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Khadras2007
Feb 11, 2009, 01:34 PM
@Kahdras

You can simply set your city to build science or culture instead of build. Unless you talkin early game before you can build these. In this case i usually "pre-build" settlers or buildings and then switch to something else a round or two before it pops. Or better yet build a wonder even if you dont finish it first you will still get money out of it. Make sence?

Yes, i know that, but i modify the mod to play a very long game (12000 years, 4000 turns) so i spend a lot of time on first epochs and i can't build research or culture, and all buildings that can be made i built them already. For pre-build settlers or army untill it is finished is very frustrating if you have 30 city or more with initial maintenance cost sets to 1 instead 0. The game become enervating. In other mods the city can be idle. So great and complex mod like RoM it is normal to have this.

DavidB1111
Feb 11, 2009, 03:03 PM
That's a bit less than 12,000 years though, right? Seems a bit off since time slows down...

As for The Great Library, um, it was always in Civ 4, so I don't know what you're talking about at all. :)
Who would use the Encylopedia anyway? I always lead tech wise in the game, I crush my enemy's longbow man with tanks! :crazyeye: I have no use for the Encyclopedia.
Besides, the Great Library can't even be compared to the Encyclopedia. :) One gives you two permanent scientists. ( I think) and the other gives you crazy amount of technology....if everyone else has that.

Best advice, stop playing on Diety, or Warlord, and play a game on Settler difficulty, and you'll see how useless the Encyclopedia is.
Currently in this mod on normal speed I can burn through the entire tech tree by 1940 or so.

Sword_Of_Geddon
Feb 11, 2009, 03:45 PM
I was playing this mod with the mega pack addon, and soon after reaching the classical age, a war broke out between several other civs on my continent. Afew turns into this, and I got a crash to desktop error stating that I had low memory, I believe this was one of those MAE or whatever they are called?

The size of the world I was playing on was standard btw...

digitCruncher
Feb 11, 2009, 03:57 PM
@David: Although I realise that your comment was in jest, there was one other thing I forgot to say (For all those who Civ IV is thier first Civ game)

In Civ I, II and III, the Great Library had a different effect. Although it came in around the same time as the Great Library in Civ IV terms, it's effect WASN'T '2 free scientists', but rather 'Recieve any tech that 3 other civilisations you know, already know'.

It was a ludicrously over-powered wonder, and lead to the rather easy "Beeline Writing (or whatever tech unlocked the Great Library), switch to Fundamentalism (lower, or no unit support costs, no unhappyness, -50% science), switch your science slider to 100% tax, and conquer the world, recieving free techs from everyone else"

This strategy still works! (You even have a Fundamentalism civic to try out if you want!), and if you can cope with the twin unstability hits of "high taxes", and Fundamentalism, then the game would be too easy.

But I haven't tried playing on Settler... I will see if that fixes the problem ;)

Found a bug: You cannot recieve cities that other civilisations offer you (This one was under extreme cultural pressure).

http://img18.imageshack.us/img18/1501/civ4screenshot0003hn1.th.jpg (http://img18.imageshack.us/my.php?image=civ4screenshot0003hn1.jpg)

Oh, and the "spread culture mission rapidly increases in size" bug still exists (I could use 5000 espionage points to spread '5%' of his culture into his city!)

DavidB1111
Feb 11, 2009, 04:46 PM
I thought there was another wonder in Civ 2 that did that? Oh, well. My memory is foggy. I just remembered killing everything. :) also, it never seemed to do much on the easiest difficulty.

As for unstability, I don't notice anything like that. :) Then again, I'm not patently insane and go and play with the Revolution mod. :) As for taxes, well, cutting down a few points on my science bar doesn't bother me much at all. At the moment, my current ending game has 73,000 dollars with about 930 coming in per turn. Oh, and that's with 100% science. :)
:crazyeye:

But meh, I love this mod, and this game, for that matter. I don't agree with limited religions either, but that's just me. Or opportunity fire. "Your dreadnought has been damaged by opportunity fire from a rifleman." What? Broken.
Because that rifleman had nuclear bullets. :) Or a Stellar Converter.

darkecl
Feb 12, 2009, 12:03 AM
i have a question. we can rename the units, like a ships ?

DavidB1111
Feb 12, 2009, 03:07 PM
Um, I'm not sure what you mean? Do you want to rename the ship or whatnot in game? Because I don't think that's possible. I know you can edit the xml file to call say the "Ship of the Line" to "Big Ol' Ship Of Death." Well, maybe not.

turingmachine
Feb 12, 2009, 04:47 PM
Um, I'm not sure what you mean? Do you want to rename the ship or whatnot in game? Because I don't think that's possible. I know you can edit the xml file to call say the "Ship of the Line" to "Big Ol' Ship Of Death." Well, maybe not.

Do you mean just giving a specific unit a name? Just click on the name of the unit (eg. Swordsman on the bottom left of the interface) on the map screen.

brun58
Feb 12, 2009, 04:49 PM
Ya beat me to the answer...lol

Sword_Of_Geddon
Feb 12, 2009, 08:09 PM
i wish i could play this mod, but its always MAFs...:(

This isn't even on large maps either.

darkecl
Feb 12, 2009, 08:31 PM
no. if we can rename to only one unit in the game, for exemple USS Lincon.

xmen510
Feb 12, 2009, 08:55 PM
I get MAF's a lot too now. Too bad. I really like this mod.

James009
Feb 12, 2009, 11:11 PM
no. if we can rename to only one unit in the game, for exemple USS Lincon.

You really can rename any unit you want. Lets say you have three soldiers, you could name them individually Rick, Bob, and Bubba if you want. Just click the "unit name" on the bottom left above the unit stats.

I rename units all the time, it helps me keep things organized and make it that much more personal for me.

Regicide or Leader Unit Idea
Also, anyone play Fall from Heaven mod? What if RoM implemented a sort of leader unit which has a two passive abilities they can "cast" in cities. One which would be like FfH's Inspiration/Hope and give the city some passive bonuses so long as the unit is in the city. The other ability allows you to cast it in a friendly civilization's city and gain a +1 diplomacy bonus so you can get better trades, kinda like your leader going on a diplomatic mission to increase favor. The penalty is that if your leader dies then you get +1 :( to all your cities to keep things balanced.

I've always like FfH's hero units and the spell system, would be nice to see some of it in RoM.

iyyillius
Feb 13, 2009, 05:19 PM
FYI..... Zappara's nirthday is tomorrow everyone make sure to send him your best.

darkecl
Feb 13, 2009, 07:03 PM
Do you mean just giving a specific unit a name? Just click on the name of the unit (eg. Swordsman on the bottom left of the interface) on the map screen.

You really can rename any unit you want. Lets say you have three soldiers, you could name them individually Rick, Bob, and Bubba if you want. Just click the "unit name" on the bottom left above the unit stats.

I rename units all the time, it helps me keep things organized and make it that much more personal for me.

Regicide or Leader Unit Idea
Also, anyone play Fall from Heaven mod? What if RoM implemented a sort of leader unit which has a two passive abilities they can "cast" in cities. One which would be like FfH's Inspiration/Hope and give the city some passive bonuses so long as the unit is in the city. The other ability allows you to cast it in a friendly civilization's city and gain a +1 diplomacy bonus so you can get better trades, kinda like your leader going on a diplomatic mission to increase favor. The penalty is that if your leader dies then you get +1 :( to all your cities to keep things balanced.

I've always like FfH's hero units and the spell system, would be nice to see some of it in RoM.

oh, thanks.

dreadknought
Feb 13, 2009, 08:28 PM
i wish i could play this mod, but its always MAFs...:(

This isn't even on large maps either.

I dont think its the map size, I play several other large mods that run fine on large maps, I think certain settings are causing it. I suspect it has to do with the revolution settings creating so many new civs and possible some python errors in the mid-game. Try it on a large map w/o civ/ revolutions on.

dreadknought
Feb 13, 2009, 08:31 PM
FYI..... Zappara's nirthday is tomorrow everyone make sure to send him your best.


:cheers: happy birthday

Sword_Of_Geddon
Feb 13, 2009, 09:36 PM
happy birthday Zappara!

BTW I found a solution to the MAF problem on the official Rise of Mankind forums.

I still get them, but much less often. They happen at a low enough rate that I can play this mod.

I play without the rev component on, and on the smaller map sizes. I find the rev mod annoying anyway btw...

zappara
Feb 14, 2009, 04:04 AM
Thanks! Happy Valentine's day to everyone! :)

Scoottr
Feb 14, 2009, 11:03 AM
I downloaded this but it is a .7z file? Can someone direct me to the program i have to get to be able to do the unzip? Or is there a version that uses a more common unzip program.

I'm sure there are a bunch of special steps involved in this .7z way...any tips before I try?

zappara
Feb 14, 2009, 11:25 AM
@Scoottr

http://www.7-zip.org/ (also Winrar can unzip 7z files)

Alternative download locations with different file formats are available at

http://www.riseofmankind.happyhost.org/

Scoottr
Feb 14, 2009, 12:13 PM
Got this working and looks fun.

But I have to completely reload Civ everytime I restart or regenerate a map. Get a memory allocation error. I've got 4 gigs of DDRII and Nvidia 8600GT video card. Can't imagine it is this?

I'm nervous that this is gonna crash all the time. I usually play large maps, marathon with extra civs. Is this Mod stable enough to handle that?

zappara
Feb 14, 2009, 12:44 PM
@Scoottr

If you enable 3GB switch (on windows XP) it should run without problems on your computer.. I don't now have direct link to instructions for it but I think it has been mentioned few times in this thread and in RoM -forum section (http://forums.civfanatics.com/forumdisplay.php?f=269) (search is your friend ;))

@Everyone

There has been long discussion (http://forums.civfanatics.com/showthread.php?t=302805) about the coming v2.6 in RoM forum section. The next patch release date is not yet near but I have uploaded alpha test version which you can download from this post (http://forums.civfanatics.com/showpost.php?p=7762674&postcount=234). More stuff has been already added to the patch since I uploaded the test version. You'll need v2.5 - 2.52 installed before trying out the 2.6 test version and the test version does not work with megapack/extra civ addon. And please post feedback (http://forums.civfanatics.com/showthread.php?t=302805) about the changes if you test it. ;)

Matzazz
Feb 14, 2009, 01:55 PM
Everything is all good on the install
When I go to play SINGLEPLAYER,,, "PLAY NOW" and "CUSTOM GAME" are not highlighted thus I CANT PLAY !!!!!!!!!!!!!!!!!!!!!!
HOW COME NOBODY ELSE HAS REPORTED THIS??? OR AM I TOO STUPID?? (FIRST MOD) WTF IS WRONG!!!???


SOMEONE PLZ RESPOND

DavidB1111
Feb 14, 2009, 04:52 PM
Um, okay, first, stop panicking. :) Second, please, tell us more. Do you see any other text at all? If you don't, then that means your language setup is somehow broken. We will need more info.

Matzazz
Feb 15, 2009, 02:36 PM
There is really not much more I can say, I have the Rise of mankind title on the top right as the MOD loads just fine. As I said I click Singleplayer and the options which are grayed out are "Play Now" and "Custom Game" meaning I can't play.... theres not much more info I can give, unless you have other questions? and thanx for replying promptly much appreciated :)

WildFire
Feb 15, 2009, 03:02 PM
same thing is happening to me oddly enough.

civ4 is patched to 3.17... RoM is patched to 2.52

very weird

DavidB1111
Feb 15, 2009, 03:26 PM
I can't help you then, that makes no sense. :) Wait for Zappara.

WildFire
Feb 15, 2009, 03:35 PM
got it working, dunno what I did.

lolz september 2002

Arizon
Feb 16, 2009, 09:14 AM
Here is my problem: I don't have icons and GUI in RoM mods
I instaled BtS patch 3.17, run the game and work perfectly.
Installed Mega pack, it runs, but there is no frame around the game, just figures.
I install 2.5, get the same. Patched to 2.52 - same.
Here is interesting part. I tried old 2.2 (I think) whick worked before and I get the same now, no GUI.
I tried fresh install of the game, it wouldn't help.
I also noticed when I load RoM mode and when I push OPTIONS - nothing happens.
I have Vista SP1, 2GB DDR2, Radeon 2600 Pro ....
I tried everything I could read in this forum but nothing.
Please help.

Munger
Feb 16, 2009, 03:11 PM
Hey zappara, many thanks for the test version of 2.6. I love the new changes. In particular, thanks for adding the B52 and making some other changes I suggested a few weeks ago. Really appreciate the way you listen to your fans and implement some of their ideas.

Do you intend to upgrade to the latest version of BTS Better AI for v2.6? They have made many changes since 0.45 and since AI is key to having a good quality game I would really like to see an up to date version of this mod. I don't know how much work it is for you though.

Thanks again.

Silverfang
Feb 18, 2009, 05:54 PM
Have you guys thought about coding in some of the fantasy civs like the Animal Empire? I've tried the game just putting those in modularly but the in game errors are murder.

Munger
Feb 19, 2009, 01:35 PM
Have you guys thought about coding in some of the fantasy civs like the Animal Empire? I've tried the game just putting those in modularly but the in game errors are murder.

Not sure that would really be appropriate for a 'realism' mod like this one? :crazyeye:

Unregister
Feb 20, 2009, 06:45 PM
when I press F6 in multiplayer, it shows the tech advisor but I can't click any techs and it doesn't show info when i hover over.

also, upon connecting it shows the Tech screen right away but with the same problem, any clues why?

Unregister
Feb 20, 2009, 06:50 PM
http://img25.imageshack.us/img25/1945/cityzoom.th.jpg (http://img25.imageshack.us/my.php?image=cityzoom.jpg)

THE OTHER problem, city zoom doesn't let me see anything else besides that.

zappara
Feb 21, 2009, 08:34 AM
http://img25.imageshack.us/img25/1945/cityzoom.th.jpg (http://img25.imageshack.us/my.php?image=cityzoom.jpg)

THE OTHER problem, city zoom doesn't let me see anything else besides that.
Looks like something went wrong with python code. If you could post log files (enable all logging options first from _civ4config) here, I could take a look at them and see what went wrong.

Antmanbrooks
Feb 21, 2009, 10:00 AM
I love this mod but there is one thing that is REALLY getting on my nerves at the minute. It's the minor Civs. In my last two games I have been absolutely annihilated by sodding hordes of units just gifted to the newly formed "minor civ"

It's just ridiculous the ammount of units they get right on your border, I mean a stack that my empire couldn't even fund, let alone actually find time to build.

Can something be done to tone down the units they get gifted. In one example the Portuguese formed next to my city state and before I know it there is a stack of 5 Spearmen and 3 Archers, not to mention the 6 units that they had in Lisbon!

They take my second city and suddenly out of no-where have a Galley too!

WildFire
Feb 21, 2009, 12:19 PM
hey zappara, great mod


dunno if it matters or not, but Unregisters problem appears only when we play multiplayer we started playing with the multiplayer fix and it started i think right after we both applied that.

and how exactly should he do his log? just enable in the game using the BUG thing?

Unregister
Feb 21, 2009, 12:21 PM
Here is what happens when I first join a multiplayer game, the tech screen shows up.

and it doesn't let me scroll to the right and i can't view what any of the techs do when hovering over them.

Unregister
Feb 21, 2009, 01:51 PM
is this what you want for the auto log?

Unregister
Feb 21, 2009, 02:59 PM
here's some more of the log

DavidB1111
Feb 21, 2009, 04:18 PM
I love this mod but there is one thing that is REALLY getting on my nerves at the minute. It's the minor Civs. In my last two games I have been absolutely annihilated by sodding hordes of units just gifted to the newly formed "minor civ"

It's just ridiculous the ammount of units they get right on your border, I mean a stack that my empire couldn't even fund, let alone actually find time to build.

Can something be done to tone down the units they get gifted. In one example the Portuguese formed next to my city state and before I know it there is a stack of 5 Spearmen and 3 Archers, not to mention the 6 units that they had in Lisbon!

They take my second city and suddenly out of no-where have a Galley too!


Turn off the following if you have it on. "Revolutions." and the one about barbs forming Civs after awhile. Also, unless you're playing really slowly, by the time a Barb city creates a Civ, you should have macemen, longbowmen, crossbowmen, etc.
At least, I think it takes close to a 100 turns before they turn into a city. I don't know, the few times it's happened, I had knights and Riflemen or something. :)
OH, and three or four units with promotions for city defense should turn that army to goo if they attack your city.
Also, don't use naughty British words. :)

Bezhukov
Feb 21, 2009, 07:00 PM
Turn off the following if you have it on. "Revolutions." and the one about barbs forming Civs after awhile. Also, unless you're playing really slowly, by the time a Barb city creates a Civ, you should have macemen, longbowmen, crossbowmen, etc.
At least, I think it takes close to a 100 turns before they turn into a city. I don't know, the few times it's happened, I had knights and Riflemen or something. :)
OH, and three or four units with promotions for city defense should turn that army to goo if they attack your city.
Also, don't use naughty British words. :)

On marathon, it happens well before that. I consistently win on immortal/diety, and I've been overrun by newborn civs. I don't think it was because I was playing slow. Likewise with the barb galleys, pls adjust timing of these sorts of things for play speeds when you get a chance.

Thx.

MisterBenn
Feb 22, 2009, 05:58 PM
Yes, on Marathon you can have barbarian civs appear when you have archers and spearmen. I have been caught out that way too. It can be so early that you have skeleton defenders and are out and about scouting. Then within a few turns - too fast to react - barbarian cities form and become minor civs. They receive about 8 units and immediately realise they can take your cities.

The effect is worst if you have plenty of land so there is a lot of space around each civ, of course, so I imagine it wouldn't affect everyone. I found it affects me a lot though, so to counteract it I adjust a couple of the settings in the Revolutions.ini file.

MinPopulation = 3 rather than 2 makes barbarian cities upgrade to civs only when they are a little older.

MilitaryStrength = 0 (if I am using it correctly) means that the minor civ created will receive no extra military troops when it is created.

Playing on spacious maps on Marathon, this has played a lot better for me in the past couple of games.

JaeChunDaeSung
Feb 22, 2009, 11:09 PM
I know this has been touched on earlier, but about the Limited Religions asset, can it be tweaked so a civ can be limited to founding TWO religions?

Antmanbrooks
Feb 23, 2009, 07:34 AM
MisterBenn and Bezhukov, totally what I was experiencing. Glad to see other players are having the same problem. I was starting to think I was just playing very poorly when DavidB1111 seems to have no problem with this?

I play on Marathon speed using PerfectWorld map script on Huge or Gigantic maps. There are usually around about 30-50 civs once the game gets going so there is a lot of empty space for Minor Civ's to spring up from.

DavidB1111, there is no way I could possibly have Macemen, Crossbowmen and Longbowmen by the time these civ's spring up. Just impossible as they are springing up in 3000-2000 BC or there about.

I don't want to turn off revolutions or minor civs forming from barbarian cities because I think that really adds to the game. I just don't want the Roman Empire's imperial guard and legions 1-10 appearing out of no-where when the Welsh Minor Civilization forms from their one small barbarian town of 30,000 people.

Chukka
Feb 23, 2009, 09:20 AM
I love the mod but there is that weird problem that the last unit won't always die in a city. It will just reappear over and over again. This can happen for me and for the computer too. It's really weird. I had this problem with 2.2 and I noticed that the same bug still exists. It's weird. Anyone else have this bug?

iyyillius
Feb 23, 2009, 10:19 AM
@Chukka

This is not a bug. This is your city conscripting militia to hold off invadeing troops. You will notice that everytime this happens you will loose one population and get a "hell no we won't go" unhappy penalty. You will also notice that these "conscripts start at about 40% strength.

Arizon
Feb 23, 2009, 11:49 AM
Hello! I still have no solution for my problem.
Here is my problem: I don't have icons and GUI in RoM mods
I instaled BtS patch 3.17, run the game and work perfectly.
Installed Mega pack, it runs, but there is no frame around the game, just figures.
I install 2.5, get the same. Patched to 2.52 - same.
Here is interesting part. I tried old 2.2 (I think) whick worked before and I get the same now, no GUI.
I tried fresh install of the game, it wouldn't help.
I also noticed when I load RoM mode and when I push OPTIONS - nothing happens.
I have Vista SP1, 2GB DDR2, Radeon 2600 Pro ....
I tried everything I could read in this forum but nothing.
Please help.

Chukka
Feb 23, 2009, 12:58 PM
@Chukka

This is not a bug. This is your city conscripting militia to hold off invadeing troops. You will notice that everytime this happens you will loose one population and get a "hell no we won't go" unhappy penalty. You will also notice that these "conscripts start at about 40% strength.

Is there any way to turn it off? I just don't like it at all. :blush:

And is this supposed to happen even in stone age?? And I noticed that if you bomb (range attack) the last unit then it won't happen. At least that was the case with 2.2.

Masterul
Feb 23, 2009, 01:52 PM
Hey, is there anyone else who has trouble starting a RoM2 game? I can enter the game, but when I want to play, it crashes during the loading screen. Any fixes?

DavidB1111
Feb 23, 2009, 04:36 PM
We need more info. What size map. Try a Duel first.
Keep adjusting minor things until it crashes again.

If it crashes no matter the size of the map, tell us more about your computer.

I don't want to turn off revolutions or minor civs forming from barbarian cities because I think that really adds to the game. I just don't want the Roman Empire's imperial guard and legions 1-10 appearing out of no-where when the Welsh Minor Civilization forms from their one small barbarian town of 30,000 people.

Well, your funeral then. :) Revolutions is so unbalanced that it makes me wonder why it was created in the first place. I played a mod with it once, and on the easiest difficulty, a city flipped on me, became independant, and spawned with 15 military units one whole level of technology greater than me. :) And with 4 Longbowmen and one knight, I didn't have a chance. Therefor, it will always be broken. No matter how many versions later the one here is.

Also, combine that with the minor civs, and you like crazy hard. Add playing on Marathon instead of Normal, where this issue has no problem at all, well, for me, :) , and you're not just a fan of crazy hard, you're a fan of uber-hardcore difficulty.
Do you like Contra? :) Because it's easier...

Oh, and it may add to the game, but this game ceases being fun for anyone when the micromanagement level is greater than any other game in history...see Revolutions.

Tl,Dr version: Diamonds are softer than the Revolution Mod combined with Minor Civs from Barbs, and this mod. It's like playing Contra, and complaining when you die in one hit. :) That's how the game is.

Antmanbrooks
Feb 24, 2009, 06:06 AM
We need more info. What size map. Try a Duel first.
Keep adjusting minor things until it crashes again.

If it crashes no matter the size of the map, tell us more about your computer.


Well, your funeral then. :) Revolutions is so unbalanced that it makes me wonder why it was created in the first place. I played a mod with it once, and on the easiest difficulty, a city flipped on me, became independant, and spawned with 15 military units one whole level of technology greater than me. :) And with 4 Longbowmen and one knight, I didn't have a chance. Therefor, it will always be broken. No matter how many versions later the one here is.

Also, combine that with the minor civs, and you like crazy hard. Add playing on Marathon instead of Normal, where this issue has no problem at all, well, for me, :) , and you're not just a fan of crazy hard, you're a fan of uber-hardcore difficulty.
Do you like Contra? :) Because it's easier...

Oh, and it may add to the game, but this game ceases being fun for anyone when the micromanagement level is greater than any other game in history...see Revolutions.

Tl,Dr version: Diamonds are softer than the Revolution Mod combined with Minor Civs from Barbs, and this mod. It's like playing Contra, and complaining when you die in one hit. :) That's how the game is.

I would have to disagree that it's uber-hard using a combination of Marathon, Revolutions and Minor Civs. It only becomes hard when they spawn in vast quantities on your doorstep. Sometimes if you plan ahead for it, you have enough forces to at least contain them, but you have to gear your civ for early war which on the harder difficulty levels can set you back a bit in my opinion.

Secondly I haven't found the need to micro manage, but I do like a BIG detailed game with lots of Civ's, so maybe I just don't play this game for a quick fix or a quick victory, seems to me that we both like a different kind of game. I like to play out history in detail and don't mind losing a city here and there if it means I fight on and regain them some point later.

I love the fact that out of no-where invasion fleets land on your coast as one of your rival Civ's declares war on you. So it's not that I don't like a fight, I just don't like a Minor Civ possessing an army it couldn't possibly support.

If any of the mod makers are reading this can you confirm if there is any plans to tone down the Minor Civs for the Marathon game?

Finally David, what's Contra?

MisterBenn
Feb 24, 2009, 07:05 AM
If any of the mod makers are reading this can you confirm if there is any plans to tone down the Minor Civs for the Marathon game?

The revolution.ini file contains settings to tune the behaviour of minor civs. You can change things like at what population level barb cities will become minor civs (default 2), the percentage chance that a minor civ will be created when that population is reached (default 100) and the amount of military units they are given for free when they are upgraded (default 1, it varies from 1 to 0 and 1 gives them 5-10 units. There are also settings for when and if they will appear on the "new world" if the map contains it, but I haven't experimented with that one. Playing with these settings made a big difference for me on Marathon, I do suspect they are set for normal game speed. It's not impossible to work around the minor civs, but it doesn't really allow for an early builder start as you get a couple of cities down and then you are surrounded on all sides with new civs with about 10 top tech combat units each.

I also have to agree that the rebels spawned by revolution are too much sometimes. I recall one game I played with 2.5 where I was far and away the top player (score at least 20% ahead of the next player and a big tech lead). I teched to Light Swordsmen just as revolution hit my civilisation. The population of my rebelling cities take to the streets and they have the largest and most sophisticated army ever assembled on the planet!!! At least 10 swordsmen, some ranged and siege weapons too, all one square from my various cities. I have 2 or 3 units per city garrisoned but I lose a couple of cities. When a couple of cities hold out, a new wave of reinforcements spawn 2 turns later of the same size and then my empire is in total ruin. I know the revolution mod wouldn't work if you didn't fear revolution, but it's too much!

I've discovered (once again this probably refers to Marathon speed) that if you expand to 3 or 4 cities your unrest starts to climb, and none of the early civic choices can help you reduce it. Until you reach Democracy and Public Works, there is nothing you can do to stop revolts from building, even with only positive points against all your cities for happiness, culture rate, small city, nationality and so on. I wonder if Monarchy should have the civic unrest amount reduced - it would give an earlier option to survive revolt and would give a second option for an early government civic to stay with in the early game.

iyyillius
Feb 24, 2009, 12:45 PM
I just Don't get this..... I have use rev in EVERY game i played since is first got merged to RoM. I have NEVER had a city flip on me. Or Rebels. I think If you slow your pace of conquest a bit and only attack city's that have been properly softened with siege engines you will find it a bit easier. Also as far as minor civ's popping on your border. First always have an army of about 4-5 archers and spearmen available to destroy barb cities on your borders BEFORE they become minor civs.

iyyillius
Feb 24, 2009, 12:47 PM
Also BTW I play marathon/immortal/huge

turingmachine
Feb 24, 2009, 01:20 PM
Finally David, what's Contra?

Aww, I get sad when people don't know what Contra is...

DavidB1111
Feb 24, 2009, 02:17 PM
I would have to disagree that it's uber-hard using a combination of Marathon, Revolutions and Minor Civs. It only becomes hard when they spawn in vast quantities on your doorstep. Sometimes if you plan ahead for it, you have enough forces to at least contain them, but you have to gear your civ for early war which on the harder difficulty levels can set you back a bit in my opinion.

Secondly I haven't found the need to micro manage, but I do like a BIG detailed game with lots of Civ's, so maybe I just don't play this game for a quick fix or a quick victory, seems to me that we both like a different kind of game. I like to play out history in detail and don't mind losing a city here and there if it means I fight on and regain them some point later.

I love the fact that out of no-where invasion fleets land on your coast as one of your rival Civ's declares war on you. So it's not that I don't like a fight, I just don't like a Minor Civ possessing an army it couldn't possibly support.

If any of the mod makers are reading this can you confirm if there is any plans to tone down the Minor Civs for the Marathon game?

Finally David, what's Contra?

I like it too when someone declares war on me. But my experience with Revolutions brings me to believe what you like is really strange, compared to me. :)

I like this game, and yes, we may have differentiating opinions, but I still remember Revolutions being Micromanagement. How can you stand that pop up that tells you what your city hates, even when they're not unhappy? I mean, how can you build a war machine at all, with all these pop-ups that say random reasons for unhappiness that never can be stopped.

That's why the mod is messed up, that and spawning 16 military units compared to the 5 I had when my city revolted.. And they were not weak units either.

Bottom line, playing with Revolutions and Minor Civ Barb mod, and then complaining about how difficult they are is like playing Contra, an action game where you die in one hit, (Which wouldn't even be realistic. :) Go google it for more info, ) and then compaining when you die in one hit.
The primise of the game is hardcore madness, and this mod combined with those two mods make this game become a little more difficult then contra.

Because as I've said, the sheer impossibility of making your cities happy should prove to you that this Revolutions Mod is about as useful as a Broken Watch. Not also including the fact that revolting in Civ 4 was fine and balanced as it is.
Revolution Mod adds massive amount of micromanagement because of it's uber-hardcore crankiness.

I play games lasting several hours, so I don't know what you mean by a quick fix. :) I play to have fun, you seem to want to play to get run over....I recommend Frogger. :)
Also, A quick Victory is difficult, in this mod, or anything. You usually have to wait until you have tanks and infantrymen in order to actually overwhelm any enemy. And this is on Settler.

I'm certain if my contra reference wasn't correct, TuringMachine would have told me so.

Nordfeldt
Feb 25, 2009, 09:19 AM
Hi guys

Is there an ETA on the next release? (weeks, months) because I'm contemplating starting a new giant/snail game, so if it's out within a couple of weeks I'll wait.

I'm glad that the UN Mission has been included, I haven't played Civ4/RoM for about 6 months now and it's nice to see the mod moving forward. How do you guys play with the UN? I mean, you still have to declare war in order to use the UN units as peacekeepers right? or am I missing something?

:goodjob:

zappara
Feb 25, 2009, 10:04 AM
Hi guys

Is there an ETA on the next release? (weeks, months) because I'm contemplating starting a new giant/snail game, so if it's out within a couple of weeks I'll wait.No exact release date for next patch as I've been waiting for BUG 3.6 and new RevolutionDCM version to be released. BUG 3.6 just got out so I can merge it to the patch but RevDCM's next version might take a while before it's released and it will take 1-2 weeks to merge it to RoM's patch and test it out that it's working. So it will be mid march earliest when new patch is ready, though I've released early alpha test version (http://forums.civfanatics.com/showpost.php?p=7762674&postcount=234) which has most patch changes included and I'm planning to release new alpha 2 version this week (though not sure as I'm sick at the moment) which will have BUG 3.6 + rest of the patch changes but no new RevDCM. More recent RoM 2.6 patch notes can be seen from this post (http://forums.civfanatics.com/showpost.php?p=7795118&postcount=297) but changes since those have been already made. ;)

phungus420
Feb 25, 2009, 10:09 AM
If you're waiting that long, should probably update to BULL, not 3.6 lol. I'm hoping the new version of RevDCM comes out soon though myself now that BUG 3.6 is released, nearly all the bugs in my mod are caused by Bug 3.5, or at least appear to be, and 3.6 is supposed to solve them. You're getting complaints of them too, mainly the frozen diplomacy.

darkecl
Feb 25, 2009, 11:02 AM
hi, sorry if this don't be here.

How we can add a unit like Satellite (http://forums.civfanatics.com/showthread.php?t=178609) in this mod, i can't add, how is the classunit and artunit.

Saludos

DavidB1111
Feb 25, 2009, 11:23 AM
I thought this mod already had a powerful satellite weapon?

PsiCorps
Feb 25, 2009, 11:31 AM
Hi, i have noticed only one other problem besides the ones i've mentioned in previous posts and that is as follows. I have the game set so that each civ can only found 1 religion and have progressed far enough in the game that all the religions have now been founded. The only thing that isn't happening which should be happening is the the civs that found the religion don't adopt it. i was busy chucking out missionaries to spread my religion and even though every greek city had my religion they still refused to adopt it. So, in a nutshell, the AI is not currently adopting or spreading religions as they normally do. Hope this helps a little. if you would like some screen shots i'm sure i can get them.

darkecl
Feb 25, 2009, 11:36 AM
I thought this mod already had a powerful satellite weapon?
but have a spy satellite ?

mrwacko
Feb 27, 2009, 03:26 PM
How do you remove the wonder and religion cap for cities and civilizations? I want to move the cap for wonders up to 6, and remove the cap for founding religions completely. I know you need to modify one of the XML files, and admittedly it's probably somewhere in this thread, but it's a pain to search through all 50+ pages, and I've already scanned through the GlobalDefines.xml file, to no avail. Thanks in advance.

I looked through the GlobalDefines/Alt.xml, found both a value for max wonders and the limited religions option. I put in a 6 for the wonder field, and 0 for the limited religion field, since it should be a boolean. I did mistakenly try putting -1, and that didn't work.

Do save games remember the previous values, or do they refer to the .XML doccument every time?

rwglaub
Mar 01, 2009, 11:45 AM
I'm having a problem with the game starting with no unit interface (I can get it back just by doing a minimize and maximize by using that key), but when I build Stonehenge, when the camera zooms out, I lose the complete interface and can't get it back. This is happening after a clean reinstall...

DrewBledsoe
Mar 01, 2009, 07:58 PM
Veteran mod player, newbie to this mod :)

I think I'm going to like it, it will take some getting used to the new paths, huge early game extension etc.....anyways...

Question?

My first game (huge/marathon), I was completely isolated (which isn't bad to learn a new mod). Suddenly I meet a small Byzantine nation, who have only two cities...immediately I'm at war with them without any dow from either of us.

Without reading the whole thread, is it something to do with the barbs becoming a civ?

Thanks.

konradcabral
Mar 01, 2009, 08:33 PM
My first game (huge/marathon), I was completely isolated (which isn't bad to learn a new mod). Suddenly I meet a small Byzantine nation, who have only two cities...immediately I'm at war with them without any dow from either of us.

Without reading the whole thread, is it something to do with the barbs becoming a civ?

Thanks.

Probably you're playing with "Minor Civs" feature flagged. Until you discover Writing, you're a minor civ, at war with all others, and cannot do diplomacy.

DrewBledsoe
Mar 01, 2009, 11:35 PM
Probably you're playing with "Minor Civs" feature flagged. Until you discover Writing, you're a minor civ, at war with all others, and cannot do diplomacy.

Nope it must have been a barb city popping itself into a "major civ" ...had that option flagged, didn't have the "minor civs" option checked.

Hmm...not to knock anyones hard work, but there's just too many changes from "normal" civ for me. It looks a nice idea in principle, but some of the early civics seem almost harmful. And resourceless Spearmen in 6000BC???!...that one fact to me spoils the mod more than any. It makes Chariots absolutely pointless (in fact it makes any horse unit pretty much pointless right up to Knights.) Spearmen need to go back with Axes at BW (and need a metal), or an early unit with similar stats to a warrior, but maybe a 50% vs horse borne needs to be introduced. The Dog units again are a nice idea, but resouceless spears make them pointless too...

Maybe Im too tired and critical, maybe I should give it another go tomorrow :)

zappara
Mar 02, 2009, 04:37 AM
Without reading the whole thread, is it something to do with the barbs becoming a civ?

Thanks.When barb city grows into minor civ it declares war automatically to the nearest full civ. It's a feature of BarbarianCiv mod component. It takes a while before they agree to talk with you and make peace.


@everyone

I have now uploaded v2.6alpha2 test version which has now BUG 3.6 merged. If you want to test it out here's the link:

Download v2.6alpha2 (http://files.filefront.com/RiseOfMankind26alpha2rar/;13396341;/fileinfo.html)

Current version notes can be seen from v2.6 discussion thread (http://forums.civfanatics.com/showthread.php?t=302805&page=18). Note that those are "work-in-progress" notes and might still change for the v2.6 real version.

OwieB2003
Mar 02, 2009, 12:57 PM
Most of the start civics ARE harmful, you only break even with revmod enabled, if the cities are connected to your capital (and maybe if they have the state religion). Adds a challenge, but you can still expand easy if you go out in all directions, and don't try to build the Nation of Linearity. As for my experiences with spearmen, they only 'start' with you if your civ starts with stone tools, and then Horse-based units come later in the game (at least for me), if not from no horse within easy expansion range than from it taking forever for me to get there (I don't typically make a beeline for horse techs, so by the time I do have them I could have units to deal with spearmen before sending in the cavalry). Just my experience.

Edit: This is in response to DrewBledsoe's last post, didn't see the new page and zap's alpha post. Sorry for any confusion

DrewBledsoe
Mar 02, 2009, 02:15 PM
Ranged bombardment seems to be bugged (seen this in other mods incorporating DCM)...in that:-

When you get Cats, you can ONLY range bombard, you can't use them to normally lower city defenses.

@Owie:- Stone Tools are Hunting are very, very cheap, even on marathon. I don't believe in "untouchable" resourceless units that early on. I moved all the Spearman units back to BW AND needing a metal or Obsidian, made Archers/Archer Replacments only basic 2 :strength: and took away hill bonus (3 for Mali and Abyssinia), and made forests and jungles only +25% def. For this mod, it makes the other early units actually have some point to them.

It also stops Archers becoming a be all and end all to defending cities, which they absolutely never were in history. The super archer defender, is a firaxis invention.

yuizaki
Mar 02, 2009, 06:26 PM
Zapp, do you think adding maglev as an upgrade to railroad in future age is a possible option? You can build railroad immediately after industrial revolution but it would be very strange to see no improvement to it in the future.

dreadknought
Mar 02, 2009, 07:24 PM
Ive got a good game nearly done,(will win on monarch) on a small map seems to play ok. Biggest thing Ive noticed is the ai doesnt deal well with the rev. events and the new rev. civs are behind on tech and very easy to take out. I think the ai doesnt pay off the cities enough, so while it makes the game fun, it also makes it easier, though maybe on a higher diff. level it might even out. Small map ive gotten up to machine guns/destroyers area in tech tree.

Also it seems like you can get grenadiers too soon, I had them before musketmen current game. I like the sp. promotions on the GG and the extra long golden ages. Really nice mod, I might be able to play a standard map with rev. turned off and the ai will probaly play better as well.

I would love to see a long turn ,balanced research time ,era scenario where you cant advance past a certain point in tech tree.

JEELEN
Mar 02, 2009, 10:30 PM
@everyone

I have now uploaded v2.6alpha2 test version which has now BUG 3.6 merged. If you want to test it out here's the link:

Download v2.6alpha2 (http://files.filefront.com/RiseOfMankind26alpha2rar/;13396341;/fileinfo.html)

Current version notes can be seen from v2.6 discussion thread (http://forums.civfanatics.com/showthread.php?t=302805&page=18). Note that those are "work-in-progress" notes and might still change for the v2.6 real version.

Unfortunately I get innumerable (literally!) XML error messages when loading...:(

Dancing Hoskuld
Mar 03, 2009, 01:02 AM
I had to do a clean 2.5 install, then patch to alpha2 and then clean the cache. It then worked.

zappara
Mar 03, 2009, 05:36 AM
Zapp, do you think adding maglev as an upgrade to railroad in future age is a possible option? You can build railroad immediately after industrial revolution but it would be very strange to see no improvement to it in the future.Well, I tried that already before I released RoM 2.6alpha versions - the game crashes if you try to add new route types so we're stuck with road + railroads. I was trying to add electric railroads (no resource reqs.) and faster MagLev route type.

digitCruncher
Mar 03, 2009, 11:02 AM
You should approach the "Thomas' Mod" guys, as they have a new route type (I *think*), which improves on the railroad (Jump Highways, I think it is). So... if you can check it out with them, maybe they can help you get another route type??

CyrSyS
Mar 03, 2009, 11:28 AM
Hi guys!

Does it worthwhile to play with ROM 2.6 alpha2 version? Is this stability is good?

Freesmog
Mar 03, 2009, 01:13 PM
Hi,

Thank you for making this mod, and can't wait to try it out.

After I install the 2.5 basic mod (without the extra civ addon which does not work with the latest patches - unfortunately), do I have to install the 2.4-2.5 patch before the 2.5-2.52 patch? I wasn't certain if the latest patch includes the earlier one.

Also, what addons do you recommend?

Is there a functional mapscript that adds a larger map than Huge? I'd like to play on a bigger map that isn't going to crash the game.

Freesmog

Nordfeldt
Mar 03, 2009, 04:44 PM
Hi Freesmog,

Download the 2.51 megapack, with all the extra civs, from page 1 in this thread: http://forums.civfanatics.com/showthread.php?t=273373

then copy/paste the 2.5 -> 2.52 patch and you should be fine :)

If you want to play giant or gigantic maps you should download the 2.6 alpha version from: http://files.filefront.com/RiseOfMankind26alpha2rar/;13396341;/fileinfo.html

But use it at your own discretion, as there may be some bugs or balance issues as it is still in alpha.

I have attached a giant/snail earth map you could try out, I adapted it to RoM this weekend, it is originally by Genghis Kai. It should work fine with RoM 2.52 (u need the extra civ addon). 23 preset civs and Americas uninhabited. Place it in: Mods\RoM\PublicMaps and start scenario in main menu. 205709

@zappara
you can include this in the next version if you wish.

Freesmog
Mar 03, 2009, 07:01 PM
Edit: yep, that was the problem!

Edit: I think that patch wasn't meant for the 2.51 megapack, as it states in the patch thread not to use the extra civ addon. I kept crashing for various reasons at the beginning of the game. Trying out RoM right now without the addon.

Awesome! Thank you kindly for the help. I have extracted the 2.52 patch into the RoM btw mod folder. I will definately try the giant earth map for RoM.

Hi Freesmog,

Download the 2.51 megapack, with all the extra civs, from page 1 in this thread: http://forums.civfanatics.com/showthread.php?t=273373

then copy/paste the 2.5 -> 2.52 patch and you should be fine :)

I have attached a giant/snail earth map you could try out, I adapted it to RoM this weekend, it is originally by Genghis Kai. It should work fine with RoM 2.52 (u need the extra civ addon). 23 preset civs and Americas uninhabited.

zappara
Mar 04, 2009, 05:48 AM
Hi Freesmog,

Download the 2.51 megapack, with all the extra civs, from page 1 in this thread: http://forums.civfanatics.com/showthread.php?t=273373

then copy/paste the 2.5 -> 2.52 patch and you should be fine :)Actually for the 2.51 megapack which includes RoM 2.51 + extra civ addon 1.3 you should use extra civ addon pack 1.4 patch (http://forums.civfanatics.com/downloads.php?do=file&id=11694). This updates megapack to RoM 2.52 settings plus it adds more civs and plenty of new leaders.

Is there a functional mapscript that adds a larger map than Huge? I'd like to play on a bigger map that isn't going to crash the game.

FreesmogIn RoM 2.5 you can use safely RoM_Smartmap to generate larger maps than Huge - actually that mapscript can generate even bigger maps than the default RoM settings for Gigantic are because that mapscript can override map height and width settings.

gudal
Mar 04, 2009, 12:12 PM
A couple of things I would like. Anyone agree with me?

1. Paratroopers that attack upon landing (like they do in real life), and not waiting a turn. I have wondered about just adding Blitz to paratroopers to fix this, but it just sounds a little strange, and a bit like cheating to do this myself. Wondering if something could be done to python coding or something like that.

2. Possibility to destroy or sell buildings, or at least that only one power plant at a time is present in the city. It is strange, and rather annoying, that the 1850 coal power plant still has to reside in my 2200 Berlin, when both hydro and nuclear are available for no pollution. Isn't it possible to shut down old polluting power plants?

Thank you for a great mod, by the way. Never playing BtS without it ever again. (and the faults I have mentioned are not yours, but civ's). If people disagree with me that this would make things better, especially the power plant thing, just hint me how it could be done. Thank you.

iyyillius
Mar 04, 2009, 12:31 PM
@cyrsys

I've just completed my third alpha game and found that this version is as stable and then some as v2.52

iyyillius
Mar 04, 2009, 12:34 PM
@ gudal

Not sure about the paratrooper thing but you will find that in v2.6alpha the power plants have been fixed so that if you build a hydro/nuclear plant it will remove the coal/oil plant.

Munger
Mar 04, 2009, 12:37 PM
A couple of things I would like. Anyone agree with me?

1. Paratroopers that attack upon landing (like they do in real life), and not waiting a turn. I have wondered about just adding Blitz to paratroopers to fix this, but it just sounds a little strange, and a bit like cheating to do this myself. Wondering if something could be done to python coding or something like that.

2. Possibility to destroy or sell buildings, or at least that only one power plant at a time is present in the city. It is strange, and rather annoying, that the 1850 coal power plant still has to reside in my 2200 Berlin, when both hydro and nuclear are available for no pollution. Isn't it possible to shut down old polluting power plants?

Thank you for a great mod, by the way. Never playing BtS without it ever again. (and the faults I have mentioned are not yours, but civ's). If people disagree with me that this would make things better, especially the power plant thing, just hint me how it could be done. Thank you.

1. Yep, I agree with this. Always thought it handicapped para's that they can't attack in the same turn as it kind of negates their main 'surprise attack' purpose.

2. Pretty sure polluting power plants are already removed when non-polluting ones are built. Also can't remember for sure but zap might have implemented a mini-mod which allowed the sale of buildings.

And I agree - I will also never play vanilla Civ again!

Freesmog
Mar 04, 2009, 02:15 PM
Edit: I get a Runtime error trying to load a Giant map with Smartmap with the RoM megapack.

I installed the megapack with patch and it worked! well, at least a few turns no problem. The weird part was initially received a bunch of xml tag box errors that went away after i clicked them all. i have no idea what effect, if any, these will have. i had extracted the civ addon patch into the same folder (no subfolder extractions).

i'll try smartmap giant, however last night i did try that with memory allocation crashes with the regular RoM plus patches (not the alpha patch).

Actually for the 2.51 megapack which includes RoM 2.51 + extra civ addon 1.3 you should use extra civ addon pack 1.4 patch (http://forums.civfanatics.com/downloads.php?do=file&id=11694). This updates megapack to RoM 2.52 settings plus it adds more civs and plenty of new leaders.

In RoM 2.5 you can use safely RoM_Smartmap to generate larger maps than Huge - actually that mapscript can generate even bigger maps than the default RoM settings for Gigantic are because that mapscript can override map height and width settings.

darkedone02
Mar 04, 2009, 11:58 PM
I like your mod, however to me, I cannot seem to get past the industrial or modern era because of serious lag problem.

my specs are this if your wondering why I got so much lag

Windows Vista Home Premium
Intel Pentium 4 Processer w/ a speed of 3.00 Ghz
2 GB Ram
ATI Radeon X1300 w/ 512 MB

Munger
Mar 05, 2009, 12:15 PM
I like your mod, however to me, I cannot seem to get past the industrial or modern era because of serious lag problem.

my specs are this if your wondering why I got so much lag

Windows Vista Home Premium
Intel Pentium 4 Processer w/ a speed of 3.00 Ghz
2 GB Ram
ATI Radeon X1300 w/ 512 MB

What size map are you playing on?

darkedone02
Mar 05, 2009, 09:24 PM
I play mostly on standard size and below...

zappara
Mar 06, 2009, 07:46 AM
I like your mod, however to me, I cannot seem to get past the industrial or modern era because of serious lag problem.

my specs are this if your wondering why I got so much lag

Windows Vista Home Premium
Intel Pentium 4 Processer w/ a speed of 3.00 Ghz
2 GB Ram
ATI Radeon X1300 w/ 512 MBRoM 2.6 will have few new optional graphics modules that will allow you to reduce the leader's graphics and unit graphics just by enabling/disabling modules. How to use those will be explained in RoM Concepts pedia pages. I hope these modules will help to these lag problems at least some amount.

@Everyone

I have now merged new RevolutionDCM 1.00 to RoM 2.6 and I have uploaded the 2.6beta version (http://forums.civfanatics.com/showthread.php?t=302805&page=20) (post #391). Patch notes are spread to 3 posts since those notes had gone so long that they can't be fitted to single post. If no huge bugs are found from this beta, I'd expect that we have full RoM 2.6 version ready soon.

Freakwave
Mar 07, 2009, 04:06 AM
Hi,

I am playing the 2.6001 beta and my game hangs on this turn.

*edit* note that there is a message; Djenne has grown to size 2, djenne has been pacified. Although it has already been size 2 for a while.

Seaswolf
Mar 07, 2009, 02:07 PM
Hi All !

This Mod is one of the best that I´ve played before...I´m playing RoM since 2006...:woohoo:
Now a days I´m playing the version 2.52 and I´m wondering how much better will be the version 2.6....
I´m your fan Zappara !:worship:

Seaswolf
Mar 08, 2009, 12:58 PM
All, I got a problem when I was playing RoM 2.52...:gripe:
I like to use all High Definitions for all kind of game features...
I´m playing the Pangea map with 23 Civs, but sometimes it crashed when starts a diplomacy chat...
The error say that I need reduce the graphical level due a renderization error.... but my computer it is not so bad.... I think...
So I turn to low graphical definition and the crash stopped.....
Someone of you got same problem as mine ?

Tks for your reply !!

Freakwave
Mar 08, 2009, 05:34 PM
No never had that. Not even on my old computer which i upgraded last year which was a 2800Athlon with Ati9800Pro.
That is unless you are using gigantic maps or something.

OrionVeteran
Mar 08, 2009, 06:36 PM
Zappara,

Thanks for using Orion's Inquisition Mod in your Rise of Manking mod. I'm currently working on version 2.00F which will be much better than the 2.00B version, which had some problems. I don't know if you have run across the multi-player problems I have, but I am working on a tough on in a post called "Multi-Human Player Delema." http://forums.civfanatics.com/showthread.php?t=312959

Perhaps you have run accross this problem with your large mod. If so, perhaps you might be able to shed some light on how to resolve the issue. Anything you can do would be appreciated.

Orion Veteran :cool:

digitCruncher
Mar 08, 2009, 10:33 PM
I have 2 quick questions about the details of the revolution mod...

Question 1: I have never seen the note "Local / National rebellion" for civics before. What is the difference? Does a civic with "Increases Local Rebellion / Decreases National rebellion" have the same effects as one where rebellion levels are not changed?

Question 2: Are there any 'hidden' stability problems?? Eg. Does running a Feudal Democracy break apart your nation due to incompatible civics?? (I assume a Feudal Democracy wouldn't work >.>)

Seaswolf
Mar 09, 2009, 04:32 PM
No never had that. Not even on my old computer which i upgraded last year which was a 2800Athlon with Ati9800Pro.
That is unless you are using gigantic maps or something.

Hi Freakwave !

Tks for the reply....My computer is a Intel Core2 Duo E4500 2.2Ghz + GForce 512Mb DDR 8500GT + 2Gb RAM....

The maps is gigantic....but anyway....tks for your help...

If someone faced same problem....please let me know what you did....or maybe Zappara knows something that I don´t know yet !! :D

Ahhh, sorry for my bad english.... ;)

See ya !

Freakwave
Mar 10, 2009, 03:08 AM
Then thats it. Anyhing not giant should be fine. There is just too much going on on those map sizes.
Maybe in a few years when the hardware catches up :)

primordial stew
Mar 10, 2009, 10:18 PM
Hi Freakwave !

Tks for the reply....My computer is a Intel Core2 Duo E4500 2.2Ghz + GForce 512Mb DDR 8500GT + 2Gb RAM....

The maps is gigantic....but anyway....tks for your help...

If someone faced same problem....please let me know what you did....or maybe Zappara knows something that I don´t know yet !! :D

Ahhh, sorry for my bad english.... ;)

See ya !

I've got a dual-boot setup between 32 and 64b xp. 64b can play the gigantic maps just fine, but loading a late enough save in 32b XP will bomb out.

It won't allow you to play the really big maps while still in 32b windows, but maybe pick up some more RAM too. I bought 4G for $50 with a $30 rebate a few weeks ago. $20 for 4G :D There's just no reason not to do this. I was hoping this would help playing the largest maps, and it certainly does once the process grows large enough, but the actual limiter is somewhere in the 32b windows.

punto_krak
Mar 11, 2009, 04:39 AM
Hi to all,
First of all: great mod - I love it :)
Is it possible in next version that catapults, bombard,.... and other war machines gain one exp for every succesfull bombard??

zappara
Mar 11, 2009, 12:10 PM
Zappara,

Thanks for using Orion's Inquisition Mod in your Rise of Manking mod. I'm currently working on version 2.00F which will be much better than the 2.00B version, which had some problems. I don't know if you have run across the multi-player problems I have, but I am working on a tough on in a post called "Multi-Human Player Delema." http://forums.civfanatics.com/showthread.php?t=312959

Perhaps you have run accross this problem with your large mod. If so, perhaps you might be able to shed some light on how to resolve the issue. Anything you can do would be appreciated.

Orion Veteran :cool:I think I got now Inquisition 2.00e (or d) merged into upcoming RoM 2.6 patch (with some RevDCM tweaks). I don't play in multiplayer mode so I probably won't be much of help with multiplayer related problems... I know there has been few multiplayer issues with my mod that have caused OOS errors but those haven't been related to inquisition system.

I have 2 quick questions about the details of the revolution mod...

Question 1: I have never seen the note "Local / National rebellion" for civics before. What is the difference? Does a civic with "Increases Local Rebellion / Decreases National rebellion" have the same effects as one where rebellion levels are not changed?

Question 2: Are there any 'hidden' stability problems?? Eg. Does running a Feudal Democracy break apart your nation due to incompatible civics?? (I assume a Feudal Democracy wouldn't work >.>)Local = one city might rebel, National = whole nation might rebel so the effect is different. There's quite many factors what affect rebelliousness, not just the civics: culture levels, state religion, non-state religions, holy cities, military units in cities etc so it should be possible to run empire with any civic choices but it might be more difficult with some combinations than on others. ;)

Hi to all,
First of all: great mod - I love it :)
Is it possible in next version that catapults, bombard,.... and other war machines gain one exp for every succesfull bombard??That would probably require SDK changes to DLL, so short answer will be no (unless such change is made to RevDCM mod).

xmen510
Mar 11, 2009, 01:07 PM
I noticed I couldn't use Inquisitors to remove Holy Cities (I controlled them at the time). Is that intended or a bug?

By the way. This update seems to be going really well for me now. Thanks for all the hard work.

Seaswolf
Mar 11, 2009, 04:06 PM
I've got a dual-boot setup between 32 and 64b xp. 64b can play the gigantic maps just fine, but loading a late enough save in 32b XP will bomb out.

It won't allow you to play the really big maps while still in 32b windows, but maybe pick up some more RAM too. I bought 4G for $50 with a $30 rebate a few weeks ago. $20 for 4G :D There's just no reason not to do this. I was hoping this would help playing the largest maps, and it certainly does once the process grows large enough, but the actual limiter is somewhere in the 32b windows.

Hey primordial stew !

Tks for the advise....maybe in the future I would buy more RAM....but need first save money... to buy my own home... :D
If I´ve luck to travel to USA through my job, then for sure I´ll buy more RAM....about the windows mine is 32b....so this is the reason for sometime crash.... I can play with lower graphical but will not enjoy all interesting aspects from the MOD... :cry:

Let´s doing what we are able do....play CIV and have a lot of fun !! :cool:

See ya !

JaeChunDaeSung
Mar 11, 2009, 11:33 PM
I've meant to ask, how can I add quotes to some of the new technologies? This wouldn't really be for official inclusion, I just thought it'd be nice if so many of these great new techs had quotes to them.

digitCruncher
Mar 12, 2009, 02:53 AM
*Previous post reminds me...*

If at all possible, I would like to draft some Civilopedia text (I do a bit of that... it something I am (reasonably) good at)

I have VERY good grammer. Sort of. Well... I speak English as a FIRST language, which is better than most :P Plus, my spelling is almost perfect... so in those tasks, I am well suited to the job.

Just tell me what stuff you want written, and in what format, and I will get right on to it :D

Nordfeldt
Mar 12, 2009, 06:05 AM
*Previous post reminds me...*

If at all possible, I would like to draft some Civilopedia text (I do a bit of that... it something I am (reasonably) good at)

I have VERY good grammer. Sort of. Well... I speak English as a FIRST language, which is better than most :P Plus, my spelling is almost perfect... so in those tasks, I am well suited to the job.

Just tell me what stuff you want written, and in what format, and I will get right on to it :D

Lol I count at least four grammar mistakes in your last post :lol:

Sorry :crazyeye:

yuizaki
Mar 13, 2009, 09:44 AM
yeah, I counted 4 too, although I believe he has made 5th one but that could be right under a special circumstance so let's not count that one. since it was his chance to appeal how good he is at grammar, if that was his best I would be seriously worried if he should start writing for the pedia.
I think it's rather hard to find people cooperating with someone coz you could lose communication with them at any time. your partner may leave forum at any time without notice unless he is a creator of a decent MOD or something. people don't assume responsibilities on the internet.

yuizaki
Mar 13, 2009, 09:45 AM
I'm wonering if the new version will come out by Easter. that's the only time I can find for playing Civ...

punto_krak
Mar 13, 2009, 03:10 PM
When my CIV4 ROM2 save file is 2412kb game cannot be stared, does anybody knowns why??????
I've got Vista 64, Core2duo E8500, Asus 9800GX2, 2x2GB 1066 MHz
Sorry for my English :)

darkedone02
Mar 13, 2009, 06:23 PM
At first I thought I wish that I can get a faster speed if I switch to 800*600 but the game can only got to 1024*764 I think.

Seaswolf
Mar 13, 2009, 07:20 PM
When my CIV4 ROM2 save file is 2412kb game cannot be stared, does anybody knowns why??????
I've got Vista 64, Core2duo E8500, Asus 9800GX2, 2x2GB 1066 MHz
Sorry for my English :)

Hey punto_krak !

I got same problem. For example, if I try load the game it crashs.:mad:
So I need load the file directly where it is saved in the PC.... Not directly from the RoM...
It is working for me so far....

Try it and let me know...

Scoottr
Mar 14, 2009, 07:17 AM
How do I turn off Opportunity Fire?

Please be very detailed in the explanation..like what the file name is, where it is, etc. I'm not a code writer and am very nervous about changing stuff like that, but this thing is ruining my games!

Too bad we can't click on that Red/Green area when the game starts to change the settings...that would be great!

zulu9812
Mar 14, 2009, 07:29 AM
How do I turn off Opportunity Fire?

Please be very detailed in the explanation..like what the file name is, where it is, etc. I'm not a code writer and am very nervous about changing stuff like that, but this thing is ruining my games!

Too bad we can't click on that Red/Green area when the game starts to change the settings...that would be great!

The file that you are looking for is called GlobalDefinesAlt.xml and is located in Rise of Mankind\Assets\XML

Look for this:

<Define>
<DefineName>DCM_OPP_FIRE</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>and change it to this:

<Define>
<DefineName>DCM_OPP_FIRE</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>

Scoottr
Mar 14, 2009, 08:14 AM
I knew it couldn't be easy....got this error when I double clicked on the file you mention.

The XML page cannot be displayed
Cannot view XML input using XSL style sheet. Please correct the error and then click the Refresh button, or try again later.


--------------------------------------------------------------------------------

Error opening input file: 'CIV4GlobalDefinesSchema.xml'. The system cannot locate the resource specified. Error processing...

Scoottr
Mar 14, 2009, 08:16 AM
Ok, tried Edit instead of Open and saved over the previous version....hoping this works!

Thanks Zulu9812!!! Really appreciate the quick response!

zulu9812
Mar 14, 2009, 11:58 AM
Yeah, xml can be edited in Notepad. Really, though, I'd recommend something like Ultrapad or XMLSpy.

Seaswolf
Mar 14, 2009, 12:46 PM
Hello All !!

First of all, I got a chance to check the ideas that you are working and it sounds fantastic!!!
I’d like to share with you some ideas that I had… I don’t know if the ideas are god or not or if it can be done in the game. But let´s male some brainstorm !
Someone of you have played the game Medieval Total War I or II ? If yes I think will understand what I mean. If no, feel free to ask me !
On the MTW game you choose a faction that has a specific religion. For example: Germany and France are Christianity, Russian is the Orthodoxy, and Turkish is the Islamism.
The focus of the religion in the game is the Christianity who has the Pope (elected by all Christianity factions). The pope can call a crusade against a specific barbarian city or other city that doesn’t follow the Christianity (some like that). Then all Christianity factions can join the crusade to attack that specific city. No matter if you are in war with another faction.
So I’d like to take this main idea in the RoM. Here are my ideas:
• The Wonder of the World called The Apostolic Palace has the power to elect the leader of the religion, right ? My idea is to transform it into a National Wonder with some restriction:
o Only the player who have discovered a religion can build it in the Holy Cty;
o The National Wonder will have same effect as when it was the Wonder of World;
o The election of the religious leader will be determined by a vote from all players who follow the same religion;
• Once the leader is elected, will appear a Great Prophet that will have the power to call a crusade (same as in the Medieval Total War);
• The crusade call be called by any of the religion on the game !!!
• You can use the leader to spread out the religion and will not loose the unit after it;
• If the leader dies will have another election !
• To win the election (first time and another times) will depends how many votes the player will earn and the vote will depends how many points you have;
• The points depends how many religious building you have, how many cities has your religious state, etc…

It’s something like that…. We can explore more the ideas and how can work on the game…for that reason I’d like to make this brainstorm with all you !!
Maybe you think that I drunk before write it…maybe in my previous life I was some kind of boring religious…hahaha

Let’s discuss !!

Seaswolf

P.S: please don’t pay attention so much on my English… :)

punto_krak
Mar 14, 2009, 03:28 PM
Hey punto_krak !

I got same problem. For example, if I try load the game it crashs.:mad:
So I need load the file directly where it is saved in the PC.... Not directly from the RoM...
It is working for me so far....

Try it and let me know...

It's not working....
I have tried to open save by double clicking on it and also from the LOAD GAME menu.

Any ideas why???
My save file is in attachment - ROM version: 2.51 Mega Pack

Freakwave
Mar 15, 2009, 05:52 AM
Hi,

Encountered the same problem again (Game hangs on end turn/beginning new turn). Seems like the only similarity is that the game hangs at about the same time in history. around 2000 BC. At first i thought it was because i enabled stack attack and a bunch of other options in BUG. This time i only disabled ranged attack. Opportunity fire was off by default.

*Played on latest beta 2.601 i believe.

ZachScape
Mar 15, 2009, 05:09 PM
I see the instructions in the OP, but I don't know how to do this. I DLed it, and it uses FireFox as a default. It doesn't matter if I click save to disc or not. And it wont let me open it with winRAR.
Can somebody please walk me through this.

Freakwave
Mar 16, 2009, 02:54 PM
It could be that the download was corrupted. You could try another archiver like 7z for instance.

In the OP there is also a link to other dl locations.

zappara
Mar 17, 2009, 10:48 AM
Version 2.6 patch has been released, see the first post for download link.

zulu9812
Mar 17, 2009, 12:26 PM
I'll wait for the mega pack to be patched

jooyo
Mar 17, 2009, 01:51 PM
Zappara, new RoM is great :D. Nice work!
Btw I making addons for RoM and I can't convert it to new RoM 2.6 becouse in RoM2.6full.rar i can't find sdk files like was in RoM2.5. Will you relese SDK for 2.6 too?

EDIT:
Btw2 ;).
I found duplicate files. In xml\text folder there is RoM_Civ4lerts_CIV4GameText.xml and Civ4lerts_CIV4GameText.xml.
Civ4lerts_CIV4GameText.xml is newest one, so RoM_Civ4lerts_CIV4GameText.xml is obsolete and you can delete it.

Freakwave
Mar 18, 2009, 07:46 AM
Exellent nuuuws. So the barbarian civ component was causing wait at end of turn, sorry if this was a know cause. I wasnt aware of it. Ill leave it off by default then.

zappara
Mar 18, 2009, 08:18 AM
Zappara, new RoM is great :D. Nice work!
Btw I making addons for RoM and I can't convert it to new RoM 2.6 becouse in RoM2.6full.rar i can't find sdk files like was in RoM2.5. Will you relese SDK for 2.6 too?The sources you need are RevolutionDCM 1.00 sources. You can get them from here (http://sourceforge.net/project/platformdownload.php?group_id=249128).

Lomion
Mar 18, 2009, 11:35 AM
@zappara: Getting the standard bug I have always gotten, no UI on load. I remember their was an alternative .py or something that fixed this but don't see it included in 2.6 full download (was in 2.5)

zappara
Mar 18, 2009, 12:25 PM
@zappara: Getting the standard bug I have always gotten, no UI on load. I remember their was an alternative .py or something that fixed this but don't see it included in 2.6 full download (was in 2.5)
v2.6 uses new method, go to Rise of Mankind folder and open CvAltRoot.py file in notepad and read the instructions there how to modify and where to place that file. There were changes between BUG 3.51 and new 3.6.

zulu9812
Mar 18, 2009, 12:59 PM
The sources you need are RevolutionDCM 1.00 sources. You can get them from here (http://sourceforge.net/project/platformdownload.php?group_id=249128).

I don't think that that's all the required source code. I took that source code and merged it with the BTS 3.17 SDK to produce my own DLL as a test. Rise of mankind launches fine, and I can start a game with it - but the custom game options have less options. There's no option for the Revolution mod, for example, or Tech Diffusion.

zappara
Mar 18, 2009, 01:04 PM
I don't think that that's all the required source code. I took that source code and merged it with the BTS 3.17 SDK to produce my own DLL as a test. Rise of mankind launches fine, and I can start a game with it - but the custom game options have less options. There's no option for the Revolution mod, for example, or Tech Diffusion.
Those options are handled in GameOptionInfos.xml (or something like that). Game options have 2 settings: by default on/off and if the option is visible or not in custom game page.

zulu9812
Mar 18, 2009, 08:01 PM
Those options are handled in GameOptionInfos.xml (or something like that). Game options have 2 settings: by default on/off and if the option is visible or not in custom game page.

I know that, but it looks as though what I said still applies. I have the options in question enabled in GameOptionInfos.xml, and they appear with your DLL. But with my custom DLL they do not (I do not get any errors compiling or loading). In order to compile my DLL, all I did was the following:

Copy the 3.17 BTS SDK to a new folder.
Copy the RevolutionDCM 1.00 source code files into the same folder, overwriting when asked.
Compiled the DLL
It was just as a test, with none of my own code at all. Seriously, I think something is missing.

EDIT: Nevermind. I deleted everything and started again. This time the custom DLL does work perfectly. Strangely, this time I had to add cyInterface2.cpp to the project to avoid a LNK2019 error, whereas before I didn't. Still, all's well that ends well.

jooyo
Mar 19, 2009, 05:43 AM
zulu9812: For me this sources work just fine. I have all options in custom game like revolution, dynamic civ names, etc.

zulu9812
Mar 19, 2009, 09:14 AM
zulu9812: For me this sources work just fine. I have all options in custom game like revolution, dynamic civ names, etc.

Yep, as I said, it was me.

iyyillius
Mar 19, 2009, 03:36 PM
Question: Now that barb civ is turmed off and not to be used there wont be any barb civs becomeing minor civs? correct? But we will still have revolutions and such and civ breaking off from other civs correct?

Lomion
Mar 20, 2009, 03:20 AM
Delete me .. I'm dumb

seamus75
Mar 20, 2009, 09:11 AM
Hello,

I'm loving 2.6, though it is taking a bit of getting used to after becoming total enthralled by 2.5. However, I am experiencing CtDs left & right. No particular ryhme or reason to them, they just seem to occur every few turns. When I reload it doesn't repeat so I don't think anything particular is triggering them. Any thoughts?

xmen510
Mar 20, 2009, 09:14 AM
Are you getting a memory error? MAF's (memory allocation failure) are the most common reason.

zappara
Mar 20, 2009, 09:34 AM
Question: Now that barb civ is turmed off and not to be used there wont be any barb civs becomeing minor civs? correct? But we will still have revolutions and such and civ breaking off from other civs correct?
Yes, barbs won't become minor civs. I'll add Barbarian civ component back once I get it to work without bugs that occurred during beta testing. By default all RevDCM options are off too but you can enable them if you start custom game.

Azazell
Mar 20, 2009, 12:18 PM
Animated effect / events on the sea (storm etc.) is very good! But after 2-3 turns in the game - this animated is stand a Freeze! Why?

And I have a second question. Is this storms effect after of turns moving for the other terrains?

zappara
Mar 20, 2009, 12:41 PM
Animated effect / events on the sea (storm etc.) is very good! But after 2-3 turns in the game - this animated is stand a Freeze! Why?

And I have a second question. Is this storms effect after of turns moving for the other terrains?
The storm is using BtS files that were originally used for some Tsunami game effect in one of the BtS mods. The nif file does not loop the animation as it was intended for one time use, not for the use I set them to be in this mod version. The storms do not move to land plots, they only can disappear/appear on ocean and coast plots. If they all disappear during gameplay, the game won't add new ones, this was/is very tricky thing to get balanced as it varies on different map types.

gazakas
Mar 20, 2009, 12:46 PM
v2.6 uses new method, go to Rise of Mankind folder and open CvAltRoot.py file in notepad and read the instructions there how to modify and where to place that file. There were changes between BUG 3.51 and new 3.6.

Did it but the problem remains :confused: What am I missing, zappara? I love your mod and I really want to play v. 2.6 ...

Danthor
Mar 20, 2009, 02:39 PM
I'm getting lots of CTDs as well :(

CivFanCCS
Mar 20, 2009, 02:46 PM
@gazakas

I had the same problem and it turns out that some other version of BUG placed files in the normal BTS directory structure that are referenced when loading the mod.

For example the mod files are in /MODS/Rise Of Mankind

A previous version of BUG placed a few files in /Beyond the Sword/Config/

I realized this after I un-installed BTS and still had a few directories that the un-installer did not remove. After enableing python exceptions I saw a file in this /Config folder that was being referenced and causing a fault.

If you have a /Beyond the Sword/Config/ folder, delete that and it should work.

I also had to edit that cyRoot.py file and move it to /Python

Hope this helps.

@Zappara

I am currently playing a HUGE map with very little water and 25 civs. It is going good, now in the Industrial era, however I am running a massive treasury. 100% science and still making $700 gold per turn. That's fine but I have almost 400 unit army and many of the AI's have the same size army. I propose to place a gold charge on all industrial and higher units per turn, as this will be more realistic and prevent these HUGE armies. Remember that both the USA and the USSR almost caused each other to go bankrupt during the 80's because of how much they were spending to build Nukes and maintain the huge military build up..... wait.. the USSR did go bankrupt.

CivFanCCS

Zakouski
Mar 20, 2009, 06:41 PM
I'm having random CTD also. No message, just back to the desktop.:cry:

gudal
Mar 20, 2009, 09:24 PM
What the f***? I had just managed to push Hatshepsut (or whatever) up to Friendly from Annoyed by liberating some cities. Then suddenly Ramses II was the leader of the Egyptians, and all my nice attitude points were gone. Is this a bug or due to one of the mods included in RoM? Plz answer this one

gazakas
Mar 21, 2009, 02:11 AM
thank you very much CivFanCCS! It worked;) But, zappara, I played two custom games with the three optional mods on and both of them CTD :confused: Now I' m going to set these mods off and see what happens...

Freakwave
Mar 21, 2009, 02:31 AM
What the f***? I had just managed to push Hatshepsut (or whatever) up to Friendly from Annoyed by liberating some cities. Then suddenly Ramses II was the leader of the Egyptians, and all my nice attitude points were gone. Is this a bug or due to one of the mods included in RoM? Plz answer this one

Its caused by the revolution component, apparently it accepted some terms and resigned leadership. She can come back through the same means as ramses came to power. Maybe your spies can cause some unrest ;)

zappara
Mar 21, 2009, 07:45 AM
I'm getting lots of CTDs as well :(Can you enable logging and then post the log files in zipped file?

I am currently playing a HUGE map with very little water and 25 civs. It is going good, now in the Industrial era, however I am running a massive treasury. 100% science and still making $700 gold per turn. That's fine but I have almost 400 unit army and many of the AI's have the same size army. I propose to place a gold charge on all industrial and higher units per turn, as this will be more realistic and prevent these HUGE armies. Remember that both the USA and the USSR almost caused each other to go bankrupt during the 80's because of how much they were spending to build Nukes and maintain the huge military build up..... wait.. the USSR did go bankrupt.Thanks for this feedback, it helps me balance the modern day units better - my plan was to add extra upkeep cost for more advanced units (tanks etc) but I wasn't sure if player could make enough gold with all the other changes in v2.6. Now that you have proven that they can get enough gold per turn, I can start making adjustments to unit upkeeps for the v2.61 patch.

Axil
Mar 21, 2009, 08:25 AM
Any timeline of the 2.6 mega pack release?

Just finished a game where I started with 2.6001 and went through 2.6002 (for me was totally stable) before finishing with the 2.6 release but I am definitely missing the extra civilizations added by the extra Civ pack

Money wise I actually struggled on some civics to get money so I wouldn't give all the modern units a cost - just the higher tech ones like nukes (should be most expensive) then large ships and then mechanized armor. This would then reflect the cost of maintaining a high tech modern army

zappara
Mar 21, 2009, 08:28 AM
Any timeline of the 2.6 mega pack release?I don't know how long it will take to look through all the extra civ files and adjust them. New megapack might be ready by the end of next week or it might take 2 weeks (I'm also trying to fix the Barbarian civ component for 2.61 patch).

zappara
Mar 21, 2009, 08:33 AM
@Everyone who experience 'waiting for other civs' bug

Please check that you don't have other ini files than CivilizationIV.ini in 'My documents\My games\Beyond the sword' -folder. Earlier RoM version might have saved BUG mods' ini files into that location (especially important if you tried v2.6beta versions). Delete all those inis and load the mod again, it will create new ini files with the default mod settings and then Barbarian Civ mod component should be off by default which is known to cause the waiting bug... For v2.61 patch I'll include the default inis to 'Rise of Mankind' folder so that mod loads them from that location.

Freakwave
Mar 21, 2009, 10:15 AM
Thanks for your mod and your customer care :goodjob:

Axil
Mar 21, 2009, 02:00 PM
@Everyone who experience 'waiting for other civs' bug

Please check that you don't have other ini files than CivilizationIV.ini in 'My documents\My games\Beyond the sword' -folder. Earlier RoM version might have saved BUG mods' ini files into that location (especially important if you tried v2.6beta versions). Delete all those inis and load the mod again, it will create new ini files with the default mod settings and then Barbarian Civ mod component should be off by default which is known to cause the waiting bug... For v2.61 patch I'll include the default inis to 'Rise of Mankind' folder so that mod loads them from that location.

Interesting , you may be on to something - As I said above I found my entire recently played game of 2.6 totally stable. There was one difference in how that game was played however I was playing it in a new windows 7 install by linking to the windows XP installation - I wonder if by doing that it regenerated the inis so I was using brand new ones - will have to look

Edit - Checked the win 7 directory - yep it made new ones

yuizaki
Mar 21, 2009, 04:06 PM
often you engage in a massive battle of 50 units against 50 units or something. i just take it as a beauty of the game. if you build too much military you will go bunkrupt.
but I never felt upkeep too low, perhaps coz city upkeeps are very high with immortal levels I usually play, or simplly coz I'm a bad player.

btw, a very minor issue, but where did the opening music go? I'm using Baba Yetu as OpeningMenu.mp3 and it's been working fine with previous versions. when I updated it doesn't play the music. any suggestions?

i_diavolorosso
Mar 21, 2009, 07:27 PM
http://forums.civfanatics.com/attachment.php?attachmentid=207869&stc=1&d=1237685104

Is it intended???I can't open the option, civilopedia, science advisor and so on
I can open city screen (F10) but status such as building that available doesn't showed up
As you can see there aren't minimap, advisor, even my flag!
Suggestion please

I play 2.6 with 3.17 patch

Freakwave
Mar 22, 2009, 03:12 AM
http://forums.civfanatics.com/attachment.php?attachmentid=207869&stc=1&d=1237685104

Is it intended???I can't open the option, civilopedia, science advisor and so on
I can open city screen (F10) but status such as building that available doesn't showed up
As you can see there aren't minimap, advisor, even my flag!
Suggestion please

I play 2.6 with 3.17 patch

v2.6 uses new method, go to Rise of Mankind folder and open CvAltRoot.py file in notepad and read the instructions there how to modify and where to place that file. There were changes between BUG 3.51 and new 3.6.

Its a known bug.

JaeChunDaeSung
Mar 22, 2009, 05:02 AM
This is a considerable improvement, but I've since come into an occasional crash.

Part of this I chock up to this old 2001 heap I'm having to make do until I replace it, despite adding recent graphics cards, more ram, and space, but anyway on Standard maps with 4 to 5 etc other civs, the game just crashes within minutes, and its not Bad Allocation, it's Windows stopping it, giving me the Send/Don't Send Error Report message.

Zappara, would you or anyone else know the exact reason this is happening? The game will still work on smaller maps, but I wondered what caused this.

Zhukov5
Mar 22, 2009, 07:38 AM
@Everyone who experience 'waiting for other civs' bug

Please check that you don't have other ini files than CivilizationIV.ini in 'My documents\My games\Beyond the sword' -folder. Earlier RoM version might have saved BUG mods' ini files into that location (especially important if you tried v2.6beta versions). Delete all those inis and load the mod again, it will create new ini files with the default mod settings and then Barbarian Civ mod component should be off by default which is known to cause the waiting bug... For v2.61 patch I'll include the default inis to 'Rise of Mankind' folder so that mod loads them from that location.

I had this problem and deleted the inis (apart from CivilizationIV.ini). The game made new ones when I next loaded the autosave of the same game that hung. It hung again at the end of that turn. Do I need to use a save before that one or do I need to start a new game altogether? BTW I am using ROM 2.6 installed on top of the last 2.6 beta.

Danthor
Mar 22, 2009, 11:19 AM
Can you enable logging and then post the log files in zipped file?

Here is my latest game CTD

logfile and latest autosavegame


edit: oh, and my specs are:
running on Windows XP sp2
processor intel Core2 Duo 3 Ghz
2 GB ram
using Civ IV at 1680x1050 resolution (does this matter?)
more than 10GB free space left on HDD

the map was ROM_fractal, small size, epic speed, 5 civs

don't know what else to include.

Bezhukov
Mar 22, 2009, 11:28 AM
I'm getting some CTD's, but then if I reload a couple turns earlier things proceed smoothly.

Also saw something I've never seen in all my years of CIV - a random barb worker, far from any barb city, wandering the countryside. He disappeared the next turn when I tried to chase. Must have been a leprechaun.

Might be an interesting idea going forward - barb workers to capture - reflecting the age old practice of capturing defeated enemies to work as slaves.

noxxle
Mar 22, 2009, 05:54 PM
Its a known bug.

I'm also have this issue, No UI at all when game begins. Is there a fix for this known bug?

sakesniper
Mar 22, 2009, 08:00 PM
Can you enable logging and then post the log files in zipped file?


How do I enable logging? I'm getting lots of CTDs as well.

sakesniper
Mar 22, 2009, 08:14 PM
How do I enable logging? I'm getting lots of CTDs as well.

Never mind, figured it out. Attached are logs and save.

rwglaub
Mar 24, 2009, 03:20 PM
Got a CTD when I tried to access Worldbuilder about a 100 turns on. I was able to access it right at the beginning.

Freakwave
Mar 25, 2009, 03:34 AM
I'm also have this issue, No UI at all when game begins. Is there a fix for this known bug?



I had the same problem and it turns out that some other version of BUG placed files in the normal BTS directory structure that are referenced when loading the mod.

For example the mod files are in /MODS/Rise Of Mankind

A previous version of BUG placed a few files in /Beyond the Sword/Config/

I realized this after I un-installed BTS and still had a few directories that the un-installer did not remove. After enableing python exceptions I saw a file in this /Config folder that was being referenced and causing a fault.

If you have a /Beyond the Sword/Config/ folder, delete that and it should work.

I also had to edit that CvAltRoot.py file and move it to /Python

Hope this helps.

CivFanCCS

v2.6 uses new method, go to Rise of Mankind folder and open CvAltRoot.py file in notepad and read the instructions there how to modify and where to place that file. There were changes between BUG 3.51 and new 3.6.

Hope this helps

Retrospect
Mar 25, 2009, 05:43 AM
Originally posted in version 2.6 discussion thread.

Hi,

Firstly i'd like to say what a fantastic Mod ROM is. Only recently downloaded it but gone through a full game already.

I did notice however that only grassland tiles were generated on the map and that no salt was generated on the entire globe. The whole map was grassland with the addition of forest/jungle/hills.

I'm pretty sure that this is related to the ROM Random map script chooser as that was the method I used to generate the map. I have since tried starting another game using a different method and it seems to generate all the other terrain types with no problem.

Also I did notice that the resource filters on the globe view were screwed on this same setting ie. coal and oil were under food etc.

Hope you can get this fixed as the Random mapscript chooser is the only setting I use.

Thanks for making civ the game it should have been :goodjob:

PPQ_Purple
Mar 25, 2009, 10:49 AM
There is one thing I always wanted to ask about this mod.
Why are there so many units that are tecnicly UU, but are not realy unique in anything but name?
Examples include: Seaplane J2F, A6M Zero, FW-190 and others.

Seing that these units have no diference in stats from their other UU counterparts or original generic units I just don't see why they could not have been acheaved with diverse graphics rather than creating whole new units.
If anything, I realy find the concept of UU that are no diferent than regulars pointles and confusing.
So I just wan't to know what exacly is the point of it all?

zappara
Mar 25, 2009, 11:22 AM
http://forums.civfanatics.com/attachment.php?attachmentid=207869&stc=1&d=1237685104

Is it intended???I can't open the option, civilopedia, science advisor and so on
I can open city screen (F10) but status such as building that available doesn't showed up
As you can see there aren't minimap, advisor, even my flag!
Suggestion please

I play 2.6 with 3.17 patch
and
I'm also have this issue, No UI at all when game begins. Is there a fix for this known bug?See Freakwave's post above. If using Altroot.py file doesn't help, then make sure BtS is patched to v3.17, the game language is set to English and that RoM is installed to folder 'Rise of Mankind' (any other folder name for this mod will cause problems).

Hope you can get this fixed as the Random mapscript chooser is the only setting I use.

Thanks for making civ the game it should have been :goodjob:I'll have to test random mapscript and see if I can fix it. Can you specify what settings you were using with it?

Seing that these units have no diference in stats from their other UU counterparts or original generic units I just don't see why they could not have been acheaved with diverse graphics rather than creating whole new units.
If anything, I realy find the concept of UU that are no diferent than regulars pointles and confusing.
So I just wan't to know what exacly is the point of it all?The point is that those were originally from Modern Warfare mod for Warlords and I merged them to RoM's predecessor Epic mod as they were. At that time there was no BtS and I'm not sure if there was even modular format option available, at least flavor units weren't available with Warlords. So those units stayed in this format and I even added more in the same way as I wanted to give civs units with specific name - and with flavor units you can't have specific unit names. The goal was that if each civ gets new UUs then those can have also unique modifiers, though we haven't got that far yet. So basically the mod is built in a way that allows me to add future unit changes easier. ;)

This is a considerable improvement, but I've since come into an occasional crash.

Part of this I chock up to this old 2001 heap I'm having to make do until I replace it, despite adding recent graphics cards, more ram, and space, but anyway on Standard maps with 4 to 5 etc other civs, the game just crashes within minutes, and its not Bad Allocation, it's Windows stopping it, giving me the Send/Don't Send Error Report message.

Zappara, would you or anyone else know the exact reason this is happening? The game will still work on smaller maps, but I wondered what caused this.I've had those crashes as well when Revolution mod components are turned on so I've been testing and trying to locate the cause for it - no luck yet though. I hope I get all the problems fixed for v2.61.

btw, a very minor issue, but where did the opening music go? I'm using Baba Yetu as OpeningMenu.mp3 and it's been working fine with previous versions. when I updated it doesn't play the music. any suggestions?RoM 2.6 uses the default Civ 4 opening music now (I just like it more :D). I changed it but forgot to put it in patch notes... Can't remember the file name for that mp3 now from my memory.

I had this problem and deleted the inis (apart from CivilizationIV.ini). The game made new ones when I next loaded the autosave of the same game that hung. It hung again at the end of that turn. Do I need to use a save before that one or do I need to start a new game altogether? BTW I am using ROM 2.6 installed on top of the last 2.6 beta.You better install RoM 2.6 again without 2.6beta as there might be conflicts between these versions. And also make sure you don't enable Barbarian Civ component - You might have to edit Rise of Mankind.ini in Rise of Mankind -folder and set FORCEGAMEOPTIONS to 1 so that the mod reads default game options from xml files instead of CivilizationIV.ini.

Here is my latest game CTD

logfile and latest autosavegame


edit: oh, and my specs are:
running on Windows XP sp2
processor intel Core2 Duo 3 Ghz
2 GB ram
using Civ IV at 1680x1050 resolution (does this matter?)
more than 10GB free space left on HDD

the map was ROM_fractal, small size, epic speed, 5 civs

don't know what else to include.That log file was from Autolog mod component which wasn't exactly the log I reguested. Go to BtS folder, open CivConfig_ and in that file locate all logging options and enable them. After crash the logs are saved to My documents\My Games\Beyond the sword\Logs. Zip them and attach to post. Look what's inside others' posted log files so you know what to include. Resolution should not matter in this case as your game crashed so early.


@Everyone

I'm working on patch 2.61 in order to fix the problems with Barbarian civ component - this however takes longer than expected and I will not start making patch for Extra civ addon pack/Megapack until I have fixed the issues in basic RoM 2.6

Current work in progress patch notes for 2.61 are:
Python
------
- Changed: BugPath.py module uses only mod folder when looking for ini or asset files, custom assets are ignored to avoid possible conflicts if BUG or any other mod is installed to that location
- Changed: Barbarian Civ component does not init units with preset Unit AIs (should fix infinite loop problem)
- Fixed: BugUtil.py log to file function converts message to string. Fixes issues on some operating systems

Mapscripts
----------
- Fixed: RoM_Smartmap should save config file to Rise of Mankind folder, places now correctly Bauxite instead of Aluminum when certain conditions are met


Game Options
------------
- Changed: Barbarian Civ option visible again in Custom game menu so that it can be enabled, off by default

Promotions
----------
- Changed: Waidan no longer require Leader -> Promotion now useful for Taoism


Routes
------
- Added: Cart Path (2 moves)
- Added: Paved Road (req. stone, 4 moves)
- Added: Highway (req. oil products, 6 moves)
- Added: Electric Railroad (req. steel and copper, alternative for Railroad, req. Electronics, 10 moves for all units)
- Added: Maglev (req. copper, req. Maglev tech, 20 moves for all units)
- Added: Jumplane (can be built on water as well, does not allow land units to go through oceans but speeds up ships), req. Advanced Shielding, 40 moves for all units
- Changed: Road gives now 3 moves, no longer get multiple speed improvements, just one from Motorized Transportation (4 moves)
- Changed: Railroad requires steel


Units
-----
- Changed: Spearman str set back to 4 so that Barbarian civ component doesn't set Archers for city attack (which causes infinite loop)
- Changed: all worker units can build new route types
- Changed: all Wheeled units have now 1 gold / per turn upkeep cost (extra cost)
- Changed: all tracked units have now 1 or 2 gold / per turn upkeep cost (cost depends on how advanced unit or if it's light/heavy)
- Changed: all non-infantry Hi-Tech units have now 3 gold / per turn upkeep cost
- Changed: all helicopter units have now 1-3 gold / per turn upkeep cost
- Changed: all Steam ships have now 1 gold / per turn upkeep cost
- Changed: all Diesel ships have now 1 gold / per turn upkeep cost
- Changed: all Nuclear ships have now 2 gold / per turn upkeep cost
- Changed: Jet Planes and later planes have now 1 gold / per turn upkeep cost (except Remote controlled bombers)
- Changed: all Nukes have now 5 gold / per turn upkeep cost
- Changed: Mobile artillery and Rocket artillery have now 1 gold / per turn upkeep cost


Improvements
------------
- Changed: bonuses from route types adjusted for some improvements
- Changed: Bunker uses new graphics
- Fixed: removed few doubled improvement art defines

Events
------
- Changed: Interstate event builds now Modern Roads instead of Roads and triggered with Mass Transit (req. for Modern Road)
- Changed: Mother Lode event can happen with all new route types
- Changed: Washed out event can happen with all new route types except Maglev and Jumplane
- Changed: Farm Bandits event can happen with all new route types except Maglev and Jumplane
- Changed: Farm Bandits Again event can happen with all new route types except Maglev and Jumplane
- Changed: Blizzard event can happen with all new route types (need to check that all suitable improvements are listed too?)
- Changed: Jade event can happen with all new route types
- Changed: Clunker coal event can happen with all new route types
- Changed: Running Bulls event can happen with all new route types
- Changed: Horseshoe event can happen with all new route types
- Changed: Holy Ritual event can happen with all new route types (need to check temples list too)
- Changed: Farm plows event can happen with all new route types
- Changed: Marble Statues event can happen with all new route types
- Changed: Hamburger Joint event can happen with all new route types
- Changed: Fashion event can happen with all new route types except Cart Path
- Changed: Thoroughbred event can happen with all new route types
- Changed: Girl's best friend event can happen with all new route types, Jewellery added to building check list
- Changed: Banana Split event can happen with all new route types except Cart Path
- Changed: Golden Buddha event can happen with Cart Path and Paved Road (event obsoletes before other route types available)
- Changed: Sandstorm event can happen with all new route types
- Changed: Hiyosilver event no longer place Road to plot (event can place 1 route type only and we can't be sure what choices player has available at this time and event can be triggered before player can build Roads)
- Changed: Antelope event no longer place Road to plot
- Changed: Impact Crater event triggered with Quantum Physics instead of Physics since this event places Uranium to plot, no longer place Road to plot
- Changed: Pasture built event no longer place Road to plot
- Changed: Spicy event no longer place Road to plot
- Changed: Wining monks event no longer place Road to plot

Config
------
- Changed: ForceGameOptions = 1, mod game options are read from xml always, not from CivilizationIV.ini. If player plays several different mods (or other RoM versions) which add new game options, this ensures that RoM will read from xml the default settings for it

Mod settings
------------
- Changed: Super Spies are enabled by default. This option should not be turned off as Trait Deceiver requires that Spies can gain promotions

Diplomacy
---------
- Changed: First Contact has now better support for modular civs (this is for Extra civ addon pack). If modular civ is added without merging its first contact info to main mod, the mod picks each time random first contact text for that civ

Freakwave
Mar 25, 2009, 02:14 PM
Take all the time you need :goodjob:

rwglaub
Mar 25, 2009, 04:16 PM
I got rid of all my graphics problems by completely removing any trace of BTS and BUG from my computer and then reinstalling...

DavidB1111
Mar 25, 2009, 04:30 PM
Just thought I let you guys know here, but Filefront is going to close forever on March 30th.
Zappara, you and every other mod maker here just about are going to have to find a different host...:(

Also, apparently, FileFront didn't respect mod makers works, and they also had things to do with warez...

Afforess
Mar 25, 2009, 05:39 PM
Why don't you host them on http://www.filedropper.com ? They have a 5gb limit and work fairly well. At least its better than filefront's service.

konradcabral
Mar 25, 2009, 07:16 PM
Routes
------
- Added: Cart Path (2 moves)
- Added: Paved Road (req. stone, 4 moves)
- Added: Highway (req. oil products, 6 moves)
- Added: Electric Railroad (req. steel and copper, alternative for Railroad, req. Electronics, 10 moves for all units)
- Added: Maglev (req. copper, req. Maglev tech, 20 moves for all units)
- Added: Jumplane (can be built on water as well, does not allow land units to go through oceans but speeds up ships), req. Advanced Shielding, 40 moves for all units
- Changed: Road gives now 3 moves, no longer get multiple speed improvements, just one from Motorized Transportation (4 moves)
- Changed: Railroad requires steel



I'm very excited about this new feature! :crazyeye:

Subaru WrXxX
Mar 27, 2009, 12:36 AM
I didnt see this addressed anywhere altho I admit I didnt search thru all 1000 pages on this mod.

Anyway I'm having issues w/ the 2.51 megapack, game either freezes during map creation or most of the time I get a Visual Runtime error etc during graphics loading...I then patched using the 1.4 patch & still have the same problems....

So I installed v2.6 & so far no problems, great mod....great doesnt come close to how.... um....greater this mod makes Civ4. But I'd love to play w/ all the new civs, leaders etc so I was wondering if anyone had any ideas as to what I maybe doing wrong or when the v2.6 will include the megapack? I do have BTS patched to 3.17 btw

Thanks again zappara for a truly great & to me now, essential mod to Civ4.

zappara
Mar 27, 2009, 07:01 AM
Just thought I let you guys know here, but Filefront is going to close forever on March 30th.
Zappara, you and every other mod maker here just about are going to have to find a different host...:(

Also, apparently, FileFront didn't respect mod makers works, and they also had things to do with warez...I just noticed this too so I guess I'll be spending my weekend by uploading mod files to various sites while watching Formula 1.

I'm very excited about this new feature! :crazyeye:I like those new roads too! (and I'm already playing with them :lol:)

So I installed v2.6 & so far no problems, great mod....great doesnt come close to how.... um....greater this mod makes Civ4. But I'd love to play w/ all the new civs, leaders etc so I was wondering if anyone had any ideas as to what I maybe doing wrong or when the v2.6 will include the megapack? I do have BTS patched to 3.17 btw

Thanks again zappara for a truly great & to me now, essential mod to Civ4.I will update the megapack version once I get Barbarian Civ component working for RoM 2.61 patch. After that I concentrate on updating megapack to RoM 2.6 changes. Since Barbarian civ component has caused more trouble than I expected it has delayed my plans on updating the megapack so patch for it won't come this week and probably not next week - it all depends on if I get the barb civ component work without problems this weekend. Updating megapack is time consuming just because there's so many xml files I need to go through (probably about 1000 files) and check if any changes in them are needed (comparing to RoM 2.6 xml files).

Subaru WrXxX
Mar 27, 2009, 03:44 PM
Yea I imagine it would take forever w/ all thats in the megapack, I didnt mean to come off as impatient or unappreciative of all your hard/great work zap.

Does anyone have the same problems w/ the megapack during map creation/graphic loading screen that it freezes & comes up w/ a Visual Runtime error? I dont get it with the non megapack v2.6. Could it possibly be the resolution im trying to run in, its around 1868x1200 something to a 50' HDTV thru dvi/hdmi. I've tried different mapscripts that were included, smartmap, perfectworld on different sizes & same error.

I dl'd megapack 2.51 had the errors then did the v1.4 patch & it overwrote alot & had same errors, maybe I missed a step or did something wrong?

Im running windows xp pro 32 bit
3gb ram
amd64 3400
nvidia 9800 gtx

Thanks in advance for any help

turingmachine
Mar 27, 2009, 11:18 PM
Yea I imagine it would take forever w/ all thats in the megapack, I didnt mean to come off as impatient or unappreciative of all your hard/great work zap.

Does anyone have the same problems w/ the megapack during map creation/graphic loading screen that it freezes & comes up w/ a Visual Runtime error? I dont get it with the non megapack v2.6. Could it possibly be the resolution im trying to run in, its around 1868x1200 something to a 50' HDTV thru dvi/hdmi. I've tried different mapscripts that were included, smartmap, perfectworld on different sizes & same error.

I dl'd megapack 2.51 had the errors then did the v1.4 patch & it overwrote alot & had same errors, maybe I missed a step or did something wrong?

Im running windows xp pro 32 bit
3gb ram
amd64 3400
nvidia 9800 gtx

Thanks in advance for any help

If you are getting Visual Runtime Errors, I would check to see if there are any updates for your graphics card and / or drivers.

Subaru WrXxX
Mar 27, 2009, 11:48 PM
That was my 1st thought, got the latest drivers & I cant get the errors to come up with v2.6 but still do with megapack 2.51 & with megapack patched using v 1.4....So im thinking thats its something in the 2.51 megapack thats causing it thats not in or has been fixed in v2.6 non-megapack or something new v2.6 has...not sure what it could be. I really dont want to hijack this thread anymore than I have tho so Ill only update this post if anyone has any further help/advice.

Thanks again for any help & to zap for this mod.

- 03/28/09 -
EDIT: AXIL, yea I thought that may be it as well as 32bit xp doesnt recognize 3gb or ram ( unless u do some tweaking ) but before the mod I could generate huge overidden maps in smartmap, 25 civs like 240 x 160 ( cant remember exact measurements ) with no problems & I can do the same with v2.6 of this mod. I cant even get thru generating a medium to small map with 2.51 megapack & with it patched so Im thinking it HAS to do w/ something not in 2.6 or something thats in 2.51 megapack but what it is, is way beyond me.

I'm going to do some playtesting after some tweaking in my Nvidia Control Panel w/ some of those options later but Im 99.9% its something in 2.51 causing this or something not in 2.6

Axil
Mar 28, 2009, 02:02 AM
it's a memory issue on 32 bit - I have the same generate a large map on xp32 and crash

generate on 64 bit xp64 (or win 7 x64) no issues at all

seamus75
Mar 28, 2009, 07:45 AM
Hello,

I'm having some really irritating issues that just seemed to pop up out of nowhere. I had been playing a pretty developed game, early renaissance, with no problems. I reloaded one morning & all the following began. First, the civ list in the bottom right disappeared - I though no biggie - it'll just force me to be more mindful of my foriegn advisor. Than I started getting issues with the game stopping, not progressing beyond "Waiting for Other Civs" (it isn't freezing, I can still open menus, world builder, move around the map, etc) - it seems to only happen when another civ is born or dies. I've done nothing to the game itself, as far as I can tell - no messing with any of the settings or code. Anyone have any thoughts or ideas? I've already deleted the mod & reloaded it 2X.

seamus75
Mar 29, 2009, 06:48 AM
OK - I figured out a solution. No idea what was causing the problem, but nothing a complete reinstall didn't fix.

Is there anyone who could tell me how to enable Super Spies? I miss being able to promote my spy units - makes them seem unnecessary when you can't.

Thanks

zappara
Mar 29, 2009, 07:08 AM
OK - I figured out a solution. No idea what was causing the problem, but nothing a complete reinstall didn't fix.

Is there anyone who could tell me how to enable Super Spies? I miss being able to promote my spy units - makes them seem unnecessary when you can't.

Thanks
During game press ctrl+alt+o. The Super Spies can be enabled from RevDCM page.

Tekener
Mar 30, 2009, 07:04 PM
I've had those crashes as well when Revolution mod components are turned on so I've been testing and trying to locate the cause for it - no luck yet though. I hope I get all the problems fixed for v2.61.

Same here, occasional crashed when ending the turn. Loading the autosaved game let me continue playing and about 15 turn later it crashes again. At least I can continue playing by constantly saving/reloading.
Plaing on a standard sized map with 12 civs, Revolution mod enabled, and just reached the classical age, so the crashes happens quite early in the game.

I wish you the best to find the reason for this :goodjob:

last skunk
Mar 31, 2009, 02:58 AM
This isn't exactly a mod question, but, every time I try to extract the mod to the bts program mod dir it goes into Vista virtual store instead. Tried to simply copy the extracted mod folder to the correct dir but when I load the mod I only get some graphic changes, e.g. no new techs, units, maps.

any ideas?:espionage:

zappara
Apr 01, 2009, 11:50 AM
Version 2.61:
Python
------
- Changed: BugPath.py module uses only mod folder when looking for ini or asset files, custom assets are ignored to avoid possible conflicts if BUG or any other mod is installed to that location
- Changed: Barbarian Civ component does not init units with preset Unit AIs (does not fix 'waiting' bug)
- Changed: Revolution component does not init units with preset Unit AIs (does not fix 'waiting' bug)
- Changed: Sevopedia's Religion pages now show units and buildings associated with specific religions (ignores modular buildings/units??? and Palace of Potala, why?!?)
- Fixed: BugUtil.py log to file function converts message to string. Fixes issues on some operating systems

Mapscripts
----------
- Fixed: RoM_Smartmap should save config file to Rise of Mankind folder, places now correctly Bauxite instead of Aluminum when certain conditions are met
- Fixed: RoM_RandomScriptMap should work now correctly


Game Options
------------
- Changed: Barbarian Civ option visible again in Custom game menu so that it can be enabled, off by default

Promotions
----------
- Changed: Waidan no longer require Leader -> Promotion now useful for Taoism


Routes
------
- Added: Cart Path (2 moves)
- Added: Paved Road (req. stone, 4 moves)
- Added: Highway (req. oil products, 6 moves)
- Added: Electric Railroad (req. steel and copper, alternative for Railroad, req. Electronics, 10 moves for all units)
- Added: Maglev (req. copper, req. Maglev tech, 20 moves for all units)
- Added: Jumplane (can be built on water as well, does not allow land units to go through oceans but speeds up ships), req. Advanced Shielding, 40 moves for all units
- Changed: Road gives now 3 moves, no longer get multiple speed improvements, just one from Motorized Transportation (4 moves)
- Changed: Railroad requires steel


Units
-----
- Changed: Spearman str set back to 4 so that Barbarian civ component doesn't set Archers for city attack (which causes infinite loop)
- Changed: all worker units can build new route types
- Changed: all Wheeled units have now 1 gold / per turn upkeep cost (extra cost)
- Changed: all tracked units have now 1 or 2 gold / per turn upkeep cost (cost depends on how advanced unit or if it's light/heavy)
- Changed: all non-infantry Hi-Tech units have now 3 gold / per turn upkeep cost
- Changed: all helicopter units have now 1-3 gold / per turn upkeep cost
- Changed: all Steam ships have now 1 gold / per turn upkeep cost
- Changed: all Diesel ships have now 1 gold / per turn upkeep cost
- Changed: all Nuclear ships have now 2 gold / per turn upkeep cost
- Changed: Jet Planes and later planes have now 1 gold / per turn upkeep cost (except Remote controlled bombers)
- Changed: all Nukes have now 5 gold / per turn upkeep cost
- Changed: Mobile artillery and Rocket artillery have now 1 gold / per turn upkeep cost
- Changed: Trebuchet str reduced to 8
- Changed: Pikeman str reduced to 6, cost reduced to 50
- Changed: Heavy Pikeman str reduced to 9, cost reduced to 75
- Changed: Light Swordsman default UnitAI set to ATTACK_CITY
- Changed: Swordsman default UnitAI set to ATTACK_CITY
- Changed: Heavy Swordsman default UnitAI set to ATTACK_CITY, str reduced to 13, cost reduced to 110
- Changed: Crusader str reduced to 15
- Changed: Maceman str reduced to 10, cost reduced to 85, unitAI PILLAGE added to list
- Changed: Traineddog default UnitAI set to COLLATERAL
- Changed: Wardogs default UnitAI set to COLLATERAL
- Changed: Guarddog default UnitAI set to COLLATERAL
- Changed: Automatons cost halved (all clone units' were suppose to be cheap military)
- Changed: Genetic Soldier cost halved
- Changed: Super Soldier cost halved
- Changed: Axeman unitAI PILLAGE added to list
- Changed: Warrior unitAI PILLAGE added to list (should help Barbarian civ)
- Changed: Amun-Ra Missionary renamed to Scribe, requires monastery building type
- Changed: Zoroastrian Missionary renamed to Magi, requires monastery building type
- Changed: Nagual Missionary renamed to Tlenamacac, requires monastery building type
- Changed: Taoist Missionary renamed to Alchemist
- Changed: Confucian Missionary renamed to Gentleman
- Changed: Hindu Missionary renamed to Yogi
- Changed: Buddhist Missionary renamed to Bodhisattva
- Changed: Jewish Missionary renamed to Rabbi
- Changed: Christian Missionary renamed to Priest
- Changed: Islamic Missionary renamed to Imam
- Changed: Hellenic Missionary renamed to Oracle, requires monastery building type


Improvements
------------
- Changed: bonuses from route types adjusted for some improvements
- Changed: Bunker uses new graphics
- Fixed: removed few doubled improvement art defines

Events
------
- Changed: Interstate event builds now Modern Roads instead of Roads and triggered with Mass Transit (req. for Modern Road)
- Changed: Mother Lode event can happen with all new route types
- Changed: Washed out event can happen with all new route types except Maglev and Jumplane
- Changed: Farm Bandits event can happen with all new route types except Maglev and Jumplane
- Changed: Farm Bandits Again event can happen with all new route types except Maglev and Jumplane
- Changed: Blizzard event can happen with all new route types (need to check that all suitable improvements are listed too?)
- Changed: Jade event can happen with all new route types
- Changed: Clunker coal event can happen with all new route types
- Changed: Running Bulls event can happen with all new route types
- Changed: Horseshoe event can happen with all new route types
- Changed: Holy Ritual event can happen with all new route types (need to check temples list too)
- Changed: Farm plows event can happen with all new route types
- Changed: Marble Statues event can happen with all new route types
- Changed: Hamburger Joint event can happen with all new route types
- Changed: Fashion event can happen with all new route types except Cart Path
- Changed: Thoroughbred event can happen with all new route types
- Changed: Girl's best friend event can happen with all new route types, Jewellery added to building check list
- Changed: Banana Split event can happen with all new route types except Cart Path
- Changed: Golden Buddha event can happen with Cart Path and Paved Road (event obsoletes before other route types available)
- Changed: Sandstorm event can happen with all new route types
- Changed: Hiyosilver event no longer place Road to plot (event can place 1 route type only and we can't be sure what choices player has available at this time and event can be triggered before player can build Roads)
- Changed: Antelope event no longer place Road to plot
- Changed: Impact Crater event triggered with Quantum Physics instead of Physics since this event places Uranium to plot, no longer place Road to plot
- Changed: Pasture built event no longer place Road to plot
- Changed: Spicy event no longer place Road to plot
- Changed: Wining monks event no longer place Road to plot

Config
------
- Changed: ForceGameOptions = 1, mod game options are read from xml always, not from CivilizationIV.ini. If player plays several different mods (or other RoM versions) which add new game options, this ensures that RoM will read from xml the default settings for it

Mod settings
------------
- Changed: Super Spies are enabled by default. This option should not be turned off as Trait Deceiver requires that Spies can gain promotions

Diplomacy
---------
- Changed: First Contact has now better support for modular civs (this is for Extra civ addon pack). If modular civ is added without merging its first contact info to main mod, the mod picks each time random first contact text for that civ. Problems might arise if modular civ requires some new sounds so better to use modular civs that use only BtS default sounds

Religions
---------
- Changed: Amun-Ra renamed to Kemetism
- Changed: Nagualism renamed to Naghualism

Buildings
---------
- Changed: Temple of Jaguar renamed to Temple of Quetzalcoatl
- Changed: Pyramid of Eagle renamed to Temple of Tlaloc
- Changed: Tikal renamed to Teotihuacan (Naghual Holy shrine)
- Changed: Bazaar graphics
- Changed: Butchery graphics and button
- Changed: Filling factory graphics and button
- Changed: Aluminum factory graphics and button
- Changed: Oil refinery graphics and button
- Added: Calmacec (Naghual Monastery)


Wonders
-------
- Changed: Palace of Potala no longer increase gold and culture in all cities Buddhism (that's what Buddhist Shrine is for...)
- Changed: Alhambra no longer increase gold in all cities with Islam

Civics
------
- Changed: Folklore no longer give +1 happiness in largest cities (AIs use this civic too much and don't develop religions)
- Changed: Secular civic percent anger removed
I haven't been able to fix Barbarian civ component's 'waiting for other civs' bug and also found out that Revolution component causes the same bug so for this reason these components are totally disabled from v2.61 and I hope they get fixed in some future patch. I've spent some 40 hours for just trying to figure out those bugs and failed, so I'm taking break from them. All I know about them that it's related to AI's decision making, which also is all done in DLL and the bug can also be caused by some setting in some RoM python/xml file so it is really difficult to locate the problem.

Download Rise of Mankind patch 2.61 (http://forums.civfanatics.com/downloads.php?do=file&id=11948)

iyyillius
Apr 01, 2009, 12:19 PM
just a thought though I'm sure you probably allready though of this... but isn't the golden age in RoM longer that the default golden age. might this be a conflict with the barb civ rev problem?

Tekener
Apr 01, 2009, 12:35 PM
Something strange has happend to me (v2.6):

I am sitting on a large island
I am the first to develop optics, no other civ has it yet and of course noone has Astronomy
Just as I build my first Caravels to enter the ocean I got declared war upon
Montezuma entered my shore coming from the ocean with 5 Galleys ... ???
He invaded my island without me understanding how the computer managed to come across the ocean with Galleys ...


Can someone please explain or is this just a major bug?

zappara
Apr 01, 2009, 12:58 PM
just a thought though I'm sure you probably allready though of this... but isn't the golden age in RoM longer that the default golden age. might this be a conflict with the barb civ rev problem?No, revdcm uses python functions to retrieve golden age length and then multiplies it with certain factors depending on what kind of minor civ is turning to full civ.

Something strange has happend to me (v2.6):

I am sitting on a large island
I am the first to develop optics, no other civ has it yet and of course noone has Astronomy
Just as I build my first Caravels to enter the ocean I got declared war upon
Montezuma entered my shore coming from the ocean with 5 Galleys ... ???
He invaded my island without me understanding how the computer managed to come across the ocean with Galleys ...


Can someone please explain or is this just a major bug?Maybe his cultural borders were far enough on the ocean so that he could reach to next continent. As you know ships can enter ocean plots if those plots are inside your cultural borders.

Tekener
Apr 01, 2009, 01:48 PM
Maybe his cultural borders were far enough on the ocean so that he could reach to next continent. As you know ships can enter ocean plots if those plots are inside your cultural borders.

Oh me idiot :eek: ... you're prefectly right! Just in the turn he attacked me his cultural border has expanded to cover one ocean field that leads to my shore ... Must have been too suprised to actually notice it. Sorry for the false alert.

yuizaki
Apr 02, 2009, 03:00 AM
my understanding of your version numbering system is that I can use previous save file for a change in the second decimal point. when the first decimal point changes save data is no longer valid. is this right?

Nordfeldt
Apr 02, 2009, 04:33 AM
Wauw, over 31000 downloads of version 2.6 so far, congrats zappara! It's the 3rd most dowloaded modpack on civfanatics and with a little luck, soon the 2nd most downloaded.

Also, filefront is apparently not shutting down after all: http://farewell.filefront.com/

zappara
Apr 02, 2009, 07:36 AM
my understanding of your version numbering system is that I can use previous save file for a change in the second decimal point. when the first decimal point changes save data is no longer valid. is this right?Usually it goes this way but this time I dont' think saved games are compatible between v2.6 and v2.61 because of the route changes and few other new additions.

Wauw, over 31000 downloads of version 2.6 so far, congrats zappara! It's the 3rd most dowloaded modpack on civfanatics and with a little luck, soon the 2nd most downloaded.

Also, filefront is apparently not shutting down after all: http://farewell.filefront.com/:lol: That's actually the number of downloads from most of the versions since v2.0 as I've always just updated the download file info and it's link to new download location when new version is released. I think most modders use this method. The most downloaded version so far has been v2.4 or v2.5 with over 8000 downloads.

Nordfeldt
Apr 02, 2009, 07:40 AM
Usually it goes this way but this time I dont' think saved games are compatible between v2.6 and v2.61 because of the route changes and few other new additions.

:lol: That's actually the number of downloads from most of the versions since v2.0 as I've always just updated the download file info and it's link to new download location when new version is released. I think most modders use this method. The most downloaded version so far has been v2.4 or v2.5 with over 8000 downloads.

Aahh ok :lol: but it sounded good :D

So what are your plans after patching the megapack? Do you have more ideas to put in this awsome mod? Or are you reaching the limit? :)

zappara
Apr 02, 2009, 08:19 AM
Aahh ok :lol: but it sounded good :D

So what are your plans after patching the megapack? Do you have more ideas to put in this awsome mod? Or are you reaching the limit? :)
Well, we have version 2.7 discussion (http://forums.civfanatics.com/showthread.php?t=314752) -thread on RoM forum section so we're not stopping on v2.6 though I do think that the mod is getting near the 'final' version which might be v3.0 based on the pile of suggestions... RoM has kept me busy so my other mod project has been pretty much in hold (no other than thinking process for its tech tree past few months).

Tekener
Apr 05, 2009, 03:41 AM
Maybe I am just to good in science, but on in snail games prince level the computers and me are already way ahead the time (standard map size, 15 opponents, Medival Ages somewhere BC, Renaissance area before 800 AD).

Can I easily change that value myself? For the TechInfos.xml it seems I would have to set all value by hand instead of a global value, am I right?

Thank you!
Tek

yuizaki
Apr 05, 2009, 06:06 AM
congratulations! now start playing a level higher and you won't be so far ahead any more... the road to Civ Fanatics!

Tekener
Apr 05, 2009, 08:32 AM
Well, I'm not that far advanced compared to the computers, in fact I'm a bit behind - what i ment is that we all (me and the computers) are much faster in the snail game as we should be. If I'm playing in a higher level I will be slower, yes, but the computer will be even faster and kicking my face in the dirt :(

Subaru WrXxX
Apr 05, 2009, 08:18 PM
Yea sadly this mod ( & most like it ) aren't designed for snail speed ( I believe it even says so on the 1st page or ina readme somewhere. ) Sadly being the keyword as thats the only way to play for me...but in some mods disabling tech trading & maybe even brokering counters some of the techs advancing way to fast as in my exp alot of the higher tech civs just seem to tech trade each other & advance way to quick...& ina a historical sense, up until the colonial times, yeas civs werent trading techs so much, not saying they didnt but it wasnt nearly as common as it is today & disabling both or just enabling brokering makes for a more interesting game IMO as the AI's stuck behind ( especially vassals ) will build more of its UU ( also more historically accurate ) than just w/e techs/units there vassals give them....Its all in flavour but to me it slows the techs down some & makes it a better game...Also going to a larger map size should increase your number of cities & expenses so you & the AI shouldnt have as much to spend on research ( more maintence, more to spend on military upkeep etc )....Havent played the mod long enuff to see what effect tech diffusion has tho but hope some of that helped....

Bezhukov
Apr 06, 2009, 12:21 AM
Well, Zap, I think you've finally gotten there. Fixing the AI Iport/Oil Refinery death wish (tho the AI still seems incapable of building the crucial Fish huts and Butcheries) and the (much) higher unit costs (preventing late game memory overload crashes) were what did it, I think. Finally a game up to the (very high) standards of Rise and Rule. It's a strange experience playing a Rise of Mankind game where the AI is actually threatening to make it to space, but it is a welcome one. Bravo.

Some observations off the top of my head:

Hatti/Joao's trait combination is too strong, or at least they routinely outpace the other AI.
Bakeries need to allow Modern Granaries as a prereq
America needs a real UU
AI should prioritize food buildings
The shaft mine unhappiness is perfectly timed - great idea!
Alum Co. appears to not be making Aluminum (at least any available for trade), although it does appear to be eating all the Bauxite Ore (is there any way to tell if the building is getting full value?) The corporation system as a whole could use some RoMulization, perhaps adding medieval guilds.

digitCruncher
Apr 06, 2009, 02:17 AM
I play with a small mod of this mod (Global warming starts in the early indusrial era, but slowly, and normally leads to the destruction of the world, unless you devote energy to soylent green facilties / food corps / living of the seas + Internet and Encyclopedia Projects are commented out)... but I can't seem to activate some of the additional features...

Specifically, I would like to enable the Battle Effects, and the Revolution effects (the one that breaks apart empires, which, to my surprise, is DISABLED by default!? That was the best part of Rise of Mankind!!), but I can't find either ATM... so... help??

I will keep looking, but last time I changed this, it wasn't so hard...

Never mind. It turns out that Revolution mod (and 2 other mod options) that were automatically selected in previous versions, are now automatically DESELECTED, so you have to manually select them at the beginning of a custom game.

In addition, most other effects can now be toggled INGAME, by selecting ALT-CTRL-O, and going through the tabs...

Now to have fun ^.^

Vince_2000
Apr 06, 2009, 02:55 AM
hi zappara,

is it possible to deactivate the nukes and ICBM for a Multiplayer game ? thank you for your held.... it's a grat mod !

Dancing Hoskuld
Apr 06, 2009, 08:14 AM
Bakeries need to allow Modern Granaries as a prereq
Isn't it the other way around since bakeries become available one or two eras before modern granaries?

Teemu Ruskeepää
Apr 06, 2009, 08:20 AM
Zappara, sounds like you are going to do anything people ask, so maybe if it is not too crazy, please consider my wish as part of your list of what-to-do-before v. 3.0.

Optional checkbox called 'expensive fast units' which creates a cost of 10 % of the current gold income per one single unit to upkeep and quick building so that not shields but common sense would determine the years/turns required to a unit. Warrior is one, battleship is few. This should work for the AI too. We need this option to the game because less units is better.

Bezhukov
Apr 06, 2009, 12:08 PM
Isn't it the other way around since bakeries become available one or two eras before modern granaries?

Late cities can't build bakeries if they've built a modern granary first, as it obsoletes the granary.

schredder321
Apr 06, 2009, 01:21 PM
hi!
were trying to play ROM in multiplayer, but cannot find eachother. does anyone know this problem and how to solve it.
no problem finding each other in unmodded BTS

where can we download this multiplayer fix everyone is talking about.
please help us
thanks in advance

zappara
Apr 07, 2009, 09:51 AM
Can I easily change that value myself? For the TechInfos.xml it seems I would have to set all value by hand instead of a global value, am I right?

Thank you!
TekThere's global modifiers for tech costs in one or more files: handicap, world size and game speed xml files.

Bakeries need to allow Modern Granaries as a prereq
America needs a real UU
AI should prioritize food buildings
The shaft mine unhappiness is perfectly timed - great idea!
Alum Co. appears to not be making Aluminum (at least any available for trade), although it does appear to be eating all the Bauxite Ore (is there any way to tell if the building is getting full value?) The corporation system as a whole could use some RoMulization, perhaps adding medieval guilds.Bakeries are upgraded to Food Processing Plant (building upgrade path) which, if I recall, was set to require Modern granary.
About Alum Co., the corporation produces Aluminum, the corporation specific building does not. Again if I recall correctly the xml settings... not entirely sure.
I have considered making guilds that work like corporations but it's bit difficult to design them... maybe in some version ;) Though the gamefont files have room only for couple new corporation icons (or religions as both of them use same slot space).

Never mind. It turns out that Revolution mod (and 2 other mod options) that were automatically selected in previous versions, are now automatically DESELECTED, so you have to manually select them at the beginning of a custom game.

In addition, most other effects can now be toggled INGAME, by selecting ALT-CTRL-O, and going through the tabs...

Now to have fun ^.^In v2.61 there were disabled for reason: there's been bug that messes up AI player when civ turns from minor civ to full civ. For this reason the RevDCM components are off. However if all goes well, I'll release patch this week which should fix this problem as I think I've finally found what was the cause for the problem. I'll have to run more test games to verify that this game breaking bug doesn't occur anymore. So v2.62 patch can be expected on thursday if all tests go ok today and tomorrow.

hi zappara,

is it possible to deactivate the nukes and ICBM for a Multiplayer game ? thank you for your held.... it's a grat mod !Don't think there is any other way to deactivate them than editing unitinfos.xml and unitclassinfos.xml and remove all nukes from them (all quote them out)... or, hmm... there might be a way to do this through python with the help of CannotTrain function which in RoM is used for Inquisitor, just would need to add new Game define which would control nuke units... so, I'll have to say it could be possible.

Zappara, sounds like you are going to do anything people ask, so maybe if it is not too crazy, please consider my wish as part of your list of what-to-do-before v. 3.0.

Optional checkbox called 'expensive fast units' which creates a cost of 10 % of the current gold income per one single unit to upkeep and quick building so that not shields but common sense would determine the years/turns required to a unit. Warrior is one, battleship is few. This should work for the AI too. We need this option to the game because less units is better.v2.61 already adds extra upkeep costs for modern units so that foot soldier unit types are more desirable if you don't have huge amount of gold income. Is this something you were thinking about? Also there's Mercenary unit which has cheap hammer cost but huge upkeep cost and each (by any civ) built unit increases the base hammer cost so that eventually these will cost more than regular infantry units.

Late cities can't build bakeries if they've built a modern granary first, as it obsoletes the granary.Said already above but I'll repeat here, Bakery is upgraded to Food Processing plant in its building upgrade path and Food Processing plant requires Modern Granary. Bakery is meant to be obsolete on modern era.

where can we download this multiplayer fix everyone is talking about.
please help us
thanks in advancemultiplayer fix file is no longer needed because in v2.52 I changed the system to use global game define ROM_MULTIPLAYER_FIX in 'Rise of Mankind\Assets\XML\GlobalDefinesAlt.xml' -file. Set it to 1 to enable multiplayer fix for Colonist and Pioneer units.

DavidB1111
Apr 07, 2009, 12:49 PM
A Few thoughts of my own...
I'm now installing 2.6..

Find a better host then Atomic Gamer, they give constant wait times to any file...
File Planet is better. :)
Go back to FileFront.

As for this.
>>>The shaft mine unhappiness is perfectly timed - great idea!
Arghhh! That's the most annoying feature ever! It's not even realistic. Strip Mines would be the unhappy generators, not Shaft Mines!
Please tell me why you added them in? It's more silly then Opportunity Fire. A rifleman has gained Opportunity fire on your Nanite Cloud. :crazyeye:

And Revolutions...


Digit
the Revolution effects (the one that breaks apart empires, which, to my surprise, is DISABLED by default!? That was the best part of Rise of Mankind!!), but I can't find either ATM... so... help??


Apparently, it caused a bug, so that's a good reason to disable it. :) Plus it's more unbalanced than anything else in the history of mankind...I'm sorry. 15 units should not spawn from a city with only a population of 5, let alone having them have twice the era of technology I had....15 knights and longbowmen is broken..especially on the easiest difficulty.

Also, Zappara, make it off by default, and then make it so people can add it by themselves. It's not difficult to change a single line...:)

Kind of like Limited Religion...:)


is it possible to deactivate the nukes and ICBM for a Multiplayer game ? thank you for your held.... it's a grat mod !

Why? Build SDI. Problem solved. :) Baring that, well, you're out of luck...unless you feel like major xml editing...
Plus, do what I do, just pile them up in your cities instead of using them...what's the worse that could happen.

Hell's Bells! Atomic Game reset itself on me... GAHH! Get another host.

Bezhukov
Apr 07, 2009, 03:16 PM
"About Alum Co., the corporation produces Aluminum"

I may be mistaken, but I don't believe that this is working properly. I built an Aluminum factory to produce my single source of aluminum, as my multiple sources of bauxite/coal weren't producing any. The icon in the city screen shows a picture of (3) aluminum, by mousing over it said it was still bauxite.

Bezhukov
Apr 07, 2009, 03:17 PM
Might I suggest allowing explorers/adventurers to "convert" goodie hut guards since they are unable to attack and by the time they would be exploring huts the huts are guarded?

Tekener
Apr 07, 2009, 05:43 PM
There's global modifiers for tech costs in one or more files: handicap, world size and game speed xml files.

Great, the CIV4GameSpeedInfo.xml is exactly what I was looking for. :D Fantastic! Now I can run snail games where every single unit is worth creating/playing with before it becomes obsolete/updated by a more advanced version :king:

Tuvok694
Apr 07, 2009, 11:16 PM
What does this message mean: "Your population exceeds the domination limit"?

NoManners
Apr 08, 2009, 07:16 AM
What does this message mean: "Your population exceeds the domination limit"?


For a domination victory your population has to be at least X percent of all world population AND you have to rule over Y percent of the worlds landmass (check your victory conditions for X and Y). You meet first condition, now try to conquer more land to win...

DavidB1111
Apr 08, 2009, 11:28 AM
Might I suggest allowing explorers/adventurers to "convert" goodie hut guards since they are unable to attack and by the time they would be exploring huts the huts are guarded?

Unless I'm missing a change that makes this like Fall from Heaven, I don't see how goodie huts should be guarded at all? By the time though, that you have explorers and adventurers, you should also have the ability to defend extremely well, even with 4-6 strength explorers and adventurers.

Although, yes, if he made Goodie huts guarded, what next, explorable lairs? :) , then yes, making the guards bribeable might be a good idea.

Also, someone please reply to my post on the last page....

Nordfeldt
Apr 08, 2009, 12:04 PM
>>>The shaft mine unhappiness is perfectly timed - great idea!
Arghhh! That's the most annoying feature ever! It's not even realistic. Strip Mines would be the unhappy generators, not Shaft Mines!
Please tell me why you added them in? It's more silly then Opportunity Fire. A rifleman has gained Opportunity fire on your Nanite Cloud. :crazyeye:

To my understanding shaft mines add unhappiness because of the huge number of hapiness modifiers available in RoM. Shaft mine unhappiness helps even this out, and make the game more challenging. I find it well timed as well... before one could easily have 4-12+ happy citizens in a well managed city, now it is harder. That's my experience at least.

Apparently, it caused a bug, so that's a good reason to disable it. :) Plus it's more unbalanced than anything else in the history of mankind...I'm sorry. 15 units should not spawn from a city with only a population of 5, let alone having them have twice the era of technology I had....15 knights and longbowmen is broken..especially on the easiest difficulty.

As with revolutions, I think it is a matter of taste. I agree it can be unrealistic, and sometimes overpowered. But realism goes out the window at the moment of the first turn. I think it is a great feature that (can) simulate the rise and fall of civs during history. When it comes to gameplay, again, it makes the game more challenging and forces the player to think a second time when planning his/her strategy. Some like this, others doesn't.

Also, Zappara, make it off by default, and then make it so people can add it by themselves. It's not difficult to change a single line...:)

Then why change it to be off by default? It's not harder for you to change a single line, than it is for others! The same is true for removing the unhappiness penalty on shaft mines, all it requires is to change a single digit ;)

Why? Build SDI. Problem solved. :) Baring that, well, you're out of luck...unless you feel like major xml editing...
Plus, do what I do, just pile them up in your cities instead of using them...what's the worse that could happen.

Well, the SDI can in my experience first be built quite a few game turns later :) plenty of time for a nuclear holocoust :nuke: and even with the SDI it is possible to nuke battlefleets, army formations in neutral territory/outside cities, destroy improvements outside the city radius etc. I can see how this can be a game breaker. If your opponent nuke you, you don't just keep your own nukes in yor cities.... you use them :D But I wouldn't want to play without them either though. It is the name of the game, just like in the real world, but irl it has nasty consequences - Mutual Assured Destruction MAD :crazyeye:

Hell's Bells! Atomic Game reset itself on me... GAHH! Get another host

I believe zappara changed host because filefront was about to pull the plug. A last minute investor changed this however. But not before zappara (and a gazillion other modders) had uploaded mods to other sites.

It takes a lot of time to upload all of this, and I for one would rather have zappara spend every waking minute on RoM instead of uploading ;)

DavidB1111
Apr 08, 2009, 04:41 PM
I hope he spends more time on it too, but if he doesn't upload it to another site, I'll never get a copy of it. :) Or, if someone else does it, it will be better. As for how much time it takes. Well, if Atomic Gamer worked, I would have downloaded it in 6 minutes. :)

As for what you wrote, you have very good points. I didn't see it that way before, so yeah...

As for happiness, well, since I play on the easiest difficulty, I don't think having any extra unhappiness is a good thing per se. Oh, well, more mind control centers. :)

I didn't think that changing them would take only one line.

Kitsune420
Apr 08, 2009, 06:03 PM
Hmm.. don't think so. I got dozen different RoM test version folders in my mods folder and they've always worked when I've just renamed the folder. :)

Not at the moment you can't. Kalimakhus has just started working on new addon for RoM 2.0 that will add DCM functions + some other features.

I have to say this is one great Mod, love the game play, combat, :lol: I cant seem to capture a city easily. I love the marathon mod starting out 6000 b.c, funny looking Iroquois converted from Rome dude. :P Other then the new race for America, funny look (it is fine I just died laughing). I have been playing your Mod for 10+ hour stretches past 4 days non stop.

One of the Top Mods I love, yours, Total Realism and Fall from Heaven II. I am putting all of these cool mods on my site to give you guys another optional mirror. I will redirect the support topic back to your thread. :goodjob:

Peace keep on Modding dude! :king:

DavidB1111
Apr 08, 2009, 08:15 PM
10 hours! That's how long I play for as well. :) It's a fun mod. Now, if only I could actually download it.

OrionVeteran
Apr 08, 2009, 09:04 PM
Zappara,

Where is the code that runs the game start popup which indicates all of the components that are turned on or off? Which file? I searched most of the python files and could not find it. :scan:

Respectfully,

Orion Veteran :cool:

gordruag
Apr 09, 2009, 12:15 AM
Anyone else having a problem with not be able to change their state religion? I founded Judaism, spread it to all my cities and it is highlighted in the religion screen. But all it says at the bottom of the screen is "can't convert to Judaism" with no explanation. How do you fix this problem?

LordJecks
Apr 09, 2009, 12:29 AM
Anyone else having a problem with not be able to change their state religion? I founded Judaism, spread it to all my cities and it is highlighted in the religion screen. But all it says at the bottom of the screen is "can't convert to Judaism" with no explanation. How do you fix this problem?

You need to change your Religious Civic. The starting religious civic does not allow you to adopt a state religion.

zappara
Apr 09, 2009, 03:18 AM
Patch 2.62 has been uploaded!

Download (http://forums.civfanatics.com/downloads.php?do=file&id=12128)

Version 2.62:


Mods
----
- Added: Abandon city component, CTRL-A brings up the popup in city screen
- Changed: Revolution can be enabled for custom game
- Changed: Barbarian civ can be enabled for custom game

Units
-----
- Changed: Traineddog collateral damage removed, no longer have collateral UnitAI, seems to have been the cause for waiting -bug, are the collateral SDK changes the real cause because the unit doesn't have flanking or bombard values, only collateral values?
- Changed: Wardogs collateral damage removed, no longer have collateral UnitAI, possible cause for waiting -bug
- Changed: Guarddog collateral damage removed, no longer have collateral UnitAI, possible cause for waiting -bug

Python
------
- Changed: AutologEventManager, applied RevDCM fixes
- Changed: CvUtil, applied RevDCM fixes
- Changed: Abandon city component now gives also Settlers if player has required techs and city size is above 10, demolishing buildings give 20% of building's cost back to player as gold (note: AI players do not know how to use this component)
- Changed: Civics screen does not show Rebelliousness info if Revolution component is off
- Changed: GameUtils small code adjustments
- Changed: BugPath has been modified to find CvAltRoot.py file from also Beyond the Sword installation folder (was previously looking only from Documents folders)
- Fixed: Barracks->Garrison upgrade path, Barracks can't be built again after city has built Garrison

Pythoncallback defines
----------------------
- Changed: CannotSpreadReligion to 0 (not used)
- Changed: CannotResearch to 0 (not used)

Espionage
---------
- Changed: city poison water default amount 12->5 (spy promotions increase it)
- Changed: city unhappiness default amount 12->8 (spy promotions increase it)

Ini
---
- Changed: Revolution.ini is set to default RevDCM settings

Config
------
- Changed: RevDCM xml config set to default RevDCM settings

Buildings
---------
- Changed: Statue of Champion uses now different graphics
- Changed: River port uses LSYSTEM_RIVER instead of LSYSTEM_2x2 (places building near River)
- Changed: Hellenic Gymnasia gives Pankration promotion for units built in the city
- Changed: Hellenic buildings graphics
- Changed: Zoroastrian buildings graphics
- Changed: Naghual buildings graphics
- Changed: Pyramid of the Magician graphics
- Changed: Movie Theatre graphics
- Changed: Garrison graphics
- Changed: Nanofactory graphics
- Changed: Android factory graphics
- Changed: National Sports League graphics
- Fixed: Hittite Iron Forge had duplicate art defines, removed one
- Fixed: Modern granary had duplicate art defines, removed one

PlotLSystem
-----------
- Fixed: Lemon plantation should use now correct plantation rack and grinder art defines when the plot is worked

CityLSystem
-----------
- Added: LSYSTEM_GARRISON, swaps Garrison graphics for Modern and Future eras

Effects
-------
- Fixed: New missionaries use now other BtS missionaries' effects

Sounds
------
- Fixed: New missionaries have now new sounds

Leaderheads
-----------
- Fixed: Suppiluliuma's nif reads texture sim2.dds correctly

Promotion
---------
- Changed: Pankration (Hellenic) moved to Special tech so that this promotion is available only from Hellenic Gymnasia

Religions
---------
- Changed: New religions have new sounds when religion is founded

Improvements
------------
- Changed: Ancient temple has new graphics

Bonus classes
-------------
New classes should help AI players and make them value more resources as they want resources from all bonus classes, General class had many resources so AI did not value them much if they already had access to 1 or more of those resources. Adding more classes also affects Mapgenerator because it decides to place resources based on what bonus class they belong to and same type resources usually aren't close to each other. This should help to problem where maps were generated without some important resources.

- Added: Luxury, Unique 8 (=minimum range between this type resources)
- Added: Fuel, unique 6
- Added: Manufactured, unique 0 (these don't appear on maps, produced by industry)


Resources
---------
- Changed: Copper appears with Metal Casting
- Changed: Gold belongs now to Luxury class
- Changed: Fur belongs now to Luxury class
- Changed: Gems belongs now to Luxury class
- Changed: Silk belongs now to Luxury class
- Changed: Silver belongs now to Luxury class
- Changed: Salt belongs now to Luxury class
- Changed: Coffee belongs now to Luxury class
- Changed: Pearls belongs now to Luxury class
- Changed: Tobacco belongs now to Luxury class
- Changed: Ivory belongs now to Rush class (AIs without Horses should rush to Elephant units if they are also missing copper and/or iron)
- Changed: Coal belongs now to Fuel class
- Changed: Oil belongs now to Fuel class
- Changed: Uranium belongs now to Fuel class
- Changed: Oil products belongs now to Fuel class (even though it's manufactured)
- Changed: Aluminum belongs now to Manufactured class
- Changed: Glass belongs now to Manufactured class (could also be luxury resource?)
- Changed: Ammo belongs now to Manufactured class
- Changed: Steel belongs now to Manufactured class
- Changed: Vulcanized rubber belongs now to Manufactured class
- Changed: Synthetic rubber belongs now to Manufactured class

Civics
------
- Changed: Slavery no longer gain food bonus from farms or apple orchards (still need further changes?)
- Changed: Senated can do elections modifier set to 1 (affects revolutions and dynamic civ names)
- Changed: Parliament can do elections modifier set to 1 (affects revolutions and dynamic civ names)
- Changed: President can do elections modifier set to 1 (affects revolutions and dynamic civ names)

Patch changes from v2.52, v2.6 and v2.61 are also included in this patch so you don't need to install those previous patches.

With this patch the Revolution and Barbarian civ components should work correctly - I've ran half dozen games with those components on and 50+ minor civs have turned successfully into full civs without the 'waiting' bug so I think it's working fine now :)

Note that by default Revolution and Barbarian civ components are off but they can be enabled in custom game menu.

Full v2.62 mod version will be uploaded later today to Filefront as well (since the site didn't go away). And I'm happy if others make mirror sites for RoM files - it takes several hours to upload those files from here. I've started working on v2.62 Megapack and it's currently about 30% done and it should be ready in couple days. That file will be about 500-700megs so that'll take a day from me to upload it :D


Zappara,

Where is the code that runs the game start popup which indicates all of the components that are turned on or off? Which file? I searched most of the python files and could not find it. :scan:

Respectfully,

Orion Veteran :cool:I think it was in RevolutionInit.py file.

iyyillius
Apr 09, 2009, 09:09 AM
Looks like Zap has come through and then some again!!!

Whats with this election buisness? Is this the same type that is generated by the rev mod just different? if so that is waaaaay kewl!!!!

zappara
Apr 09, 2009, 09:27 AM
Whats with this election buisness? Is this the same type that is generated by the rev mod just different? if so that is waaaaay kewl!!!!
It's part of Revolution mod and in previous RoM versions the election modifier was only used for government civics (democratic choices). After looking through dynamic civ names python I noticed it had naming situations where civ is communist and also has civic with 'Can do elections' modifier, different names are used for those civs (Socialist Republic etc). The other thing is that during some revolts the rebels may ask change for 'Power' civic category ie. to those with 'Can do elections' - generally this affects late game revolts.

JEELEN
Apr 09, 2009, 09:48 AM
Patch 2.62 has been uploaded!

Cool! Will check it out ASAP.:thumbsup:

skyfire
Apr 09, 2009, 10:55 AM
Hello Zappara,

I love playing you're mod. I'm playing v2.52 standard map, 23 civs. It's the maximum of what my computer can handle. The expansion pack failed on my computer before i advanced to modern era. RoM2 is what i have been missing in the standard civ4 game. Now i'm very interested in v2.62. So i want to install the path but i don't know where or how.

iyyillius
Apr 09, 2009, 03:56 PM
@skyfire

Just download the file from Zappara's link above ... unzip the file and copy paste it over the RoM file in your BtS mods.

taxman80
Apr 09, 2009, 05:52 PM
First of all this mod is amazing!! :goodjob::goodjob::goodjob:

i'll try the ROM 2.62 now...

i always play the mega pack too.... When u will be able to patch the mega pack to 2.62?????? :mischief::mischief::mischief:

cos i really want to play it!!!! :D:D:D:D:D:D

thanxxx!!!


:king::king::king::king:

dane182
Apr 10, 2009, 02:02 AM
One question Zappara,why cities from rival countries wish to join me automatically,and I can't choose to take that city or not.I don't know if I can disbound city.I think for me would be better if they said that they would like to join my empire,so will you accept them,and I will choose,yes or no.

Tuvok694
Apr 10, 2009, 07:24 AM
I want to upgrade my galleons to transports. I have oil and motorized transportation. In the sevopedia it says that I can build an oil refinery to provide "oil products", but the oil refinery does not appear in the list of possible buildings. Am I missing something?

zappara
Apr 10, 2009, 07:30 AM
i always play the mega pack too.... When u will be able to patch the mega pack to 2.62?????? :mischief::mischief::mischief:v2.62 Extra civ addon/megapack is about 50% done now, should be ready in couple days. I'm not sure if I upload it as only Extra civ addon pack (in which case you need RoM v2.62 installed first) or will I also upload it as a full package (ie. Megapack). The limiting factor here is the packed file size - as extra civ addon it would be around 400megs but as megapack it would be 600-700megs (because base RoM is about 200megs).

One question Zappara,why cities from rival countries wish to join me automatically,and I can't choose to take that city or not.I don't know if I can disbound city.I think for me would be better if they said that they would like to join my empire,so will you accept them,and I will choose,yes or no.Unfortunately I don't have answer for your question at this time just because I haven't encountered this situation in my games. Though with v2.62 you can disband those cities with ctrl+A when you are in cityscreen (just don't disband your last city ;)).

iyyillius
Apr 10, 2009, 10:29 AM
So I haven't been able to play 2.62 yet any word as to how it's playing .... I suppose no news is good news in this case lol

DavidB1111
Apr 10, 2009, 11:00 AM
So, a quick question. Why did you change the religion names anyway? Also, I can't seem to build King Richard's Crusade anymore. Does it require you to have Intolerant?

Also, what's with the expanding of the finance trait to 4 instead of three? Same with the food thing?

Bezhukov
Apr 10, 2009, 02:16 PM
"Changed: Slavery no longer gain food bonus from farms or apple orchards (still need further changes?)"

Some other options for allowing foreign trade routes pre-Free Market maybe, as these make such a big difference economically (and during a stage where economics are so crucial as they preclude growth). The foreign trade routes were a big reason I always went to Slavery as soon as I had Bazaars up, if not sooner (for the production/food boost). Without the food boost, it certainly looses luster, but I'd still feel forced to go there for the foreign trade alone.

Dancing Hoskuld
Apr 10, 2009, 02:35 PM
I want to upgrade my galleons to transports. I have oil and motorized transportation. In the sevopedia it says that I can build an oil refinery to provide "oil products", but the oil refinery does not appear in the list of possible buildings. Am I missing something?

I have encountered this problem also. In my case it would upgrade some but not all my boats. The solution, move them into a city you can then upgrade them. The same goes for planes on aircraft carrier move the aircraft carrier into a city and you can upgrade the planes. The planes stay on the carrier.

So, a quick question. Why did you change the religion names anyway? Also, I can't seem to build King Richard's Crusade anymore. Does it require you to have Intolerant?


I think it now requires the state religion to be Christianity.

Subaru WrXxX
Apr 10, 2009, 04:27 PM
Downloaded 2.62 the other nite & finally got a chance to play last nite...So far so good Zap, great job getting this fixed up so quick. 25 civs smartmap overridden map 240x180 or something like that & not a single hitch so far....Cant wait for the megapack to be 2.62 but the game Im in right now is so good that Im not even that pressed about it. Snail speed suprisngly appears to be progressing well as far as dates/techs matching up, only in 2000bc ( 350 or so turns ) tho so Ill update in this reply as I progress some more. Only thing I can really say is off or w/e is a few petty gramatical things ( who knows what component that could be from ) but honestly this mod makes Civ4 so much better who would really care.

Azazell
Apr 11, 2009, 11:03 AM
How to switch off inform "CTRL+ALT+O" w new version RoM 2.62? I don`t see in the options of BUG Mod

RobO
Apr 11, 2009, 11:25 AM
How to switch off inform "CTRL+ALT+O" w new version RoM 2.62? I don`t see in the options of BUG Mod
It's at the top of the Systems tab. I had some trouble finding it as well.

Azazell
Apr 11, 2009, 11:55 AM
It's at the top of the Systems tab. I had some trouble finding it as well.

I don`t see this options ;(

RobO
Apr 11, 2009, 12:40 PM
I don`t see this options ;(
It's called Options Shortcut Reminder. See attachment.

zulu9812
Apr 12, 2009, 06:19 AM
Modular Shinto religion for RoM 2.6 (http://forums.civfanatics.com/downloads.php?do=file&id=11980) by AAranda

Modular Tlextlaism religion for RoM 2.6 (http://forums.civfanatics.com/downloads.php?do=file&id=12004) by AAranda

Modular Creationism religion for RoM 2.6 (http://forums.civfanatics.com/downloads.php?do=file&id=12001) by AAranda

Modular Tengriism religion for RoM 2.6 (http://forums.civfanatics.com/downloads.php?do=file&id=11999) by AAranda


It looks as though AAranda hasn't included updated GameFont.tga and GameFont75.tga files, so your city bar will be FUBAR'ed.

zappara
Apr 12, 2009, 12:10 PM
Rise of Mankind v2.62 Megapack (http://forums.civfanatics.com/downloads.php?do=file&id=11509) has been uploaded!

It's 640MB rar file and unpacked it takes about 1.5GB hard drive space.

JEELEN
Apr 12, 2009, 01:45 PM
Wow! That's a lot of space... :goodjob:

Retrospect
Apr 12, 2009, 02:08 PM
Rise of Mankind v2.62 Megapack (http://forums.civfanatics.com/downloads.php?do=file&id=11509) has been uploaded!

It's 640MB rar file and unpacked it takes about 1.5GB hard drive space.

Tip Top, I just hope that my computer can handle it :please:

primordial stew
Apr 12, 2009, 02:36 PM
The Megapack is only 531M 7zipped. Almost 20% smaller :)

JEELEN
Apr 12, 2009, 02:37 PM
Indeed, its "only" 1.4 GB.

:hmm: I get a runtime error message immediately on choosing Single Player...

Retrospect
Apr 12, 2009, 02:40 PM
:hmm: I get a runtime error message immediately on startup...

I think that is what I will get, I believe it's because of the extra civs, something to do with memory allocation if i am not mistaken. Not sure if there is a way round it... besides getting more RAM :confused:

JEELEN
Apr 12, 2009, 02:46 PM
No, I don't get a MAF. (I have 3 GB RAM and am currently using under 1 GB of memory - well, with RoM over 1 GB, but still.) Mod loads fine by itself, but the next option causes the runtime error.