also, I know that you guys ( Zappura & Kalikhamus ) have really been busy with changing the mechanics of the game but I am looking forward to the time when you ( Zappura ) can add a few things asteically to the game i.e. new coraporations. and things of that nature. (awe come on i can't say all those kewl things about you guys without asking for a little something for myself:mischief: hehe. And actually i wouldn't even waste my time asking except that i know you guys are some of the most diligent and creative modders i have ever seen.
Once again thanks.

Oh btw,

My wife hates you guyz !:lol:

iyyillius
Jul 15, 2008, 01:40 AM
:blush:for anyone who cares it's obviously EXPERIENCE not EXPERIANCE :blush: OOPS

zappara
Jul 15, 2008, 08:37 AM
Also, I know that you guys ( Zappura & Kalikhamus ) have really been busy with changing the mechanics of the game but I am looking forward to the time when you ( Zappura ) can add a few things asteically to the game i.e. new coraporations. and things of that nature. (awe come on i can't say all those kewl things about you guys without asking for a little something for myself:mischief: hehe. And actually i wouldn't even waste my time asking except that i know you guys are some of the most diligent and creative modders i have ever seen.
Once again thanks.

Oh btw,

My wife hates you guyz !:lol:Few new corporations might appear in future versions - or just corporation specific buildings. If you want to discuss more about future versions, you can share ideas in this thread (http://forums.civfanatics.com/showthread.php?t=274923). Currently I'm working on Event patch that is going to add lot more random events (discuss here (http://forums.civfanatics.com/showthread.php?t=282281)) and there will be of course bug fixes and some other additions as well.

Send my apologies to your wife! I don't want to be hated :lol: I knew sooner or later some ladies would get upset because their boyfriend/husband plays these mods - Experienced the same thing over the years and if can't convert girlfriend to be civ player too (good luck on these attempts :lol:), my only option has been to devote more time to her than to games ;)

Boris Badinov
Jul 15, 2008, 08:45 AM
Send my apologies to your wife! I don't want to be hated :lol: I knew sooner or later some ladies would get upset because their boyfriend/husband plays these mods - ;)

Ahh, but you are both missing th fine point that the girlfriend/wife now knows where you are. Now just retreat to the man-cave, fire up the LAN for MP Civ and beer!;)

Axil
Jul 15, 2008, 10:09 AM
quick question - is the Extra Civ pacck still got issues with the REVDCM + Bug version or is there a fix yet?

The Turk
Jul 15, 2008, 11:25 AM
I redownloaded Rise of Mankind but still its not working??:confused:

[to_xp]Gekko
Jul 15, 2008, 12:51 PM
I'm not sure if this question should be posted here, but anyway:

I've modified RoM buildinginfos.xml file a little in order to have the pyramids provide the bonuses by Cuteunit instead of unlocking all government civics which looked awkward.

it's working fine, but both in sevopedia and in the box that appears when you hover the cursor over the pyramids as a building option for your city ( or, after you've built it), the infos look a little weird, cuz instead of displaying like:

°[...]
° -50% anarchy
° +50% golden age
°[...]

it's displaying like:

°[...]
° -50% anarchy

° +50% golden age
°[...]





i.e. with a blank line between the golden age info and the anarchy info.
I have no idea why this is happening and I was certainly wondering if this is gonna cause problems aside from just looking a little weird. any idea about this?

LetMyPeopleGo
Jul 16, 2008, 09:16 AM
Hi All,

Can anyone confirm that any of the following add-on

RevolutionDCM for Rise of Mankind (4.74 MB)
RevolutionDCM + BUG for Rise of Mankind (6.11 MB)

is compatible with Extra Civ pack 1.1 or not ?

Thanks

Kalimakhus
Jul 16, 2008, 09:57 AM
@LetMyPeopleGo

Neither is compatible with the ExtraCiv pack at the moment. I intend to download the ExtraCiv pack (hopefully today) and prepare a combatibility patch. Stay tuned :)

truetom
Jul 17, 2008, 01:49 AM
Good stuff, this mod and I must say all works ok for now. :)

One question: where can I disable automatic selection of building in my cities? I had an Great Engineer in my city, saving him for a specific World Wonder. Then I discovered some tech and AI decided to build another WW in this city and used my Great Engineer to hurry it. :mad: I have no bulid queue in the city and manualy decide what to build. Or so I thought. :confused: I looked in options but I don't see it there.

Another thing: in options I set not to make any suggestions to me considering unit building advice. But AI overrides and suggests it to me frequently. Is there another way to really shut it up?

Yet another thing. :rolleyes: The things that are disabled (active defense, opportunity fire, Airbomb mission, etc.) - are they posing problems selectively, i.e. here and there or are they causing CTDs in most cases?
What about Combat Influence? This sounds so promising that I'd like to use it. :)

TT

MrWhereItsAt
Jul 17, 2008, 07:55 AM
Good stuff, this mod and I must say all works ok for now. :)

One question: where can I disable automatic selection of building in my cities?


In the options somewhere is a box for ticking that is something like "Advisor suggestions", near "Sid's tips" and other things. Uncheck this, and I think that should do it. That's more of a general BTS thing than RoM though.


I had an Great Engineer in my city, saving him for a specific World Wonder. Then I discovered some tech and AI decided to build another WW in this city and used my Great Engineer to hurry it. :mad:

Wait - you had settings so the AI not only chose your build order but could rush with a Great Engineer?! That's well weird - never seen that before. Just at the bottom right corner of the BFC screen when you are viewing the city are a number of buttons - emphasise food, build units etc. I never use these, but if one or more of them are pressed then that could be your problem.



Yet another thing. :rolleyes: The things that are disabled (active defense, opportunity fire, Airbomb mission, etc.) - are they posing problems selectively, i.e. here and there or are they causing CTDs in most cases?
What about Combat Influence? This sounds so promising that I'd like to use it. :)


I think these are mostly part of Dale's Combat mod (DCM), which hasn't yet been updated for the new version of BTS, hence it isn't yet updated for the latest version of RoM 2. So we need to pester him to get them sorted. THEN we can pester zappara to incorporate it. :)

artemisarrow
Jul 17, 2008, 11:40 AM
zappara
quick question, i saw back a mention of ROM v2.3 that would include REVDCM, when is that going to happen?:)

Kalimakhus
Jul 17, 2008, 12:13 PM
@artemisarrow

If you are asking to get a single download of RoM + RevDCM bundled together then there is already such a download that Zappara has released. You can find it here (http://forums.civfanatics.com/downloads.php?do=file&id=9990). Also you will like to have the latest update for this pack here (http://forums.civfanatics.com/showpost.php?p=6713147&postcount=2)

However, if you are asking about when RoM2.3 will be released then Zappara mentioned that he intends to add a large number of new events for that release. He also said it might take weeks or even months before it is ready as adding and testing events is quite time consuming.

Axil
Jul 17, 2008, 12:25 PM
Hi Kalimakhus

Did you get around to downloading the extra civ pack and having a look at patching it for compatability with ROM RevDCM + BUG?

SvS
Jul 17, 2008, 12:30 PM
Hi, is it somehow possible to disable future units, like the fissionships and others? thnx

truetom
Jul 17, 2008, 12:34 PM
@MrWhereItsAt

Thanks for the replies, will try to find where my problem lies. Some strange things about AI rushing with my Engi, right? Never saw that either and I play Civ (1,2,3,4) from the start.

Kalimakhus
Jul 17, 2008, 02:28 PM
Hi Kalimakhus

Did you get around to downloading the extra civ pack and having a look at patching it for compatability with ROM RevDCM + BUG?

You can find the patch here (http://forums.civfanatics.com/showpost.php?p=6713147&postcount=2) Sorry for taking so long (File Front actually gave me a hard time baling on me twice in the middle of the download).

@Everybody

For those who have the ExtraCiv Pack installed or would like to install it with the full RoM+RevDCM you can find a patch for making it works without issues. In case anyone notices something wrong like the Crossbowman requiring Iron (which shouldn't in RoM) or can't Archer Bombard (if you turn this on) - Please report.

Axil
Jul 18, 2008, 12:49 AM
Just tried the patch quickly in a REVDCM + BUG and it's working good so far - came across one or two TXT KEY s when at fisrt contact but other than that all appears to be working well

thank you

Kalimakhus
Jul 18, 2008, 08:07 AM
TXT KEYs on first contact or similar missing text has nothing to do with RevDCM or the patch. These are missing in the Civs modules.

Axil
Jul 18, 2008, 04:34 PM
one other thing - are Knights supposed to have collaterial damage promotion available to them now as they do in my current game

edmundb05
Jul 18, 2008, 06:22 PM
Hi - first post on this forum ;) I've been reading for quite a while.

Today I downloaded this mod, and it's amazing - well done! I then went and downloaded the extra civs also available for download. Now when I play the game I cannot modify the BUG mod screen - when I go in to change settings (eg turn off the reminders, or whatever), it just reverts to its default settings when I exit it.

Is there something I've done wrong?

edit: this only happened AFTER having downloaded the extra civs (and am playing one of them, if that is of importance)

Kalimakhus
Jul 18, 2008, 06:51 PM
Hi - first post on this forum ;) I've been reading for quite a while.

Today I downloaded this mod, and it's amazing - well done! I then went and downloaded the extra civs also available for download. Now when I play the game I cannot modify the BUG mod screen - when I go in to change settings (eg turn off the reminders, or whatever), it just reverts to its default settings when I exit it.

Is there something I've done wrong?

edit: this only happened AFTER having downloaded the extra civs (and am playing one of them, if that is of importance)

Welcome to CFC :). There is a patch that solves the compatibility problem between the ExtraCiv pack and the latest RoM2.2 with RevDCM and BUG. Get it from this post (http://forums.civfanatics.com/showpost.php?p=6713147&postcount=2).

Edit: Don't forget to get the Update Patch from the same post.

edmundb05
Jul 18, 2008, 07:19 PM
Brilliant, many thanks! :)

RobO
Jul 19, 2008, 12:38 AM
Now when I play the game I cannot modify the BUG mod screen - when I go in to change settings (eg turn off the reminders, or whatever), it just reverts to its default settings when I exit it.

Is there something I've done wrong?
I had a similar problem. You need to make sure that the name of the mod folder is the same as the name of the mod in CvModname.py - that is you may need to edit CvModname.py (just use notepad). BUG reads the location of the config file from CvModname.py. It's in the Python folder.

edmundb05
Jul 19, 2008, 03:31 AM
Nope - unfortunately neither of these have fixed it! It's not vitally important - I can still play the mod, but it's a bit odd!

EDIT: Thanks all for your help! I re-downloaded the BUG + Revolutions add-on, and it appears to have fixed itself :D

Davidr
Jul 19, 2008, 04:19 AM
Kalimakhus,

With all the patches/addons etc what is the correct order to install the ROM+REV/BUG mod with the extra Civs mod and the patches?

Davidr

Kalimakhus
Jul 19, 2008, 11:16 AM
Kalimakhus,

With all the patches/addons etc what is the correct order to install the ROM+REV/BUG mod with the extra Civs mod and the patches?

Davidr
Recommended sequence as follows:

1- Download and install RoM2.2 Full with RevDCM and BUG.
2- Download and install the Update Patch v1.1.
3- Download and install the ExtraCiv pack 1.1 for RoM2.2.
4- Download and install the compatibility patch for the ExtraCiv pack.

In case you get the missing UI issues after that try swapping the CvPath.py file in assets\python with the one in the zip file under Rise of Mankind.

This is all I know so far about how to install RoM with all add-ons successfully. When Zappara has some free time he might re-upload the Extra-Civ pack with files based on RomRevDCM. This might happen when he releases RoM2.3 which will include RevDCM and BUG from day one :).

[to_xp]Gekko
Jul 19, 2008, 11:34 AM
will the extra-civ pack result in slower performances all throughout the game, or does it just mean that BTS will take a minute or more to load on startup?

Canabrava
Jul 19, 2008, 04:34 PM
Anyone having problem with crash to desktop?

I'm having so many crash to desktop, always around riflemen/cavalary/early iron ships. I Can't finish any game. Just crash to desktop.

Axil
Jul 20, 2008, 03:11 AM
Anyone having problem with crash to desktop?

I'm having so many crash to desktop, always around riflemen/cavalary/early iron ships. I Can't finish any game. Just crash to desktop.

Same here - it worse the larger map you play but is happening for me at about the same point on the standard size map - just our infamous friend the MAF is paying a visit ( my games crash on both a winXP32 and winXP64 installtion)

truetom
Jul 20, 2008, 03:25 AM
What the... :confused: I was gonna trash the Barb stack with a catapult and the option fo