View Full Version : ADDON: Extra Civ pack for RoM 2.0
zappara May 01, 2008, 03:29 AM This addon pack adds 50 Civilizations to Rise of Mankind 2.2
Download addon (http://forums.civfanatics.com/downloads.php?do=file&id=9363) (331.43 MB)
Included Civilizations:
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
All these Civilizations have been previously released for Bts in modular format, I've just converted them to work with Rise of Mankind 2.2. Addon requires 635 MB free hard drive space.
Installation Instructions
You must have Rise of Mankind 2.2 installed before proceeding with this addon installation!
1. Locate your Civilization 4 installation folder from your hard drive.
2. There go to subfolder named Beyond the Sword and under Beyond the Sword go to subfolder Mods.
3. Unzip the addon to this Mods folder. Zip file contains the needed folder structure for the addon files so make sure your archiver program is set to unzip files with the folders.
Version history:
Version 1.1 (update to RoM 2.2)
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Civilizations
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- Added: Maori
- Added: Dinnehih
Buildings
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- Changed: Albania Llogor cost 150->180
- Changed: Argentina Dance studio cost 150->180
- Changed: Brazil Estadio cost 150->180
- Changed: Bulgaria Konnik cost 50->60
- Changed: Canada Hockey ring cost 150->180
- Changed: Champa Menara cost 100->110, conquest prob 0->40
- Changed: Cherokee Medicine Hut food kept 50%->30%, conquest prob 60->75, bonus health change +1 from potato
- Changed: Chile Copperworks cost 250->325, conquest prob 66->75
- Changed: Croatia King's tower replaces now High Walls, conquest prob 0->30%
- changed: Czech Vysilac can be built now with Radio tech, cost 160->230, conquest 66%->75%
- Changed: Denmark Manor cost 100->110, conquest prob 0->40
- changed: Etruscan Fanum conquest prob 66->75
- changed: Finnish Sauna obsolete at Modern Sanitation tech (same as Bath House), conquest prob 66->75
- changed: Goth Plunder cost increased 120->132, conquest 66->75
- Changed: Harappan Sewer cost 150->165
- Changed: Hurrian Villu Statue conquest 66->75
- Changed: Irish Ring fort conquest 0->40, cost 100->110
- Changed: Israel Kotel replaces High Walls now, conquest 0->30, defense values increased to 50%
- changed: Kanembornu Oasis cost 200->220, conquest 66->75
- Changed: Lithuania Piliakalnis cost 100->110, conquest 0->40
- changed: Lombards Cloister conquest 66->75
- Changed: Mexico Charreada Arena conquest 66->75
- Changed: Minoa Palace Centre cost 100->110, conquest 0->40
- Changed: Mycanea Megaron conquest 66->75
- Changed: New Zealand Woolshed cost 150->165, conquest 66->75, bonus health +1 from apple and -1 from tobacco, bonus happiness +1 from tobacco
- Changed: Nubia Vaulted Granary conquest 66->75, food kept 50->30%, +1 bonus health from potato
- Changed: Phoenicia Dye Facility cost 180->216, conquest 66->75
- Changed: Piliwni Peyote cost 200->260
- Changed: Poland Folwark food kept 50->30%, conquest 66->75, bonus health +1 from potato
- Changed: Polynesia Marae conquest 66->75
- Changed: Romania Armuarie replaces now Armourer, conquest 66->75
- Changed: Scotland Broch cost 100->110, conquest 0->40
- Changed: Serbia Hambar food kept 50->30, conquest 66->75, +1 bonus health from potato
- Changed: Swedish Ting conquest 66->75
- Changed: Tupi Maloca conquest 66->75
- Changed: Ukraine Veche Hall conquest 66->75
- Changed: Wales Caer cost 100->110, conquest 0->40
Units
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- Changed: Argentina Caballo flanking strikes against catapult, Trebuchet
- Changed: Australia Light Horse flanking strikes against catapult, Trebuchet, cost 120->150, combat 15->17
- Changed: Canada Mountie flanking strikes against catapult, Trebuchet
- Changed: Chile Carabineros interception probability 0->15%
- Changed: Denmark Guard Hussar flanking strikes against catapult, Trebuchet
- Changed: Finnish Jaeger receives bonuses against Early Tank and Light Tank
- Changed: Hungarian Huszar Cavalry flanking strikes against catapult, Trebuchet
- Changed: Mexico Rurales flanking strikes against catapult, Trebuchet
- Changed: Ukraine Zaporozhian Cossack flanking strikes against catapult, Trebuchet
- Fixed: Removed 2 xml files from Denmark officer crossbowman that were overwriting the default crossbowman unit (caused bugs)
Version 1.01
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- Fixed: First contact bug
Version 1.0
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- Added 48 Civs, initial release
Credits
Civ 4 Gold Team
Esnaz
strategyonly
Ironmann May 01, 2008, 04:30 AM How about the great viking/ship/fishing/oil/wealthnation Norway?(A)
zappara May 01, 2008, 11:09 AM Tried to download modular Norway for BtS (http://forums.civfanatics.com/showthread.php?t=242910) but it gives Error, file not found message.
Donkey Puncher May 01, 2008, 04:31 PM how about texas
and maybe one of the roman lederheads made by ekmek
maxbjr May 01, 2008, 09:39 PM any from the civ gold 4.0 mod would be great, they're all in modular format i believe. (like the minoan or any south/central american civs :) )
Maatissi May 02, 2008, 04:02 AM You seem to be "forgetting" our dear Finland... :D
Is that intentional? ;)
By the way, is this going to be a separate add-on, or perhaps included also in the next patch as a part of the whole mod?
I guess it would go well with a patch also, if adding Civs is known to be without frequent errors... By the way, has there been enough feedback to even plan the first patch yet? :)
zappara May 02, 2008, 04:11 AM Just found our Finland in modular format so adding it as I write this message.. ;)
This will be separate add-on, current unpacked size is about 400MB already with just 30 new Civs (RoM2 is 230MB). I'm keeping this separate so that people with slower connections can get RoM2 and small patches. Though might some day make one big download file that includes all RoM2 stuff in one package but that's probably some months away.
Haven't been enough feedback yet for first patch, would like to get bit more stuff to it than what people have so far posted. I'll let everyone play it for while before I start releasing patches as patches usually break old saved games.
Nordfeldt May 02, 2008, 01:41 PM Hi zappara
Can you add Denmark?
http://forums.civfanatics.com/showthread.php?t=273665
Actually delay that order :crazyeye:
I'm first gonna try to convince strategyonly to make some "cosmetic" changes. I'll post again if he agrees, but if it could be included that would be really great!
Best Nordfeldt
RobO May 03, 2008, 02:41 AM :agree:
Hi zappara
Can you add Denmark?
Yes, Please :yeah:
zappara May 03, 2008, 04:38 AM Denmark will be added today :)
I'll try add some present day Civs as well as some ancient Civs so you can choose what you want in custom game - This will be good for making scenarios for specific time periods / maps. Addon will most likely add about 50 new Civs, when it's finished so you'd have total about 90 Civs to choose from when starting the game. :D
Nordfeldt May 03, 2008, 06:13 AM That's impressive
Could you wait to add Denmark for a day or two? strategyonly is going to make a few changes to the civ before it's ready.
zappara May 03, 2008, 06:22 AM Kind of added it already.. my version is combination of strategyonly's denmark civ and Civ4 Gold's Denmark. UU unit + building is from Civ Gold and one extra leader.
Nordfeldt May 03, 2008, 09:06 AM Would you consider using strategyonly's updated version?
http://forums.civfanatics.com/showthread.php?p=6784222#post6784222
Theres a few units added and some tweaks made...
That would be awsome!!
Thx
ersner May 04, 2008, 04:28 AM How about Albania ?
http://forums.civfanatics.com/downloads.php?do=file&id=6904
Matt0088 May 04, 2008, 07:36 AM Some more Civ suggestions:
Prussia
Confederate States of America
Etruscans
The Franks
The Vistogoths
Phoenicians
Thrace
USSR
The Huns
Iraq
The Swiss
Note: I didn't find any Prussia, Vistogoths, Huns, Iraq, and swiss civs. So you'll probable have to create them.
zappara May 05, 2008, 06:40 AM Updated Civ list.. will try to add 10 more today. Unpacked size is just about 500MB at the moment with 40 Civs so this addon is getting pretty huge size wise.
strategyonly May 05, 2008, 08:20 AM Updated Civ list.. will try to add 10 more today. Unpacked size is just about 500MB at the moment with 40 Civs so this addon is getting pretty huge size wise.
ahaah good, your still only half the size with all the civs i have in mine and i still have 35 more to put in, PHEW!!!:p
You keep this up and i will be out of business, LOL
zappara May 05, 2008, 12:01 PM I'm stopping now on those 48 Civs and making the package available soon (tomorrow). I need to move on to patching up RoM as good amount of feedback has been given. This little side project grew to size of 326MB when zipped so it's not exactly small download... :D
I have no plans to add more Civs after this addon. It's fairly easy to convert modular Civs to Rise of Mankind so I'll hope some other modders will make bigger and better civ addons for RoM later. ;)
konradcabral May 05, 2008, 07:25 PM I'm stopping now on those 48 Civs and making the package available soon (tomorrow). I need to move on to patching up RoM as good amount of feedback has been given. This little side project grew to size of 326MB when zipped so it's not exactly small download... :D
I have no plans to add more Civs after this addon. It's fairly easy to convert modular Civs to Rise of Mankind so I'll hope some other modders will make bigger and better civ addons for RoM later. ;)
Hello Zappara,
i'm anxious for this. Can you post this addon in a eMule or Torrent link, to ease download?
Thanks,
Konrad
CMKMStephens May 06, 2008, 05:09 AM Yay New Zealand XD
zappara May 06, 2008, 08:31 AM Download links added, took several hours to upload the file :D
@konradcabral
I don't have eMule and haven't ever made any torrent uploads so bit clueless here how do do those. I doubt my connection (low upload bandwidth) would be sufficient enough and I don't have any servers where I could keep upload on 24/7.
JEELEN May 06, 2008, 09:45 AM Download links added, took several hours to upload the file :D
I can imagine! You've been very busy.:goodjob:
ersner May 06, 2008, 11:23 AM When running RoM with add-on i get this error message almost every time when starting the game :
Tag: LEADER_ARPAD in Info class was incorrect
Current XML file is : xml/GameInfo\Civ4DiplomacyInfos.xml
In single player mode it allowed me to play nonetheless (after clicking-off this error pop-up) , but when starting multiplayer hot seat game ,it crashed (giant size map, 11 civs).
Dewion May 06, 2008, 11:47 AM yea, i have a same problem and when i made contact to korea its greeting was "AI_DIPLO_FIRST_CONTACT_LEADER_ARPAD_1" but when i tried to load a game and redone that, it didn't appear anymore, odd? :D
EDIT:
later when i made contact to israel it happened again, see?
zappara May 06, 2008, 01:35 PM Edit: found the problem and fixed it. Problem was some left over xml code from Magyar's leader which was going to hungary Civ but something must have distracted me while making that and I forgot to complete that leader.
See addon post in main Rise of Mankind 2.0 thread (http://forums.civfanatics.com/showpost.php?p=6771455&postcount=5) for fix (can't attach same zip file twice).
Krug May 06, 2008, 05:10 PM A Noob question but...how do I get the addon to work? Heres what I tried:
Just loading the addon from "Load a mod"
Loading the addon after quitting and reopening BTS
Loading the normal Rise of Mankind 2.0 thinking they may simotaniusly load.
Loading Rise of Mankind 2.0 then loading the addon while still in Rise of Mankind
None of these worked! What am I doing wrong?
zappara May 06, 2008, 05:31 PM You must install addon on top Rise of Mankind 2.0 ie. when done right, both go to same folder, first install Rise of Mankind 2.0, then addon. Unzip both to ..\Mods directory. Then you just load Rise of Mankind mod and it now has the extra civs enabled.
Krug May 06, 2008, 05:45 PM Ah, thanks!
nagz May 06, 2008, 09:13 PM Hi Zap....
I sincerely think you should get these huge files into torrent as it will be a great help and lot of us just can download irregularly...(as you can disconnet and resume later).....
Give it a thought...Is there any more updates/patches you plan in couple of weeks ? ....
Great job man !
Keep up the good work!!!
mussbu May 07, 2008, 06:34 AM Very, very new to this. Am I extracting this properly? I saved RoM2ExtraCiv to the BtS/Mods folder (as instructed); then extracted it within this folder. In addition to the original RoM2 Folder (with the other mods), I now have a 'RoMExtraCivPack' folder here too. Shouldn't this be in the RoM2 folder?
Help!
zappara May 07, 2008, 07:04 AM Very, very new to this. Am I extracting this properly? I saved RoM2ExtraCiv to the BtS/Mods folder (as instructed); then extracted it within this folder. In addition to the original RoM2 Folder (with the other mods), I now have a 'RoMExtraCivPack' folder here too. Shouldn't this be in the RoM2 folder?
Help!Hmm, I think the software you used to unpack it made one extra folder. Go to 'RoMExtraCivPack' folder, copy/cut 'Rise of Mankind' folder from it, then go back to 'Mods' folder and paste 'Rise of Mankind' there. It should now go on top of the RoM 2.0.
mussbu May 07, 2008, 07:17 AM Hmm, I think the software you used to unpack it made one extra folder. Go to 'RoMExtraCivPack' folder, copy/cut 'Rise of Mankind' folder from it, then go back to 'Mods' folder and paste 'Rise of Mankind' there. It should now go on top of the RoM 2.0.
Zap! The one and only! Love RoM2, thanks for your hard work.;)
I did put RoM into the Mod folder, so now I have RiseOfMankind2, and Rise of Mankind folders in the Mod. Which mod do I load: RoM2 of RoM?
zappara May 07, 2008, 07:50 AM Zap! The one and only! Love RoM2, thanks for your hard work.;)
I did put RoM into the Mod folder, so now I have RiseOfMankind2, and Rise of Mankind folders in the Mod. Which mod do I load: RoM2 of RoM?Umm, there is suppose to be just 1 folder and 1 mod. Addon is not a mod alone, it just adds stuff to RoM2. You overwrite the files in RoM 2.0 with the addon files ie. it's like patch to RoM2. Did you rename Rise of Mankind 2.0 folder to 'Rise of Mankind2' before you unpacked addon? You must not do that before installing addon.
mussbu May 07, 2008, 01:50 PM Umm, there is suppose to be just 1 folder and 1 mod. Addon is not a mod alone, it just adds stuff to RoM2. You overwrite the files in RoM 2.0 with the addon files ie. it's like patch to RoM2. Did you rename Rise of Mankind 2.0 folder to 'Rise of Mankind2' before you unpacked addon? You must not do that before installing addon.
Let me try it again tonight.
I forgot to mention that I previously added Revolution to RoM2 before installing ExtraCiv. Would this be a problem? That install had me removing the Python folder from BtS/Assets. Is there a suggested install order for these two add-ons?
These two add-ons should be killer :trophy:
zappara May 07, 2008, 02:57 PM At the moment you can't have both addons on at the same time as both addons make adjustments to sound file defines. If you add both to RoM 2, you'd be missing new sound from one of the addons, depending from the order you install them. There might crashes due to missing sounds when trying to run both addons at the same time. So we'll have to make a small fix patch, that makes these 2 addons compatible with each other. But for now, just use one addon.
Also, you mentioned you deleted python folder from BtS/Assets. I'm pretty sure that wasn't the right folder to delete when installing RevolutionDCM addon. From its install notes: Go to BeyondTheSword\mods\Rise of Mankind\Assets and delete the Python folder ie. you was suppose to delete the python subfolder from Rise of Mankind mod, not the original BtS python folder. If you did remove BtS python folder, you'll have to install BtS again to fix it.
konradcabral May 07, 2008, 05:21 PM At the moment you can't have both addons on at the same time as both addons make adjustments to sound file defines. If you add both to RoM 2, you'd be missing new sound from one of the addons, depending from the order you install them. There might crashes due to missing sounds when trying to run both addons at the same time. So we'll have to make a small fix patch, that makes these 2 addons compatible with each other. But for now, just use one addon.
Have you a date for this small fix patch... I want to play RoM2.0ReVDCM with Brazil... Zappara, you are making me look like a spoiled child... Sorry.:p
konradcabral May 07, 2008, 05:22 PM [QUOTE=zappara;6797354]At the moment you can't have both addons on at the same time as both addons make adjustments to sound file defines. If you add both to RoM 2, you'd be missing new sound from one of the addons, depending from the order you install them
zappara May 08, 2008, 08:43 AM Have you a date for this small fix patch... I want to play RoM2.0ReVDCM with Brazil... Zappara, you are making me look like a spoiled child... Sorry.:pJust testing the fix. :) I can probably upload it today.
zappara May 08, 2008, 09:56 AM Fix patch that merges audio defines from Extra Civ addon and RevolutionDCM addon can be now downloaded from Addons, Modules and Scenarios (http://forums.civfanatics.com/showpost.php?p=6771455&postcount=5)-post in the main RoM 2.0 thread.
Kalimakhus May 08, 2008, 01:07 PM @Zappara
I have just downloaded the extra civs add-on (for personal enjoyment). I looked into the files and noticed the two xml\audio files contradicting. I merged the files from both Add-Ons and came here to post them as a patch, only to discover that you did made the patch. :goodjob:
I like having more civs with RoM and you sure got yourself busy adding this large number of them. Thanks a lot for this wonderful Add-On (which is more than 3 times larger than RoM2.0 itself!!!), and thanks a lot for the patch.
RobO May 10, 2008, 01:47 AM I still get an XML error for each new leader (presumably):
Tag: LEADER_<NAME> in Info Class was incorrect
Current XML file is: xml\GameInfo/Civ4DiplomacyInfos.xml
I have installed RoM2.0ExtraCivPack1.01.zip on top of RiseOfMankind2.0.zip in a folder called Rise of Mankind v2
I simply copied the content of the Rise of Mankind folder in each zip into my Rise of Mankind v2 folder, first the standard v2, then the extra civs.
I also get the defunct city overview. I don't know if these are related.
Edit: Tried switching to en empty CustomAssets folder: No difference. I dont get to select the added civs when setting up a game, presumably because of the problems in Civ4DiplomacyInfos.xm (or whereever it is).
zappara May 10, 2008, 02:38 AM @RobO
Might be one or more paths set incorrect when you did the merging that way and that's why Civ4DiplomacyInfos.xml complains why it can't find leaders (not defined yet when it comes to this far on checking the xml files). Modules are loaded first and after that regular xml files. Path for new civs should be 'Mods\Rise of Mankind\Assets\Modules\Custom Civilizations'. Modular loading should be also set to 1 or BtS won't load modules at all.
konradcabral May 10, 2008, 06:51 AM @RobO
Might be one or more paths set incorrect when you did the merging that way and that's why Civ4DiplomacyInfos.xml complains why it can't find leaders (not defined yet when it comes to this far on checking the xml files). Modules are loaded first and after that regular xml files. Path for new civs should be 'Mods\Rise of Mankind\Assets\Modules\Custom Civilizations'. Modular loading should be also set to 1 or BtS won't load modules at all.
Since i downloaded the extra civ pack, the inicialization became much slower. Is there a way to avoid that? Can i simply delete in the mentioned folder the civs i'm not interested at, in order to enlighten the loading?
RobO May 10, 2008, 06:57 AM @RobO
Might be one or more paths set incorrect when you did the merging that way and that's why Civ4DiplomacyInfos.xml complains why it can't find leaders (not defined yet when it comes to this far on checking the xml files). Modules are loaded first and after that regular xml files. Path for new civs should be 'Mods\Rise of Mankind\Assets\Modules\Custom Civilizations'. Modular loading should be also set to 1 or BtS won't load modules at all.
I'm pretty sure the install is correct - I simply unzip ina temporary folder d copy the files over - it's basically the same operation as unzipping directly to the Mods folder.
Modular loading is a different matter. I assume I need to enable that all the way down (I seem to recall this setting from Civilization.ini as well as from individual mods).'ll give it a try. You might want to add this fact to your install instructions if it isn't already there.
zappara May 10, 2008, 07:11 AM @RobO
I've set Modular loading to 1 in 'Rise of Mankind.ini' which was included in Extra Civ addon, thought this would do the trick to enable it for the mod.
zappara May 10, 2008, 07:17 AM Since i downloaded the extra civ pack, the inicialization became much slower. Is there a way to avoid that? Can i simply delete in the mentioned folder the civs i'm not interested at, in order to enlighten the loading?It does slow down because there's hundreds of new files that need to be loaded during start up (each civ's xml files). There should be folder 'Unloaded Modules\Custom Civilizations' under 'Rise of Mankind', move those Civ's folders that you don't want in your game to this folder and they're not loaded anymore.
Hmm, now that I thought about how this effects diplomacy, I'm not sure if you can delete them.. so better try moving them to another location first and move back if you encounter the diplomacy bug.
RobO May 10, 2008, 11:45 AM @RobO
I've set Modular loading to 1 in 'Rise of Mankind.ini' which was included in Extra Civ addon, thought this would do the trick to enable it for the mod.
Yes you did, but my mod folder is named "Rise of Mankind v2" and thus has a separate ini file. So I think you should add a note about this to the install instructions.
The civs and leaders did appear once I turned modular loading on in Rise of Mankind v2.ini
Kalimakhus May 10, 2008, 12:04 PM In general it is better to rename the ini file that has the mod's name to whatever you name the installation folder. This way you keep any options in the ini file that the author changed from the default. Also some mods add custom config options in this file.
RobO May 11, 2008, 11:29 PM I have changed the Danish flag from that strange bird included in the civ pack to the current flag, copied from strategyonly's Denmark civ.
Here's the install instructions:
To install the new Danish flag, unzip the contents to the place where you installed the extra civs, typically
...\Mods\Rise of Mankind\Assets\Modules\Custom Civilizations\Denmark
NOTE:
This will overwrite two files:
Denmark_CIV4ArtDefines_Civilization.xml
Denmark.dds
I have provided the originals with .original appended to the filename. Just rename them and delete my files if you want to go back to the flag provided in the Civ pack.
Thanks to strategyonly, who provide the files in his version of the Denmark Civ here:
http://forums.civfanatics.com/showthread.php?t=273665
RobO May 11, 2008, 11:36 PM I have edited the leaders of the Danish Civ to be
Canute: Spiritual, Organized (was Spiritual, Creative)
Christian: Imperialist, Industrious (was Imperialist, Protective)
Margrete: Charismatic, Imperialist (was Charismatic, Industrious)
I simply edited the TraitType setting in <name>_CIV4LeaderHeadInfos.xml. I have a feeling, however, that this isn't quite enough. There are so many settings in this file, and they are bound to interact. For examp,e, what are the different FLAVOR settings and what do they do?
Can someone point me to a place where I can look this up?
CMKMStephens Jun 04, 2008, 08:33 PM Could you add the Maori civilization from Civ Gold as well?
Maatissi Jun 16, 2008, 02:15 PM This add-on is nice but I'm running out of memory all the time.
What would be the best way to "uninstall" or "disable" the add-on and all the files? (Including the small patch files etc. outside the assets/modules-folder, if they even affect the whole mod and memory allocation in any way...)
If I just move the extra stuff under the mods/rom/assets/modules-path to a different location on my hard drive, will that be enough or do I have to replace/remove/edit any other files?
Thanks in advance!
Civ Fuehrer Jun 16, 2008, 03:21 PM just reinstall the addon without the extra civ stuff... or do it the hard way and hunt down all the files and move or delete them out of the mods folder
zappara Jun 30, 2008, 07:54 AM I'm going to upload new version of extra civ addon pack today if all goes well. Addon is now updated to RoM 2.2 plus 2 new civs have been added so there's now 50 additional Civs for RoM 2.2 :)
zappara Jun 30, 2008, 10:40 AM New version uploaded, now compatible with RoM 2.2 settings. See first post for download link and other info.
darkyxinhow Jul 06, 2008, 02:54 PM I'm not sure if I should post this in the bugs topic or in here, but I get the "missing user interface" bug when I add this pack to RoM2.2. I tried unzipping that "RoM 2.0 CvPath", and it works fine for the interface, but I get none of the new civs available in this addon. I imagine you could add the same file with the new civs included for download, right? \o/
EDIT: I have tried reinstalling RoM2.2 and the addon, and I always get the same result now: I don't get the user interface for RoM2.2, then I unzip "RoM 2.0 CvPath" and it works properly. However, when I install the extra civs addon, the user interface disappears, no matter what version of the CvPath.py is installed.
zappara Jul 09, 2008, 07:26 AM @darkyxinhow
Are you using normal BtS or Civ Complete Edition? If you could upload log files from a extra civ game (just start game, close it, zip the log files) I might be able to figure out what causes the UI to disappear. See version 2.x bug thread for instructions how to enable logging.
TheDisco Jul 09, 2008, 04:53 PM The picture of the leader was there and his name in the top box, but in the bottom box where my choices are to start war of have piece it had some reference link (forgot exactly what it said) rather than the leaders name?
Anything I need to do to enable this or is this just how it works?
Sorry, I'm kind of clueless about these mods as RoM2.2 and this civpack were my first two. Seems to work fine otherwise though...
-----------
Just noticed that earlier in this thread somebody else had the same issue:
http://forums.civfanatics.com/attachment.php?attachmentid=176383&d=1210097197
This is exactly what happens when I meet a civ for the first time. It's only a minor bug but is there something that I need to configure to fix this or is it just a bug?
zappara Jul 09, 2008, 07:57 PM @TheDisco
It's bug, he's just missing first contact text info so it's not big issue, you'll see that particular text piece only once per game. Does this happen with every extra civ from addon pack you meet or just one?
TheDisco Jul 10, 2008, 04:53 PM I think it happens to all the new civs the first time I meet them, but actually I haven't played again yet to test as Im now reinstalling both RoM and civ add-on mods and the latest revolutiondcm mod that was just released.
I'm not too worried about it if its just a bug as it is pretty trivial, but if I were the only one seeing this I'd be worried I have deeper issues that would hit me in other ways...
----------------
I just reinstalled and played again and didn't notice it happening at all this time. The only difference is this time I also added the latest RevolutionDCM mod as well. Not sure if that is what fixed it, or if there are just a few civs that are missing first contact text and I haven't met any more of them yet. In any case, I'm happy though. Thanks...
darkyxinhow Jul 10, 2008, 06:02 PM @zap
I use regular BtS. As I only play FfH and RoM these days, I tried reinstalling the whole game and it worked fine, and as I'm a complete noob in general modding, I hadn't logged anything, sorry :( anyway, thanks for the help and keep up the good job :D
0100010 Aug 10, 2008, 03:15 PM The Cherokee' unique Unit the Atl-Atl is way too powerful. A strength 3 scout that can attack? I suggest making it strength 2, drop the 10% city defense, and make it so they cannot capture cities.
The Apache don't have a unique unit or building, and I dont quite get why Geronimo is Philosophical and Financial. He should probably be Aggressive, Charismatic. They are known as being good horsemen. I would suggest the Horseman as a unique unit (drop combat bonus vs archers and enabled at Animal husbandry instead of horseback riding.) And Corral replacement for stable, +3 to mounted units instead of +2 and enabled at animal husbandry instead of Chariotry.
The Mapuche civ doesn't have a unique building or unit either but I'm not sure what would fit them best.
Attached file w/ changes I suggested above.
EDIT file has been removed because I have patched the entire set of Extra Civs.. see my Next Post.
Chiyochan Aug 12, 2008, 03:07 PM what do these civs do for music?
gruffydd Aug 14, 2008, 09:00 AM Just a funny historical note on the atl-atl being too powerful!
When (not in Civ, in real life) the Spanish attempted a landing and conquest of what is now Florida in ~1505, a tribe related to the Tupi and Caribs living there decided to resist and fight back. The Spanish landed, fired their matchlocks to frighten off the silly savages, and strutted about in their nice shiny breastplates. The Floridian natives then attacked with their atl-atls, and the 2 surviving Spanish officers wrote about how surprised they were that such a primitive weapon could hurl a stone-tipped dart straight through their armor. The surviving Spanish fled. 50 years later another Spanish expedition returned and established a colony in Floridia... guns may not have been > than the atl-atl, but smallpox was.
As far as I've found (I'm a historian and anthropologist), those Floridians were the only people still using that most ancient (and powerful) of weapon technologies in the Western Hemisphere, though it begs the question of why it didn't experience a revival very quickly.
As for the UUs and buildings...
General consensus is that native americans didn't have access to horses until the 17th C., so giving Apaches horse-based uniques might not be very accurate. Unless you gave them a cavalry-era horse unit.
I'd suggest Toqui for Mapuchan UU, some sort of axeman modification. As for a UB I couldn't say.
0100010 Aug 17, 2008, 02:06 AM I have Fixed many of the Extra Civ's (mostly buildings) to be in line with the RoM version of the base building they replaced, plus their single extra ability or feature. Some Civs had the same replacement buildings that which specialized in the same area, (bonus healt/happiness/culture) etc yet were unequal to each other. (One UB Castle had +5 culture while another had only +3) in those cases they have been made equal.
In a few cases, I made the UB in line with the "unoffical patched" version of RoM's base building (see my other post of balance fixes)
Here is a detailed list of the changes in the attached patch:
Extra Civ Changes
-----------------------
Apache : Added Apache Corral and Apache Horse Warrior
Cherokee Atl-Atl: reduced to strength 2, cannot capture cities, removed animal bonus)
Scotland Broch (reduce bombard defense to -20%)
Wales Caer (increase defense to 50%, reduced bombard defense to -20%)
Italy Caerneval (reduced culture yield to +3)
Bulgaria Chitalise (reduce science bonus to 20%)
Lombard Cloister (increased culture yeild to +3)
Chile Copperworks (removed 10% commernce bonus changes copper yield bonus from commerice to production)
Argentina Dance Studio (removed 25% culture modifier)
Phonican Dye Facility (reduce foreign trade route bonus to 75%, removed sea tile yield bonuses)
Brazil Estadio de Futebol (reduce culture yield to +3, added celebrity specialist count)
Estruscan Fanum (set maintenance modifier to -25%)
Hungary Furdo (increased cost slighty, added Marble requirement)
Canada Hokey Rink (reduce to +2 happy)
Dinnehih Hogan (reduced commerce and culture modifier to +20%)
King's Tower (reduced bombard defnse to -40$)
Kotel (reduced bombard defnse to -40$)
Denmark Manor House (reduced commerce bonus to +10%, removed city count requirement)
Polynesia Marae (removed culture modfier, added +3 culture, increased happiness to +2)
Mycean Megaron (increased happiness to +2)
Champa Menara (reduced bombard defense to -20%)
Maori Pa (made coastal only, reduced cost slightly)
Mapuche: Added Mapuche Silversmith and Machi (replaces Jewelery and Spy)
Minoa Palace Centre (reduced culture yield bonus to +1)
Goths Plunder (reduced espionage bonus to +25%, reduced commerce bonus to +10%)
Irish Ringfort (reduced bombard defense to -20%)
Finland Sauna (removed culture yield bonus)
Harrapa Sewer (renamed to Harrapan Sewer, added +10 maintenance, added -20% espinoage defense, double health bonus to +4, removed no unhealthyiness from buildings)
Piliwi Sweat Lodge (replaces Doctor's office instead of Hospital, helath bonus reduced to +1, cost made equal to Doctor's office)
Ukraine Veche Hall (reduced happiness bonus to +1)
Hurrian Villa Statue (reduce maintence modifier to -25%)
New Zealand Woolshed (reduced commerce bonus to +20%, added +5% commerce yield bonus with sheep)
Note that this were made with the Rom RevDCM BUG add--on set fof files and patched Extra Civ patch,
Zanatos Aug 18, 2008, 05:47 PM I'm all for the Texas modification
CMKMStephens Aug 19, 2008, 08:20 PM Why would you make the Pa coastal only?
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