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soup567
Mar 03, 2010, 03:05 PM
oh i used the recommended install on AND, plus AAranda's custom religions (though i mentioned that in my post), and thanks in advance. but the thing is i was playing saves twice as large on huge maps and with 39 civs before 1.60. oh and the full version of RoM

Afforess
Mar 03, 2010, 03:26 PM
oh i used the recommended install on AND, plus AAranda's custom religions (though i mentioned that in my post), and thanks in advance. but the thing is i was playing saves twice as large on huge maps and with 39 civs before 1.60. oh and the full version of RoM

I've been adding lots of features to AND since 1.55. Tons more. These features either have to slow the CPU down and do more work, or use more RAM and keep the game speed relatively the same. Whenever I was presented with a such a decision, I sacrificed RAM for reasonable game speed. As a result, AND saves are about 2x as big as a normal save would be, and use much more RAM.

You can try a huge map again, but there isn't much I can do for MAF errors, it's a computer-specific problem, not a mod-specific problem.

soup567
Mar 03, 2010, 03:29 PM
I've been adding lots of features to AND since 1.55. Tons more. These features either have to slow the CPU down and do more work, or use more RAM and keep the game speed relatively the same. Whenever I was presented with a such a decision, I sacrificed RAM for reasonable game speed. As a result, AND saves are about 2x as big as a normal save would be, and use much more RAM.

You can try a huge map again, but there isn't much I can do for MAF errors, it's a computer-specific problem, not a mod-specific problem.

oh...well thanks for trying...i wish i had a gaming computer. a nice alien-ware, but they cost a lot. but anyway thanks for the help.

NBAfan
Mar 03, 2010, 05:16 PM
Here is an odd bug. I was just going from city to city telling them what to build and this happend.
Here is my log. {Required Files} {Military Civics} {Beautification Project} {Castle Improvements} {Ice Breaker} Meteorology {Realistic Diplomacy} {Seafaring } {War Prizes} Zoology Firestorm Arctic {Lead From Behind} {Event Images} Education NIMBY {Civic Buildings & More Wonders} {Surround and Destroy} {No Storms} ANM Fortifications {Mega Civ Patch} {Better RoM} Withdraw Farming {Modern Corporations} {Better RoM Artwork} {Better RoM Resources}

i_diavolorosso
Mar 03, 2010, 08:06 PM
Are the rest of units getting XP okay? It's just the GG? If it's just the GG, that narrows is quite a bit.
Just GG
Ordinary unit work just fine

civ_king
Mar 03, 2010, 08:48 PM
oh...well thanks for trying...i wish i had a gaming computer. a nice alien-ware, but they cost a lot. but anyway thanks for the help.

You don't need alien-ware, I'm using a BASIC MacBook with 4 gigs RAM and it goes fine, using 1.55 though

Afforess
Mar 03, 2010, 08:56 PM
I use an ASUS N50vN, which is Duo Core 2.23Ghz, 4gb RAM, Geforece 9550M GT and Windows 7 Pro x64, and the game runs fine for me.
(64bit helps)

@Civ King,

Why 1.55? That's so old...

civ_king
Mar 03, 2010, 09:32 PM
I use an ASUS N50vN, which is Duo Core 2.23Ghz, 4gb RAM, Geforece 9550M GT and Windows 7 Pro x64, and the game runs fine for me.
(64bit helps)

@Civ King,

Why 1.55? That's so old...

Epic PITA to install on Mac, because my path is "Macintosh HD/Applications/Civilization IV: Beyond the Sword/Contents/Resources/Transgaming/c_drive/Program Files/Firaxis Games/Sid Meier's Civilization 4/Beyond the Sword/Mods"
AND totally loves the install path, extra delicious part, Macs can't run EXEs

so I'll stick with 1.55 for a while

Afforess
Mar 03, 2010, 09:49 PM
kk, Fair enough, considering RoM 2.9 & AND 1.65 are slated for a release sometime in a week or two.

cdman1990
Mar 04, 2010, 09:42 AM
I use an ASUS N50vN, which is Duo Core 2.23Ghz, 4gb RAM, Geforece 9550M GT and Windows 7 Pro x64, and the game runs fine for me.
(64bit helps)

@Civ King,

Why 1.55? That's so old...

I only have 1.5 gb of ram and 32bit and it works just fine;)

Sjru
Mar 04, 2010, 12:27 PM
Hello there, i'm new. I don't know if this comes here but on a game i've created the russian nuclear weapon SS-20. The problem comes when I select the weapon, the game freezes, I don't know if trying to load the visuals or someting. Reducing the settings don't help, but the problem only comes when I select that unit, and just that unit. Dunno if somebody could help me, i've deleted my unit via wonderbuild however (sry for bad english).

Hydromancerx
Mar 04, 2010, 01:30 PM
I was thinking about the stats involving the Poacher's Camp and overall its more negative than positive. How about we have it give like "Woodsman I" promotion. Its a relatively weak promotion but it would give it reason to be built.

soup567
Mar 04, 2010, 04:30 PM
I use an ASUS N50vN, which is Duo Core 2.23Ghz, 4gb RAM, Geforece 9550M GT and Windows 7 Pro x64, and the game runs fine for me.
(64bit helps)

@Civ King,

Why 1.55? That's so old...

whats the difference between 32bit and 64bit? is there anyway to change 32bit to 64bit since its better for civ?

Afforess
Mar 04, 2010, 04:35 PM
whats the difference between 32bit and 64bit? is there anyway to change 32bit to 64bit since its better for civ?

You can't switch between the two on the fly, it's decided by your operating system. Windows comes with 64 bit and 32 bit. 64 bit's advantage is that you can use more than 3.4gb of RAM in your computer, as that is the limit in 32 bit. Previously (5 years ago) 64 bit was incompatible with a lot of applications and drivers, but these days, hardly anything doesn't work in 64, and it runs faster.

Not much you can do now, it's not worth the 200 for a retail copy of windows just to change to 64 bit, but when you get your next computer, make sure it says "x64" or 64 bit Windows somewhere.

soup567
Mar 04, 2010, 04:42 PM
You can't switch between the two on the fly, it's decided by your operating system. Windows comes with 64 bit and 32 bit. 64 bit's advantage is that you can use more than 3.4gb of RAM in your computer, as that is the limit in 32 bit. Previously (5 years ago) 64 bit was incompatible with a lot of applications and drivers, but these days, hardly anything doesn't work in 64, and it runs faster.

Not much you can do now, it's not worth the 200 for a retail copy of windows just to change to 64 bit, but when you get your next computer, make sure it says "x64" or 64 bit Windows somewhere.

lol yeah $200 to change from 32bit to 64bit seems like a lot. ill probably get a new computer in the next few months and ill be sure that it is 64bit. im starting to play more games on my computer anyway, not just on my wii and 360, so a 64bit computer would help with that too. thanks.

bread smith
Mar 04, 2010, 04:51 PM
Originally Posted by Afforess
It's an interface problem, I'll fix it when the official RoM 2.9 rolls out. It's fairly easy to fix yourself, open CvMainInterface.py in the Python/Screens folder and change this line:

Code:
SPECIALIST_ROWS = 3to

Code:
SPECIALIST_ROWS = 6And then start your game up and it should work.

this doesn't work for me either

having the same problem with the upper two specialists in the city screen. they are there, just can't click on them. Playing AND 1.64.
With AND 1.53 it worked, though.

And the Phyton fix didn't do anything :o(

Afforess
Mar 04, 2010, 05:44 PM
this doesn't work for me either

having the same problem with the upper two specialists in the city screen. they are there, just can't click on them. Playing AND 1.64.
With AND 1.53 it worked, though.

And the Phyton fix didn't do anything :o(

Yeah, sorry; I told you guys the wrong line. My bad.

Anyway, here's the simple fix. Download this file (http://anewdawn.svn.sourceforge.net/viewvc/anewdawn/Branches/AND%201.70%20dev/A%20New%20Dawn%20Assets/Python/Screens/CvMainInterface.py?revision=32) and replace yours in the Rise of Mankind/Python/Screens folder.

fieldman
Mar 04, 2010, 08:07 PM
Hi Alfordess

I am still playing 1.60, but have a point to raise

I noticed that everytime I attack a trebuchet, I end up capturing a free Ancient Cannon (even when there was none in the enemy stack). This even occurs for a single trebuchet. Is this a bug?

BTW I wouldnt play Rise of Mankind without your AND anymore. :goodjob:

Afforess
Mar 04, 2010, 08:14 PM
Ancient Cannon? That's not even in the game...

Could you be more specific?

fieldman
Mar 04, 2010, 08:23 PM
Ancient Cannon? That's not even in the game...

Could you be more specific?

1. Sorry about the misspelling of Afforess.

2. Obviously the Ancient cannon isnt one your units then, so that makes it not your problem! I only use Rise of Mankind 2.81, AND 1.60 and QUnitPack. Which makes the latter mod the possible culprit? Thanks for the reply.

3. Keep up the excellent work.

os79
Mar 04, 2010, 10:45 PM
Ancient Cannon? That's not even in the game...

Unique unit for Chinese, replacing catapult. I should know since I play Chinese almost all of the time.

RobO
Mar 04, 2010, 10:53 PM
lol yeah $200 to change from 32bit to 64bit seems like a lot. ill probably get a new computer in the next few months and ill be sure that it is 64bit. im starting to play more games on my computer anyway, not just on my wii and 360, so a 64bit computer would help with that too. thanks.
Just to clarify: It is the operating system that should be 64bit, not the computer (though it has to be powerful enough to run a 64bit operating system). A new computer is typically sold with the Windows 7 operating system these days. So make sure that you get a 64bit Windows 7 operating system.

cdman1990
Mar 05, 2010, 12:58 AM
I think that this is a bug, when i switch from corporatist to regulated, my corporation maintenance is too big, the game is a duel map, normal speed and one city challenge.

cdman1990
Mar 05, 2010, 04:33 AM
And another thing I turned the AI autoplay on and the AI started building me cities even if it is a one city challenge game, seems very odd.

i_diavolorosso
Mar 05, 2010, 04:40 AM
Any clue about that GG problem aff?
Is it a bug or is it just my very very bad luck :p?

Nb:Can someone point me to 2.9 dl link?

Schwarzbart
Mar 05, 2010, 05:05 AM
Is it intended that the Socialism Ideology anly gives unheapy faces for the standard Corps and not for the new added ones? (At last acording to the Civics Screen)

bread smith
Mar 05, 2010, 06:10 AM
Yeah, sorry; I told you guys the wrong line. My bad.

Anyway, here's the simple fix. Download this file (http://anewdawn.svn.sourceforge.net/viewvc/anewdawn/Branches/AND%201.70%20dev/A%20New%20Dawn%20Assets/Python/Screens/CvMainInterface.py?revision=32) and replace yours in the Rise of Mankind/Python/Screens folder.

Ah great, Afforess! Thanks alot.

Will try the file tonight...

Sinapus
Mar 05, 2010, 10:53 AM
Yeah, sorry; I told you guys the wrong line. My bad.

Anyway, here's the simple fix. Download this file (http://anewdawn.svn.sourceforge.net/viewvc/anewdawn/Branches/AND%201.70%20dev/A%20New%20Dawn%20Assets/Python/Screens/CvMainInterface.py?revision=32) and replace yours in the Rise of Mankind/Python/Screens folder.

Uh... I think that messed up the unit selection list on the map. The Plot List icons for units in a square don't appear on the panel and some of the action buttons seem disabled.

I reinstalled ROM and AND 1.64 and they reappeared. Also noticed after the reinstall that editing the Plot List from the alt-ctrl-o list seems to put a weird panel in the screen, blocking part of the map. No screenshot yet so I can't show what it looks like.

AndarielHalo
Mar 05, 2010, 11:31 AM
Two things: 1.64 is apparently incompatible with 1.60 save games. I don't mind starting over again after 1000 turns, but it really isn't good for testing the changes between 1.53 - 1.55 - 1.60 - 1.64

Also, 1.64 apparently only gave me a new DLL file and a CPY file. Am I supposed to download 1.63 first, then put 1.64 over it?


Also, as of 1.60, my faction name wasn't changing. It went from "Roman Tribe" to "Roman City State" to "Roman Empire" and has stayed at Empire ever since 200 BC or so (it's 1300 AD now). Not quite inaccurate, but I've preferred the history of the Roman Republic over the Empire.

NBAfan
Mar 05, 2010, 12:10 PM
Also, as of 1.60, my faction name wasn't changing. It went from "Roman Tribe" to "Roman City State" to "Roman Empire" and has stayed at Empire ever since 200 BC or so (it's 1300 AD now). Not quite inaccurate, but I've preferred the history of the Roman Republic over the Empire.This depends on what your civics are.

Sinapus
Mar 05, 2010, 12:54 PM
Uh... I think that messed up the unit selection list on the map. The Plot List icons for units in a square don't appear on the panel and some of the action buttons seem disabled.

I reinstalled ROM and AND 1.64 and they reappeared. Also noticed after the reinstall that editing the Plot List from the alt-ctrl-o list seems to put a weird panel in the screen, blocking part of the map. No screenshot yet so I can't show what it looks like.

...and after another reinstall (I accidentally added Early Buildings) the "weird panel" seems to have vanished. Going to add the file Afforess provided to see if it's still doing what I reported above or if I was just hallucinating. (Been up about 18 hours so it's possible...)

NBAfan
Mar 05, 2010, 01:09 PM
...and after another reinstall (I accidentally added Early Buildings) the "weird panel" seems to have vanished. Going to add the file Afforess provided to see if it's still doing what I reported above or if I was just hallucinating. (Been up about 18 hours so it's possible...)You are not hallucinating. I placed the updated file and now the interface is messed up.

Sinapus
Mar 05, 2010, 01:13 PM
Confirmed. Started a game and have some screenshots, if I can get them uploaded.

Screenshot 1: From the start of the screen. Warrior Selected.

Screenshot 2: Pressing Ctrl-I to minimize and restore the control panel reveals the button, but as soon as I select the Settler, it still shows the Warrior's information and buttons.

Screenshot 3: Minimized the control panel and the buttons reappear.

NBAfan
Mar 05, 2010, 01:22 PM
Confirmed. Started a game and have some screenshots, if I can get them uploaded.

Screenshot 1: From the start of the screen. Warrior Selected.

Screenshot 2: Pressing Ctrl-I to minimize and restore the control panel reveals the button, but as soon as I select the Settler, it still shows the Warrior's information and buttons.

Screenshot 3: Minimized the control panel and the buttons reappear.Same thing here. It also does not display the city screen and research numbers.:badcomp:

AndarielHalo
Mar 05, 2010, 01:26 PM
This depends on what your civics are.


OMG REALLY? WOOAAAAOOW!

No, I'm not going to be a smrtass. S'okay. It's not changing REGARDLESS of what civics I pick. I forgot what thread I brought this up in, but this was also a problem when I was playing as the "Kingdom of Aztec"... the "Kingdom" with a senate for 500 years and a President for the next 200

Sinapus
Mar 05, 2010, 01:57 PM
Same thing here. It also does not display the city screen and research numbers.:badcomp:

Went back to the old file (this time I remembered to back it up) and toyed with that change and confirmed that no, it doesn't work. Upping the value to 9 won't help either.

Ah well. I play Snail so it will be quite a bit before I even get a chance to build a courthouse or any other building that allows spy specialists.

bread smith
Mar 05, 2010, 02:37 PM
Regarding the specialists in the cityscreen

Uh... I think that messed up the unit selection list on the map. The Plot List icons for units in a square don't appear on the panel and some of the action buttons seem disabled.


same here!

with the new Civ4MainInterface.py the specialists are working again, but the whole interface has several other problems now. Especially, no action buttons for units anymore :confused:

Sinapus
Mar 05, 2010, 02:40 PM
Okay, got the "weird panel" I mentioned earlier with the old file.

I think it triggers when I set the Plot List settings to BUG for "Draw" and "Filter" buttons.

soup567
Mar 05, 2010, 03:35 PM
Just to clarify: It is the operating system that should be 64bit, not the computer (though it has to be powerful enough to run a 64bit operating system). A new computer is typically sold with the Windows 7 operating system these days. So make sure that you get a 64bit Windows 7 operating system.

oh right that makes sense. thanks for the info.

Afforess
Mar 05, 2010, 04:32 PM
@ Anyone with issues with the interface.

I am not at my modding computer, but if you want to get the UI working perfectly, download this python folder (http://anewdawn.svn.sourceforge.net/viewvc/anewdawn/Branches/AND%201.70%20dev/A%20New%20Dawn%20Assets/Python.tar.gz?view=tar), delete yours, and replace it. Everything should work.

@Sinapus,

The BUG draw method is completely borked up; why they released it in that condition is beyond me...

@ AndarielHalo,

I believe the naming conventions are determined by the overall Rev stability the civics have. Since I have tweaked them, it may have messed up the algorithm. I'll make sure I take a look at it.

JanusTalaiini
Mar 06, 2010, 02:18 AM
In the attached save, The tile with salt Northwest of Carthage is in permanent fog of war, even when I have a unit on it.

This is 1.64, full RoM.

bread smith
Mar 06, 2010, 05:40 AM
@ Anyone with issues with the interface.

I am not at my modding computer, but if you want to get the UI working perfectly, download this python folder (http://anewdawn.svn.sourceforge.net/viewvc/anewdawn/Branches/AND%201.70%20dev/A%20New%20Dawn%20Assets/Python.tar.gz?view=tar), delete yours, and replace it. Everything should work.


Still not working:(

The change to your phyton folder didn't do it. Still no clickable spy and noble in the cityscreen...

calux
Mar 06, 2010, 05:52 AM
The other leaders doesn't talk to me. Everything else works fine. Any idea ?

@afforess: Sorry but your python folder doesn't help.

NotSoGood
Mar 06, 2010, 05:59 AM
The other leaders doesn't talk to me. Everything else works fine. Any idea ?

There was a missing file in RoM 2.9 which caused that. I'm not sure if there's any fix yet.

gudal
Mar 06, 2010, 07:45 AM
Hey

Cool mod, though I'm not sure I can use it. I have tried it on two different systems now, with the same bug. The second time I launch the game I cannot get into any game. I ended my first playing session fine without any ctds. Then as I loaded the game for my second session, I got a ctd at the at save load when it was at the initializing state. Same is with every savegame. Also, trying to start a new game, the game crashes then too.

Ever seen this before?

NBAfan
Mar 06, 2010, 08:08 AM
In the attached save, The tile with salt Northwest of Carthage is in permanent fog of war, even when I have a unit on it.

This is 1.64, full RoM.I posted a screen of this bug earlier.

Sinapus
Mar 06, 2010, 08:30 AM
Changed the python folder and the entire UI vanished.

NBAfan
Mar 06, 2010, 08:32 AM
Changed the python folder and the entire UI vanished.The UI vanished for me to.:(

Sinapus
Mar 06, 2010, 09:03 AM
Hm. When I look at the URL linking to the Python folder, it says it's for the 1.70 dev. Wonder if that's the wrong folder?

Retrospect
Mar 06, 2010, 09:21 AM
@ sinapus....... Head on a pike?!?!

Sorry couldn't resist :)

Sinapus
Mar 06, 2010, 09:27 AM
@ sinapus....... Head on a pike?!?!

Sorry couldn't resist :)

*waves just like this*

Afforess
Mar 06, 2010, 01:33 PM
The UI vanished for me to.:(

Changed the python folder and the entire UI vanished.

I'm assuming you didn't swap it out mid-game, right? Never change files while Civ is up...

Anyway, I think I know what is going on...

This time, delete your entire python folder AND config folder. Then replace your python folder with this one (http://anewdawn.svn.sourceforge.net/viewvc/anewdawn/Branches/AND%201.70%20dev/A%20New%20Dawn%20Assets/Python.tar.gz?view=tar), and your config with this one (http://anewdawn.svn.sourceforge.net/viewvc/anewdawn/Branches/AND%201.70%20dev/A%20New%20Dawn%20Assets/Config.tar.gz?view=tar). Thanks for doing some alpha testing. ;)

Hm. When I look at the URL linking to the Python folder, it says it's for the 1.70 dev. Wonder if that's the wrong folder?


Nope. When I release an official release, I move the main download files to the Trunk, and keep a separate dev copy in the Branches, so they don't get mixed up.

os79
Mar 06, 2010, 01:50 PM
Wait...

Are you telling me that RoM 2.9+AND will be version 1.7? That means you add in more and go through beta testing?

Why not just release 2.9+1.64 and make them into 1.65? Just curious.

Afforess
Mar 06, 2010, 01:54 PM
Wait...

Are you telling me that RoM 2.9+AND will be version 1.7? That means you add in more and go through beta testing?

Why not just release 2.9+1.64 and make them into 1.65? Just curious.

Yeah. Don't worry, it just means AND will go up to (and maybe past) 1.80. ;)

Sinapus
Mar 06, 2010, 02:00 PM
I'm assuming you didn't swap it out mid-game, right? Never change files while Civ is up...


Do you mean did I save the game, make the change and then go and load the save game or replace the files while the game is actually running?

I'm about 35 turns into a new game and am wondering if I'll have to start over completely from scratch or not.

Also, does this change do anything to the CvRandomEventInterface.py file? Because I altered the entries for the Huns and the Vandals to use Horseman and Light Swordsman units instead of the ones they are set for. So if anyone runs into them they aren't utterly doomed.

NBAfan
Mar 06, 2010, 02:14 PM
I'm assuming you didn't swap it out mid-game, right? Never change files while Civ is up...

Anyway, I think I know what is going on...

This time, delete your entire python folder AND config folder. Then replace your python folder with this one (http://anewdawn.svn.sourceforge.net/viewvc/anewdawn/Branches/AND%201.70%20dev/A%20New%20Dawn%20Assets/Python.tar.gz?view=tar), and your config with this one (http://anewdawn.svn.sourceforge.net/viewvc/anewdawn/Branches/AND%201.70%20dev/A%20New%20Dawn%20Assets/Config.tar.gz?view=tar). Thanks for doing some alpha testing. ;)Same bug, interface is messed up and still can not use spies.

JosEPh_II
Mar 06, 2010, 03:30 PM
Can't upgrade units either. At least the Explorer to Adventurer upgrade doesn't work.

Gonna trash can this 1.64 version/copy and do a "do over". Clean 2.8Lite plus AND1.64 fresh.

Too bad, I just discovered the new world 1st and was sending out 1st wave of settlers. :p

Or install 2.9beta and test it awhile.

JosEPh

Afforess
Mar 06, 2010, 03:35 PM
Same bug, interface is messed up and still can not use spies.

Can't upgrade units either. At least the Explorer to Adventurer upgrade doesn't work.

Gonna trash can this 1.64 version/copy and do a "do over". Clean 2.8Lite plus AND1.64 fresh.

Too bad, I just discovered the new world 1st and was sending out 1st wave of settlers. :p

Or install 2.9beta and test it awhile.

JosEPh

I give up. I'll just let the city interface issue stand a while. RoM 2.9 is coming too soon to bother with a real patch. :(

NBAfan
Mar 06, 2010, 03:42 PM
I give up. I'll just let the city interface issue stand a while. RoM 2.9 is coming too soon to bother with a real patch. :(I can wait. If you really need to use spies, go to the BUG options and change the specialist display to stacker. That will let you use spies instead of engineers.

Unregister
Mar 06, 2010, 04:32 PM
OOS in advanced start game, multiplayer and it seems like it's doing it on random events or when trading for workers but no idea honestly.

i_diavolorosso
Mar 06, 2010, 05:35 PM
Any news of my bug Aff?
And i'm wondering if it's just me
Do no none of you here ever got that bug(gg could never get an xp while fighting barb.haven't tried when fighting other civ btw) guy?
Because i got that bug on 3 of my latest game. And it forced me to radically change the way i play

Afforess
Mar 06, 2010, 07:17 PM
OOS in advanced start game, multiplayer and it seems like it's doing it on random events or when trading for workers but no idea honestly.

It's because of Ruthless Ai... but I thought I fixed that in 1.64. Are you playing the most up to date version?

Any news of my bug Aff?
And i'm wondering if it's just me
Do no none of you here ever got that bug(gg could never get an xp while fighting barb.haven't tried when fighting other civ btw) guy?
Because i got that bug on 3 of my latest game. And it forced me to radically change the way i play

Sorry, I've had a busy week (exams) and forgot. I added it to my to do list and will check it out. Thank you for reminding me.
(To Do List is on the beta thread)

WildFire
Mar 06, 2010, 08:18 PM
Afforess: Yea, we're both playing fully patched with clean installs.

NBAfan
Mar 06, 2010, 09:24 PM
Do you have any idea what is causing the Fog of War bug? Does it only occur when Advanced Diplomacy is enabled?

Unregister
Mar 06, 2010, 09:27 PM
It's because of Ruthless Ai... but I thought I fixed that in 1.64. Are you playing the most up to date version?



as WF said, yeah we both wiped ROM out and redid them with 2.8+2.81+AND 1.64 (MP recommended install)

Afforess
Mar 06, 2010, 10:03 PM
Afforess: Yea, we're both playing fully patched with clean installs.

as WF said, yeah we both wiped ROM out and redid them with 2.8+2.81+AND 1.64 (MP recommended install)

Okay. Well I think I killed that bug for sure now... you can test next beta...

Do you have any idea what is causing the Fog of War bug? Does it only occur when Advanced Diplomacy is enabled?

Yeah. I honestly don't know what I'm doing when it comes to the visibility stuff, so I'm just going to pull those changes out.

i_diavolorosso
Mar 06, 2010, 10:21 PM
Sorry, I've had a busy week (exams) and forgot. I added it to my to do list and will check it out. Thank you for reminding me.
(To Do List is on the beta thread)
No need to hurry Aff!
I never meant to pushed you to do something, i'm only reminding you(because you answer other people question, but you abandon me:lol:).
After all, success in your exam should be top priority in your to do list:lol:
What exam it is btw?

Afforess
Mar 06, 2010, 10:44 PM
Lol. I already took the Exam. It was in Linear Algebra... I have no idea if I did well or not, but I've got a A in the class nonetheless. ;)

That was the reason I was not on much thursday - now. Ahh RL...

Afforess
Mar 06, 2010, 11:18 PM
@ i_diavolorosso,

I found the cause of the bug. Adding GG will cause the unit to surpass the maximum XP limit for barbarians, which is why barbarian combat did nothing. Fighting players will still give XP. ;)

i_diavolorosso
Mar 07, 2010, 04:10 AM
@ i_diavolorosso,

I found the cause of the bug. Adding GG will cause the unit to surpass the maximum XP limit for barbarians, which is why barbarian combat did nothing. Fighting players will still give XP. ;)
Nice!:goodjob:
Is it possible for you to release a hotfix?

Schwarzbart
Mar 07, 2010, 07:04 AM
The XP limit for Animals and Barbarians can be set in the GlobalDefines.XML you find this in Rise of Mankind\Assets\XML. If you edit this file with the notepad (or a other editor) you can set ANIMAL_MAX_XP_VALUE , BARBARIAN_MAX_XP_VALUE and MAX_EXPERIENCE_AFTER_UPGRADE to your liking.

WildFire
Mar 07, 2010, 09:42 AM
Sounds good Afforess, we really want to play MP but really only if ruthless AI is on lol

Sarkyn
Mar 07, 2010, 12:48 PM
Evening Afforess!

I'm afraid I get a CTD immediately on setting up a new game.

Is this a known or common problem for my build?

I've just rebuilt my machine, so nothing hanging around from old versions.

Clean install of Windows 7 Home Premium
Clean install of Civ4, then Warlords, then BTS, then patched to 3.19
ROM installed from fresh download yesterday 2.8, then patch to 2.81
AND installed from your installer download

Loads okay, I get through the massive option screens and then loading into the game boom-slap-desktop.

ROM 2.81 runs fine for as many turns as I've gotten to test it...

strategyonly
Mar 07, 2010, 01:56 PM
Evening Afforess!

I'm afraid I get a CTD immediately on setting up a new game.

Is this a known or common problem for my build?

I've just rebuilt my machine, so nothing hanging around from old versions.

Clean install of Windows 7 Home Premium
Clean install of Civ4, then Warlords, then BTS, then patched to 3.19
ROM installed from fresh download yesterday 2.8, then patch to 2.81
AND installed from your installer download

Loads okay, I get through the massive option screens and then loading into the game boom-slap-desktop.

ROM 2.81 runs fine for as many turns as I've gotten to test it...

Are you running the game as ADMINISTRATOR?

Sarkyn
Mar 07, 2010, 03:50 PM
Are you running the game as ADMINISTRATOR?

Thank you! Sorted now.

Afforess
Mar 07, 2010, 03:57 PM
Hi Sarkyn, Nice to see you around again. ;)

konradcabral
Mar 07, 2010, 05:32 PM
Hi Sarkyn, Nice to see you around again. ;)

Yes, you disappeared! Had you been reading the forum only? Anyway, welcome back! :p

zulu9812
Mar 08, 2010, 07:10 AM
Some feedback on gameplay:

As we all know, in BtS, we can set our ships to patrol mode so that they will automatically attack any naval vessel that tries to pillage an adjacent tile. However, in A New Dawn, enemy ships can occupy said tiles containing worked resources - without triggering the attack from your patrolling ship. Perhaps it would be prudent for the patrolling ships to also be able to auto-attack when this scenario occurs?

Redman77
Mar 08, 2010, 08:07 AM
Games starts great but no UI. I have no controls how can i fix this? thanks

Flay
Mar 08, 2010, 08:50 AM
Some feedback on gameplay:

As we all know, in BtS, we can set our ships to patrol mode so that they will automatically attack any naval vessel that tries to pillage an adjacent tile. However, in A New Dawn, enemy ships can occupy said tiles containing worked resources - without triggering the attack from your patrolling ship. Perhaps it would be prudent for the patrolling ships to also be able to auto-attack when this scenario occurs?

hum I musy have miss somethimg !
How do u patrol ?

Afforess
Mar 08, 2010, 11:01 AM
Games starts great but no UI. I have no controls how can i fix this? thanks

Please read the FAQ (http://forums.civfanatics.com/showthread.php?t=344524). If you continue to have problems, then contact me again with more specific details. Thanks.

zulu9812
Mar 08, 2010, 11:30 AM
hum I musy have miss somethimg !
How do u patrol ?

Sea patrol button - you must have seen it.

aender
Mar 08, 2010, 02:55 PM
omg you have got to take this pos apart and put all the different items up to be d/l and installed seperate because this WILL not let you pick and choose what you want/ dont want at all....i tried for 3 days now to only use guilds and corps with meteorology and the 2 civics and under no circumstance will your pos let this happen it will install everything regardless and going threw to take out what you dont is not possible w/o knowing exactly which files have been updated...

Supercheese
Mar 08, 2010, 04:12 PM
omg you have got to take this pos apart and put all the different items up to be d/l and installed seperate because this WILL not let you pick and choose what you want/ dont want at all....i tried for 3 days now to only use guilds and corps with meteorology and the 2 civics and under no circumstance will your pos let this happen it will install everything regardless and going threw to take out what you dont is not possible w/o knowing exactly which files have been updated...

Ah.... what? This post is nigh unintelligible... it sounds like you're complaining about something...?

Afforess
Mar 08, 2010, 04:37 PM
omg you have got to take this pos apart and put all the different items up to be d/l and installed seperate because this WILL not let you pick and choose what you want/ dont want at all....

i tried for 3 days now to only use guilds and corps with meteorology and the 2 civics and under no circumstance will your pos let this happen it will install everything regardless and going threw to take out what you dont is not possible w/o knowing exactly which files have been updated...

I'm sorry you are having difficulties. Putting my individual components up separately would be impossible due to the complexity of this mod.

I tested your situation, with just Guilds, Corporations and Meteorology, and everything installed fine. There were no extra components, nor any missing files.

Could you be more specific about your problem? Thanks.

Slammer64
Mar 08, 2010, 05:06 PM
Afforess, I have a question? Is it possible to disable resource depletion? I just had 8 iron mines disappear all in the same turn. Never mind, I just nuked the install and re-installed custom without depletion. :rolleyes:

Zabujca
Mar 08, 2010, 06:09 PM
Hello, long time fan, first time poster. First of all, let me tell you that after all the time I spent playing RoM+AND it's become my default civ4 playing mode, it's just so good. Anyway, on to the direct reason for my post.

Since I've made the change to AND 1.64 I can't finish any game without it being abruptly ended by a sort of unavoidable CTD. I tend to play games that last well into transhuman era, which means researching Mass Media along the way. I've done some testing in my last 3 games, and this particular tech seems to be their killer.

Game 1: Became unstable after researching some modern era tech, I didn't really pay attention which tech it was at the time, but later experiences suggest Mass Media. The game crashed some time after the tech was researched and the latest autosave crashed one turn after loading. I figured it was just some random bug and started over.

Game 2: With 1 turn left to research Mass Media it became a very clear case of "press enter / receive crash". The game gave me the description of the newly researched tech, asked me for the next one, asked me to set production in all cities that have just finished building things, and then it froze for a second and crashed. When I'd changed the tech to be researched to anything different I could keep playing without problems. When ~20 turns later I tried to go back to researching Mass Media, BAM! The exact same CTD routine. When I tried to add Mass Media by means of the worldbuilder the game crashed on the beginning of the next turn. I could probably still win that game by leveraging my already ridiculously superior military tech (no tech diffusion in this game), which is why I've called those CTD's "sort of" unavoidable, but it really isn't my playstyle. Still hopeful that the issue could be randomly avoided I started over.

Game 3: This time after researching Mass Media the game didn't crash on the next turn. No, it crashed the turn after that. In related news, on the turn the game crashed it apparently also made an autosave - the game crashes after loading it, while the one before that (also before finishing the research on Mass Media) works just fine.

Also, an unrelated issue - are the buildings incorporating various guilds supposed to keep blocking their competing corporations from moving into their cities even long after the guild's been made obsolete? It's kind of counterintuitive and it seems like a bug.

I'm playing on win7 64 bit. HALP!

aender
Mar 08, 2010, 07:03 PM
yeah i can be a little more specicific but not much.......i was trying to install like 5 of the components and idk maybe 6 times it also installed that depleting resources mod......its not that i dont want that eventually but new puter and trying to play a game till times up on snail and gigantic to test if i have maf issues......i have no idea what i did but it seems to not have installed it this time


i do have a real issue tho......in the revdcm options for religion there's 2 choices limited and the choose where you choose for ai.......it seems for some reason that choose option is no longer there after gettin this to install which is a prob cause the ai no longer seem capable of choosing religions on there on, needed because i play with limited religions and pick different for myself each time altho i use same research path

Afforess
Mar 08, 2010, 08:04 PM
Hello, long time fan, first time poster. First of all, let me tell you that after all the time I spent playing RoM+AND it's become my default civ4 playing mode, it's just so good. Anyway, on to the direct reason for my post.

Since I've made the change to AND 1.64 I can't finish any game without it being abruptly ended by a sort of unavoidable CTD. I tend to play games that last well into transhuman era, which means researching Mass Media along the way. I've done some testing in my last 3 games, and this particular tech seems to be their killer.

Game 1: Became unstable after researching some modern era tech, I didn't really pay attention which tech it was at the time, but later experiences suggest Mass Media. The game crashed some time after the tech was researched and the latest autosave crashed one turn after loading. I figured it was just some random bug and started over.

Game 2: With 1 turn left to research Mass Media it became a very clear case of "press enter / receive crash". The game gave me the description of the newly researched tech, asked me for the next one, asked me to set production in all cities that have just finished building things, and then it froze for a second and crashed. When I'd changed the tech to be researched to anything different I could keep playing without problems. When ~20 turns later I tried to go back to researching Mass Media, BAM! The exact same CTD routine. When I tried to add Mass Media by means of the worldbuilder the game crashed on the beginning of the next turn. I could probably still win that game by leveraging my already ridiculously superior military tech (no tech diffusion in this game), which is why I've called those CTD's "sort of" unavoidable, but it really isn't my playstyle. Still hopeful that the issue could be randomly avoided I started over.

Game 3: This time after researching Mass Media the game didn't crash on the next turn. No, it crashed the turn after that. In related news, on the turn the game crashed it apparently also made an autosave - the game crashes after loading it, while the one before that (also before finishing the research on Mass Media) works just fine.

A save right before the crash, along with your A New Dawn.log (Found in the Rise of Mankind folder) would be immensely helpful in tracking down the issue.


Also, an unrelated issue - are the buildings incorporating various guilds supposed to keep blocking their competing corporations from moving into their cities even long after the guild's been made obsolete? It's kind of counterintuitive and it seems like a bug.

Uh, no. I'll make sure I fix that.


i do have a real issue tho......in the revdcm options for religion there's 2 choices limited and the choose where you choose for ai.......it seems for some reason that choose option is no longer there after gettin this to install which is a prob cause the ai no longer seem capable of choosing religions on there on, needed because i play with limited religions and pick different for myself each time altho i use same research path

RevDCM made the decision to remove the Choose Religion feature, it's nothing AND did. :(

Zabujca
Mar 08, 2010, 08:27 PM
I've got two, one for game 2 and one for game 3. Like I said, in game 2 the crash happens right after you finish researching Mass Media, so just press enter and it should crash, while in game 3 it happens a turn later. Anyway, here they are.

EDIT: Hey! I also found my last save from game 1 - I can confirm that I did research Mass Media in that game a short time before the CTDs too.

Afforess
Mar 08, 2010, 08:47 PM
Thanks, I'll test it out. ;)

Afforess
Mar 08, 2010, 09:41 PM
@Zabujca,

Are you using any other modmod for RoM? (RoME, Dancing Hoskuld's Modmod, etc...)? I can't load your saves...

If you only installed AND, It could be my fault. I'll test again...

Baskedyt
Mar 09, 2010, 12:25 AM
RevDCM made the decision to remove the Choose Religion feature, it's nothing AND did. :(

I don't understand then, how I can have that very option in my brand new game running ROM 2.81 full and AND 1.64? I have discovered a relegion and was promted to choose a relegion from the list as usual...

Zabujca
Mar 09, 2010, 03:24 AM
@Zabujca,

Are you using any other modmod for RoM? (RoME, Dancing Hoskuld's Modmod, etc...)? I can't load your saves...

If you only installed AND, It could be my fault. I'll test again...

Nope. Just RoM 2.8 full patched to 2.81 with AND 1.64 installed on top (custom install, default additions + formations, water buildings, resource refinement). If it makes any difference my civ4 version is civ4 complete + 3.19 BTS patch. If I did make any other change, I don't remember it - I'll try redownloading RoM to see if it'll jog my memory if that were to be the case.

Cykur
Mar 09, 2010, 03:43 AM
I have run into the bug again where I have a stone quarry, but my empire has no stone. Anyone else seen this? I ran into this a while back in beta and asked if anyone else had seen it, but went ahead and started up a new game under the newest beta build figuring it was a glitch.

And no, I'm not trading stone to anyone.

Zabujca
Mar 09, 2010, 04:09 AM
I've redownloaded all the components (RoM 2.8 full, RoM full/lite 2.8 -> 2.81 patch, AND 1.64) - the saves work, and they still crash after a turn or two.

I have run into the bug again where I have a stone quarry, but my empire has no stone. Anyone else seen this? I ran into this a while back in beta and asked if anyone else had seen it, but went ahead and started up a new game under the newest beta build figuring it was a glitch.

And no, I'm not trading stone to anyone.

Actually, now that I think about it I did. Specifically, I got two different but related kinds of that bug - in one game I lost my supply of stone, captured some more on another continent and I still supposedly didn't have it for some time (the moment I finally got it may have been related to me building a tunnel between the continents). In another game I had at least 2 sources of iron (I don't really remember there actually were), but only 1 iron resource for some reason - and only one of those sources was on my original landmass. When that one was depleted I couldn't build steel mills anymore, so I know it was the one that worked, while the others didn't. I even have a saved game with that visible - G3 from two of my posts back. If I were to guess it's related to the depletion/resource refinement mechanism, as I don't remember having a problem connecting unrefinable resources to my capital through water tiles.

aender
Mar 09, 2010, 10:25 AM
RevDCM made the decision to remove the Choose Religion feature, it's nothing AND did. :([/QUOTE]

any possibility of putting it in......the option is there in RoM 2.81 w/o AND.....better yet fix it so the ai pick their own religions when playing with the choose option

zulu9812
Mar 09, 2010, 10:56 AM
RevDCM made the decision to remove the Choose Religion feature, it's nothing AND did. :(

I was wondering why my games only had 1 religion. It seems to be some bug whereby researching a tech does not yield the religion discovery. So even though all the religion techs have been researched, there is only 1 religion open for conversion (the one that the human player selected). This really needs fixed, because the AI just converts to the player's religion, and everyone ends up on the same 'team' more or less - hardly get any wars.

aender
Mar 09, 2010, 11:08 AM
altho with the choose religions option the ai wont pick their own......but that is in rom w/o and
but as far as the revdcm choose option what files would i need to take from a clean rom install and overwrite those in a rom/and install....and any changes need be done to such files to keep from having errors with and?

aender
Mar 09, 2010, 11:10 AM
I don't understand then, how I can have that very option in my brand new game running ROM 2.81 full and AND 1.64? I have discovered a relegion and was promted to choose a relegion from the list as usual...

its not the general choose religion we're talking about but the revdcm one where you choose ai religions also

WildFire
Mar 09, 2010, 02:04 PM
Small bug, will post a screenshot and log (if you want the log) when we load the game up today or tomorrow.

In a MP game my brother moved his capital after we had established embassies. His old capital is still visible to me and when I move my agent next to his capital (any of the land and city) nothing shows up: the agent, what his city looks like, city name etc.

Will actually def take a screenshot to show you what I mean lol

JaminUp
Mar 09, 2010, 08:33 PM
I'm getting the installation error of "Can't find woc_installer.jar." I've checked, and I'm installing to the right directory and everything. The file is there, but the installer just is not working for me. The mod is installed, but half of the icons are the pink square of death as I call it. I have the correct patches, fresh install of RoM.

Afforess
Mar 09, 2010, 09:07 PM
I'm getting the installation error of "Can't find woc_installer.jar." I've checked, and I'm installing to the right directory and everything. The file is there, but the installer just is not working for me. The mod is installed, but half of the icons are the pink square of death as I call it. I have the correct patches, fresh install of RoM.

'Pink Squares of Death' Are a sure sign that your installation went bad somewhere. I have a step-by-step in the FAQ, check it out. ;)

WildFire
Mar 09, 2010, 09:56 PM
here's that screenshot of the oddity

http://img94.imageshack.us/img94/7320/civ4and.th.jpg (http://img94.imageshack.us/i/civ4and.jpg/)

Zabujca
Mar 10, 2010, 08:51 AM
So, Afforess, have you managed to open those saved games? Because I could try uploading my whole RoM folder somewhere to see if that would work. If not then the odds of you getting them to work at all become rather slim.

zulu9812
Mar 10, 2010, 10:28 AM
I can confirm that the Choose Religions option in Custom Game setup leads to the bug mentioned earlier. I tried playing a game with that option unchecked and the AI can found religions no problem. But when Choose Religions is enabled, the AI is unable to select a religion, resulting in the player's religion being the only religion.

zulu9812
Mar 10, 2010, 03:31 PM
This is a bug that's been around for a number of builds. I'm not sure what causes it, but I think it could be linked to which tiles a city chooses to work. What happens is that the fog of war appears within my own borders. I can see terrain and improvements, but the tile is in shadow and when I move a unit onto that tile it disappears from view (but is still selectable by clicking on the tile). Hopefully, this screenshot will illustrate what I mean:

http://img60.imageshack.us/img60/7492/civ4screenshot0030.th.jpg (http://img60.imageshack.us/i/civ4screenshot0030.jpg/)

As you can see, the crossbowman is selected, but obscured by the fog of war. You can also see that the fog of war is in the adjacent coastal tile, as well as 3 tiles on the right hand side of the screenshot.

Obviously, I'm using ROME in this game. However, there is nothing in ROME that could cause this bug (no python, no SDK) so please don't ignore this bug report.

Afforess
Mar 10, 2010, 05:18 PM
here's that screenshot of the oddity

http://img94.imageshack.us/img94/7320/civ4and.th.jpg (http://img94.imageshack.us/i/civ4and.jpg/)

This is a bug that's been around for a number of builds. I'm not sure what causes it, but I think it could be linked to which tiles a city chooses to work. What happens is that the fog of war appears within my own borders. I can see terrain and improvements, but the tile is in shadow and when I move a unit onto that tile it disappears from view (but is still selectable by clicking on the tile). Hopefully, this screenshot will illustrate what I mean:

http://img60.imageshack.us/img60/7492/civ4screenshot0030.th.jpg (http://img60.imageshack.us/i/civ4screenshot0030.jpg/)

As you can see, the crossbowman is selected, but obscured by the fog of war. You can also see that the fog of war is in the adjacent coastal tile, as well as 3 tiles on the right hand side of the screenshot.

Obviously, I'm using ROME in this game. However, there is nothing in ROME that could cause this bug (no python, no SDK) so please don't ignore this bug report.

Don't worry, I already fixed it, I just am waiting for RoM 2.9 to Release. ;)

zulu9812
Mar 10, 2010, 05:30 PM
I have another bug report, this time to do with Inquisitors. I've never used the Intolerant civic before, so this is the first time that I've seen this bug:

http://img138.imageshack.us/img138/2488/civ4screenshot0032.th.jpg (http://img138.imageshack.us/i/civ4screenshot0032.jpg/)

Civ4 automatically removes the mouse cursor when you hit Prt Scrn, but when I took that screenshot I was mousing over the Purge Religions button. As you can see, the tooltip is inaccurate.

Afforess
Mar 10, 2010, 05:41 PM
Yeah. I noticed that one too...

Sarkyn
Mar 11, 2010, 05:20 AM
Hello!

I'd like to report a visual bug. An annoyance, not a game-stopper.

When units are NOT selected, they display DEFAULT skins.

When units are SELECTED, they change to the appropriate Civ Skin.

I generally have been playing as the Dutch, lately.

So, for example, I have a Longbowman - he looks like the default image as do all the longbowmen and longbowwomen in my empire. I noticed this bug does not affect the other Civs. Then I click him to move him and he "flicks" to the Dutch skin. This persists until I deselect him, then it flicks back.

I did also notice some pure pink enemies, but it seemed to affect only one skin (swordsman) and was very inconsistent.

None of these stop me playing the excellent AND revision of ROM, but I thought you would want to know.

strategyonly
Mar 11, 2010, 07:04 AM
Hello!

I'd like to report a visual bug. An annoyance, not a game-stopper.

When units are NOT selected, they display DEFAULT skins.

When units are SELECTED, they change to the appropriate Civ Skin.

I generally have been playing as the Dutch, lately.

So, for example, I have a Longbowman - he looks like the default image as do all the longbowmen and longbowwomen in my empire. I noticed this bug does not affect the other Civs. Then I click him to move him and he "flicks" to the Dutch skin. This persists until I deselect him, then it flicks back.

I did also notice some pure pink enemies, but it seemed to affect only one skin (swordsman) and was very inconsistent.

None of these stop me playing the excellent AND revision of ROM, but I thought you would want to know.

That should only happen when you have your graphics set to "LOW."

zulu9812
Mar 11, 2010, 07:27 AM
I've noticed another tooltip bug, related to this Surround & Destroy component:

http://img691.imageshack.us/img691/7042/civ4screenshot0031.th.jpg (http://img691.imageshack.us/i/civ4screenshot0031.jpg/)

I was getting combat odds for the Axeman attacking the city.

zulu9812
Mar 11, 2010, 07:55 AM
Don't worry, I already fixed it, I just am waiting for RoM 2.9 to Release. ;)

Is there a fix that can be applied for my current game, as that fog of war bug seems to be permanent?

Stormwind
Mar 11, 2010, 08:05 AM
@ Sarkyn
Enable Unit Animations and you should be fine.

Sarkyn
Mar 11, 2010, 03:41 PM
@ Sarkyn
Enable Unit Animations and you should be fine.

Thank you, I'll try that now.

I've no idea why the Civ4 installation would have made my settings so low!

My machine is:

Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7600)
Processor: Intel(R) Core(TM) i7 CPU 920 @ 2.67GHz (8 CPUs), ~2.7GHz
Memory: 6144MB RAM
Video Card name: ATI Radeon HD 4800 Series
Video Card Display Memory: 3826 MB
C Drive: Model: CORSAIR CMFSSD-128GBG2 ATA Device (Solid State Drive)
D Drive: Model: WDC WD10EADS-00L5B1 ATA Device (Western Digital 1TB drive)

Would this explain why - when I turned on the "Formations" part of AND, all I got was a weird displacement, where units would sit to the left or right of their block of land?

I might have to turn that back on, but it'll break my save games now I think.

Hrm.

JaminUp
Mar 11, 2010, 03:43 PM
I did everything the FAQ said and it still is giving me the error. Fresh install, no UAC, correct file path, correct patch

Zabujca
Mar 11, 2010, 03:43 PM
So, Afforess, have you managed to open those saved games? Because I could try uploading my whole RoM folder somewhere to see if that would work. If not then the odds of you getting them to work at all become rather slim.

So, anyway, here's my whole RoM folder:
http://rapidshare.com/files/361995253/Rise_of_Mankind.zip.html
http://rapidshare.com/files/362083124/Rise_of_Mankind.z01.html
http://rapidshare.com/files/362120644/Rise_of_Mankind.z02.html

Afforess
Mar 11, 2010, 04:31 PM
So, anyway, here's my whole RoM folder:
http://rapidshare.com/files/361995253/Rise_of_Mankind.zip.html
http://rapidshare.com/files/362083124/Rise_of_Mankind.z01.html
http://rapidshare.com/files/362120644/Rise_of_Mankind.z02.html

Okay, I'll download those this evening, when I have a good connection, and test it. ;)

Stormwind
Mar 12, 2010, 01:20 AM
Would this explain why - when I turned on the "Formations" part of AND, all I got was a weird displacement, where units would sit to the left or right of their block of land?


This maybe tied to the option "Single Unit Graphics". I didn't tested this, but I got the weird placement too and I had single unit graphics enabled.

black213
Mar 12, 2010, 03:05 AM
For me, the A New Dawn is a lot more unstable than Rise of Mankind itself is. Around in Medieval age, I get very usual CTDs about "try lowering your graphics". I'm not sure if that would work.

lichen8566
Mar 12, 2010, 04:48 AM
Hi Afforess! I didn't come for a long time. Congratulations you have completed the AND 1.64! Great Work! But when I play it, I get some new bugs: technology trading alerts not work; sometimes the saved game could not be loaded; and a old bug comes back again : for Asain language, that always popups that stupid error message, which casued by the code "return s.decode("latin_1")" in the file CvUtil.py. Should I change it to "utf8"?

szemek77
Mar 12, 2010, 08:01 AM
sometimes the saved game could not be loaded;

I have the same issue. Sometimes it takes 3 or 4 attempts to load a save :(

lichen8566
Mar 12, 2010, 08:07 AM
A Big Project will always make bugs in a changing.

Afforess
Mar 12, 2010, 09:58 AM
I did everything the FAQ said and it still is giving me the error. Fresh install, no UAC, correct file path, correct patch

Try running it manually. In the Rise of Mankind/Assets/Modules folder, there should be a file names woc_installer, and just run it once.

Also, is everything else working? Are all the extra features appearing in game?

For me, the A New Dawn is a lot more unstable than Rise of Mankind itself is. Around in Medieval age, I get very usual CTDs about "try lowering your graphics". I'm not sure if that would work.

When you get a crash, uploading the last autosave and your "A New Dawn.log" file would be very helpful. If you do that, I can track down the cause of the crash and release a patch.

Hi Afforess! I didn't come for a long time. Congratulations you have completed the AND 1.64! Great Work! But when I play it, I get some new bugs: technology trading alerts not work; sometimes the saved game could not be loaded; and a old bug comes back again : for Asain language, that always popups that stupid error message, which casued by the code "return s.decode("latin_1")" in the file CvUtil.py. Should I change it to "utf8"?

I know about the broken alerts, I haven't the slightest clue as to why they aren't working. You can try changing it. See what happens. ;)

AndarielHalo
Mar 12, 2010, 11:29 AM
Stupid question to justify my signature!:

Is there any way to make the game go faster in Snail mode or above? It's only 800s AD in my Snail game and it's taking a full minute or longer between turns.

strategyonly
Mar 12, 2010, 11:38 AM
Stupid question to justify my signature!:

Is there any way to make the game go faster in Snail mode or above? It's only 800s AD in my Snail game and it's taking a full minute or longer between turns.

Buy a "New" computer.:rolleyes:

AndarielHalo
Mar 12, 2010, 11:41 AM
Buy a "New" computer.:rolleyes:



AMD Athlon II X4 620 Processor, 2.60 GHz, 8GB RAM, three harddrives with a combined 2.5 TB harddrive space, 64-bit system, Nvidia GeForce 9800GT video card


What more can I do?

strategyonly
Mar 12, 2010, 12:23 PM
AMD Athlon II X4 620 Processor, 2.60 GHz, 8GB RAM, three harddrives with a combined 2.5 TB harddrive space, 64-bit system, Nvidia GeForce 9800GT video card


What more can I do?

I was jj (just joking) anyways, but how big a map and how many civs are you playing, what is turned on, BarbWorld/Rev etc.

AndarielHalo
Mar 12, 2010, 12:28 PM
I was jj (just joking) anyways, but how big a map and how many civs are you playing, what is turned on, BarbWorld/Rev etc.



Huge map size, Rev and Barbworld are on, I think

Afforess
Mar 12, 2010, 12:32 PM
Stupid question to justify my signature!:

Is there any way to make the game go faster in Snail mode or above? It's only 800s AD in my Snail game and it's taking a full minute or longer between turns.

Play smaller maps? :rolleyes:

Better Yet, play RoM 2.9 on a gigantic map without AND, then come back to me.

*Sigh*

NBAfan
Mar 12, 2010, 12:35 PM
Huge map size, Rev and Barbworld are on, I thinkI would go to your Revoultion ini file and set the max Civs to 16. A lot of civs slow the game down a lot.


My Computer melted down so we bought a new comp with a 2.5 ghz Qurd-core cpu, 8gigs of RAM and Windows 7 64bit.:cool:

Afforess, when will a version for 2.9 be released?

AndarielHalo
Mar 12, 2010, 12:38 PM
Play smaller maps? :rolleyes:

Better Yet, play RoM 2.9 on a gigantic map without AND, then come back to me.

*Sigh*


Nevar! I love you too much

Afforess
Mar 12, 2010, 12:38 PM
Afforess, when will a version for 2.9 be released?

Beta version on Monday, at the latest. I already have a working version that I've tested on 2.9beta. I need to get ahold of the official release before I can release a 1.70 beta.

Os79 has been playing an alpha copy, you can bug him about it. ;)

Afforess
Mar 12, 2010, 12:39 PM
Nevar! I love you too much

Thanks, lol.

My point was that if you played without AND, on the same map, your turns would be 5 minutes each instead of 1. ;)

(That's to say I haven't been working on some more speed improvements though)

Arakhor
Mar 12, 2010, 12:43 PM
Always glad to hear it! I'm eager to try out Earth 28 with 2.9/1.7 :D

NBAfan
Mar 12, 2010, 01:01 PM
Thanks, lol.

My point was that if you played without AND, on the same map, your turns would be 5 minutes each instead of 1. ;)

(That's to say I haven't been working on some more speed improvements though)How did we ever survive before AND and the Internet?;)

os79
Mar 12, 2010, 01:31 PM
:snicker: Did not realize my alpha testing was worth a mention :D.

Anyway, yeah, one minute on Huge map in Renaissance or higher eras tend to stay in about 1 minute at worst. Trust me, it is a highly valued speed by me! I already experienced 2-3 min wait time :shudder:.

Anyway, I am downloading official 2.9 as we are speaking. And will install latest revision of AND 1.70beta and continue alpha testing until Monday... Spring break starts today here, yay!

Hydromancerx
Mar 12, 2010, 07:59 PM
Beta version on Monday, at the latest. I already have a working version that I've tested on 2.9beta. I need to get ahold of the official release before I can release a 1.70 beta.

Os79 has been playing an alpha copy, you can bug him about it. ;)

*drools* I cannot wait! :goodjob:

Maybe when the 1.70 beta comes out I will start on another AND mod.

lichen8566
Mar 12, 2010, 09:36 PM
I know about the broken alerts, I haven't the slightest clue as to why they aren't working. You can try changing it. See what happens. ;)

I have changed it, then there were not error messages. Did you mean that doing so will make problem? For the broken alerts, I will try to debug it.

Afforess
Mar 12, 2010, 09:51 PM
I have changed it, then there were not error messages. Did you mean that doing so will make problem? For the broken alerts, I will try to debug it.

If you could figure out the cause, I'd be very grateful.

lichen8566
Mar 12, 2010, 10:01 PM
I can only find the source for AND 1.70 on SourceForge. So before debuging it, I must donwload the RoM 2.9 and that source first.

JaminUp
Mar 12, 2010, 10:15 PM
I did exactly as you said and ran woc_installer.jar on its on, and it ran, and still im getting an error. This time it's not saying anything about the woc_installer.jar, but still an error and still the pink squares

Afforess
Mar 12, 2010, 10:56 PM
I did exactly as you said and ran woc_installer.jar on its on, and it ran, and still im getting an error. This time it's not saying anything about the woc_installer.jar, but still an error and still the pink squares
Can you post a screenshot of the contents of the Rise of Mankind/Modules folder and the Rise of Mankind/Modules/Afforess folder?

lichen8566
Mar 13, 2010, 01:47 AM
To Afforess:

I need some help on installing AND 1.70beta. I checked out all the files in the folder 1.70dev from SVN, and copied all the files under directory "A New Dawn Assets" to the game mod folder. After doing this, I started a custom game, but all the game options and features added by AND were gone. Did I miss something else? And how can I create the own installer by the install script?

Edited:
I played a new game on RoM2.9 with AND 1.70 for a while, very strangely, the BUG alerts works normally now.

It looks like that you did not add the other modmods to AND 1.70. I suspect that alerts bug might be caused by some mod you have not added.

os79
Mar 13, 2010, 02:07 AM
To Afforess:

I need some help on installing AND 1.70beta. I checked out all the files in the folder 1.70dev from SVN, and copied all the files under directory "A New Dawn Assets" to the game mod folder. After doing this, I started a custom game, but all the game options and features added by AND were gone. Did I miss something else? And how can I create the own installer by the install script?

Ahh... That is a complex process and all wrong :). Don't worry, I was there too.


Basically, download 2.9 (that I assume you already did)

Then download InstallJammer (google it)

Then go into that program and go File->Open. Change the list on the lower right to All Files. Then go to the folder of your SVN/Branches/A New Dawn 1.70dev (forgot how to spell this folder's name) and click on the install script there. Click OK.

Now Build->Build

Wait several minutes.

After the .exe file is compiled, go to the link indicated there in the window, and execute it. It will install AND to your RoM 2.9.

Enjoy alpha testing :D

lichen8566
Mar 13, 2010, 02:52 AM
Thanks to you, os79. I will do what you told me at once.

To Afforess:

I also got some RoM2.9 bugs without install AND. I already posted them on the RoM bug report thread, but I think I had better to let you know them.

1.The city dot map could not work well. After pressed down Ctrl+X and Alt+X, the dot map overlay could not move with the mouse.
2.New resources panel has a wrong layout. The background box and icons are not in the correct position.

lichen8566
Mar 13, 2010, 07:02 AM
I reinstalled the AND 1.70 with the installer, now its all modmods can work.
Your AND 1.70 resolved the city dot map issue. ( or replaced it with an old version that has not this problem. )
But after reinstalled AND, the alerts has a failure, and BUG will popup that error OnEventHandler message. ( before that, I'm just using the CvGameCore.dll of AND 1.70, and there was no problem. ) Then, I replaced the .py and .xml files of BUG by the BUG 4.3 files from RoM2.9, the OnEventHandler error message not showed up, but also there was not any alerts. It ascertains that the bug was not caused by SDK or BUG itself. Maybe somewhere else cause it, but I have no idea at all.

lichen8566
Mar 13, 2010, 09:35 AM
I'm learning how to debug python in CIV4, for now, I can only debug it by calling sys.stdout.write() in the code.

And for another bug in AND 1.70, when the game is starting, it reports a crash that could not load the file "MLF_CIV4ModularLoadingControls.xml". It's casued by the doubled xml sections of "<Directory>Custom Buildings</Directory>" and "<Directory>Custom Units</Directory>". Just simply delete their copies will resolve this problem.

Afforess
Mar 13, 2010, 10:41 AM
I reinstalled the AND 1.70 with the installer, now its all modmods can work.
Your AND 1.70 resolved the city dot map issue. ( or replaced it with an old version that has not this problem. )
But after reinstalled AND, the alerts has a failure, and BUG will popup that error OnEventHandler message. ( before that, I'm just using the CvGameCore.dll of AND 1.70, and there was no problem. ) Then, I replaced the .py and .xml files of BUG by the BUG 4.3 files from RoM2.9, the OnEventHandler error message not showed up, but also there was not any alerts. It ascertains that the bug was not caused by SDK or BUG itself. Maybe somewhere else cause it, but I have no idea at all.

I'm learning how to debug python in CIV4, for now, I can only debug it by calling sys.stdout.write() in the code.

And for another bug in AND 1.70, when the game is starting, it reports a crash that could not load the file "MLF_CIV4ModularLoadingControls.xml". It's casued by the doubled xml sections of "<Directory>Custom Buildings</Directory>" and "<Directory>Custom Units</Directory>". Just simply delete their copies will resolve this problem.

The easiest way to debug Civ4 python is by using BUG. Import BugUtil, if it isn't already, then call BugUtil.debug('string') and any text you put as an argument will be thrown in the log. (But make sure you turn on file level logging in the BUG panel). It's easy, because I don't have to remove the code for production, just turn off debugging.

zulu9812
Mar 13, 2010, 10:59 AM
I have a possible bug to report. Unless I'm interpreting the situation incorrectly, it appears that the Navigation 2 promotion (for naval vessels) - which is supposed to provide double movement in coasts and oceans - actually has no effect.

Sinapus
Mar 13, 2010, 02:40 PM
Navigation 2 doubles moves for coast and ocean. No movement bonus. Navigation 3 has a movement bonus and double moves for storms.

civ_king
Mar 13, 2010, 03:12 PM
I just configured m desktop to do the 3GB switch and it gave me an error the first time now it is refusing to load (AND)

strategyonly
Mar 13, 2010, 03:20 PM
I just configured m desktop to do the 3GB switch and it gave me an error the first time now it is refusing to load (AND)

If your asking for help, you got to put what you changed here first?

civ_king
Mar 13, 2010, 03:25 PM
If your asking for help, you got to put what you changed here first?

I only did the 3GB switch and then I loaded it into Windows XP Professional 3GB

civ_king
Mar 13, 2010, 03:32 PM
I just replicated the Error

Initialize Renderer failed. Check Direct X Installation, Latest Graphics Drivers and Graphic Settings
Parameters [next set indented]

-width =1280
-height =768
-flags =0xc
-hwnd = 0x20108
-adaptrid = 0
-deviceid = 1
Error:

Stormwind
Mar 13, 2010, 03:55 PM
Add /userva=2900 additionally to the /3GB switch. If graphics driver still don't load lower 2900 in 100th intervals down (2800, 2700 etc) until graphics driver loads.

Zabujca
Mar 13, 2010, 04:07 PM
Okay, I'll download those this evening, when I have a good connection, and test it. ;)

Any luck? My current hope is that 1.70 will randomly fix it somehow, but still, it'd be good to know why it was happening and that it probably won't happen again to anyone.

civ_king
Mar 13, 2010, 04:15 PM
Add /userva=2900 additionally to the /3GB switch. If graphics driver still don't load lower 2900 in 100th intervals down (2800, 2700 etc) until graphics driver loads.

Where do I stick that right before or after /3GB?

strategyonly
Mar 13, 2010, 04:21 PM
Where do I stick that right before or after /3GB?

If you did the correct 3GB switch the number should already be there.

Take alook just above the GREY area on this page.(Its for NT but dont pay any attention to that.

http://usa.autodesk.com/adsk/servlet/ps/item?siteID=123112&id=8018966&linkID=9243099

civ_king
Mar 13, 2010, 04:27 PM
I did

multi(0)disk(0)rdisk(0)partition(2)\WINDOWS="Microsoft Windows XP Professional 3GB" /3GB /fastdetect

zulu9812
Mar 13, 2010, 05:33 PM
Navigation 2 doubles moves for coast and ocean. No movement bonus. Navigation 3 has a movement bonus and double moves for storms.

What does that mean - double moves, but no movement bonus.

lichen8566
Mar 13, 2010, 10:07 PM
The easiest way to debug Civ4 python is by using BUG. Import BugUtil, if it isn't already, then call BugUtil.debug('string') and any text you put as an argument will be thrown in the log. (But make sure you turn on file level logging in the BUG panel). It's easy, because I don't have to remove the code for production, just turn off debugging.

Thank you, I had already debuged it with BugUtil last night. I found that the whole Civ4lerts event handler never has been called. I will go on my working this afternoon when I back home. ( it's 13:00pm here )

lichen8566
Mar 13, 2010, 10:15 PM
What does that mean - double moves, but no movement bonus.

That means you can move the early ships on the ocean for 1 tile by 1 cost movement point, not by cost 2 points. It's same as a scout which could not move 2 forest tiles without forest promotion.

zulu9812
Mar 13, 2010, 10:26 PM
That means you can move the early ships on the ocean for 1 tile by 1 cost movement point, not by cost 2 points. It's same as a scout which could not move 2 forest tiles without forest promotion.

Okay, so it does have no effect on coastal tiles, because coastal tiles do not carry this move penalty?

civ_king
Mar 13, 2010, 10:48 PM
Where do I stick that right before or after /3GB?

I've clocked it down to 2100 and it is going...

strategyonly
Mar 13, 2010, 11:53 PM
I've clocked it down to 2100 and it is going...

OK if you have it below 2400, it really isnt doing any good then.:(

Retrospect
Mar 14, 2010, 05:47 AM
Hi Afforess,

I was wondering if you are going to fix the Global Warming mod? I realise it is probably quite low on your list of priorities (not many of us actually want any global warming in our games at all) but as it stands now, global warming is not a factor in at all, in effect it is turned off.

I'd really like to see the mod fixed and implemented well in AND but if this is not possible at least return it to its original state ie. remove it and allow GW via vanilla means. I haven't played since as I feel like i'm somehow cheating without it.

lichen8566
Mar 14, 2010, 06:23 AM
Okay, so it does have no effect on coastal tiles, because coastal tiles do not carry this move penalty?

Yes, it also no effect with late ships, for example, the diesel ships.

civ_king
Mar 14, 2010, 11:36 AM
Where does it talk about XP? I want to increase XP from Barb maximum

Afforess
Mar 14, 2010, 11:50 AM
Hi Afforess,

I was wondering if you are going to fix the Global Warming mod? I realise it is probably quite low on your list of priorities (not many of us actually want any global warming in our games at all) but as it stands now, global warming is not a factor in at all, in effect it is turned off.

I'd really like to see the mod fixed and implemented well in AND but if this is not possible at least return it to its original state ie. remove it and allow GW via vanilla means. I haven't played since as I feel like i'm somehow cheating without it.

AND has the latest version of the global warming mod in it. There are some things you can tweak in the Global Alt Defines to make them more/less prominent.

lichen8566
Mar 14, 2010, 12:36 PM
To Afforess:

Bingo! By reading the all code of Civ4 event handling mechanism, I finally resolved the bug that alerts not work of AND1.70! You need to update the code.

The Civ4lerts works by the event handler for event BeginActivePlayerTurn.
And read the code below, you will know the reason.

BugEventManager.py Line:409

def checkActivePlayerTurnStart(self):
"""Fires the BeginActivePlayerTurn event if either the active player or game turn
have changed since the last check. This signifies that the active player is about
to be able to move their units.

Called by onGameUpdate() when the End Turn Button is green.
"""
iTurn = gc.getGame().getGameTurn()
ePlayer = gc.getGame().getActivePlayer()
if self.iActiveTurn != iTurn or self.eActivePlayer != ePlayer:
self.iActiveTurn = iTurn
self.eActivePlayer = ePlayer
self.bEndTurnFired = False
self.fireEvent("BeginActivePlayerTurn", ePlayer, iTurn)


BugEventManager.py Line:436

def onGameUpdate(self, argsList):
"""
Checks for active player turn begin/end.
"""
eState = CyInterface().getEndTurnState()
if eState == EndTurnButtonStates.END_TURN_GO:
self.checkActivePlayerTurnStart()
else:
self.checkActivePlayerTurnEnd()

This function will be called by the event of gameUpdate.

CvGame.cpp Line:2253

/************************************************** **********************************************/
/* Afforess Start 02/20/10 */
/* */
/* Speeds up SP Games, since in SP this is unnecessary */
/************************************************** **********************************************/
if (isNetworkMultiPlayer())
{
// sample generic event
CyArgsList pyArgs;
pyArgs.add(getTurnSlice());
CvEventReporter::getInstance().genericEvent("gameUpdate", pyArgs.makeFunctionArgs());
}
/************************************************** **********************************************/
/* Afforess END */
/************************************************** **********************************************/


So you only need to do is simply ignore this line:
//if (isNetworkMultiPlayer())

Or you can change the all event handler which firing by BeingActivePlayerTurn to firing by BeingPlayerTurn. But I do not propose to do, because of by doing so maybe cause other problems.

Afforess
Mar 14, 2010, 01:02 PM
Lol. That's why. I stole a bunch of code from Fall From Heaven 2, and that was one of the lines. I forget they didn't use BUG...

Thanks for finding that.

Dancing Hoskuld
Mar 14, 2010, 01:18 PM
Where does it talk about XP? I want to increase XP from Barb maximum

GlobalDefines.XML tag BARBARIAN_MAX_XP_VALUE

Retrospect
Mar 14, 2010, 01:53 PM
AND has the latest version of the global warming mod in it. There are some things you can tweak in the Global Alt Defines to make them more/less prominent.

Do you mean to say that it has been altered since 1.55 and is now working as intended?

Afforess
Mar 14, 2010, 05:50 PM
Do you mean to say that it has been altered since 1.55 and is now working as intended?

MinorAnnoyance made some code changes, so yes, the version in 1.64 is different from 1.55.

Retrospect
Mar 14, 2010, 06:02 PM
Great, I'll give it a try once AND is compatible with 2.9 :)

civ_king
Mar 15, 2010, 07:38 AM
GlobalDefines.XML tag BARBARIAN_MAX_XP_VALUE

Break save game?

zulu9812
Mar 15, 2010, 08:48 AM
Yes, it also no effect with late ships, for example, the diesel ships.

OK, thanks for the info. In that case, I think that Navigation II needs a buff: it's a very minor promotion that's really only useful because of the path it provides to Navigation III.

zulu9812
Mar 15, 2010, 08:52 AM
I have a rather strange bug to report: my economy is going backwards!

My economy is in the green, but my gold reserve still decreases every turn. For example, I had 2208 gold with +112 per turn. But the next turn, I only had 1246 gold. This situation is entriely irregular, and my gold reserve can start increasing. I get no alerts to indicate theft by espionage.

Any thoughts?

draz
Mar 15, 2010, 09:00 AM
OK, thanks for the info. In that case, I think that Navigation II needs a buff: it's a very minor promotion that's really only useful because of the path it provides to Navigation III.

Yeah I usually pick just Navigation I and then go with other promotions. I have disabled storms for performance's sake, so two promotions that basically amount to just +1 movement range isn't imo justified.

NBAfan
Mar 15, 2010, 09:22 AM
Lol. That's why. I stole a bunch of code from Fall From Heaven 2, and that was one of the lines. I forget they didn't use BUG...

Thanks for finding that.Yes, thank you for finding that lichen8566!:goodjob:

Break save game?I don't think it will.

Stormwind
Mar 15, 2010, 09:53 AM
I have a rather strange bug to report: my economy is going backwards!

My economy is in the green, but my gold reserve still decreases every turn. For example, I had 2208 gold with +112 per turn. But the next turn, I only had 1246 gold. This situation is entriely irregular, and my gold reserve can start increasing. I get no alerts to indicate theft by espionage.

Any thoughts?

Building tunnels, roads/railroads etc automated ?

zulu9812
Mar 15, 2010, 09:54 AM
Building tunnels, roads/railroads etc automated ?

Ah, yes, building Industrial-era roads costs gold, doesn't it? It's been a while since I've played this far into the tech tree...

Dancing Hoskuld
Mar 15, 2010, 01:40 PM
I vaguely remember some discussion on a botanic garden building being in AND somewhere? Is this so? I was about to release my new Shinto (and Shamanism) mod which also has a botanic garden in it and don't want to conflict.

Afforess
Mar 15, 2010, 01:52 PM
I vaguely remember some discussion on a botanic garden building being in AND somewhere? Is this so? I was about to release my new Shinto (and Shamanism) mod which also has a botanic garden in it and don't want to conflict.

Yeah, it is in the Farming Modmod.

Justintimekidz
Mar 15, 2010, 07:08 PM
my apologies if this question has popped up already.

I have recently built one of the many guilds in AND however no benifits are diplayed even though it says that every city is supposed to get 2 health and 4 culture (apothecaries) it looks like (for me anyways) that the Equestrians, clerks, artists, and carpenters guild are that way as well

Afforess
Mar 15, 2010, 07:22 PM
The effects in the civilopedia are correct, the hover text is out of date. If you hover over your health and science, you will see the correct amounts from corporations.

Hydromancerx
Mar 16, 2010, 02:26 AM
I vaguely remember some discussion on a botanic garden building being in AND somewhere? Is this so? I was about to release my new Shinto (and Shamanism) mod which also has a botanic garden in it and don't want to conflict.

Maybe you could call it a "zen garden" or something.

dh2k3
Mar 18, 2010, 10:41 AM
I am receiving the following error message whenever I load the mod.

Tag: GAMEOPTION_WARLORDS in Info class was incorrect
Current XML file is: modules\Afforess\Required\Warlords\Warlords_CIV4Un itInfos.xml

{Required Files} {Military Civics} {Beautification Project} {Castle Improvements} {Ice Breaker} {Ideology Civics} Meteorology {Realistic Diplomacy} {Seafaring } {Resource Refinement} {War Prizes} Zoology Firestorm Arctic {Sea Monsters} {Larger Cities} {Espionage Process} Forestation {Sea Tunnels} Terraforming {Lead From Behind} {Event Images} Education Sports NIMBY {Civic Buildings & More Wonders} {No Storms} {Early Buildings} ANM Fortifications {Historical Wonders} Formations {Mega Civ Patch} {Better RoM} Domestic Withdraw Depletion Farming Guilds {Modern Corporations} {Blue Marble Terrain} {Warriors of God} {Better RoM Artwork} {Water Mod} {Airbase Range} {Civic Diplomacy} Transportation {Misc Buildings} {Battlefield Promotions}

Full

Keep in mind after clicking ok numerous times the game still loads and works fine. I am using ROM 2.9 with the 1.70beta2 of AND

Afforess
Mar 18, 2010, 11:26 AM
I am receiving the following error message whenever I load the mod.

Tag: GAMEOPTION_WARLORDS in Info class was incorrect
Current XML file is: modules\Afforess\Required\Warlords\Warlords_CIV4Un itInfos.xml

{Required Files} {Military Civics} {Beautification Project} {Castle Improvements} {Ice Breaker} {Ideology Civics} Meteorology {Realistic Diplomacy} {Seafaring } {Resource Refinement} {War Prizes} Zoology Firestorm Arctic {Sea Monsters} {Larger Cities} {Espionage Process} Forestation {Sea Tunnels} Terraforming {Lead From Behind} {Event Images} Education Sports NIMBY {Civic Buildings & More Wonders} {No Storms} {Early Buildings} ANM Fortifications {Historical Wonders} Formations {Mega Civ Patch} {Better RoM} Domestic Withdraw Depletion Farming Guilds {Modern Corporations} {Blue Marble Terrain} {Warriors of God} {Better RoM Artwork} {Water Mod} {Airbase Range} {Civic Diplomacy} Transportation {Misc Buildings} {Battlefield Promotions}

Full

Keep in mind after clicking ok numerous times the game still loads and works fine. I am using ROM 2.9 with the 1.70beta2 of AND

First off, Beta bug reports belong in the beta thread. This thread is for official releases. Thanks. ;)

As for the actual problem, it looks like you installed over a "dirty" copy. Delete the Rise of Mankind folder, rextract RoM 2.9, then install beta2 over it, and report back.

Hydromancerx
Mar 18, 2010, 11:57 AM
I am not sure if its a RoM or AND feature but the "treasure" event that gives you a little treasure cart is very cool! So thanks to whomever put that in.

os79
Mar 18, 2010, 12:03 PM
I am not sure if its a RoM or AND feature but the "treasure" event that gives you a little treasure cart is very cool! So thanks to whomever put that in.

RoM 2.9 :).

NBAfan
Mar 18, 2010, 01:24 PM
I am not sure if its a RoM or AND feature but the "treasure" event that gives you a little treasure cart is very cool! So thanks to whomever put that in.I think that is one of Antilogic's new events.

Splade
Mar 18, 2010, 01:38 PM
I just started using this Mod (I love it!).

One bug I found is AI Autoplay will build settlers when you're doing a One City Challenge game.

I turned AI Autoplay on for 50 turns so I could go make lunch and came back to a bunch of new cities. :)

aender
Mar 18, 2010, 01:49 PM
one idea you mite want to include with the guilds modmod is either set barter to allow corp but not foreign corps or add a new choice in between slavery and mercantilism that allows em

zappara
Mar 18, 2010, 01:50 PM
I think that is one of Antilogic's new events.It's not Antilogic's event. I made this treasure event.

Afforess
Mar 18, 2010, 01:50 PM
I just started using this Mod (I love it!).

One bug I found is AI Autoplay will build settlers when you're doing a One City Challenge game.

I turned AI Autoplay on for 50 turns so I could go make lunch and came back to a bunch of new cities. :)

That's because AI Autoplay marks the human player as an AI, and one city challenge works by checking "isHuman()", which will return false under AI autoplay. ;)

NBAfan
Mar 18, 2010, 03:18 PM
It's not Antilogic's event. I made this treasure event.I stand corrected.:D It is a nice event.:goodjob:

Hydromancerx
Mar 19, 2010, 04:13 AM
It's not Antilogic's event. I made this treasure event.

Well thank you Zappara! I love it! :goodjob:

strategyonly
Mar 19, 2010, 06:08 AM
It's not Antilogic's event. I made this treasure event.

I stand corrected.:D It is a nice event.:goodjob:


Well thank you Zappara! I love it! :goodjob:


I agree, completely:goodjob:

Flay
Mar 19, 2010, 07:54 AM
Afforess ?
I need some light over the flexible difficulty in MP.
LAst MP game we did I was in dieity, an other in Emperor and the last one in Monarch.

How does that works?

Kalina
Mar 19, 2010, 08:41 AM
I'm not sure if it's right place :) I clicked download link in your signature, one in this sentence "A Copy of the Rise of Mankind 2.8 & the 2.81 Patch Installed" but it led me to 2.9, not 2.8 version... I noticed this in time,but it might led to potential confusion :)

Afforess
Mar 19, 2010, 10:13 AM
Afforess ?
I need some light over the flexible difficulty in MP.
LAst MP game we did I was in dieity, an other in Emperor and the last one in Monarch.

How does that works?

This is how flexible difficulty works:

There is two seperate types of difficulty in a game. Game-Level difficulty and Player level difficulty. Normally, these are identical (or the sum of the averages, for MP, of humans). In flexible difficulty, if your score is in the top 1/3 of all players during the turn it checks the scores (every 50 turns, depending on gamespeed. Can be changed in the GlobalAltDefines) your player level difficulty is increased by one, and the game level difficulty is re-evaluated (by averaging the difficulty of all human players) and set. Similar for bottom 1/3 of scores, except you drop a difficulty, not increase.

Baskedyt
Mar 19, 2010, 02:52 PM
I can't select the Spy and Noble Specialist. They both have their req met and they both have the "+" botton, but nothing happens when I press the "+" or when I hover over the specialist icon. None of the rest of the specialists are affected. I haven't seen any of the two specialist in any city, so I don't know whether it's an interface issue or a specialist issue.

Does any of you have the same problem? I know that you don't often choose to have these specialists. :confused:

Unregister
Mar 19, 2010, 03:18 PM
exact same error it looks like with the new beta download

Baskedyt
Mar 19, 2010, 04:08 PM
exact same error it looks like with the new beta download

I'm guessing it's my post your referring to. But I don't run Beta - I run AND 1.55. So the bug must be older than the beta build.

EDIT: Sorry, I'm running AND 1.64, but still not a Beta ver.
P.S. How do you strike out text?

xcrissxcrossx
Mar 20, 2010, 10:57 AM
I just upgraded from version 1.61 to 1.64 and I keep getting memory allocation errors now.

Afforess
Mar 20, 2010, 12:20 PM
I can't select the Spy and Noble Specialist. They both have their req met and they both have the "+" botton, but nothing happens when I press the "+" or when I hover over the specialist icon. None of the rest of the specialists are affected. I haven't seen any of the two specialist in any city, so I don't know whether it's an interface issue or a specialist issue.

Does any of you have the same problem? I know that you don't often choose to have these specialists. :confused:

Yeah, it happens with you get too many resources, and they start covering up the buttons. If you see the forum thread on the resource bar, this is one of the reasons I changed it. Should be fixed in 1.70.


P.S. How do you strike out text?
text here

I just upgraded from version 1.61 to 1.64 and I keep getting memory allocation errors now.
Memory Allocation Errors occur when you computer uses up all of your RAM, and the game has no where to expand to, so crashes. Either play on a smaller map, or use a 64bit OS with more RAM.

zulu9812
Mar 21, 2010, 12:20 PM
Memory Allocation Errors occur when you computer uses up all of your RAM, and the game has no where to expand to, so crashes. Either play on a smaller map, or use a 64bit OS with more RAM.

I have Windows 7 x64 and 8 GB of RAM and I still get MAF errors

JosEPh_II
Mar 21, 2010, 12:35 PM
I have Windows 7 x64 and 8 GB of RAM and I still get MAF errors

I have XP Pro x64 with 8GB of ram and I don't. :crazyeye:

So is it the Ideology Civic changes that cause the AI to Dog pile you if you don't have the same Ideology?. As soon as 1 declares war then it's like dominoes, they all follow suit.

And if it is, then there are too many "-" 's for Not lining up with the AI IMHO. The balance is weighted for negative relations being the norm. In fact if you try to go outside of what the AI uses ALL Ideologies gives are negatives. Where is the incentive for developing Positive relations? None that I can see unless you goose step with the leading AI. This makes Builder and Cultural games far less likely to have any viable chance. It's either gear for war or die. All the other victory conditions get tossed out the window. :p

And before anyone takes a "bash" at me, I KNOW it's an Option. But being a Beta I try to play with as many "options on" as I can. And of course one other that is always "off". :D

Edit RoM2.9 + AND1.70beta3 build.
JosEPh

Afforess
Mar 21, 2010, 12:59 PM
And if it is, then there are too many "-" 's for Not lining up with the AI IMHO. The balance is weighted for negative relations being the norm. In fact if you try to go outside of what the AI uses ALL Ideologies gives are negatives. Where is the incentive for developing Positive relations? None that I can see unless you goose step with the leading AI. This makes Builder and Cultural games far less likely to have any viable chance. It's either gear for war or die. All the other victory conditions get tossed out the window. :p

Welcome to the real world. Diplomacy sucks.

Oh and I thought I should mention it, that is Civic Diplomacy's goal. I coded the AI to purposely match civics with their friends, so large 'blocs' of AI's with similar civics would form.:mischief:

JosEPh_II
Mar 21, 2010, 02:37 PM
Welcome to the real world. Diplomacy sucks.

Oh and I thought I should mention it, that is Civic Diplomacy's goal. I coded the AI to purposely match civics with their friends, so large 'blocs' of AI's with similar civics would form.:mischief:

And before anyone takes a "bash" at me, I KNOW it's an Option.

Actually it doesn't form large Bloc(s)(plural as in several Blocs). It forms 1 Bloc, period. And therefore you might "need" to rethink/adjust your objective. Otherwise your Civic Diplomacy Goal is only good for warmonger playstyle.

But hey it's your modmod and I do have an option of not loading it in.

JosEPh :)

Darken24
Mar 21, 2010, 02:53 PM
where would i go to edit something on the scoreboard display?

Afforess
Mar 21, 2010, 03:24 PM
CvMainInterface.py & Scoreboard.py are both in control of the scoreboard.

afa2000
Mar 21, 2010, 07:53 PM
I guess BUG advisors are not working. I can't see info about who is willing to trade something, or open borders, etc. All options are checked:

http://img401.imageshack.us/img401/4790/ss0000.jpg

How can I make fixed cultural borders checked by default ? I can't change that at ROM\assets\gameoptionsinfo.xml

Afforess
Mar 21, 2010, 08:01 PM
The advisors bug has been fixed in the 1.70beta's. The Game Option settings for A New Dawn are in Rise of Mankind/Assets/Modules/Afforess/Required.

afa2000
Mar 21, 2010, 08:20 PM
Thanks !

civ_king
Mar 21, 2010, 11:26 PM
I have Windows 7 x64 and 8 GB of RAM and I still get MAF errors

did you 4 GB patch it

Firewolfneo
Mar 22, 2010, 07:20 PM
well i just tried to start up A New Dawn today after installing the recommended version on RoM 2.9. And as i am about to finish the start up i get this error. after clicking ok i also get a bunch of unit invalid type, such as axeman, archer, calvary, and some others.

Afforess
Mar 22, 2010, 07:23 PM
well i just tried to start up A New Dawn today after installing the recommended version on RoM 2.9. And as i am about to finish the start up i get this error. after clicking ok i also get a bunch of unit invalid type, such as axeman, archer, calvary, and some others.

A New Dawn 1.64 is NOT made for RoM 2.9. For RoM 2.9, try the 1.70 Beta's, or wait a week.

os79
Mar 22, 2010, 07:24 PM
:mutter:

Afforess, you beat me this time! :lol:

Firewolfneo
Mar 22, 2010, 07:34 PM
well i feel like a real idiot now... thought i read through all the version stuff to make sure it would work :/. thanks though now to get the beta and see how it looks.

Afforess
Mar 22, 2010, 07:45 PM
If you have any other problems, let me know. ;)

NBAfan
Mar 22, 2010, 09:45 PM
Afforess, see what happens when you do not use big print!;)

@Firewolfneo Do not worry, it happens all the time.:D

AndarielHalo
Mar 23, 2010, 01:53 PM
I have a problem, less due to actual game problem and more due to my signature.

Some of the changes I'm finding early on are kind of annoying, considering the seeming arbitrary and historically questionable nature.

This case's example: Basketweaver's Hut. It's obsolesence has been moved back to Metal Casing, which is WAY early in the game. But the Hut still advertises a +2% breadloaf icon thing with Hemp... the same Hemp that can't be harvested without Calendar, which comes way, way, way after Metal Casing.

civ_king
Mar 23, 2010, 02:47 PM
I have a problem, less due to actual game problem and more due to my signature.

Some of the changes I'm finding early on are kind of annoying, considering the seeming arbitrary and historically questionable nature.

This case's example: Basketweaver's Hut. It's obsolesence has been moved back to Metal Casing, which is WAY early in the game. But the Hut still advertises a +2% breadloaf icon thing with Hemp... the same Hemp that can't be harvested without Calendar, which comes way, way, way after Metal Casing.

That is actually a legitimate criticism

DRJ
Mar 24, 2010, 11:14 AM
Hey Afforess! Playing the latest version of AND I realized a few things:

1. I am missing the Townwatchman and the Bandit Footpath :/

2. The AI is cheating! The Koreans rebels have no city http://forums.civfanatics.com/attachment.php?attachmentid=247438&stc=1&d=1269449817
and thus no palace that would give them +4 :espionage: but they get it anyway... http://forums.civfanatics.com/attachment.php?attachmentid=247439&stc=1&d=1269449817

3. Strange error when embassies still showed the capital: it was razed or conquered but had still some sight of the place. http://forums.civfanatics.com/attachment.php?attachmentid=247441&stc=1&d=1269450024
Au contraire, a plot south of Paris was black and stayed that way, I think even after a reload. http://forums.civfanatics.com/attachment.php?attachmentid=247440&stc=1&d=1269450024

4. After I killed most of the Germans which evolved of a revolution they were ready to capitulate - allthough they had no city. The next turn they disappeared- this happened several times in a row --- http://forums.civfanatics.com/attachment.php?attachmentid=247443&stc=1&d=1269450154

NBAfan
Mar 24, 2010, 11:40 AM
Au contraire, a plot south of Paris was black and stayed that way, I think even after a reload.I have had this too.

Dancing Hoskuld
Mar 24, 2010, 05:31 PM
4. After I killed most of the Germans which evolved of a revolution they were ready to capitulate - allthough they had no city. The next turn they disappeared- this happened several times in a row ---

That is how I get rid of pesky units ;) It happens so often it is now part of my playing strategy.

afa2000
Mar 25, 2010, 11:52 AM
First of all, thanks again. That's a great mod.

I'm not sure if that's normal, but 1.70 took 3-4 minutes just to start. I deleted RoM folder (2.81), installed 2.9, then 1.70. Custom setup, all default options checked, plus ideology civics and sea monsters, minus storms.

My PC is Core 2 duo E7400, 4gb ram, Geforce 9600 GT, win XP. Now, 1.70 + 2.9 is about 100 % slower to load than 1.64 + 2.81. Just wondering if that's expected or there's something wrong.

NBAfan
Mar 25, 2010, 12:29 PM
It is normal for it to take a few minutes to start. There is no problem.

afa2000
Mar 25, 2010, 12:59 PM
Now, that's a bug: I have copper connected to the city and bronzeworking researched, but can't build axemen. Save attached, plus screenshot.

http://img528.imageshack.us/img528/442/axe0000.jpg

Dancing Hoskuld
Mar 25, 2010, 01:10 PM
Two problems

1. National wonder and holy shrine movies are playing in RoM 2.9 but not in AND 1.7. Moving the defines to the Wonder did not work. but then the ones that were already in there, treasury for example, were not playing anyway.

2. National units - you can queue an infinite number, see attached image, but you can only build the max specified. Extras disappear from the queue at end/start of next of turn.

Questions

1. I need to get my attachments down. Did you get the changes to those custom units so I can delete them? Also did they work for you? I can only use the Fortification ones as the others seem to cause MAFs due to the added graphics. I am having the same problem with the ROME extra civ based graphics.

2. Where is the python for the events with images? I think that if I have two examples I may be able to get the great person mod working in RoM.

Afforess
Mar 25, 2010, 01:26 PM
Now, that's a bug: I have copper connected to the city and bronzeworking researched, but can't build axemen. Save attached, plus screenshot.

http://img528.imageshack.us/img528/442/axe0000.jpg

Two problems

2. National units - you can queue an infinite number, see attached image, but you can only build the max specified. Extras disappear from the queue at end/start of next of turn.

Both are not bugs, but side effects of a new caching system I implemented. Afa2000, if you continue to the next turn, you will be able to build axemen. Dancing Hoskuld, same thing. This is because the cache refreshes each turn; so the effects of this turn will appear next turn. This will speed up turn times, but has this effect. Give a little to get a little. From my testing, it has no real effect on gameplay, other than the speed boost.


1. National wonder and holy shrine movies are playing in RoM 2.9 but not in AND 1.7. Moving the defines to the Wonder did not work. but then the ones that were already in there, treasury for example, were not playing anyway.

There is a WoC problem with movie tags, and they won't be saved if you modularly edit a building, hence the WonderMovies folder in the modules folder, which fixes a bunch of wonders.

As for National Wonders, I have no idea why they aren't working.


Questions

1. I need to get my attachments down. Did you get the changes to those custom units so I can delete them? Also did they work for you? I can only use the Fortification ones as the others seem to cause MAFs due to the added graphics. I am having the same problem with the ROME extra civ based graphics.

Go ahead, I already downloaded them.


2. Where is the python for the events with images? I think that if I have two examples I may be able to get the great person mod working in RoM.

It's in the SDK, not python...

I can probably get a new tag for that if you want. For units.

Also, I added the PrereqOrBuildingClass tag to the XML for 1.70. I just need to give you an updated schema... Nag me about that.

strategyonly
Mar 25, 2010, 02:53 PM
I am having the same problem with the ROME extra civ based graphics.

I may be able to get the great person mod working in RoM.

Yeah i cant get ROME to work either, it always CTD on me.:(

I had the GPM working last year in RoM but the new RoMEventManager doesn't work good with other stuff. I really like the GPM, it's great.;)

Also:

Did you change the radius? I cant build in many area's?

Afforess
Mar 25, 2010, 03:09 PM
Yep, I forgot to change that. You can fix it yourself in the global defines. I'll fix it in patch a

Dancing Hoskuld
Mar 25, 2010, 05:10 PM
Both are not bugs, but side effects of a new caching system I implemented. Afa2000, if you continue to the next turn, you will be able to build axemen. Dancing Hoskuld, same thing. This is because the cache refreshes each turn; so the effects of this turn will appear next turn. This will speed up turn times, but has this effect. Give a little to get a little. From my testing, it has no real effect on gameplay, other than the speed boost.

And you can't upgrade your units until the turn after discovering a tech, bronze working. Could be important in war.:mischief:

There is a WoC problem with movie tags, and they won't be saved if you modularly edit a building, hence the WonderMovies folder in the modules folder, which fixes a bunch of wonders.

As for National Wonders, I have no idea why they aren't working.

There was some code in python events that did it. I haven't looked at that code since it was split up.

It's in the SDK, not python...

I can probably get a new tag for that if you want. For units.

Also, I added the PrereqOrBuildingClass tag to the XML for 1.70. I just need to give you an updated schema... Nag me about that.

I thought all screen elements were done in python. I thought if I looked at yet another python dialogue I might figure out what needed to be done. Oh well back to the drawing board.

Afforess
Mar 25, 2010, 05:39 PM
And you can't upgrade your units until the turn after discovering a tech, bronze working. Could be important in war.:mischief:

No, I thought of that. I refreshes the cache right after you research. However, if you get a tech from a goody, it will not take effect until next turn.



I thought all screen elements were done in python. I thought if I looked at yet another python dialogue I might figure out what needed to be done. Oh well back to the drawing board.


I wish. It's in the DLL because it needs to call functions from the EXE to work, functions that are not exposed to python.

DAKH
Mar 25, 2010, 07:06 PM
It seems to me that the AI has a love for cancelling treaties at random (open borders/embassy). While it might have a good reason for it, the only thing that bugs me is that I recieve the "You kicked our ambassadors out!" negative diplomatic modifier, when in fact it was he who cancelled the deal. :crazyeye:

Afforess
Mar 25, 2010, 07:18 PM
It seems to me that the AI has a love for cancelling treaties at random (open borders/embassy). While it might have a good reason for it, the only thing that bugs me is that I recieve the "You kicked our ambassadors out!" negative diplomatic modifier, when in fact it was he who cancelled the deal. :crazyeye:

Putting that on my patch list.

DAKH
Mar 25, 2010, 08:09 PM
Thanks! I wasn't sure if it was a bug or just something weird I did when I installed it, but I decided to say something anyway.

I have another question: Some optional features have been omitted from the reccomended setup in the installer (Ideology Civics, Resource Depletion, etc); is this because those options are considered imbalanced, or doesn't the AI properly handle them?

Afforess
Mar 25, 2010, 08:26 PM
Thanks! I wasn't sure if it was a bug or just something weird I did when I installed it, but I decided to say something anyway.

I have another question: Some optional features have been omitted from the reccomended setup in the installer (Ideology Civics, Resource Depletion, etc); is this because those options are considered imbalanced, or doesn't the AI properly handle them?

I got a lot of criticism from Resource Depletion, as for the other ones, I felt like it was reaching a point where it was a lot of clutter, but no real benefit. Just MHO, which is why I offer custom installs.

afa2000
Mar 26, 2010, 12:55 PM
- Save attached
- Log: http://rapidshare.com/files/368479766/A_New_Dawn.log.html
- RoM 2.9 Full plus New Dawn 1.70

What happened: CTD. Just do the following steps:

1 - contact Pericles
2 - Trade (monotheism) to (monarchy + worker), then (meditation) to (iron working).

Tested 3 times, 3 CTDs in a row.

Afforess
Mar 26, 2010, 01:26 PM
@afa2000, I am loading your save up to see; give me a few minutes.

Afforess
Mar 26, 2010, 02:55 PM
- Save attached
- Log: http://rapidshare.com/files/368479766/A_New_Dawn.log.html
- RoM 2.9 Full plus New Dawn 1.70

What happened: CTD. Just do the following steps:

1 - contact Pericles
2 - Trade (monotheism) to (monarchy + worker), then (meditation) to (iron working).

Tested 3 times, 3 CTDs in a row.

I tested the save, and could reproduce the CTD. However, debugging led directly to the EXE, which is worse than useless for debugging crashes. :sad: (Useless because no one besides Firaxis has the code in the EXE, so I can't tell where or why it is crashing). I also noticed trying to enter the worldbuilder resulted in the same crash; and tried to see if they were connected. When I started a totally new game, however, I could enter the worldbuilder, and experienced no crashes...

Not much to tell you, except start a new game. You were going to lose anyway. :mischief:

If only, if only, Firaxis would release their source code, if only, if only... :(

Flay
Mar 26, 2010, 03:03 PM
The MP is broken ?

Get OOS with that error message:

error in gameupdate event handler <bound method RoMEventManager.onGameUpdate of <RoMEventManager.RoMEventManager instance at xxxxxxxxxx>>


the xxxxxxxxxx is different number + letter every time differente

at start of game and ecery few turn . . .
No probleme with beta 3

afa2000
Mar 26, 2010, 03:11 PM
I tested the save, and could reproduce the CTD. However, debugging led directly to the EXE, which is worse than useless for debugging crashes. :sad: (Useless because no one besides Firaxis has the code in the EXE, so I can't tell where or why it is crashing). I also noticed trying to enter the worldbuilder resulted in the same crash; and tried to see if they were connected. When I started a totally new game, however, I could enter the worldbuilder, and experienced no crashes...

Not much to tell you, except start a new game. You were going to lose anyway. :mischief:

If only, if only, Firaxis would release their source code, if only, if only... :(

No problem, thanks anyways :)

oldmanpaco
Mar 26, 2010, 07:10 PM
So I have an installation error in Win7. Says that it cannot find woc_installer.jar at the end of the installation. It still finishes but certain AND options (like Mastery victory) are not available when I load a RoM custom game.

I have the 2.9 RoM and 1.7 AND going.

I guess the real question is - Am I being stupid somehow?

Afforess
Mar 26, 2010, 07:18 PM
So I have an installation error in Win7. Says that it cannot find woc_installer.jar at the end of the installation. It still finishes but certain AND options (like Mastery victory) are not available when I load a RoM custom game.

I have the 2.9 RoM and 1.7 AND going.

I guess the real question is - Am I being stupid somehow?

Sounds like you installed to the wrong folder. I have a step by step guide for installation in the FAQ. If you still can't get it to work with the FAQ, I'll be happy to assist you further. ;)