View Full Version : Rise of Mankind - Addons (by Jooyo)


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jooyo
Mar 17, 2009, 07:02 AM
Addons list:
================================================== ==========================
*RoM 2.7+ means RoM 2.7 and above

Jooyo's Addons Pack
Download: Jooyo's Addons Pack v1.17 (http://www.sendspace.com/file/y1j3ac) [4.33MB] for RoM 2.7 and 2.71
Download: Jooyo's Addons Pack v1.17-1.18 (http://www.sendspace.com/file/u3n8az) [1.82MB] for RoM 2.7 and 2.71

This is pack of most of my modmods. This pack includes:

CoreDLL Addon
This is modifed DLL file. Needed for some modules to work.
Replaces RoM files: CvGameCoreDLL.dll, GlobalDefinesAlt.xml
Separate Download: CoreDLL v1.17 (http://www.sendspace.com/file/6daz1k) [1.10MB] for RoM 2.7
Separate Download: CoreDLL v1.18 + Sources (http://www.sendspace.com/file/pipelk) [1.10MB] for RoM 2.7 and RoM 2.71

Modules folder (can be deleted):

Terraforming
Workers now can Terraform plots. Terraforming paths:
Snow -> Tundra, Tundra -> Plains , Desert -> Plains, Marsh -> Plains, Plains -> Grassland
Requires: CoreDLL Addon v1.0 or above

Make Jungle
Workers now can make jungle.
Requires: CoreDLL Addon v1.0 or above

Plant Forest
Workers now can plant forest.
Requires: CoreDLL Addon v1.0 or above

Enslavement
Now with Slavery Civic you can enslave your enemy units. You have 15% chance to enslave unit after winning of combat.
Known issue: Description only available in civilopedia not on ingame Civic Screen.

Civics Attitude
If other leader have the same civic like you, you will gain attitude bonus to this leader. This only work with some civics like Democracy, Communism, President... etc
Requires: CoreDLL Addon v1.11 or above

Sea Tunnel
New route type - tunnels. Tunnels allows land units move across sea. This mean that tunnel can connect two lands and resources.
Requires: CoreDLL Addon v1.13 or above

Missile Launcher
New unit: Rocket Launcher - can transport 2 missile type units.

Espionage Process
This mod allows you to convert 100% of production in a city to espionage (with Paper) like you can with research and culture.


Unloaded Modules folder (for use paste to Modules/Jooyo folder):

3 Plot Radius - Normal
This modmod will gives 3 city radius on culture expand. Don't use with "3 Plot Radius - Later" modmod on the same time.
Requires: CoreDLL Addon v1.01 or above

3 Plot Radius - Later
This modmod will gives 3 city radius on 2 last culture levels. Don't use with "3 Plot Radius - Normal" modmod on the same time.
Requires: CoreDLL Addon v1.01 or above

Brown Theme
This modmod replaces default blue Civ4 theme with new brown Colonization like interface.


================================================== ==========================

Others modmods:

Polish Empire Main Pack
This module add Poland Empire to the game - plus 5 unique units and one unique building.
Needs: Polish Empire Patch
Download: Polish Empire Main Pack v1.3 (http://www.sendspace.com/file/4hlm79) [42.63MB] for RoM 2.7+

Polish Empire Patch
Fixes sounds and diplomacy texts for Polish Empire in RoM
Requires: Polish Empire Main Pack v1.3 or above
Download: Polish Empire Patch v1.0 (http://www.sendspace.com/file/lergjo) [0.05MB] for RoM 2.7test2
Download: Polish Empire Patch v1.01 (http://www.sendspace.com/file/m27x53) [0.05MB] for RoM 2.7, 2.71


**************************


Better Terrain [not modular]
This modmod improves textures of terrain, 2 buildings, 12 resources, some routes and 2 improvements. Based on Blue Marble and Improved Graphics for CIV (by Chuggi).
Download: Better Terrain v1.0 [not modular] (http://www.sendspace.com/file/niozbr) [24.42MB] for RoM 2.7+

Better Leaderheads [not modular]
This modmod improves textures and meshes of 53 RoM leaderheads. Based on Blue Marble and Improved Graphics for CIV (by Chuggi).
Download: Better Leaderheads v1.0 [not modular] (http://www.sendspace.com/file/zl5ml8) [30.91MB] for RoM 2.7+



more soon...

================================================== ==========================
Changes in newest CoreDLL
New Attributes:
Build Attributes
TerrainChange - changes terrain after build completed. (attribute used in Terraforming modmod)
FeatureChange - changes feature after build completed. (attribute used in Plant Forest and Make Jungle modmods)

Civic Attributes
iAttitudeShareMod - modifier on attitude with other leaders that have this civic. (attribute used in Civics Attitude modmod)
iEnslavementChance - chance that slaves will be captured from defeated units. (attribute used in Enslavement modmod)

CultureLevel Attributes
iCityRadius - changes the cities plot radius, only 1, 2 or 3 are valid entries. (attribute used in 3 Plot Radius modmod)

Improvement Attributes
iHealth - changes amount of health added to the city. (attribute used in Industry (http://forums.civfanatics.com/showthread.php?t=324146) modmod)

Route Attributes
bSeaTunnel - makes plots available for land units (attribute used in Sea Tunnel modmod)

================================================== ==========================

jooyo
Mar 20, 2009, 02:31 PM
OLD ADDONS FOR PREVIOUS ROM VERSIONS:

RoM - Graphic Pack v1.01 by Jooyo
This addon add better graphic in many parts of game. Details in Readme.
Screenshttp://i43.tinypic.com/v4qt8i.jpg
Readme:[addon]RoM - Graphic Pack v1.01 by Jooyo
================================================== ====
DESCRIPTION:

RoMGP improve textures of
- terrain
- buildings
- resources
- routes
- improvements
- leaderheads
- interface (+adding new Brown Interface)

================================================== ====
CREDITS:

Most of textures are from:
- Blue Marble
- Improved Graphics for CIV (by Chuggi)
- Thomas' War (by tsentom1)

================================================== ====
INSTALL:

Just copy and replace all files in Rise of Mankind folder.

================================================== ====
BROWN INTERFACE

To enable Brown Interface open MLF_CIV4ModularLoadingControls.xml file in
"Rise of Mankind (WoC Lite)\Assets\Modules\Interface"and change <bLoad>0</bLoad> for "Civ4 Brown Theme"
to <bLoad>1</bLoad>

Download: RoM - Graphic Pack v1.01 (for RoM 2.63 WoC Lite) (http://www.sendspace.com/file/lz0a5f)
Download: RoM - Graphic Pack v1.0 (for RoM 2.62 and earlier) (http://www.sendspace.com/file/hxlulk)


RoM WoC Lite - Better Gameplay v1.20 by Jooyo (for RoM2.63)
This addon expand Rise of Mankind with new elements.
Description how to disable unwanted modules is in Readme
Screenshttp://i44.tinypic.com/315d2lu.jpg
http://i42.tinypic.com/rle2a0.jpg
http://i43.tinypic.com/2qs9x0g.jpg
http://i40.tinypic.com/5kg8av.jpg
http://i39.tinypic.com/2rqoe48.jpg
http://i44.tinypic.com/315d2lu.jpg
http://i43.tinypic.com/fu2cmg.jpg
http://i40.tinypic.com/2qaigi0.jpg
http://i40.tinypic.com/2112ywp.jpg
http://i43.tinypic.com/2m32s28.jpg
Readme:[addon]RoM2.63 - Better Gameplay v1.20 by Jooyo
================================================== ====
CREDITS:

Merged mods(fully or partially):
- Bridges & Tunnels by Patar
- Bridge Art Model by Refar
- Golden Gate Bridge by Tsentom1
- Polish Empire (by Asioasioasio)
- Teraform
- Convert Production to Espionage v1.2 (by Jon Deane)
- Tech Era Limit (by jdog5000)
- PolUniqueGP (by Sioux)
- Tornado and volcano events (by AAranda)
and more...

================================================== ====
CHANGELOG:

RoM2.63 - Better Gameplay v1.2

Main Changes
===============
CHANGED: Converted to work with RoM 2.63

Sea Colony
===============
STATUS: BETA (AI don't found Sea Colonies yet)
CHANGED: Biodome model
CHANGED: SeaFarm model
CHANGED: Better button for Sea Settler
CHANGED: Better button for Sea Worker
CHANGED: New button for Tunnel
CHANGED: Sea Colonies can't build: Aqueduct, Observatory, Arcology, Military Airbase, Commercial Airport
CHANGED: Sea Colonies can't be found on Coast
FIXED: Rewrited moving on Tunnels code
FIXED: AI now correctly moving on Tunnels and can attack enemy's Sea Colonies
FIXED: Biodome model now correcly appearing on Sea Colonies plots (centered)
FIXED: No other routes than Tunnels appearing on Sea Colonies plots
ADDED: New Global Define 'SEA_COLONY_ENABLED' in GlobalDefinesAlt.xml (default on)
ADDED: New Global Define 'SEA_COLONY_MAX_DISTANCE' in GlobalDefinesAlt.xml (default 10)
FIXED: AI for Sea Worker is working correctly
CHANGED: Sea Colony Mod is now integrated with RoM (no longer module)
CHANGED: Biodome provide for Sea Colony bonus (+1/+1/+1) on water tiles
FIXED: Biodome no longer available for build and during advanced start
FIXED: Founding Sea Colonies (also during advanced start) is available only after discover 'MEGASTRUCTURE ENGINEERING' tech.

Bridges
===============
STATUS: ALMOST COMPLETED (AI don't build bridges yet; no move bonus)
ADDED: Bridges now connecting resources
FIXED: Rewrited moving on bridges code
FIXED: AI now correctly moving on bridges
CHANGED: Rewrited all bridges code for optimizing and future changes
ADDED: New Global Define 'BRIDGES_ENABLED' in GlobalDefinesAlt.xml (default on)
ADDED: New Global Define 'BRIDGES_RANGE' in GlobalDefinesAlt.xml (default 2)
CHANGED: Bridges Mod is now integrated with RoM (no longer module)
FIXED: Bridge improvement no longer available during advanced start

Terraforming
===============
STATUS: COMPLETED
CHANGED: Rewrited all terrafoming code for optimizing and future changes
REMOVED: Code for terraforming in Python
FIXED: Workers now correcly ending tasks
ADDED: Some new terrafoming paths
ADDED: New build option - Raise Elevation
ADDED: New build option - Lower Elevation
ADDED: New Global Define 'TERRAFORMING_ENABLED' in GlobalDefinesAlt.xml (default on)
CHANGED: Terraforming of plots takes more time.
CHANGED: Terraforming is now integrated with RoM (no longer module)
FIXED: AI should use simple Terraforming

Polish Civilization
===============
FIXED: Graphical glitch in Caravel

Other changes
===============
ADDED: MAP: 'ADDON - RFC18 (enlarged Europe)' - with Preset Civs and Bonuses
REMOVED: Missionary Sounds (RoM2.62 have it already)



RoM2.62 - Better Gameplay v1.11

Main Changes
===============
CHANGED: Converted to work with RoM2.61



RoM2.61 - Better Gameplay v1.10

Main Changes
===============
CHANGED: Converted to work with RoM2.61

Module Changes
===============
ADDED: Espionage Process Module
ADDED: Tech Limit
ADDED: Unique GP names for Poland Empire
ADDED: Tornado and volcano events - integrated with RoM
ADDED: Sea Colony Module
REMOVED: "Better Bunker" (this model is now in RoM2.61)
REMOVED: Abandon/Raze City Mod (my version of this module don't work with new BUG mod)
FIXED: AI can use Terraforming



RoM2.6 - Better Gameplay v1.05

Initial release


================================================== ====
MODULES:

Name: Terraforming
To disable: set 'TERRAFORMING_ENABLED' in GlobalDefinesAlt.xml to 0
Desc: Workers can Terraform, raise and lower elevation of plots and plant Forest and Jungle.
Terraforming paths are:
Snow -> Tundra, Tundra -> Plains , Desert -> Plains, Marsh -> Plains, Plains -> Grassland

Name: Bridges
To disable: set 'BRIDGES_ENABLED' in GlobalDefinesAlt.xml to 0
To change range of Bridges: change 'BRIDGES_RANGE' in GlobalDefinesAlt.xml to other value
Desc: Workers can build a Bridges on sea (default is 2 water plots long). Bridges connecting resources. AI can move on Bridges.
Todo: AI for build bridges

Name: Sea Colony
To disable: set 'SEA_COLONY_ENABLED' in GlobalDefinesAlt.xml to 0
To change max distance from own cities for founding sea colonies: change 'SEA_COLONY_MAX_DISTANCE' in GlobalDefinesAlt.xml to other value
Desc: You can now found sea colonies! This module also add new route (Tunnel), 2 new units (Sea Settler, Sea Worker), 1 improvement (Sea Farm). Sea Colonies can't be found on Coast and can't build some building (Airports for example)
Todo: AI for Sea Settler

Name: Missing Wonder Movies
To disable: -
Desc: Adds missing Wonder Movies like:
A.Smith Trading Company
Circus Maximus
Marco Polo
Newton University
Pont du Gard
Silkroad
Theater of Dionysis
Space Station
SDI

Name: Flying Spaceship
To disable: remove Modules\Custom Units\Flying Spaceship
Desc: Fusion Ships are now a real spaceships! They can move over all terrains: lands and seas!

Name: Poland Empire
To disable: remove Modules\Custom Civilization\Poland
Desc: This module add Poland Empire to game - plus 5 unique units and one unique building for it.

Name: Better Nuke
To disable: -
Desc: Nukes can now completly destroy small city! Nukes are also little stronger. For example city (size 20) can be completely destroyed after using 3 nukes on it.

Name: War Improvements
To disable: remove Modules\Custom Extras\War Improvements
Desc: New unit - Sapper, better bunker (graphic only), minefield (give +10% damage for ENEMY units moving on minefield) and Entanglement (+15% defense bonus). Sapper building Road, Bunker, Minefield, Entanglement and can disarm minefield.
Todo: AI for new builds

Name: Missile Launcher
To disable: remove Modules\Custom Units\Missile Launcher
Desc: New unit: Rocket Launcher - can transport 3 rockets.

Name: Espionage Process
To disable: remove Modules\Custom Extras\EspionageProcess
Desc: This mod allows you to convert 100% of production in a city to espionage (with Paper) like you can with research and culture.

Name: Tech Limit
To disable: -
To change Era Limit: change 'MAX_TECH_LIMIT' in GlobalDefinesAlt.xml to other value
Desc: Tech Limit will stop research for all players at a specified era. Techs which are disallowed by era will still appear in the tech tree but will be red and cannot be selected. When an AI civ has exhausted all available research avenues they will turn their science slider to 0. By default the tech rate is halted in the Future era (which is RoM default).

Name: Tornado and volcano events
To disable: -
Desc: This is only visual events:
-VOLCANO When volcano event triggers , appears a real volcano in the spot affeccted spitting fire and ashes for a few turns to the adjacent spots
-TORNADO When vicious tornado event triggers , appears a real tornado in the spot affeccted for a few turns

Name: Satellite
To disable: remove Modules\Custom Units\Satellite
Desc: This mod adding new unit - Satellite (recon unit). It is invisible for most units and only other satellites can see it. Second added unit is ISS, which you can get after build ISS project. ISS unit can transport 2 rockets and have all abilities of satellite.


================================================== ====
INSTALL:

Just copy and replace all files in Rise of Mankind folder.

================================================== ====

Download: RoM2.63 WoC Lite - Better Gameplay v1.20 (http://www.sendspace.com/file/5bnn1w)
Download: RoM2.62 - Better Gameplay v1.10 to v1.11 (compatibility patch) (http://www.sendspace.com/file/zp9qzu)
Download: RoM2.61 - Better Gameplay v1.10 (http://www.sendspace.com/file/0l923i)
Download: RoM2.6 - Better Gameplay v1.05 (http://www.sendspace.com/file/d2wltx)

zerog117
Mar 20, 2009, 05:54 PM
looks great

darkecl
Mar 20, 2009, 06:43 PM
great, but dont have satellite recon ?

Munger
Mar 20, 2009, 08:01 PM
Yes where's the satellite? :(

But otherwise I'm glad this is finally released - been waiting for it ever since it was first announced. Thanks for your hard work!

Chiyochan
Mar 21, 2009, 10:20 AM
does it include the combat details mod?

Dancing Hoskuld
Mar 21, 2009, 02:25 PM
does it include the combat details mod?

That is already in RoM 2.6 since it is part of the included version of BUG.

jooyo
Mar 22, 2009, 07:41 AM
does it include the combat details mod?
Yes this is included in RoM2.6 so I deleted all references in my addon.

great, but dont have satellite recon?
I planning release it in next addon version. It still need some tests.. I don't have time to convert it to RoM2.6 yet. But i think it'll available soon.

What I planning in next version?
Fix bugs, add satellite module, fix abandon/raze city mod...and maybe something new :)

Chiyochan
Mar 24, 2009, 04:08 PM
That is already in RoM 2.6 since it is part of the included version of BUG.
guess I'll just have to wait for it, I dont have 2.6 because the ROM GEM map is built for 2.5 =/

DRJ
Mar 28, 2009, 10:14 AM
guess I'll just have to wait for it, I dont have 2.6 because the ROM GEM map is built for 2.5 =/

...no you don't. GEM for 2.5 works with 2.6 as well. Hafe fun!!!

P.S. if you cant run GEM because of performance difficulties in late game, try GEM (old world) - I am just playing it right now (with ROM 2.6) and it really rocks...

royal62184
Apr 02, 2009, 09:28 AM
Question:
At what technologies is terraforming an option? My computer can only handle smaller maps (standard and smaller) and I never make to the later part of the tech tree most of the time. So I was curious when terraforming is an option?

jooyo
Apr 02, 2009, 10:29 AM
Terraforming is available after discover of PLANETARY ECONOMICS tech. i think this is in future era ... If this is for you to late you can manually change Prereq Tech for Terraforming in TerraBridge_CIV4BuildInfos.xml file.
In next version I'll also add planting forest/jungle (PAPER/ECOLOGY tech).

jooyo
Apr 08, 2009, 03:04 AM
New version of Better Gameplay available in first post.

Bastian-Bux
Apr 08, 2009, 08:59 AM
Does it include planting forests and jungle?

jooyo
Apr 08, 2009, 09:34 AM
YES, i have forgot mention about it in readme...

Munger
Apr 08, 2009, 01:05 PM
This mod is an essential addon for RoM in my opinion. Thanks for your hard work Jooyo! :)

Zap is intending to release 2.62 tomorrow and I was hoping to play it over the Easter weekend, so is there any chance at all that you could release an update to your mod tomorrow as well? Sorry, I know it's a big ask. Or maybe an update won't be needed if zap's changes in 2.62 are minor?

jooyo
Apr 08, 2009, 03:09 PM
Of course, I'll check 2.62 update tommorow and if nessesery I'll upload a patch for my addon :)

Munger
Apr 08, 2009, 03:26 PM
I can't thank you enough! Hats off to you, sir. :)

jooyo
Apr 09, 2009, 05:19 AM
I have uploaded RoM2.62 - Better Gameplay v1.11 (compatibility patch). Download link is in first post. This patch makes only addon compatible with RoM2.62 (no other changes).

zappara
Apr 09, 2009, 05:20 AM
Wow, that was fast! ;)

Munger
Apr 09, 2009, 06:36 PM
I have uploaded RoM2.62 - Better Gameplay v1.11 (compatibility patch). Download link is in first post. This patch makes only addon compatible with RoM2.62 (no other changes).

Brilliant! Much obliged Jooyo for such a fast update after 2.62. A wonderful Easter of Civ + RoM + Jooyo's mod awaits! Thank you. :goodjob:

jooyo
Apr 10, 2009, 12:23 AM
You're welcome :)

Bastian-Bux
Apr 14, 2009, 09:54 AM
Its possible to plant forests in a region that does already have forest... plus if you order two workers to plant a forest you pay twice.

jooyo
Apr 14, 2009, 10:08 AM
Yes I confiming this too. I'll fix this in next vesion.

Bastian-Bux
Apr 15, 2009, 08:49 AM
To add bug reports I can't terraform (symbol isn't showing up) nor raze buildings/cities though this might be lack of documentation. ^^

Revolutionist
Apr 15, 2009, 12:43 PM
To add bug reports I can't terraform (symbol isn't showing up) nor raze buildings/cities though this might be lack of documentation. ^^

In regards to terraforming.. For me, the icon showed up (as greyed out) in the modern era. It gets unlocked in the late future. Perhaps you didn't get that far in?

jooyo
Apr 15, 2009, 02:00 PM
@Bastian-Bux
raze buildings/cities isn't in my addon anymore. You can find it in new RoM patch.
Terraforming have prereq tech from future era :)

DRJ
Apr 15, 2009, 03:12 PM
Regarding the razing buildings for gold modification: I like it but found an exploit - if you have a wonder that grants a certain building for every city and you attempt to raze that freely given building in another city, you get the gold for it but it is still in place, making it possible to sell it again and again and again... well that should be dealt with, I think. Of course as only human players use the razing option its not that big of a problem, but anyway...

Dancing Hoskuld
Apr 15, 2009, 03:29 PM
Regarding the razing buildings for gold modification: I like it but found an exploit - if you have a wonder that grants a certain building for every city and you attempt to raze that freely given building in another city, you get the gold for it but it is still in place, making it possible to sell it again and again and again... well that should be dealt with, I think. Of course as only human players use the razing option its not that big of a problem, but anyway...

Yea, I noticed that and I am thinking about how to solve it ;)

Bastian-Bux
Apr 16, 2009, 04:40 AM
To be more precise: I can't terraform while researching future tech 4...

jooyo
Apr 16, 2009, 05:06 AM
@Bastian-Bux. Did you using newest version of my addon - 1.10 (for RoM2.61) or with patch 1.10-1.11 (for RoM2.62)?

Bastian-Bux
Apr 16, 2009, 07:57 AM
Newest version. I'm playing Rom 2.62 with your patch 1.11

Bastian-Bux
Apr 16, 2009, 07:59 AM
Oh and its not a fully clean install, its 2.61 patched with 1.10 then 2.62 on top, then 1.11 this might be the reason, though maybe you should take a look if a clean 2.62+1.11 has the same problem..

jooyo
Apr 16, 2009, 08:56 AM
its 2.61 patched with 1.10 then 2.62 on top, then 1.11
This is a problem because patch 2.62 replaced mod's DLL.
My addon need to be installed after RoM 2.62

Bastian-Bux
Apr 16, 2009, 02:17 PM
I did, I installed 1.11 after 2.62 still I#ll try a clean fresh install with your next version. Maybe its just the overlap of several versions which ist causing trouble.

jooyo
Apr 16, 2009, 03:53 PM
@Bastian-Bux
Try install in this order:
...RoM2.62 -> Addon v1.10 -> Addon v1.11
If you do this and terraforming still didn't work try new game.

jooyo
Apr 17, 2009, 08:22 AM
If anyone find any bugs please post here. I making new version of Gameplay Addon and i want focus on bug fixing. Changes so far:
RoM2.6 - Better Gameplay v1.15 (for RoM2.62)

NEW: Map 'ADDON - RFC18 (enlarged Europe)' - with Preset Civs and Bonuses
NEW: Examine City on Conquest
NEW: Customized Civic screen
ADDED: Max distance from own cities for founding sea colonies is set default to 10
ADDED: Define 'SEA_COLONY_MAX_DISTANCE' in GlobalDefinesAlt.xml
CHANGED: Sea Colonies can't be found on Coast.
CHANGED: Bridges now connecting resources.
REMOVED: Missionary Sounds (RoM2.62 have it already)

Deon
Apr 18, 2009, 06:43 AM
NEW: Examine City on Conquest
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
This is the thing ALL mods need! We should know first what are we going to raze/keep.

Will 1.15 be Megapack compatible?

jooyo
Apr 18, 2009, 07:02 AM
I think yes, but i need check this.

Dancing Hoskuld
Apr 25, 2009, 05:23 PM
I get a strange city placement suggestion in the sea! See attached diagram. This only happens when I add your better game play (1.10 with patch 1.11) to RoM 2.62 full. The example below is from an advance start but I am getting them in normal play as well.

jooyo
Apr 28, 2009, 02:32 PM
Ok I'll try fix this.

For now I rewrited all terrafoming and sea bridges code. Modules are optimized and fast. Some python code is also rewrited to c++ for speedup. Now is possible to setting range for sea bridges! :) Also some new Terraforing options are added.

I planning to merge Terraforming, Bridges and Sea Colonies directly to RoM (no more folders in Modules) to speedup loading time and better compatibility. Turning off this modules will be possible by editing GlobalDefinesAlt.xml file.
I think this is easier and better solution ;)

cr0ws
Apr 29, 2009, 04:25 AM
Hello Jooyo!

First off, I love this mod and I think it should be permanently integrated into ROM, especially the terraforming feature.:goodjob:

Secondly, I've found a little graphical glitch in the Polish caravel model animation, It leaves a purple water trail as it moves.

http://img516.imageshack.us/img516/7774/civ4screenshot0002.jpg

jooyo
Apr 29, 2009, 01:41 PM
I planning to release new version of Better Gameplay this week. Now I testing and fixing issues.

CHANGELOG:
RoM2.6 - Better Gameplay v1.2 (for RoM2.62)

Sea Colony
===============
STATUS: BETA (AI don't found Sea Colonies yet)
CHANGED: Biodome model
CHANGED: SeaFarm model
CHANGED: Better button for Sea Settler
CHANGED: Better button for Sea Worker
CHANGED: New button for Tunnel
CHANGED: Sea Colonies can't build: Aqueduct, Observatory, Arcology, Military Airbase, Commercial Airport
CHANGED: Sea Colonies can't be found on Coast
FIXED: Rewrited moving on Tunnels code
FIXED: AI now correctly moving on Tunnels and can attack enemy's Sea Colonies
FIXED: Biodome model now correcly appearing on Sea Colonies plots (centered)
FIXED: No other routes than Tunnels appearing on Sea Colonies plots
ADDED: New Global Define 'SEA_COLONY_ENABLED' in GlobalDefinesAlt.xml (default on)
ADDED: New Global Define 'SEA_COLONY_MAX_DISTANCE' in GlobalDefinesAlt.xml (default 10)
FIXED: AI for Sea Worker is working correctly
CHANGED: Sea Colony Mod is now integrated with RoM (no longer module)
CHANGED: Biodome provide for Sea Colony bonus (+1/+1/+1) on water tiles
FIXED: Biodome no longer available for build and during advanced start
FIXED: Founding Sea Colonies (also during advanced start) is available only after discover 'MEGASTRUCTURE ENGINEERING' tech.

Bridges
===============
STATUS: ALMOST COMPLETED (AI don't build bridges yet; no move bonus)
ADDED: Bridges now connecting resources
FIXED: Rewrited moving on bridges code
FIXED: AI now correctly moving on bridges
CHANGED: Rewrited all bridges code for optimizing and future changes
ADDED: New Global Define 'BRIDGES_ENABLED' in GlobalDefinesAlt.xml (default on)
ADDED: New Global Define 'BRIDGES_RANGE' in GlobalDefinesAlt.xml (default 2)
CHANGED: Bridges Mod is now integrated with RoM (no longer module)
FIXED: Bridge improvement no longer available during advanced start

Terraforming
===============
STATUS: COMPLETED
CHANGED: Rewrited all terrafoming code for optimizing and future changes
REMOVED: Code for terraforming in Python
FIXED: Workers now correcly ending tasks
ADDED: Some new terrafoming paths
ADDED: New build option - Raise Elevation
ADDED: New build option - Lower Elevation
ADDED: New Global Define 'TERRAFORMING_ENABLED' in GlobalDefinesAlt.xml (default on)
CHANGED: Terraforming of plots takes more time.
CHANGED: Terraforming is now integrated with RoM (no longer module)
FIXED: AI should use simple Terraforming

Polish Civilization
===============
FIXED: Graphical glitch in Caravel

Other changes
===============
ADDED: MAP: 'ADDON - RFC18 (enlarged Europe)' - with Preset Civs and Bonuses
ADDED: Examine City on Conquest (Mod)
ADDED: Customized Civic screen (Mod)
REMOVED: Missionary Sounds (RoM2.62 have it already)

Dancing Hoskuld
Apr 29, 2009, 04:44 PM
@jooyo, isn't examine city on conquest in RoM 2.7?

BTW that screen I posted above was from an advance start game. When I continues playing, to test some stuff I am working on, I noticed that the AI had started with many cities off the coast.

jooyo
Apr 29, 2009, 11:23 PM
Yes Examine city is in RoM2.7. I have added it some time ago, when I don't expect it in RoM.

jooyo
May 02, 2009, 03:33 AM
New RoM - Better Gameplay 1.2 is available to download (in first post).

CHANGELOG:
RoM2.63 - Better Gameplay v1.2

Main Changes
===============
CHANGED: Converted to work with RoM 2.63

Sea Colony
===============
STATUS: BETA (AI don't found Sea Colonies yet)
CHANGED: Biodome model
CHANGED: SeaFarm model
CHANGED: Better button for Sea Settler
CHANGED: Better button for Sea Worker
CHANGED: New button for Tunnel
CHANGED: Sea Colonies can't build: Aqueduct, Observatory, Arcology, Military Airbase, Commercial Airport
CHANGED: Sea Colonies can't be found on Coast
FIXED: Rewrited moving on Tunnels code
FIXED: AI now correctly moving on Tunnels and can attack enemy's Sea Colonies
FIXED: Biodome model now correcly appearing on Sea Colonies plots (centered)
FIXED: No other routes than Tunnels appearing on Sea Colonies plots
ADDED: New Global Define 'SEA_COLONY_ENABLED' in GlobalDefinesAlt.xml (default on)
ADDED: New Global Define 'SEA_COLONY_MAX_DISTANCE' in GlobalDefinesAlt.xml (default 10)
FIXED: AI for Sea Worker is working correctly
CHANGED: Sea Colony Mod is now integrated with RoM (no longer module)
CHANGED: Biodome provide for Sea Colony bonus (+1/+1/+1) on water tiles
FIXED: Biodome no longer available for build and during advanced start
FIXED: Founding Sea Colonies (also during advanced start) is available only after discover 'MEGASTRUCTURE ENGINEERING' tech.

Bridges
===============
STATUS: ALMOST COMPLETED (AI don't build bridges yet; no move bonus)
ADDED: Bridges now connecting resources
FIXED: Rewrited moving on bridges code
FIXED: AI now correctly moving on bridges
CHANGED: Rewrited all bridges code for optimizing and future changes
ADDED: New Global Define 'BRIDGES_ENABLED' in GlobalDefinesAlt.xml (default on)
ADDED: New Global Define 'BRIDGES_RANGE' in GlobalDefinesAlt.xml (default 2)
CHANGED: Bridges Mod is now integrated with RoM (no longer module)
FIXED: Bridge improvement no longer available during advanced start

Terraforming
===============
STATUS: COMPLETED
CHANGED: Rewrited all terrafoming code for optimizing and future changes
REMOVED: Code for terraforming in Python
FIXED: Workers now correcly ending tasks
ADDED: Some new terrafoming paths
ADDED: New build option - Raise Elevation
ADDED: New build option - Lower Elevation
ADDED: New Global Define 'TERRAFORMING_ENABLED' in GlobalDefinesAlt.xml (default on)
CHANGED: Terraforming of plots takes more time.
CHANGED: Terraforming is now integrated with RoM (no longer module)
FIXED: AI should use simple Terraforming

Polish Civilization
===============
FIXED: Graphical glitch in Caravel

Other changes
===============
ADDED: MAP: 'ADDON - RFC18 (enlarged Europe)' - with Preset Civs and Bonuses
REMOVED: Missionary Sounds (RoM2.62 have it already)

EDIT: I have also added source files to first post

zappara
May 02, 2009, 12:05 PM
I'll be making v2.63 patch for regular RoM and for Megapack soon - just been busy with barbeque parties last couple days that I haven't had time to make and release those. ;) WoC Lite version is for now an alternative RoM version and it might contain some unfound bugs from the merging process. I do not yet know if I'll use WoC Lite in RoM v2.7 or will I keep using RevDCM as a base - it depends on what glider decides to do with his mod...

Munger
May 02, 2009, 08:49 PM
Jooyo, any chance of a version of Better Gameplay for Zap's new 2.7 test version?

jooyo
May 03, 2009, 06:41 AM
@Zappara
I thought this RoM 2.63 WoC lite is new RoM version so I maked addon to this new release...My mistake ;)

@Munger
If I'll have some time - yes. But 2.7 is only test1 release so I don't planning to make any upgrade patch for addon.

zappara
May 03, 2009, 11:01 AM
v2.63 patch is uploaded now for regular RoM version.

Soul oWar
May 04, 2009, 09:44 AM
Brown interface doesn't work with WoC Lite.. (missing some button the screen has been reformated...)

Just wanted to point it out

jooyo
May 04, 2009, 12:09 PM
OK, thanks for raport. I'll fix this soon

climat
May 09, 2009, 06:58 AM
I got xml error messages when computer loaded xml files for starting game. :crazyeye:
One message mentioned 'code <bfoundsea>1<bfoundsea/>' related problem.
and Other messages (so many messages) mentioned CIV4UnitArtStyleTypeInfos.xml and CIV4UnitInfos.xml had problem..

jooyo
May 10, 2009, 11:16 AM
@climat Did you using BG v1.20? If yes, maybe you replaced CIV4UnitSchema.xml file in RoM/Assets/xml/units/ folder ?

Munger
May 10, 2009, 11:17 AM
Hey Jooyo, any news on a possible version of Better Gameplay for 2.7test1? I've got a dilemma as I love Better Gameplay but I also love the changes so far in RoM 2.7!

jooyo
May 10, 2009, 11:41 AM
I can't make addon for RoM2.7test1 because there are too much changed source files in newest addon and this will be big step backward... If RoM2.7test2 will incorporate RevDCM v2.0 I'll make it for this version :) Why? Because RevDCM2.0 have incorporated some of WoC Lite functions.

Soul oWar
May 10, 2009, 12:59 PM
You think you'll soon be able to convert the brown interface for Rom woc 2.63?

jooyo
May 10, 2009, 04:05 PM
Yes, I'm planning to release updated Better Graphic addon in this week. Stay tuned ;)

Soul oWar
May 10, 2009, 07:49 PM
Woohoo "happy dance"

jooyo
May 11, 2009, 12:44 AM
Graphic Pack addon updated.

Graphic Pack 1.01
Changes:
- brown interface is disabled by default (see readme how to enable it)
- converted to work with WoC like modular loading

climat
May 11, 2009, 04:21 AM
There was one module using original unit schema file.
So I replaced it and problem is fixed.

johny smith made dll change because of ranged bombardment problem.
Is dll in this addon same with that dll?

Soul oWar
May 11, 2009, 05:29 AM
When I use your brown interface I get an error with a xml file the Un Peacekeeper IFV custom unit. I fixed it by unloading the brown interface.. I really don't understand the problem...

I only added the graphic pack and added the information to load the brown interface...

Oh well... blue it is for now

jooyo
May 11, 2009, 08:53 AM
@climat
Addon is based on RoM2.63 WoC Lite and any later changes are not included.

@Soul oWar
Which RoM version you using? I tested it on RoM 2.63 WoC Lite and everything is working fine. Try install fresh mod (not modified by previous addon version)

Soul oWar
May 11, 2009, 11:34 AM
Might be that .. I'll try it later.... (don't want to waste me game...)

royal62184
May 11, 2009, 11:55 AM
AI should use simple Terraforming

Just curious what terraforming will the AI use.

Soul oWar
May 11, 2009, 12:27 PM
Work fine on a new clean install... sadly it crash my game .. so gonna use it after I finish my game...

But great work!

jooyo
May 11, 2009, 12:46 PM
@royal62184
AI should terraform terrains like snow, tundra, desert into plains

torchbs
May 11, 2009, 06:14 PM
I cant figure out for the life of me why this MOD wont load. The better game play mod that is.

I load the newest ROM 2.63 Woc lite and make sure it runs and it does and then extract the addon over top of it and it gets to the init xml and the program stops working.

This looks like an excellent mod, I just wish I could play it :)

Have you ever heard of this problem?

jooyo
May 11, 2009, 11:56 PM
@torchbs
Did you have Windows Vista? I heard that Vista is the problem... but I can't figure why...

Flay
May 12, 2009, 05:10 AM
I have uploaded RoM2.62 - Better Gameplay v1.11 (compatibility patch). Download link is in first post. This patch makes only addon compatible with RoM2.62 (no other changes).


is it compatible 2.63 ?

torchbs
May 12, 2009, 06:41 AM
@torchbs
Did you have Windows Vista? I heard that Vista is the problem... but I can't figure why...

Yes, I have Vista. Guess I need to format that crap off my system since this is the first mod that has sparked my interest in a long time. :)

Have you heard of any work-a-rounds for it?

jooyo
May 12, 2009, 09:41 AM
@Flay
Better gameplay v1.20 is compatible with RoM2.63WoC Lite. For regular 2.63, there is no compatible addon yet, sorry... next version I'm planning for regular RoM2.7 (maybe also for test2 release)

@torchbs
I'm trying solve this problem but with no effect yet...

royal62184
May 12, 2009, 10:37 AM
OMG please make this work w/ Vista. Please, please, please. Either way man, your addon is really good and I look forward to playing it one day.

royal62184
May 12, 2009, 11:58 AM
In addition, I noticed there is no terraforming associated with flood plains. What if a grassland was adjacent to a river, turning a grassland into a flood plain? Is that really even logical? I don't know to be honest.

torchbs
May 12, 2009, 08:26 PM
Here is the error i am getting in event log in Vista when trying to load you MOD.

Faulting application Civ4BeyondSword.exe, version 3.1.3.1, time stamp 0x48310000, faulting module CvGameCoreDLL.dll, version 3.1.7.0, time stamp 0x49f76fc3, exception code 0xc0000005, fault offset 0x000fe387, process id 0xbf8, application start time 0x01c9d3693d257e3e.

Sarkyn
May 27, 2009, 09:00 AM
I can confirm that WOC Lite does not work.

I have Windows Vista and I won't be changing it. I find Vistaphobia ridiculous.

Clean Folder
-> 2.62
-> 2.63 patch
(test game, it works)
-> WOC Lite
(xml init crash on load)

The error showing up on screen is something to do with GlobalDefines not being able to open the Font TGA files. I'm sorry if that's not very helpful - these font files are part of 2.62, not WOC, so I would look for changes in your XML related to font usage.

Perhaps the new interface?

Sarkyn
May 28, 2009, 01:39 AM
Further to this, is there an XML or file change I can make to turn off the new UI changes in WOC Lite?

If so, we might be able to at least identify the main part of the mod causing the XML init failure...

Let me know if I can be of assistance

Dancing Hoskuld
May 28, 2009, 02:16 AM
@Sarkyn, "RoM 2.63" and "RoM 2.63 Woc Lite" are two different builds of RoM, they install into different folders. Also have you installed Jooyo's Better Game Play addon? You don't mention it above. If not then you should be posting to the main RoM forum where more people are likely to see your posts. I don't think there is any game play differences between the two so just go back to the working RoM 2.63 unless that is you are installing some of the addons then I can't help.

Sarkyn
May 29, 2009, 03:08 AM
Hello,

Thank you for your post, a fellow Australian :)

I'm here because I'm trying to install the Jooyo's Better Game Play add-on. I thought that the download marked ROM 2.63 WOC Lite was some "Lite" version of the Better game-play for 2.63. I did wonder what WOC stood for :-)

Is there not a version of Jooyo's Better Game Play add-on for ROM (normal) 2.63 as yet?

jooyo
May 29, 2009, 10:38 PM
No, I'm not going to release addon for 2.63, becouse I don't have time to modding right now. Next addon will be for 2.7.
... so be patient :)

jooyo
Jun 13, 2009, 12:53 PM
I have updated some modules to modular WOC format. All new addons are tested on RoM2.7test2.

I'll not make addon pack anymore - only single modules. This will solve conflicts with other mods and makes update to newer RoM version easier and quicker. Also I have planning to expand dll with more functions and attributes.

jooyo
Jun 17, 2009, 12:42 PM
I'll update CoreDLL in next week. I'm going to make 3 plot radius module and maybe something else. So stay tuned :D. If anyone want to see another sdk mod in RoM, just tell me :)

Dancing Hoskuld
Jun 17, 2009, 05:54 PM
Since you asked there are two fairly old SDK mods out there that I think could be used to very good effect in RoM. They should make it possible for the AI (and player) to specialise their civs based on what they have available. They are Vicinity Bonus (http://forums.civfanatics.com/showthread.php?t=270539) and maybe Resource Tech Research Modifier Mod (http://forums.civfanatics.com/showthread.php?t=234120). Once in there would need to be some work done on everything XML to make use of them - so they are not an out of the box addon in that adding them does not imediately provide something to the player. However, it provides some interesting possibilities to modders and modmodders.

jooyo
Jun 17, 2009, 11:34 PM
Resource Tech Research Modifier and other modiefiers for Resources I have already merged to DLL :) This still need some tests, but I think it's done. I can merge next also Vicinity Bonus Mod.

vincentz
Jun 18, 2009, 12:31 AM
hey jooyo

Nice work! You seem to grasp the gamecore.dll pretty good (compiling and all that), and I wanted to ask you if you could help a fellow modder.

I made this Industry mod (http://forums.civfanatics.com/showthread.php?t=324146) that puts some factory improvemnts. They dont have pollution however, and thats my main issue. I really wanted a ihealthpercent working on the improvementinfos.xml same way it works on the featureinfos.xml (jungle/peatbogs).
The schemafile and xml editing is not a problem, but to implement it in the gamecore.dll that is a step to advanced for me. I think its "just" a matter of copying the feature ihealthpercent function and place it in the improvement section in CvInfos.cpp and CvInfos.h, though I might be very wrong about that. I would love any input/info/help/advise on the matter.

Cheers,
Vincentz

jooyo
Jun 18, 2009, 12:55 AM
@vincentz
Ok I'll check it out. I think changes in CvInfos.cpp and CvInfos.h aren't enough. Maybe some other files need changes, but I can do it ;)

vincentz
Jun 18, 2009, 04:44 AM
super cool :)

I already put a ihealthpercent in the industry_improvementinfos.xml above the ihappiness but that can be changed quickly if its position/name is wrong. Thanks alot :)

jooyo
Jun 18, 2009, 08:22 AM
I have uploaded new CoreDLL 1.01 and new 3 Plot Radius module v1.0.
There is some new attributes for bonuses in newest CoreDLL. I have added also to the archive updated schema.xml files with new attributes.

More next week ;)

jooyo
Jun 21, 2009, 07:53 AM
I have uploaded:
- Brown Theme
- Better Terrain [not modular]
- Better Leaderheads [not modular]

Deon
Jun 22, 2009, 12:42 PM
Great! Loving your mods, I am downloading them right now!

vincentz
Jun 22, 2009, 01:19 PM
just a small note :

Change in Rise of Mankind\Assets\XML\GlobalDefines.xml (line: 1184)
this lines:

<DefineName>CAMERA_CITY_ZOOM_IN_DISTANCE</DefineName>
<fDefineFloatVal>3500</fDefineFloatVal>

to this lines:

<DefineName>CAMERA_CITY_ZOOM_IN_DISTANCE</DefineName>
<fDefineFloatVal>4200</fDefineFloatVal>


The 4200 is too small (cannot see the top row) when playing with widescreen 1280x768
I'm playing with 4800 which shows half, and it could be 5000 to show the entire top row.
Otherwise : amazing mod :)

jooyo
Jun 22, 2009, 01:42 PM
Great! Loving your mods, I am downloading them right now!
It's nice to hear. :)

The 4200 is too small (cannot see the top row) when playing with widescreen 1280x768
I'm playing with 4800 which shows half, and it could be 5000 to show the entire top row.
Otherwise : amazing mod :)
I'm playing with 1024x768 and 4200 is enough. Thanks for note. I'll test it in another resolutions.
BTW vincentz: <iHealth> attribute for improvements is working great. I'm have testing it on your Industry mod. Only change that you need to do is replace <iHealthPercent> with <iHealth> in improvementinfo.xml. Of course this isn't percent anymore and will work like <ihappiness>. I'll upload CoreDLL soon with updated schema file (after some other tests and changes).

vincentz
Jun 22, 2009, 11:55 PM
BTW vincentz: <iHealth> attribute for improvements is working great. I'm have testing it on your Industry mod. Only change that you need to do is replace <iHealthPercent> with <iHealth> in improvementinfo.xml. Of course this isn't percent anymore and will work like <ihappiness>. I'll upload CoreDLL soon with updated schema file (after some other tests and changes).

:goodjob::goodjob::goodjob::goodjob::goodjob:
YES! I cant wait. It was my achilles heal on that mod, and now you made it work!

I owe you bigtime.

Afforess
Jun 23, 2009, 02:38 AM
I have some questions about the modified DLL. If I have other modules, do they need updating if I add yours to my game? Or do only modules with newer schema's get affected?

jooyo
Jun 23, 2009, 04:40 AM
I have some questions about the modified DLL. If I have other modules, do they need updating if I add yours to my game? Or do only modules with newer schema's get affected?
If you dont use new attributes, you don't need any schemas update in other modules. I have attached new schemas to CoreDLL only for mod makers. Old schemas also work with this modiefied dll.

zappara
Jun 23, 2009, 09:04 AM
RoM v2.7 will be using RevDCM 2.5 - you'll have to find RevDCM sources from their SVN repository as I didn't include them this time to RoM zip file (haven't downloaded sources yet).

Afforess
Jun 23, 2009, 05:37 PM
Do these addons work with 2.7?

jooyo
Jun 23, 2009, 10:25 PM
Not all. I will update my modmods today to 2.7.

Sarkyn
Jun 24, 2009, 11:12 AM
Not all. I will update my modmods today to 2.7.

Thank you, we appreciate the effort it takes and are content to await :)

Endwar 005
Jun 24, 2009, 11:53 AM
Where do I install the core dll?

jooyo
Jun 24, 2009, 02:22 PM
Files updated to new RoM 2.7 :)
In future you will need update only CoreDLL and Polish Empire Patch when new RoM version available. Other files I will update only when necessary.

In CoreDLL new attribute iHealth is working :) (but please test this)

Cheers ;)

Endwar 005
Jun 24, 2009, 03:17 PM
Never mind, thought it might have to be a more manual kind of installation.

jooyo
Jun 24, 2009, 03:23 PM
Where do I install the core dll?

Never mind, thought it might have to be a more manual kind of installation.
All modmods have folder structure in archive so installation is easy :)

Endwar 005
Jun 24, 2009, 03:26 PM
Well I've never really been able to realise a big difference between modular and non-modular stuff so I'm a little paranoid :)

vincentz
Jun 24, 2009, 07:37 PM
Files updated to new RoM 2.7 :)
In future you will need update only CoreDLL and Polish Empire Patch when new RoM version available. Other files I will update only when necessary.

In CoreDLL new attribute iHealth is working :) (but please test this)

Cheers ;)

:goodjob::goodjob::goodjob::goodjob::goodjob:
:goodjob::goodjob::goodjob::goodjob::goodjob:

:lol::lol::lol::lol::lol::lol::lol:

THANK YOU!
Working perfectly :)
Industry thread (http://forums.civfanatics.com/showthread.php?p=8169279#post8169279)

I had to tweak the gametext a bit. Not the right way I think but works (see picture)

Afforess
Jun 24, 2009, 11:06 PM
This is just an FYI, but the folder "Custom Builds" is not in the WOC module loading file (MLF_CIV4ModularLoadingControls.xml), so either you should rename the folder to one that is in the list, or have players add this line to it:

<Module>
<Directory>Custom Builds</Directory>
<bLoad>1</bLoad>
</Module>

Otherwise your modules won't ever load. I believe that applies to the plant forest, make jungle and terraforming.

jooyo
Jun 24, 2009, 11:41 PM
@Afforess but modules in Custom Builds loading with no problem ;) But I have updated this modules [silent update] ...Anyone who downloaded modules yesterday doesn't need downloading it again, becouse this update don't fix anything. I think my modules worked becouse RoM doesn't have full WoC support. Thank for post :)

@vincentz "I had to tweak the gametext a bit. Not the right way I think but works" - why don't right way? It says which improvement making pollution.

vincentz
Jun 25, 2009, 12:12 AM
yes and no. It says that if any improvement in my mod is making bad health (and maybe good health) then it will say Industry, but not the improvement name : Industry (light), industry (heavy) etc. I think its better that way (grouping them) since there isnt any other improvements using it in my mod other than the industries. But thanks again. Now my mod finally makes sense. :)

jooyo
Jun 25, 2009, 12:18 AM
yes and no. It says that if any improvement in my mod is making bad health (and maybe good health) then it will say Industry, but not the improvement name : Industry (light), industry (heavy) etc. I think its better that way (grouping them) since there isnt any other improvements using it in my mod other than the industries. But thanks again. Now my mod finally makes sense. :)
So we can now enjoy Industry mod!! :D. But maybe this is bug :/ Last when I test it it says which improvement making pollution. Maybe It don't display "(" or it just making shorter name...

Sarkyn
Jun 25, 2009, 06:03 AM
Jooyo,

Firstly - thankyou!

Secondly - a question. Are your 1-span and 2-span bridges in here somewhere?

I recall seeing them in the first posts on this thread, and would keenly like to see them. I love building infrastructure :-)

jooyo
Jun 25, 2009, 08:08 AM
@Sarkyn
No, bridges are not converted yet but I'm planning to make it in free time :)

@everyone who uses a 3 plot range modmod
City increasing size to 3 only on 2 last culture levels and this is not equal to culture range. I think this was a bad idea and I will change that soon...

Seidrik_The_Gray
Jun 25, 2009, 08:22 AM
Jooyoo, I really loved working with your mod-mods for ROM 2.62.

Now, with 2.7, I'm having a problem. From page one of this thread, I do not need to install the new DLL correct? These are the Mod-Mods that I am trying to use:

Polish Empire
Polish Empire Patch
Missile Launcher
Brown Interface
Better Terrain
Better Leaderheads

I installed ROM 2.7 first, then followed install in the above-mentioned order.

Game crashes while loading the XML.

Any ideas?

DRJ
Jun 25, 2009, 08:32 AM
@everyone who uses a 3 plot range modmod
City increasing size to 3 only on 2 last culture levels and this is not equal to culture range. I think this was a bad idea and I will change that soon...


That explains why, when I tested 3 plot range first by starting a game and gave my city 1million culture, quit WB then and saw it worked -
while in my real game nothing happened when I reached 3rd culture level... :D

vincentz
Jun 25, 2009, 08:47 AM
@everyone who uses a 3 plot range modmod
City increasing size to 3 only on 2 last culture levels and this is not equal to culture range.

I thought that was a good idea. I dont think it should change already at 3rd level. Maybe if you change it to 3rd level make 2 versions ;)

os79
Jun 25, 2009, 09:19 AM
I thought so!

My Internet wsa down last night because I wanted ot let you know but you beat me to it. Looking forward ot your fix for that! :goodjob:

DRJ
Jun 25, 2009, 09:28 AM
After some consideration, I think vincentz is right, because the human player would tend to abuse it and slingshot culture level3, while AI would not.

level 4 would be good, I think. Btw. how many levels are there atm?

jooyo
Jun 25, 2009, 01:35 PM
From page one of this thread, I do not need to install the new DLL correct? These are the Mod-Mods that I am trying to use:

Polish Empire
Polish Empire Patch
Missile Launcher
Brown Interface
Better Terrain
Better Leaderheads

Yes You don't need DLL. Is clean RoM working? If yes just install one modmod per time and check is RoM work and describe here what modmod making this crash. If there is any error please post screenshot.

I thought that was a good idea. I dont think it should change already at 3rd level. Maybe if you change it to 3rd level make 2 versions ;)
Yes maybe this is good idea ;) I will think about it

My Internet wsa down last night because I wanted ot let you know but you beat me to it. Looking forward ot your fix for that! :goodjob:
Ok I will maybe today upload 2nd version.

After some consideration, I think vincentz is right, because the human player would tend to abuse it and slingshot culture level3, while AI would not.

level 4 would be good, I think. Btw. how many levels are there atm?
There are 7 Culture Levels:

Cult.Lev (plots in 3 plot mod)
----------
None (1 plot)
Poor (1 plot)
Fledgling (2 plot)
Developing (2 plot)
Refined (2 plot)
Influential (3 plot)
Legendary (3 plot)

So what do you think?
But in game is only 5 culture level :/ In the file 7...

vincentz
Jun 25, 2009, 02:21 PM
1 vote for Refined. In game on epic its 1125 c-points, so its not straight away and not have to wait for modern. its also the level after where you get the 3rd range border expansion.

Seidrik_The_Gray
Jun 25, 2009, 05:14 PM
I reinstalled. Everything works except the Brown Interface v.1.0

Polish Empire - worked
Polish Empire Patch - worked
Missile Launcher - worked
Brown Interface - hung up during init XML
Better Terrain - worked
Better Leaderheads - worked

I installed ROM 2.7 first - worked

Endwar 005
Jun 25, 2009, 06:17 PM
There are 7 Culture Levels:

Cult.Lev (plots in 3 plot mod)
----------
None (1 plot)
Poor (1 plot)
Fledgling (2 plot)
Developing (2 plot)
Refined (2 plot)
Influential (3 plot)
Legendary (3 plot)

So what do you think?
But in game is only 5 culture level :/ In the file 7...
I think if you're going to stick with that then you could have a warning for it so people know. Also, I had the same city screen problem as vince, I couldn't see the 3rd tiles on the city screen with the same resolution, even with the 4200 change

os79
Jun 25, 2009, 08:09 PM
Yes You don't need DLL. Is clean RoM working? If yes just install one modmod per time and check is RoM work and describe here what modmod making this crash. If there is any error please post screenshot.


Yes maybe this is good idea ;) I will think about it


Ok I will maybe today upload 2nd version.


There are 7 Culture Levels:

Cult.Lev (plots in 3 plot mod)
----------
None (1 plot)
Poor (1 plot)
Fledgling (2 plot)
Developing (2 plot)
Refined (2 plot)
Influential (3 plot)
Legendary (3 plot)

So what do you think?
But in game is only 5 culture level :/ In the file 7...

Can you give me coding instructions on changing it to level developing instead of refined if you follow Vincentz's vote. Thanks!

EDIT: Forget it. I found it, in the first file in that module, the one about culture info. I modded it myself. Again thanks for that awesome mod! I am using both Vincentz and your mods because they are like Vincentz loves to say, "Simple as that!" *lol*

NBAfan
Jun 25, 2009, 09:44 PM
Jooyo I was wondering what the you changed from rom's dll?
Thanks

jooyo
Jun 26, 2009, 01:13 AM
I reinstalled. Everything works except the Brown Interface v.1.0

I have tested Brown Interface and it work even on clean RoM. I can't make this erros so can you tell me: What OS you are using?, Did you use other mods (I mean not my)? Did you use Blue Marble or other interface mods in Civ4?

Jooyo I was wondering what the you changed from rom's dll?
Thanks
I have added new attributes to this dll. These new attributes are described below mods.



I have uploaded new 3 Plot Radius modmod. I have just make it in 2 versions (in one archive). "Balanced" is work on last 2 culture levels, "Early" after city's culture expand. Are everyone happy? :)

vincentz
Jun 26, 2009, 01:58 AM
yep. just chanced my mind. started a new game where all the planned cities had some nice extra resources in 3rd range. might be using "Early" ;)

One thing I really like about the mod is ocean resources. Before they would "stick" with the coast or 1 plot from coast. That way you could know if there was an island before you saw it. With your mod the resources goes "off shore" meaning they can be found in the middle of the ocean making it impossible to predict an unseen island/continent.

jooyo
Jun 26, 2009, 02:53 AM
With your mod the resources goes "off shore" meaning they can be found in the middle of the ocean making it impossible to predict an unseen island/continent.
I don't know that :D

What about future plans? I want to week fix all bugs, next I will add new attributes for civics (like enslavement chance for defeated units and food consumption per population, maybe more) and convert my old Bridge mod (maybe I will change it a bit) :)

vincentz
Jun 26, 2009, 03:49 AM
Best way to explain is with pictures.

First picture. In "old" times having those resources would mean that there was some land to the right of them (or top or bottom). resources just didnt show up in the middle of the ocean, but was connected to coast or coast+1 making it faily easy to predict the presense of another island or continent.
http://forums.civfanatics.com/attachment.php?attachmentid=218996&stc=1&d=1246005780

Well. That has changed now. First time I experienced it I was like : What?! No!? Uh?! What the ... ?! ...................... NICE !

Second picture. (World builder) shows no traces of another continet or island :D
http://forums.civfanatics.com/attachment.php?attachmentid=218997&stc=1&d=1246005780

They are still connected to the mainland (in this case the mohawk land) but with coast +2 making it impossible to "see" other continents before you get caravels.

jooyo
Jun 26, 2009, 04:03 AM
Thanks for reply but this is spin-off effect for some DLL changes... This may appear also when you don't use 3 plot radius so I must fix this somehow...

vincentz
Jun 26, 2009, 04:14 AM
I dont see this in any way being a bug. even with the <no 3plot radius> there will still be coast and coast +1 resources, and I personally would have a lot of resources not being used by cities because of location in "old" times. Now you just cannot count on them anymore to show you "hidden" islands/continets.

os79
Jun 26, 2009, 06:13 AM
Here is a proposition for you master modmodders :D!

I don't ever use Slavery civic. Why? To me, it is stupid to strip my own citizens into slavery to hurry build stuff. In first place, it is arguable not realistic because historically slaves came from foreign POWs. Of course, there were slaves owing to going ino debts but that stripping of citizens presently in the game don't remotely resemble that.

So, I propose that you look at Total War mod and look for the code to do that, capturing an enemy and turning them into slaves or mercenaries. TW has it for slaves only but I like Vincentz's Warlord II idea too so I want both.

How about that? :D:D:D It can be COOL to have useful! Slavery civic.

Seidrik_The_Gray
Jun 26, 2009, 06:36 AM
@Jooyoo, I have blue marble already...but I had that prior to this version of RoM. Was your brown interface compatible previously, but not anymore?

vincentz
Jun 26, 2009, 07:08 AM
Here is a proposition for you master modmodders :D!

I don't ever use Slavery civic. Why? To me, it is stupid to strip my own citizens into slavery to hurry build stuff. In first place, it is arguable not realistic because historically slaves came from foreign POWs. Of course, there were slaves owing to going ino debts but that stripping of citizens presently in the game don't remotely resemble that.

So, I propose that you look at Total War mod and look for the code to do that, capturing an enemy and turning them into slaves or mercenaries. TW has it for slaves only but I like Vincentz's Warlord II idea too so I want both.

How about that? :D:D:D It can be COOL to have useful! Slavery civic.

I dont know how total war works, but I stumbled over some slavery python code that look VERY interesting a couple of days ago. It was something like : you have x% chance of capturing a unit if slavery civic enabled. This new unit could be a weak worker that disappears after work. I too almost never uses the "sacrifice half the population to get an archer" button. I havent tried it yet, but as it is now when an AI captures a settler he will dispand it, so maybe too with the slaves (though they seem to keep my warlords)

Edit : I hope you dont mind, and not feeling like I'm stepping on your toes Jooyo, but I took the liberty to make a small mod, as I wanted to have "normal" city view until I got the 3rd range. Its a GlobalDefins.xml mod but only changes 1 define which makes it the absolut smallest mod I ever made (less than 1 kb). It can be taken in and out of the mod folder as the standard define is already there (not adding anything). Let me know if you want to take a look at it ;). It could be usefull instead of describing how to change the cityzoom.

Dancing Hoskuld
Jun 26, 2009, 08:59 AM
Here is a proposition for you master modmodders :D!

I don't ever use Slavery civic. Why? To me, it is stupid to strip my own citizens into slavery to hurry build stuff. In first place, it is arguable not realistic because historically slaves came from foreign POWs. Of course, there were slaves owing to going ino debts but that stripping of citizens presently in the game don't remotely resemble that.

So, I propose that you look at Total War mod and look for the code to do that, capturing an enemy and turning them into slaves or mercenaries. TW has it for slaves only but I like Vincentz's Warlord II idea too so I want both.

How about that? :D:D:D It can be COOL to have useful! Slavery civic.

This is the stuff I have been working on and off for the past couple of months. I was aiming for getting the Civ 3 piracy (capture ships) back. It is based on the zEnslavement mod. However real life keeps getting in the way.

jooyo
Jun 26, 2009, 09:02 AM
I dont see this in any way being a bug. even with the <no 3plot radius> there will still be coast and coast +1 resources, and I personally would have a lot of resources not being used by cities because of location in "old" times. Now you just cannot count on them anymore to show you "hidden" islands/continets.
Yes you have right. But this mean that some of resources will be out of range and never used. So if I can fix it I'll fix it. But this is very minor "bug" so maybe it will stay like it is ;)


It can be COOL to have useful! Slavery civic.
I have wrote some post ago:
" (...)I want to week fix all bugs, next I will add new attributes for civics (like enslavement chance for defeated units and food consumption per population, maybe more)(...)"
So I will release Better Slavery Civic Modmod (I don't know how name it :P) .

@Jooyoo, I have blue marble already...but I had that prior to this version of RoM. Was your brown interface compatible previously, but not anymore?
I don't know is it compatible for previous versions (It's made for RoM2.7 or above), but try unninstall Blue Marble. I haven't more idea for your problem...

I hope you dont mind, and not feeling like I'm stepping on your toes Jooyo, but I took the liberty to make a small mod, as I wanted to have "normal" city view until I got the 3rd range. Its a GlobalDefins.xml mod but only changes 1 define which makes it the absolut smallest mod I ever made (less than 1 kb). It can be taken in and out of the mod folder as the standard define is already there (not adding anything). Let me know if you want to take a look at it ;). It could be usefull instead of describing how to change the cityzoom.
Of course you can make whatever you want :). But this mod is interesting and can I look at it ? Maybe this will solve some of my problems ;)

vincentz
Jun 26, 2009, 09:33 AM
There you go. I just tested it again and it works like a charm on saved games even though I didnt put it from the beginning. Could be usefull to put 2 versions in your mod : a Standard (4200) and a Widescreen (5000). Ofcourse it would be optimal that the cityscreen "knew" when it could use 3 range, but I think that would be impossible. This way I start out with the standard size, and when the time comes, I put the mod in Modules folder ([Balance] but can be everywhere) and vupti, I can see 3 range.

jooyo
Jun 27, 2009, 10:51 AM
I don't even know this xml is modable... But thanks for advice. :) Now, when I know that, I can convert also my old better nuke mod (which nukes ability to destroy small cities) :D And if you don't mind I will add your minimod to my 3 city radius mod.

jooyo
Jun 28, 2009, 08:14 AM
Enslavement modmod is nearly complete. I need more testing but I think this will one of the best modmods :D

strategyonly
Jun 28, 2009, 09:47 AM
Enslavement modmod is nearly complete. I need more testing but I think this will one of the best modmods :D

I hear that, i convinced Zebra9 to do it in the first place, but i cant get him to remake it:confused: so at least thx for trying, and if getting it done, thx alot.;)
But again, pls no dll/sdk stuff.

Gorey
Jun 28, 2009, 11:03 AM
is better gameplay 2.7 compatible?

jooyo
Jun 28, 2009, 11:29 AM
But again, pls no dll/sdk stuff.
I'm not going to make any python mods in future so all of my next modmods will be based on dll. Python is slower and not modable.

is better gameplay 2.7 compatible?
No, but most of better gameplay modules are converted to 2.7 to modable format. Missing ones I will release in future when its done.

Afforess
Jun 28, 2009, 11:25 PM
The three plot radius is fun, but has some sideeffects worth noting. First off, the AI doesn't use the concept. Their cities are placed too close together to really benefit from the increased radius. I recommend you alter the files that effect city placement, and increase the minimum from two tiles apart for cities to three tiles. Also, I find that size 25+ cities become more common, while this alone is not a bad thing, it forces players to do more micromanagement and it is nearly impossible to keep cities completely happy or health. For reference, I'm playing with the third level radius available at refined culture.

vincentz
Jun 29, 2009, 12:52 AM
The three plot radius is fun, but has some sideeffects worth noting. First off, the AI doesn't use the concept. Their cities are placed too close together to really benefit from the increased radius. I recommend you alter the files that effect city placement, and increase the minimum from two tiles apart for cities to three tiles.

If that can be done, then its a must! As it was with civ4 (and rom) before, the AI didnt even benifit from the second radius, but putting cities way too close with too much overlap (IMO). I, personally, dont plan cities for the 3rd range, but put them in "normal" range. But sometimes a resource pops up with a tech, and then its nice you can use it instead of just having a useless improvement. BTW I found another feature/bug : When a city only has culture level 1 it cannot use second range even though its inside cultural border.

Sarkyn
Jun 29, 2009, 05:46 AM
A little bit of feedback on City Size 3 mod:

Firstly, thank you very much. City Size 3 is now on my "can't play without it" list :)

On the positives:

- I love the direction this makes me lean as a player. I make fewer cities, and they're farther apart. Each city is "more" in every way as it can take it's pick from a larger range of tiles. That said, I can still scrunch them up and they can overlap each other if necessary (and indeed the AI does that). It does mean that I have to sacrifice early game security (closer together cities are easier to defend) to gain late-game mega-metropolises utilising massive amounts of tile space.

On the negatives:

There does seem to be an adverse effect in my current game due to the TILE based happiness modifiers on Shaft Mine.

If you do 3-city radius cities, there is the chance of so many more shaft mines being included in that radius that you come across mid-game happiness issues. These issues are sufficient to mean I'm going to have to stop using Shaft Mines altogether except for resource acquisition.

I think it's probably a fair trade off. I think it may well be. I know that all it took was mining only the unforested hills and some of my production cities are looking at -8 happy... Which is a big nasty hit to cope with, but I'm having to restructure my plans and build orders and managing to cope. Some of my best cities are still 1-2 unhappy, but without new tech, I can't help them. I'm going to have to engineer-rush some happiness wonders in mid-late game to sort that out...

Perhaps if you wanted to, you could include in your mod something to tone the unhappiness down somewhat, or make it only occur once. Otherwise "production cities" will end up looking very different - a lot less mines! :-)

Maybe reducing the unhappiness to -1 per shaft mine?

jooyo
Jun 29, 2009, 07:28 AM
Maybe reducing the unhappiness to -1 per shaft mine?
Yes, game with 3 city radius need balancing. If anyone else will vote for this I will change it. I'm not play yet with this modmod and I can't say which changes are good and balanced. So I'm open for proposal :)

vincentz
Jun 29, 2009, 07:44 AM
IMO there is plenty other choices than shaft-mines (windmills, cottages, lumbermills). I like it the way it is. And btw, its also on my "can't play without it" list ;)

jooyo
Jun 29, 2009, 11:36 AM
I'm preparing Civics Attitude modmod. It can change attitude to other leader who also have the same civic (for example: if you have using democracy and other leader using also democracy this modmod will give you extra +3 to attitude to this leader). Below list of attitude changes so far...

GOVERMENT:
======
REPUBLIC +3
DEMOCRACY +3
COMMUNIST +3

POWER:
======
SENATE +1
PARLIAMENT +1
PRESIDENT +2

SOCIETY:
======
MARXIST +2

ECONOMY:
======
PLANNED +1
CORPORATIST +1
KEYNESIAN 1
ENVIRONMENTALISM +3

RELIGION:
======
SECULAR +1
ATHEIST +2

WELFARE:
======

FUTURE:
======
PARADISE +3

Any suggestions?

jooyo
Jun 30, 2009, 03:42 AM
I have updated first post with:

CoreDLL v1.11 - added new 3 civics attributes, optimized 3 plot radius, some fixes
Enslavement + slave unit modmod - enslavement ability with slavery civic
Civics Attitude modmod - some attitude bonuses to other leaders who have the same civic (work only with some civics described above)

Also thanks to Vincentz I have updated 3 plot radius modmod. Now you no longer need to change anything manually :)

DRJ
Jun 30, 2009, 04:49 AM
Wow this is fantastic. Every day lots of new minimods/modules are released - actually, I can't play anything but a short testgame game in between, cause I want all the new stuff in my "real epic journey game". RoM is so alive, it's unbelievable!!!

(To be honest I'd like to see all minimods to be (optional) part of RoM 2.8, so all this dl, install, dl, install etc. thing is history, for example after a reinstall)


Hmmm after installing newest core.dll an error appeared while loading... (see screenie)

jooyo
Jun 30, 2009, 05:34 AM
OK I will fix this... give me 30 min ;)

Ok now should work. Please redownload latest CoreDLL and Enslavement modmod [I made silent update]

DRJ
Jun 30, 2009, 06:28 AM
Thx for fast fix! :D

Seidrik_The_Gray
Jun 30, 2009, 09:21 AM
I think that all religion civics beyond State Church should be +2 diplo bonus.

I also think that all civics should have a minimum benefit of +1 if shared/common with another civ.

In regards to the 3 range city mod mod: If you make the min city range value 3, the AI will be even worse off, since they will have fewer cities. I typically change this value manually myself to 1. The AI places cities to attain resources, so a smaller number often helps them and more cities clustered early on is actually a military benefit to the AI early on.

cr0ws
Jul 01, 2009, 02:14 AM
Wow this is fantastic. Every day lots of new minimods/modules are released - actually, I can't play anything but a short testgame game in between, cause I want all the new stuff in my "real epic journey game". RoM is so alive, it's unbelievable!!!

(To be honest I'd like to see all minimods to be (optional) part of RoM 2.8, so all this dl, install, dl, install etc. thing is history, for example after a reinstall)


Hmmm after installing newest core.dll an error appeared while loading... (see screenie)


I get the same error too.

Oh nevermind, I see it's fixed, redownloading, thank you!

Afforess
Jul 01, 2009, 08:46 AM
Jooyo, I love the three plot radius, but it's so broken. By the medieval era, cities are size 30 (not realistic) and have +50 unhealthiness, even after all the available healthy buildings have been built.

os79
Jul 01, 2009, 09:09 AM
For some reason, your latest gamecore caused hangup.

I'm using Vista 64-bit if that helps. I'm still testing my theory. Already tossed out AAranda mods. Still CtD.
Tossed Alfresso's Military Civics mod just now.
Will test again. But I have a strong suspicion that your newest core was done wrong way because your last one, the one without slavery coded into it, was just fine.

os79
Jul 01, 2009, 09:34 AM
It appears my hypothesis is mistaken. It seems that it was Alfresso's military civics that caused CtD. I tested by Autoplay for 500 turns. Now I'm going to retest manually. If there is no longer any crash, then my apologies for alarmist post above :).

Seidrik_The_Gray
Jul 01, 2009, 10:31 AM
Perhaps more health buildings are required? Or perhaps that's ok to let a city get super huge if you can accept the huge unhealthiness penalty? Perhaps the health penalty balances the huge size that you can in theory reach....

I am working hard to finish my current marathon game before downloading more modmods.

FFH2 does 3 plot radius cities well IMO. Does the AI stop growth properly to reduce unhealthiness???

Seidrik_The_Gray
Jul 01, 2009, 10:32 AM
May be a good idea to have an "abandon city" component to this modmod for the 3 plot radius piece. This would allow for cluster development of smaller cities early on that would evolve and converge in later eras, allowing some cities to be abandoned in favor of larger cities later.

os79
Jul 01, 2009, 11:14 AM
I crashed again. So I'm going to attach
1. My savegame...
2. My module folder has these things:
Dancing Ho(whatever) all movies
All Vincentz mods except for Warlords I (of course, because I have Warlords II)
All your mods except for Poland Empire and Espionage process mods.
My IDLE mod
ROME Celts
ROME WWI Mod
Realistic Dip
Static
NoBuildingsMod
And in addition, my RoM as total is how you installed it with your latest gamecore so our RoM should be similar except for that module folder.

jooyo
Jul 01, 2009, 02:04 PM
I think that all religion civics beyond State Church should be +2 diplo bonus.
I also think that all civics should have a minimum benefit of +1 if shared/common with another civ.

I will think about that.

Jooyo, I love the three plot radius, but it's so broken. By the medieval era, cities are size 30 (not realistic) and have +50 unhealthiness, even after all the available healthy buildings have been built.
All this unhealthiness are from city size, improvements, feature or somethink else?

Perhaps more health buildings are required? Or perhaps that's ok to let a city get super huge if you can accept the huge unhealthiness penalty? Perhaps the health penalty balances the huge size that you can in theory reach....

I will not add any new building but I can increase health from buildigs.


FFH2 does 3 plot radius cities well IMO.
How this work in FFH2?


Does the AI stop growth properly to reduce unhealthiness???
I don't know that. This need tests.


I crashed again. So I'm going to attach
1. My savegame...

I can't load this... I don't know why... But just tell me is this happen in your turn when you clicking something? Is this happen on medieval era? Which civ do you play? I heard that ROM in this era crashing even without my newest coreDLL.

os79
Jul 01, 2009, 02:44 PM
I can't load this... I don't know why... But just tell me is this happen in your turn when you clicking something? Is this happen on medieval era? Which civ do you play? I heard that ROM in this era crashing even without my newest coreDLL.

Snail speed, GEM 4 Civs (Chinese for me), it always was in between 2500-2000 BCE when crashes happens.

Ok, my next task then is to remove ALL mods except for your enslavement and slave unit then play till I crash (or not). If I crash i will upload the savegame and the zipped module. Should be ready by tonight.
Thanks for your help :).

Seidrik_The_Gray
Jul 01, 2009, 03:06 PM
FFH2 concept for 3 plot radius is hard to describe if you haven't played it yourself. If you want to get a feel for it, then I would suggest downloading the mod, and playing as the Kariotes (the only civ in that mod that get the 3 plot radius cities.

Your modmod may be fine as it is IF the AI avoids growth to avoid the health penalties.

jooyo
Jul 01, 2009, 03:10 PM
If I crash i will upload the savegame and the zipped module. Should be ready by tonight.
Ok so I will check it tommorow

FFH2 concept for 3 plot radius is hard to describe if you haven't played it yourself. If you want to get a feel for it, then I would suggest downloading the mod, and playing as the Kariotes (the only civ in that mod that get the 3 plot radius cities.
Thanks for info :) Of course I will Download and play a while with this mod.

Sarkyn
Jul 01, 2009, 04:18 PM
Re: FFH 3-plot radius

You get them one of two ways:

- 1) You play as a particular race/leader, in which case you are limited to *3* (varies with map-size) normal "cities" but they are all 3-radius

- 2) You build the wonder called "City of a Thousand Slums", which allows just THAT city to expand to 3-radius.


It is worth thinking about - we all agree that 3-radius cities are fun and a bonus, but maybe you could assign getting the expanded radius to a particular building, wonder or national wonder. Maybe 3 cities per civilisation can build a particular wonder that enables it.

Just throwing ideas out there, something theme-wise and at the right technology mark would have to be found. But that's just flavour if you decide this is what you want to do balance wise.

Deon
Jul 01, 2009, 05:40 PM
Just don't play as Kariotes :). They are Kuriotates. And I like the 3-plot linked to culture, not building. Perhaps we may have 2 versions of this.

Dancing Hoskuld
Jul 01, 2009, 06:04 PM
May be a good idea to have an "abandon city" component to this modmod for the 3 plot radius piece. This would allow for cluster development of smaller cities early on that would evolve and converge in later eras, allowing some cities to be abandoned in favor of larger cities later.

RoM already has an abandon city component "alt-c" in the city screen. It also allows you to sell some buildings.

os79
Jul 02, 2009, 01:15 AM
Here are savegame file and Module in a rar file.

jooyo
Jul 02, 2009, 06:34 AM
Here are savegame file and Module in a rar file.
I have played this 15 turns and no CTD, errors... What you do before crash?

os79
Jul 02, 2009, 06:43 AM
I have played this 15 turns and no CTD, errors... What you do before crash?

What? That is strange.

I had done nothing unusual. I just clicked Next Turn.
Then I sentried one spearman in Shanghai with another.
Then I end turn.
The barbarians came closer. I was ready with my army in Beijing. One more turn. I click next turn and it just CtD.

os79
Jul 02, 2009, 06:48 AM
I clicked End Turn on that savegame.
I sentried that spearman with another spearman.
Then I went ahead and saved again but when I tried to save it, the dialog popped up and said, "Failed to compress the game data".

Any ideas?

jooyo
Jul 02, 2009, 07:00 AM
Again and no crash. I even destroyed this barbarians... You have Vista 64 and this is a reason, but this is problem only with my CoreDLL... So I must know why this happen

Then I went ahead and saved again but when I tried to save it, the dialog popped up and said, "Failed to compress the game data".
Any ideas?
Not yet, but I will compile the dll one more time for you. I will change some code.

os79
Jul 02, 2009, 07:10 AM
Not yet, but I will compile the dll one more time for you. I will change some code.

Alright. i will wait for that.
Thank you for your help :).

jooyo
Jul 02, 2009, 07:18 AM
Can you try install THIS (http://www.sendspace.com/file/lxhji4) ? I don't know but this should work with your savegame.

os79
Jul 02, 2009, 07:28 AM
Can you try install THIS (http://www.sendspace.com/file/lxhji4) ? I don't know but this should work with your savegame.

Thank you.

I loaded that savegame and it crashed without even initializing.

So I'm going to play another game. If it crash, I will have to uninstall RoM and reinstall it then reinstall your gamecore. Here is to hope that is not the case. i will update you tonight or before.

jooyo
Jul 02, 2009, 07:47 AM
You don't need reinstall whole RoM. If this will crash also, I will need to find another solution.

os79
Jul 02, 2009, 07:52 AM
You don't need reinstall whole RoM. If this will crash also, I will need to find another solution.

OK. Thank you. I already removed RoM. However, I don't mind because it may give me fresh mental state, if you know what I mean. Then I will reinstall ONLY your mods, Vincentz mods, nobuildings mod, Realistic Dip mod, and Static. After that, if I crash, you will know what mods I ONLY have installed and we can go from there.

Seidrik_The_Gray
Jul 02, 2009, 08:53 AM
If you are using windows Vista, you have to unpack the .zip or .rar of the mod onto your desktop, then unpack/unzip all other mod-mods to your desktop also, then, when you have the mod with all the modmods you want, you then cut and past the whole mod folder to your mod folder for the game: C:/programfiles/firaxis games/.../BTS/mods.

Also, for Vista, once you have the mod up and running, and you want to change the contents of one of the XML files for example or add a modmod later, then you have to unpack/unzip the modmod to your desktop then copy and past all of the files into your mod folder as above.

Finally, I recommend (for changes to individual files) to save a copy of the file on your desktop, change the internal contents, then cut and paste the file back to where it came from.

If you do not do the above, then changes are not saved in Vista to files saved under the C:/programfiles/... directory.

This has been my problem in the past, and it may be part of your problem now, os79. If not, it's good advice for all other Vista users.

@jooyo, I still can't get browninterface to work, but that's a minor thing really :)

os79
Jul 02, 2009, 08:58 AM
Thanks, S the Gray.

Jooyo, I installed RoM and your mods, Vincentz, and few others.

By the way, I noticed that all your mods came in two copies: X and Custom X. How come? Is that supposed to mean something or is that for me to choose whichever because both of them work either way? Or do I need to have both of them?
Thanks!

jooyo
Jul 02, 2009, 09:31 AM
I still can't get browninterface to work, but that's a minor thing really :)
And I still haven't any idea how to solve this problem :/

By the way, I noticed that all your mods came in two copies: X and Custom X.
Some mods are installed in custom some in "not custom" folder. Do you mean "copies" from the same mod? You should always use latest version of mods.

os79
Jul 02, 2009, 10:57 AM
And I still haven't any idea how to solve this problem :/


Some mods are installed in custom some in "not custom" folder. Do you mean "copies" from the same mod? You should always use latest version of mods.

I meant for example the Brown Theme. It came with BOTH Custom folder and just plain folder.

It happens just the same way with HitM. The modder said my gamesave played just fine on his side. so that mean it is something wrong with my side.

Only 3.19 gamecore that work without fail is RevDCM original gamecore that Zappara is using. That is weird.

os79
Jul 02, 2009, 11:18 AM
I'm going to playtest with the original gamecore. That means of course I can't use your mods that require the gamecore you provide. But I need to be 100% percent sure that nothing else is wrong with RoM or my computer.

And the above post I meant to say for example you had for Brown Theme, you put in BOTH Interface and Custom Interface. I just installed Custom Interface and the theme works just fine.

jooyo
Jul 02, 2009, 11:24 AM
I have updated brown interface [silent update] to be installed in interface folder (custom interface will not working in future RoM patch). As I said use only latest versions :)

os79
Jul 02, 2009, 11:33 AM
I have updated brown interface [silent update] to be installed in interface folder (custom interface will not working in future RoM patch). As I said use only latest versions :)

You mean that in 2.71, Custom whatever will be turned off, right?

jooyo
Jul 02, 2009, 11:40 AM
Maybe not turned off but will don't work. Only folders from MLF_CIV4ModularLoadingControls.xml file will work. Of course it's possible to add more but I want to use existing one.

Seidrik_The_Gray
Jul 02, 2009, 12:49 PM
I'm going to playtest with the original gamecore. That means of course I can't use your mods that require the gamecore you provide. But I need to be 100% percent sure that nothing else is wrong with RoM or my computer.

And the above post I meant to say for example you had for Brown Theme, you put in BOTH Interface and Custom Interface. I just installed Custom Interface and the theme works just fine.

I will try this and see if that is the issue!

os79
Jul 02, 2009, 01:05 PM
It seems as I playtested fresh installation of RoM with all your and Vincentz and few other mods that does not use the gamecore you provided works just fine. No CtD at all. Nothing.

So it is definitely the incompatibility between your gamecore file and my computer and maybe few others that is the problem. That is a GREAT disappointment because I WANT! your slavery and Vincentz industry mods! :(

jooyo
Jul 02, 2009, 01:09 PM
Have you tried new coreDLL from one of above post?

os79
Jul 02, 2009, 02:01 PM
Have you tried new coreDLL from one of above post?

You mean this post (http://forums.civfanatics.com/showpost.php?p=8227793&postcount=171)?

Yes, I did install that too. Still crashed on me.

Afforess
Jul 02, 2009, 05:13 PM
Excellant work on your mods Jooyo. I really enjoy them.

However, I have a question for you. How hard would it to change the SDK to allow civics to interact with one another; for example, if I used socialized with senate civics together, to get +1 healthiness. I want to use this with my ideology civics to reward or punish certain civic combinations. How hard would this be to do?

jooyo
Jul 02, 2009, 11:39 PM
How hard would it to change the SDK to allow civics to interact with one another; for example, if I used socialized with senate civics together, to get +1 healthiness. I want to use this with my ideology civics to reward or punish certain civic combinations. How hard would this be to do?
I don't know how hard, but everything is possible to do in SDK. Hovewer the hardest is will making it modular and I will only make changes for modular modmods. For my opinion the best and fastest way is to do this changes in Python. If I will have idea how to make it I will do, for this day I can't and haven't any idea :(

os79
Jul 03, 2009, 12:57 AM
Hello, I downloaded Dependency walker. Please get that. Then download this attachment. I think you may want to see what you can see. Hopefully, it will give you any hints at all.
Thanks!

jooyo
Jul 03, 2009, 06:45 AM
Thanks! this will be useful :) I will attach new, compiled version on sunday for tests :)

hm strange you have more errors than I.

Your don't have this files:
msvcp71.dll
msvcr71.dll

Please try install THIS (http://www.microsoft.com/downloads/details.aspx?familyid=EB4EBE2D-33C0-4A47-9DD4-B9A6D7BD44DA&displaylang=en) and test game one more time. I don't know why my dll requires this but I will try solve the problem.

Seidrik_The_Gray
Jul 03, 2009, 07:13 AM
Thanks! this will be useful :) I will attach new, compiled version on sunday for tests :)

hm strange you have more errors than I.

Your don't have this files:
msvcp71.dll
msvcr71.dll

Please try install THIS (http://www.microsoft.com/downloads/details.aspx?familyid=EB4EBE2D-33C0-4A47-9DD4-B9A6D7BD44DA&displaylang=en) and test game one more time. I don't know why my dll requires this but I will try solve the problem.

So, does this mean one has to have a 64-bit capable CPU and OS to run your DLL?

os79
Jul 03, 2009, 10:20 AM
Thanks! this will be useful :) I will attach new, compiled version on sunday for tests :)

hm strange you have more errors than I.

Your don't have this files:
msvcp71.dll
msvcr71.dll

Please try install THIS (http://www.microsoft.com/downloads/details.aspx?familyid=EB4EBE2D-33C0-4A47-9DD4-B9A6D7BD44DA&displaylang=en) and test game one more time. I don't know why my dll requires this but I will try solve the problem.

I installed that thing then installed your gamecore and played. I still crashed in between 2500 and 1500 BCE. Playing Snail speed in GEM 4 Civ map. BarbCiv, No tech brokering, no tech trading, tech diffusion, and dynamic names. These are the SAME options I use to play now with original RoM gamecore. No crashes so far. I'm now in early first millenium BCE in that game.

That is weird that I can play with RevDCM 2.5 gamecore OK but not your gamecore.

I will wait for Sunday like you said for another dll. Hope it works.

os79
Jul 04, 2009, 01:57 AM
I noticed that if I don't use BarbCiv in regular RoM and have 14 civs(that is how many civs I got from GEM for 2.7 [Old World]), I got real fast turns from get-go. As opposed to BarbCivs because it lags my game real bad when civs increase. I even tried regular 2.7 GEM with 38!!! civs. It was playable but it had 5 or 6 little globe revolutions (the one that indicate RoM is busy playing AI) from the start!

So I'm going to try again and play your gamecore WITHOUT BarbCivs on and if it works then we can blame it on BarbCivs. If I still crash, then well... Onto new hypothesis...

EDIT--- The hypothesis is wrong! So it is not BarbCiv or Revolution because I ran NEITHER of them while playtesting.

So on to next hypothesis or to next gamecore version. We will see!

Sarkyn
Jul 04, 2009, 03:46 AM
Bonjour Jooya,

I'm afraid I have CTD's that I can only trace to the new DLL as well.

Would you like my save?

It's Emperor level.
BTS 3.19
ROM 2.7
Vincenz's project folder
Your addons and DLL.
Castles

And that's it...

rwglaub
Jul 04, 2009, 09:07 AM
I am so glad that I followed the links here...

mportela
Jul 04, 2009, 10:06 AM
I'm sorry to report that using this dll also breaks my game and doesn't work :(

Avka
Jul 04, 2009, 10:28 AM
Hi ! , first let me say thnx and great work on the new stuff , love it.

On to the DLL thingie , it seems that i too have a problem with 1.11 , basicaly cities canon be razed any longer (whether someoneone conquers a 1 pop city or you try to remove it in world builder) , it is changed to pop 0 city with 1 square of culture but not removed and game CTDs with error in DLL on turn click. When i reverted to 1.10 DLL everything went back to normal.

(also as a note while i dont use enslavement, the slave unit could be interfeering with aarandas Units mod , as Forzed worker uses same files\directory as ur slave)



I have

BTS 3.19
ROM 2.7
Vincenz's project folder
Yours (terraforming\3plot\forest\jungle\better terrain-leaderheads) and DLL.
AAranda`s mods (corps\buildings\religions\units\events\traits)

vincentz
Jul 04, 2009, 10:28 AM
Just a note.
I dont think its because 64bit. I'm running a 32bit vista without problems (Coredll 1.10).

BUT... I limited barbcivs development by making them develop to minor civs at citysize 5 instead of 2 (default). I also removed the christianity and UN modmods as I looked them over and they seemed strange in their XML. I also installed the new python for the revolutions, as the road system was bugged with RoM/new REVDCM. Alltogether a much better 2.7 where the AI can develop. Still needs a patch for the Events, otherwise everything is great.

One question Jooyo. Why replace the Defaults Schemafiles with the Coredll? IMO they are not needed and will only result in a lot of <info type NONE not found>.

jooyo
Jul 04, 2009, 12:18 PM
So, does this mean one has to have a 64-bit capable CPU and OS to run your DLL?
No, I don't know whats going on :/

I will wait for Sunday like you said for another dll. Hope it works.
Please download this (http://www.sendspace.com/file/jp7u68). I have compiled it again with some changes that maybe will help. :)

Would you like my save?
OK I will check it. What OS are you using?

I'm sorry to report that using this dll also breaks my game and doesn't work :(
I'm working on it :)

(also as a note while i dont use enslavement, the slave unit could be interfeering with aarandas Units mod , as Forzed worker uses same files\directory as ur slave)

Thanks for note. I will fix it.

One question Jooyo. Why replace the Defaults Schemafiles with the Coredll? IMO they are not needed and will only result in a lot of <info type NONE not found>.
Maybe you are right and I will make schemas in other archive... but this will don't fix any bugs. <info type NONE not found> errors are very often in vanilla RoM.

Sarkyn
Jul 04, 2009, 04:05 PM
OK I will check it. What OS are you using?


Windows 7, Build 7100.
64-bit Ultimate.

For reference, my computer spec:

Intel i7 920 8-core 64-bit CPU
6GB RAM (3x 2GB Triple Channel)
Asus Triple channel Motherboard
Asus ATI Radeon 8570

The game is installed on the 256 GB Solid State Drive (SATA-II).

It runs very smoothly and quickly :) Barring the odd CTD :>

os79
Jul 04, 2009, 04:23 PM
Please download this (http://www.sendspace.com/file/jp7u68). I have compiled it again with some changes that maybe will help. :)

It seems! to work, maybe. I never got to Classical era with your other gamecore but this time I got to Classical era. Of course, it COULD be because I went Marathon speed instead of Snail speed. So if I get to Medieval era with crash, thenwe can consider your newest dll a resounding success. We will see!

jooyo
Jul 04, 2009, 04:44 PM
Some time after fixing issue with coreDLL I'm planning to reanimate my old bridges mod. I have thought about it and I have another conception.

I think in real world aren't any bridges across whole sea. This is a bit unrealistic part. What about undersea tunnels? i can borrow that from old sea colony module.

Sea Tunnels modmod:
(+) easier to make
(+) can provide move bonus (bridge were only improvement and can't provide this bonus)
(+) more realistic
(+) can be build in all 8 direction (bridge were builded in 4 directions)
(+) crossing (bridge not)
(-) I can't find good tunnel graphic

Questions:
Do you want build tunnels by worker or workboat?
Is this bridge replacement modmod good idea?
Maybe new rule? (sea units can't attack land units in tunnel)
Do you have any other suggestions?






It seems! to work, maybe. I never got to Classical era with your other gamecore but this time I got to Classical era. Of course, it COULD be because I went Marathon speed instead of Snail speed. So if I get to Medieval era with crash, thenwe can consider your newest dll a resounding success. We will see!
Nice to hear :D So I waiting for crash (or no more crash) ;)

Dancing Hoskuld
Jul 04, 2009, 06:31 PM
Tunnels are probably better. There is a mod out there somewhere which uses tunnels (with graphics) but I can't remember which one. It allowed enemies to get into your tunnel from the sea and then attack you from the tunnel. I reckon it should be done using work boats and restricted to coast. However in the afore mentioned mod the tunnels were spamed because they gave extra trade for the sea tiles.

os79
Jul 05, 2009, 04:49 AM
Nice to hear :D So I waiting for crash (or no more crash) ;)

High probability that whatever you did fixed it! Not in Medieval era yet but very close and no crashes. Just lag but that is because of 14 civs in 2.7 GEM (Old World), that is all. It is all cool so far.
:goodjob:!!:D

jooyo
Jul 05, 2009, 04:59 AM
If you will play today more please report if game crashed. If no I will release this like stable version this evening. I still don't know why game crashed before. On my computer everything was OK.
Thanks for patience and a lot of tests!! :goodjob:

What changed? I have restore code lines (for 3 plot radius) from 1.10.

Sarkyn
Jul 05, 2009, 06:11 AM
Some time after fixing issue with coreDLL I'm planning to reanimate my old bridges mod. I have thought about it and I have another conception.

I think in real world aren't any bridges across whole sea. This is a bit unrealistic part. What about undersea tunnels? i can borrow that from old sea colony module.

Sea Tunnels modmod:
(+) easier to make
(+) can provide move bonus (bridge were only improvement and can't provide this bonus)
(+) more realistic
(+) can be build in all 8 direction (bridge were builded in 4 directions)
(+) crossing (bridge not)
(-) I can't find good tunnel graphic

Questions:
Do you want build tunnels by worker or workboat?
Is this bridge replacement modmod good idea?
Maybe new rule? (sea units can't attack land units in tunnel)
Do you have any other suggestions?



I think there needs to be a new (faster) sea worker unit than the workboat. Though, it's a bit wierd, but the idea of a WORKER/CLONE carried on a transport and stopping the transport at an appropriate point while it does the work, appeals. But is probably too daft for people to grasp easily.

Yes, this is an excellent idea.

Yes, that would make sense if the sea units cannot attack land units in tunnel.

Other suggestions:

- Bring the same code into play as early in the game as possible, so it gets maximum usage. I would suggest having ferries (pre-tunnel tunnels, same code) available much earlier and having them upgrade.

- Give tunnels a defensive bonus to the land units - storming a tunnel should be a difficult military maneuver, and it means that in war, the tunnels will become choke points (as they should).

- allow submarines to pillage tunnels (?). It'd be one more use for an underused class of unit (subs).

- make them cost a hefty amount of Movement points. We're talking tunnels the equivalent of the France-UK connection here, that spans tens of kilometers. The units should have to get on board a train and be trained across. They do not enter the tunnel under their own power. Hence their own movement should be irrelevant, make it something that takes time.

My 2c :)

os79
Jul 05, 2009, 10:26 AM
The gamecore you gave me is stable! No crashes at all. :woohoo: :D
:goodjob:

jooyo
Jul 05, 2009, 10:47 AM
:D:D:D:D Yes this is really good news :)

Ok so new CoreDLL v1.12 is available in first post.
I have fixed only CTD.

New version with tunnel modmod and maybe other fixes - ETA: about 1 week.

i_diavolorosso
Jul 05, 2009, 10:55 AM
:D:D:D:D Yes this is really good news :)

Ok so new CoreDLL v1.12 is available in first post.
I have fixed only CTD.

New version with tunnel modmod and maybe other fixes - ETA: about 1 week.
Hmmm
I got a CTD in my last game
Maybe it's related with your dll.
I will try your new dll:)

zulu9812
Jul 05, 2009, 12:21 PM
:D:D:D:D Yes this is really good news :)

Ok so new CoreDLL v1.12 is available in first post.
I have fixed only CTD.

New version with tunnel modmod and maybe other fixes - ETA: about 1 week.

link deleted - by uploader, apparently

jooyo
Jul 05, 2009, 12:49 PM
Link was dead. Now is active again ;) I fixed one more bug. I think this is all what need quick fixing.

Seidrik_The_Gray
Jul 05, 2009, 09:56 PM
Jooyo, great work! The new DLL works great! I have a game now in archipelago with my Venician civ, the 3 plot radius modmod, industry, jungle camp, sea harvest, and something else and all is good!!! I have played around 500 turns so far :)

James009
Jul 06, 2009, 03:09 PM
Yeah, your new DLL certainly works. My game is running fantastic now with no problems (other then the occasional memory crash which is normal).

Great work your doing here!

jooyo
Jul 06, 2009, 04:04 PM
good to hear that everything is well :)

Afforess
Jul 08, 2009, 01:46 AM
Jooyo, could you release your source code for your DLL? I need to make a custom DLL, but want everything you have added to remain.

jooyo
Jul 08, 2009, 09:12 AM
OK I will attach SDK to next coreDLL update. I should finish it this week (maybe on friday).
For curious - what are you planning to add to dll? :)

Afforess
Jul 08, 2009, 09:17 AM
I plan on updating and converting the Global Warming mod (http://forums.civfanatics.com/showthread.php?t=302649) to ROM.

cr0ws
Jul 08, 2009, 09:21 AM
I plan on updating and converting the Global Warming mod (http://forums.civfanatics.com/showthread.php?t=302649) to ROM.

Looks like an interesting mod.... good luck.

jooyo
Jul 08, 2009, 01:51 PM
Today I have uploaded:

CoreDLL 1.13RC
===========
File for testing. Please, can someone test this with Enslavement modmod on Vista or Windows 7? (crashes have fixed in 1.12 but I made some other changes)
If this file will work I will release stable version as soon as possible :)
So please just test is this crashes on enslave enemy.

3 Plot Radius v.1.11
===========
- fixed problem with 1 plot city's radius (now is like default BTS)

Afforess
Jul 08, 2009, 02:53 PM
Today I have uploaded:

CoreDLL 1.13RC
===========
File for testing. Please, can someone test this with Enslavement modmod on Vista or Windows 7?

Sure, I'm using Win 7. I'll download it now and try it out.

Afforess
Jul 08, 2009, 03:24 PM
I played with it and I didn't have any issues. I got several slaves. They worked perfectly. I didn't see any problems.

jooyo
Jul 08, 2009, 03:57 PM
Great! Thanks for testing :D

I will test Sea Tunel modmod one more time tommorow. If it will work like today I will upload all new modmods and SDK's :)

jooyo
Jul 09, 2009, 07:03 AM
Today I have uploaded:

CoreDLL 1.13
===========
- some changes in 3 Plot Radius modmods
- fixed globals: SLAVE_UNIT
- support for Sea Tunnel and Better Jumplane modmods

New Modmods:
===========
Sea Tunnel v.1.0
Better Jumplane v1.0
Sources from CoreDLL v1.13 (below attributes description)

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

Next target? Better Wilderness and Better Pirates :king:

Sarkyn
Jul 09, 2009, 09:35 AM
Awesome, thanks :)

Will finally (hopefully) have some time tonight, so your Sea Tunnels has made it in just in time to be included (my games often last 1-2 weeks, and I can't change mods after I start)

Seidrik_The_Gray
Jul 09, 2009, 10:17 AM
Awesome! I'll have to wait until my current game is done though :)

jooyo
Jul 09, 2009, 12:46 PM
Next version ETA about 2 weeks with a lot of changes :)

narvi
Jul 09, 2009, 12:53 PM
Hi All!

First - Jooyo, these modmods look excellent. Thank you for your work.

Secondly - I have a problem with the modular ones. I did what is supposed to be enough - I copied the dll and modular content to the proper mod directory, but I do not see any changes in the gameplay. Well, actually except the crash with the 1.11 version of core dll :) (I run 64-bit Windows 7, 1.12 works fine). Am I missing any additional step - I have modular loading enabled in the ROM ini?

jooyo
Jul 09, 2009, 01:07 PM
which modmods you are trying to install??

narvi
Jul 09, 2009, 01:11 PM
which modmods you are trying to install??

3 plot radius, Civics attitude, Enslavement, Make Jungle/Forest and Terraforming.

I also have the Polish Empire pack - but it works fine.

jooyo
Jul 09, 2009, 01:21 PM
3 plot radius - you will need to wait for enough culture level; if you choose balanced wait for 4th culture level
Civics attitude - this only work with some later civics
Enslavement - you need slavery civic enabled
Make Jungle/Forest and Terraforming - you need tech; terraforming is only available in late game

narvi
Jul 09, 2009, 01:30 PM
3 plot radius - you will need to wait for enough culture level; if you choose balanced wait for 4th culture level
Civics attitude - this only work with some later civics
Enslavement - you need slavery civic enabled
Make Jungle/Forest and Terraforming - you need tech; terraforming is only available in late game

Well, yes - I am aware of that. I have chosen the early version of the 3 plot radius. I have already the city with refined culture and still only 2 plots are available. I have also made a try with the latest version of the mod - I started the game, founded the city and gave it 100000 culture with world editor - still nothing.

I am actually perplexed by this. I tried to find something about modular loading and Vista (which is I suppose similiar to 7) but I can only find some old threads about it not working. I tried to disable modular loading and copied 3 plot .xml changes to the appropriate files, but then the game crashed upon starting the game.

I tried copying the mods (or .ini files and even whole RoM) to the \My Documents\My Games... folder, still nothing. I have really run out of the ideas...

jooyo
Jul 09, 2009, 01:58 PM
that's strange... I don't have idea why this don't work. So is this happen on actual and earlier version this mean that is something with CoreDLL. If it doesn't install correctly this mods will don't work. Make sure that dll is replaced correctly (check last modified date).

BTW Are you using administrators account?

narvi
Jul 09, 2009, 02:08 PM
that's strange... I don't have idea why this don't work. So is this happen on actual and earlier version this mean that is something with CoreDLL. If it doesn't install correctly this mods will don't work. Make sure that dll is replaced correctly (check last modified date).

BTW Are you using administrators account?

Then we are of a same mind :)

Yes, I am using the admin account. I have replaced the core dll today with the 1.13 version (date matches). And it looks that dll is loaded... I had a CTD with the 1.11 that went away with 1.12. Really strange.

Could it be something with the .ini location? My Civ 4 is installed in the c:\games\civ4\ folder and I have copied the RoM and your modmods there. Also the .ini for RoM is there. But the .ini for vanilla Civ4 BTS is in the \Users\... folder (together with the saves). But there is nothing there connected with RoM.

James009
Jul 09, 2009, 02:09 PM
I had trouble getting these to work too until I turned "modular loading" on in the Rise of Mankind.ini file, now they work fine.

Try a total reinstall of RoM and the modules here, make sure your putting them in your BTS/Mods directory (not Documents), and ensure that you have "modular loading" enabled in the correct .ini file. That's the process I went through and now it works fine.

EDIT: The mods need to be installed under Beyond the Sword, not vanilla Civ4.

Something like:
"C:\Games\Civ4\BTS\Mods\Rise of Mankind\Assets\Modules"

jooyo
Jul 09, 2009, 02:14 PM
Yes maybe this will work I don't have any other idea...

os79
Jul 09, 2009, 02:37 PM
I NEVER touch RoM's ini file. Only Revolution ini. So just make sure you put RoM in Program files/xxx Games/Civilization 4/Beyond the Sword/Mods.

Then just copy over RoM's folder with Jooyo's downloads because Jooyo already did all directory formating for you. (Note: if you are fairly knowledgable with folder structure, you can manually put what is new in its place and note what is added/changed).

That is what I do and no crashes except when I used Vista before I changed to dualbooting with XP now. Now, no crashes with Jooyo's :cool: dll!

narvi
Jul 09, 2009, 03:37 PM
I NEVER touch RoM's ini file. Only Revolution ini. So just make sure you put RoM in Program files/xxx Games/Civilization 4/Beyond the Sword/Mods.

Then just copy over RoM's folder with Jooyo's downloads because Jooyo already did all directory formating for you. (Note: if you are fairly knowledgable with folder structure, you can manually put what is new in its place and note what is added/changed).

That is what I do and no crashes except when I used Vista before I changed to dualbooting with XP now. Now, no crashes with Jooyo's :cool: dll!

I did a complete reinstall. I purged, plowed and sowed the ground with salt. And then installed exactly by the book. I even kept the default destination folder (which is a thing I sincerely detest). And the good thing is - it WORKS! Right outside the box. Why I have not tried this earlier? Must be getting old for this 'technology' thingie :)

I suppose the reason is that with changes of the install directory some links stop working. Sloppy work on behalf of Firaxis (or MS, hard to tell). For example I can access the civ ini through the .lnk provided in the install folder, which I couldn't earlier.

rwglaub
Jul 09, 2009, 04:44 PM
How does this work with Aakanda's religious modmods?

os79
Jul 10, 2009, 01:55 AM
How does this work with Aakanda's religious modmods?

I recommend that you install EVERYTHING (or close to it, atleast) he uploaded because they work together. Just be ready for SSSSSSSSLLLLLLLLLLOOOOOOOOOOWWWWWWWWWWWWWW turn, that is all.

The reason i said everything is because some of his mods are unofrtunately not independently modular. It is his decision but... *shrug*

Good luck :D.

jooyo
Jul 10, 2009, 06:55 AM
How does this work with Aakanda's religious modmods?
I don't know how this works, but it works ;)

Judelhs
Jul 10, 2009, 09:31 AM
Hi Jooyo, was refered to here from the Thomas' War thread, I wanted to make my cities access three plots instead of 2, but have no idea how, I was wondering as you did it for RoM whether you could point me in the right direction? Any help would be appreciated :-)

strategyonly
Jul 10, 2009, 10:45 AM
This is the download page for:

Name: Enslavement + Slave Unit v1.0.rar
Size: 95KB
The download link is located below.


Nothing here???

jooyo
Jul 10, 2009, 02:03 PM
I wanted to make my cities access three plots instead of 2, but have no idea how, I was wondering as you did it for RoM whether you could point me in the right direction? Any help would be appreciated :-)
You mean how I made this? It's based on Larger City Radius (http://forums.civfanatics.com/showthread.php?t=241976) by Mylon, but I have made some upgrades. If you want SDK for my dll it's located on the end of first post, but I haven't marked changes in sdk yet :/ This mod is based on culture level and adding new attribute for cultureleveinfo.xml which changing city radius.

This is the download page for:

Name: Enslavement + Slave Unit v1.0.rar
Size: 95KB
The download link is located below.


Nothing here???
What do you mean nothing? I have everything correct. Please refresh the page.

strategyonly
Jul 10, 2009, 02:46 PM
What do you mean nothing? I have everything correct. Please refresh the page.

Must have been a glitch in the page the first time, its there now.:crazyeye:

cr0ws
Jul 11, 2009, 02:39 AM
Must have been a glitch in the page the first time, its there now.:crazyeye:

This happens to me too frequently when I try to download a file from SendSpace. Sometime the page stops load halfway and it will show no link, in which case you have to refresh the page and all is right again.

Bastian-Bux
Jul 11, 2009, 02:20 PM
Either jumplane or tunnel seems to produce a bug for me with other routes. All "old" routes do not give any speed bonus anymore. Can this bug be reproduced by others?

belae
Jul 11, 2009, 02:30 PM
I have the same problem with all kind of road that dont give movement bonus any more for my units. However i think this is a 2.7 RoM problem since i install a new fresh RoM 2.7 with no other add on, and have the same problem.


belae

James009
Jul 11, 2009, 03:10 PM
I'm having the same road movement problem, no idea whats causing it.

jooyo
Jul 11, 2009, 03:46 PM
yes this is strange... if this is my mods bug, I will fix it soon.

James009
Jul 11, 2009, 04:29 PM
I just did a quick test with some of your mods and normal RoM. The bug DOES NOT exist in normal RoM 2.7.

I have a couple of your mods installed, could it be the custom .DLL file?

My Modmods:
3 Plot Radius
Espionage Process
Enslavement
Terraforming and Plant Forest (Maybe something with these?)
Military Civics
A few of Vincentz spy units (those guys are great!)

I really wish I would have noticed this earlier. I was starting to wonder why it was taking Rome so long to conquer the world with their paved roads...

UPDATE:
Just did another test with normal RoM 2.7 - works fine
Installed ONLY Core DLL 1.13RC - Roads give no movement bonuses

Just to clarify...
Roads give 3 to 1 movement
Do paved roads also only give 3 to 1 movement?

Also, whats the difference between the electric and the normal railroad? My game shows no movement difference.

Lastly, is the Highway only supposed to give 4 to 1 movement?


My money is that it has something to do with this...
Route Attributes

iCanUseDomainType - valid entries: 0 - default BTS; 1 - all units can use this route; 2 - only land units can use this route; 3 - only sea units can use this route; 4 - only land units can use this route + makes them invisible; 6 - only sea units can use this route + makes them invisible. This attribute also allows land units pass through sea and sea units through land terrain (attribute used in Sea Tunnel and Better Jumpline modmods)

Perhaps we need the jumpline mod for roads to work again? I'll go test that.

RESULTS:
So, I loaded the Jumpline mod and roads still don't work. Even the Jumpline itself doesn't work (only did land testing). It's like units just ignore roads exist altogether favoring defensive terrain and even then they still gain no movement advantages.