View Full Version : ADDON: Extra Civ pack for RoM 2.0
zappara May 01, 2008, 04:29 AM Newest version 20th November 2009:
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Mega Civ Pack 1.7 for Rise of Mankind 2.8 (http://forums.civfanatics.com/showthread.php?t=339734) (536MB)
Features
==================================
This pack adds 60 Civilizations to Rise of Mankind 2.8
* Aborigines
* Albania
* Apache
* Argentina
* Ashanti
* Australia
* Austria
* Baktria
* Batavii
* Belgium
* Benin
* Bulgaria
* Brazil
* Canada
* Champa
* Cherokee
* Chile
* Croatia
* Czech
* Denmark
* Dinnehih
* Etruscans
* Finland
* Goths
* Harappa
* Hungary
* Hurrians
* Ireland
* Israel
* Italy
* Kanembornu
* Khazaria
* Latvia
* Lithuania
* Lombards
* Makedonia
* Maori
* Mapuche
* Mexico
* Minoa
* Mycenae
* New Zealand
* Nubia
* Olmec
* Phoenicia
* Piliwni
* Poland
* Polynesia
* Romania
* Scotland
* Serbia
* Sioux (replaces Native American)
* Sweden
* Tibet
* Toltec
* Troy
* Tubi
* Ukraine
* Wales
* Vietnam
82 New leaders
* Abu Bakr for Arabia
* Afonso for Portuguese
* Adenauer for Germany
* Akbar for India
* Amanishakheto for Nubia
* Arpad for Hungary
* Ataturk for Ottomans
* Atotoztli for Aztec
* Barbarossa for Germany
* Basil for Byzantium
* Caligula for Rome
* Casimir III for Poland
* Cetshwayo for Zulu
* Charles V for Holy Roman Empire
* Cheops for Egypt
* Chiang Kai-Shek for China
* Cixi for China
* Cleopatra for Egypt
* Constantine for Rome
* de Witt for Dutch
* Dido for Carthage
* Eyadema for Mali
* Francis II for Holy Rome
* Franco for Spain
* Franz Josef for Austria
* George W. Bush for America
* Gorbachev for Russia
* Harald Hardrada for Viking
* Henry the Navigator for Portugal
* Henry VIII for England
* Hiawatha for Iroquois
* Hindenburg for Germany
* Hirohito for Japan
* Indira Gandhi for India
* Innocent III for Holy Rome
* Itzcoatl for Aztec
* Ivan IV for Russia
* Jackson for America
* Jayavarman VII for Khmer
* Jingu for Japan
* Joan of Arc for France
* Kangxi for China
* Kim Jong Il for Korea
* Lech Walesa for Poland
* Lenin for Russia
* Leonidas for Greece
* Lester B. Pearson for Canada
* Marcus Aurelius for Rome
* Mary Stuart for Scotland
* Masinissa for Carthage
* Meiji for Japan
* Michaelle Jean for Canada
* Michael Collins for Ireland
* Mindaugas for Lithuania
* Mursilis for Hittite
* Nebuchadrezzar II for Babylon
* Nefertiti for Egypt
* Nero for Rome
* Niall Noigiallach for Ireland
* Pachahuti for Inca
* Philip II for Spain
* Pol Pot for Khmer
* Putin for Russia
* Reagan for America
* Richard for England
* Richelieu for France
* Rishi for Harappan
* Robert Menzies for Australia
* Salamasina for Polynesia
* Sejong for Korea
* Sennacherib for Assyria
* Sir John A. MacDonald for Canada
* Smoke Jaguar for Maya
* Stefan Stambolov for Bulgaria
* Stephen I for Hungary
* Taharqa for Nubia
* Tashunke Witko for Sioux
* Tymoshenko for Ukraine
* Vercingetorix for Celt
* Wilhelmina for Dutch
* William Lyon Mackenzie King for Canada
* Wu for China
* Yushchenko for Ukraine
All these Civilizations have been previously released for Bts in modular format, I've just converted them to work with Rise of Mankind 2.71 which uses WoC style modular system. Addon requires 850 MB free hard drive space.
Mega Civ Pack Install process:
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Make sure you have installed Rise of Mankind v2.8 before proceeding and read the following instructions carefully through!
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 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.
4. Overwrite files if the unzip process asks if files should be overwritten (2 python files)
5. If you do not want to use all the new civs this pack adds, check next step. Otherwise skip to step 7.
6. (optional) Go to 'Rise of Mankind\Assets\Modules\Custom Civilizations' -folder and delete folders of those civs that you do not want to use. Note that few new civilization's unique building is checked for building upgrade paths in python and if you delete these civs, there might be python errors when running the mod.
7. Go to 'Rise of Mankind\Assets\Modules\Custom Civilizations' and double click WoC_installer.jar file (If the application interface does not appear, a Java SE Runtime Environment(JRE) will be required. A Java runtime can be downloaded from http://java.sun.com/.). WoC_installer merges the new audio from all the chosen new civs to the main mod audio define files. When WoC_installer says 'Application done' you can close it.
8. Start playing the mod with Mega Civ Pack installed :)
Version history:
Version 1.7
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- Updated: all schemas to Rise of Mankind v2.8 settings
- Updated: All UU/UB settings to Rise of Mankind v2.8 settings
- Added: Unofficial leaderpack, updated schemas to v2.8 settings
- Added: UU for Latvia
- Replaced: Apache civ
- Moved: Cochise from Dinnehih to Apache
- Moved: Goathlay from Dinnehih to Apache
- Changed: Cochise has new graphics
- Changed: Goathlay button
- Changed: Peron has new graphics
- Changed: Maria Theresa has new graphics
- Changed: Alexander has new graphics
- Changed: Basil has new graphics
- Changed: Charles V has new graphics
- Changed: Franz Josef has new graphics
- Changed: Robert I has new graphics and new music
- Changed: Richelieu has new graphics
- Changed: Hector has new graphics
- Changed: Dom Pedro has new graphics
- Changed: Kamehameha has new graphics
- Changed: Mary Stuart has new graphics
- Changed: Mihai has new graphics
- Changed: Mindaugas has new graphics
- Changed: Selassie has new graphics
- Changed: Mongkut has new graphics
- Added: Jose de San Martin for Argentina
- Added: Adenauer for Germany
- Added: George W. Bush for America
- Added: Constantine for Rome
- Added: Cheops for Egypt
- Added: de Witt for Dutch
- Added: Gorbachev for Russia
- Added: Innocent III for Holy Rome
- Added: Itzcoatl for Aztec
- Added: Jingu for Japan
- Added: Kim Jong Il for Korea
- Added: Philip II for Spain
- Added: Putin for Russia
- Added: Reagan for America
- Added: Richard for England
- Added: Wu for China
- Added: Aniyonega civ
- Added: Ashanti civ
- Added: Armenia civ
- Added: Baktria civ
- Added: Batavii civ
- Added: Belgium civ
- Added: Benin civ
- Added: Vietnam civ
- Changed: RoMEventManager.py and RoMGameUtils.py building upgrade lines hold now new custom civ's buildings if they are part of that upgrade line
Version 1.6
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- Converted all civilizations to Rise of Mankind 2.71 modular format (WoC)
- Changed some units' stats to match Rise of Mankind 2.71 settings
- Fixed couple small bugs
Version 1.5
- Updated Megapack to RoM 2.62 settings
Version 1.4
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- Included Rise of Mankind 2.52 patch files
Leaders
-------
- Added: Cleopatra for Egypt
- Added: Afonso for Portuguese
- Added: Basil for Byzantium
- Added: Cetshwayo for Zulu
- Added: Dido for Carthage
- Added: Franco for Spain
- Added: Henry VIII for England
- Added: Hirohito for Japan
- Added: Charles V for Holy Roman
- Added: Jayavarman VII for Khmer
- Added: Joan of Arc for France
- Added: Kangxi for China
- Added: Lenin for Russia
- Added: Leonidas for Greece
- Added: Marcus Aurelius for Rome
- Added: Masinissa for Carthage
- Added: Nebuchadrezzar II for Babylon
- Added: Richelieu for France
- Added: Wilhelmina for Dutch
- Added: Robert Menzies for Australia
- Added: Franz Josef for Austria
- Added: Stefan Stambolov for Bulgaria
- Added: Michaelle Jean for Canada
- Added: William Lyon Mackenzie King for Canada
- Added: Sir John A. MacDonald for Canada
- Added: Lester B. Pearson for Canada
- Added: Rishi for Harappan
- Added: Arpad for Hungary
- Added: Stephen I for Hungary
- Added: Michael Collins for Ireland
- Added: Niall Noigiallach for Ireland
- Added: Mindaugas for Lithuania
- Added: Taharqa for Nubia
- Added: Amanishakheto for Nubia
- Added: Casimir III for Poland
- Added: Lech Walesa for Poland
- Added: Salamasina for Polynesia
- Added: Mary Stuart for Scotland
- Added: Tashunke Witko for Sioux
- Added: Tymoshenko for Ukraine
- Added: Yushchenko for Ukraine
Civilizations
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- Added: Latvia (has own unitartstyle as well)
- Added: Makedonia
- Added: Troy
Sounds
------
- Added: Austria select order sounds
- Added: Ireland select sounds
- Added: Canada select sounds and leader music
- Fixed: Albania select order sounds were missing
- Fixed: Albania Gjergj_Early.wav music was missing
- Fixed: Romania select order sounds were missing
- Fixed: Magyar select sound defines removed since that civ is not included in the pack
- Fixed: Latvia was requesting AS3D_GERMAN_SELECT and AS3D_GERMAN_ORDER defines. The correct sound defines are AS3D_GERMANY_SELECT and AS3D_GERMANY_ORDER. Typos fixed.
- Fixed: Maria Theresa music
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Version 1.3 (updated to RoM 2.5)
--------------------------------
Civilizations
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- Changed: All civs starting civics updated to RoM 2.5 settings
- Changed: Denmark artstyle European -> Viking
- Changed: Dinnehih unit artstyle Meso American -> Native American
- Changed: Apache can use now leaders Cochise, artstyle South America -> Native America
- Changed: Finland unit artstyle European -> Viking
- Changed: Cherokee artstyle South America -> Native America
- Changed: Kanembornu artstyle Middle East -> African
- Changed: Lithuania artstyle European -> Russia, unit artstyle European -> Viking
- Changed: Mapuche uses now South American arstyle instead of Aztec style (didn't exist), derivative civ Inca instead of America
- Changed: Olmec unit artstyle South American -> Meso American
- Changed: Piliwni unit artstyle South American -> Meso American
- Changed: Sioux artstyle South America -> Native America
- Changed: Sweden artstyle European -> Viking, unit artstyle European -> Viking
Leaders
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- Changed: Albania Gjergj Nationhood -> Nationalist
- Changed: Albania Teuta Representation -> Senate
- Changed: Apache Geronimo Representation -> Senate, trait Financial -> Charismatic
- Changed: Argentina Peron Police State -> Proletariat (based on pedia info)
- Changed: Australia Curtin Nationhood -> Nationalist
- Changed: Austria Maria Theresa Free Religion -> State Church (based on pedia info)
- Changed: Brazil Pedro Representation -> Senate
- Changed: Canada Trudeau Representation -> Liberal
- Changed: Cherokee Ostenaco Free Religion -> Despotism, traits Spiritual->Aggressive, Organized->Charismatic (based on pedia info), base peace weight 8->5, warmonger respect 0->2
- Changed: Chile O'Higgins Nationhood->Nationalist
- Changed: Croatia Tomislav Organized Religion -> Monarchy
- Changed: Czech Masaryk Universal Suffrage -> Democracy
- Changed: Denmark Canute Theocracy -> Vassalage, trait Creative -> Aggressive
- Changed: Denmark Christian IV Theocracy -> Aristocracy, trait Imperialistic->Expansive
- Changed: Dinnehih Cochise Nationhood -> Nationalist
- Changed: Dinnehih Goyathlay (aka. Geronimo) Hereditary Rule -> Senate, traits Aggressive -> Charismatic, Spiritual -> Philosophical
- Changed: Dinnehih Narbona Environmentalism -> Laissez Faire
- Changed: Etruscan Lars Porsena Mercantilism -> Monarchy
- Changed: Finland Kekkonen Representation -> Regulated
- Changed: Goths Alaric I Barbarism -> Despotism
- Changed: Harappan Shambara favorite religion Hinduism
- Changed: Hungary Matthias trait Philosophical -> Aggressive
- Changed: Ireland Boru Nationhood -> Aristocracy
- Changed: Israel Ben Gurion religion Christianity -> Judaism, Nationhood -> Liberal
- Changed: Israel Davig organized religion -> State Church
- Changed: Italy Lorenzo representation -> Bourgeois
- Changed: Italy Vittorio universal suffrage -> Vassalage
- Changed: Kanembornu Alooma Theocracy -> State Church
- Changed: Khazaria Ziebel Organized Religion -> Secular, religion Judaism
- Changed: Lithuania Jogaila Organized Religion -> Free Church
- Changed: Lombards Alboin Serfdom -> Despotism
- Changed: Maori Emancipation -> Oligarchy, religion Christianity
- Changed: Mexico Cardenas Emancipation -> President
- Changed: Mexico Hidalgo Emancipation -> Nationalist
- Changed: Minoa Satur Free Market -> Divine Rule, religion Hellenism
- Changed: Mycenae Agamemnon Bureaucracy -> Despotism, religion Buddhism -> Hellenism
- Changed: New Zealand Clark Representation -> Parliament
- Changed: Nubia Piye Police State -> Vassalage, religion Christianity -> Amun-Ra
- Changed: Olmec Po Ngbe religion Nagualism
- Changed: Phoenicia Hiram Mercantilism -> Patrician
- Changed: Piliwni Wovoka Organized Religion -> Prophets
- Changed: Poland Sobieski Representation -> Monarchy
- Changed: Polynesia Kamehameha Tribal Law -> Vassalage
- Changed: Romania Cuza Representation -> Parliament
- Changed: Romania Vlad Police State -> Feudal
- Changed: Scotland Robert I Representation -> Aristocracy
- Changed: Serbia Dusan Bureaucracy -> Monarchy
- Changed: Sweden Charles XII Nationhood -> Vassalage
- Changed: Tibet Songtsen Organized Religion -> State Church
- Changed: Toltec Topiltzin Nationhood -> Divine Rule, religion Nagualism
- Changed: Tupi Cunhambebe Emancipation -> Chiefdom
- Changed: Ukraine Sviatoslav I Representation -> Vassalage
- Changed: Wales Llywelyn Bureaucracy -> Aristocracy
Diplomacy
---------
- Fixed: Geronimo first contact
- Fixed: Ostenaco first contact
Gametext
--------
- Fixed: Curtin first contact text tag
- Fixed: Simeon I first contact text tag
- Fixed: Trudeau first contact text tag
- Fixed: Robert I first contact text tag
- Fixed: Charles XII first contact text tag
- Fixed: Sviatoslav I first contact text tag
Audio
-----
- Added: Flamethrower sound defines to xml files
Unit artstyles
--------------
- Changed: Mapuche artstyle uses now South American style for many units
Version 1.2 (updated to RoM 2.4)
Schemas
-------
- Fixed: All unit xml schemas updated with new modifiers
- Fixed: All building xml schemas updated with new modifiers
Buildings
---------
- Changed: Albania Llogor asset+power numbers
- Changed: Argentina dance studio DCM modifiers added
- Changed: Australia Athletics complex conquest prob to 75%, DCM modifier added
- Changed: Austria Opera House DCM modifier added
- Changed: Brazil Estadio conquest prob 66->0%, never capture enabled, allows to 2 artists, bonus happiness from Dye, Flavor culture 10, DCM modifier added
- Changed: Bulgaria UB flavor modifier, DCM modifier added
- Changed: Canada UB conquest prob 66->0%, never capture enabled, bonus happiness from Dye, Flavor culture 10, DCM modifier added
- Changed: Cherokee UB DCM modifier added, removed Incan Terrace defines from building xml
- Changed: Chile UB DCM modifier added
- Changed: Croatia UB requires Walls in city
- Changed: Czech UB DCM modifier added
- Changed: Denmark UB cities prereq removed, conquest prob 0->40%
- Changed: Dinnehih UB DCM modifier added
- Changed: Etruscan UB DCM modifier added
- Changed: Finnish UB DCM modifier added, flavor value added
- Changed: Goths UB DCM modifier added
- Changed: Harappan UB maintenance modifier added, negative espionage modifier added
- Changed: Hungary UB conquest prob. 66%->75%, commerce happiness modifier added, DCM modifier added
- Changed: Hurrian UB DCM modifier added
- Changed: Italy UB DCM modifier added
- Changed: Kanembornu UB DCM modifier added
- Changed: Lithuania UB maintenance modifier added
- Changed: Lombards UB DCM modifier added
- Changed: Maori UB maintenance modifier added
- Changed: Mexico UB DCM modifier added
- Changed: Minoa UB maintenance modifier added
- Changed: Mycenae UB DCM modifier added
- Changed: New Zealand UB DCM modifier added
- Changed: Nubia UB DCM modifier added
- Changed: Phoenicia UB DCM modifier added
- Changed: Piliwni UB DCM modifier added
- Changed: Poland UB DCM modifier added
- Changed: Polynesia UB DCM modifier added
- Changed: Romania UB DCM modifier added
- Changed: Serbia UB DCM modifier added
- Changed: Sweden UB DCM modifier added
- Changed: Tupi UB DCM modifier added
- Changed: Ukraine UB DCM modifier added
- Changed: Wales UB maintenance modifier added, defense modifier increased
Units
-----
- Fixed: Albania knight flanking strike ability
- Fixed: Argentina Caballo upgrade paths, flanking strike ability
- Fixed: Australia UU upgrade paths, flanking strike ability
- Fixed: Austria UU conscription number
- Fixed: Brazil UU conscription number
- Fixed: Bulgaria flanking strike ability, DCM bombard modifier added
- Fixed: Canada UU flanking strike ability, upgrade paths
- Fixed: Croatia UU resource requirement removed
- Fixed: Czech UU conscription number
- Fixed: Denmark UU upgrade path, flanking strike ability
- Fixed: Dinnehih UU pillage ability, conscription number removed
- Fixed: Finland UU conscription number
- Fixed: Goths flanking strike ability
- Fixed: Harappa UU can be built now with Obsidian
- Fixed: Hungray UU upgrade paths, flanking strike ability
- Fixed: Italy UU conscription number
- Fixed: Kanembornu UU conscription number
- Fixed: Khazaria UU flanking strike ability
- Fixed: Lithuania UU upgrade paths, flanking strike ability
- Fixed: Lombards UU tech req., resource reqs removed, bonus production modifiers added
- Fixed: Mexico UU upgrade paths, flanking strike ability
- Fixed: New Zealand UU conscription number
- Fixed: Olmec UU resource requirements
- Fixed: Piliwni UU upgrade path
- Fixed: Poland UU flanking strike ability
- Fixed: Polynesia UU tech and bonus reqs., bonus production modifiers added
- Fixed: Serbia UU conscription number
- Fixed: Sweden UU conscription number
- Fixed: Tibet UU flanking strike ability
- Fixed: Toltec Axeman resource reqs.
- Fixed: Toltec Knight flanking strike ability
- Fixed: Toltec Spearman tech reqs and resource reqs., bonus production modifiers added
- Fixed: Toltec Light Swordsman conscription number removed, name fixed'
- Fixed: Ukraine UU upgrade paths, flanking strike ability
==================================================
Version 1.1 (update to RoM 2.2)
-----------
Civilizations
-------------
- Added: Maori
- Added: Dinnehih
Buildings
---------
- 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
-----
- 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
------------
- Fixed: First contact bug
Version 1.0
-----------
- Added 48 Civs, initial release
Credits
Civ 5 Gold Team (full list of authors at: http://forums.civfanatics.com/showthread.php?t=255259)
------------------------
Wyz_sub10 (Project Lead)
Fierabras (3.0, 4.0, 5.0)
Sevo (1.0, 2.0)
Shqype (1.0, 2.0)
Amra (3.0, 4.0)
ripple01 (3.0)
purplexus (3.0)
Add. CIV Designers
AndyTerry
Anima Croatorum
Aranor
BORNAparte
CivArmy 1994
cybrxkhan
Drtad
DWOLF
esnaz
Golem_Ryder
hockeyrox38
IgorS
Jecrell
Martinus
monkspider
Perseid
svetg
Tactician Zhao
The Q-Meister
Tremo
Tunch Khan
Uluk
WaxonWaxov
Wazdix
Add. Art Contributors
0d1n3oo3Broad
AlazkanAssassin
ambrox62
asioasioasio
avain
Bakuel
bernie14
bmarnz
Chamaedrys
Charcoal
charly1977
Chugginator
Civmansam
cybrxkhan
C.Roland
danrell
dutchking
Ekmek
Edgecrusher
Flintlock1415
gabihime
GarretSidzaka
GeoModder
Hadrean
hrochland
Iloveplayciv
john0452
jojoweb
jorrtappen
kael
kodzi
NikNaks93
Mattastic
MethylOrange
MightyOne
pay-t
pencilgod
Ploeperpengel
Prestidigitator
PW90
R8XFT
Rabbit, White
Refar
Robo Magic Man
sakhr
sepamu92
seZereth
Smeagolheart
snipperrabbit!!
strategyonly
The Capo
The_Coyote
woodelf
Zerver
Add. Sound Contributors
cybrxkhan
purplexus
Add. XML Work and Testing
datlowen
Duneflower
Impaler[WrG]
huayna capac357
Jerrymander
Mkann
paulrego
The Almighty dF
TheLopez
The Snag
Special thanks to the following non-core members who contributed A LOT of materials, time and expertise: Aranor, bernie14, esnaz, cybrxkhan, C.Roland, Ekmek, GarretSidzaka, GeoModder, Rabbit, TheCapo, White, woodelf and Mkann.
Old version
--------------
Mega Civ Pack 1.6 for Rise of Mankind 2.71 (http://forums.civfanatics.com/downloads.php?do=file&id=12829) (400MB)
I've added attachment to this post which fixes the diplomacy problem with Tashunk leader. Extract file to 'Rise of Mankind\Assets\Modules\Custom Civilizations\Sioux\Tashunk' -folder and overwrite the file when asked to.
Rise of Mankind v2.62 Mega Pack (http://forums.civfanatics.com/downloads.php?do=file&id=11509) (does not work in BtS 3.19)
Ironmann May 01, 2008, 05:30 AM How about the great viking/ship/fishing/oil/wealthnation Norway?(A)
zappara May 01, 2008, 12:09 PM 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, 05:31 PM how about texas
and maybe one of the roman lederheads made by ekmek
maxbjr May 01, 2008, 10:39 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, 05:02 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, 05:11 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, 02:41 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, 03:41 AM :agree:
Hi zappara
Can you add Denmark?
Yes, Please :yeah:
zappara May 03, 2008, 05:38 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, 07:13 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, 07:22 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, 10:06 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, 05:28 AM How about Albania ?
http://forums.civfanatics.com/downloads.php?do=file&id=6904
Matt0088 May 04, 2008, 08:36 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, 07:40 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, 09:20 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, 01:01 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, 08:25 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, 06:09 AM Yay New Zealand XD
zappara May 06, 2008, 09:31 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, 10:45 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, 12:23 PM 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, 12:47 PM 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, 02:35 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, 06:10 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, 06:31 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, 06:45 PM Ah, thanks!
nagz May 06, 2008, 10:13 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, 07:34 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, 08:04 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, 08:17 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, 08:50 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, 02:50 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, 03:57 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, 06:21 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, 06:22 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, 09:43 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, 10:56 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, 02:07 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, 02:47 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, 03:38 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, 07:51 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, 07:57 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, 08:11 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, 08:17 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, 12:45 PM @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, 01:04 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 12, 2008, 12:29 AM 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 12, 2008, 12:36 AM 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, 09:33 PM Could you add the Maori civilization from Civ Gold as well?
Maatissi Jun 16, 2008, 03:15 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, 04:21 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, 08:54 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, 11:40 AM New version uploaded, now compatible with RoM 2.2 settings. See first post for download link and other info.
darkyxinhow Jul 06, 2008, 03:54 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, 08:26 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, 05:53 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, 08:57 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, 05:53 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, 07:02 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, 04:15 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, 04:07 PM what do these civs do for music?
gruffydd Aug 14, 2008, 10:00 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, 03:06 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, 06:47 PM I'm all for the Texas modification
CMKMStephens Aug 19, 2008, 09:20 PM Why would you make the Pa coastal only?
Afforess Sep 28, 2008, 01:21 PM Is there any other civilizations we could add?
zappara Oct 22, 2008, 07:36 AM I'm currently modifying extra civs to be compatible with RoM v2.4. Progress is at about 50% now - just left to go through the unique units and some python... I'll try to get new version uploaded later this week.
lordrune Oct 22, 2008, 07:59 AM I installed it on top of Rom 2.4 straight away anyway.
It seems to work fine - no crashes or obvious peculiarities - but I haven't looked at unique units, buildings, etc.
zappara Oct 23, 2008, 06:42 AM I installed it on top of Rom 2.4 straight away anyway.
It seems to work fine - no crashes or obvious peculiarities - but I haven't looked at unique units, buildings, etc.There's plenty of small fixes in next extra civ addon pack - I had to edit just about every UB and UU to new RoM settings. ;) I also "packed" all the art files from new civs to FPK files to speed up mod's loading process. As a total it took some 7 modding hours to make the new addon package.
New extra civ pack addon is now fully converted but I do not know yet on what day I can upload it (it's almost 400 MB zip file). I'll have to visit my friend and upload it from his computer as he has more stable connection (takes 3hours to upload it so not good to have connection failures during upload process).
With extra civ addon pack RoM's installation size just reached 1GB on my hard drive... this mod project has gotten quite huge (about 2300 files) :eek:
Afforess Oct 23, 2008, 05:14 PM Wait, I made a new (custom) civ from scratch, for 2.3. Do I have to update anything for 2.4?
Ogaburan Oct 24, 2008, 03:24 AM New extra civ pack addon is now fully converted but I do not know yet on what day I can upload it (it's almost 400 MB zip file). I'll have to visit my friend and upload it from his computer as he has more stable connection (takes 3hours to upload it so not good to have connection failures during upload process).
:eek:
Cant wait!
zappara Oct 24, 2008, 04:12 AM Wait, I made a new (custom) civ from scratch, for 2.3. Do I have to update anything for 2.4?It should work right away and you can check yourself if there's any changes to be made with UU or UB ;) Extra civ addon pack 1.1 was originally made for RoM v2.2 and there was quite a lot of changes between v2.2->v2.3 and mostly I was making those changes to the new civ addon pack.
Edit: By the way, check if you have put correct schema xml files for UU and UB...
zappara Oct 26, 2008, 11:11 AM New version of extra civ addon pack has been uploaded! It's now compatible with v2.4+ Rise of Mankind.
JEELEN Oct 26, 2008, 12:44 PM Installation requires the Add-on to be unzipped into the BtS/Mods folder, not the RoM 2.4(1) folder; is this correct?
zappara Oct 27, 2008, 07:48 AM Installation requires the Add-on to be unzipped into the BtS/Mods folder, not the RoM 2.4(1) folder; is this correct?Yes, to mods folder.. the addon zip file should have "Rise of Mankind" -folder included in it. When installing, it should overwrite couple files from RoM 2.4 (audio + diplomacy)
JEELEN Oct 27, 2008, 09:14 AM OK, installing...;)
LordGek Oct 28, 2008, 07:15 PM Hey Zappara and Gold Team,
When creating the new leaders did you actually modify their personalities accordingly? Like adjusting their diplomatic/war tendencies and other aspects that made all of the official Civ 4 leaders by Firaxis more unique than simply their two character traits?
zappara Oct 29, 2008, 12:19 PM If I remember correctly, leaders' characteristics are different from each other (I've just browsed through them when checking for RoM settings).
LordGek Oct 29, 2008, 12:37 PM If I remember correctly, leaders' characteristics are different from each other (I've just browsed through them when checking for RoM settings).
Cool, I hope so. As I recall in some previous folks attempts at new civs (hopefully not the Gold Team) they'd either simply copy the personality of another official Firaxian Civ with the same characteristics or perhaps the settings of the leader they used as the basis of the modified leaderhead animation.
Loke.be Oct 29, 2008, 01:24 PM Weird, same as before when I'm using this civ patch, the game crash to a black screen and the computer is frozen after a few turns (+- 100). No problem without the civ addon..
LordGek Oct 29, 2008, 02:52 PM Weird, same as before when I'm using this civ patch, the game crash to a black screen and the computer is frozen after a few turns (+- 100). No problem without the civ addon..
I wonder if it's some sort of memory issue as this Civ add-on takes up a lot of space.
Opera Oct 29, 2008, 05:43 PM Hi,
I get a whole bunch of CTDs in the "Play Now!" Civs selection screen, either when I click on a civ's name (ie. Irish empire or Cham empire) or when I click on a second or third leaderhad (ie. Cochise of the Dinnehih, Hidalgo of Mexico or David of the Israeli). I suppose that the right first leaderheads of the Cham and the Irish are the one that are doing CTDs.
I think CTDs are caused by me using Wine and Ubuntu (Linux) to play to Civ4, since no one seems to have this problem. Otherwise, I'm using BTS Complete, 3.17, RoM 2.41.
The thing that really bother me is that I don't see any difference between David of Israel and, say, Teuta of Albania... (also, some graphics don't work, like the Croatian LH that looks exactly like its persian base).
Loke.be Oct 30, 2008, 01:59 AM I wonder if it's some sort of memory issue as this Civ add-on takes up a lot of space.
I'll monitor the process on a next try.. but I don't think it's memory related, it's not a CTD, it's really a full pc crash. Moreover, I'm using an x64 OS with plenty of available memory..
Kristaps513 Oct 30, 2008, 02:47 AM Hi,
I get a whole bunch of CTDs in the "Play Now!" Civs selection screen, either when I click on a civ's name (ie. Irish empire or Cham empire) or when I click on a second or third leaderhad (ie. Cochise of the Dinnehih, Hidalgo of Mexico or David of the Israeli). I suppose that the right first leaderheads of the Cham and the Irish are the one that are doing CTDs.
I think CTDs are caused by me using Wine and Ubuntu (Linux) to play to Civ4, since no one seems to have this problem. Otherwise, I'm using BTS Complete, 3.17, RoM 2.41.
The thing that really bother me is that I don't see any difference between David of Israel and, say, Teuta of Albania... (also, some graphics don't work, like the Croatian LH that looks exactly like its persian base).
Well there aren't any better ones at the moment. I've sent some more unique LHs to zappara. Like David (http://forums.civfanatics.com/downloads/david_I13.jpg) by Ekmek. So he has to put them in game. ;)
Loke.be Oct 30, 2008, 11:38 AM Okay after a few more tests, seems that when I play windowed mode (so I can easily monitor how much memory the process takes) there's no more crashing.. that's definitively weird!
Black Whole Nov 01, 2008, 06:02 AM Could someone upload this addon on another mirror? I never liked FileFront because of their high download times, but now this is just ridiculous. It takes 7+ hours to download this file (330 MB), whereas 2 GB normaly take 2 hours with my connection.
Loke.be Nov 02, 2008, 03:45 AM Tried the pack in a multiplayer game and the hud was alternatively missing for the players.. 1st time player 1 has no hud, we restarted, second time player 2 has no hud.. even rejoining the game multiple time didn't solved anything. Single player games works fine now though..
zappara Nov 27, 2008, 06:21 AM I have now uploaded version 1.3 patch which makes this addon pack compatible with Rise of Mankind 2.5 settings.
Download patch 1.3 (http://forums.civfanatics.com/downloads.php?do=file&id=11303)
Installation order
------------------
1. Install Rise of Mankind 2.4
2. Install Extra Civ Addon Pack 1.2 for Rise of Mankind 2.4
3. Install Rise of Mankind 2.5 patch
4. Install Extra Civ Addon pack 1.3 patch for Rise of Mankind 2.5
Patch Install process:
----------------------
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 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.
Version 1.3 (updated to RoM 2.5)
Civilizations
-------------
- Changed: All civs starting civics updated to RoM 2.5 settings
- Changed: Denmark artstyle European -> Viking
- Changed: Dinnehih unit artstyle Meso American -> Native American
- Changed: Apache can use now leaders Cochise, artstyle South America -> Native America
- Changed: Finland unit artstyle European -> Viking
- Changed: Cherokee artstyle South America -> Native America
- Changed: Kanembornu artstyle Middle East -> African
- Changed: Lithuania artstyle European -> Russia, unit artstyle European -> Viking
- Changed: Mapuche uses now South American arstyle instead of Aztec style (didn't exist), derivative civ Inca instead of America
- Changed: Olmec unit artstyle South American -> Meso American
- Changed: Piliwni unit artstyle South American -> Meso American
- Changed: Sioux artstyle South America -> Native America
- Changed: Sweden artstyle European -> Viking, unit artstyle European -> Viking
Leaders
-------
- Changed: Albania Gjergj Nationhood -> Nationalist
- Changed: Albania Teuta Representation -> Senate
- Changed: Apache Geronimo Representation -> Senate, trait Financial -> Charismatic
- Changed: Argentina Peron Police State -> Proletariat (based on pedia info)
- Changed: Australia Curtin Nationhood -> Nationalist
- Changed: Austria Maria Theresa Free Religion -> State Church (based on pedia info)
- Changed: Brazil Pedro Representation -> Senate
- Changed: Canada Trudeau Representation -> Liberal
- Changed: Cherokee Ostenaco Free Religion -> Despotism, traits Spiritual->Aggressive, Organized->Charismatic (based on pedia info), base peace weight 8->5, warmonger respect 0->2
- Changed: Chile O'Higgins Nationhood->Nationalist
- Changed: Croatia Tomislav Organized Religion -> Monarchy
- Changed: Czech Masaryk Universal Suffrage -> Democracy
- Changed: Denmark Canute Theocracy -> Vassalage, trait Creative -> Aggressive
- Changed: Denmark Christian IV Theocracy -> Aristocracy, trait Imperialistic->Expansive
- Changed: Dinnehih Cochise Nationhood -> Nationalist
- Changed: Dinnehih Goyathlay (aka. Geronimo) Hereditary Rule -> Senate, traits Aggressive -> Charismatic, Spiritual -> Philosophical
- Changed: Dinnehih Narbona Environmentalism -> Laissez Faire
- Changed: Etruscan Lars Porsena Mercantilism -> Monarchy
- Changed: Finland Kekkonen Representation -> Regulated
- Changed: Goths Alaric I Barbarism -> Despotism
- Changed: Harappan Shambara favorite religion Hinduism
- Changed: Hungary Matthias trait Philosophical -> Aggressive
- Changed: Ireland Boru Nationhood -> Aristocracy
- Changed: Israel Ben Gurion religion Christianity -> Judaism, Nationhood -> Liberal
- Changed: Israel Davig organized religion -> State Church
- Changed: Italy Lorenzo representation -> Bourgeois
- Changed: Italy Vittorio universal suffrage -> Vassalage
- Changed: Kanembornu Alooma Theocracy -> State Church
- Changed: Khazaria Ziebel Organized Religion -> Secular, religion Judaism
- Changed: Lithuania Jogaila Organized Religion -> Free Church
- Changed: Lombards Alboin Serfdom -> Despotism
- Changed: Maori Emancipation -> Oligarchy, religion Christianity
- Changed: Mexico Cardenas Emancipation -> President
- Changed: Mexico Hidalgo Emancipation -> Nationalist
- Changed: Minoa Satur Free Market -> Divine Rule, religion Hellenism
- Changed: Mycenae Agamemnon Bureaucracy -> Despotism, religion Buddhism -> Hellenism
- Changed: New Zealand Clark Representation -> Parliament
- Changed: Nubia Piye Police State -> Vassalage, religion Christianity -> Amun-Ra
- Changed: Olmec Po Ngbe religion Nagualism
- Changed: Phoenicia Hiram Mercantilism -> Patrician
- Changed: Piliwni Wovoka Organized Religion -> Prophets
- Changed: Poland Sobieski Representation -> Monarchy
- Changed: Polynesia Kamehameha Tribal Law -> Vassalage
- Changed: Romania Cuza Representation -> Parliament
- Changed: Romania Vlad Police State -> Feudal
- Changed: Scotland Robert I Representation -> Aristocracy
- Changed: Serbia Dusan Bureaucracy -> Monarchy
- Changed: Sweden Charles XII Nationhood -> Vassalage
- Changed: Tibet Songtsen Organized Religion -> State Church
- Changed: Toltec Topiltzin Nationhood -> Divine Rule, religion Nagualism
- Changed: Tupi Cunhambebe Emancipation -> Chiefdom
- Changed: Ukraine Sviatoslav I Representation -> Vassalage
- Changed: Wales Llywelyn Bureaucracy -> Aristocracy
Diplomacy
---------
- Fixed: Geronimo first contact
- Fixed: Ostenaco first contact
Gametext
--------
- Fixed: Curtin first contact text tag
- Fixed: Simeon I first contact text tag
- Fixed: Trudeau first contact text tag
- Fixed: Robert I first contact text tag
- Fixed: Charles XII first contact text tag
- Fixed: Sviatoslav I first contact text tag
Audio
-----
- Added: Flamethrower sound defines to xml files
Unit artstyles
--------------
- Changed: Mapuche artstyle uses now South American style for many units
If you notice any bugs in this version, please post info about them so I can fix them.
This patch does not add any new civs or leaders. I'll try to make v1.4 at some point with some new civs and leaders which have been suggested.
Axil Nov 27, 2008, 11:46 AM Reinstalled everything from scratch to make sure I had done everything in order - Unfortunately on generating a map tried various ROM_(version) s the game just crashes on initializing stage with a C++ runtime error :(
this happens both custom game and normal start and with a large map
Davidr Nov 27, 2008, 11:50 AM zappara,
For your info , with the Addon-civs patched to 1.3 and using ROM 2.501 I am still getting a "runtime error " message and CTD when trying to use the Giant or Gigantic map sizes. Loads ok using huge map size.
davidr
Axil Nov 27, 2008, 12:12 PM Have now tried a few configuration
ROM 2.4 and extra cive pack (2.4) - no issues at all
Rom patched to 2.5 but no extra civ pack - sometime crashes on map generation (smart map) but usually working
ROme 2.5 plus extra civ pack (also patched) - installation is as above - crashes everytime on map generation (every map script Ive tried so far - with large map :(
CMKMStephens Nov 27, 2008, 07:19 PM Runtime error...
lordrune Nov 27, 2008, 10:11 PM Followed installation order as specified, starts fine (Haven't tried a Giant or larger map - I know my machine's limits :D )
Axil Nov 28, 2008, 01:09 AM The run time error seems to be related to the size of map and type of map generated
Just tried a small ROM_Tectonics and it went fine - any larger and I get a crash
Done a little further investigation - looks like the problem is related to memory usage using Winxp32 - the map generation chokes it appears on lack of memory whereas on winxp64 it runs smoothly
LordGek Nov 30, 2008, 11:24 AM Hey Zappara,
As I'm really hoping I don't have to re-download ALL of the required steps, any chance you'll put up a Civs Add-On v1.3 in it's entirety I can slap onto my Civ Add-On-less RoM 2.5 beta?
PresidentDennis Dec 22, 2008, 05:55 PM You should add Turkey ruled by Ataturk.
LordGek Dec 22, 2008, 06:22 PM So will Civ Add-On v1.3 be fully compatible with the final v2.5?
PresidentDennis Dec 22, 2008, 09:51 PM Hey Zappara,
As I'm really hoping I don't have to re-download ALL of the required steps, any chance you'll put up a Civs Add-On v1.3 in it's entirety I can slap onto my Civ Add-On-less RoM 2.5 beta?
I'm having the same problem. Though it doesn't seem like 2.4 is available for download anywhere... at least I can't find it. Oh well, I'll just play without the extra civs for now.
zappara Dec 23, 2008, 03:42 AM Just give me a couple days... yesterday I had some problems during the full v2.5 RoM upload so after it was done I had no time to upload the RoM 2.5 mega pack which holds both RoM 2.5 and extra civ addon pack pre-installed. I'll try to get it uploaded during xmas, it just takes some hours since it's 400MB pack.
Though RoM 2.5 + extra civ addon 1.2 + addon patch 1.3 should work since there isn't any conflicts between v2.5 and addon patch 1.3.
Kristaps513 Dec 23, 2008, 08:32 AM Is there Latvia in the new Extra civ pack?
zappara Dec 23, 2008, 09:06 AM Umm, no but it will be in the next addon version which has already few new leaders as well... I'll try to get it updated during January.
Kristaps513 Dec 23, 2008, 09:17 AM Cheers! :)
Carwyn Dec 23, 2008, 12:37 PM Cool, we were playing with 2.5 and the extra civs on top of it last night, once we got everything running it seemed to be working fine.
Thanks!
Redman77 Dec 25, 2008, 08:37 AM Can you add the Moors! They ruled Spain for over 500 years.
ggalindo001 Dec 25, 2008, 09:57 AM Can you add the Moors! They ruled Spain for over 500 years.
No, it is Moops!
0100010 Dec 25, 2008, 10:03 AM "Moor" & "Moors (http://en.wikipedia.org/wiki/Moors)" is simply a term derived from Portuguese to describe dark-skinned people. It doesn't properly describe a civilization. Some might find its use pejorative or offensive. What you are probably looking for is Almoravides dynasty (http://en.wikipedia.org/wiki/Almoravides)
Carwyn Dec 25, 2008, 02:56 PM One problem I was just reminded of... I have currently the full version of 2.5 with the add on civ packs added on. When I leave my game and go to the main menu and either try to reload or start a new game, I get MAF. If I exit the client entirely, it's fine. This was a problem when I had 2.4, added 1.2 extra civs, upgraded to 2.5 and then 1.3. My friends playing with that upgrade path get a message that my files are not the same as theirs - even my friend that is playing with the same upgrade path that I am!
I just re-downloaded all the mods and patches and re-installed them yesterday to get my computer and my son's working together. I'm getting good and finding the cache and saved games and all that and getting rid of them, btw. :) We spent a couple of hours playing "almost Civ" until we got that working. He still couldn't join a game in progress, but could finally join in the staging room, so we all hope to play today.
zappara Dec 29, 2008, 06:43 AM I've tried to upload the full mod packaged with extra civs couple times during xmas but all those tries failed due to network problems - it takes 2-3 hours to upload that 400MB package and just one error during that time and I'll have to start uploading it again... I'll try to upload again soon while wearing some good luck items... :rolleyes:
Kristaps513 Dec 29, 2008, 07:00 AM I hope that before you release another version of civ pack Latvia will have another LH and 1 or 2 UU. :)
Good luck uploading that file. :p
simonzm Dec 29, 2008, 07:18 AM I've tried to upload the full mod packaged with extra civs couple times during xmas but all those tries failed due to network problems - it takes 2-3 hours to upload that 400MB package and just one error during that time and I'll have to start uploading it again... I'll try to upload again soon while wearing some good luck items... :rolleyes:
It is easy to divide the whole XXX.rar file into several parts when you compress the files by using winrar, with each part smaller than 100mb or even 50mb, which can make you upload the full mod packaged easier.:)
zappara Dec 29, 2008, 07:23 AM It is easy to divide the whole XXX.rar file into several parts when you compress the files by using winrar, with each part smaller than 100mb or even 50mb, which can make you upload the full mod packaged easier.:)True, but then I'd get more questions about install problems so I'd rather have the whole mod in one zip package ;)
Redman77 Dec 29, 2008, 07:40 AM Thanks for the correction always willing to learn something new. would it be possible to add the Almoravid dynasty? Thanks in advance
zappara Dec 29, 2008, 11:17 AM Rise of Mankind mega pack has been uploaded. It includes main mod files + extra civ addon pack 1.3. See first post for download link.
Now that I finally got it uploaded, I can start adding more civs to the pack and I'll try to release them during January.
PresidentDennis Dec 29, 2008, 05:40 PM Rise of Mankind mega pack has been uploaded. It includes main mod files + extra civ addon pack 1.3. See first post for download link.
Now that I finally got it uploaded, I can start adding more civs to the pack and I'll try to release them during January.
Now if only it would work and not give me a runtime error...
zappara Jan 07, 2009, 07:21 AM Any other requests for new civs or leaders that should be included in the next extra civ addon pack version? So far to the next version I have added Latvia and 10 or so new leaders for various civs.
Note that I'll be adding only new civs&leaders which already are in modular format with all the required xml files included with pedia infos etc. I don't have time to make new civs or leaders from scratch (ie. I don't download graphics files, search for pedia+diplomacy texts). I can however convert basic Civ4 or Warlords version modular civs/leaders to BtS version so it doesn't matter for which version of Civ4 the module has been previously made.
Currently I'm converting some extra leaders from Civ 4 Gold mod to RoM and after that I look through other mods that I have on my computer and see if those have some other leaders that I could use too. It would be good if we give 2 leaders for each Civ so 1 new leader for those civs which currently have just 1.
CMKMStephens Jan 07, 2009, 08:25 PM I'd rather see the extra civs receiving a little more flavour.
Kalimakhus Jan 08, 2009, 09:33 AM @Zappara
If you are adding new leaders for existing civs, I would like to have Cleopatra for Egypt and Dido for Carthage. Troy has existed historically so it would qualify for a civ compared to others included. Macedonia is another civ I like to see in RoM.
I have downloaded the mega pack recently (I had some games going and I liked to finish them first). It is sure nice to have more variety of civs and leaders. It might be however weighing heavily on system resources, I tried to start a game with a large map and I got a run-time error. This is weird. Normally it should be a MAF. I played next on a standard map and all went fine. I will try larger maps once more as they should work for me (I have 4GB of RAM and an NV 8500 GT with 512 MB VRAM). I'll report again if I still have a problem though I don't think there is much you can do about it. Experience tell that systems can fail mysteriously on some occasions though theoretically they shouldn't. I know that there is something about PCs' performance besides their stats. Usually it is the quality of the components, and their enter-compatibility as well as their usage history.
zappara Jan 10, 2009, 09:00 AM @Kalimakhus
Cleopatra and Dido I had added to the pack before your post ;) I'll add Troy and Macedonia - just the other day I was reading about Troy goldsmiths :)
cr0ws Jan 10, 2009, 09:08 AM I'd Like to see Adolf Hitler of Nazi Germany. Benito Mussolini of fascist Italy.
zappara Jan 10, 2009, 09:14 AM Adding Hitler would make playing RoM illegal in Germany so I won't be adding him. This has been several times over the years and I'm still saying no to it. You'll have to add him by yourself if you want to use him with the mod.
cr0ws Jan 10, 2009, 09:15 AM lol I think Stalin offends more people than Hitler. And not all of us live in Germany.;)
c0d5579 Jan 10, 2009, 09:16 PM lol I think Stalin offends more people than Hitler. And not all of us live in Germany.;)
Has nothing to do with giving offense and everything to do with the fact that portraying the Nazis in a potentially positive light is illegal in Germany. Which means that if you distribute a product that allows you to say "Adolf Hitler, you have displayed the leadership of Augustus Caesar!" then you are potentially (mind, I say potentially; I'm not a German lawyer) breaking the law in Germany. Whereas if you say Stalin did great things, there are plenty of people in Russia who would agree with you to this day.
Shai_Halud Jan 14, 2009, 02:47 PM When I load the mega pack, the extra civs do not load with it. It just loads regular RoM. Also, two errors come up in the loading screen saying something about how the tags for the barbarian art are incorrect.
How do I fix this?
zappara Jan 30, 2009, 01:06 PM I'm trying to upload today v1.4 patch for Extra Civ addon pack (ie. Megapack patch). The patch is about 160MB as it adds 41 new leaders for various civs and it adds 3 new civs (sorry no Turks yet as I didn't find it in modular format and the version I'm converting to modular version didn't have unique building at all). The patch includes also v2.53 patch for Rise of Mankind - difference between 2.52 and 2.53 is that v2.53 has fixed mapscripts, opportunity fire turned off by default and one small python fix for Religions.
Edit: I've checked how much the mod uses RAM when you just load the mod ie. in mainmenu. With extra civs it takes about 600MB RAM to just run the mod, obviously in game it requires much as more graphics models are loaded in to RAM so at least 2GB should be available before you try the mod with extra civs.
Here are the addon patch notes:
Version 1.4
-----------
- Included Rise of Mankind 2.53 patch files
Leaders
-------
- Added: Cleopatra for Egypt
- Added: Afonso for Portuguese
- Added: Basil for Byzantium
- Added: Cetshwayo for Zulu
- Added: Dido for Carthage
- Added: Franco for Spain
- Added: Henry VIII for England
- Added: Hirohito for Japan
- Added: Charles V for Holy Roman
- Added: Jayavarman VII for Khmer
- Added: Joan of Arc for France
- Added: Kangxi for China
- Added: Lenin for Russia
- Added: Leonidas for Greece
- Added: Marcus Aurelius for Rome
- Added: Masinissa for Carthage
- Added: Nebuchadrezzar II for Babylon
- Added: Richelieu for France
- Added: Wilhelmina for Dutch
- Added: Robert Menzies for Australia
- Added: Franz Josef for Austria
- Added: Stefan Stambolov for Bulgaria
- Added: Michaelle Jean for Canada
- Added: William Lyon Mackenzie King for Canada
- Added: Sir John A. MacDonald for Canada
- Added: Lester B. Pearson for Canada
- Added: Rishi for Harappan
- Added: Arpad for Hungary
- Added: Stephen I for Hungary
- Added: Michael Collins for Ireland
- Added: Niall Noigiallach for Ireland
- Added: Mindaugas for Lithuania
- Added: Taharqa for Nubia
- Added: Amanishakheto for Nubia
- Added: Casimir III for Poland
- Added: Lech Walesa for Poland
- Added: Salamasina for Polynesia
- Added: Mary Stuart for Scotland
- Added: Tashunke Witko for Sioux
- Added: Tymoshenko for Ukraine
- Added: Yushchenko for Ukraine
Civilizations
-------------
- Added: Latvia (has own unitartstyle as well)
- Added: Makedonia
- Added: Troy
Sounds
------
- Added: Austria select order sounds
- Added: Ireland select sounds
- Added: Canada select sounds and leader music
- Fixed: Albania select order sounds were missing
- Fixed: Albania Gjergj_Early.wav music was missing
- Fixed: Romania select order sounds were missing
- Fixed: Magyar select sound defines removed since that civ is not included in the pack
- Fixed: Latvia was requesting AS3D_GERMAN_SELECT and AS3D_GERMAN_ORDER defines. The correct sound defines are AS3D_GERMANY_SELECT and AS3D_GERMANY_ORDER. Typos fixed.
- Fixed: Maria Theresa music
Download patch 1.4 (http://forums.civfanatics.com/downloads.php?do=file&id=11694) (about 160MB)
Patch should work if you have RoM+Extra civ addon pack or Rise of Mankind Megapack installed.
zappara Jan 30, 2009, 02:09 PM Download links added for patch 1.4
Kristaps513 Jan 31, 2009, 05:33 AM Download links added for patch 1.4
Very good job, there are white eyelashes for 3 or 4 leaders and it gives Runtime error when I try to play single player, but otherwise the pack is a blast! :)
I'd like you to suggest to remove few leaders for civilizations that has much leaders. For example Canada has 5 leaders and 2 of them are not so good reskins of Roosevelt. Thumbs up! :goodjob:
zappara Jan 31, 2009, 05:44 AM Very good job, there are white eyelashes for 3 or 4 leaders and it gives Runtime error when I try to play single player, but otherwise the pack is a blast! :)
I'd like you to suggest to remove few leaders for civilizations that has much leaders. For example Canada has 5 leaders and 2 of them are not so good reskins of Roosevelt. Thumbs up! :goodjob:Most of those leaders are from Civ Gold mod and today there are probably available newer graphics to most leaders but since those aren't in modular format, I haven't downloaded any of them as I would have to create all the xml files from scratch for them and search for pedia info etc... it was enough time consuming just to add the modular format leaders to the addon pack. However I might in future tweak RoM a bit so that leaders can be added just with "plug'n'play" style with modules (ie. no longer need to edit diplomacy infos). If I get this done, then other modders can make modular leaders for this pack. :)
mva5580 Feb 01, 2009, 02:34 AM I just downloaded the 1.4 patch, and we tried to load Joan of Arc twice, and both times it crashed giving us a runtime error. Is this a bug or do I need to do something on my end to make this work?
Edit: It also happened on other leaders, it seems as if every single player game we have tried to play crashes now w/ the 1.4 patch download. :(
Axil Feb 01, 2009, 02:52 AM Playing with Joan of Arc myself - Runs fine on XP64 but loading the same game in xp32 crashes with C++ runtime . I expect the problem isn't so much the extra Civ pack it's that XP32 can't address enough memory
BTW you do realise that the Joan of Arc model uses assets from Oblivion (both Bethesda meshes (the steel plate armor is the Oblivion steel cuirass and modded (she uses a Ren Hair mesh)). I doubt the Ren mesh is a problem but the steel one maybe
mva5580 Feb 01, 2009, 01:59 PM Yeah but the mod worked fine for me (outside of a few random crashes) before installing this patch, why would this one patch put it over the line as not being able to address enough memory? I have the full amount of memory that a 32 bit OS is able to acknowledge and I can't possibly imagine that this mod has a higher memory requirement than any other game I play.
It has to be something beyond that.
Stormwind Feb 01, 2009, 02:25 PM 32bit XP and Vista adressing only 2GB for programs with default settings. IMHO, BtS Vanilla is already borderlining this limit and with many addons/mods etc this barrier is broken and thus happens the MAF errors. Moreso if you happen to set the graphics to med or high because they take up a huge chunk of memory.
mva5580 Feb 01, 2009, 02:34 PM From what I've read 32 bit OS's address 3gb.
And either way that still doesn't explain why the mod worked before this patch, and doesn't work after it. It wasn't that huge of an addition.
mva5580 Feb 01, 2009, 02:45 PM Oh and I set all graphic settings to low just to test, and yes it still crashes the exact same way.
Here is the error box I get every time I try to play a single player game.
EDIT: I appear to have fixed the problem. Turning off Anti-Aliasing in the ATI Catalyst Control Center allows me to load the game and play w/o seeing any crashes yet. This game has always given me issues w/ AA for whatever reason, I have to set it off in the game, and now apparently off in the CCC as well. Maybe this is the reason I get intermittent crashes w/ the vanilla Civ IV as well, I guess this game just doesn't like AA with my video card. It appears to be fixed now, and if anyone is having a similar issue I suggest turning of AA in-game as well as the control panel and see if that solves it.
Edit again: Nope, still crashes after I play a little bit. So disabling AA allows it to the load, but the game still crashes after a while. Frustrating.
Stormwind Feb 01, 2009, 06:58 PM From what I've read 32 bit OS's address 3gb.
They address 3GB total physical RAM, but reserve only 2GB for programs.
mva5580 Feb 01, 2009, 07:09 PM Ok, regardless.
I still have a very hard time believing that Civilization IV, with a mod running, is something that's going to bring my particular system to its knees. The vanilla Civ IV's RECOMMENDED requirement (not minimum) is 512mb of RAM. So it's a bit of a stretch for me to believe that a mod is using 1.5gb of RAM in this particular game.
Especially when you consider how obviously popular this mod is. If this game required those kind of resources on EVERYONE'S computer, I'm thinking it wouldn't be as popular as it is. There's something going on beyond "it requires a lot of memory."
rabber Feb 01, 2009, 09:36 PM Ok, regardless.
I still have a very hard time believing that Civilization IV, with a mod running, is something that's going to bring my particular system to its knees. The vanilla Civ IV's RECOMMENDED requirement (not minimum) is 512mb of RAM. So it's a bit of a stretch for me to believe that a mod is using 1.5gb of RAM in this particular game.
Especially when you consider how obviously popular this mod is. If this game required those kind of resources on EVERYONE'S computer, I'm thinking it wouldn't be as popular as it is. There's something going on beyond "it requires a lot of memory."
I understand that you want this mod to run well on your computer. Zappara has recently posted what he believes are the necessary resources for Extra Civ Pack. Unfortunately, my computer doesn't meet those specifications - my graphics card has "only" 256MB. However, I run teh standard mod up through the modern era without any MAFs. I use the highest graphic settings and large map. I would love to play with the extra Civs, but it just doesn't work on my computer.
As someone once told me, you can wish all you want that this isn't the problem. However, wishing isn't going to make the problem go away. Learn to live without the extra civs.
mva5580 Feb 01, 2009, 10:22 PM I understand that you want this mod to run well on your computer. Zappara has recently posted what he believes are the necessary resources for Extra Civ Pack. Unfortunately, my computer doesn't meet those specifications - my graphics card has "only" 256MB. However, I run teh standard mod up through the modern era without any MAFs. I use the highest graphic settings and large map. I would love to play with the extra Civs, but it just doesn't work on my computer.
As someone once told me, you can wish all you want that this isn't the problem. However, wishing isn't going to make the problem go away. Learn to live without the extra civs.
I assume you're referring to this post?
"Edit: I've checked how much the mod uses RAM when you just load the mod ie. in mainmenu. With extra civs it takes about 600MB RAM to just run the mod, obviously in game it requires much as more graphics models are loaded in to RAM so at least 2GB should be available before you try the mod with extra civs."
This is my CPU:
- AMD 9950 Quad Core BE
- 4gb RAM
- ATI 4870 1gb video card
I think it's safe to say my PC should not have a problem running a Civilization IV mod.
JanK Feb 02, 2009, 12:58 AM Hi!
Ok, i have a problem:
I can't install the patch! When i extract it to Beyond the sword/Mods/Rise of mankind it has no efect. There are no new leaders or civs. And the game still won't start (i had that map script problem thingy, that this patch is suppost to fix).
Please help me,
JanK
jm_dracolich Feb 02, 2009, 10:05 AM Hmmm well you have to extract the file to the mods folder, not the Rise of Mankind folder. The files from the download are meant to replace the current ones. Don't put them in the Rise of Mankind folder.
rabber Feb 02, 2009, 12:30 PM I assume you're referring to this post?
"Edit: I've checked how much the mod uses RAM when you just load the mod ie. in mainmenu. With extra civs it takes about 600MB RAM to just run the mod, obviously in game it requires much as more graphics models are loaded in to RAM so at least 2GB should be available before you try the mod with extra civs."
This is my CPU:
- AMD 9950 Quad Core BE
- 4gb RAM
- ATI 4870 1gb video card
I think it's safe to say my PC should not have a problem running a Civilization IV mod.
OK - I misunderstood your system. However, I believe your limit is now the 2GB limit that all applications have in a standard 32-bit XP or Vista installation. You need to increase that limit to 3GB and I think that should solve your problems.
I really envy your graphics card memory limit. I am playing with a 2 year old notebook computer and, although it was one of the best at the time, it only had 256MB of graphics memory. The newest version is using an NVIDIA 9600M GT with 512MB. I would love to get that, but I cannot aford a new computer yet.:sad:
mva5580 Feb 02, 2009, 02:05 PM OK - I misunderstood your system. However, I believe your limit is now the 2GB limit that all applications have in a standard 32-bit XP or Vista installation. You need to increase that limit to 3GB and I think that should solve your problems.
I really envy your graphics card memory limit. I am playing with a 2 year old notebook computer and, although it was one of the best at the time, it only had 256MB of graphics memory. The newest version is using an NVIDIA 9600M GT with 512MB. I would love to get that, but I cannot aford a new computer yet.:sad:
I understand, and in no way am I trying to criticize the mod, or anything like that AT ALL. This thing is amazing and I cannot possibly overstate the amount of credit he deserves for what's been done here. I'm floored when I play it, and I mean that.
I guess I just don't understand why the add-on pack is causing crashes/instability, as I re-installed the mod w/o that pack, and *seems* to be fine now. Played for a while last night with 0 crashes. I'm just trying to get a grasp on why that extra pack is causing the game to be unstable considering that you really don't "load" any of those resources into memory beyond what you see on the civ select screen. I would have to think there is a way around that, don't you think? And also if this is the case, it would seem to me that NO ONE with a 32 bit Operating System could use the add-on pack. And I can't imagine it's been created with that in mind.
Again. No criticism, not trying to beat anyone up here, I'm just curious. That's all.
JosEPh_II Feb 02, 2009, 06:57 PM Zappara addressed an issue with the ADD-ON PACK (MegaPack). He has made a newer patch for the addon which also includes some tweaks/fixes for regular 2.51.
2.52 updates 2.5 and 2.51. Found in the Top stickied thread, RoM latest version.
JosEPh
rabber Feb 02, 2009, 08:53 PM I understand, and in no way am I trying to criticize the mod, or anything like that AT ALL. This thing is amazing and I cannot possibly overstate the amount of credit he deserves for what's been done here. I'm floored when I play it, and I mean that.
I guess I just don't understand why the add-on pack is causing crashes/instability, as I re-installed the mod w/o that pack, and *seems* to be fine now. Played for a while last night with 0 crashes. I'm just trying to get a grasp on why that extra pack is causing the game to be unstable considering that you really don't "load" any of those resources into memory beyond what you see on the civ select screen. I would have to think there is a way around that, don't you think? And also if this is the case, it would seem to me that NO ONE with a 32 bit Operating System could use the add-on pack. And I can't imagine it's been created with that in mind.
Again. No criticism, not trying to beat anyone up here, I'm just curious. That's all.
I believe that if you do not put in the fix for 32-bit operating systems, then you cannot use the modpack. As to why this is true.... not sure. I think it is just that all of the extra civs add to the memory usage. When you combine this with larger maps, higher graphics settings, etc. it just won't work. I would strongly recommend that you try the /3GB fix to see if that helps stop your problems. It did not work for me, but then I only have 3GB RAM anyway.
The fix that was mentioned does fix errors, but I think Zappara added some additional civs (or at least new leaders) so this would only make the problem worse, not better.
Please do try the /3GB fix and let me know how it goes. Eventually I will get a new computer and I want to know if I should go with a 64-bit operating system or not. Currently I think it would be more trouble than its worth, but your results would help sway my decision.
mva5580 Feb 03, 2009, 10:40 AM No offense, but I'm not going to try that because I don't have problems with ANY other game/program on my machine, and I'm not going to mess with something just to get an add-on pack of a mod to work. It's not worth the hassle nor the potential other issues that it could cause with things that already work perfectly.
If I can play GTA IV at 1920 x 1080 resolution on high settings, I should be able to play a Civilization IV mod w/o having to mess with things like that. I'll just live w/o the add-on pack unless a fix is released.
Ogaburan Feb 03, 2009, 11:46 AM No offense, but I'm not going to try that because I don't have problems with ANY other game/program on my machine, and I'm not going to mess with something just to get an add-on pack of a mod to work. It's not worth the hassle nor the potential other issues that it could cause with things that already work perfectly.
If I can play GTA IV at 1920 x 1080 resolution on high settings, I should be able to play a Civilization IV mod w/o having to mess with things like that. I'll just live w/o the add-on pack unless a fix is released.
Try deleting some of the Civ's, seems to work for me.
zappara Feb 05, 2009, 10:04 AM No offense, but I'm not going to try that because I don't have problems with ANY other game/program on my machine, and I'm not going to mess with something just to get an add-on pack of a mod to work. It's not worth the hassle nor the potential other issues that it could cause with things that already work perfectly.
If I can play GTA IV at 1920 x 1080 resolution on high settings, I should be able to play a Civilization IV mod w/o having to mess with things like that. I'll just live w/o the add-on pack unless a fix is released.You can't really compare Civ 4 to GTA 4 because these games handle game resources totally different ways - I'd say Civ 4 requires more power just because it has to use python engine, xml file system and graphics engine + very complex AI players while GTA just requires you to have powerful cpu + graphics card ;)
RulerOfDaPeople Feb 10, 2009, 12:12 AM What is the Apache UU and UB?
zappara Feb 11, 2009, 09:04 AM What is the Apache UU and UB?I don't think it has any as the original modder for that particular modular civ hadn't added UU or UB for it... I've just converted the module to work with RoM settings.
0100010 Feb 11, 2009, 03:10 PM Buried further back in this thread are updates I had made to several of the modulular civs which had fixed some civ's UU and UB buildings relative to the RoM default they replaced, and had done things such as adding UU and UB for the Apache and other civs that were missing them. You'd have to find them and patch them into the current version though.
RulerOfDaPeople Feb 11, 2009, 04:13 PM 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,
Buried further back in this thread are updates I had made to several of the modulular civs which had fixed some civ's UU and UB buildings relative to the RoM default they replaced, and had done things such as adding UU and UB for the Apache and other civs that were missing them. You'd have to find them and patch them into the current version though.
Got it, thanks! :goodjob:
Edit: I downloaded your attachment, but where's the actual art files for these? All I got was xmls.
zappara Feb 12, 2009, 04:42 AM Got it, thanks! :goodjob:
Edit: I downloaded your attachment, but where's the actual art files for these? All I got was xmls.RoM and extra civ addon pack art files are all in the pak files ;)
OwieB2003 Feb 18, 2009, 02:58 PM Reasonably sure I've asked this before, but google isn't being nice and showing me the answer: Has anybody experienced a "no interface" error playing as Ostenaco of the Cherokee? Running Vista, running Civ4 as an administrator, would really rather like an interface to go with my free Combat I to all melee and gunpowder units, and granary that adds research.
Edit: Something that might be related to why I don't have an interface with Ostenaco is that a non-functional Tech Advisor screen will pop up at game start/load, though I can click on the exit label in the bottom right. Near as I can tell with Ostenaco the only thing that doesn't work is the interface. Workers, atl-atls, work boats all seem to function right.
zappara Mar 02, 2009, 06:17 AM Hmm, seems like v1.4 addon patch has gone missing from filefront and I hadn't got any notification why that had happened - so I'm uploading the addon patch again and updating the file links...
zappara Mar 29, 2009, 06:09 AM Download location moved to Atomic Gamer due to the fact that Filefront is getting closed. Now this addon is available only as v2.53 Megapack, which means it has RoM 2.53 + Extra Civ Addon pack 1.4 preinstalled. The pack is in 7z file format just because that was the only format that allowed me to squeeze the download size under the Atomic Gamer's 500MB file size limit (I hope it works). Can be unpacked with 7-Zip and Winrar programs.
For Rise of Mankind 2.6 the extra civ addon pack will get patch at later time...
zappara Apr 09, 2009, 01:32 PM So far about 30% of v2.62 megapack has been made: all the unit stats have been checked and fixed to new RoM 2.6 settings. What's left to do is read all leader pedias and changed traits if necessary to new traits in v2.6 and check all Unique Buildings that their stats match RoM 2.6 counterparts. All this should be done in couple days... The megapack actually already works, I just want to make sure all values are tweaked/checked ;)
waywardclam Apr 11, 2009, 08:50 PM The populace proclaims, "We Love The Emperor Day"! :)
zappara Apr 12, 2009, 07:36 AM Started uploading Megapack v2.62 - should be available in 2hours. The file is 660Megs.
cr0ws Apr 12, 2009, 09:02 AM Started uploading Megapack v2.62 - should be available in 2hours. The file is 660Megs.
Thank you! Am counting the nano-seconds!:goodjob:
zappara Apr 12, 2009, 01:06 PM New Megapack has been uploaded!
Download Rise of Mankind v2.62 Megapack (http://forums.civfanatics.com/downloads.php?do=file&id=11509) (640MB)
and I do hope it works just fine... 640MB in packed file and 1.5gigs unpacked size and there's huge amount of files...
Kalimakhus Apr 12, 2009, 03:45 PM Thanks Zap!
Though my Display Card went dead on me (it is either over-civing, bad manufacturing, or both) and I had to replace it with a lower stats one. I am not likely to be able to play the mega pack for some time.
Ogaburan Apr 12, 2009, 03:57 PM yeah thanks, im actually going to update my pc for this... :D
cr0ws Apr 12, 2009, 05:17 PM I get many error messages popups at loading.
" Tag:LEADER_xxx_in info class was incorrect
Current XML file is\Civilizations/Civ4Civilizationinfos.xml "
Whereas "xxx" represents leaders' names (all the new civs).
The mod loads afterward but display's no new civilizations.
Munger Apr 12, 2009, 05:43 PM Thanks Zap for the megapack update!
I noticed in the megapack that it doesn't include some fairly high quality leader models which you may wish to add, notably:
American presidents from the More Stuff mod (Obama, Reagan and Dubya all have good models):
http://forums.civfanatics.com/showthread.php?t=304900
Hitler:
http://forums.civfanatics.com/showthread.php?t=306427
I realise Hitler is a bit of political hot potato but purely in terms of historical significance he should really be included.
Just my thoughts. :)
generalstaff Apr 12, 2009, 05:54 PM Hitler:
http://forums.civfanatics.com/showthread.php?t=306427
I realise Hitler is a bit of political hot potato but purely in terms of historical significance he should really be included.
I imagine that it is why that Mussolini and Pol Pot are not added as well.
IMO, Stalin was just, or more, of a butcher, and he was included with BtS, which means I do not see any controversy.
I hope I can load this megapack, the last one caused an error and did not load.
cr0ws Apr 12, 2009, 07:07 PM I image that it is why that Mussolini and Pol Pot are not added as well.
IMO, Stalin was just, or more, of a butcher, and he was included with BtS, which means I do not see any controversy.
I hope I can load this megapack, the last one caused an error and did not load.
100% Agreed.
waywardclam Apr 12, 2009, 08:08 PM Getting CTDs just before game begins every time I try to run it. Going to try cleaning it out completely and installing the megapack from scratch... will be back tomorrow to report how well that worked (or didn't).
RobO Apr 13, 2009, 04:10 AM I get many error messages popups at loading.
" Tag:LEADER_xxx_in info class was incorrect
Current XML file is\Civilizations/Civ4Civilizationinfos.xml "
Whereas "xxx" represents leaders' names (all the new civs).
The mod loads afterward but display's no new civilizations.
I had the same. I had changed the mod folder name, and the problem disappeared when I changed the folder name back to the default "Rise of Mankind".
I know I need to edit some python files to change the folder name correctly - but I'm unsure exactly what it takes with this version. CvModFolder.py and CvModName.py both have a modFolder variable, but changing these did not fix the problem.
Zap, your readme really should explain how to do this.
cr0ws Apr 13, 2009, 05:27 AM I had the same. I had changed the mod folder name, and the problem disappeared when I changed the folder name back to the default "Rise of Mankind".
I know I need to edit some python files to change the folder name correctly - but I'm unsure exactly what it takes with this version. CvModFolder.py and CvModName.py both have a modFolder variable, but changing these did not fix the problem.
Zap, your readme really should explain how to do this.
Thank you. I see now I've made a mistake by changing the folder name. That fixed it, but now once I try to launch a new game I get a runtime/allplication had to close error.
I think I'll just take a few civs out of that pack and move the to the default mod.
RobO Apr 13, 2009, 05:47 AM I get memory allocation problems with the Mega Pack. I'm going back as well.
cr0ws Apr 13, 2009, 07:32 AM Just a quick inquiry,
Say I want to move a custom civilization from mega pack top ROM 2.62, which files do I need to move and/or modify?
zappara Apr 13, 2009, 07:55 AM Just a quick inquiry,
Say I want to move a custom civilization from mega pack top ROM 2.62, which files do I need to move and/or modify?
Move:
That custom civ folder with all its contents. Might need to move leader(s) from Custom Leaders -folders if that civ uses some extra leaders (see [civname]_civilizationInfos.xml for leaders).
Modify:
DiplomacyInfos.xml (first contact text section)
Audio defines (defines, 2D, 3D) if that civ has new sounds (Leaderhead xml has music settings and CivilizationInfos for select sounds).
Blue Senshi Apr 20, 2009, 09:31 PM I had loaded version 2.62 mega pack but when I tried to load a custom game map I got an error message and ctd.
I then deleted that version and installed the full regular version 2.62. But now when I try to load the mod within the game I keep getting error messages during the "xml uncached" loading saying it failed to load various module/custom civs. It runs through several such error messages referencing civs that were in the mega pack but are not in the reg 2.62 version.
What's going on and how do I stop it? I never had this problem when I deleted the mega pack and went back to the regular mod in the 2.5 version.
Blue Senshi Apr 21, 2009, 04:15 PM I had loaded version 2.62 mega pack but when I tried to load a custom game map I got an error message and ctd.
I then deleted that version and installed the full regular version 2.62. But now when I try to load the mod within the game I keep getting error messages during the "xml uncached" loading saying it failed to load various module/custom civs. It runs through several such error messages referencing civs that were in the mega pack but are not in the reg 2.62 version.
What's going on and how do I stop it? I never had this problem when I deleted the mega pack and went back to the regular mod in the 2.5 version.
I think this happened because I still had the R.O.M.E. modules installed.
zappara Jun 23, 2009, 10:39 AM Now that the v2.7 is released, I can start converting the addon civs for it. I'll probably upload them as individual modular civs since now RoM should support modular diplomacy (I haven't tested it yet) so new civs can be fully modular. Once all have been checked and converted to new settings, I could make one addon pack which contains all the civs (like previously in megapack).
fox456 Jul 05, 2009, 04:30 PM Now that the v2.7 is released, I can start converting the addon civs for it. I'll probably upload them as individual modular civs since now RoM should support modular diplomacy (I haven't tested it yet) so new civs can be fully modular. Once all have been checked and converted to new settings, I could make one addon pack which contains all the civs (like previously in megapack).
Hello. I was just wondering about the progress of this extra civ addon pack. Also, will it include Reagan, Mussolini and Hitler? Thanks for all your work on this too.
piwlak Jul 11, 2009, 08:02 AM Can we expect release 2.7 version, in this month?
This addon looks great, and i just downloaded RoM, so it will be nice, to start playing with this addon
zappara Jul 11, 2009, 09:35 AM The addon is now about 50% converted to v2.7 format. It should be ready some time next week.
cr0ws Jul 11, 2009, 10:09 AM The addon is now about 50% converted to v2.7 format. It should be ready some time next week.
A little suggestion if I may Zappa..... With the conversion of ROM to modular support I suggest releasing the Megapack in just that form. Making extra civilizations an option instead of a necessity. This way people can just Add the civilizations they want instead of the whole bunch of them which causes memory allocation problems and what not.
os79 Jul 11, 2009, 11:30 AM A little suggestion if I may Zappa..... With the conversion of ROM to modular support I suggest releasing the Megapack in just that form. Making extra civilizations an option instead of a necessity. This way people can just Add the civilizations they want instead of the whole bunch of them which causes memory allocation problems and what not.
Oh, I'm fairly confidently that each civ will be in separate folders and therefore easy to choose from. It is how modular system works now.
zappara Jul 14, 2009, 06:37 AM Oh, I'm fairly confidently that each civ will be in separate folders and therefore easy to choose from. It is how modular system works now.Yes they are in modular format and in fact now also their diplomacy and sounds have been changed to modular format so player can better choose what civs to use but there is small limitations in this system still. I'll tell more about the install procedure once the pack is completely converted. Progress now at about 75% and I should have the rest civs converted later today. Then day or two for testing and making the zip files so upload should be possible for the weekend.
Milford Cubicle Jul 14, 2009, 01:05 PM What exactly needs to be changed to get a modular faction into the mod?
zappara Jul 17, 2009, 07:04 AM What exactly needs to be changed to get a modular faction into the mod?BtS modular civs need at least following changes:
Starting civics must be matched with RoM defaults
Starting techs has to be changed
Unit and building effects and requirements should match those in RoM
Leader's traits and favorite civics changed to RoM system
Transhuman Era music defines added to Leaderheadinfos
All schema files updated to those in RoM
WoC style modular diplomacy files need to be added
If modular civ has new sound defines, those have to have also included in WoC modular format (merged to main mod files automatically by using WoC_installer.jar from the Modules directory).
zappara Jul 17, 2009, 10:38 AM Mega Civ addon pack uploaded. See the first post in this thread for download link. Note that you need Rise of Mankind v2.71 installed before using the civs in this addon pack.
justin09452 Jul 17, 2009, 01:15 PM I recently installed the RoM 2.5 Megapack so that I could try out the fixed borders mod. I unzipped the entire file (which includes the 50 civ addon pack) into the BtS Mod folder, but I continuously get a series of error messages when I start RoM 2.5. It reads something like: "Info Class Incorrect" for each leaderhead file. The message then points to the "current XML file." Once in game, there is no sign of the 50 added civs. Leaderheads or not, nothing appears or even suggests that they were installed correctly. Any ideas?
mircu Jul 17, 2009, 03:44 PM <Leader>
<LeaderType>LEADER_TASHUNKEWITKO/LeaderType>
<bLeaderType>1</bLeaderType>
</Leader>
missing < at ending Leader Type tag in Tashunk_CIV4DiplomacyInfos.xml should be
<Leader>
<LeaderType>LEADER_TASHUNKEWITKO</LeaderType>
<bLeaderType>1</bLeaderType>
</Leader>
MightyDragon Jul 18, 2009, 02:24 AM i´m afraid, but I´ve got a problem with this civ-pack... I follow the install-instructions, everything works so far... but when I start RoM, no Menu appears, only the normal Civ 4 startingscreen with Rise of Mankind but without menu..
Is there any other file needed or what am i doing wrong? :(
greetings, Mighty..
btw, I´ve got RoM 2.71
cr0ws Jul 18, 2009, 04:48 AM I think there is a problem with the file Zappa, file description is Mega Civ Pack for Rise of Mankind 2.71 mod but the file name is MegaCivPack1.6.rar. Something went horribly, horribly wrong along the way!
i_diavolorosso Jul 18, 2009, 05:52 AM I think there is a problem with the file Zappa, file description is Mega Civ Pack for Rise of Mankind 2.71 mod but the file name is MegaCivPack1.6.rar. Something went horribly, horribly wrong along the way!
Haven't downloaded the file yet, but
Version history:
Version 1.6
-----------
- Converted all civilizations to Rise of Mankind 2.71 modular format (WoC)
- Changed some units' stats to match Rise of Mankind 2.71 settings
- Fixed couple small bugs
(quoted from the first page)
Have you try to play it ??
From the information above, it look like that's the right file.
(Although i really hope that he'll reupload the file somewhere else.Atomic is really suck now.Worst then filefront, that was worst before(but they really improve their server after they cleaned their database few weeks ago).I need 2 hours to download 80mb file in AG, so it's mean that i must sit in the front of my laptop for about 10 hours tomorrow, and cross my finger to hope that the connection would be fine(because sometime AG support resume, but sometime it doesn't.But it's ok.You have done your work exceed what you need to be done Zap. So i can't push you to waste your relaxing time to upload the file somewhere else.
Torquadon Jul 18, 2009, 06:44 AM Any chance for mirrors? I have problems with downlading...
zappara Jul 18, 2009, 07:01 AM I think there is a problem with the file Zappa, file description is Mega Civ Pack for Rise of Mankind 2.71 mod but the file name is MegaCivPack1.6.rar. Something went horribly, horribly wrong along the way!Nothing went wrong, Mega Civ Pack has its own version numbering and currently it is at v1.6 and works with RoM v2.71.
MightyDragon Jul 18, 2009, 08:31 AM sorry Zappara, but it does not work for me.. I´ve got RoM 2.17 and followed the install instructions... what could it be? any advise?
dr.Hyde Jul 18, 2009, 08:39 AM I'm having the same problem here. Clean install of RoM 2.71 works fine. As soon as I add this Mega Civ Pack the game loses menus. No other modules installed at all. Followed all the instructions including the java script one. Btw. there is an error in the instructions on how to install this pack:
7. Go to 'Rise of Mankind\Assets\Modules\Custom Civilizations' and double click WoC_installer.jar file (If the application interface does not appear, a Java SE Runtime Environment(JRE) will be required. A Java runtime can be downloaded from http://java.sun.com/.). WoC_installer merges the new audio from all the chosen new civs to the main mod audio define files. When WoC_installer says 'Application done' you can close it.
The file is NOT in the Rise of Mankind\Assets\Modules\Custom Civilizations, its in the Rise of Mankind\Assets\Modules folder. It works fine when you run and gives no error messages.
Zarg Jul 18, 2009, 08:42 AM I also got an error with the mega pack. I followed the instruction precisely. It goes smoothly through main menu and the selection menus. But then the game freezes with following window. I tried it several times always with the same result:
CvlSystemLoadError: LSystem XML subsystem failed to load. This is probably due to a schema error.
I am sorry but I am not familliar with error logging. But I will try to reduce the number of civs and see if that helps.
edit: just reduced the number of modular civs to about 25 an dthen it worked fine. so it seems to be a memory problem. does anyone know if there is also a 2GB limitation in win7 as in winxp and if there is also a workaround?
zarg
wotan321 Jul 18, 2009, 09:05 AM I'm having the same trouble after I install the MegaPack. I have not used the modular system before so I wasn't sure if there was more to it than installing the files in the correct folder structure. Do I have to tweak any other files once this is done?
I can choose my civs but when it goes to load the map, it hangs.
Afforess Jul 18, 2009, 12:00 PM I also got an error with the mega pack. I followed the instruction precisely. It goes smoothly through main menu and the selection menus. But then the game freezes with following window. I tried it several times always with the same result:
CvlSystemLoadError: LSystem XML subsystem failed to load. This is probably due to a schema error.
I am sorry but I am not familliar with error logging. But I will try to reduce the number of civs and see if that helps.
edit: just reduced the number of modular civs to about 25 an dthen it worked fine. so it seems to be a memory problem. does anyone know if there is also a 2GB limitation in win7 as in winxp and if there is also a workaround?
zarg
There is no 2gb ram problem with Win 7. If you're using 32bit, the max is 3.75gb ram.
Zappara, perhaps you should make high minimum requirements for this addon, considering how much it adds to the game. Perhaps 4gb Ram, 512mb 8600 Nvidia or higher... Stuff like that.
vincentz Jul 18, 2009, 01:17 PM There is no 2gb ram problem with Win 7. If you're using 32bit, the max is 3.75gb ram.
Zappara, perhaps you should make high minimum requirements for this addon, considering how much it adds to the game. Perhaps 4gb Ram, 512mb 8600 Nvidia or higher... Stuff like that.
I would have to disagree with this. I have a VISTA 2GHZ AMD, 2GB RAM, 128MB GRAPHIC on a Acer Laptop and the game runs fine on huge maps (Though I have to go with low graphic settings in industrial/later)
EDIT : Man, I'm too tired. Off to bed. Didnt even see it was the addon. sorry guys
cr0ws Jul 18, 2009, 05:08 PM This mod loads fine and all for me, and everything looks in it's place, but when I launch a custom game it seems to pause right after launch and never continues, to the point when I cannot enter desktop and have to perform a hard reset.:cry:
Nekator Jul 19, 2009, 11:25 AM This mod loads fine and all for me, and everything looks in it's place, but when I launch a custom game it seems to pause right after launch and never continues, to the point when I cannot enter desktop and have to perform a hard reset.:cry:Same on my laptop.. it only works with most of the extra civs deleted (and even then only on lowest detail and gets still graphic errors). The mod seems only to work on high end PCs ;)
cr0ws Jul 19, 2009, 11:32 AM Same on my laptop.. it only works with most of the extra civs deleted (and even then only on lowest detail and gets still graphic errors). The mod seems only to work on high end PCs ;)
Shame, Guess I'll have to just use a couple civs being that my rig is a high end PC from 1999.:blush: Oh well ,at least it doesn't demand Vista running it. :goodjob:
i_diavolorosso Jul 19, 2009, 07:49 PM Same on my laptop.. it only works with most of the extra civs deleted (and even then only on lowest detail and gets still graphic errors). The mod seems only to work on high end PCs ;)
Can you share your laptop specification here?Just want to make sure, if my laptop can handle this MEGApack
zappara Jul 22, 2009, 12:05 PM Download Tashunk diplomacy fix (http://forums.civfanatics.com/attachment.php?attachmentid=221833&d=1248282104)
Fixes first contact diplomacy for Tashunk
Extract file to 'Rise of Mankind\Assets\Modules\Custom Civilizations\Sioux\Tashunk' -folder and overwrite the file when asked to.
cr0ws Jul 22, 2009, 12:09 PM Download Tashunk diplomacy fix (http://forums.civfanatics.com/attachment.php?attachmentid=221833&d=1248282104)
Fixes first contact diplomacy for Tashunk
Extract file to 'Rise of Mankind\Assets\Modules\Custom Civilizations\Sioux\Tashunk' -folder and overwrite the file when asked to.
EEH GHADS! 666 bytes! .... sorry to freak out like that but lately this numbers been popping out all-too-often for me! Lately I've had a turn where my civ gold was 666!
zappara Jul 22, 2009, 12:21 PM EEH GHADS! 666 bytes! .... sorry to freak out like that but lately this numbers been popping out all-too-often for me! Lately I've had a turn where my civ gold was 666!Well, you're lucky, it isn't Friday the 13th! :lol::sarcasm:
Nekator Jul 22, 2009, 06:46 PM Can you share your laptop specification here?Just want to make sure, if my laptop can handle this MEGApack
sorry had a bit of work to do ;)
Lap Spec are Intel Core Duo 2Ghz and 4 GB Ram with Windows Vista. Not so bad, one should think.. i will try it now on my pc, hopefully it will work with the whole pack ;)
i_diavolorosso Jul 22, 2009, 07:16 PM sorry had a bit of work to do ;)
Lap Spec are Intel Core Duo 2Ghz and 4 GB Ram with Windows Vista. Not so bad, one should think.. i will try it now on my pc, hopefully it will work with the whole pack ;)
Hmmm
I think i would give it a try then..:)
w.p Jul 23, 2009, 01:47 PM Hi, I've been playing ROM from a long time but yesterday I've downloaded Extra Civ Pack for the first time and encountered a problem. I have 3.19 patch, ROM 2.71 (it's working perfect without extra civs), Tashunk diplomacy fix, but this is what I see:
I'll be very thankful is somebody could help me with that.
Regards W.
Desolator Jul 23, 2009, 03:23 PM Hi, I've been playing ROM from a long time but yesterday I've downloaded Extra Civ Pack for the first time and encountered a problem. I have 3.19 patch, ROM 2.71 (it's working perfect without extra civs), Tashunk diplomacy fix, but this is what I see:
I'll be very thankful is somebody could help me with that.
Regards W.
Same problem here.
If I delete about half of the civilizations, the game starts fine, so maybe the problem is hardware related. (Not enough memory, CPU, etc. I have an Intel C2uo 1,8 GHz, 1G ram, Geforce 7300 GS with 256 MB memory)
Nekator Jul 24, 2009, 05:39 AM Same problem here.
If I delete about half of the civilizations, the game starts fine, so maybe the problem is hardware related. (Not enough memory, CPU, etc. I have an Intel C2uo 1,8 GHz, 1G ram, Geforce 7300 GS with 256 MB memory)
yeah it´s hardware related.. but which hardware you need to play it, is beyond me.. even my gaming pc 2,6 Ghz, 4GB RAM, Graphic Card with 1024 Ram can´t start the full civ add on :(
w.p Jul 24, 2009, 07:42 PM OK, thanks. So, I'll keep playing ROM without addon.:sad:
But I don't understand why it's like this, other games wich I have (some of them are quite new) are working superb on my PC. I have AMD Phenom 8450, 2G RAM and GeForce 8600 GT
Dancing Hoskuld Jul 24, 2009, 07:58 PM OK, thanks. So, I'll keep playing ROM without addon.:sad:
But I don't understand why it's like this, other games wich I have (some of them are quite new) are working superb on my PC. I have AMD Phenom 8450, 2G RAM and GeForce 8600 GT
I suspect it is to do with the fact that Civ 4 is actually quite old as is the versions of the software languages it is written in. there probably have been advances in hardware and how you access it since Civ 4 was written and now it's methods are not efficient.
i_diavolorosso Jul 24, 2009, 09:29 PM yeah it´s hardware related.. but which hardware you need to play it, is beyond me.. even my gaming pc 2,6 Ghz, 4GB RAM, Graphic Card with 1024 Ram can´t start the full civ add on :(
I guess it;s a hardware problem for me too.I have a turion 2,2ghz x2
,2gb ram, geforce 9100M G(512mb), and i can't even start the game:p.
zappara Jul 26, 2009, 08:21 AM I'm playing it on quadcore AMD, 8GB RAM and 256MB graphic card which uses about 3.5GB of normal RAM through AGP aperture size... OS is 64-bit Windows 7.
Nekator Jul 26, 2009, 09:50 PM I'm playing it on quadcore AMD, 8GB RAM and 256MB graphic card which uses about 3.5GB of normal RAM through AGP aperture size... OS is 64-bit Windows 7.
:eek:man... was it nessecary to depress me so?
;)
MightyDragon Jul 27, 2009, 02:46 AM hmm... I guess, the most users have hardware-problems with this pack... me as well :(
Maybe there can be created a pack with only the most powerful civs in history? I mean, Albania wasn´t as powerful as the greeks, for example and had not as much influence in history...sorry, dear Albanians;)...
Or you make the civs modular, like AAranda (i´m using most of him..) Well, i know, it´s much work and i thank you for the amazing work you´re doing...it´s just a suggestion...
dr.Hyde Jul 27, 2009, 10:51 AM Or you make the civs modular, ...
AFAIK they already are. Just look at the module folder for civilizations and delete or move to 'Unloaded' folder those you don't want.
MightyDragon Jul 28, 2009, 01:42 PM I´ve tried that and i can choose the new civs at the beginning, but when the match is loading, nothing ever happens... I´ve got to restart every time :(... Hmm, thats strange because Aarandas civs are working fine...is there another file needed? At least I´ve the correct Version
zappara Jul 30, 2009, 10:20 AM I´ve tried that and i can choose the new civs at the beginning, but when the match is loading, nothing ever happens... I´ve got to restart every time :(... Hmm, thats strange because Aarandas civs are working fine...is there another file needed? At least I´ve the correct VersionCould be conflict with AAranda's civs but not sure as I haven't tested his civs yet.
I've just noticed Civ Gold 5.0 was released and that means there's many more civs to be converted for RoM now. Mega Civ Pack currently has Civ Gold 4.0 civs included.
auronic1 Jul 30, 2009, 02:22 PM Ive been having problems with Richelieu whenever i try to view him in his portrait a window pops up saying.
Error
Failed to allocate video memory. please try reducing your graphics settings.
File:\main\Civilzation4\SDKs\Gamebryo2_0\CoreLibs\ NiDX9Renderer\NiDX9SourceTextureData.cpp, Line: 321
Followed by a run time error that crashes the game.
I was wondering if anyone else had this problem.
Richelieu seems to be the only one i have this problem with. Any help is appreciated.
Edit: Currently all my graphics settings are on high if it helps and i never have any problems normally.
Repo: well i found the problem when i set all my settings to medium he appears without crashing the game.
However i was wondering if it would be possible for me to remove just this character and keep everything else or for this problem to be fixed because i like running my game on high quality settings.
Ill repeat/clarify when i changed my graphics settings from high to medium it fixed the problem he caused with the game crashing, however i would like to either disable this character or somehow fix the problem if anyone can help with this please do so.
Repo: well i encountered another problem I followed the instructions for:
7. Go to 'Rise of Mankind\Assets\Modules\Custom Civilizations' and double click WoC_installer.jar file (If the application interface does not appear, a Java SE Runtime Environment(JRE) will be required. A Java runtime can be downloaded from http://java.sun.com/.). WoC_installer merges the new audio from all the chosen new civs to the main mod audio define files. When WoC_installer says 'Application done' you can close it.
and even with the correct runtime environment installed i cant find a file called WoC_installer.jar in the zip or the files after extract can i get a little help with this? If it helps im running it on Windows XP OS
Repo: I ran through some tests and I cant start a game(can go through all the menus and such) with this mod on without it my game runs fine and the only thing i was using was addons by jooyo so for now im going to have to not use this mod perhaps its a bug? im not sure.
NeWx Aug 01, 2009, 07:56 PM Hi, am new here meh ^^'
But anyway.. rise of mankind is very fun and stuff :)
But I got a problem with this modmod.
The normal ROM-mod works just perfect without any modmods installed.
But everytime I install this extra civ pack.. (have reinstalled 3 times already with the same results) ...the ground in-game always looks kinda strange.
The ground and water gets black but if I zoom out the ground gets white.. (not the water, the water is still black, and not all of the ground either, some of the ground is also still black) ...as if it was snow everywhere, the ground also looks like blocks. See the screenshots.
Does anyone know the cause of this?
Maybe it has something to do with the woc_installer.jar being in the folder above the one that zappara said.
At the first post in this thread zappara said it was suppose to be in:
Mankind\Assets\Modules\Custom Civilizations
But for me it's always ben in the folder above:
Mankind\Assets\Modules
And for all the attempts it's always ben a clean install of ROM 2.71 so it's kinda strange.
This is the first time for me installing a modmod, maybe am doing something wrong?
Oh and sorry for adding so many screenshots, it's a hobby xD
------------------------------
Edit: Hrm.... it seems like I got it to work now :D
I had to unpack the .FPK files and add everything from them into the modules folder and then remove the .FPK files
And then I had green grass, blue water and white snow again but with this civ pack working :)
I dont know how the .FPK files made everything black, maybe it made the game load to much at the same time?
Well I have no idea how it works but it doesnt matter so much now.
cr0ws Aug 02, 2009, 03:39 AM Could be conflict with AAranda's civs but not sure as I haven't tested his civs yet.
I've just noticed Civ Gold 5.0 was released and that means there's many more civs to be converted for RoM now. Mega Civ Pack currently has Civ Gold 4.0 civs included.
That's not the case, I have the same problem. The mod loads up to the menu point but when I launch the game it freezes and I have to hard reboot. It's a case of insufficient hardware. I find that when I delete 1/3 of civs from the pack the game launches properly. But now that I think of it, it could be a civ causing the problem, meh who knows.
dasvidania Aug 02, 2009, 04:24 AM I deleted 70% of extra civ and i always have game crash. I don't think it's only a hardware problem. I will delete extra pack and reinstall the standard module.
My configuration:
Windows XP +Core 2 Duo 2.7GHz + 2GB RAM + 4830 512MB
Desolator Aug 16, 2009, 05:30 PM That's not the case, I have the same problem. The mod loads up to the menu point but when I launch the game it freezes and I have to hard reboot. It's a case of insufficient hardware. I find that when I delete 1/3 of civs from the pack the game launches properly. But now that I think of it, it could be a civ causing the problem, meh who knows.
I unpacked the RoMExtraCivPak 0-1-2-3 FPK files (with Firaxis' PakBuild), then moved the contents to the appropriate folders (Assets\Modules\Custom Civilizations and Custom Units) and now the extracivpack works. It is slow, but does not crash after I launch a new game. (Maybe low end systems cannot load/cache/read simultaneously the 7 120 MB FPK files (rompak0-1-2, and extracivpak0-1-2-3).
os79 Aug 16, 2009, 08:50 PM Hello,
I tried with trepidation to install your mega civpack. Earlier today, I merged RevollutionDCM and CIV Gold, and playtested it. It worked just fine after resting on my chair for 5 or so min before it loads. Then I read one of commenter, forgot his name, about unpacking using PakBuild. So I went ahead and risked it. I dl'ed your modmod, unpacked the art from it to RoM/Assets, plus unpacked the vanilla RoM FPK files too.
The same thing happened with RoM now as RevGold, I wait for about 5 min. then I playtested the first few turns, and it went just dandy :D. I'm using standard map though. I will try larger maps later after I play this game thru. I lost my other game because I modded Vincentz's Warlords to remove his (S) units so I have to start over. I don't mind because I made few other personal modifications as well in meanwhile and all is good now.
To summarize:
Well, it might have something to do with your hardware, but possibly only with loading time. After you unpack like the commenter above me suggest, I don't think you will notice any difference because after the civs are settled on in setup process, you won't need other civs. Caveat, of course, is if you play Revolution or BarbCivs. I don't play with them on so they aren't concerns to me.
Sgt.Roadkill Aug 18, 2009, 05:44 AM any chance of getting the Anglo-Saxons on board?
http://forums.civfanatics.com/downloads.php?do=file&id=12535
although someone making a better leader head for them as well would be great :/
luckxor Oct 06, 2009, 08:16 AM I love you zappara:))
JaeChunDaeSung Oct 09, 2009, 09:23 AM I may have mentioned this elsewhere, but what of including the Vietnamese? Like I thought before, I was surprised they were yet to be in RoM, but that's probably just me.
generalstaff Oct 11, 2009, 07:09 PM I may have mentioned this elsewhere, but what of including the Vietnamese? Like I thought before, I was surprised they were yet to be in RoM, but that's probably just me.
I agree that it should be added, especially since it is in the Wolfshanze mod (WolfRev).
It is already made in Civ Gold and includes two leaders, and adding the Diplomacy music from Wolfshanze would add that something extra. It just needs to be converted for Rise of Mankind. If Zap does not have the time to convert it, I could, then submit it for Zap to add into the next version of the Mega Civ Pack.
Tranque Oct 11, 2009, 09:42 PM I get many error messages popups at loading.
" Tag:LEADER_xxx_in info class was incorrect
Current XML file is\Civilizations/Civ4Civilizationinfos.xml "
Whereas "xxx" represents leaders' names (all the new civs).
The mod loads afterward but display's no new civilizations.
I'm getting this precise problem but infact the game loads up but when I click any of the new civs it crashes me out. I've everything updated and the newest Megapack :/ Is anyone else having this problem?
Oh and the mod folder is still called "Rise of Mankind" so its not the same issue itself I believe.
Tranque Oct 12, 2009, 10:00 PM It keeps erroring some specific stuff like
"Tag: UNITCOMBAT_NAVAL in info class was incorrect. Current XML file is: modules\custom civilizations\polynesia\polynesianboat\polynesianb oat_civ4unitinfos.x"
or
"Tag: CIVIC_BARBARISM in info class was incorrect Current XML file is: modules\customcivilizations\iroquois\iroquois_civ4 civilizationInfos.xml"
Any idea. I installed it exactly as directed.
I fixed this type of error by turning modules to 1 but I'm facing an error with the Leaderheads now.
zappara Oct 13, 2009, 11:28 AM I agree that it should be added, especially since it is in the Wolfshanze mod (WolfRev).
It is already made in Civ Gold and includes two leaders, and adding the Diplomacy music from Wolfshanze would add that something extra. It just needs to be converted for Rise of Mankind. If Zap does not have the time to convert it, I could, then submit it for Zap to add into the next version of the Mega Civ Pack.It's on my 'to-do' list but it might take some weeks before I get to convert new civs from Civ Gold 5 to RoM. First I (after RoM 2.8 release) I'll have to check my current Mega Pack and update it and after that I can convert some other civs.
So if you want to be faster than me you could go and convert the civ right away (helps me too!). ;)
It keeps erroring some specific stuff like
"Tag: UNITCOMBAT_NAVAL in info class was incorrect. Current XML file is: modules\custom civilizations\polynesia\polynesianboat\polynesianb oat_civ4unitinfos.x"
or
"Tag: CIVIC_BARBARISM in info class was incorrect Current XML file is: modules\customcivilizations\iroquois\iroquois_civ4 civilizationInfos.xml"
Any idea. I installed it exactly as directed.
I fixed this type of error by turning modules to 1 but I'm facing an error with the Leaderheads now.I'll have to check those files... those errors shouldn't occur as I'm pretty sure the pack's civs have correct settings since I haven't got those errors...
Tranque Oct 13, 2009, 08:09 PM It's on my 'to-do' list but it might take some weeks before I get to convert new civs from Civ Gold 5 to RoM. First I (after RoM 2.8 release) I'll have to check my current Mega Pack and update it and after that I can convert some other civs.
So if you want to be faster than me you could go and convert the civ right away (helps me too!). ;)
I'll have to check those files... those errors shouldn't occur as I'm pretty sure the pack's civs have correct settings since I haven't got those errors...
Those specific ones I've remedied using the Modules 1 fix, but now my leaderheads are glitching and RoM won't begin. Thanks for responding though :) I've tried to reinstall both RoM and megapack but nothing changed.
generalstaff Oct 14, 2009, 02:24 PM It's on my 'to-do' list but it might take some weeks before I get to convert new civs from Civ Gold 5 to RoM. First I (after RoM 2.8 release) I'll have to check my current Mega Pack and update it and after that I can convert some other civs.
So if you want to be faster than me you could go and convert the civ right away (helps me too!). ;)
I am almost done with converting the Vietnam civ. I have improved it by adding Ekmek's improved Trung LH graphics and by changing Vietcong UU from Infantry to Guerrilla (if you do not want that, it can be changed to replace the Marine). Right now, I am debugging it. I am expecting to finish by the weekend.
Also, for the Tibet civ, would you like me to add the Current Dalai Lama as a second leaderhead? Someone recently submitted the graphics.
EDIT: Both are finished, Will be uploading as a resource for Zap. It should be bug free, but I have not had the time to check since my Rise of Mankind is not working since I installed Windows Updates (System Restore should fix it, worked when I had issues with an Elder Scrolls game).
Link (http://www.atomicgamer.com/file.php?id=81606)
JaeChunDaeSung Oct 14, 2009, 08:33 PM I'd request the possibility of adding a MODERN Korean leader, but I'm currently debating between two.
Park Chung Hee - The first military dictator, later elected president, industrialized South Korea at the cost of most social liberties, deeply connected with the Korean Central Intelligence Agency (Industrious, Deceptive) or (Organized, Deceptive)
Favorite Civic: President (He ruled autocratically, but he continued to function as president to exude the image of his country being a democracy, and by extending the length of his term and dissolving parliament)
Kim Dae Jung - A political activist whose initial place in the National assembly was denied when Park Chung Hee usurped power. Major opposition leader and democratic/liberal advocate, who faced kidnapping and assassination attempts by South Korea's two dictatorial presidents. Finally elected president shortly after the Asian financial crisis hit Korea, he helped bring the economy back on its feet with economic regulations imposed on domestic corporations and the banking sector, and became the FIRST South Korean leader to meet with his counterpart in North Korea
(Charismatic, Philosophical) or (Charismatic, Organized)
Favorite Civic: Democracy
generalstaff Oct 15, 2009, 02:08 PM I'd request the possibility of adding a MODERN Korean leader, but I'm currently debating between two.
Park Chung Hee - The first military dictator, later elected president, industrialized South Korea at the cost of most social liberties, deeply connected with the Korean Central Intelligence Agency (Industrious, Deceptive) or (Organized, Deceptive)
Favorite Civic: President (He ruled autocratically, but he continued to function as president to exude the image of his country being a democracy, and by extending the length of his term and dissolving parliament)
I think he deserves to be included, mainly since he is credited for South Korea's economic success (Deceiver, Industrious; President; Confucianism). I also think Kim Il Sung should be included (Deceiver, Aggressive; Communist) due to the Korean War. I would add them, however, the issue with both is Leaderhead graphics, and the only modern Korean leader who has graphics is Kim Jong Il, and IMO he has not done anything noteworthy enough to be included. The issue with Leaderhead graphics is also why I have not added Nasser, Indira Gandhi, Faisal, and Reza Pahlavi (thank goodness I can now scratch Barbarossa off that list).
Afforess Oct 15, 2009, 02:11 PM If someone adds anymore leaders, I would love to see Emeck's new Nero leader for Rome. He's the best leader I've seen since Dido. (I'm completely gender-biased. So, shoot me.)
generalstaff Oct 15, 2009, 02:17 PM If someone adds anymore leaders, I would love to see Emeck's new Nero leader for Rome. He's the best leader I've seen since Dido. (I'm completely gender-biased. So, shoot me.)
I will add him when I do my update to my Leaderhead pack, which will be released after 2.8; you are right, that is a great LH. The update will include Barbarossa, more diplomacy music, and independent XML files (I am 90% sure it to work with WoC_installer.jar, I have been to busy debugging other modules to check). No issue with the gender-bias, that is why I added Atotoztli, of course, Dido is better quality.
RoMtemp Oct 16, 2009, 04:30 PM I am currently experiencing issues with this. On the first turn of the game, when I get a list of suggested things to build, clicking any of them results in a "Bad memory allocation" and crashes the game.
If instead I "Take a closer look" at the city, and then choose something, it's fine...for now. I ended my turn and decided to look at the tech screen, which made the screen turn black and I couldn't see anything.
How to fix both of these problems?
JaeChunDaeSung Oct 16, 2009, 08:32 PM I also think Kim Il Sung should be included (Deceiver, Aggressive; Communist) due to the Korean War.
I was close to contemplating, but as a Korean American who knows his country's history, I would not have considered it unless I could justify it. Yes, he was a Communist guerrilla during the Japanese colonization period, yes he found his way into party leadership ala Stalin to become leader of the DPRK, and yes he started the whole war.
Maybe if his AI were as aggressive (or more so) than Montezuma, then maybe I'd think it was a good idea. :P
Also, not to complain, more like observe that these leaders would potentially give Korea a track record for most Deceivers, lol
Agent Larkin Oct 19, 2009, 09:47 AM Download Tashunk diplomacy fix (http://forums.civfanatics.com/attachment.php?attachmentid=221833&d=1248282104)
Fixes first contact diplomacy for Tashunk
Extract file to 'Rise of Mankind\Assets\Modules\Custom Civilizations\Sioux\Tashunk' -folder and overwrite the file when asked to.
Hi I'm sorry to drag this up but I got the error message for the origonal Tshunk so I downloaded this. Unfortunatly it is still giving me the error message. I have a screenshot here:http://i1018.photobucket.com/albums/af304/AgentLarkin/Post.jpg?t=1255963585
Nickos Oct 24, 2009, 06:29 AM I beg ye, make this compatible with 2.8 beta!
JosEPh_II Oct 24, 2009, 04:54 PM The New 2.8Full contains most of it according to zappara. Have you D/L'd the New 2.8Full?
2.8beta is done, no longer supported as it was a Beta.
draz Oct 25, 2009, 02:17 PM The New 2.8Full contains most of it according to zappara. Have you D/L'd the New 2.8Full?
Where? :dunno:
I just got the few default extra ones with the torrent version, and the readme says this:
5 New Civilizations (55 with extra civ addon pack)
zappara Oct 27, 2009, 09:56 AM Where? :dunno:
I just got the few default extra ones with the torrent version, and the readme says this:
5 New Civilizations (55 with extra civ addon pack)RoM 2.8 only contains those 5 new civs and bunch of new modular leaders for existing civs. I'm just starting to work on Mega Civ pack's next version so you'll have to wait for a while...
Nickos Oct 28, 2009, 12:28 PM RoM 2.8 only contains those 5 new civs and bunch of new modular leaders for existing civs. I'm just starting to work on Mega Civ pack's next version so you'll have to wait for a while...
Thank you very much!
zappara Oct 29, 2009, 10:58 AM By the way, I just tried last night if v2.8 will work with Mega Civ Pack and it looks like it works alright but of course some minor details are incorrect in mega pack's civs (units having wrong tech reqs etc).
Last night I updated bunch of schema files to RoM 2.8 settings and still tons of schema files need updating... and after that I can check the little details for UUs, UBs etc.
draz Oct 29, 2009, 06:15 PM RoM 2.8 only contains those 5 new civs and bunch of new modular leaders for existing civs. I'm just starting to work on Mega Civ pack's next version so you'll have to wait for a while...
Thanks for the clarification, guess my Suur-Suomi Domination game will have to wait... ;)
Sgt.Roadkill Oct 30, 2009, 07:12 AM may i suggest tha the minoans have a special palace, as thats whats coem to immortalise them. Also have you thought about makign their faction leader Minos?
zappara Nov 12, 2009, 05:09 AM Update to this pack has been "slightly" delayed and might be delayed even more if I get the swine influenza which has been rampaging in my workplace - most of my colleaques are already sick so I'll probably have already caught the flu and I might be sick as well this weekend and next week...
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