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zappara
Apr 29, 2008, 11:02 AM
Rise of Mankind v2.4
For Beyond the Sword 3.17


Download Rise of Mankind 2.4 (http://forums.civfanatics.com/downloads.php?do=file&id=9301)
(Main mod zip file 174.5 MB)

Download Rise of Mankind v2.4->2.41 patch (http://forums.civfanatics.com/downloads.php?do=file&id=11006)
(small patch which fixes few minor issues from v2.4)

Addons for Rise of Mankind 2.x (http://forums.civfanatics.com/showpost.php?p=6771455&postcount=5)

About the mod

This mod is my attempt to make historically more accurate gaming experience for Civ 4: Beyond the Sword. Almost everything from the basic Civ 4 game has been modified in a way or another - you will have to learn lots of new things, starting from completely redone tech tree. The mod has been in the works for 22 months now, first released as "Epic" mod for Warlords and then later converted to "Rise of Mankind v1 (http://forums.civfanatics.com/showthread.php?t=238801)" for Beyond the Sword. This version 2 is continuing from version 1, adding more stuff and enhancing Civ 4 experience even more.

Rise of Mankind v2 has been designed for single player games only - it does work in multiplayer mode but to avoid running to Out of Sync errors, you'll have to install small Multiplayer fix first. You must also run the game without Revolution components enabled. You can find the fix from this post (http://forums.civfanatics.com/showpost.php?p=6771455&postcount=5).

The mod supports only English language and I have no plans to include other language versions. English is not my native language but it's the only foreign language I've studied so the mod will be supported only in English. You can of course convert it to your own language if you want but that's going to be pretty huge task.

I recommend using Marathon speed, Noble difficulty or higher and Standard or bigger game maps. Mod has also several Earth maps and scenarios included.

Main features in v2.4


242 Techs in tech tree
300+ Units
189 Buildings
88 Wonders
36 National wonders
52 Civic options
26 Unit categories, modern units are superior to ancient units
21 New resources
15 New Improvements for terrain/resources
17 Pre made maps included: 5xEarth, 2xMars map, 2xMediterranean, Demographica (Europe), New Zealand, Eurasia, North&South America maps,Australia, Orion and Sirius fictional planet maps, Colonization (1500AD America) scenario
5 New Civilization: Hittites, Abyssinia, Siam, Iroquois, Assyria
5 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
Revolutions
Ranged Bombardment
Influence Driven War
Ethnically Diverse Units
Ethnic Diverse Citystyles
Modified Civics
Modified Religions (each religion is more unique)
New promotions (for air units too)
New unit flags for Civilizations
Sevopedia
Upgradeable buildings
Corporation specific buildings
Civic specific buildings
More events (about 60)
Faster expansion in late game: Colonists and Pioneers build cities with preset buildings
Inquisition, destroy religions
Tech conquest, conquering enemy cities boosts your research
Tech diffusion, civs can't fall too far behind in tech race
Fight in the future era with futuristic units
More game alerts, extra information about cities and diplomacy options
Unit order enhancements, icons show each units current task
Better BTS AI 0.36
Enhanced Interface (BUG 3.5 mod)
AI Autoplay
Super Spies (promotions for spies)
Dynamic Civ Names
Many other gameplay changes
Supports maximum of 34 players
User configurable options (see: BUG options, Rise of Mankind Config.ini and Revolution.ini)


Mods combined fully or partially


BtS: Next War
BtS: Charlemagne (just the new units)
BtS: Final Frontier (just some unit graphics)
Ethnic Arstyles for BtS
Ethnically Diverse units
Better Espionage Screen for Civilization 4 BTS
The Lost Wonders of Civilization v1.3
Greenmod 2.10
Caravan mod
Modern Warfare
Civics'n'Stuff
Improved Leaders & Civics
Nautil's air units mod
Sevopedia
Specialist Stacker
BtSFlagMod
Enhanced Tech Conquest
Religion and Corporation Screens
Longer techbar in techscreen
Inquisition - Limited Religions
wide City bar
JKP1187's Event mod
Raw Commerce
Civ4lerts
zCivics
34 Civ DLL (Bhruic's patch included)
BUG Military Advisor
BUG 3.5
RevolutionDCM 0.951
Super Spies 1.23
Influence Driven War
UN Forces
Ethnic Citystyles 1.03 for BtS
Asphalt Roads


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 2.4.


This mod requires 380MB 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 2.4 bug report (http://forums.civfanatics.com/showthread.php?t=296230) -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 and tech adjustment recommendations
asioasioasio - unit graphics, wide city bar, new buildings
anhu - water graphics
baal_isidro - unit graphics
Bakuel - unit graphics
bernie14 - unit graphics
bhruic - unofficial patch
bmarnz - Inquisition - Limited Religions
Chamaedrys - building graphics
Chugginator- unit graphics
danrell - unit graphics
Duke van Frost - building graphics
Eusebius - for Eusubius World Religion mod
FK2006 - button graphics
GarretSidzaka - unit graphics
GeneralMatt - unit graphics
GeoModder - Ethnic Diverse Citystyles mod
Gillmer J. Derge - Civ4lerts and configparser
Grave - unit graphics
Grave, Jeckel - Enhanced Tech Conquest mod
hrochland - Longer techbar in techscreen
JKP1187 - events mod
johny smith, Jeckel - Religion and Corporation Screens
Johny smith - Palace of Potala, python
Kal-El + others - RAR mod for CIV3
Kalimakhus - for helping with the font files & feedback+suggestions
Keldath, Mrgenie, TAFirehawk, Rockinroger - for Visa mod
LunarMongoose - civic buttons
Lt. Bob - DLL that supports 34 civs (Bhruic's patch included)
Master Lexx - for Greenmod
Mentat99 - for Improved Leaders & Civics
Nautil - for air units mod
Rabbit, White - Sphinx Wonder
Refar - unit, building graphics
Rufus T. Firefly - for Civ3 icon graphics
sakhr - unit graphics
Sevo - building graphics
Sevo, Vovan, Progor, Gaurav, Fitchn, LunarMongoose - for sevopedia mod
Sharick - Future Tank model
siam - unit graphics
Snafusmith - for Modern Warfare Units
Snipperrabbit!,Yodapower, Storm Grunt, Sniraxis, Frenchman, Chamaedrys, ohcrapitsnico - new button graphics
Splinter13 - building graphics
TheLopez - Specialist Stacker
Theo - Better espionage screen
The_Coyote - unit graphics
Thorn, Bad Ronald - BtSFlagMod
TR Team - for Total Realism mod
White Rabbit - for Ethnically Diverse Units
woodelf, winddelay - Alhambra graphics
Zerver - unit graphics
Zebra 9 - zCivics
Woodelf - building graphics
-sr - custom maps
Commander Bello, Maatissi, 0100010, RobO, Oatse, Lomion, Otto.Davila, baha, Dewion, ersner, d_beauch, cuteunit - feedback

zappara
Apr 29, 2008, 11:02 AM
Version history

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, 11:03 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, 11:04 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 3.17. 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.
If you have installed addons, make sure you followed instructions carefully. Failing to do so might cause UI problems.
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.


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, 11:04 AM
Addons, Modules and Scenarios

Extra Civ Addon pack

Last updated: 26th October 2008

This addon adds 50 new Civilizations to Rise of Mankind 2.4. Addon requires 635 MB free hard drive space.

Download Extra Civ addon pack v1.2 (http://forums.civfanatics.com/downloads.php?do=file&id=11029) (331.43 MB).

Civilizations included in this addon pack:

Albania
Apache
Argentina
Australia
Austria
Bulgaria
Brazil
Canada
Champa
Cherokee
Chile
Croatia
Czech
Denmark
Dinnehih
Etruscans
Finland
Goths
Harappa
Hungary
Hurrians
Ireland
Israel
Italy
Kanembornu
Khazaria
Lithuania
Lombards
Maori
Mapuche
Mexico
Minoa
Mycenae
New Zealand
Nubia
Olmec
Phoenicia
Piliwni
Poland
Polynesia
Romania
Scotland
Serbia
Sioux (replace Native American)
Sweden
Tibet
Toltec
Tubi
Ukraine
Wales

Proper installation order:

Remember to follow installation instructions for each component!

1. Rise of Mankind 2.4
2. Extra Civ addon pack v1.2


SCENARIO: Rise of Mankind 2.4: 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 v2.4 so you don't need to download this separately.

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



ADDON: Revolution & DCM for Rise of Mankind v2.2 by Kalimakhus

RoM 2.4 now includes this addon so you don't need to download this anymore. Download available only for RoM v2.2 users.

Current beta version 6.0: Download RevolutionDCM for Rise of Mankind 2.2 (http://forums.civfanatics.com/downloads.php?do=file&id=9087)
Current beta version 6.0: Download RevolutionDCM+BUG for Rise of Mankind 2.2 (http://forums.civfanatics.com/downloads.php?do=file&id=9984)

Last updated: 13th July 2008

This addon is compatible with RoM v2.2.

Addon Features (that are not in basic RoM 2.2):
Revolution part:
Barbarian Civ
Revolution
Ai Autoplay
Tech Diffusion
Dynamic Civ Names
Dale's Combat Mod
Bombardment for siege units
Air Missions
Opportunity Fire,
Stack Attack
Battle Effects
Archery units Barrage
Influence Driven War
Combat influence: Military units affect surroundings
Active city resistance: If last defending unit in the city dies and city resistance is sufficient then one militia unit emerges in city, otherwise it is captured just like in vanilla.
Pillage influence: When enemy unit pillages tile improvement, some amount of accumulated culture is transferred from improvement owner to unit owner.
More dynamic borders during wars
Surprise or backstabbing attacks are less effective
High cultured cities are harder to conquer but easier to hold after capture
In battles quality counts more than quantity: smaller stack of high strength units is better than bigger stack of low strength units
2nd download version has BUG (BtS Unaltered Gameplay) mod included which enhances UI with many new fantastic elements.

Check addon discussion thread (http://forums.civfanatics.com/showthread.php?t=271390) for future updates and bug tracking.

Huge thanks to Kalimakhus for making this addon. :goodjob:


Addons by Civ Fuehrer

Revolution (http://forums.civfanatics.com/showthread.php?t=275702)

This Add-on adds Revolution mod to Rise of Mankind v2.01. Do not use this Add-on with Kalimakhus Add-on. These add-ons are not compatible with each other.

ADDON: Nuclear Arsenal Mod (http://forums.civfanatics.com/showthread.php?t=278803) for RoM 2.12

This addon improves nuclear arsenals with several new units. There's 2 different versions, one for basic RoM 2.12 and one that works with RoM + Kalimakhus RevDCM addon.



Addons, modifications and modules by Cuteunit

Wonder and building changes (http://forums.civfanatics.com/showthread.php?t=276025)

Changes effects of
Pyramids
Marco Polo Embassy
Port and Commercial PortTwo modular buildings (http://forums.civfanatics.com/showthread.php?t=276024)
River Authority - adds +1 food and +1 coin to River tiles
Villa - Adapted out of the Civ4 plug and play forum and modified to fit into ROMDenmark module (http://forums.civfanatics.com/showthread.php?t=276022)
Adapted from Strategyonly's Danish mod.
Added Huskarl UU, replaces the Knight
Added Maersk Line UB, replaces International Port

Rise of Mankind 2.12 Map pack

RoM 2.4 has these maps included and some more so you don't need to download these (these older map versions wouldn't work correctly with RoM 2.4)

Download Rise of Mankind map pack (http://forums.civfanatics.com/downloads.php?do=file&id=9709)
Works with RoM 2.2 and BtS v3.17 only if you install Lt. Bob's 40 Civ v5.0 DLL file (http://forums.civfanatics.com/showthread.php?t=234779) to BtS or directly to RoM (folder '..\Mods\Rise of Mankind\Assets').

Rise of Mankind 2.2 Multiplayer Fix

RoM 2.4 has this fix included in the "..\Mods\Rise of Mankind\" folder in the zipped file.

Last Updated: 10th July 2008 (bug fixed)

Below as attachment is file named RoM2.2MultiplayerFix.zip that contains edited SettlersEventManager.py python file which should effectively fix the Out of Synch error that has been experienced in multiplayer games when building new city with Colonist or Architect. If you want to play Rise of Mankind 2 in multiplayer mode, please download this zip file and unzip it to folder

'..\Mods\Rise of Mankind\Assets\Python'

and overwrite the previous SettlersEventManager.py. This fix removes special features from Colonist and Architect units ie. cities built with them no longer give buildings. Let me know if you experience other problems in multiplayer mode after using this fix (I don't play RoM multiplayer mode). You must also disable all Revolution mod components (game options) before you start multiplayer game, but even then I can't guarantee that this modpack will work in multiplayer mode.

keldath
Apr 29, 2008, 11:37 AM
very nice zappa,

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

Amra
Apr 29, 2008, 11:41 AM
:eek: Wow zappara, looks like a lot of work went into this. Good job. :goodjob:

JEELEN
Apr 29, 2008, 12:01 PM
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, 01:12 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, 01:16 PM
@RobO

Yes it should work that way too.

RobO
Apr 29, 2008, 02:10 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, 03:07 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, 04:23 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, 07:33 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, 07:54 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, 07:54 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, 08:03 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, 09:18 PM
whoa thanks a lot, will report if anything weird happens !

brun58
Apr 29, 2008, 09:21 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, 07:27 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, 09:35 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, 09:46 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, 09:59 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, 10:23 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, 10:37 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, 10:47 AM
This looks great, I'll download and try it.

jefmart1
Apr 30, 2008, 12:17 PM
I've been waiting for this!

Wudzah
Apr 30, 2008, 01:28 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, 01:55 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, 04:14 AM
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 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 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.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 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.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, 05:35 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, 09:07 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, 10:24 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, 11:57 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, 03:08 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, 04:32 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 02, 2008, 12:11 AM
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, 02:52 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, 04:45 AM
hey zppara,

can you plz upload your source sdk files?

zappara
May 02, 2008, 05:19 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, 05:27 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, 05:56 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, 06:33 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, 10:16 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, 11:08 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, 11:12 AM
176001

Sorry. Pilotis savegame file HERE.

civplayah
May 02, 2008, 03:50 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, 04:51 PM
There is no Patch 2.006. The final RoM2.0 i.e. non-beta version is 2.006.

zappara
May 03, 2008, 05:30 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, 06:17 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, 01:47 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, 05:51 PM
I'm curious, but what KIND of "ethnically" diverse units are these? Varietas Delectat?

zappara
May 03, 2008, 06:11 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, 07:36 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, 08:24 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, 08:49 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 04, 2008, 12:25 AM
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, 03:05 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, 03:24 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, 09:27 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, 04:00 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, 03:53 AM
Sorry. Wrong thread. Ignore me......!

qumil
May 05, 2008, 05:32 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, 07:33 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, 12:43 PM
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, 08:12 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, 05:11 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, 06:27 AM
konradcabral said something about the memsaver option- what is it, and how do I turn it on?

Sonereal
May 06, 2008, 06:38 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, 06:57 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, 11:48 AM
Zappara, thank you.

Sonereal
May 06, 2008, 12:53 PM
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, 02:27 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, 05:07 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, 05:47 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, 07:20 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, 07:29 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, 07:54 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, 08:34 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, 10:14 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, 10:28 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, 11:34 PM
juST fINISHED DOWNLOADING CANT WAIT TO START !!!!


cHEERS !!!

Maatissi
May 07, 2008, 06:55 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, 07:59 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, 09:03 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, 09:40 AM
@Lomion

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

yuizaki
May 07, 2008, 06:51 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, 07:05 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, 10:43 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, 04:00 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, 10:05 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, 01:00 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, 02:18 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, 04:29 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, 10:25 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, 10:59 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, 04:35 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, 08:04 AM
just downloaded, will test soon.

Big thanks!

Loke.be
May 12, 2008, 08:20 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, 09:42 PM
a minor bug report.
maceman's city attack upgrade doesn't seem to be working.

truetom
May 13, 2008, 04:06 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, 05:29 AM
Exactly the same here Truetom.. Civpedia, options.. are like disabled in addition to the hud bug :(

niftymbm
May 13, 2008, 05:55 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, 07:15 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, 07:55 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 Pr