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zappara
Apr 29, 2008, 10:02 AM
Rise of Mankind v2.92
For Beyond the Sword 3.19

http://forums.civfanatics.com/attachment.php?attachmentid=218810&d=1245857259


Main mod files

Download Rise of Mankind 2.92 (torrent) (magnet:?xt=urn:btih:EB6MV5BF5SCNVHPDG54O2V2UDHI7C JXS)
(Full version 445MB)

Download Rise of Mankind 2.9 (torrent) (http://forums.civfanatics.com/showthread.php?t=356954)
(Full version 445MB)

Download Rise of Mankind 2.9 (magnet link) (magnet:?xt=urn:btih:7LKYZ4Y7GSAUXHBABNPD4KCWG5V5T 44J)
(requires torrent client, full version 445MB)

Download Rise of Mankind 2.91 full (http://forums.civfanatics.com/downloads.php?do=file&id=9301) (447MB)

Download Rise of Mankind 2.9 full (http://www.atomicgamer.com/files/84604/rise-of-mankind-2-9-mod-for-civ-4beyond-the-sword) (445MB)

Download Rise of Mankind 2.9->2.91patch (http://forums.civfanatics.com/downloads.php?do=file&id=14597) (2.5mb)

Older files

Download Rise of Mankind 2.8 (torrent) (http://forums.civfanatics.com/showpost.php?p=8575753&postcount=1)
(Full version is 450MB, Lite version is 180MB, Mega version is 935MB)

Download Rise of Mankind 2.8 full (http://atomicgamer.com/files/81748/rise-of-mankind-full) (450MB)

Download RoM 2.8Full & Lite ->2.81 patch (http://forums.civfanatics.com/downloads.php?do=file&id=13746)

Download RoM 2.8Mega -> 2.81 patch (http://forums.civfanatics.com/downloads.php?do=file&id=13756)

Download Rise of Mankind 2.71 (http://www.atomicgamer.com/file.php?id=79619) (281.7 MB)

Download Rise of Mankind 2.62 (http://files.filefront.com/RiseOfMankind262Fullrar/;13558523;/fileinfo.html) (Main mod zip file 189 MB, Requires Bts 3.17, does not work in BtS 3.19)

Download Rise of Mankind 2.6 (http://www.atomicgamer.com/file.php?id=76933)
(Main mod zip file 182.3 MB, Requires Bts 3.17, does not work in BtS 3.19)

Download Rise of Mankind 2.53 Mega Pack (http://www.atomicgamer.com/file.php?id=76980)
(Includes Main mod + extra civ addon, 480 MB, Requires Bts 3.17, does not work in BtS 3.19)

Check also:
Rise of Mankind modmods forum (http://forums.civfanatics.com/forumdisplay.php?f=351)
Rise of Mankind Scenarios and Maps forum (http://forums.civfanatics.com/forumdisplay.php?f=352)
Rise of Mankind Strategy and Tips forum (http://forums.civfanatics.com/forumdisplay.php?f=355)

Screenshots:
click here (http://forums.civfanatics.com/showpost.php?p=5942376&postcount=3)
click here (http://forums.civfanatics.com/showpost.php?p=6771224&postcount=4)


About the mod

The Goal

This mod is my attempt to enhance Civilization 4 to a whole new level. This completely free "Expansion pack" keeps the basic Beyond the Sword game mechanics but converts them to much more complex system which makes this modpack to feel like it's completely new game.

Ever since Civilization 1 I've liked this series a lot but during Civ 3 I found mods Double Your Pleasure and bit later Rise and Rule which made the game be so much more fun than before that when finally Civ 4 was released, I felt disappointed as it didn't offer as much as did DYP or RAR. Civ 4 had some new elements like religion and civic system (like in Alpha Centauri) but I wanted more techs, more units, more complexicity so I began working on my own mod. I started by going through most of the popular mods and check what's been done already and then by using those mods loosely as my guide, I created this mod.

The Concept

This mod is specifically designed for myself and I continue to make changes to the direction that I feel like is correct and which make me like more this game. Aim of the mod is to be more accurate historically which is why the whole tech tree has been redone and many new techs has been added. New techs meant much more room for new buildings and for new units and adding those was my next step. Once I had added most techs, units and buildings it came clear to me that I need to redo unit categories, promotions and change many unit abilities so that more modern units are really superior to older unit types. Note that now you must consider more carefully what to build in city because the number of different buildings has increased so much and because you are now limited to 4 World Wonders per city. I used most of my freetime past three years to make this mod so there are numerous changes compared to original game but I didn't keep record of every little change - you'll have to check Civilopedia entries for all the changes. Players' feedback will help me improve this mod and find the correct balance for everything so please post to Rise of Mankind forums if you notice things in the mod that need some tweaking.

Features

Because the modpack contains now numerous other mods the feature amount has grown steadily over the years. The first thing you'll notice when you start a new game is that there's new map sizes and new game speeds. Giant and Gigantic map sizes give more room for larger empires and for more players but the downside is that these map sizes require quite a lot from your computer so you should only try these maps if you have high-end computer, preferably with 64bit operating system.

When the game starts you'll notice the next improvement which is the interface changes. In Rise of Mankind the interface is fully customizeable through BUG options which you can access by clicking BUG button on top left of the screen or hitting CTRL+ALT+O. The options have been divided into different pages and if you hover your mouse pointer over any option, you'll see help tips for them. Experiment with the settings and change the game look to your own liking.

In Custom Game menu if you scroll down the options list you'll see that there's several new game options. Most of these options are on by default: Revolutions, Inquisitions, Barbarian Civs, Dynamic Civ Names, Tech Diffusion. Rising Seas and Barbarian World options are off by default.

Transhuman Era

Transhuman Era is a new game era between Modern Era and the Future tech. The new era contains many present day and near future techs which give access to the most powerful mech, robot and nanite units and to all kinds of new buildings and wonders. In making the new Transhuman era I used Galactic Civilization and Alpha Centauri games as guides so if you've played those games you'll notices similarities. To keep it bit more realistic, I've gone through dozens of science articles and science websites to look info about near future techs. Many of the new techs are based on real life research and many transhuman era units are based on prototypes that exists today in our world.

Game length

I recommend playing this mod on Marathon game speed and on huge map size. I prefer making custom game and use Smartmap mapscript for making good continental maps. Mod has also pre-made huge Earth map scenario with 28 Civilizations which all are on their historical starting locations. If you prefer extra long game you could try out the new Snail game speed which has 3000 turns.

Translations

The mod works best on English, French and German language settings. Spanish and Italian work as well but translations for those are incomplete. For other languages the translation has just begun but there are other modders who have already translated this modpack to various languages like Polish, Russian, Chinese and Japanese.

Main features in v2.92


288 Techs in tech tree
300+ Units
199 Buildings
84 Wonders
53 National wonders
54 Civic options
47 Pre made maps included: various Earth maps and scenarios and fictional maps
33 Unit categories, modern units are superior to ancient units
34 New resources
52 Improvements for terrain/resources
23 New Leaders for default civs
6 New route types
5 New Civilizations (60 with extra civ addon pack)
7 New Projects
4 New Citizen types
4 New Religions
2 New Civic categories
2 New Map sizes: Giant (54% bigger than Huge), Gigantic (50% bigger than Giant ie. 134% bigger than Huge)
2 New Gamespeed: Blitz 215 turns, Snail 3000 turns
1 New terrain type: Marsh
Abandon city / Demolish building
AI Autoplay
Better BTS AI 1.01b (includes Unofficial patch 1.50+)
Corporation specific buildings
Civic specific buildings
Dynamic Civ Names
Enhanced Interface (BUG 4.3 mod)
Ethnically Diverse Units
Cultural Citystyles 0.95
Examine City at Conquest
Faster expansion in late game: Colonists and Pioneers build cities with preset buildings
Fight in the future era with futuristic units
Global Warming mod
Influence Driven War
Inquisition, destroy religions
Modified Civics
Modified Religions (each religion is more unique)
More events (about 60)
More game alerts, extra information about cities and diplomacy options
New promotions (for air units too)
New unit flags for Civilizations
RevolutionDCM 2.72
Advanced Combat Odds 1.0
Ranged Bombardment
Sevopedia
Super Spies (promotions for spies)
Supports maximum of 50 players
Tech conquest, conquering enemy cities boosts your research
Tech diffusion, civs can't fall too far behind in tech race
Unit order enhancements, icons show each units current task
Upgradeable buildings
User configurable options (see: BUG options and Rise of Mankind Config.ini)

+ much more, see RoM Concepts pedia pages in-game ;)


Mods combined fully or partially


BtS: Next War
BtS: Charlemagne (just the new units)
BtS: Final Frontier (just some unit graphics)
Cultural Citystyles 0.95
Ethnically Diverse units
The Lost Wonders of Civilization v1.3
Greenmod 2.10
Caravan mod
Modern Warfare
Nautil's air units mod
Sevopedia
Specialist Stacker
BtSFlagMod
Enhanced Tech Conquest
Longer techbar in techscreen
Inquisition
wide City bar
JKP1187's Event mod
Raw Commerce
Civ4lerts
zCivics
50 Civ DLL
BUG Military Advisor
BUG 4.3
RevolutionDCM 2.72
Super Spies 1.23
Influence Driven War
UN Forces
Ethnic Citystyles 1.03 for BtS
Asphalt Roads
Better BTS AI 1.01b
Advanced Combat Odds
Plenty of Routes
Examine City at Conquest
Global Warming mod
BULL 1.1
Unofficial patch 1.50+
Antilogic's Events Pack
Vincentz' Warlords II modules
Vincentz' Jungle Camp module
Vincentz' Guilds and Corporation modules


INSTALLATION INSTRUCTIONS

NOTE! Addons do have their own install instructions which are different from these instructions! Please read them carefully through before you install any addons to Rise of Mankind 2.x.


This mod requires 1.0GB free hard drive space


Locate your Civilization 4 installation folder from your hard drive.
There go to subfolder named Beyond the Sword and under Beyond the Sword go to subfolder Mods.
IF YOU HAVE VERSION Rise of Mankind 1.x or 2.x (any previous version) INSTALLED, PLEASE RENAME "Rise of Mankind" FOLDER TO SOMETHING ELSE (in case you want to continue playing that version too) OR DELETE IT BEFORE CONTINUING
Unzip the mod to this Mods folder. Zip file contains the needed folder structure for the mod files so make sure your archiver program is set to unzip files with the folders.
Start your Civ 4: Beyond the Sword normally and from start menu click "Load a mod". Choose Rise of Mankind mod from list and click ok.
When game has reloaded itself with the mod, you can start playing.


Known issues and bug reports

Please visit: Version 2.9 bug report (http://forums.civfanatics.com/showthread.php?t=356960) -thread on Rise of Mankind forum (http://forums.civfanatics.com/forumdisplay.php?f=269) section

Credits
I'd like to thank fellow modders since they've worked hard for creating all those new graphics and python coding.

If there wasn't these guys/girls this mod wouldn't have seen the daylight

* 0100010 - Feedback, tech adjustment recommendations, quotes
* 2ndimpression - pedias and quotes
* AchillesZero - unit graphics
* Afforess - ideas, python, sdk changes, feedback
* ambrox62 - unit graphics
* Amra - Amra's modpacks
* Antilogic - Events mod
* asioasioasio - unit graphics, wide city bar, new buildings
* Arian - wonder movies
* baal_isidro - unit graphics
* Bakuel - unit graphics
* bernie14 - unit graphics
* Better BTS AI team
* bhruic - unofficial patch
* bmarnz - Inquisition - Limited Religions
* BUG mod team
* calvitix - French translation
* cdman1990 - tech quotes
* Chamaedrys - building graphics
* Chugginator- unit graphics
* CivEikka - pedia and quotes
* chumpy56 - pedia and quotes
* ComradeKristov - Earth map scenarios
* Dancing Hoskuld - Abandon city component, feedback
* Dale - Dale's Combat Mod (DCM)
* danrell - unit graphics
* Deon - resource font symbols and buttons
* Devastator - unit graphics
* Dom Pedro II - Revolutions
* Dual - building graphics
* Duke van Frost - building graphics
* Eusebius - for Eusubius World Religion mod
* Flintlock1415 - building graphics
* FK2006 - button graphics
* Gaius Octavius - The Lost Wonders of Civilization mod
* GarretSidzaka - unit graphics, Mars map
* GeneralMatt - unit graphics
* generalstaff - quotes, civic and tech pedias
* GeoModder - Ethnic Diverse Citystyles mod
* Gillmer J. Derge - Civ4lerts and configparser
* glider - RevolutionDCM
* Grave - unit graphics
* Grave, Jeckel - Enhanced Tech Conquest mod
* hrochland - Longer techbar in techscreen
* Ice Wolf - pedia and quotes
* JaeChunDaeSung - tech quotes
* Jdog5000 - Revolutions
* JKP1187 - events mod
* johny smith, Jeckel - Religion and Corporation Screens
* Johny smith - Palace of Potala, python, WoC Lite, Wonder movies
* justATourist - building graphics
* Kal-El + others - RAR mod for CIV3
* Kalimakhus - for helping with the font files & feedback+suggestions & RevolutionDCM addon
* Keldath, Mrgenie, TAFirehawk, Rockinroger - for Visa mod
* KrugerPritz - Armor graphics
* Lawrie - civic button graphics
* Lawrie, Big Heb, Rone + many others - civic suggestions
* Lord Tirian - building graphics
* Lt. Bob - DLL that supports 34 civs (Bhruic's patch included)
* Master Lexx - for Greenmod
* Mentat99 - for Improved Leaders & Civics
* Minor Annoyance - Global Warming mod
* Moctezuma - Influence Driven War
* Nautil - for air units mod
* Orionveteran - Inquisition mod
* Pla5ma - python help
* PieceOfMind - for Advanced Combat Odds
* Rabbit, White - Sphinx Wonder
* Refar - unit, building, wonder graphics
* Rufus T. Firefly - for Civ3 icon graphics
* sakhr - unit graphics
* Sevo - building graphics
* Sevo, Vovan, Progor, Gaurav, Fitchn, LunarmMongoose - for sevopedia mod
* Sharick - Future Tank model
* siam - unit graphics
* Smeagolheart - Examine City at Conquest mod
* Snafusmith - for Modern Warfare Units
* Snipperrabbit!,Yodapower, Storm Grunt, Sniraxis, Frenchman, Chamaedrys, ohcrapitsnico - new button graphics
* Strategyonly - feedback, civic screen, civs, art
* Splinter13 - building graphics
* Tamudjin - map conversion python
* Tekener - button graphics
* TheLopez - Specialist Stacker
* Theo - Better espionage screen
* The_Coyote - unit graphics
* Thorn, Bad Ronald - BtSFlagMod
* Tholish - new route types
* TR Team - for Total Realism mod and for various suggestions
* Tsentom - python wonders
* Trojan Sheep - Super Spies mod
* Vincentz - Gamefont help, modules, button graphics
* Walter Hawkwood - building and unit graphics
* White Rabbit - for Ethnically Diverse Units
* woodelf, winddelay - Alhambra graphics
* Zerver - unit graphics
* Zebra 9 - zCivics
* Woodelf - building graphics
* Xenomorph - unit graphics
* Commander Bello, Maatissi, 0100010, RobO, Oatse, Lomion, Otto.Davila, baha, Dewion, ersner, d_beauch, cuteunit, Lawrie, Big Heb, Rone, Jabarto, Tekener, CMKMStephens, Munger, Bezhukov, NBAfan, Arakhor, + many others - feedback

zappara
Apr 29, 2008, 10:02 AM
Version history

Version 2.92
Read v2.92 notes (http://forums.civfanatics.com/showpost.php?p=9287078&postcount=608)

Version 2.91
Read v2.91 notes (http://forums.civfanatics.com/showpost.php?p=9065926&postcount=2856)

Version 2.9
Read v2.9 notes (http://forums.civfanatics.com/showpost.php?p=8987861&postcount=554)

Version 2.81
Read v2.81 notes (http://forums.civfanatics.com/showpost.php?p=8691360&postcount=442)

Version 2.8
Read v2.8 notes (http://forums.civfanatics.com/showpost.php?p=8577479&postcount=404)

Version 2.71
Read v2.71 notes (http://forums.civfanatics.com/showpost.php?p=8272310&postcount=340)

Version 2.7
Read v2.7 notes (first part) (http://forums.civfanatics.com/showpost.php?p=8198920&postcount=283)
Read v2.7 notes (second part) (http://forums.civfanatics.com/showpost.php?p=8198922&postcount=284)

Version 2.63
Read v2.63 notes (http://forums.civfanatics.com/showpost.php?p=8056736&postcount=221)

Version 2.62:
Read v2.62 notes (http://forums.civfanatics.com/showpost.php?p=7964283&postcount=191)

Version 2.61:
Read v2.61 notes (http://forums.civfanatics.com/showpost.php?p=7936367&postcount=183)

Version 2.6 Patch notes:
Read first part (http://forums.civfanatics.com/showpost.php?p=7880625&postcount=165)
Read second part (http://forums.civfanatics.com/showpost.php?p=7880628&postcount=166)

Version 2.52:
Read patch notes (http://forums.civfanatics.com/showpost.php?p=7683769&postcount=144)

Version 2.5
Read patch notes (http://forums.civfanatics.com/showpost.php?p=7575909&postcount=91)

Version 2.41
Python
------
- Changed: Spy spawning disabled from Revolution component due to possible CTD issue - if civ doesn't have palace (ie. no capital, is this possible?) and his spy successfully completes mission and then can't return to palace, the game crashes
- Changed: Spy unitcombat group enabled in BugUnitNameOptionsTab.py (also added to 'Unit Naming.xml')
- Fixed: Chevron stacker adjustments restored to default settings - apparently my changes in v2.31 weren't working as suppose to


Units
-----
- Fixed: Russian cossack upgrade paths
- Fixed: French Dragoon upgrade paths

Terrain
--------
- Changed: Marsh added to Battle effect for Forest terrain list (not working correctly yet)
- Added: Battle effect for Marsh terrain (not working correctly yet)

Mod Components
--------------
- Disabled by default: Battle Effects, after Marsh & Peat bog terrain features were added, these effects started to act incorrectly - possible bug with indexing terrain features?

Gametext
--------
- Fixed: Civ4lert messages (same text defines in 2 files were overwriting each other)

Events
------
- Changed: Coastal Reef event may happen more often

Other
-----
- Changed: Removed old BUG config info from 'Rise of Mankind.ini' and changed mod name+description
- Added: All RoM unit classes added to 'Adv Unit Naming.ini'

Version 2.4
Buildings
---------
- Changed: Forge buildings cost halved (120->60) to help AI players (if building takes more than 30 turns to built, AI player most likely will not build it)
- Changed: Slave market cost halved (so it won't be more expensive than Forge)
- Changed: Artist Guilds adds +1 happiness if city has dye resource

Civilizations
-------------
- Added: Barbarians have now own unitartstyle

Mod components
--------------
- Updated: BUG mod to v3.5
- Fixed: CTD bug from modern age (though with AIAutoplay mod component there seems to be CTD issue if start game directly on modern era and let AI play turns from the start, crashes at 20-30 turns)

Terrain
-------
- Added: Marsh
- Added: Peat Bog feature on Marsh and Tundra
- Changed: Jungle and Forest may appear on Marsh plots
- Changed: Fallout unhealthiness increased from 0.5 to 0.8

Resources
---------
- Changed: Rice may appear on Marsh and Peat Bog plots
- Changed: Potato may appear on Marsh
- Changed: Fur may appear on Marsh plots
- Changed: Oil may appear on Marsh and Peat Bog plots


Improvements
------------
- Changed: Cottage no longer get bonuses from roads and railroads
- Changed: Hamlet no longer get bonuses from roads and railroads
- Changed: Village food bonus 1->0, no longer get hammer bonus from roads and railroads
- Changed: Town food bonus 1 -> 0
- Changed: Mine gets now +2 hammers from railroad (was no difference between roads and railroad)
- Changed: Shaft Mine gets now +2 hammers from railroad (was no difference between roads and railroad), can now be built directly after you discover Steam Power
- Changed: Farm can be built on marsh plots, gets small chance to discover food resources
- Changed: Watermill gets +1 food from Replaceable parts and +1 hammer from Electricity
- Changed: Groundwater well can be built on marsh plots
- Changed: Goody huts may appear on Marsh and Peat Bog plots
- Changed: Bunker can be built on Marsh plots
- Changed: Waster refinement factory can be built on Marsh plots
- Changed: Fort can be built on Marsh plots

Techs
-----
- Changed: Agricultural tools no longer enable irrigation
- Changed: Canal systems enables irrigation


Maps
----
- Added: new Mediterranean (120x40) map by wcis
- Added: Eurasia (200x80) map by Bohemus
- Added: Huge Earth 18 civs (124x68) map by JEELEN
- Added: Mars map with 12 civs (80x57), original map by GarretSidzaka
- Added: Mars Colonization map, no preset civs and starts on Future era (AD2055)
- Added: Colonization scenario (America map), 12 preset civs, start year 1500, 3month turns
- Added: Australia & New Zealand huge map (114x80), no preset civs
- Added: Orion, huge map (106x100), no preset civs

Unitcombats
-----------
- Added: Espionage unit group

Promotions
----------
- Added: Spy promotion lines
- Changed: Fieldsman I-III gain bonuses on Marsh terrain

Units
-----
- Added: Dropship (helicopter unit with paradrop ability)
- Changed: Spy is now in Espionage unit group
- Changed: Worker units can drain Peat Bog
- Changed: Brigantine upgrades now to Iron Frigate instead of Frigate (unit stays available longer)
- Changed: AH64 Gunship upgrades to Dropship
- Changed: Modern Paratrooper upgrades to Dropship
- Fixed: Arabian Rifleman buttons work again (animations swapped)


Unitartstyles
-------------
- Added: Asian Trireme
- Added: Galleon for China
- Added: Asian Galleon
- Added: Mesoamerican Caravel (used for South America/Aztec style too)
- Added: Mesoamerican Galley (same graphics for War Galley) (used for South America/Aztec style too)
- Added: Mesoamerican Galleon (used for South America/Aztec style too)
- Added: Mesoamerican Trireme (used for South America/Aztec style too)
- Added: Mesoamerican Ship of the line (used for South America/Aztec style too)

Pedia
-----
- Added: Better BTS AI pedia to RoM Concepts
- Added: Super Spies pedia to RoM concepts
- Added: Advanced Scoreboard pedia to RoM concepts (instructions how to customize it)
- Added: Unit Naming pedia to RoM Concepts (specific instructions still only in BUG Mod Help-ENG.chm help file)
- Added: Autolog pedia to RoM Concepts
- Updated: Maps & Scenarios in RoM concepts
- Updated: Civ Changer info in RoM concepts
- Updated: Archer Bombard info in RoM Concepts


Python
------
- Changed: All mapscripts have been updated to terrain changes (Marsh now included)


Graphics
--------
- Added: new water and terrain textures


Version 2.3
Events
------
- Added: 28 New events
- Changed: Tower shield event active on 50% of games now, obsolete python check removed since python file didn't have that code block
- Changed: At the Sword event expires later and can affect Light Swordsman as well
- Changed: Man named Jed event can trigger with Adventurer
- Changed: Blessed sea quest can be triggered on Hellenism, checks also presence of wargalleys, flyuts and brigantines because those can carry missionaries too
- Changed: Tornado may affect many new improvement types (was only affecting BtS default types)
- Changed: Bards tale trigger techs modified
- Changed: Hurricane active in 100% of games (was 75%)
- Changed: Volcano event active in 100% games (there's many active volcanoes on Earth)
- Changed: Black Pearls event can be triggered with Pearls resource (duh!)
- Changed: Apple Seed event actually reveals new apple resource
- Changed: Mahdi Army event might occur earlier
- Changed: Battle Lasers event applies to AH64 Gunships as well
- Changed: Reactive Armor event applies to Early, Light and Heavy Tanks too, prereq. Oil Products instead of Oil
- Changed: Greek Fire event occurs now in 35% of games instead of 15%
- Fixed: Harbormaster quest text elements

National Wonders
----------------
- Added: Fusion Power Plant

Projects
---------
- Added: ITER (International Thermonuclear Experimental Reactor)
- Fixed: Reference to Manhattan Project removed from SDI since Manhattan project is now National wonder and not project

Resources
--------
- Added: Bauxite Ore
- Added: Obsidian
- Added: Ammunition button + font
- Added: Oil products button + font
- Changed: Aluminum is now manufactured from Bauxite Ore
- Changed: Whale obsolete at Sonar tech (1969-1980 when whales were put on endangered species lists)

Buildings
---------
- Added: Aluminum Factory, produces Aluminum from Bauxite Ore
- Added: Modern Granary
- Added: Sid's Sushi Restaurant
- Added: Cereal Mills Factory
- Added: Standard Ethanol Distillery
- Added: Creative Constructions Contractors
- Added: Mining Inc. Survey
- Added: Aluminum Co. Research and Development
- Added: Civilized Jewelers' Store
- Added: Rubber factory graphics + button
- Added: Archery Range graphics
- Added: Vacation Resort graphics + button, gives now +20% commerce, -25% science, +20% culture
- Added: Naval Academy graphics + button
- Added: Press Agency button
- Changed: Drydock requires Shipyard in city
- Changed: Food Processing Plant requires Modern Granary instead of Granary
- Changed: Orbital Factory requires Modern Granary instead of Granary
- Changed: Security Bureau moved to Psychology tech
- Changed: Irrigation Canals moved to City Planning (ancient egypt had these canals)
- Changed: Military Airbase no longer add extra trade route to city
- Changed: Accelerator's bonus to spaceship production reduced
- Changed: Jewellery commerce bonus decreased, trade route modifier added
- Fixed: Oil Power Plant requires Oil
- Fixed: School of Scribes no longer available for free at modern or later starts (goes obsolete at Medieval age)

Great Wonders
-------------
- Changed: Pyramids no longer give access to all government civics. It gives now free Granary in all cities.
- Changed: Alhambra no longer give -50% to damage to defenses on bombardment (avoiding % going below -100% with all the buildings which could lead to game crash)
- Changed: Edinburgh castle no longer give -25% to damage to defenses on bombardment (avoiding % going below -100% with all the buildings which could lead to game crash)
- Changed: Masada no longer give -25% to damage to defenses on bombardment (avoiding % going below -100% with all the buildings which could lead to game crash)
- Changed: Petra gives +1 trade routes in all cities (the site was historically a center for trade), gives +1 free priest and can turn 1 citizen to priest
- Changed: Global Stock Exchange no longer add commerce bonus to city where it's built
- Changed: Technological Capital no longer have 100% science bonus, adds 1 free specialist per city instead of 2
- Added: Alhambra movie
- Added: Art of War movie
- Added: JS Bach Cathedral movie
- Added: Cure for Cancer movie
- Added: Copernicus Observatory movie
- Added: King Richard's Crusade movie
- Added: Theory of Evolution movie
- Added: Longevity movie
- Added: Magellan's Voyage movie
- Added: Petra movie
- Added: Plato's academy movie
- Added: SETI movie
- Added: Woman's Suffrage movie
- Added: Pyramid of the Magician movie (wasn't sure if it's exactly the same pyramid in the video)

Corporations
------------
- Changed: Creative Constructions uses Bauxite Ore instead of Aluminum
- Changed: Aluminum Co. accepts Bauxite
- Changed: Sid's Sushi Co moved to Screw Propeller tech
- Changed: Civilized Jewelers Inc. moved to Motion Pictures tech

Improvements
------------
- Changed: Mine and Shaft mine Aluminum resource swapped to Bauxite Ore
- Changed: Groundwater Well now carries irrigation
- Changed: Quarry can be built on Obsidian resource
- Changed: Camp get commerce bonus from techs Matchlock and Semi-Automatic Weapons (easier to hunt animals)
- Changed: Whaling boats get extra bonuses from Naval Cannon, Corporation and Screw Propeller techs
- Added: Extraction Facility (sea)
- Added: Orchard icon

Mod components
--------------
- Added: Asphalt Roads
- Added: Kalimakhus' RevolutionDCM+BUG addon 1.2
- Added: Ethnic Citystyles 1.03 for BtS 3.17
- Added: UN Forces

Units
-----
- Added: Motorcycle
- Added: Adventurer
- Added: Extraction Facility, builds improvement
- Changed: African knight unit graphics changed to new graphics to fix bug
- Changed: Frigate can transport now 1 land unit
- Changed: Ship of the Line can now transport 1 land unit
- Changed: Manowar can now transport 1 land unit
- Changed: Iron Frigate can now transport 1 land unit
- Changed: Ironclad can transport 1 scout, spy, great people
- Changed: Cavalry upgrades now also to Armored Car and Motorcycle
- changed: Armored car cost increased, Flanking abilities increased, no longer start with blitz
- Changed: Jeep cost increased, Flanking abilities increased
- changed: HUMVEE cost increased, Flanking abilities increased
- Changed: BTR80 cost increased
- Changed: Mechanized Infantry cost increased
- Changed: Gunship flanking abilities increased
- Changed: AH64 Gunship flanking abilities increased
- Changed: Cuirassier upgrades to Motorcycle
- Changed: Police Squad is now gunpowder unit type
- Changed: Flak88 negative modifiers against different unit types removed (these were used against personnel, tanks, planes, vehicles etc.)
- Changed: Automatons upgrade to Cyborgs, requires now Cloning Laboratory instead of Cloning Factory (can be built earlier->helps AI), cost increased to 100
- Changed: Clones require now Cloning Laboratory instead of Cloning Factory, can build now Silk Farm, Apple & Olive Orchard
- Changed: Cyborg cost increased to 150
- Changed: Great Artist can build Heroic Epic and National Epic wonders
- Changed: Great Merchant can build Central Bank and Wall Street national wonders
- Changed: Great Engineer can build Ironworks national wonder and Pont du Gard great wonder
- Changed: Atomic Bomber requires now Aerodynamics and Fission, cost increased, air range dropped to 7, belongs now to Bomber unit group which gives access to certain Air promotions
- Changed: Nanite Cloud removed from Hi-Tech unit group (has no longer access to promotions), strength dropped 70->64 (still strength 70.4 with Sensors I upgrade)
- Changed: Spearman units no longer require resources, instead you can speed up production by having stone, obsidian, copper and iron resources (55% from cost removed if you have all 4 resources), moved to Stone Tools tech and requires Hunting
- Changed: Axeman units can now also be built with Obsidian
- Changed: Wardog unit can be built with Obsidian
- Changed: Explorer upgrades to Adventurer
- Changed: Aztec Elite Jaguar can now built also with Obsidian, fixed missing pedia entry
- Changed: Dreadnought armor requires Oil Products and ( steel or iron )
- Changed: plane FW190 retextured - nazi symbol removed
- Changed: plane he111 retextured - nazi symbol removed
- Changed: Mechanized Infantry no longer require Ammo because it should be the default Conscription unit if you start on Future Age
- Changed: ACV SAM art define points to different animation file (no longer to scenario files)
- Fixed: Maya Holkan no longer require bronze working, requires now copper, iron or obsidian
- Fixed: Conscription units, Riotpolice removed from list, Arquebusier+Musketman have different values now, order fixed on late game conscription units
- Fixed: Zero art file path define
- Fixed: M60 art file define
- Fixed: Aztec grenadier art file path define
- Fixed: typo on flag units (BtS bug?)
- Fixed: Light artillery animation define
- Fixed: Light Anti-Air Gun animation define
- Fixed: Flak 88 animation define


Audio
-----
- Fixed: Some 3D sound define was missing?!? Seemed like bug in BtS since mod has no actual references to that audio define
- Fixed: AS3D_UN_SWDMN_FDGT_VOX define was missing? Units don't have this sound define anywhere so probably bug in BtS or typo in some custom unit nif file? copied and renamed AS3D_UN_SWDMN_FIDGT_VOX to add this define (I assume it's the same sound)

Promotions
----------
- Added: 4 event only promotions
- Added: New button graphics for several promotion lines
- Fixed: Ambush I-II available again for siege units, requires now Drill II
- Fixed: Charge I available again for siege units, requires now Drill II
- Fixed: Heal available again for siege units, requires now Drill III
- Fixed: Medic I-II available again for siege units, requires now Drill I
- Fixed: Barrage I-II no longer available for Tracked, Wheeled, Mounted or Wooden Ship units
- Changed: Accuracy I available to Diesel and Nuclear ships (only those that have collarateral damage ie. access to Barrage I promotion)
- Changed: Combat 6 no longer available for Leader (there's already alternative)
- Changed: Medic 3 no longer available for Leader
- Changed: Woodsman I-III has bonuses now against Animal units (not wild animals but Animal unitgroup: guarddogs, wardogs etc)

Python
------
- Added: Granary -> Modern Granary upgrade line
- Added: Barracks removed from city when Garrison is built (Barracks is obsolete at this point)
- Fixed: when Steel Mill was built it didn't remove all required building types
- Fixed: Inquisitor unit persecution
- Fixed: River Port can't be built if city has Harbor, Port, Commercial Port or International Port
- Changed: check added to EnhancedTechConquest so that Barbarian civ doesn't get tech advances from conquering cities.
- Changed: in MapgeneratorUtil aluminum swapped to Bauxite
- Changed: Anti-Missile batteries disabled when Arcology is built (can't shoot missiles through shield = prevention of arcology size bug), Anti-Missile batteries can't be built if city has arcology, arcology shielding or advanced shielding

Civics
------
- Changed: Tribal Law increases local rebelliousness each turn by 1 (tribes want to control their city themselves)
- Changed: Inquisitorial likes state religion Holy city, decreases rebelliousness
- Changed: Emancipation diplomacy penalty for civs without it halved (400%->200%)
- Changed: Government funded healthcare no longer cause penalty for civs without it (400->0)

Unitcombats
-----------
- Added: new button graphics for several categories

Sevopedia
---------
- Fixed: DCM Concepts page (was not shown on sevopedia, python code was made for regular BtS so I converted it), includes Active Defense, Airbomb Missions, Archer Bombard, Battle Effects, Civ Changer, Civ Customiser, Combined Arms Stack attack, Opportunity Fire and Ranged Bombardment pedias
- Fixed: Corporation prereqs are now shown on buildings that require specific corporation
- Fixed: Some improvement pedia links
- Changed: Many tech strategy entries have been corrected (some BtS entries still need to be changed)
- Changed: tweaked Promotion Tree to be easier to read
- Changed: button size on unit upgrade chart made smaller
- Changed: DCM concept page renamed to RoM Concepts
- Added: AI AUtoplay pedia to RoM Concepts
- Added: Revolution pedia to RoM Concepts
- Added: BarbarianCiv pedia to RoM Concepts
- Added: Tech Diffusion pedia to RoM Concepts
- Added: Enhanced Tech Conquest pedia to RoM Concepts
- Added: Inquisition pedia to RoM Concepts
- Added: Ethnic Artstyles pedia to RoM Concepts
- Added: Dynamic Civ Names pedia to RoM Concepts
- Added: Influence Driven War pedia to RoM Concepts
- Added: Building upgrade lines pedia to RoM Concepts
- Added: Civic Specific Buildings pedia to RoM Concepts
- Added: Specialist Stacker pedia to RoM Concepts
- Added: Civ4lerts pedia to RoM Concepts
- Added: Better Espionage Screen pedia to RoM Concepts
- Added: Cultural and Great Person Turns pedia to RoM Concepts
- Added: Great Person Progress Bar pedia to RoM Concepts
- Added: City Cycle Arrows pedia to RoM Concepts
- Added: Improved Glance Tab pedia to RoM Concepts
- Added: Great Person Technology Preferences pedia to RoM Concepts
- Added: BUG Military Advisor pedia to RoM Concepts
- Added: Not Just Another Game Clock pedia to RoM Concepts
- Added: Raw Yields pedia to RoM Concepts
- Added: Reminders pedia to RoM Concepts
- Added: Whip Assistant pedia to RoM Concepts
- Added: Wide city bar pedia to RoM Concepts
- Added: Maps and Scenarios to RoM Concepts
- Added: Many Strategy entries for buildings and units
- Added: All missing tech strategy entries

Great People
------------
- Changed: Great General can build now also National Courier System and Secret Army Base

Other
-----
- Enabled: DCM Opportunity fire
- Enabled: DCM Active Defense
- Enabled: IDW Auto draft
- Changed: Barbarian cities may now appear on all eras. This helps Revolution mod component to form new Civs if game is started on Industrial or later era
- Fixed: bug in Ethnic Citystyles 1.03 PlotLSystem files: Native_American.nif was spelled incorrectly
- Fixed: reference to worldbuilder Peak button file (BtS didn't have that button so I made it to point to feature_peak button file)
- Fixed: Global Warming message is correct now (no longer say there's nuclear fallout)

Maps
----
- Fixed: Earth 28 preset civs converted to RoM 2.3 settings
- Fixed: Earth standard size 12 preset civs to RoM 2.3 settings
- Fixed: New World Colonization no preset civs to RoM 2.3 settings, renamed to Americas
- Fixed: Mediterranean map to RoM 2.3 settings
- Fixed: New Zealand map to RoM 2.3 settings
- Added: Earth standard size with 23 preset civs
- Added: Earth Ice Age
- Added: Demographica map (mediterranean), probably requires 512MB graphics card due to huge size


Version 2.2
Update to BtS 3.17
------------------
- Updated: CvAdvisorUtils.py
- Updated: CvEventManager.py
- Updated: PyHelpers.py
- Updated: CvRandomEventInterface.py
- Updated: CvMainInterface.py
- Updated: GlobalDefines.xml
- Updated: CIV4EventInfos.xml
- Updated: CIV4EventTriggerInfos.xml
- Updated: CIV4EspionageMissionInfo.xml
- Updated: CIV4PromotionInfos.xml
- Updated: CIV4UnitInfos.xml


Gamefont
--------
- Fixed: all religious icons should be shown correctly now on buildings and on score list

Buildings
---------
- Added: Tannery
- Added: Bakery
- Changed: Butchery moved to Animal Husbandry, Fur resource added to OR -requirement list

Units
-----
- Fixed: Roman cannon art files had typo in path, unit should be shown correctly now
- Changed: Cavalry can Flank attack all earlier siege weapons (BtS 3.17)
- Changed: Cuirassiers can Flank attack all earlier siege weapons (BtS 3.17)
- Changed: Gunships and AH64 can Flank Attack Cannons (BtS 3.17)
- Changed: Airship no longer gets bonus attacking ships (BtS 3.17)
- Changed: Airship does 20% maximum air strike damage (BtS 3.17)
- Changed: Machine Gun and Anti-Tank get 15% air interception chance (BtS 3.17 has 20%)
- Changed: Re-added cap to number of active Corporation Executives (5) (BtS 3.17)

Python
------
- Changed: River Port will be disabled if city builds Harbor (not that River Ports can be still built in all cities with River access, only disabled in coastal cities if player builds Harbor)
- Added: Bakery->Food Processing Plant upgrade line
- Fixed: Sevopedia's Improvement pages list now route bonuses for improvements

Resources
---------
- Changed: Rubber no longer appear on Forests, only on Jungles
- Changed: Apple appears now between latitudes 20-60 (was 0-70)
- Changed: Tobacco appears now between latitudes 0-40 (was 0-60), can appear jungle/plains plots as well
- changed: Olives appear now between latitudes 10-50 (was 0-60)

Events
------
- Changed: Mother lode event can happen in Shaft Mine, gold amount changed to BtS 3.17 values
- Changed: Blessed Sea event no longer require certain type ships (BtS 3.17)
- Changed: "Friendly locals" event expires with Nationalism (BtS 3.17)
- Changed: "Miracle" event expires with Rifling (BtS 3.17)
- Changed: "Partisans" event active in every game (BtS 3.17)
- Changed: Barbarian uprising events can occur only if you can build a counter unit (BtS 3.17)

Promotions
----------
- Changed: Siege units no longer have access to Combat1-6 promotions (BtS 3.17)

Espionage
---------
- Changed: Increased "support city revolt" cost (BtS 3.17)

Game defaults
-------------
- Changed: Global warming in forests and jungles just removes those features, without turning plot to desert (BtS 3.17)
- Changed: Global warming takes into account the number of forests and jungles in the world (BtS 3.17)
- Changed: Global Warming is affected by unhealthy buildings in addition to nuclear explosions. (BtS 3.17)

Version 2.12
Python
------
- Fixed: another bug in GameUtils.py that caused python exception

Version 2.11
Python
------
- Fixed: bug in GameUtils.py that caused python exception


For previous (RoM 2.x and 1.x) version histories see this thread (http://forums.civfanatics.com/showthread.php?t=243164) on Rise of Mankind forum section

zappara
Apr 29, 2008, 10:03 AM
Screenshots

Full Tech Tree:
http://img244.imageshack.us/img244/949/rom20techtreequ0.th.jpg (http://img244.imageshack.us/my.php?image=rom20techtreequ0.jpg)
(Click to enlarge)

Civics:
http://img72.imageshack.us/img72/5760/rom20civicsxa8.th.jpg (http://img72.imageshack.us/my.php?image=rom20civicsxa8.jpg)

Unit Upgrade Paths:
http://img337.imageshack.us/img337/9828/rom20upgradepathsbg7.th.jpg (http://img337.imageshack.us/my.php?image=rom20upgradepathsbg7.jpg)

zappara
Apr 29, 2008, 10:04 AM
Frequently Asked Questions

1. I'm missing UI elements (buttons, city screen not working). What should I do?

This is known to happen on some computer configurations. Here are few steps that can be done to fix this problem:

Make sure you have patched BtS to version 3.19. This mod won't work on previous versions.
Make sure language in BtS is set to English. In main menu click Advanced->Options and on Game options page, there's language setting.
Make sure that the mod folder name is 'Rise of Mankind' in 'Beyond the Sword\Mods' -folder.
If you have installed addons, make sure you followed instructions carefully. Failing to do so might cause UI problems.
If you are using Rise of Mankind 2.6, go to 'Rise of Mankind' -folder, open file CvAltroot.py to Notepad and follow the instructions there on how to edit that file and where to move it. This file should fix this problem on some operating systems
If any of these didn't solve your problem, then you should report it version 2.x bug reports (http://forums.civfanatics.com/showthread.php?t=273368) -thread. Read the instructions what info you need to post when this problem occurred. Posting the log files from your game is the fastest way for me to check what went wrong, usually with 'No interface' problem it's python error or that the mod couldn't find config xml files.


2. Religion xxx doesn't have Missionary unit! Is this bug?

No, it's not a bug. All religions are made to be more unique in this mod and few early religions do not have missionaries. You will have to use other tactics to spread these religions. All religious buildings in this mod spread their own religion.

3. I can't build more Wonders in my city! What's going on?

Maximum number of Great Wonders you can build in one city is set to 4 in this mod. This was added to the mod to make Wonders spread out more. You will have to be bit more careful when building Wonders. Holy cities can have 5 wonders: Holy Shrine + 4 regular Great Wonders. If you want to have unlimited world wonders per city, open up file '..\Rise of Mankind\Assets\XML\GlobalDefines.xml' and set the world wonder defines to -1 value.

4. Can I use Modules made for BtS in this mod?

In most cases no. Because this mod makes changes to almost everything, most BtS modules are not working correctly with this mod. They have to be edited so that they match the changes in Rise of Mankind.

Check the Addons, Modules and Scenarios post below for mod components that are made to work with Rise of Mankind 2.0.

5. Can you add mod component X to Rise of Mankind?

Adding more mod components is lengthy process - I am of course updating the mod from time to time so new components might get added.

6. Can you add more flavor units, combine Varietas Dilectat or flavor mod XXX to Rise of Mankind?

My goal is to have eventually ethnic unit flavors. Unfortunately I can't directly combine any other flavor unit mod as those only change the BtS unit classes while my mod adds plenty of new unit classes which too need new flavor units. I'm trying to find the best suitable units for new unit classes but it's time consuming process. So future patches each will probably add some more flavor units. I also try to do my research about historical unit types per each civilization and add those units as new Unique Units instead of flavor units. You can suggest these too and provide web links so I can check them (I don't know the full history of each civ). Flavor units is not my main concern when I update this mod, my first priority is to enhance gameplay.

7. Mod loads just fine but when I start new game it crashes during the loading screen?

Make sure you have patched your BtS to version 3.17. Patch can be found from here (http://forums.civfanatics.com/showthread.php?t=279381).

8. Can I use your mod as a base for my own mod project?

Yes. This has been asked few times past year and I'm openminded for these kind of things. You can use parts or whole Rise of Mankind mod for your own projects as you see fit, just note that this modpack consists many mod components made by other modders, so please give credit to where it's due - I've tried to include complete credits list in the mod's readme file.

zappara
Apr 29, 2008, 10:04 AM
Addons, Modules and Scenarios

Extra Civ Addon pack

Currently available only as Rise of Mankind v2.53 Megapack because the Filefront file hosting site was shutdown and I haven't had time to upload other versions of this addon pack yet. See first post in this thread for download. For Rise of Mankind v2.6 this addon will be updated later.


SCENARIO: Rise of Mankind 2.6: Colonization

This scenario consists North&South America with 12 preset Civs which start on historical places with techs and civics set for their time period. Game starts on year 1500, turns advance in seasons and there's maximum of 2200 turns.

This scenario is now included with Rise of Mankind v2.6 so you don't need to download this separately.

See this post more info (http://forums.civfanatics.com/showthread.php?t=281578).

Addons made by other modders

Dancing Hoskuld's unoffical addons for RoM 2.6 (http://forums.civfanatics.com/showthread.php?t=314272)
* Missing Rom Movies for RoM 2.6
* Missionary sounds
* Abandon City - Raze building mod.

jooyo's Rise of Mankind Addons (http://forums.civfanatics.com/showthread.php?t=314346)
* Gameplay addon adding to RoM brigde building over see (range 2), teraform, better nukes. minefield and Sapper unit and much much more

ADDON: Rise of Mankind: A Better Tomorrow (http://forums.civfanatics.com/showthread.php?t=279157) by Civ Fuehrer
* Expands future era

Rise Of Mankind Expansion (http://forums.civfanatics.com/showthread.php?t=313941)
* R.O.M.E. primarily consists of a unit-based expansion of the Renaissance and Industrial eras. particularly focusing on the European civilizations.

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

Traits for RoM 2.6 (http://forums.civfanatics.com/downloads.php?do=file&id=11965) by AAranda

Tornado and volcano events for RoM 2.6 (http://forums.civfanatics.com/downloads.php?do=file&id=11963) (graphics for those events) by AAranda

New handicap and speed level for RoM 2.6 (http://forums.civfanatics.com/downloads.php?do=file&id=11962) by AAranda

keldath
Apr 29, 2008, 10:37 AM
very nice zappa,

commendble mod, you sure do rule the mega mods sections :).

Amra
Apr 29, 2008, 10:41 AM
:eek: Wow zappara, looks like a lot of work went into this. Good job. :goodjob:

JEELEN
Apr 29, 2008, 11:01 AM
very nice zappa,

commendble mod, you sure do rule the mega mods sections .

:agree:

:eek: Wow zappara, looks like a lot of work went into this. Good job. :goodjob:

:agree:

:hatsoff:

RobO
Apr 29, 2008, 12:12 PM
Will it work if I rename the mod folder to e.g. Rise of mankind v2 ?
I also use v1 with RevDCM and it doesn't like to be renamed (though I think I saw a fix for that somewhere)

zappara
Apr 29, 2008, 12:16 PM
@RobO

Yes it should work that way too.

RobO
Apr 29, 2008, 01:10 PM
Do I need to change the mod name in Rise of Mankind.ini?

; Name of Mod
Name = Rise of Mankind

Pilotis
Apr 29, 2008, 02:07 PM
Will it work if I rename the mod folder to e.g. Rise of mankind v2 ?
I also use v1 with RevDCM and it doesn't like to be renamed (though I think I saw a fix for that somewhere)

Can I use DCM with this ROM2 ? How do I do that ?

zappara
Apr 29, 2008, 03:23 PM
Do I need to change the mod name in Rise of Mankind.ini?

; Name of Mod
Name = Rise of MankindHmm.. 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. :)

Can I use DCM with this ROM2 ? How do I do that ?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.

Freakwave
Apr 29, 2008, 06:33 PM
Hey Zappara, good to see you are still going strong. I recently was able again to play 3d games lol. Hence my more frequent visit to civfanatics atm. :D.

In due time ill submit reports, you only deserve it for your hard work :goodjob:

zappara
Apr 29, 2008, 06:54 PM
very nice zappa,

commendble mod, you sure do rule the mega mods sections :).Thanks :) Maybe I can now start finally play Civ 4 for while.. got your mod on my list too and I think I saw Star Trek mod too (fan of ST here!) among others.. so many good mods that I'd need like 48hour days to try them all out :D

:eek: Wow zappara, looks like a lot of work went into this. Good job. :goodjob:Thanks :) Yeah, lot of work has gone into this mod now.. 16 months total since I started it January 2007. I think it was one of your mods back then that gave me the initial push to start modding... or at least one of them, after seeing what wonderful mods others had done, I had to make one for myself and that process has got me now this far ;)

Hey Zappara, good to see you are still going strong. I recently was able again to play 3d games lol. Hence my more frequent visit to civfanatics atm. :D.

In due time ill submit reports, you only deserve it for your hard work :goodjob:Good to see you back. I'll be waiting for those reports! :)

royal62184
Apr 29, 2008, 06:54 PM
Ever thought about adding terraforming to you mod? like plains -> grasslands and tundra -> plains like i've seen in a few other mods.

Something similar is on this link http://apolyton.net/forums/showthread.php?s=&threadid=143500&highlight=terraform

zappara
Apr 29, 2008, 07:03 PM
@royal62184

Warlords version had terraforming as it was part of Greenmod that I had combined. AI players didn't "understand" what terraforming was, so I didn't convert those functions to BtS version (8 months ago). I think I saw newer terraforming mod here somewhere but haven't really had time to check what it's all about and how it's made. So yes, I have thought about it but at this time I can't say / don't know if RoM will have those functions some day.

HiroHito
Apr 29, 2008, 08:18 PM
whoa thanks a lot, will report if anything weird happens !

brun58
Apr 29, 2008, 08:21 PM
Playing, and glad to see 2.0 out, thanks for all your hard work. I was always a big fan of Rise and Rule, which I know you said early on was one of your inspirations, and I really feel like you've brought the spirit of that mod to Civ4

keldath
Apr 30, 2008, 06:27 AM
so your an st fan....very good, then....
i now turned my eyes to help develop deanej mod :)

and we modders, barley get to play civ...my last game was a half game with warlords and sevomod :)

anyway, keep up the massive development :)

darkyxinhow
Apr 30, 2008, 08:35 AM
gj man, your RoM mod is just GREAT, and your work is superb!

also looking forward for Kalimakhus adding the RevolutionDCM to this :D hehehe why don't you do it yourself Zappara?!

konradcabral
Apr 30, 2008, 08:46 AM
Hello Zappara,

Congratulations for the greatest modpack ever!!!!!!!
I fixed my Vista BtS, I’m playing with China at Gigantic map and Epic speed, 32 civs, running smoothly with the memsaver option turned on. Thank you for help me too.

I have some suggestions to Rise of Mankind 3.0 (please develop it….):

- I think military production should be much more faster, and connected with the food available. More soldiers mean more food necessary to maintain the army at road.

- There should be one way to mix more deeply the military units, making the interface of a battle between two gigantic armies more agile, and enhancing the war strategy.

- The units’ movement should be far quicker. Like I said, I’m playing at gigantic map and epic speed. My travel to the new world through the ocean lasted more than 50 years. If I have to move my army south to north of my empire, it takes 10 years. I suppose that effect would be mitigated if I play in marathon speed, but even so I think it would be unrealistic. The difficulty of the game should rest in the discovery of technologies and creation of units. Once the player has achieved these goals, the moving of the units shouldn’t be an obstacle.

- A brazilian Civ (hehehe)

- The Warlords expansion has Great General, the Beyond the Sword expansion has Great Spy, and the Rise of Mankind expansion (yes, for me it’s an expansion, not just a mod) has Great… My idea here is Great Revolutionary, a Great Person who would cause the civics to change more dramatically, or more easily, or temporarily. In the latter option, for example, a civilization at Medieval Era could be beneficiated by the possibility of Free Speech for 30 or 50 turns.

- Certain units should have a limit of turns necessary to build them. A simple building, like a butchery, if it’s necessary 180 hammers (I don’t know if it’s right), in a island new city, takes 180 turns to build. A limit of turns should be available, like 20 or 30 turns.

Forum’s guys, stress these ideas out.

Hugs,

Konrad

zappara
Apr 30, 2008, 08:59 AM
gj man, your RoM mod is just GREAT, and your work is superb!

also looking forward for Kalimakhus adding the RevolutionDCM to this :D hehehe why don't you do it yourself Zappara?!
I can't do SDK modding - I'm not really programmer and I don't have software for that kind of job. So I have to leave that part for others.. ;)

konradcabral
Apr 30, 2008, 09:23 AM
Zappara,

one more question. I was wandering in the Customized Civs threads, and i'm interested in play with the mod CIVGold 4.0. Is there a way to combine the civs i found there to RoM2? If not, is there a way to add other custom civs to RoM2?

Konrad

zappara
Apr 30, 2008, 09:37 AM
Zappara,

one more question. I was wandering in the Customized Civs threads, and i'm interested in play with the mod CIVGold 4.0. Is there a way to combine the civs i found there to RoM2? If not, is there a way to add other custom civs to RoM2?

KonradJust added answer to your question to my Frequently Asked Questions section. :D The answer is no, not without modifying CivGold or modular civs to match the changes made in Rise of Mankind. I'm working on extra Civ addon pack but it will take some time to convert civs for RoM. Currently I have 28 converted.

Rang Tzu
Apr 30, 2008, 09:47 AM
This looks great, I'll download and try it.

jefmart1
Apr 30, 2008, 11:17 AM
I've been waiting for this!

Wudzah
Apr 30, 2008, 12:28 PM
I loved RoM 1. It was simply beautiful. Probably the best mod I've ever played (and I'm an old Civ fan).
I'm sure you know there's a lot of us out there who appreciate your effort.
Can't wait to see RoM 2. Downloading it now :)

Kudos man. Keep up the good work.

yuizaki
Apr 30, 2008, 12:55 PM
would it be possible to make strategic resource to limit the number of units which requires that resource? For example, 1 ammunition supports 10 tanks or something. Later in the game these resources becomes abundant but yet AI civs treat them as strategic resource and buy at high prices. i hope it gets fixed somehow.

zappara
May 01, 2008, 03:14 AM
Congratulations for the greatest modpack ever!!!!!!!I fixed my Vista BtS, Iím playing with China at Gigantic map and Epic speed, 32 civs, running smoothly with the memsaver option turned on. Thank you for help me too.I can't run it on those settings.. would choke my computer to death. I'm glad that some have fast enough computer to run the mod on highest settings. :D


- I think military production should be much more faster, and connected with the food available. More soldiers mean more food necessary to maintain the army at road.

- There should be one way to mix more deeply the military units, making the interface of a battle between two gigantic armies more agile, and enhancing the war strategy.

- The unitsí movement should be far quicker. Like I said, Iím playing at gigantic map and epic speed. My travel to the new world through the ocean lasted more than 50 years. If I have to move my army south to north of my empire, it takes 10 years. I suppose that effect would be mitigated if I play in marathon speed, but even so I think it would be unrealistic. The difficulty of the game should rest in the discovery of technologies and creation of units. Once the player has achieved these goals, the moving of the units shouldnít be an obstacle.On huge maps moving units for war does get pretty slow. My tacti is usually to build faster units far from enemy borders and slower units near the border to compensate the speed those units have. Hurrying with slavery/gold is must too in early game. With ships I try to get Navigation I promotion as soon as possible as it adds one extra movement.

About the food supply - I think that on wars those armies usually took what they could find from the areas they conquered. On modern day armies provide most supplies themselves (logistics) but on ancient times it might have been different - sure they probably had some food with them but for example Alexander The Great who was years on his conquest trip must have taken supplies from areas he was at that time. I usually reach 1 turn military turn amount on major cities when building armies, just need to have some buildings built first. ;)

Anyway, I'll put movement rates to my list of things that can be considered for small future changes.


- A brazilian Civ (hehehe)
Haven't found one yet in modular format. There was one in database before but now when try to download it just get message "error, file not found".


- Certain units should have a limit of turns necessary to build them. A simple building, like a butchery, if itís necessary 180 hammers (I donít know if itís right), in a island new city, takes 180 turns to build. A limit of turns should be available, like 20 or 30 turns.I guess this happens on gigantic map with marathon speed, the multipliers from those make building times quite long. I just use gold and hurry buildings in new cities if I can. Usually get workers there too and build mines + food production and hurry Lighthouse if it's coastal city so that I get the city size up fast.

would it be possible to make strategic resource to limit the number of units which requires that resource? For example, 1 ammunition supports 10 tanks or something. Later in the game these resources becomes abundant but yet AI civs treat them as strategic resource and buy at high prices. i hope it gets fixed somehow.There's Quantitative Resources (http://forums.civfanatics.com/showthread.php?t=222884)-mod in the works but I haven't read that thread yet so I'm not sure how it will be done and how easy it would be to combine such effects to RoM. I saw in BtS:Next War some coding for quantitative resources but again haven't really looked into it how it was done. Another possibility could be to make buildings that use up resources, though not sure what kind of building would "eat up" ammunition :lol:

The idea with these resources was to enhance trade as not all civs have access to sulphur/coal/iron/oil but they could buy the products made out of them to have access to units/buildings that require those products. They do get abundant in late game. I might try enhancing resources little bit more in future but can't give now any promises that the system would change.. I just might cripple AI players totally with my experiments.. :D

preddie
May 01, 2008, 04:35 AM
I have a problem when I activate this mod. I also have this problem with version 1.0... (tested) The problem is that my 'Hud' disappears ingame and that i can't do anything besided clicking on my first units and use keyboard inputs. Did i something wrong? PS: i have no other mods installed and updated tot the latest 3.13

masternic35
May 01, 2008, 08:07 AM
Hi There,

First of all, I'm very excited about trying this out ... Unfortunately for me I'll have to wait some more as the version I just downloaded (may 1st) is not working properly with my French version of the game (I'm using v3.13).

First, as said in the read-me file the user interface (before starting the game) doesn't show any text ...
Second, in-game numbers seem to be visible, but any kind of text is still invisible ... in any kind of menu. So in the governement menu, I see the pictures but no text ...

Was this was clear enough ? :confused:

I hope it's a quick fix, as I'm very eager to try the mod !

Cheers,

Niko

HiroHito
May 01, 2008, 09:24 AM
Mod works perfectly, playing the Earth 28 civs and turns take about 3-5 secs, so far no bug, no CTD just awesomeness !!

Thanks a LOT ! Perfect mod !

Just a question tho; why do you recommend playing at Marathon speed ?


PS: masternic just switch to english version. Thats what I did once I started playing with mods, btw do you prefer the french voiceover ? I know I do.

EDIT: one small bug, some religion icons dont appear beside the leader names in the score tab. The one that show up are confucian & amon ra.

BTW: I still dont understand why incense and fur have no tradeing value !?

zappara
May 01, 2008, 10:57 AM
I have a problem when I activate this mod. I also have this problem with version 1.0... (tested) The problem is that my 'Hud' disappears ingame and that i can't do anything besided clicking on my first units and use keyboard inputs. Did i something wrong? PS: i have no other mods installed and updated tot the latest 3.13Are you playing on Civ 4 Complete Edition? Or on Windows Vista? Using non-english OS? Those are few common issues which have caused missing UI button issue. I thought I had finally fixed it for RoM 2.0 but seems the bug still manages to surface. If you could provide some more information on what kind computer you're running the game it might help to solve this problem. This same problem has appeared in other mods as well which have used CvPath.py python file (required for configurable options).

Hi There,

First of all, I'm very excited about trying this out ... Unfortunately for me I'll have to wait some more as the version I just downloaded (may 1st) is not working properly with my French version of the game (I'm using v3.13).

First, as said in the read-me file the user interface (before starting the game) doesn't show any text ...
Second, in-game numbers seem to be visible, but any kind of text is still invisible ... in any kind of menu. So in the governement menu, I see the pictures but no text ...Try changing your Civ game language to English - it should be somewhere on the options page. This mod has only English version available.

Just a question tho; why do you recommend playing at Marathon speed ?

EDIT: one small bug, some religion icons dont appear beside the leader names in the score tab. The one that show up are confucian & amon ra.

BTW: I still dont understand why incense and fur have no tradeing value !?Marathon speed was the speed option for which I designed this mod (I like long games). It does of course work on faster speeds but you might find it difficult to reach the end of future era on faster speeds.

Religion icon bug is on known issues list - I know about it before I released this version. I've tried to edit game font files several times to get rid of that bug but haven't succeeded in that. I will try again and when I get them finally fixed, I'll include them in patch. For now you'll just have to ignore this bug - religion icons should be shown correctly everywhere else in the game.

I don't know exactly how AI values certain resources (besides resource type: luxury, strategy etc.) so it's bit difficult to find good balance for resources. I'll be going through all resources some time in near future so I'll try to figure it out then.

Sonereal
May 01, 2008, 02:08 PM
I really like this mod. I had to start over, because I started in the modern era and I was immediatly confused after a hundred turns.

Resources are cool too, added variety and just about everything was cool.

I just have two small suggestions, advantages to civilizations with more of a resource than others, and something like a changable trait for a leader. Like, the leader would have one trait they'll always have and their second trait would change depending on play style.

All in all, epic mod and perfect, even without the suggestions. 5/5

masternic35
May 01, 2008, 03:32 PM
masternic just switch to english version. Thats what I did once I started playing with mods, btw do you prefer the french voiceover ? I know I do.


BTW: I still dont understand why incense and fur have no tradeing value !?

Hello Guys,

I was afraid I'd have to re-install the game ... to have it in english (I didn't know you could toggle that in the options)

I tried it in english and no surprises, the mod works :king:

--> Thx

@HiroHito: I haven't tried it yet with the english voiceover ... I'll let you know once I do :p

Pilotis
May 01, 2008, 11:11 PM
Hello Zappara,

.................... playing with China at Gigantic map and Epic speed, 32 civs, running smoothly with the memsaver option turned on......
Konrad

What's the 'memsaver option' and how do I access it please ??

It sounds like an answer to some prayers..!

Thanks

zappara
May 02, 2008, 01:52 AM
@Pilotis

In Beyond the Sword folder there's file Civ4Config, open it and find lines:

; Allows some memory savings *** ALT-TAB WILL NO LONGER FUNCTION ***
MemSaver = 0

Set that to 1. I think it needs Fullscreen mode to be on too.

keldath
May 02, 2008, 03:45 AM
hey zppara,

can you plz upload your source sdk files?

zappara
May 02, 2008, 04:19 AM
@keldath

The DLL I've included is from Lt. Bob's [BtS]40 civs-allows colonies AND 34 civs (http://forums.civfanatics.com/showthread.php?t=234779). You can get sources from that thread. Everything else is done in python and I've tried to mark them with # Rise of Mankind -lines. As you see, RoM doesn't add any huge SDK changes ;)

keldath
May 02, 2008, 04:27 AM
ok thanks for that!

another quastion,

im interested to know how you implemeted limited religions,
ive went through the techchooser.py, ind i saw that you cenceled out the tech religion tech lines with #

so, i wonder, how did you get the limited religion to work ? did you changed others files?

thanks for your help :)

zappara
May 02, 2008, 04:56 AM
Limited religion part is disabled at the moment, it wasn't working correctly at all. Don't know what was wrong with it, usually just one religion was founded. So I decided to remove that part and try enabling it in future patches if the religions do not spread enough current version. So only inquisition part from that mod is enabled at the moment.

keldath
May 02, 2008, 05:33 AM
i see, thats what i thought.

well i have limited working at my mod if you wish,

but i wasnt able to merge it with bug mod.

thanks for the help.

manooly
May 02, 2008, 09:16 AM
First off, Great Mod!!!

Could someone please describe what exactly happens when you put MemSaver to = 0? I want to know if this is right for me. Does it simply make the game run faster/smoother? If so, why should it not always be used? I guess I just need a little more education on this option. Thanks!

- manooly

Pilotis
May 02, 2008, 10:08 AM
Gaaah! Having a great time (brilliant mod!!!) but now suddenly I've lost access to iron; it's mined + road and right next to my city.....Gaaah! Anyone help please !!?

Savegame here:

Pilotis
May 02, 2008, 10:12 AM
176001

Sorry. Pilotis savegame file HERE.

civplayah
May 02, 2008, 02:50 PM
Very very good!

Although, I was wondering if there was Patch 2.006 on here.:confused: I looked everywhere for the link and I couldn't find it!

Kalimakhus
May 02, 2008, 03:51 PM
There is no Patch 2.006. The final RoM2.0 i.e. non-beta version is 2.006.

zappara
May 03, 2008, 04:30 AM
First off, Great Mod!!!

Could someone please describe what exactly happens when you put MemSaver to = 0? I want to know if this is right for me. Does it simply make the game run faster/smoother? If so, why should it not always be used? I guess I just need a little more education on this option. Thanks!

- manoolyIt just saves memory in some way. Don't know exactly how but most likely it disables some features from Civ 4 coding ie. prevents them to be loaded to RAM (such as alt+tabbing) and probably "optimize" graphics use by unloading stuff from memory that you don't currently see on your screen (if this is the case, it probably increases loading times bit)..so it might not increase smoothiness but it might prevent memory allocation problems when you are running on low memory... maybe someone knows about it better than I do, I'm no expert in programming :D

Gaaah! Having a great time (brilliant mod!!!) but now suddenly I've lost access to iron; it's mined + road and right next to my city.....Gaaah! Anyone help please !!?

Savegame here:I'll try to check your save game this weekend and see what might have caused it. By the way was there any events that could have exhausted that mine? I think there's small chance for resources to disappear in normal BtS.


I've updated Addon info (http://forums.civfanatics.com/showpost.php?p=6771455&postcount=5) as Kalimakhus has released beta version of RevolutionDCM addon for RoM 2.0. See that post for more info.

Kalimakhus
May 03, 2008, 05:17 AM
About the MemSaver attribute. I am not sure if anybody is interested in knowing the exact way it saves memory but I just happened to know:

A DirectX application like BTS when working in full screen mode is given full control over the display card through Direct3D. To allow this and in the same time enable diverting from the application and going back to the desktop or another application, all data held by the display card should be saved to system memory so that when returning to BTS again this data is restored to the display card.

The amount of memory reserved for this purpose can be quite large. Roughly guessing it can be even more than the on-board memory of the display card as some data is held in other parts of the card and also some data need to be held on system memory in less efficient format than the one used to keep it on display card memory.

In general this option can be useful for people with less RAM. It particularly can delay MAFs. It shouldn't necessarily enhance performance in terms of how fast things get done.

The option is not always on because it prevents using Alt-Tab to divert from BTS to the desktop of another application. Actually you will still be able to use Alt-Tab but once you switch to another application you won't be able to go back to BTS. If you try you will get an error and BTS will exit. This is simply because BTS can't restore its graphics status without a saved copy on system memory.

nagz
May 03, 2008, 12:47 PM
HEy Zap....nice to be back.... and i chck the new version is done......GREAT !!!!

I am downloading......V2.....However after I finish 1.0.3 with DCM thats my last save game...but still good to be back and let you know my comments .

geminisama
May 03, 2008, 04:51 PM
I'm curious, but what KIND of "ethnically" diverse units are these? Varietas Delectat?

zappara
May 03, 2008, 05:11 PM
ethnic units are based on EDU mod, there was no Varietas Delectat at that time when EDU was combined (about year ago). After that I've added myself most units one by one because combining such mods like VD won't "work" nicely with RoM because there's so many new unit classes. So in some cases the mod is using ethnic units for regular BtS unit classes from certain area (asia, middle-east etc.) ie. those that were included in BtS and for new unit classes it uses those new units made by community here. This way all unit classes will eventually get ethnic versions, not just the default BtS unit classes like it's in VD. There will be more ethnic unit graphics added in most patches.

Soduka
May 03, 2008, 06:36 PM
Any plans on adding Revolutions mod to this? It's hard to play without the excitement of new countries popping up after playing that mod, but I love the other stuff in here.

zappara
May 03, 2008, 07:24 PM
There's Revolution addon for RoM, check this post (http://forums.civfanatics.com/showpost.php?p=6771455&postcount=5) on first page in this thread.

pdonettes
May 03, 2008, 07:49 PM
One thing has always bothered me about civ. tech just trips along. Is there any way you can implement either a plague induced backwards tech slide or something? I don't know, maybe in cities with unsanitary conditions? Oh! was thinking also, instead of using oil painting as a tech, maybe you could make the different Art movements into techs, just to be more technically accurate. Good job though. I really like the MOD.

yuizaki
May 03, 2008, 11:25 PM
when a police station is built you cannot conscript a infantry? you can only draft police squad. I think this restriction is unnecessary.

trotty
May 04, 2008, 02:05 AM
i have a crash. Building the sdi probably. If you send me your mail i'll send the savegame.

Il Corvo Bianco
May 04, 2008, 02:24 AM
Loved RoM v1 :D
Downloading and playing immediately, then I will take a bit of time to pray thee, o God of Mod.

Rang Tzu
May 04, 2008, 08:27 AM
Been playing it with a friend these last couple of days, great fun.

The games usually got a little out of control, though. The new civic and wonder combinations are a tad too powerful (I'm talking about the +50-100% research wonders and the free great scientists that comes with them)

I had 27000/1500 research/gold per turn during the end of our last game on a standard sized map. The town where I had built all the research and financial wonders (also Oxford and the Computer Center national wonders) had more research output than the rest of the world combined.

yuizaki
May 04, 2008, 03:00 PM
I bombarded a city defence with ship of the line to 26%, but when I tried to attack it with infantry the combat order says the city's defence is 10%. we have this problem of not showing correct number of city defence rate, but it seems like it is now affecting in the actual combat order. here's the SS. also, grenadier seem to have some trouble with combat order time to time. I don't have a screen shot here but when I tried to attack with a rifleman, the grenadier wasn't given a combat bonus against my rifleman.

Pilotis
May 05, 2008, 02:53 AM
Sorry. Wrong thread. Ignore me......!

qumil
May 05, 2008, 04:32 AM
Abbisynian Civ and Ethiopian Civ were the same Civ. Please, delete one in next patch. Native American Civ and Iroquis Civ? Hmmm....

zappara
May 05, 2008, 06:33 AM
One thing has always bothered me about civ. tech just trips along. Is there any way you can implement either a plague induced backwards tech slide or something? I don't know, maybe in cities with unsanitary conditions? Oh! was thinking also, instead of using oil painting as a tech, maybe you could make the different Art movements into techs, just to be more technically accurate. Good job though. I really like the MOD.Last night I was looking for plague coding, there's plague in Gods of Old BtS mod but I don't think I can convert that feature to random event. I would like to have diseases that affect Civilizations by adding lots of unhealthiness for certain turn amounts. To make such events, it would require some python coding as the event's XML tags are not exactly suitable for this alone.

when a police station is built you cannot conscript a infantry? you can only draft police squad. I think this restriction is unnecessary.Police Squad is among the conscript units, between Infantry and Modern Infantry if I recall right now from memory. I guess you didn't have access to Modern Infantry at that time when you tried to conscript. Modern Infantry will be the preferred conscript unit type when you get that tech.

i have a crash. Building the sdi probably. If you send me your mail i'll send the savegame.You can attach save game files to forum posts. :)

I bombarded a city defence with ship of the line to 26%, but when I tried to attack it with infantry the combat order says the city's defence is 10%. we have this problem of not showing correct number of city defence rate, but it seems like it is now affecting in the actual combat order. here's the SS. also, grenadier seem to have some trouble with combat order time to time. I don't have a screen shot here but when I tried to attack with a rifleman, the grenadier wasn't given a combat bonus against my rifleman.I think this happened because cities have different defense values for regular defense and bombardment defense (normal BtS feature) as well as one for espionage defense. Gunpowder units also ignore building defense (walls, castle..) when attacking so they get different defense value when they attack. City's culture amount adds to city defense too so it's quite complicated.

Abbisynian Civ and Ethiopian Civ were the same Civ. Please, delete one in next patch. Native American Civ and Iroquis Civ? Hmmm....I'm not deleting any Civs even though you're right about that Abyssinian and Ethiopians are same Civ - though from different time periods. Should I delete also Babylon, Persia, Arabs, Assyria or one of those Roman civs because they just happened to be at exact same locations historically (also in different time periods)? I'd say no and I'm actually making Extra Civ addon that will add about 50 more Civs, many of them have been on same areas at different times. When it comes to Civs, I think more choices is better than less and having Civs from different time periods helps later to create scenarios for certain historical ages. In the addon Native American will be renamed to Sioux.

Cormac1974
May 05, 2008, 11:43 AM
Hi all!
This mod is great! Thanks! :goodjob:

First thing, i have a question. This mod contains the Varietas Delectat mod?
If not, then can you add this mod to your next version ROM2 mod, please (maybe with hungarian sounds)?
Hungarian mod for Varietas Delectat, but without hungarian sounds (http://forums.civfanatics.com/showthread.php?t=248462)


Second thing, i added one another hungarian mod to ROM2 (This mod creators: Anima Croatorum & updated for Warlords 2.08 by cool3a2).
This edited mod add a playable hungarian civilisation for your ROM2 mod.
You can download this mod for the ROM2:
another hungarian mod for ROM2 with hungarian sounds, edited for ROM2 by me (http://www.republiknet.com/fajlok/Magyar_MOD_ROM2-hoz.zip)
This mod install is simple: unzip to ROM2 mod dir and overwrite all files.


Please add hungarian mod to your next version ROM2 mod if you can and the hungarian fans will be happy. :king:

Sorry for my bad english.


Cheerio

One hungarian CIV4 fan. :)

Sonereal
May 05, 2008, 07:12 PM
Ok, I've been playing the mod with the Vikings since the beginning, and it's near the industrial age now, and I would like to say I love this mod.

It's the first time playing marathon that teching up to gunpowder units makes sense. It's the late Renassiance now and I'm starting to get Gunpowder.

I got the Great Wall, which really helped since Barbarians are hard to fight.

The only thing I could ask is that if a civ had a lot of a resource, like oil, supher, iron, etc, that the Civ would receive a bonus when building units using that resource. I ask because the only way to really slow down a huge civ with a lot of iron mines is by destroy each and every mine.

Great mod, 5/5

Great mod, one of my favs right now. I'm going to have to restart soon though, because the map I'm playing is mostly ice (random map gen, but a very random one) so my capital has good production (nearly any normal building or unit in 1-10 turns) but the rest of my cities suck. I'm making about 300 gold a turn now =P

qumil
May 06, 2008, 04:11 AM
I'm not deleting any Civs even though you're right about that Abyssinian and Ethiopians are same Civ - though from different time periods.
Ok, I understand your point of view. Maybe you could do these civs wouldn't happen in the same game?Two cities of Addis-Abeba - it looks strange.
and I'm actually making Extra Civ addon that will add about 50 more Civs, many of them have been on same areas at different times.
More civs-more fun, but in my opinion there are a lot of absurdly civs in mods: Swiss, Illyrian, Cuban. Be cricitious making addon :)

timberwoolf
May 06, 2008, 05:27 AM
konradcabral said something about the memsaver option- what is it, and how do I turn it on?

Sonereal
May 06, 2008, 05:38 AM
A lot of civs are good as long as it doesn't feel like they're just there to say "Hey, there's a Cuban Civ here" or something like that.
I would love a Soviet Union Civ though. Even though the game has Russia and Stalin, it doesn't feel the same.

zappara
May 06, 2008, 05:57 AM
Hi all!
This mod is great! Thanks! :goodjob:

First thing, i have a question. This mod contains the Varietas Delectat mod?
If not, then can you add this mod to your next version ROM2 mod, please (maybe with hungarian sounds)?
Hungarian mod for Varietas Delectat, but without hungarian sounds (http://forums.civfanatics.com/showthread.php?t=248462)

Second thing, i added one another hungarian mod to ROM2 (This mod creators: Anima Croatorum & updated for Warlords 2.08 by cool3a2).
This edited mod add a playable hungarian civilisation for your ROM2 mod.
You can download this mod for the ROM2:
another hungarian mod for ROM2 with hungarian sounds, edited for ROM2 by me (http://www.republiknet.com/fajlok/Magyar_MOD_ROM2-hoz.zip)
This mod install is simple: unzip to ROM2 mod dir and overwrite all files.

Please add hungarian mod to your next version ROM2 mod if you can and the hungarian fans will be happy. :king:This mod doesn't contain Varietas Delectat but this mod does have several hundred (~300) ethnically diverse units added and more will be added in future patches. I couldn't combine VD directly because my mod adds many new unit classes and I have to find new ethnic units for each new unit class - so basically there might be most of the same unit graphics as in VD but they might not be used for same unit classes.

Hungary will be on the extra civ addon pack that I'm going to release today. I had it combined to my addon before you posted about it here. ;)

The only thing I could ask is that if a civ had a lot of a resource, like oil, supher, iron, etc, that the Civ would receive a bonus when building units using that resource. I ask because the only way to really slow down a huge civ with a lot of iron mines is by destroy each and every mine.

Great mod, 5/5

Great mod, one of my favs right now. I'm going to have to restart soon though, because the map I'm playing is mostly ice (random map gen, but a very random one) so my capital has good production (nearly any normal building or unit in 1-10 turns) but the rest of my cities suck. I'm making about 300 gold a turn now =PI'm glad you're enjoying the mod. :) I might do something to resources in future patches - like resources getting used up by certain buildings and those buildings would be required to build units. This might simulate better how resources are used in real world, though I'm not sure how AI players could handle this situation in large scale mod like this.

About building strategy - my capital usually gets good production amount and I tend to hurry up production in other cities (all those poor slaves helping their king... :rolleyes:). I use capital often to make main military units, like make archers early game in capital and move them to new cities - new cities will just make workers / buildings until they're good size. Of course barbarian and other Civ threats make me adjust how I build my empire but basic route is usually this.

More civs-more fun, but in my opinion there are a lot of absurdly civs in mods: Swiss, Illyrian, Cuban. Be cricitious making addon :)My addon will be mix of modern day civs, some native american civs and some better known ancient civs. Full list can be seen in this thread (http://forums.civfanatics.com/showthread.php?t=273618). They are all in modular format also, so it's easy to remove those that you don't want in your game. By default all are enabled.

konradcabral said something about the memsaver option- what is it, and how do I turn it on?Go to Beyond the Sword folder, there's Civ4Config or Civilization4.ini file, open it and find line memsaver = 0. Change the 0 to 1 to enable that option.

timberwoolf
May 06, 2008, 10:48 AM
Zappara, thank you.

Sonereal
May 06, 2008, 11:53 AM
lol. That's exactly what I was doing with my capitol and cities.
For the resources, I'm kinda confused by what you said. You mean if a building required stone, one stone resource is used up until production ended and/or paused?

Yes! Go Italy and Mexico!

I put up a save of my current game before it hits the 2MB mark.

Playing as Vikings, not the most powerful of Civs in the game, but control a lot of the non-ice part of the island. The Capitol is well defended because of how important it is. There's Celts on the continent as well, but friendly.

The Egyptians are pleased, so it's cool there as well. The Navy is powerful too, with anywhere between 7-20 ships, mostly privateers. The Celts are still using Caravels and those ships that start with an F (forget name). So the Privateers are superior

zappara
May 06, 2008, 01:27 PM
lFor the resources, I'm kinda confused by what you said. You mean if a building required stone, one stone resource is used up until production ended and/or paused?Yes, something like that, but only on some strategic resources, don't see how Civ could use up a resource like stone :lol: Basically copper/iron mines would give you copper ore / iron ore resource, which would be then converted to pure copper/iron in Furnace. Pure copper/iron could be used to make copper/iron weapon resources and these finally enable you to build units that require these weapons. Each building in the production line would use up one resource and give one new. Though this could get very complex system very fast. Other possibility is to make quantitative resources. This is just an idea on design table, I'm not saying it will be added to the mod any time soon as this would require me to overhaul resources/buildings/improvements/units/trading etc ie. it's lot of work.

Maatissi
May 06, 2008, 04:07 PM
About those resources...

It seems that the AI still does not care about resources such as fur, silk, gems, cotton, lemons... For silk and gems, the AI only offers 1 gold per turn, and does not care about furs at all. This works also the other way around, you can get free furs just by asking the AI about a deal with your side of the table empty.

I guess this problem has been around since the RoM 1.0. However, it is still quite frustrating, as furs should be your strength when you spawn into a tundra starting location. Also, historically especially silk and furs were worth of their weight in gold...

And also a question on different topic: How complicated would it be to edit the unique unit availability (eg. adding the T-34 also for the Chinese)? Does it require a lot of XML editing?

Sonereal
May 06, 2008, 04:47 PM
zappara:

Of course, the system is stable the way it is now. No need to go out of the way right now to change it.
The furnace idea sounds good on paper, but I think that could get a tad complicated. Quantitative resources sounds good. But you're right, something like that would almost warrant it's own mod, as screwing with resources that way affects everything in the game.

Also, maybe if the AI had more of a reason to have those resources (fur, gems, etc), which reminds me.

In the game, the only way to make a Crusader is by having gems and King Richard's Crusade. Instead of that, how about whoever builds KRC allows anyone following that Civ's religion to produce Crusader units.

konradcabral
May 06, 2008, 06:20 PM
I can't run it on those settings.. would choke my computer to death. I'm glad that some have fast enough computer to run the mod on highest settings. :D



Well, my computer isn't so fast...

i'm in 1950's and my save has 4MB... And my video card is barely supporting it... Almost every turn, the game interface become blurry and dark in a strange way i can't explain. Oddly, it is quite quick processing the data and turns, except when the video problem happens. I turned down all the video settings, and even so, the problem happens... If you guys know a way of maximize my video card to solve this problem, i'll continue to play this save. If not, i'll start a new and smaller map with the brand new RevDCM and the NewCivsPackage... I'm ultrahappy either way, even China not conquering the world. Maybe now with Brazil. ;)

konradcabral
May 06, 2008, 06:29 PM
And Zappara,

i got the ultraresearch power in my empire too, as i saw other people saying around. I have all the Wonders like Edison's, Einstein's...
I play in the Noble level, last time i tried more difficult level i sucked, but that wasn't in RoM. Did you changed the difficult level to Noble becomes easier? The two times i played RoM (1.0 and now 2.0) at the Noble level i was the absolute ruler of the world... easier than BtS Noble alone. Is that a impression of mine?

Anyway, i also think these wonders are overpowered.

Sonereal
May 06, 2008, 06:54 PM
Well, my computer isn't so fast...

i'm in 1950's and my save has 4MB... And my video card is barely supporting it... Almost every turn, the game interface become blurry and dark in a strange way i can't explain. Oddly, it is quite quick processing the data and turns, except when the video problem happens. I turned down all the video settings, and even so, the problem happens... If you guys know a way of maximize my video card to solve this problem, i'll continue to play this save. If not, i'll start a new and smaller map with the brand new RevDCM and the NewCivsPackage... I'm ultrahappy either way, even China not conquering the world. Maybe now with Brazil. ;)


Usually, I try to zoom out to globe view, because too me, it should be logically faster because the only thing I see fromg globe view in clouds and city names.

How many Civs were you playing with?

konradcabral
May 06, 2008, 07:34 PM
Usually, I try to zoom out to globe view, because too me, it should be logically faster because the only thing I see fromg globe view in clouds and city names.

How many Civs were you playing with?

32 civs... i know, i know, i'm too ambitious... do u have this blurring problem too? and you click on globe view, and it gets better? is that so?

yuizaki
May 06, 2008, 09:14 PM
32 civs... i know, i know, i'm too ambitious... do u have this blurring problem too? and you click on globe view, and it gets better? is that so?

I have this problem too. first I had the famous bad memory allocation error CTD problem. now I (almost) solved it by sacrificing ability to use Alt+tab and set mem saver=1 in ini file. now it seems like this strange graphics happens a lot more. I suppose this means I need to get a better graphics card. it happens in every few turns. I tried many things but it never got better other than restarting. It's better than getting CTD all of sudden, though.

to konradcabral:
It's very difficult to design a game-balance. I don't think it was intended to be easier in this MOD. it must be because of more freedom=more room for human to outwit CPU.

to Zappara:
I noticed CPUs are building forts on top of resources. I don't get it; it seems as if thye are programed to build fort instead of mine/quary/camp etc. any idea why this is happening?

konradcabral
May 06, 2008, 09:28 PM
I have this problem too. first I had the famous bad memory allocation error CTD problem. now I (almost) solved it by sacrificing ability to use Alt+tab and set mem saver=1 in ini file. now it seems like this strange graphics happens a lot more. I suppose this means I need to get a better graphics card. it happens in every few turns. I tried many things but it never got better other than restarting. It's better than getting CTD all of sudden, though.

to konradcabral:
It's very difficult to design a game-balance. I don't think it was intended to be easier in this MOD. it must be because of more freedom=more room for human to outwit CPU.

to Zappara:
I noticed CPUs are building forts on top of resources. I don't get it; it seems as if thye are programed to build fort instead of mine/quary/camp etc. any idea why this is happening?

Yes, in the beginning of the problem it happened in every few turns, now its frequency has raised to almost every turn, as the save game grows.

I agree it's difficult... but we are civfanatics, we don't rest! :lol:

nagz
May 06, 2008, 10:34 PM
juST fINISHED DOWNLOADING CANT WAIT TO START !!!!


cHEERS !!!

Maatissi
May 07, 2008, 05:55 AM
About the religion-related tech tree:

Increased the cost of Dualism after moving it after the Polytheism in the tree. Perhaps it could also be added as a prerequistice for Theology?

Divine Right has now a long prerequistice list: Theology, Civil Service, Feudalism, Philosophy and Architecture. Does that make any sense to you? :)

How about moving Sphinx back to Masonry, and postponing the Sculpture tech a bit, perhaps even after Polytheism? Just speculating... Any ideas?

Adjusting, adjusting... God bless perfectionism! :D

zappara
May 07, 2008, 06:59 AM
About those resources...

It seems that the AI still does not care about resources such as fur, silk, gems, cotton, lemons... For silk and gems, the AI only offers 1 gold per turn, and does not care about furs at all. This works also the other way around, you can get free furs just by asking the AI about a deal with your side of the table empty.

I guess this problem has been around since the RoM 1.0. However, it is still quite frustrating, as furs should be your strength when you spawn into a tundra starting location. Also, historically especially silk and furs were worth of their weight in gold...

And also a question on different topic: How complicated would it be to edit the unique unit availability (eg. adding the T-34 also for the Chinese)? Does it require a lot of XML editing?I don't know how I could get those AI players to understand the value of those resources - they're acting like some ancient native people who trade their valuable gems for glass pieces :lol: Certainly will try to adjust these resources once again somehow in the patches.

Adding T-34 for chinese requires to add it in their unique units list in Civ4CivilizationInfos.xml file.

In the game, the only way to make a Crusader is by having gems and King Richard's Crusade. Instead of that, how about whoever builds KRC allows anyone following that Civ's religion to produce Crusader units.That's nice idea - I'll try to figure out if that is possible to make.

Well, my computer isn't so fast...

i'm in 1950's and my save has 4MB... And my video card is barely supporting it... Almost every turn, the game interface become blurry and dark in a strange way i can't explain. Oddly, it is quite quick processing the data and turns, except when the video problem happens. I turned down all the video settings, and even so, the problem happens... If you guys know a way of maximize my video card to solve this problem, i'll continue to play this save. If not, i'll start a new and smaller map with the brand new RevDCM and the NewCivsPackage... I'm ultrahappy either way, even China not conquering the world. Maybe now with Brazil. ;)Let's hope the next BtS patch will fix this Memory Allocation Fault problem. Having video card with more than 256MB RAM will probably allow you to play now longer but eventually most will get MAFs due to bugs in game engine. So for now got to play on smaller maps and not with maximum amount of Civs.

And Zappara,

i got the ultraresearch power in my empire too, as i saw other people saying around. I have all the Wonders like Edison's, Einstein's...
I play in the Noble level, last time i tried more difficult level i sucked, but that wasn't in RoM. Did you changed the difficult level to Noble becomes easier? The two times i played RoM (1.0 and now 2.0) at the Noble level i was the absolute ruler of the world... easier than BtS Noble alone. Is that a impression of mine?Game balance in the late game will be looked into in the first patches.

to Zappara:
I noticed CPUs are building forts on top of resources. I don't get it; it seems as if thye are programed to build fort instead of mine/quary/camp etc. any idea why this is happening?Forts give access to those resources - it's normal BtS feature. Forts act like cities so you can also build 2 tile canals with them if there's 2 land tiles between 2 seas. Forts can be very useful sometimes :)

About the religion-related tech tree:

Increased the cost of Dualism after moving it after the Polytheism in the tree. Perhaps it could also be added as a prerequistice for Theology?

Divine Right has now a long prerequistice list: Theology, Civil Service, Feudalism, Philosophy and Architecture. Does that make any sense to you? :)

How about moving Sphinx back to Masonry, and postponing the Sculpture tech a bit, perhaps even after Polytheism? Just speculating... Any ideas?

Adjusting, adjusting... God bless perfectionism! :DHeh, just was thinking about Divine Right tech how to improve it - was thinking to allow 2 different paths to it by changing Philosophy to OR requirement for Political Philosophy.

Sphinx to Masonry? Why? ;) Are you thinking about Sculpture from Hellenic point of view or from world point of view? I think sculptures first appeared around 3000BC - religion of course has had major effect on this art form.

It will take a while before this mod is perfect.. I think you can always find something to improve so it's infinite process. ;)

Lomion
May 07, 2008, 08:03 AM
"Forts give access to those resources"

Wow .. never knew that ... wonder if that is a huge bug .. e.g. if I see a resource I can't access for a couple tech years (lets say Year 5 and I need calendar) just build a fort on it (well I know I can't build a fort Y1 but you get the point)

zappara
May 07, 2008, 08:40 AM
@Lomion

It was actually intended change for Forts in some Civ 4 patch so it's not a bug.

yuizaki
May 07, 2008, 05:51 PM
it's rather strange that forts gives access to those resource when there's no technology required to harvest. though, if that's the bts feature we should live with it.
thanks for letting me now, especially the 2-tile canal!

Maatissi
May 08, 2008, 06:05 AM
Forts give access to those resources - it's normal BtS feature. Forts act like cities so you can also build 2 tile canals with them if there's 2 land tiles between 2 seas. Forts can be very useful sometimes :)

- Actually that is not a very big problem, as you don't get any bonuses from a "fortified" resource in a form of food, shields and trade... Fortifying a resource is an intelligent add-on, as it allows you to protect your border area resources in a way they would obviously be guarded in the "real world". Besides, considering the time to build a fort on a square and the amount of workers to be dispatched for that task, Mathematics is not that far from Calendar anyway. ;)


Heh, just was thinking about Divine Right tech how to improve it - was thinking to allow 2 different paths to it by changing Philosophy to OR requirement for Political Philosophy.

Sphinx to Masonry? Why? ;) Are you thinking about Sculpture from Hellenic point of view or from world point of view? I think sculptures first appeared around 3000BC - religion of course has had major effect on this art form.


- Yeah, I've been trying to make the Pyramids and the Sphinx as early wonders as they really were (before 3000 BC). Apparently it is a waste of time, however. As I mentioned somewhere, I lowered the cost of Sphinx to 200 shields. The main thing about postponing the Sculpture tech was to make Hellenism a later religion than Hinduism (which it obviously was?)

Perphaps I should attend more important things... :D

... Like the Divine Right, I was thinking Architecture as a prerequistice, as Divine Right is also a tech required to build the Versailles. (With Architecture the founder of Islam would also have the Engineering (read: Alhambra ready to be built right away to further "sweeten the pot".) ;)

Theology, Civil Service, Feudalism and Philosophy would make good additional prerequistices as Divine Right still triggers Renaissance? Correct? (I didn't check that in my last test game...)

I think the most important of all changes I've made so far is to move Dualism after Polytheism and increase the cost considerably, then make the Dualism an additional prerequistice for Theology.


It will take a while before this mod is perfect.. I think you can always find something to improve so it's infinite process. ;)


- You are absolutely right! Besides, you have already done a one hefty load of work, my hat is off to all you hardcore modders. :goodjob:

yuizaki
May 08, 2008, 09:43 AM
I noticed modern infantry and mechanized infantry are too close.
perhaps you want to make robotics to reqire LASER? (which is quite true. you need LASER for sensors)

Sonereal
May 08, 2008, 03:00 PM
I've been looking around and saw this mod
http://forums.civfanatics.com/showthread.php?t=274271

It would be nice to see this in your mod, except maybe the Experimental Weapon, which doesn't wipe everything off the continent, but DOES a LOT OF DAMAGE.

molnibalage
May 09, 2008, 09:05 AM
I heard the there is a MOD that is called revolution? Is this compatibile with the BASE ROM2? What about bombardement? My brother tried the latest version but was buggy...

RobO
May 09, 2008, 12:00 PM
I heard the there is a MOD that is called revolution? Is this compatibile with the BASE ROM2? What about bombardement? My brother tried the latest version but was buggy...

Look here (http://forums.civfanatics.com/showthread.php?t=271390) for a merge between RoM, Revolutions and DCM

masternic35
May 10, 2008, 01:18 PM
Hi Zappara,

I've been playing your mode now for a couple of days and I have to say I love it :p. It has everything I was expecting to see in the BTS expansion. Are you in contact with Firaxis and co ? I mean they should definitely hear from you !!

Appart from throwing flowers at you :king:, I can repport a small bug (though I'm sure you already know about this): some mounted units like the knights somethimes bug when they are supposed to receive an upgrade (ie: they show the blue background color but when the unit is selected, there is nothing to be clicked)

I'll try to follow your next releases ... do you have a website ?

cheers, and thx for all

Nikos

ichbinsehselber
May 10, 2008, 03:29 PM
Hi Zappara,

thanks a lot for this great mod. Please keep up the great work! Thanks also to all your supporters!

Small bug: Maybe it has been reported before, I did not see it though.
The woodsman defense bonus does not seem to work at all.

SIMPA
May 11, 2008, 09:25 AM
HI ZAPP!!!
Just one question:Is it possible to turn off revolution mod in rom2???
Btw great mod!!!!
take care !:)

Kalimakhus
May 11, 2008, 09:59 AM
@Simpa

If you are using the latest version of RevolutionDCM Add-On you can disable Revolution through the Custom Game screen. You will find check boxes for all Revolution components so you can turn on\off anyone of them.

SIMPA
May 11, 2008, 03:35 PM
Thanks for replay Kalimakhus!!!!:)
I will try to do that(revol mod is wreally great but sometimes it is difficult to handle)!
Thanks man!!!

Loke.be
May 12, 2008, 07:04 AM
just downloaded, will test soon.

Big thanks!

Loke.be
May 12, 2008, 07:20 AM
I have the no-hud bug too.. Vistax64 english, english civ4 + bts 3.13.
Any idea about what I should try to fix that?

yuizaki
May 12, 2008, 08:42 PM
a minor bug report.
maceman's city attack upgrade doesn't seem to be working.

truetom
May 13, 2008, 03:06 AM
No HUD bug. :sad: XP SP2, English Civ4, BTS 3.13. Even "Options" in the main menu don't react. :sad:

I love ROM 1 and can't wait to play ROM 2, but... :cry:

TT

Loke.be
May 13, 2008, 04:29 AM
Exactly the same here Truetom.. Civpedia, options.. are like disabled in addition to the hud bug :(

niftymbm
May 13, 2008, 04:55 AM
If this is after you installed the Revolution DCM mod, did you....follow the install instructions?

As in....

Installation:

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

In case you want to have both regular RoM and RoM+RevDCM side by side you need to do the following:
(Thanks for Commander Bello for pointing this out and for trying the process)

1- Make a copy of Rise of Mankind folder and name it RoMRevDCM (or a name of your own choice).
2- In the new folder go into assets and remove the python folder.
3- Extract the archive into some temporal location.
4- Extracted archive wil create a folder named Rise of Mankind. Copy everything inside this folder to your new RoM folder.
5- Go to your new folder\assets\python. There you find a file named CvModName.py Open this file in Notepad (or better Notepad++).
6- Line #2 reads
modName = "Rise of Mankind"
Change the name to whatever you named your folder.

7- You might also rename the .ini file under the mod's folder though this is not important. After you load the mod for the first time a new ini will be created automatically with the name of the folder. Rise of Mankind.ini doesn't include any special configuration values.

Daegan
May 13, 2008, 06:15 AM
Indeed, same problems happened for me until I looked at the RevDCM mod install instructions more closely. The step that seems to have been crucial was deleting the Python folder.

zappara
May 13, 2008, 06:55 AM
For missing UI problems see Frequently Asked Questions (http://forums.civfanatics.com/showpost.php?p=6771453&postcount=4) post and Version 2.x bug reports (http://forums.civfanatics.com/showthread.php?p=6771269#post6771269) -thread on Rise of Mankind forum section.

And here's current list of changes that are going to next patch:
Version 2.01 patch
-----------------------

Religions
---------
- Changed: Islam is founded with Education now

Buildings
---------
- Changed: Observatory can be built only in cities which have hills or peak inside city radius (most real life observatories are on hills/mountains)
- Changed: Deep Space Research Institute is now National Wonder
- changed: Laboratory requires University instead of Observatory because Observatory can't be built anymore to all cities
- Changed: Accelerator no longer cause unhealthiness, space production bonus decreased from 50% to 20%, cost increased from 230 to 500
- Added: Food Processing Plant graphics and icon
- Added: Manufacturing plant graphics

Wonders
-------
- Changed: Copernicus Observatory can be built only in cities which have hills or peak inside city radius
- Changed: Einstein's laboratory no longer give +2 extra science from all specialists, instead the city where this wonder is built, gets 2 free scientist, obsolete at Superstring Theory
- Changed: Radio Telescope requires University in city instead of Observatory (Radio Telescopes are built usually in valleys instead of hills/peaks)
- Changed: Leonardo's Workshop obsolete at Thermodynamics
- Changed: Edison's workshop obsolete at Magnetic Levitation
- Changed: Isaac Newton's college obsolete at Quantum Physics
- Changed: sphingx moved back to Masonry, cost decreased to 250 (half of Pyramid cost)
- Added: Alhambra Icon
- Added: Pont du Gard icon

National Wonders
----------------
- Changed: Moai Statues moved to Sculpture tech, requires also Seafaring
- Changed: Oxford University science bonus decreased from 100% to 50%
- Changed: Supercollider science bonus decreased from 100% to 50%
- Changed: Radio Telescope science bonus decreased from 100% to 50%
- Changed: Computer Center science bonus decreased from 200% to 100%


Units
-----
- Changed: Cavalry units require now Cavalry Tactics instead of Flintlock (Cavalry can't be found before Cuirassier now)
- Changed: All units that previously required Rocketry, require now Advanced Rocketry
- Changed: African horse archer flavor unit swapped to Middle east version due to bug that city screen malfunction
- Added: V1 Missile, req. Rocketry
- Fixed: Middle East heavy swordsman was missing 2 texture files for low graphic settings
- Added: Icons for Fusion Battleship, Fusion Destroyer, Fusion Cruiser, Fluyt, Fusion Transport, Fusion Carrier, Jeep, Submerged Town Platform, Bombard, Hi-Tech APC, Sacred Band, Plasma Armor, Hover Tank, F35, Landing Ship Tank, Ashigaru
- Fixed: Attack Submarine has now Oil Products as OR requirement
- Fixed: Tank unitclass requires now Radio tech and Oil products
- Fixed: Heavy Tank unitclass requires now Radio tech and Oil products
- Fixed: Asian Longbowman icon

Events
------
- Changed: Adjusted occurrance rate for Crucible Steel event, now might happen in 2 of 3 games
- Changed: Rabbi event activated
- Changed: Golden Buddha event activated
- Changed: Preaching researcher event activated
- Fixed: Text entry for Crucible Steel event
- Added: Poisoned Arrows event


Techs
-----
- Changed: City Planning can not be found from Goody hut
- Changed: Monarchy can not be found from Goody hut
- Changed: Usury can not be found from Goody hut
- Added: Advanced Rocketry
- Changed: Rocketry moved earlier, Advanced Rocketry replaces its old spot
- Changed: Polytheism requires now Mysticism, no longer require Priesthood
- Changed: Dualism requires now Priesthood
- Changed: Monarchy requires Monotheism instead of Polytheism
- Changed: Monotheism moved bit earlier, requires now Polytheism instead of Dualism
- Changed: Sculpture requires now polytheism (forces Hinduism to be founded before Hellenism), cost increased from 95 to 120
- Changed: Divine Right removed Monarchy requirement (was included pre-reqs already), requires now Architecture
- Changed: Robotics require Manufacturing and Laser


Resources
---------
- Changed: AI Trade modifiers increased for Banana, Dye, Fur, Gems, Gold, Incense, Ivory, Silk, Silver, Spices, Sugar, Wine, Whale, Hemp, Salt, Potato, Coffee, Pearls, Lemons, Cotton
- Changed: AI Trade modifier decreased for Glassware
- Changed: Unique value increased for Aluminium to 4, makes AI players want more this resource and cause war more often
- Changed: Unique value increased for resources: Lemon, Fur, Gems, Gold, Incense, Ivory, Silk, Spices, Sugar, Hemp, Salt, Coffee

Promotions
----------
- Changed: Anti-tank defense I requires Advanced Rocketry

Improvements
------------
- Fixed: Railroad now correctly gives +1 hammer for Town, Village, Cottage, Hamlet

Python
------
- Changed: CvPath.py checks game/mod location with different method now

Other
-----
- Removed: Commented lines/sections from most xml files. There's been reports on forums that in some cases these commented lines can cause bugs in mods.


Keep those suggestions and bug reports coming. :)

Kalimakhus
May 13, 2008, 07:45 AM
I am sorry for the trouble some people have when trying to install the RevolutionDCM Add-On. Unfortunately I had to replace large parts of the Python folder of RoM and this meant removing some files. This is why the whole folder must be removed before installing the Add-On.

Zappara has mentioned that he intends to integrate RevolutionDCM in the main mod in future. When this happens such problems will no longer be there. For the time being I hope everybody reads installation instructions carefully. They are there to make sure you get a working game after installation :)

RobO
May 13, 2008, 08:08 AM
- Changed: Dualism requires now Priesthood

I never thought of this before - but how can you have priests without a religion? It doesn't make much sense, unless you think of them as some kind of Shamans.

Loke.be
May 13, 2008, 10:53 AM
Thanks Niftymbm, I followed the installation order indicated in the 1st page but didn't notice there were other instructions as well to follow.

This mod looks awesome. Just played a few minutes (read hours) and possibilities looks very promising! Good job Zap!!

zappara
May 13, 2008, 01:09 PM
I've been playing your mode now for a couple of days and I have to say I love it :p. It has everything I was expecting to see in the BTS expansion. Are you in contact with Firaxis and co ? I mean they should definitely hear from you !!

Appart from throwing flowers at you :king:, I can repport a small bug (though I'm sure you already know about this): some mounted units like the knights somethimes bug when they are supposed to receive an upgrade (ie: they show the blue background color but when the unit is selected, there is nothing to be clicked)

I'll try to follow your next releases ... do you have a website ?I'm glad you're enjoying it. :) I haven't been in contact with Firaxis - I'm just a fan of Sid Meier's games, been for 2 decades now starting from Silent Service sub game - don't know if they want to hear from some barbaric viking :lol: On more serious note, while I've been playing Civ games and growing older I kind of want more complex strategy elements from my games and at the same time most games are going towards simplicity which is understandable since companies want to sell as much as possible their games. Good thing is that Firaxis has made Civ 3 and 4 so easily to mod and allows us who like to have more complex mods to actually make them without the need of complex programming skills. I just hope Sid and fellows keep making these games so we can enjoy them some more decades. :)

I don't have website, haven't had one since I stopped modding Morrowind and Oblivion. Just keep eye on this thread and Rise of Mankind (http://forums.civfanatics.com/forumdisplay.php?f=269) -forum section here at Civfanatics.


Small bug: Maybe it has been reported before, I did not see it though.
The woodsman defense bonus does not seem to work at all.I'll have to test those promotions. Thanks for reporting it.

a minor bug report.
maceman's city attack upgrade doesn't seem to be working.This have been added to my check list. 3 reports of promotions not working properly is indicating that there might be bug left somewhere.

I never thought of this before - but how can you have priests without a religion? It doesn't make much sense, unless you think of them as some kind of Shamans.Well, I could have made polytheism to lead to dualism as well but that makes it too easy to found several religions. So it's rather an effort to make religions spread out more than follow most realistic path to that tech. But there's few points that kind of make sense when you look at what Dualism tech requires - it requires Ritualism, Mysticism and Priesthood - in other words your civilization knows how to worship (nature, spirits etc) and there's prophets (=priests) among your people so someone is bound to eventually find a new religion. I'm pretty sure pagans did have some sort of priests/shamans even before they were actually following any specific religion. Does this clarify my thinking with these religion techs?

This mod looks awesome. Just played a few minutes (read hours) and possibilities looks very promising! Good job Zap!!One more turn... ;)

RandallS_1985
May 13, 2008, 06:57 PM
Looks Great:)

I'm downloading it with all of the extras.

I think I'm going to try that memory saver idea to.

Down with MAF:mad:

RandallS_1985
May 13, 2008, 08:11 PM
I'm having a problem with downloading.

I got the main ROMK v2.0 since it was a .zip file, howver I can't extract any of the add-ons because my computer doen't recognize .rar files. Does any one know where I can find a program that extracts .rar files?

RobO
May 13, 2008, 11:48 PM
http://www.7-zip.org/ should do it.

Loke.be
May 14, 2008, 02:44 AM
One more turn... ;)

Exactly!! Just... one... more! :D
Will try MP this weekend.

NoManners
May 14, 2008, 04:59 AM
@Kalimakhus

Great expansion to an almost perfect mod. Thanks a lot!

Just one comment besides, cause so many people have troble with UI... You should add the "delete Python-folder"-instruction to your readme.txt, it says

Installation is simply a matter of dragging the RevolutionDCM directory into the BTS Mods folder.

at the moment. Would have saved me some time puzzling around with installation files :-)

I am happy YOU spend your time puzzling around with merging mods for my pleasure. Thank you!

zappara
May 14, 2008, 05:20 AM
Exactly!! Just... one... more! :D
Will try MP this weekend.Multiplayer mode won't work without problems - there's crashes once you can build colonists/pioneers as those cause 'Out of Synch' error when you try to build new city. Don't know yet how to fix the python problem so that the mod would work in multiplayer mode.

ichbinsehselber
May 14, 2008, 06:19 AM
Played immortal, continents aggressive, raging barbs, marathon, huge map...

The difficulty at the start -well let's say as soon as the barbs come - is very high. Fighting to survive... These waves of archers come so soon and heavy down on your empire ...

After getting Axemen and even to medieval age (in year 1080BC) the game looks absolutely won. Difficulty is easy. Science rate 100%, leading in all important areas. The AI does not seem to get it's cottages built, so it stays far behind. Another problem appears the easiness to make money through religion (and later corporations) on these huge maps. If you survive you end up with 100% science and still a lot surplus money.

I like this mod very much, there are so many nice goodies in it! The key question to make it even better seems to be:
What needs to be done to get a game with more linear difficulty level. Say, a bit easier at the start and significantly more hard later?

RandallS_1985
May 14, 2008, 03:48 PM
http://www.7-zip.org/ should do it.

Yes, this works very well. Thanks! :)

Soduka
May 14, 2008, 05:42 PM
Great mod, but trying to play the Earth map is impossible. The memory leaks begin around 1600 kbs sized saves and with this mod saves get bigger, faster. Very fun, but the Memory leaks eventually just crash them game. I know this is a bug with the engine, too bad Firaxis can't seem to fix it. Too bad, as Russia I had conquered Europe (England and Spain were my vassals) and was currently marching through the Middle East, preparing for the oil age that was about to arrive.

truetom
May 15, 2008, 01:33 AM
If this is after you installed the Revolution DCM mod, did you....follow the install instructions?

As in....

Installation:

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

In case you want to have both regular RoM and RoM+RevDCM side by side you need to do the following:
(Thanks for Commander Bello for pointing this out and for trying the process)

1- Make a copy of Rise of Mankind folder and name it RoMRevDCM (or a name of your own choice).
2- In the new folder go into assets and remove the python folder.
3- Extract the archive into some temporal location.
4- Extracted archive wil create a folder named Rise of Mankind. Copy everything inside this folder to your new RoM folder.
5- Go to your new folder\assets\python. There you find a file named CvModName.py Open this file in Notepad (or better Notepad++).
6- Line #2 reads
modName = "Rise of Mankind"
Change the name to whatever you named your folder.

7- You might also rename the .ini file under the mod's folder though this is not important. After you load the mod for the first time a new ini will be created automatically with the name of the folder. Rise of Mankind.ini doesn't include any special configuration values.

Ok, I'll try. Thanks. Did it solve your problem, Loke.be? :)

TT

Loke.be
May 15, 2008, 03:29 AM
Yep solved the problem. Had to make sure point 7 was done otherwise xml errors appeared during loading. (I wanted the 2 versions)

Bad news then about MP.. will try anyway to see if I reproduce the OOS..

Kalimakhus
May 15, 2008, 01:04 PM
@Kalimakhus

Great expansion to an almost perfect mod. Thanks a lot!

Just one comment besides, cause so many people have troble with UI... You should add the "delete Python-folder"-instruction to your readme.txt, it says



at the moment. Would have saved me some time puzzling around with installation files :-)

I am happy YOU spend your time puzzling around with merging mods for my pleasure. Thank you!

The quoted text is from Glider's Readme for RevolutionDCM. I keep all readme files from the components I merge. The instructions for installation are present on the download page, and the discussion thread. I recently highlighted the statement for removing the old Python folder so it is more obvious for future. I am sorry if the instructions are not straight forward. Most people who played several mods no longer read installation instructions as they are almost always the same.

Thanks a lot for playing the Add-On I hope you are enjoying RoM2 + RevolutionDCM.

SIMPA
May 15, 2008, 02:08 PM
hi zapp!!!
I notice that you used THORN flag mod for BTS in your mod so I would ask you if it is not a problem to you to borrow me that mod???
I was traying to download but THORN links doesant work anymore and I cant find that nowhere!!
PlEaSe!!!!

CrazyAce
May 15, 2008, 10:20 PM
I dono about this RevolutionDCM for Rise of Mankind 2.0, I mean it is way out of control, its like each time I build up and get revolted most of the structures that I built are gone and have to re build them.

I think this add on requires a lot of make over to be representable with this mod. What I would like to see is a little more control over the rebellions, such as fewer revolts.

Soduka
May 16, 2008, 01:16 PM
I do fine with it. You must think of the people in a real sense. If you stay in an unfavorable/losing war for a long while, the people will get fed up. If your government suppresses their rights, they will rebel. You must fight short, successful wars, have a balanced government, and a good economy. If your economy is down (Your research slider is down in 30% and lower) they will complain of high taxes and revolt.


I find it fun and it's always rewarding to watch a competitor fall to pieces into several small nations, kind of like the Soviet Union in our world. (Hint: Espionage the hell out of them. Start unhappiness, steal their money, and pretty soon they will crumble)

CrazyAce
May 16, 2008, 02:17 PM
:splat: You know I did start the game with every one at war until they discover writing... I bet that has a lot to do with it.

(Hint: Espionage the hell out of them. Start unhappiness, steal their money, and pretty soon they will crumble) You don't say... I'm gonna have some fun with this.

Thanx for the advice.

Axil
May 17, 2008, 01:12 AM
Just had a look at the changes for the patch

Not sure I agree with the observatory needing hills - They don't especially if they are pre 20th century. Galileo did his work from Padua which is on low level land, Copernicus also graduated there but did his work in Poland again fairly flat though actually he was more a mathematician than practical observer.

Even in the 18th century Uranus was discovered by William Herschel at his Observatory in Bath UK - again not an area reknown for it's height


The reason most optical observatories are high these days is more to due with the problems of modern day pollution more - then fine particulates in the air introduced mostly by the industrial revolution and onwards scatter light and there to get a more defined focus the observatory has to be built above the haze layer.

little_cyclone
May 17, 2008, 01:15 PM
Just had a look at the changes for the patch

Not sure I agree with the observatory needing hills - They don't especially if they are pre 20th century. Galileo did his work from Padua which is on low level land, Copernicus also graduated there but did his work in Poland again fairly flat though actually he was more a mathematician than practical observer.

Even in the 18th century Uranus was discovered by William Herschel at his Observatory in Bath UK - again not an area reknown for it's height


The reason most optical observatories are high these days is more to due with the problems of modern day pollution more - then fine particulates in the air introduced mostly by the industrial revolution and onwards scatter light and there to get a more defined focus the observatory has to be built above the haze layer.

Maybe this should be split into two buildings then? A general "Early Observatory" that can be built anywhere and provide some basic scientific benefits and possibly make it obsolete in the modern age, and then an "Advanced/Modern Observatory" that can only be built with the hill/peak requirements and provide more significant scientific benefits then its predecessor, and have no obsolesence.

Propunk
May 17, 2008, 02:01 PM
Weird graphics problem

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

Zappara:
I've been constantly having problems with the graphics. It always happens when a next turn starts. The images seem to shuffle and the game either chashes to desktop or becomes impossible to go on. My pc is not that shabby: 2.66 mhz, 1.5 giga ram, 256 meg video card.

werttrew
May 17, 2008, 08:36 PM
I realize this mod wasn't really designed for one-city challenges, but I was annoyed to discover the limits on national wonders per city still held even in the OCC.

RobO
May 17, 2008, 10:44 PM
I realize this mod wasn't really designed for one-city challenges, but I was annoyed to discover the limits on national wonders per city still held even in the OCC.
That stuff is set in the file
...\Beyond the Sword\Mods\<Mod name>\Assets\XML\GlobalDefines.xml
Just use a standard text editor (notepad) and search for Wonder or OCC

I was under the impression that the limit for wonders didn't apply to OCC games, but I'm no expert. If you set the limit for normal games to 100 and play an OCC game you should be OK.

sŲŲr
May 18, 2008, 01:07 AM
Hi!

Multiplayer we rehearsed it in a manner , we used all accessories, and a synchronisation mistake arose .what it is possible to make?

Loke.be
May 18, 2008, 02:26 AM
MP works fine so far here (LAN; 2 players; Rev included)

molnibalage
May 19, 2008, 01:55 PM
Guys, there is a problem. At a certain point in my game I get CTD everytime in the same turn. I can send the save game if you want examine the problem. In this turn I don't invent anything, happens ALL TIME when I press enter for end turn.

This was my first long game with RoM2. I have to start a new game. :(

zappara
May 19, 2008, 04:50 PM
Version 2.01 patch released:
Religions
---------
- Changed: Islam is founded with Education now
- Changed: Jewish Global Religion Commerces (Temple of Solomon activates) changed from +2 gold +1 science to +1 gold (recommended by Commander Bello & little_cyclone)

Buildings
---------
- Changed: All Medieval building costs increased by 10%
- Changed: All Renaissance building costs increased by 20%
- Changed: All Industrial building costs increased by 30%
- Changed: All Modern building costs increased by 40%
- Changed: All Future building costs increased by 50%
- Changed: Observatory can be built only in cities which have hills or peak inside city radius (most real life observatories are on hills/mountains)
- Changed: Deep Space Research Institute is now National Wonder
- changed: Laboratory requires University instead of Observatory because Observatory can't be built anymore to all cities
- Changed: Accelerator no longer cause unhealthiness, space production bonus decreased from 50% to 20%, cost increased from 230 to 500
- Added: Food Processing Plant graphics and icon
- Added: Manufacturing plant graphics

Wonders
-------
- Changed: All Medieval Wonder costs increased by 10%
- Changed: All Renaissance Wonder costs increased by 20%
- Changed: All Industrial Wonder costs increased by 30%
- Changed: All Modern Wonder costs increased by 40%
- Changed: All Future Wonder costs increased by 50%
- Changed: Copernicus Observatory can be built only in cities which have hills or peak inside city radius
- Changed: Einstein's laboratory no longer give +2 extra science from all specialists, instead the city where this wonder is built, gets 2 free scientist, obsolete at Superstring Theory
- Changed: Radio Telescope requires University in city instead of Observatory (Radio Telescopes are built usually in valleys instead of hills/peaks)
- Changed: Leonardo's Workshop obsolete at Thermodynamics
- Changed: Edison's workshop obsolete at Magnetic Levitation
- Changed: Isaac Newton's college obsolete at Quantum Physics
- Changed: sphingx moved back to Masonry, cost decreased to 250 (half of Pyramid cost)
- Changed: Temple of Solomon +15% gold bonus added
- changed: Hanging Gardens moved to Dualism
- Added: Alhambra Icon
- Added: Pont du Gard icon


National Wonders
----------------
- Changed: All Medieval National Wonder costs increased by 10%
- Changed: All Renaissance National Wonder costs increased by 20%
- Changed: All Industrial National Wonder costs increased by 30%
- Changed: All Modern National Wonder costs increased by 40%
- Changed: All Future National Wonder costs increased by 50%
- Changed: Moai Statues moved to Sculpture tech, requires also Seafaring
- Changed: Oxford University science bonus decreased from 100% to 50%
- Changed: Supercollider science bonus decreased from 100% to 50%
- Changed: Radio Telescope science bonus decreased from 100% to 50%
- Changed: Computer Center science bonus decreased from 200% to 100%


Units
-----
- Changed: Cavalry units require now Cavalry Tactics instead of Flintlock (Cavalry can't be found before Cuirassier now)
- Changed: All units that previously required Rocketry, require now Advanced Rocketry
- Changed: African horse archer flavor unit swapped to Middle east version due to bug that city screen malfunction
- Changed: Horseman cost decreased from 50 to 38
- Changed: Bombard cost decreased from 100 to 90
- Fixed: Middle East heavy swordsman was missing 2 texture files for low graphic settings
- Fixed: Attack Submarine has now Oil Products as OR requirement
- Fixed: Tank unitclass requires now Radio tech and Oil products
- Fixed: Heavy Tank unitclass requires now Radio tech and Oil products
- Fixed: Asian Longbowman icon
- Added: Icons for Fusion Battleship, Fusion Destroyer, Fusion Cruiser, Fluyt, Fusion Transport, Fusion Carrier, Jeep, Submerged Town Platform, Bombard, Hi-Tech APC, Sacred Band, Plasma Armor, Hover Tank, F35, Landing Ship Tank, Ashigaru
- Added: V1 Missile, req. Rocketry
- Added: Missionary units for all new religions, this should fix crash issue with religions

Events
------
- Changed: Adjusted occurrance rate for Crucible Steel event, now might happen in 2 of 3 games
- Changed: Rabbi event activated
- Changed: Golden Buddha event activated
- Changed: Preaching researcher event activated
- Fixed: Text entry for Crucible Steel event
- Added: Poisoned Arrows event
- Added: Sandstorm event


Techs
-----
- Added: Advanced Rocketry
- Changed: City Planning can not be found from Goody hut
- Changed: Monarchy can not be found from Goody hut
- Changed: Usury can not be found from Goody hut
- Changed: Rocketry moved earlier, Advanced Rocketry replaces its old spot
- Changed: Polytheism requires now Mysticism, no longer require Priesthood
- Changed: Dualism requires now Priesthood, cost increased from 56 to 100
- Changed: Monarchy requires Monotheism instead of Polytheism
- Changed: Monotheism moved bit earlier, requires now Polytheism instead of Dualism
- Changed: Sculpture requires now polytheism (forces Hinduism to be founded before Hellenism), cost increased from 95 to 120
- Changed: Divine Right removed Monarchy requirement (was included pre-reqs already), requires now Architecture
- Changed: Robotics require Manufacturing and Laser


Resources
---------
- Changed: AI Trade modifiers increased for Banana, Dye, Fur, Gems, Gold, Incense, Ivory, Silk, Silver, Spices, Sugar, Wine, Whale, Hemp, Salt, Potato, Coffee, Pearls, Lemons, Cotton
- Changed: AI Trade modifier decreased for Glassware
- Changed: Unique value increased for Aluminium to 4, makes AI players want more this resource and cause war more often
- Changed: Unique value increased for resources: Lemon, Fur, Gems, Gold, Incense, Ivory, Silk, Spices, Sugar, Hemp, Salt, Coffee

Promotions
----------
- Changed: Anti-tank defense I requires Advanced Rocketry
- Changed: Fieldsman I -15% hill defense added (hills can have plains/grassland so now overal bonus for hills is +15% plains-15% hills = 0%)
- Changed: Fieldsman II -15% hill attack added, same reason as for Fieldsman I, Plains/Grassland terrain double movement bonus removed
- Changed: Fieldsman III -20% hill defense/attack added (0% overal bonus grassland/plains+hills)


Improvements
------------
- Fixed: Railroad now correctly gives +1 hammer for Town, Village, Cottage, Hamlet

Python
------
- Changed: CvPath.py checks game/mod location with different method now

Pedia
-----
- Added: More Rise of Mankind hints

Sound
-----
- Fixed: audio defines DIPLO_LE_LOI_EARLY and DIPLO_LE_LOI_LATE were missing


Other
-----
- Removed: Commented lines/sections from most xml files. There's been reports on forums that in some cases these commented lines can cause bugs in mods.This patch should fix most bugs that were found from v2.0 - including few CTD issues. Kalimakhus' addon won't be compatible with this version until it's updated as well.

Edward The Big
May 20, 2008, 06:26 AM
I assume I can still use the Extra Civ addon with patch 2.01?

But we can't use the Revolution add-on...

Is that right?

Alphacodex
May 20, 2008, 07:39 AM
Wow, what a great mod! However I can only tell by the thread here because every download attempt has failed so far. My last attempt was canceled after 4 hours downloading with the message "time out" !! Great...

I'd really love to try out your mod but as there is no resume allowed on filefront, it doens't really make sense to try over and over again. Is there anyother mirroror chance to get your mod??

Btw - your mod could maybe have a lot more fans, if it would be easier to get it...:rolleyes:

Thanx...
Codex

zappara
May 20, 2008, 09:55 AM
I assume I can still use the Extra Civ addon with patch 2.01?

But we can't use the Revolution add-on...

Is that right?Extra Civ addon should work just fine with v2.01. Extra Civ addon does lack one audio fix that is in v2.01 patch but that shouldn't affect anything.

Revolution addon has been now updated to RoM v2.01 and I've updated my little fix that allows you to use both Extra Civ and Revolution addons at the same time. Check first page for new download files.

Wow, what a great mod! However I can only tell by the thread here because every download attempt has failed so far. My last attempt was canceled after 4 hours downloading with the message "time out" !! Great...

I'd really love to try out your mod but as there is no resume allowed on filefront, it doens't really make sense to try over and over again. Is there anyother mirroror chance to get your mod??

Btw - your mod could maybe have a lot more fans, if it would be easier to get it...:rolleyes:

Thanx...
CodexI guess I'll have to look for other download mirrors. Anyone know any that allows resuming downloads?

Kalimakhus
May 20, 2008, 11:04 AM
RevolutionDCM Add-On for RoM is updated to work with RoM2.01. You all can get it here: http://forums.civfanatics.com/downloads.php?do=file&id=9087

The new version also includes the latest DLL for RevolutionDCM that is based on Bhruic's patch 1.21. Some minor bug fixes were implemented as well.

For everybody either you have the previous Add-On version or not what you need to do is:
1 - Install the 2.01 patch for RoM that was released by Zappara.
2 - Go to Rise of Mankind\assets and delete the Python folder.
3 - Install the Add-On by extracting it to the mods folder or by opening the archive file in WinRar then drag the folder Rise of Mankind from its window to mods folder.

In case you have the Extra civ Add-On installed or you install it afterward there is a patch that needs to be applied. The patch was first issued by Zappara but now I updated it to be compatible with RoM2.01. You will find the patch as a rar file inside Rise of Mankind folder after installing the Add-On. Copy the two files inside this rar to assets\xml\audio and you are all set to go.

Alphacodex
May 20, 2008, 11:13 AM
There are several sites that use mirrors that are at least faster and more stable than filefront. I will check if I can find out something. However what about putting the file on eMule in the meantime. I would offer to "host" it via eMule for at least a week until we can find a better mirror (i have a 24/7 connection with a 1MBit upload - not great, but it will help spreading a bit...).


Greetings
Codex

CrazyAce
May 20, 2008, 12:37 PM
Na I'm gonna have to say stay away form the torrents!!!

Thanx for the update Zap, although 1 question runs to mind if I already have RevDCM does it mean that I have to completely uninstall RoM2 and then reinstall with RoM2+Patch+RevDCM3.0?

Or can I just get away with what Kalimakhus posted?

molnibalage
May 20, 2008, 01:01 PM
So, can I use 2.01 and can handle my save game that made be 2.0 + bombarment+ Rev mod?

zappara
May 20, 2008, 01:52 PM
Na I'm gonna have to say stay away form the torrents!!!

Thanx for the update Zap, although 1 question runs to mind if I already have RevDCM does it mean that I have to completely uninstall RoM2 and then reinstall with RoM2+Patch+RevDCM3.0?

Or can I just get away with what Kalimakhus posted?Just follow Kalimakhus instructions and you should be good to go :)

So, can I use 2.01 and can handle my save game that made be 2.0 + bombarment+ Rev mod?Version 2.0 save games won't work with 2.01 so I suggest playing your previous game to end (if you want to) before updating the mod.

molnibalage
May 20, 2008, 01:57 PM
"Just follow Kalimakhus instructions and you should be good to go"

Where? Please add link to every info because I'm not familiar here.

zappara
May 20, 2008, 02:07 PM
"Just follow Kalimakhus instructions and you should be good to go"

Where? Please add link to every info because I'm not familiar here.Here:
Kalimakhus' addon install instructions (http://forums.civfanatics.com/showpost.php?p=6839075&postcount=138)

danielseses
May 23, 2008, 06:59 AM
The link for RevDCM addon given on the first page seems to actually link to the version for 2.0. If i start a game with it i cannot see the interface and choosing Options from the menu does nothing. Also in the CvModName.py file it says:
#CvModName.py
modName = "Rise of Mankind"
modVersion = "2.0"
Also date added indicated is 12 april.

zappara
May 23, 2008, 08:49 AM
@danielseses

Just checked it and to me links seems to be correct. CvModName.py wasn't changed in patch 2.01 so that will show only v2.0 info. What you need to install is:

1. Rise of Mankind main mod files (http://forums.civfanatics.com/downloads.php?do=file&id=9301)
2. Rise of Mankind patch 2.01 (http://forums.civfanatics.com/downloads.php?do=file&id=9491)
3. RevolutionDCM Add-On for Rise of Mankind v2.01 (http://forums.civfanatics.com/downloads.php?do=file&id=9087)

And remember to follow install instructions for each file. Add-On has slightly different instructions than main mod and patch.

danielseses
May 23, 2008, 09:13 AM
Thanks for the reply. I don't know what the problem is then. I followed the install instructions corectly (delete python folder for RevDCM and so on) about 3 or 4 times. Still seems weird that Date added shows April 12. Anyway, love your mod, keep up the good work :)

zappara
May 23, 2008, 09:18 AM
@danielseses

Check that there isn't this folder after you install the addon: '..\mods\Rise of Mankind\Rise of Mankind\'. If there is, then the location of addon is incorrect. You'll have to cut the 2nd Rise of mankind folder and paste it over to the 1st folder so that files get overwritten. This might happen with some programs that people use to unpack the files.

danielseses
May 23, 2008, 09:23 AM
Nope it's not that. Either way Rise of Mankind is great even without that addon. I'll just wait for the next patch maybe then it'll work (I didn't have this problem with 2.0).

zappara
May 23, 2008, 09:36 AM
You could try copy CvPath.py file from Rise of Mankind main mod zip file and overwrite the same file in RoM python folder after you have installed the RevolutionDCM addon. This file was updated in v2.01 and works bit differently than before. Let me know if this helped to solve the problem.

danielseses
May 23, 2008, 03:05 PM
Ok I figured out the problem. Apparently I must have been drunk (or rather completely retarded) when I first installed RevDCM because........... well............. I took a look in \Beyond the Sword\Assets and what do you know there's no Python folder (I'm assuming there should be one) :lol:. So yeah I know how to fix my problem now. I feel so stupid :mad:

Propunk
May 23, 2008, 03:56 PM
Zappara
From time to time I still get a CTD. The problem with the wierd mixed-up graphics remains every thirty turns or something. What should I do?

joelrehel
May 23, 2008, 05:57 PM
Great mod by the way, just a question, when i make a custom game and make a gigantic map and use 34 civs, i get a msg which says something along the lines of "memory allocation problem" then crashes... what is that and what causes that? I have tons of memory... 4 gigs of ram, 500+ gig mem available?

primordial stew
May 23, 2008, 09:46 PM
Great mod by the way, just a question, when i make a custom game and make a gigantic map and use 34 civs, i get a msg which says something along the lines of "memory allocation problem" then crashes... what is that and what causes that? I have tons of memory... 4 gigs of ram, 500+ gig mem available?

There is a thread in.. "civ4 bugs" about this. Basically, BTS exe has the right flag set by Firaxis, so your part is to add a flag in boot.ini to tell xp that programs can use more memory (/3GB). That should get rid of the MAF errors.

Also, if you use hibernate this has to be re-done (delete c:\hibernate.sys, turn off/on hibernate in power options to recreate the file. Otherwise the power will stay on!!!! and it will complain about "insufficient resources to complete API". microsoft.com will only tell you to download some patches...... but if you have sp2 already then this is all that is necessary.

CrazyAce
May 24, 2008, 04:20 AM
There is a thread in.. "civ4 bugs" about this.

I'm interested in knowing where this bug thread is located?

joelrehel
May 24, 2008, 07:30 AM
but i use vista, and can't seem to find a boot.ini file, not that i would know what to do if i did find it with instructions like add a flag lol.... but if anyone would like to help me out with a little bit better info that would be greatly appreciated

OwieB2003
May 24, 2008, 07:39 AM
There you go. (http://forums.civfanatics.com/showthread.php?t=224178)

joelrehel
May 24, 2008, 10:19 AM
Thanks that actually work perfect! i can now run gigantic maps with 34 civs!!!!!

Ok now my 2nd problem, Please help! I was having an issue with not being able to see any menu or options or civics and stuff like that after installing the newest 2.0 mod with all the other files, it was suggested to me to take out the python folder from the Mankind\assets .... so i did and it looked like it worked perfect! menu's and all options returned! but after playing a few minutes i now notice upon clicking in the civics for example, its hard to explain but in the civics options are all spread out and i can even see the education or healthcare civics :( and under Religion options i can see the last one and one is cut off... :( any ideas?

zappara
May 24, 2008, 10:34 AM
@joelrehel

You installed RevolutionDCM Add-on after you removed the python? '\Mods\Rise f Mankind\Assets\Python' -folder should be only deleted when you are going to install RevolutionDCM Add-on. If you did this, make sure you have installed now that Add-on properly ie. there should be again python folders. Add-On also overwrites xml files. If you only installed Rise of Mankind + patch and not Revolution add-on, you should not delete python files from the mod as those are essential part of the mod.

Freakwave
May 24, 2008, 01:03 PM
Some observations from my RoM 2 game.

Hellenism religion movie, nicely done!

AI is asking for steel while they cant use it yet.

Inquisitorial too many good things but not enough bad effects imo.

garrison builds military units 20% faster, does this go for ships also?

AI move their capitals to the new world (terra map)

Gunships attacking ships should have some sort of a neg bonus, i havent heard of heli's attacking ships.

transport heli's should only be able to defend imo.

some air promotions give the same bonusses on first lvl (air missiles and interception iirc)

There are lots of buildings that give spaceship build bonus.

SDI is now 75% could it be made 66%? I dont have anything to back up my vote but it seems more reasonable.

A nuclear war seems more possible that way. I was witnessing a nuclear war while i had SDI but the others didnt, including the one i was at war with. He never tried to nuke me. Could be he used his nukes on the other AI it was at war with. If he had been only at war with me who knows. I havent seen many nuclear wars in my civ4 experience.

Stefanskantine
May 24, 2008, 08:14 PM
Should multiplayer be stable for 2.01? Or are there out of synch issues?

Great mod btw!

CrazyAce
May 25, 2008, 06:58 AM
I'd like to see nuclear weapons cost way more. This should prevent so many being built.

Also do we still need to turn off Stack attack and Opportunity fire?

kreti
May 25, 2008, 12:28 PM
Hi guys, first of all lemme say that i think this mod is awsome :), i dont think i can ever get back to playing regular civ ever again , or study for my exams for that matter.. That aside heres the bug i've been encountering. So far ive played 3 games and all 3 of them the game freezes at some point. in the first game it was 1890~ the second 1900~ and the third 1950~ , so its pretty far in, and it would freeze after i reload on the same turn as well. It sais that the error is in the civ core dll , ive also atached the logs for the last crash to this post. Oh, the first two times this happened i was running the 2.00 version , for the third im running the 2.01 with revolution, dcm and influnce installed as well, ive disabled stack attack and battle effects. Ive also tried redusing grafix disablin sound etc, but whenever it happens once it will definately happen again after reload.... I somehow menaged to get past it one time, but im not sure how.. basically i had my movie player running in the background (dont even remember why) and i just pressed end of turn and didnt do anything else till it passed that turn, last time i tried that though it didnt work .. maybe cuz the movie player wasnt on :) jk..
Anyway i hope that info is accurate enough , keep up the good work and again i love rise of mankind :)

Hammurabi II
May 25, 2008, 03:33 PM
Hi, I've installed your mod, RoM2 along with the extra civs add-on and Revolutions add-on. However whenever I try and start a game, the interface is missing. All I see is the map with the units. I've uninstalled and re-installed, and made sure I followed all the steps in the right order, but no dice. :( Any suggestions? Thank you! And brilliant looking mod btw. :)

CrazyAce
May 25, 2008, 03:35 PM
Hey Hammurabi did you install the mod to the Program files directory? I did and the custom “grey” interface is gone, I get the stock CIV4 "blue" interface instead.

Hammurabi II
May 25, 2008, 03:40 PM
Yes I installed it to Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods. I don't have any interface though, gray or blue. :confused: Maybe I am doing something wrong?

RandallS_1985
May 25, 2008, 04:04 PM
Hi guys, first of all lemme say that i think this mod is awsome :), i dont think i can ever get back to playing regular civ ever again , or study for my exams for that matter.. That aside heres the bug i've been encountering. So far ive played 3 games and all 3 of them the game freezes at some point. in the first game it was 1890~ the second 1900~ and the third 1950~ , so its pretty far in, and it would freeze after i reload on the same turn as well. It sais that the error is in the civ core dll , ive also atached the logs for the last crash to this post. Oh, the first two times this happened i was running the 2.00 version , for the third im running the 2.01 with revolution, dcm and influnce installed as well, ive disabled stack attack and battle effects. Ive also tried redusing grafix disablin sound etc, but whenever it happens once it will definately happen again after reload.... I somehow menaged to get past it one time, but im not sure how.. basically i had my movie player running in the background (dont even remember why) and i just pressed end of turn and didnt do anything else till it passed that turn, last time i tried that though it didnt work .. maybe cuz the movie player wasnt on :) jk..
Anyway i hope that info is accurate enough , keep up the good work and again i love rise of mankind :)

I ran into a problem just like this in ver 1.02....
I haven't got far enough in to 2.0 yet, but I'm not liking the sound of this....
Why is this problem not being addressed? It is unimaginably annoying to get this late in the game and get cut off by the "impossible to load turn".

Kalimakhus
May 25, 2008, 04:21 PM
Hi, I've installed your mod, RoM2 along with the extra civs add-on and Revolutions add-on. However whenever I try and start a game, the interface is missing. All I see is the map with the units. I've uninstalled and re-installed, and made sure I followed all the steps in the right order, but no dice. :( Any suggestions? Thank you! And brilliant looking mod btw. :)

By all the steps you mean that you did Removed the Python folder of RoM before you install the RevolutionDCM Add-On.

You checked that the folder structure is correct (i.e. you have Rise of Mankind folder that doesn't include another Rise of Mankind folder inside it).

If all above checked then try using an older CvPath.py instead of the one you have now. To do so open the Rise of Mankind 2.0 archive (i.e. the full mod not the patch) in WinZip. It gives you a folder view like the one of windows explorer so go to assets\python\iniparser and there you will find CvPath.py. Drag this file to your Rise of Mankind\assets\Python folder. Allow the one there to be overwritten.

Hopefully one of the above works as they are the known possible causes of the issue you have.

Propunk
May 25, 2008, 05:23 PM
Zappara
From time to time I still get a CTD. The problem with the wierd mixed-up graphics remains every thirty turns or something. What should I do?
ZAppara:
Once more: what can I do about this?

Nightguard
May 25, 2008, 08:20 PM
Hi, I've installed your mod, RoM2 along with the extra civs add-on and Revolutions add-on. However whenever I try and start a game, the interface is missing. All I see is the map with the units. I've uninstalled and re-installed, and made sure I followed all the steps in the right order, but no dice. :( Any suggestions? Thank you! And brilliant looking mod btw. :)

Allow me to second the advice given earlier. If you're trying to run Rise of Mankind with the RevolutionsDCM add-on, you have to delete the Python folder inside the Rise of Mankind mod folder before you apply the add-on. The problem you're having is the same one I had, and it was happening because I didn't follow that step of the directions. You can do this if you've already applied the add-on. Just go into the Rise of Mankind/assets folder, then delete the Python folder, then reapply the add-on.

Enjoy conquering the world all over again. ^_^

zappara
May 25, 2008, 11:32 PM
ZAppara:
Once more: what can I do about this?
Writing detailed report to version 2.x bug reports (http://forums.civfanatics.com/showthread.php?t=273368) -thread would be first step. Read the instructions from the 1st post in that thread and enable logging. After CTD, post the log files in that thread + saved game file so I can take a look at them. If the CTD is caused by the bug in the game engine, then there's nothing I can do about it but if there's bug related to the mod, with the help of those files I might be able to locate it.

Check also this thread (http://forums.civfanatics.com/showthread.php?t=224178) for possible solutions for CTD/MAF errors.

Reducing graphic settings and enabling memsaver (option in civilizationIV.ini) might help too.

i_diavolorosso
May 25, 2008, 11:46 PM
Is it only me that got this error?
I can't download the file.
The filefront always said
Your download has failed. There were no available download servers.
Click here to try your download again. Click here to try your download again.
Some help please.....
This mod looked wonderful

Mehmed II
May 26, 2008, 05:08 AM
There is Finland too? Wow, I need to download this as soon as possible.
Sweden and Finland, can't wait. Excellent job! :)

Matt0088
May 26, 2008, 09:35 AM
Mehmed II

There are some many civs now (over 80), that I can play as some random african civ I've never heard of.

Hey Zappara, is the next patch coming out any time soon?
Also, what unique units do you have for the extra civs in the civ pack?

zappara
May 26, 2008, 09:59 AM
@i_diavolorosso

It worked for me when I just tested it...:confused: When I get next patch done, I'll upload the complete mod with patches included to couple download locations so that if one download location isn't working for someone, they'll have mirror sites for it as well. Just need to find first good and free mirror sites...

@Matt0088

I'm trying to play the mod now too! :lol: While I play, I do make adjustments to WIP (Work In Progress) version but as you know, one marathon game can last quite long so making patch goes slowly now for few weeks.. there's couple new units/buildings/techs so far. ;) I probably won't be updating UUs in the extra Civ addon pack as it's quite time consuming just to play the main mod and try to patch that one.

Hammurabi II
May 26, 2008, 11:40 AM
By all the steps you mean that you did Removed the Python folder of RoM before you install the RevolutionDCM Add-On.

You checked that the folder structure is correct (i.e. you have Rise of Mankind folder that doesn't include another Rise of Mankind folder inside it).

If all above checked then try using an older CvPath.py instead of the one you have now. To do so open the Rise of Mankind 2.0 archive (i.e. the full mod not the patch) in WinZip. It gives you a folder view like the one of windows explorer so go to assets\python\iniparser and there you will find CvPath.py. Drag this file to your Rise of Mankind\assets\Python folder. Allow the one there to be overwritten.

Hopefully one of the above works as they are the known possible causes of the issue you have.


:blush: I did not realize I needed to delete the Python folder. I had done all the other parts but not that. That fixed it! Thank you very much. :)

PotatoSamurai
May 26, 2008, 02:04 PM
I think I may have installed RoM incorrectly; I downloaded the main 2.1 mod, then installed Kal's addon pack, then the 48 civs pack.

I'm getting an XML error in CIV4DIPLOMACYINFOS.xml on leaders' names. It occurs during map generation. I can click some of them, but it's so slow I haven't bothered trying to get through them to see if the game still works.

balbaroth
May 26, 2008, 05:57 PM
hello Zap , i had to register to say thank you for making this great mod :)

you said rom 2 have multiplayers issues , like out of sync errors... but thats most likely when you play online , my question is : what about the hotseat ?

i play alot with my friends and hopefully it still work , no ctd or errors , but we are only at 750 AD

Thanks in advance for replying me :)

Alphacodex
May 27, 2008, 02:08 AM
Hi there,

I'd like to leave a comment about the snail gamespeed. Personally i love EPIC games, however there are some things i noticed, that could make thet gamespeed more fun:

- the speed of production seems a bit too low. It takes forever to build a simple forge in a small city, wonders build time are insane sometimes (like 120 turns in a well developed city in the ancient) -> I changed the speed in the xml file from 600 to 200, that gave me a more realistic feeling in the game

- same applies to workers building roads and improvements. In the moment it takes 10 turn to build a single piece of road, and like 40 turns to build a farm or a cottage. (Just for comparision - that would be 200 years to build a simple farm, when one turn is 5 years) -> I also changed those to 200

- actually the whole production is too slow. It's ok that thing take a bit longer but in the moment building up your city even only with the most basic building is a matter of centuries.

- However I love the slow research rate (I even made it a bit slower) as this enables me to really play a while with my technology, rather than doing a "upgrade race" all the time...



Having balanced production speed and ressearch it's swee for me now, I just wanted to post my impressions - maybe other players get the same feeling. If so, you could consider to put those gamespeed changes into the next update...

Greetings
Codex

Lomion
May 29, 2008, 04:50 PM
Not sure if this is a bug or not but to build iron works you need X forges .. the issue is you get the steel mill the same time and they replaces forges ... what this means is you have to wait to build your steel mills until your ironworks is done which is a PITA.

Can you make the Ironworks require forges or steel mills (or a combination)

Alphacodex
May 31, 2008, 01:54 AM
There is something I dont understand. Maybe its a bug -maybe I just dont get it. In certain civis you get like "5 free military units". However this count seems to rise as your civilization gets larger. For example by now the finance advisor tells me I have 23 free military units, then it tells me I have 23 military units at all and therefore I must pay 23 Gold...? A bug?

- If it's only a wrong output I should pay like 18 Gold (23 military units - 5 free units)
- Or if I really get 23 free units I should pay nothing at all...



Greetings
Codex

Moclippa
May 31, 2008, 01:45 PM
Hey, I love your mod but I've been having a problem with it. Every time I end the turn on this save file I get a hard crash. Could you please check and see if you can recreate it on your end and if there may be a solution? Thanks, I'd really enjoy ending this game.

Cheers!

[Save File - http://www.mediafire.com/?lkdxmzdoqko] (File was too large to attach on the forum)

Logs (http://forums.civfanatics.com/attachment.php?attachmentid=178522&stc=1&d=1212264181)

Voltage
Jun 01, 2008, 05:32 AM
Great MOD. Once you install this you will never go back to vanilla BTS :)

One massive problem i have with this so far is i think the civics are horribly designed and seem to be all down to someones preference without having any historical revelance. They have way too many neg and pos effects.

I have not hit AD timeframe yet, but ive noticed each turn takes about 15-20 seconds longer than vanilla BTS to play out. I guess thats down to all the great things this mod brings so i cant complain about that :)

If your a hardcore Civ fan and wish the Beyond the Sword had more, this is the MOD for you!

Voltage
Jun 01, 2008, 06:54 AM
My personal preference would be to leave all the future techs and units out of Civilization. I think it ruins the feel of the game at the later stage. Future techs and units are all down to someones imagination and i prefer all realistic aspects of the game.

rightfuture
Jun 01, 2008, 08:04 AM
Personally, I think that a Near Future Era and even a Speculative Sci-Fi Era, extend the what-if exploration of history that CIV IV offers us. I for one am excited about exploring ideas such as sea colonies mining ocean methane or farming algae, the implications of peak oil/ alternative fuels on history, and the effect of eutopian / distopian policies such as religious fundamentalism and global cooperation have on our culture. However far someone wants to take this, I think it's interesting and entertaining. Your take is simply to explore existing history, that's fine. That what options are here for, I encourage us to explore more, and enjoy what is possible.
Maybe we could have a option to turn off future eras for historical purists?

brun58
Jun 01, 2008, 10:24 AM
I also enjoy playing into the future era so would agree on not limiting it.

EricCrystal
Jun 01, 2008, 02:15 PM
Any reason why a Galleon cost 144 production while a Fluyt cost 180 production?

matter2003
Jun 01, 2008, 06:18 PM
I love the mod so far, but I find it a little strange that I have never been involved in a war over 500 turns into a marathon game. In fact there are very few wars to speak of. I was very surprised because the mod says it includes the Revolution mod which had lots of wars/battles in it, and it seemed I was almost constantly at war with another civilization or rebels that broke off...

The only fighting I have done is against Barbarians that continuously attack my cities and are summarily destroyed.

IMHO, some modifications need to be made to the AI aggressiveness so that more wars are being fought....

Moclippa
Jun 01, 2008, 09:00 PM
I love the mod so far, but I find it a little strange that I have never been involved in a war over 500 turns into a marathon game. In fact there are very few wars to speak of. I was very surprised because the mod says it includes the Revolution mod which had lots of wars/battles in it, and it seemed I was almost constantly at war with another civilization or rebels that broke off...

The only fighting I have done is against Barbarians that continuously attack my cities and are summarily destroyed.

IMHO, some modifications need to be made to the AI aggressiveness so that more wars are being fought....

First of all, be sure you downloaded the specific mod pack with Revolution in it. The standalone version of this mod does not include Revolution, and the versions that do, come in a few different flavors.

As far as wars are concerned though, I recently just played a marathon game which was filled with wars, to the extent that it ended up becoming two specific blocs that were taking turns attacking me a few turns after I signed peace deals with the other. In fact, within or near the first 500 turns I had sparked a world war that was being waged almost purely against me. The save file for that is a few posts up, but it crashes if you end the turn.

I haven't played enough games to make an accurate judgment, but I thought the AI Aggressiveness was balanced... wars weren't fought unless they were needed to, and I deserved almost every single war I was involved in throughout. I felt it was less aggressive then regular Civ AI, but more balanced. Though, that hover tank may perhaps be a wee bit overpowered... and some of the pricing and turns to complete on the naval stuff needs adjusting.

Kalimakhus
Jun 02, 2008, 10:42 AM
Type, and size of map determine how early the AI may get aggressive. Smaller maps specially Terra and Pangaea maps should witness early wars because the AI will fight once it finds no land to expand into.

Another important factor is how advanced you are and how many units you have. The AI may be dump but it won't attack you if you are too strong for it. They will still attack each others if this will pay back.

Religion also has a role. If it happened that one religion is dominant so all players adopted it then there won't be wars until late in the game when it is really imperative. The WW associated with waging wars against players of the same faith is quite high especially early in the game when less happiness sources are available.

Boris Badinov
Jun 02, 2008, 08:56 PM
Zapp: Love 2.01 with all the addons, two problems arise... wonder movies don't play (OK, I can live with that) and I get a CTD when I attempt to build Pont du Gard (wich also does not have an icon, just a pink square).

Vince_2000
Jun 02, 2008, 11:38 PM
I have the same Problem with the CTD, can you fix it ?

otherwise the best Mod of Civ 4... :goodjob:

Loke.be
Jun 03, 2008, 03:02 AM
Hi there,

I'd like to leave a comment about the snail gamespeed. Personally i love EPIC games, however there are some things i noticed, that could make thet gamespeed more fun:

- the speed of production seems a bit too low. It takes forever to build a simple forge in a small city, wonders build time are insane sometimes (like 120 turns in a well developed city in the ancient) -> I changed the speed in the xml file from 600 to 200, that gave me a more realistic feeling in the game

- same applies to workers building roads and improvements. In the moment it takes 10 turn to build a single piece of road, and like 40 turns to build a farm or a cottage. (Just for comparision - that would be 200 years to build a simple farm, when one turn is 5 years) -> I also changed those to 200

- actually the whole production is too slow. It's ok that thing take a bit longer but in the moment building up your city even only with the most basic building is a matter of centuries.

- However I love the slow research rate (I even made it a bit slower) as this enables me to really play a while with my technology, rather than doing a "upgrade race" all the time...



Having balanced production speed and ressearch it's swee for me now, I just wanted to post my impressions - maybe other players get the same feeling. If so, you could consider to put those gamespeed changes into the next update...

Greetings
Codex


I agree with you..
Which variables did you change exactly? I would like to give a try to your changes..

Alphacodex
Jun 03, 2008, 02:39 PM
Well to be honest I don't really understand every single line in the gamespeed file, so my changes might have any unwanted sideeffects. However until now everything looks fine and is a lot more fun. The file is on the other PC so I will post an excerpt as soon as I get to it again...

Greetings
Codex

darkedone02
Jun 03, 2008, 03:14 PM
Hi there,

I'd like to leave a comment about the snail gamespeed. Personally i love EPIC games, however there are some things i noticed, that could make thet gamespeed more fun:

- the speed of production seems a bit too low. It takes forever to build a simple forge in a small city, wonders build time are insane sometimes (like 120 turns in a well developed city in the ancient) -> I changed the speed in the xml file from 600 to 200, that gave me a more realistic feeling in the game

- same applies to workers building roads and improvements. In the moment it takes 10 turn to build a single piece of road, and like 40 turns to build a farm or a cottage. (Just for comparision - that would be 200 years to build a simple farm, when one turn is 5 years) -> I also changed those to 200

- actually the whole production is too slow. It's ok that thing take a bit longer but in the moment building up your city even only with the most basic building is a matter of centuries.

- However I love the slow research rate (I even made it a bit slower) as this enables me to really play a while with my technology, rather than doing a "upgrade race" all the time...



Having balanced production speed and ressearch it's swee for me now, I just wanted to post my impressions - maybe other players get the same feeling. If so, you could consider to put those gamespeed changes into the next update...

Greetings
Codex

if it's unrealistic slow, then it's best to change it on your own to whatever feel you like. However, I still see if you can increase it a bit to make sure it goes somewhat slow like Medieval: Total War. That will fit for most ages or you can take the speed up to a "Rise of Nations" feel if you wish too.

Kaenash
Jun 04, 2008, 01:44 PM
I LOVE this mod.

I played the 28 civ as China and started really cranking technology wise.

I am one of these kind of people who likes to get EVERY wonder and gosh, there are so many.

As china, early on I kill all the civilizations around me. The mongols, korea, siam, india. Then I expand into their territory.

At a certain point, maybe 1000 AD my tech lead was not so great and this is when the dog pile begins. Several Countries ally against me and go to war.

What I think I want is a smaller scale world map with 8 civs, the game didn't take too long between turns but I got the sense that if I tried to control too much territory beyond traditional china it would be just too much for me.

So then I play as Germany, Bismark...what a wonderful set of attributes. I am playing on hemispheres, I like this kind of map. Its a REALLY nice set up. I saved my scenario (noble/marathon) at 6,000 BC as a scenario because I absolutely love how the map looks and who I share an island with is only France and the Dutch.

However, about 280 BC this is when the French who I can't imagine how they have this many troops, but they have sooooooooooooooooooooooo many swordsmen that I am like, huh? Even if I assume he started building up his force once he got iron working, I do not think unless he is cranking out 2 a turn would he have this many. It must be one of the civs like slavery or something that allowed him the ability to do this.

Its an ungodly amount.

I gave up out of frustration on what could otherwise be an incredible mod, but I think the downside is that if you mix and match civs just right the enemy AI will do nothing build up units and that to me doesn't sound realistic.

zappara
Jun 04, 2008, 05:37 PM
I think I may have installed RoM incorrectly; I downloaded the main 2.1 mod, then installed Kal's addon pack, then the 48 civs pack.

I'm getting an XML error in CIV4DIPLOMACYINFOS.xml on leaders' names. It occurs during map generation. I can click some of them, but it's so slow I haven't bothered trying to get through them to see if the game still works.There's rar file inside Kalimakhus' addon that makes Extra Civ addon and his addon compatible with each other. Perhaps you didn't notice instructions for this?

you said rom 2 have multiplayers issues , like out of sync errors... but thats most likely when you play online , my question is : what about the hotseat ?

i play alot with my friends and hopefully it still work , no ctd or errors , but we are only at 750 AD You'll most likely experience Out of Sync errors once any civ can build Colonist units. Because these settler type units build cities with extra buildings it causes OOS error because the building info isn't updated to other Civs - I've tried to figure out solution for this problem but haven't found one yet.

Having balanced production speed and ressearch it's swee for me now, I just wanted to post my impressions - maybe other players get the same feeling. If so, you could consider to put those gamespeed changes into the next update...

Greetings
CodexI've changed unit train and building construct times for Snail games speed in next patch. These new settings haven't been tested (slightly slower than on Marathon) so I'm not sure how it will affect Snail game speed's balance.

Can you make the Ironworks require forges or steel mills (or a combination)Fixed on next patch. :)

There is something I dont understand. Maybe its a bug -maybe I just dont get it. In certain civis you get like "5 free military units". However this count seems to rise as your civilization gets larger. For example by now the finance advisor tells me I have 23 free military units, then it tells me I have 23 military units at all and therefore I must pay 23 Gold...? A bug?

- If it's only a wrong output I should pay like 18 Gold (23 military units - 5 free units)
- Or if I really get 23 free units I should pay nothing at all...The free unit amount increases with the size of your empire (and maybe with some other factors).. I'm not exactly sure what makes that number grow. There are Civic options that make each military unit cost 1 gold and each unit cost 1 gold (2 gold total). While the military gold effect is negated with certain civics the 1 gold per unit is not. Basically it just halves your military unit costs. When I was making these changes, I had to make it this way because the game wouldn't accept values greater than 1 for military unit costs - it stayed always at 1 no matter how high amount I set it to - I think these xml tags are slightly bugged in BtS.

My personal preference would be to leave all the future techs and units out of Civilization. I think it ruins the feel of the game at the later stage. Future techs and units are all down to someones imagination and i prefer all realistic aspects of the game.Yeah, it's someone's imagination... :rolleyes: I think it's mentioned in the readme file that the mod is designed especially for myself and I do like to have extended future era. ;) But I can agree with you that I don't like some of the future techs that came from Next War mod - for example Cold Fusion / shielding techs are completely unrealistic and same could be said about Mech units. Those future techs that I've added myself (and not copied from Next War / SMAC) are closer to what we actually might find during the next decades and in my opinion are realistic choices. For example Nano technologies, Advanced Computers (Quantum/DNA/Optical computing etc.), Mesh Networks, Human/Machine Interface, AI and so on are techs that already have some kind of prototypes in real life. Of course units/buildings etc. are purely imaginative for these techs in this mod as there's not really real life counterparts that could be used as guide when designing those.

Any reason why a Galleon cost 144 production while a Fluyt cost 180 production?Umm.. no... Have to check those values... :lol:

Zapp: Love 2.01 with all the addons, two problems arise... wonder movies don't play (OK, I can live with that) and I get a CTD when I attempt to build Pont du Gard (wich also does not have an icon, just a pink square).If it doesn't have icon, sounds like the v2.01 patch hasn't updated files correctly. Maybe try install patch again?


I'll try to upload next patch this week, probably on friday. Here's current changes list for v2.1:

Python
------
- Fixed: zCivics cannotDoCivic function was in wrong spot in CvGameUtils.py (luckily this wasn't used yet)
- Fixed: GameUtils.py when AI player decides to build Inquisitor
- Disabled: some obsolete code religion block from CvScreensInterface.py (was part of Limited Religion mod component)
- Added: New Military Advisor screen component
- Changed: Illyrian Pirates event checks for War Galleys
- Changed: Espionage flavor color adjustments to Flavor coloured tech tree

Units
-----
- Added: Rocket Artillery unit, req. Composites
- Added: Medic, req. Battlefield Medicine, starts with Medic I and Heal promotions
- Added: Special Forces, uses Navy Seal graphics
- Added: Police Squad icon
- Added: Special Infantry icon
- Added: Modern Grenadier icon
- Added: Elephant Rider icon
- Added: Early Destroyer icon
- Added: Battlecruiser icon
- Added: SR71 icon
- Changed: Light Artillery no longer upgrade to mobile artillery, stays always as cheaper artillery option for late eras (for new civs), icon added
- Changed: Mobile Artillery moved to Logistics, requires Artillery & Radio, Oil bonus requirement changed to Oil Products, upgrades to Rocket Artillery
- Changed: Transport Helicopter no longer upgrade to AH64 (which doesn't have transport capabilities), now only defensive unit, -50% bonus against ships, flanking strikes removed since it's now only defensive
- Changed: Navy Seal uses now new American Marine graphics
- Changed: AH64 helicopter has gained flanking strike against Rocket Artillery, -50% bonus against ships
- Changed: Gunship -50% bonus against ships
- Changed: Inquisitor isn't National unit anymore so there's no limit how many player can build them
- Fixed: Transport Helicopter strategy and pedia entries were missing
- Changed: All Wheeled units require now vulcanized Rubber or Synthetic Rubber
- Changed: Hi-Tech APC requires vulcanized rubber or synthetic rubber
- Changed ACV requires requires vulcanized rubber or synthetic rubber
- Changed: ACV SAM requires requires vulcanized rubber or synthetic rubber
- Changed: Mounted Infantry units upgrade now to Cuirassier (don't go obsolete so fast)
- Changed: Pikeman units first defend against Mounted units
- Changed: Heavy Pikeman units first defend against Mounted units
- Changed: Bazooka targets first any Wheeled or Tracked units in combat outside cities
- Changed: Anti-Tank targets first any Wheeled or Tracked units in combat outside cities

Techs
-----
- Added: Battlefield Medicine, req. Nationalism and Chemistry
- Changed: composites requires now Organic Chemistry
- changed: Space Flight requires now Modern Physics
- Changed: Submarine Warfare requires now Military Science
- Changed: Medicine requires now Battlefield Medicine, no longer require Optics (was already included in pre-reqs)
- Changed: Dualism cost increased to match Monotheism cost, flavors adjusted (growth flavor added)
- Changed: Polytheism flavors adjusted (gold flavor added)
- Changed: Mass Media flavors
- Changed: Radio flavors
- Changed: Electricity flavors
- Changed: Refining flavors
- Changed: Explosives flavors
- Changed: Steel flavors
- Changed: Realism flavors
- Changed: Photography flavors
- Changed: Social Contract flavors
- Changed: Juris Prudency flavors
- Changed: Navigation flavors
- Changed: Naval Cannon flavors
- Changed: Education flavors
- Changed: Mercantilism flavors
- Changed: Corporation flavors
- Changed: Liberalism flavors
- Changed: Nationalism flavors
- Changed: Replaceable parts flavors
- Changed: Representative Democracy flavors
- Changed: Steam Power flavors
- Changed: Medicine flavors
- Changed: Marxism flavors
- Changed: Constitution flavors
- Changed: Stirrup flavors
- Changed: Chivalry flavors
- Changed: City Planning flavors
- Changed: Invention flavors
- Changed: Guilds flavors
- Changed: Democracy flavors
- Changed: Monarchy flavors
- Changed: Sanitation flavors
- Changed: compass flavors
- Changed: Optics flavors
- Changed: Printing press flavors
- Changed: Astronomy flavors
- Changed: Political Philosophy flavors
- Changed: Divine Right flavors
- Changed: Leadership flavors
- Changed: Calendar flavors
- Changed: Naval Tactics flavors
- Changed: Grand War flavors
- Changed: Civil Service flavors
- Changed: Labor Union flavors
- Changed: Combustion flavors
- Changed: Refrigeration flavors
- Changed: Screw Propeller flavors
- Changed: Railroad flavors
- Changed: Agricultural Engineering flavors
- Changed: Semi-Automatic Weapons flavors
- Changed: Industrialism flavors
- Changed: Motorized Transportation flavors
- Changed: Communism flavors
- Changed: Fascism flavors
- Changed: Plastics flavors
- Changed: Motion Pictures flavors
- Changed: Automatic Weapons flavors
- Changed: Rocketry flavors
- Changed: Armored Vehicles flavors
- Changed: Guerrilla warfare flavors
- Changed: Literature flavors
- Changed: Submarine flavors
- Changed: Electronics flavors
- Changed: Organic Chemistry flavors
- Changed: Amphibious warfare flavors
- Changed: Machine tools flavors
- Changed: Sonar Flavors
- Changed: Aviation flavors
- Changed: Mechanized warfare flavors
- Changed: Logistics flavors
- Changed: Radar flavors
- Changed: Modern Seismology flavors
- Changed: Advanced Flight flavors
- Changed: Manufacturing flavors
- Changed: Laser flavors
- Changed: Biological Warfare flavors
- Changed: Tourism flavors
- Changed: Microchip flavors
- Changed: Nuclear Power flavors
- Changed: Guided Weapons flavors
- Changed: Jet Propulsion flavors
- Changed: Ecology flavors
- Changed: Computer Networks flavors
- Changed: Space Flight flavors
- Changed: Globalization flavors
- Changed: 3D Modelling flavors
- Changed: Fiber Optics flavors
- Changed: Genetics flavors
- Changed: Space Flight flavors
- Changed: Communication networks flavors
- Changed: Virtual Reality flavors
- Changed: Recycling flavors
- Changed: Magnetic Levitation flavors
- Changed: Automated Traffic flavors
- Changed: Knowledge Management flavors
- Changed: Fuel Cells flavors
- Changed: Gene Manipulation flavors
- Changed: Military Robotics flavors
- Changed: Mesh Networks flavors
- Changed: Conglomerates flavors
- Changed: Human/Machine Interface flavors
- Changed: Nano Electronics flavors
- Changed: Space Colonies flavors
- Changed: Smart Dust flavors
- Changed: Advanced Computers flavors
- Changed: Bionics flavors
- Changed: Fusion flavors
- Changed: Superstring theory flavors
- Changed: Weather Control flavors
- Changed: Ecological Engineering flavors
- Changed: Nano Mining flavors
- Changed: Regenerative medicine flavors
- Changed: Megastructure engineering flavors
- Changed: Terra computer flavors
- Changed: Aquaculture flavors
- Changed: Environmental economics flavors
- Changed: Homo Superior flavors
- Changed: Shielding flavors
- Changed: Sentient Earth flavors
- Changed: Advanced Shielding flavors
- Changed: Future Tech flavors


Buildings
---------
- Added: Anti-Missile Batteries
- Added: Radar Station
- Added: Rubber Factory
- Added: Chemical Plant
- Added: Slave Market, requires Slavery civic to be active before can be built
- Added: Manor, requires Vassalage civic
- Added: Agora, requires Majority Rule civic
- Added: Irrigation Canals
- Added: River Port
- Added: Paved Roads
- Added: New icon for Opera House
- Added: Townclock graphics
- Added: Sewer system graphics
- Added: School graphics
- Added: Meeting Hall graphics
- Added: Opera House graphics + button
- Changed: Oil refinery requires river instead of coastal plot. This helps to build units that require Oil Products on maps where seas aren't present.
- Changed: Weapon Factory AI weight value increased from 10 to 100
- Changed: Bunker air defense decreased from 50% to 20%
- Changed: Grocer gives +1 health from Apple, -1 health from tobacco and +1 happiness from Tobacco
- Changed: Apothecary gives +1 health from Apple, -1 health from tobacco and +1 happiness from Tobacco
- Changed: Supermarket gives -2 health from Tobacco and +1 happiness form Tobacco
- Changed: American mall gives -2 health from Tobacco and +1 happiness form Tobacco
- Changed: Market gives +1 happiness from Olives
- Changed: Granary gives +1 health from Potato, now storages 30% of food instead of 50% (cities grow slower)
- Changed: Terrace gives +1 health from Potato, now storages 30% of food instead of 50% (cities grow slower)
- Changed: Weapon Factory renamed to Filling factory
- Changed: Library science flavor increased
- Changed: University science flavor increased
- Changed: Healer's hut cost decreased from 60 to 40 (helps early game if player has lots of jungle near capital)
- Changed: Buildings re-arranged so that the similar type buildings are "grouped" in city build list
- Changed: Bomb Shelters moved to Fission, requires also Civil engineering
- Changed: Conquest probability for all buildings that previously had 66% has been increased to 75%. This means these buildings are bit more likely to survive when city is captured.
- Changed: Walls conquest prob 0 -> 20%
- Changed: High Walls conquest prob 0 -> 30%
- Changed: Castle/Citadel conquest prob 0 -> 40%

Improvements
------------
- Changed: Cottage, Hamlet, Village and Town +1 food (since the food cost per population is 3 instead of BtS default 2, AI didn't want to build these due to lack of food)
- Changed: Watermill initial bonus is now +1 food +1 hammer
- Changed: Forest Preserve gets bonus from techs Ecology, Ecological engineering and Sentient Earth
- Changed: Oil wells can be built now with Refining tech

Civics
------
- Changed: Corporatism no longer give +1 free specialist per city
- Changed: Caste System no longer give unlimited artist/merchant/scientist
- changed: Global Market gives +15% food instead of 25%
- Changed: State Property gets now +1 espionage per specialist
- Changed: Hereditary rule no longer give food bonus
- Changed: Police State no longer give food bonus
- Changed: Vassalage no longer give food bonus
- Changed: Bureaucracy no longer give food bonus
- changed: Free Speech no longer give food bonus from Towns, gives now +1 hammer from Town and village, -2 happiness from Slave Market
- Changed: Mercantilism gives +2 gold from Plantation improvement
- Changed: Free market gives now +1 trade routes in every city, +1 gold from plantation improvement
- Changed: Industrialism gets +1 happiness from Factory and Manufacturing Plant
- Changed: Global Market no longer give food bonus
- Changed: Private Healthcare gives now +2 health in every city and +1 health from Doctor's office
- Changed: Government funded healthcare now gives +3 health in every city and +1 health from Doctor's office and Hospital
- Changed: Universal Suffrage -1 happiness from Slave Market

Wonders
-------
- Added: Palace of Potala graphics and button
- Added: Temple of Heaven grapchis and button
- Added: Edinburgh's castle graphics (some generic castle, not real Edinburgh's castle)
- Changed: Pyramid of the Magician no longer add +1 gold for all state religion buildings (wasn't restricted to Nagualism), gets +50% trade route bonus in this city
- Changed: The Temple of Heaven no longer give +1 culture from all state religion buildings, gives now +25% culture in all cities
- Changed: Pont du Gard gives now +2 area health instead of +1
- Changed: Isaac Newton's College, Leonardo's Workshop and Copernicus Observatory can't be built in same city
- Changed: Edison's Workshop and Einstein's laboratory can't be built in same city
- Changed: Marco Polo's Embassy no longer allow all economic civics, instead it gives +3 trade routes in city and +1 base gold from all merchant specialists
- Changed: Masada no longer give +1 culture from all state buildings, gets +2 free Priests, Priests in all cities yield +1 hammer
- Fixed: King Richard's Crusade had wrong icon and building graphics


National Wonders
----------------
- Changed: Ironworks no longer require forges due to forges being part of building upgrade path
- Added: Central Bank graphics and button

Projects
--------
- Changed: SDI gives now 50% intercept chance against nukes instead of 75% (in real life these projects weren't that successfull)

Resources
---------
- Added: Olives
- Added: Tobacco
- Added: Apple
- Added: Rubber
- Added: Vulcanized Rubber
- Added: Synthetic Rubber
- Changed: Coffee button
- Changed: Lemon button
- Changed: Sulphur button
- Changed: Potato button
- Changed: Hemp button
- Changed: Pearls button

Events
------
- Changed: Illyrian Pirates use War Galleys instead of Triremes.
- Changed: Taliban event spawns Guerrillas instead of Infantry units (more dangerous now)

Game Speed
----------
- Changed: Snail game speed can now train units and construct buildings faster (not tested how big the effect is in full game)

Game settings
-------------
- Changed: Max experience after unit upgraded increased from 10 to 16
- Changed: Max Great wonders per city decreased from 6 to 4 (back to original RoM default setting)Might get few more changes squeezed into that patch...

manooly
Jun 05, 2008, 07:31 AM
Hello all! My brother is coming over tonight to play some Civ (ok, while we consume a large amount of adult beverages). We really like to play in Hot Seat mode. If I just install RoM 2.0 then the 2.01 patch and then just the ExtraCiv addon I should be ok right? I'm not interested in the Revolution or Dale's Combat portions since I know they do not go with multi-play. Am I correct in just installing the main 2.0 file, then the 2.01 patch and the extra civs (300MB plus)? If you do not think this will work in Hot Seat play please let me know.

Thanks for your time!

- manooly

Kalimakhus
Jun 05, 2008, 08:14 AM
@manooly

As Zappara mentioned the Colonist and Pioneer units cause OOSs in multi-player so even plain RoM2.0 should become MP incompatible once a player start being able to train these two units. You can try removing the two units by editing Civ4UnitInfos.xml file. This is in case you know your way around large XML files because this is really a large one.

zappara
Jun 05, 2008, 08:18 AM
@manooly

It should work up to renaissance era but when you get access to Colonist unit and try to build first city with it, you'll get 'Out of Synch' error in multiplayer mode. This happens because Colonist builds cities with extra buildings and that info isn't transferred correctly to other players and it causes error that will crash the game. Same happens with Pioneer unit since it works the same way. You could of course by pass this error by "disabling" extra building feature from those units. To do that you'll have to open CvCustomEventManager.py -file from folder 'Rise of mankind\Assets\Python'. From this file you need to disable 2 lines:

import SettlersEventManager

and

SettlersEventManager.SettlersEventManager(self)

Just put # -mark in front of those lines and they will be disabled. Save the file then. Now multiplayer mode should work without those OOS errors. :)

zappara
Jun 05, 2008, 11:16 AM
Version 2.1 patch released... have fun! ;)

Kalimakhus
Jun 05, 2008, 09:11 PM
RevolutionDCM for RoM 2.1 is available for download :)

You can find it here: http://forums.civfanatics.com/downloads.php?do=file&id=9087

little_cyclone
Jun 06, 2008, 06:36 PM
@manooly

It should work up to renaissance era but when you get access to Colonist unit and try to build first city with it, you'll get 'Out of Synch' error in multiplayer mode. This happens because Colonist builds cities with extra buildings and that info isn't transferred correctly to other players and it causes error that will crash the game. Same happens with Pioneer unit since it works the same way.

Question. Why not make a "multiplayer compatible" version of RoM, wherein you simply remove the colonist and pioneer city builders and just leave the settler as in regular BtS? Or to somehow activate the mod and not use those units without having 2 complete directories with those small differences?

zappara
Jun 07, 2008, 02:52 PM
Kalimakhus has found another python exception bug from Rise of Mankind's v2.11 GameUtils.py file. Error appears when AI player's city checks if it should build inquisitor or not. Please download fixed file from this post (http://forums.civfanatics.com/showpost.php?p=6771455&postcount=5). The file is in that post as attachment (scroll down). Just unzip the file to '..\Mods\Rise of Mankind\Assets\Python' -folder. Thanks again for Kalimakhus for tracking this down. :)

Kalimakhus
Jun 07, 2008, 04:06 PM
@Everybody

This patch is compatible with the RevolutionDCM Add-On. You can apply it if you already has the Add-On installed.

michaelb
Jun 08, 2008, 11:22 AM
What are the requirements for building the Temple of Heaven? I don't seem to be able to have it as an option.

I have all the knowledge prerequisites (architecture, etc.)
I have Taoism in several cities
Have Taoism as my state religion
Have Taoist temples, monastaries, and pagodas in several cities

What am I missing?

Thanks
Michael B

vladdor
Jun 08, 2008, 01:33 PM
Hello,
First your mod is wonderful.
I have follow all your instructions for the 2.11 installation but i don t have any menu or buttons in the game.
So i deleted the mod and reinstall and still don t have menu or buttons..snif
The 2.01 version was working perfectly.

can u help me?
Congratulations again!!!

Vladd

Ps: sry for my bad english

Kalimakhus
Jun 08, 2008, 02:13 PM
@vladdor

Have you tried replacing the CvPath.py file with the one of RoM2.0. You can find a zip file named RoM 2.0 CvPath.zip under rise of Mankind. Place the file inside it into assets\Python.

In case you installed RevDCM add-on then you most probably forgot to remove the python folder before installing it. What you need to do then is to remove the python folder and re-install the add-on.

vladdor
Jun 08, 2008, 02:31 PM
Thx u very much Kalimakhus!! It works now!!
It smells a long night for me^^

Have fun.

Vladdor

zappara
Jun 09, 2008, 05:45 AM
Latest version 2.12 uploaded as full mod again, now to 2 mirror sites as well so that those who have had problems downloading mod from Filefront can download it now too. If you have downloaded v2.0 and patched it to 2.12 already, you don't need to download this full download again.

Kalimakhus
Jun 09, 2008, 07:55 AM
RevolutionDCM Add-On updated for RoM2.12. In case you already have it installed and applied the last (single file) patch of RoM then you don't need to do anything. This is for people who download RoM2.12 and want to add RevolutionDCM to it.

Edit: Just to be comprehensive the CvGameUtils.py file in the add-on is slightly different. The difference is in code arrangement making parts of the code execute only if needed and not every turn (might be a little better for performance though not necessarily tangible). The final effect is the same.

Strat_84
Jun 09, 2008, 12:22 PM
I was just looking around and found the update. If what i read in the changelog really means that the trade is at last fixed, i think i'm about to enjoy a nice game :D

Also big thanks to Kalimakhus, the archers volleys and all that stuff are going to realize my dream : Having nearly the same fighting system as Civ III in Civ IV :)

edit: Actually it looks like I'm cursed ... The interface isn't there, and replacing Cv path.py doesn't change anything :(

tonedog
Jun 10, 2008, 04:20 AM
alright dudes how are things goin? ive not played civ in a good few months and since this was the last mod i played i thought id give it another go.

couple of problems though:sad:

1 - havin the same problem as the guys abovem there arent any option or menu buttons on the screen when i start a new game. im usin the latest rom 2.12 version and revolution dcm 2.12 both of which i downloaded last night.

i noticed on the revolution download page the file was added in april, is this the correct file ive downloaded? and yes i followed the instructions to the letter.

2 - id like to try an advanced start with rom but every time i start it no map appears, is this a known problem?

cheers

Kalimakhus
Jun 10, 2008, 06:13 AM
@Strat_84

Did you remove the Python folder before installing RevolutionDCM Add-On?

@tonedog

The Add-On in the download page is the latest. The date is of the first time the Add-On was released.

If you installed the Add-On in the right way then you may need to replace the CvPath.py file as explained in several posts.

tonedog
Jun 10, 2008, 06:49 AM
sorry mate i just assumed that your latest release would have the fix already but im guessin not everyone is havin this problem.

ok on that post u mentioned there are two attached files. i just added the rom2.12 file but that hasnt fixed it.

heres why ive done.

installed rom 2.12, deleted the python file u said to, then unzipped your mod to requested folder. i then added the file i mentioned above but it still isnt hapnin

Kalimakhus
Jun 10, 2008, 06:53 AM
Look into the folder Rise of Mankind. If there is another folder with the same name cut it and paste it to the mods folder.

tonedog
Jun 10, 2008, 08:45 AM
nope i checked and there isnt. i just added that other file from the post u mention and that givin me all sorts of errors.

il reinstall the whole thing later on, maybe someone else can post who had thr same problem

Strat_84
Jun 10, 2008, 08:55 AM
@Kalimakhus : Nope i didn't, and that's why there was a problem (i already told it in the "bug report" thread ;) )

That instruction should be written in huge red letters in the readme file, it seems that many people fall in the trap :D

drjones
Jun 10, 2008, 03:24 PM
I have a bit of an issue, I have had several games since updating where I get hard crashes with the 2.11 mod, the revolution mod, the many civs expansion and blue marble. Previously I was running an older version of rise and no revolution mod. I had the no-interface problem but replacing the python file fixed it.

Attached is one such game that hard crashes when I end the turn, during the AIs turn.

Also I am a little confused, the patch on the first page says 2.11 but the full download is 2.12?

Thanks for the help, amazing mod!

tonedog
Jun 10, 2008, 04:16 PM
im still no further forward gettin this goin. the problem im havin appears to be with ROM, i cant even get the interface to appear with ROM on its own, never mind the revolution addon!

are the instructions on page 1 of this thread correct and up to date?

ive redownloaded the ROM main mod from page one, extracted it to the bts mods folder. but when i start a new game there isnt any interface/buttons on the screen, only the map. and the same goes for advanced starts, except its worse, there isnt even a map.

are there any other files i need which ARENT explained in the instructions on page one cos somethin is defo wrong here

Bezhukov
Jun 10, 2008, 05:10 PM
First ever CTD in several months of playing ROM. Playing latest version with Revolution add-on as Elizabeth on World Map. Got the CTD trying to discover Flintlock (the tech for Liz' UU). Minor note: also wasn't allowed to build Isaac Newton (did get Adam Smith tho - = )). Yes I had the prereqs and checked each city.

Kalimakhus
Jun 10, 2008, 05:57 PM
@tonedog
Try the answer in this post: http://forums.civfanatics.com/showpost.php?p=6903322&postcount=208

noxxle
Jun 10, 2008, 08:49 PM
Im having the same problem as several others have posted regarding 2.12: No interface. I installed the add-on exactly as the instructions stated.

*edit* and yes, i deleted the python folder before installing Rev.

zappara
Jun 10, 2008, 10:53 PM
I was just looking around and found the update. If what i read in the changelog really means that the trade is at last fixed, i think i'm about to enjoy a nice game :DWould like to get some reports how AI players now handle those resources that they previously thought to be worthless.

I have a bit of an issue, I have had several games since updating where I get hard crashes with the 2.11 mod, the revolution mod, the many civs expansion and blue marble. Previously I was running an older version of rise and no revolution mod. I had the no-interface problem but replacing the python file fixed it.

Attached is one such game that hard crashes when I end the turn, during the AIs turn.

Also I am a little confused, the patch on the first page says 2.11 but the full download is 2.12?

Thanks for the help, amazing mod!There was small fix to 2.11. v2.12 fixes one python exception that was left to v2.11. The fixed file can be download from here (http://forums.civfanatics.com/showpost.php?p=6771455&postcount=5). So you don't need to download full v2.12.

im still no further forward gettin this goin. the problem im havin appears to be with ROM, i cant even get the interface to appear with ROM on its own, never mind the revolution addon!

are the instructions on page 1 of this thread correct and up to date?

ive redownloaded the ROM main mod from page one, extracted it to the bts mods folder. but when i start a new game there isnt any interface/buttons on the screen, only the map. and the same goes for advanced starts, except its worse, there isnt even a map.

are there any other files i need which ARENT explained in the instructions on page one cos somethin is defo wrong hereThe instructions on page 1 are still up to date as there has been no changes to them since the initial release.

Have you set your BtS to English language? I think missing UI problem appears if you try to run the mod on any other language settings than english.

If you got time, please post log files to version 2.x bug reports (http://forums.civfanatics.com/showthread.php?t=273368) -thread. Instructions how to get the log files are mentioned in 1st post of that thread. With logs we might be able to track down what's causing the missing UI problem for you.

First ever CTD in several months of playing ROM. Playing latest version with Revolution add-on as Elizabeth on World Map. Got the CTD trying to discover Flintlock (the tech for Liz' UU). Minor note: also wasn't allowed to build Isaac Newton (did get Adam Smith tho - = )). Yes I had the prereqs and checked each city.Version 2.1 changed how Isaac Newton wonder is handled, you're not allowed to build it to same city as Leonardo's Workshop and Copernicus' Observatory. This was done to prevent human players "exploit" the science bonus as AI players don't really know how to do the same with those wonders.

Im having the same problem as several others have posted regarding 2.12: No interface. I installed the add-on exactly as the instructions stated.

*edit* and yes, i deleted the python folder before installing Rev.Did you have interface in normal v2.12? Just trying to narrow down the problem location.

tonedog
Jun 11, 2008, 03:29 AM
kalimakhus

u mean the files at the bottom of this link? yes ive both both files on their own and together, still doesnt work.

http://forums.civfanatics.com/showpost.php?p=6771455&postcount=5

zappara

im usin no language other then english. as ive said all ive done is extracted ROM 2.12 to the mods folder so i dont get why im havin this problem. it sounds like there somethin im not doin, was there another patch released after 2.12 was released?

do u think this problem is linked to advanced starts not working? if someone else who has ROM working can post exactly what they done that would be great.

Kalimakhus
Jun 11, 2008, 04:53 AM
@tonedog

No I don't mean these files. You don't need the first unless you have the ExtraCiv pack and you don't need the second if you already downloaded RoM2.12 and installed it.

What I meant is:
- After extracting RoM 2.12 to mods folder you will find inside Rise of Mankind folder a zip file named "RoM 2.0 CvPath.zip".
- This archive has one file in it called CvPath.py.
- Copy CvPath.py from the archive to "Rise of Mankind\assets\python\INIParser" and overwrite the one there.
----------------------------------
Now in case you already installed RevolutionDCM Add-On or if you install it after trying what I mentioned earlier, the only difference is that you will put the file in "Rise of Mankind\assets\python" to overwrite the one there.

Strat_84
Jun 11, 2008, 05:48 AM
Would like to get some reports how AI players now handle those resources that they previously thought to be worthless.

No problem, i'll tell you what's going on. But don't expect a report too soon, I don't have much time to play right now ;)

Bezhukov
Jun 11, 2008, 06:12 AM
Version 2.1 changed how Isaac Newton wonder is handled, you're not allowed to build it to same city as Leonardo's Workshop and Copernicus' Observatory. This was done to prevent human players "exploit" the science bonus as AI players don't really know how to do the same with those wonders.

Did you have interface in normal v2.12? Just trying to narrow down the problem location.

Thanks for the info on Newton's, although I remember reading that somewhere already - the pedia? Anyway, had built no wonders at all up to that point, especially in hammer-poor London. Popped a great engineer, and went for Physics, but no dice.

Crash followed not long after. Interface was fine.

drjones
Jun 11, 2008, 08:24 AM
There was small fix to 2.11. v2.12 fixes one python exception that was left to v2.11. The fixed file can be download from here (http://forums.civfanatics.com/showpost.php?p=6771455&postcount=5). So you don't need to download full v2.12.

Ah ok, I upped to 2.12 but I still have the same problem, usually still in the BCs I get the same repeatable CTD during the AIs turn in every game I start. let me know if you need more info than the save game file.

tonedog
Jun 11, 2008, 10:23 AM
yep that files done the trick:goodjob: thanks for the help

noxxle
Jun 11, 2008, 10:34 AM
@tonedog

No I don't mean these files. You don't need the first unless you have the ExtraCiv pack and you don't need the second if you already downloaded RoM2.12 and installed it.

What I meant is:
- After extracting RoM 2.12 to mods folder you will find inside Rise of Mankind folder a zip file named "RoM 2.0 CvPath.zip".
- This archive has one file in it called CvPath.py.
- Copy CvPath.py from the archive to "Rise of Mankind\assets\python\INIParser" and overwrite the one there.
----------------------------------
Now in case you already installed RevolutionDCM Add-On or if you install it after trying what I mentioned earlier, the only difference is that you will put the file in "Rise of Mankind\assets\python" to overwrite the one there.

I solved my problem by putting this cvpath.py in the /python directory.

Vince_2000
Jun 12, 2008, 02:05 AM
hi zappara... Is it possible to turn the nuclear Weapons off ? i'dont like them... :-)

Alphacodex
Jun 12, 2008, 01:47 PM
Hi Zappara,


In your initial post, you wrote that you made the mod to get a more realistic Civ-Feeling. Now in my opinion there is one major unrealistic concept in Vanilla-BTS. The "Open Borders" agreement.

I can't think of any single civilization in any era of mankind that has ever allowed foreign military units to wander through their lands as they wish. Especially not when their relation towards each other is not extraordinary good. Even countrys that have military alliances cannot freely drive their tanks through the country of the ally. However in Civ4 the OpenBorders agreement is one of the first agreements you can have with another civ and is possible even when the relations are not very good.

The idea behind "Open Borders" (in my opinion) should be to allow a basic form of trade between the countrys - not a invitation to military units.
Allowing military units to cross your borders should only be allowed to real allies.

Now I don't know if you agree and how difficult this would be to implement - but at least for me it would mak much more sense that "Open Borders" does not allow military units to cross the borders. However it could allow trade units or missionarys, basically all non-military units to cross.

Even if you dont consider putting this into Rom, could you give my a clue where to start from to implement thise feature myself? I do have good programming and modding experience (not yet with Civ4 however)...


Thanx a lot
Codex

RobO
Jun 12, 2008, 10:59 PM
Alphacodex, that issue is so obvious that it hurts - I wonder why it isn't part of the game itself. Good thinking!

manooly
Jun 13, 2008, 11:26 AM
OK, I'm a bit confused. Let's just say that I have not downloaded or tried any part of Rise of Mankind 2 yet. If I want to have everything available to install and play the latest version of Rise of Mankind 2, what is the install process for all of the components? I am interest in the extra civ stuff and the revolution addition and well......everything available to make my single-player Rise of Mankind experience as "uber" as possible. Sorry for asking, but it seems to have gotten a bit confusing as to what files I need exactly. Any info would be appreciated.

Thanks for your time!

- manooly

MrWhereItsAt
Jun 13, 2008, 12:32 PM
OK, I'm a bit confused. Let's just say that I have not downloaded or tried any part of Rise of Mankind 2 yet. If I want to have everything available to install and play the latest version of Rise of Mankind 2, what is the install process for all of the components? I am interest in the extra civ stuff and the revolution addition and well......everything available to make my single-player Rise of Mankind experience as "uber" as possible. Sorry for asking, but it seems to have gotten a bit confusing as to what files I need exactly.


You said it! I was happily playing a game of 2.11 and recently I've been having some missing icons, crashes, so was advised to redownload and reinstall. But 2.11 seems to have been superceded, and I really don't want my game to disappear because I can't find the files :( But, I'm trying to reinstall with what files I have alread and crossing my fingers.

Here's the install order from the first page, but I think it might need some updating. At the least it refers to outdated versions of the patches and add-ons, so I'm not sure whether I can patch everything with 2.12, or whether I need to reinstall, then patch to 2.12, THEN find the latest RevDCM and extra Civs and hope they both work with 2.12....

1. Rise of Mankind 2.0
2. Rise of Mankind Patch 2.01
3. Revolution & DCM for Rise of Mankind 2.01
4. Extra Civ addon pack
5. RoMExtraCivRevolution Patch for v2.01 (from rar file inside Revolution & DCM addon)


Anyway, good luck!

RobO
Jun 13, 2008, 01:41 PM
You could also get

1: The full Rise of mankind v2.12 download (http://forums.civfanatics.com/showthread.php?t=243164)
2: The Revolution DCM addon for this version (http://forums.civfanatics.com/showthread.php?t=271390)

The extra civs pack is not yet compatible v2.12, unless I'm misinformed.

Axil
Jun 13, 2008, 02:01 PM
You could also get

1: The full Rise of mankind v2.12 download (http://forums.civfanatics.com/showthread.php?t=243164)
2: The Revolution DCM addon for this version (http://forums.civfanatics.com/showthread.php?t=271390)

The extra civs pack is not yet compatible v2.12, unless I'm misinformed.

You're misinformed - I'm using it with 2.12 and DCM with no problem

MrWhereItsAt
Jun 13, 2008, 03:06 PM
You could also get

1: The full Rise of mankind v2.12 download (http://forums.civfanatics.com/showthread.php?t=243164)
2: The Revolution DCM addon for this version (http://forums.civfanatics.com/showthread.php?t=271390)

The extra civs pack is not yet compatible v2.12, unless I'm misinformed.


OK, are those two files ALL you need to install? As in

1. Install 2.12 RoM
2. Delete Python folder
3. Install RevolutionDCM

is the whole process? I have reinstalled these things 4 times now and I always get errors when starting a game. And I have redownloaded the files again as well.

Please, please PLEASE can someone update the list of instructions? I have wasted 4 hours trying to play when I should be playing. It's most annoying.

Propunk
Jun 13, 2008, 04:40 PM
Zappara

I have a 32 bit system and all I wanna say is: every 6 turns or so I have a CTD. I don't think the problem is the mod. The problem is that a company released a product and didn't correct its flaws. It's disrespect, it's dishonesty. SHAME ON YOU, FIRAXIS!!!

noxxle
Jun 13, 2008, 04:45 PM
OK, are those two files ALL you need to install? As in

1. Install 2.12 RoM
2. Delete Python folder
3. Install RevolutionDCM

is the whole process? I have reinstalled these things 4 times now and I always get errors when starting a game. And I have redownloaded the files again as well.

Please, please PLEASE can someone update the list of instructions? I have wasted 4 hours trying to play when I should be playing. It's most annoying.

Copy the CvPath file into the /Python dir?

RobO
Jun 14, 2008, 12:11 AM
OK, are those two files ALL you need to install? As in

1. Install 2.12 RoM
2. Delete Python folder
3. Install RevolutionDCM

is the whole process? I have reinstalled these things 4 times now and I always get errors when starting a game. And I have redownloaded the files again as well.

Please, please PLEASE can someone update the list of instructions? I have wasted 4 hours trying to play when I should be playing. It's most annoying.
That's what I do (and I forgot to mention the delete Python folder business above, :blush:). Or, to be more specific: I unzip v2.12 to an empty folder, delete python folder, unzip the addon on top of that, then copy/move to the Mods folder.

Kalimakhus
Jun 14, 2008, 09:34 AM
@MrWhereItsAt

The instructions mentioned above are the right ones. If you still have errors on loading then have a look at Rise of Mankind folder. If it has another folder with the same name inside it, cut this folder, go one folder up to mods folder, paste the extra Rise of Mankind folder there. You will be asked if you allow files to be overwritten, answer ok.

If your installation process is correct but you still find the game has no interface then you need to replace the CvPath.py file with the one in the zip file under Rise of Mankind. This file should go to assets\Python in case you have RevDCM.

I sure hope that you will start enjoying the mod rather than being frustrated by failing trials to get it working.

Edit: One note about the ExtraCiv pack. It is true that it is not compatible with RoM2.12. It does however work with it most of the time without big issues. Zappara promised to provide a patch once he has enough time. In the time being you still can install it if you like. I recommend that you install it after installing RoM2.12 and before RevDCM. After installing RevDCM remember to install the little patch that makes both add-ons compatible with each others. You will find it in a rar file under Rise of Mankind (it comes with RevDCM add-on).

Beko the Great
Jun 14, 2008, 07:51 PM
Can't play any scenario maps from BTS like Earth, Earth 9 civs, South America, and some done by me... And I don't understand why!

Strat_84
Jun 15, 2008, 08:31 AM
Ok, from what i've seen the trade looks fixed. I managed to trade clams for cotton (that was valueless previously). That's not always easy to get something usefull from our ressources (i mean, other ressources), but the computer at least propose a few golds/turn for them.
However dyes are still valueless for the computer, no way to trade it. That may mean the IA isn't completly stupid, as actually it's useless without a theatre. But that may also mean something has to be changed (ie effect of the ressources or value for IA). ;)

I also noticed i haven't spotted any Apple up to now. But maybe it appeared on another continent and i'll see it later.

Froptus
Jun 15, 2008, 11:54 AM
Hi Zappara,
I just wanted to take a moment and thank you for creating this mod. Its the least I can do considering how many hours I've already spent playing it. I'll always give huge credit to Sid and company for creating the Civ series and making such a damn good game. Yet ever since Civ I I've always wished that they would make the game more like your mod (I also loved the Rise and Rule and Double your Pleasure mods for Civ III ). The vanilla Civ seems more geared towards main stream gameplay. Sid and co. needs to make a Civ game for the hardcore Civ fans (hint Civ V). More technologies, units, resources, etc. makes for more choices, strategies, tough decisions. I also love the snails pace setting and thanks for incorporating DCM. Your mod is outstanding and I'm sure I'll be playing it for a long time to come! Thanks for your time and effort. Great work!

Nelietis
Jun 15, 2008, 03:59 PM
Great mod, thanks a bunch, just one question, how can I add more civilizations to your mod? Not from the extra pack, but just from other mods, if I simply put additional civ in Custom Civilizations folder it wont work, right?

zappara
Jun 16, 2008, 01:59 AM
Can't play any scenario maps from BTS like Earth, Earth 9 civs, South America, and some done by me... And I don't understand why!Those scenario maps from BtS won't work with Rise of Mankind due to all the changes RoM has. Those maps would have to be converted to Rise of Mankind settings first: Starting civics (2 new categories), max amount of Civs (17->40) and starting techs.

Ok, from what i've seen the trade looks fixed. I managed to trade clams for cotton (that was valueless previously). That's not always easy to get something usefull from our ressources (i mean, other ressources), but the computer at least propose a few golds/turn for them.
However dyes are still valueless for the computer, no way to trade it. That may mean the IA isn't completly stupid, as actually it's useless without a theatre. But that may also mean something has to be changed (ie effect of the ressources or value for IA). ;)

I also noticed i haven't spotted any Apple up to now. But maybe it appeared on another continent and i'll see it later.That's good to hear that AI players now value those resources :) Apples should appear only in one part of the map / on one continent because it's set to be area resource.

The vanilla Civ seems more geared towards main stream gameplay. Sid and co. needs to make a Civ game for the hardcore Civ fans (hint Civ V). More technologies, units, resources, etc. makes for more choices, strategies, tough decisions. I also love the snails pace setting and thanks for incorporating DCM. Your mod is outstanding and I'm sure I'll be playing it for a long time to come! Thanks for your time and effort. Great work!Yeah, main stream gameplay is what makes the most money so Sid and co. have to take that into consideration when making these games - they also have deadline when they got to have the game ready, while we modders don't have such limits. By the way, if you look the credits list from 1st page, you'll see how big "design team" this mod actually has, I've been just the "director" that have put all the stuff together.

Let's just hope Sid and co. keep making these games for years to come and keep these Civ games modder friendly. Their basic game may not be always as complex as we'd like it to be but I'm sure we modders can "fix" this problem. I just wanted first to make mod for myself, a mod that I like to play - I'm happy that others enjoy it too. :)

Great mod, thanks a bunch, just one question, how can I add more civilizations to your mod? Not from the extra pack, but just from other mods, if I simply put additional civ in Custom Civilizations folder it wont work, right?Modular civs can be added but there's couple changes you need to make to their xml files. In civilizationinfos.xml starting civics need to match the ones in RoM and the same thing with starting techs. Unique unit needs to be checked that its settings match the settings for same unit class in RoM. Again same thing for unique building.

Kyoss
Jun 21, 2008, 01:08 PM
Hello,
i'm using ROM2.12 clean install on a BTS 3.13 version. Usually i have no problems with ROM but recently it starts to crash all the time.

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

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

Does this happen more often in the modern eras or just a general issues i havent stumbled over yet?

Alphacodex
Jun 22, 2008, 05:07 AM
I also get more and more crashes as I advance into the modern era. However I still believe the gross part of the crashes has something to do with memory issues. A while ago I had a lot of crashes too and I lowered my graphics settings, low resolution textures and so on => a lot less crashes... But now it starts again. I hope I can play my game to the end. Next time I'll start a smaller map, maybe the new gigantic size maps are too much for my 2GB RAM???

Greetings
Codex

P.S.
Zappara, did you read my post from Jun 12 ??