Version 2.6 discussion

One observation on the v2.6002 religion-specific promotions. The promotion for Taoism (I forget the specific name) states that it gives a 25% gold reduction for upgrades. However, it requires the unit to be lead by a warlord to receive it in the first place, which already gives free upgrades. Given that the other benefit of the promotion is an outright 20% strength bonus, I don't think it's necessarily underpowered. It's just redundant. Never used it myself, though. Do you actually get gold *back* now with the promotion for improving your units?
 
i've played with the new unit stengths in a new game. i generally like the changes, but i have to say trebuchets (and probably other siege) are way too strong. no normal unit in the middle ages can withstand strength 18 city attack, and 18 attack with collateral damage is just extreme. even veteran longbows and crossbows just melt away. it's basically a race to see who can move up the trebs to cities fastest.
 
i've played with the new unit stengths in a new game. i generally like the changes, but i have to say trebuchets (and probably other siege) are way too strong. no normal unit in the middle ages can withstand strength 18 city attack, and 18 attack with collateral damage is just extreme. even veteran longbows and crossbows just melt away. it's basically a race to see who can move up the trebs to cities fastest.

I second that. Trebs are waay too powerfull. The bonus attached to them when attacking cities is so powerfull that it is better to defend your city outside of it and never let them get close to it :lol:
Another "problem" is the biiiig gap early in the game between mounted (elephants and horse archers at 8) and all other units (3 for spears and archers, and 5 for axes and swords). Added to that the double building promotions specific to mouted units with barracks and stable and you can basically roll over the AI if you you have ivory or horsies near by. In the vanilla BtS, sper was 4 and horsies 6 (like swords by the way), now sper are reduced to 3 and horsies increased to 8 !!!
Scientific is too powerfull. I chenged it to 5% bonus and it looked more balanced to me.
 
i've played with the new unit stengths in a new game. i generally like the changes, but i have to say trebuchets (and probably other siege) are way too strong. no normal unit in the middle ages can withstand strength 18 city attack, and 18 attack with collateral damage is just extreme. even veteran longbows and crossbows just melt away. it's basically a race to see who can move up the trebs to cities fastest.

I second that. Trebs are waay too powerfull. The bonus attached to them when attacking cities is so powerfull that it is better to defend your city outside of it and never let them get close to it :lol:

I'm playing the latest version with the new unit strenghts too. And at first sight, I shared exactly the same opinion of both of you. My thought was: Catapults and trebs are too much powerful!

But, thinking more deeply, I saw that I liked it, for some reasons:

- It's easier to conquer cities, reflecting real history.
- Obligates the army being sitiated to go out of the city gates, and the battle do not happens within the city, but in its surroundings, what seems to me more realistic.
- If you are hiding in a city surrounded by active siege weapons and do not face them, sooner or later you will die.

So, I think it's a huge change of our way to play war in Civ , but a good change.

In order to do a little balance, we could give bonus to all the units when they are coming out of the cities, giving them one more incentive to do that, and reflecting the surprise and the choice of the battle time.

Other thing about sieges: can we give the terrain units the blockade ability too?
Come out of the anthill and fight!
 
During last weekend I tested and tried to track down the 'waiting for other civilizations' bug and narrowed it down to BarbarianCiv mod component. What in it is the cause is still mystery. As a result of 12+ hours of testing on weekend I decided to just disable BarbarianCiv component completely from the initial 2.6 release and hope that we can find a fix for it in later patches.

So here's now v2.6 patch which I hope to work without other major problems.

Download v2.6patch

Patch notes Version 2.6004:
Spoiler :
Python
------
- Changed: Revolutions do not spawn spy units (was so in v2.5 as well just had forgotten it during merge)
- Changed: RevolutionDCM uses now different init method
- Changed: ReDCM popup shows more shortcuts
- Changed: AttitudeUtils.py file is obsolete since it has been renamed to AttitudeUtil.py in BUG 3.6. AttitudeUtils.py file's contents has been removed to avoid possible conflicts between these two files when RoM is updated from v2.5 to v2.6
- Fixed: new religions' temple defines were missing in CvUtil's CvGetReligionTemple function (function not in use)
- Fixed: new religions' shrine defines were missing in CvUtil's OCHasNonStateShrine function


Gamedefines
-----------
- Changed: OC_LIMITED_RELIGIONS modifier removed because it's obsolete (RevDCM options have the same modifier)
- Changed: OC_RESPAWN_HOLY_CITIES modifier removed because it's obsolete (RevDCM options have the same modifier)
- Changed: Base War Weariness multiplier 5 -> 2 (same now as in RevDCM)

SDK
---
- Changed: New DLL (minor fixes, RevDCM 1.00_patch01)

Units
-----
- Changed: Swordsman no longer upgrade to Maceman
- Changed: Jeep no longer get free Blitz promotion, ignores building defense, no defensive bonuses, moves 2, requires also Electronics
- Changed: Humvee no longer get free Blitz promotion, ignores building defense, no defensive bonuses, bonus against Mounted (same as with Jeep)
- Changed: ACV no longer get free Blitz promotion, ignores building defense, no defensive bonuses
- Changed: Armored Car ignore building defense, movement 2
- Changed: Chariot units no longer upgrade to Horseman


Maps
----
- Added: Eurasia-Medium for RoM 2.5
- Added: GEM for RoM 2.5 (Giant Earth Map)
- Added: Huge European Map for RoM 2.5

Traits
------
- Changed: Scientific gives now 1 science per city (was 2) and 15% science bonus (was 10%)

Game settings
-------------
- Changed: Revolution component is off by default to make standard single player game more Civ like (option available in Custom Game for players who want more advanced gameplay)
- Changed: BarbarianCiv component is off by default and option is not visible in game option list due to bug that makes the game crash ('waiting for other civilizations' bug)
- Changed: Tech diffusion is off by default to make standard single player game more Civ like (option available in Custom Game for players who want more advanced gameplay)

Resources
---------
- Changed: Bauxite may appear in plot which has forest/jungle
- Changed: Coal may appear in plot which has forest/jungle/swamp
- Changed: Copper may appear in plot which has forest/jungle
- Changed: Iron may appear in plot which has forest/jungle
- Changed: Deer may appear in plot which has swamp
- Changed: Fur may appear in plot which has swamp
- Changed: Silver may appear in plot which has forest


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


Version 2.6003
--------------

All 2.6003 changes discarded and work began again from 2.6002 for 2.6004

For rest of the patch changes see the 'Rise of Mankind version history.txt' inside the patch rar file.

Note that now RevDCM mod components are OFF by default if you start single player game the normal way. RevDCM options can be enabled for 'Custom game'.
I made it this way because I wanted normal games be more like normal Civ and new game options to be optional features.

I'm aware that new unit strengths need balancing and those will be looked into in v2.61 patch in few weeks after some feedback has been posted. For that patch I hope to fix also BarbarianCiv component.

Edit: I'll upload the full v2.6 bit later this week... just too tired to pack,test,upload it, edit dozen posts now...
 
Hi Zappara,

like always great work!

We resumed our multiplayer game with beta 4 (or tried to), but now, we always get an OOS error message like in the screenshot included.

So we went back to beta 2 - no OOS there...

Any idea where this (new) bug can come from?
Usualy my friend always takes a bit longer to end his turn than me (he has a very old and slow computer ;) ), but until now it never was a problem.
We have already played RoM 1.x, 2.5 and now 2.6 and with beta 4 it is the first time we got this message.

Hoping you can help...

Greetings,

astrac
 

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  • Civ_OOS_.jpg
    Civ_OOS_.jpg
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Great, thank you for all the new beta releases zap. I love the way you actively listen to and implement feedback from the community.
 
I am having the problem of bug not finding the correct install paths. Zap. included a file in the root /Rise of Mankind folder that I edited and copied to the /python folder. After that the main menu options work fine... civ. pedia, etc. Before I edited and copied that file the main menu options for pedia failed to work at all. When I load a game, I get no interface and the bug menu Ctrl + Alt. + O brings up a blank screen.

I had a problem earlier with BTS unit graphics not appearing and I saw the new release and decided to re-install BTS, which fixed the problem. I then upgraded to 3.17 and installed ROM 2.5 + 2.52 + 2.6 in that order.

If I turn on python debug output I get a python error when loading normal BTS (cleared cache) referring to RoM_Arboria.py . I don't understand why vanilla BTS is referring to a ROM component. When I load ROM it initially loads fine but as soon as I start a game, after initialization (first turn) I get a huge python error screen and cannot navigate to the close button and have to kill ROM through task manager.

Any help would be appreciated.
 
- It's easier to conquer cities, reflecting real history.
- Obligates the army being sitiated to go out of the city gates, and the battle do not happens within the city, but in its surroundings, what seems to me more realistic.
- If you are hiding in a city surrounded by active siege weapons and do not face them, sooner or later you will die.

before the invention of gunpowder and explosives, castles were very hard to attack. it was common for attackers to surround a city for years to starve it out, and wait for defenders to surrender. no way should it be an auto win whenever siege sits outside a city.

while i agree it's better to conduct wars outside cities and have more field combat, the current civ model just doesn't simulate that well enough. and even if we players are smart enough to sortie out and fight it in the field, the AI can't learn it

a side effect of easy conquering is that most games end way too quickly. i play on emperor with aggressive AIs on large or huge maps, and by the time gunpowder comes around, the game is usually already determined with one or two big empires who have swallowed their neighbours.

lastly, trebs have 18 city attack while bombards only have 17. it's definitely not right. i have modded trebs to have 5 strength (10 city attack) and cats to have 6 strength (no bonus). a strength 10 attack versus strength 8 longbows is much more balanced.
 
I am having the problem of bug not finding the correct install paths. Zap. included a file in the root /Rise of Mankind folder that I edited and copied to the /python folder. After that the main menu options work fine... civ. pedia, etc. Before I edited and copied that file the main menu options for pedia failed to work at all. When I load a game, I get no interface and the bug menu Ctrl + Alt. + O brings up a blank screen.

I had a problem earlier with BTS unit graphics not appearing and I saw the new release and decided to re-install BTS, which fixed the problem. I then upgraded to 3.17 and installed ROM 2.5 + 2.52 + 2.6 in that order.

If I turn on python debug output I get a python error when loading normal BTS (cleared cache) referring to RoM_Arboria.py . I don't understand why vanilla BTS is referring to a ROM component. When I load ROM it initially loads fine but as soon as I start a game, after initialization (first turn) I get a huge python error screen and cannot navigate to the close button and have to kill ROM through task manager.

Any help would be appreciated.


I solved my problem with the ROM so if anyone else experiences this, here is my fix:

When I uninstalled BTS, the developers kept some BTS files on the drive. For example the /Beyond the Sword/ directory still existed and when I viewed the python logs is was faulting in a file that resided in /Beyond the Sword/config/, not a ROM directory. So I uninstalled BTS again and deleted the entire /Beyond the Sword/ folder and reinstalled ROM 2.5 -> 2.6 . I still had to modify the cyRoot.py file and copy to /python/ folder, but I no longer experience any problems with Ctrl + Alt + O , and everything seems to working as intended.:goodjob:

CivFan.
 
Resources
---------
- Changed: Bauxite may appear in plot which has forest/jungle
- Changed: Coal may appear in plot which has forest/jungle/swamp
- Changed: Copper may appear in plot which has forest/jungle
- Changed: Iron may appear in plot which has forest/jungle
- Changed: Deer may appear in plot which has swamp
- Changed: Fur may appear in plot which has swamp
- Changed: Silver may appear in plot which has forest


That's good, but you didn't do the same for Gold, Gems, & Sulfur? (all the other mineral resources)

I still also contend that all mineral resources (Copper, Iron, Gold, Silver, Bauxite, Gems, Sulfur, Coal, Uranium, Stone, Obsidian, Marble and Oil) should be capable of showing up on all land terrain types, anywhere in the word (bArea tag = false)

This is how I set up my bonusinfo xml for my own games.

Mineral resources (described above)
Can appear on all land terrain types, and under forest & jungle.
(TerrainBooleans for Grass, Desert, Plains, Tundra, Snow, FeatureBooleans Jungle, Forest. TerrainFeatureBooleans as above terrains)
They do not use grouping patterns (iGroupRange & iGroupRand = 0)
they use the cluster distribution equal to most strategic resources (iRandApp1 & iRandApp2 = 10)
They can occur on any land mass (bArea = 0)
They can occur on hills (bHills = 1)
They can occur next to rivers (bNoRiverSide = 0)
They do not occur on flatlands (bFlatland = 0)
Oil of course also appears on ocean, and appears on flatlands instead ofhills. (graphically it looks weird if it oil is placed on hills)
Coal and Oil also occur on Marsh and Swamp
Stone, Marble, and Obsidian do not show up under forest/jungle. This is because you can't build a quarry without clearing a forest, and waiting to get bronze working to get to them sucks.
Although Salt is a mineral resources, I did not change it from is default terrains since salt (when found as evaporated salt lake/lagoon beds, do occur in dry areas (flatland desert and plains)

All other resources (non-mineral ones) are mostly unchanged.
I'll point out a couple of things to note:
All non mineral resource are confined to 1a single or group of nearby landmasses. (bArea = 1) This is the default value. The exception to this is horses, which because they are strategic can occur on any land mass. This is the default value for horses. Rubber, in RoM has bArea = 0, which I changed to 1 to restrict it for my games. Though in order to make it more broadly distributed on its landmass, I expanded its range, so that it can occur on forest and jungle, grasslands, plains and marsh. I also increased its occurrence frequency slight to compensate for the land mass restriction. My reasoning is that Rubber (as a plant) should be land mass restricted as that more realistic. Also by the time you can use rubber for vulcanizing, you should have some colonies harvesting already, if its not native. Otherwise synthetic rubber is easy enough to get soon after.

Other reasons I use this setup for bonuses (aside from it being more realistic) I've found that maps are less likely to have missing resources since all mineral resources can occur almost anywhere, without taking up too much space with clustering. Also the fact that they show up anywhere makes for more interesting games, sometimes that random Gem mine is worth fighting over if its the only one around. They may show up in out of the way places (like the arctic) and give you a reason for founding a city up there just to get at it.
 

Attachments

@Zappara, I have started working on merging the Abandon City mod into RoM 2.6 and I have been looking at the onCityRazed code to make sure I do the same things as you have. However I am confused, probably because my python is not good.

What I think is happening stated in pseudo code
Code:
For each religious building in the city being raised
   If the building is the holy shrine which is not of the players state religion
      get cash bonus and attitude pelanty with other players
   If the building requires this religion to build ie temple, monastry, cathedral, national wonder such as Temple of Isis or Krac des Chiviliers, or great wonder such as Crusades
      get further cahs bonus and  attitude pelanty with other players
Further if the RESPAWN HOLY CITY option is set there are further bonuses and penalties. Are these extra penalties needed?

For consistency shouldn't there be bentfits and penalties for destroying your own state religion's shrine? Why are state religious buildings not worth anything?:crazyeye:

I do note that respawn should now work for cities with multiple holy shrines.:)

Actual code block
Spoiler :
Code:
	def onCityRazed(self, argsList):
		'City Razed'
		city, iPlayer = argsList
		iOwner = city.findHighestCulture()
		iGoldTotal = 0
		Respawn = False
		pPlayer = gc.getPlayer(iPlayer)
		iStateReligion = pPlayer.getStateReligion()
		
# Rise of Mankind 2.6 Start 
		self.iArcologyCityID = -1
		
		if city.getNumRealBuilding(gc.getInfoTypeForString("BUILDING_ARCOLOGY")) or city.getNumRealBuilding(gc.getInfoTypeForString("BUILDING_ARCOLOGY_SHIELDING")) or city.getNumRealBuilding(gc.getInfoTypeForString("BUILDING_ADVANCED_SHIELDING")):
			self.iArcologyCityID = city.getID()
		
		# Removes all non-state Religious Buildings from the City
		for iBuildingLoop in range(gc.getNumBuildingInfos( )):
			if city.isHasBuilding( iBuildingLoop ):
				pBuilding = gc.getBuildingInfo( iBuildingLoop )
				iRequiredReligion = pBuilding.getReligionType( )
				for iReligionLoop in range(gc.getNumReligionInfos()):
					if iReligionLoop != pPlayer.getStateReligion( ):
						if iRequiredReligion == iReligionLoop:
							if CvUtil.OCHasNonStateShrine(pPlayer, iBuildingLoop):
								# Greatly increases Anger for all AIs who share the religion of the destroyed Shrine
								CvUtil.AIAttitudeAdjustment(iPlayer, iRequiredReligion, -3 )
								# Add gold to treasury for pillaging the non-state Shrine
								iGoldTotal = iGoldTotal + 500
								CyInterface().addMessage(CyGame().getActivePlayer(),True,25,'Destruction of a non-state Holy Shrine has angered AI Civs!','AS2D_DISCOVERBONUS',1,'Art/Interface/Buttons/TerrainFeatures/Forest.dds',ColorTypes(7),0,0,False,False)
							else:
								# Increases Anger for all AIs who share the religion of a destroyed Temple, Monastery or Cathedral
								CvUtil.AIAttitudeAdjustment(iPlayer, iRequiredReligion, -1 )
								# Add gold to treasury for pillaging the non-state Religious Building									
								iGoldTotal = iGoldTotal + 250
							
		# Check default -- Does game option allow removal of a Holy City?
		if RevDCMOpt.isOC_RESPAWN_HOLY_CITIES():
			for iReligionLoop in range(gc.getNumReligionInfos()):
				# Make sure only non-state religions are selected
				if iReligionLoop != iStateReligion:
					# Is this a non-state Holy City?
					if city.isHolyCityByType( iReligionLoop ):
						# Increases Anger for all AIs who share the purged Holy City
						CvUtil.AIAttitudeAdjustment(iPlayer, iReligionLoop, -3 )
						# Remove non-state Holy City identifier
						gc.getGame( ).clearHolyCity( iReligionLoop )
						# Add gold to treasury for pillaging the non-state Holy City							
						iGoldTotal = iGoldTotal + 500
						# Increases Anger for all AIs who share the purged religion						
						CvUtil.AIAttitudeAdjustment(iPlayer, iReligionLoop, -1 )
						# Remove non-state religion
						city.setHasReligion(iReligionLoop, 0, 0, 0)						
						# Add gold to treasury to compensate for inquisition costs
						iGoldTotal = iGoldTotal + 100
						CyInterface().addMessage(CyGame().getActivePlayer(),True,25,'Destruction of a non-state Holy City has angered AI Civs!','AS2D_DISCOVERBONUS',1,'Art/Interface/Buttons/TerrainFeatures/Forest.dds',ColorTypes(7),0,0,False,False)
						# Is there at least 1 non Holy City remaining with HC Religion?  
						if CvUtil.findCityWithXReligion(iReligionLoop):
							# Set Minimum of Two Cities required for Respawning a Holy City
							minCitiesForInfluence = 2
							# Find player with the greatest Religious Influence for Religion 
							eBestPlayer = CvUtil.getPlayerWithMaxInfluenceForReligion(iReligionLoop, minCitiesForInfluence)	
							# If there is a player with enough Religious Influence for Religion
							if eBestPlayer >= 0:
								XpPlayer = gc.getPlayer(eBestPlayer)
								# Respawn the Holy City 
								CvUtil.ReSpawnHolyCity(XpPlayer, iReligionLoop)
					
					elif city.isHasReligion( iReligionLoop ):
						# Increases Anger for all AIs who share the purged religion						
						CvUtil.AIAttitudeAdjustment(iPlayer, iReligionLoop, -1 )
						# Add gold to treasury for pillaging 						
						iGoldTotal = iGoldTotal + 100	
			
			# Total Pillage Reward
			pPlayer.changeGold(iGoldTotal)
# Rise of Mankind 2.6 end
 
@Zappara, I have started working on merging the Abandon City mod into RoM 2.6 and I have been looking at the onCityRazed code to make sure I do the same things as you have. However I am confused, probably because my python is not good.

What I think is happening stated in pseudo code
Code:
For each religious building in the city being raised
   If the building is the holy shrine which is not of the players state religion
      get cash bonus and attitude pelanty with other players
   If the building requires this religion to build ie temple, monastry, cathedral, national wonder such as Temple of Isis or Krac des Chiviliers, or great wonder such as Crusades
      get further cahs bonus and  attitude pelanty with other players
Further if the RESPAWN HOLY CITY option is set there are further bonuses and penalties. Are these extra penalties needed?

For consistency shouldn't there be bentfits and penalties for destroying your own state religion's shrine? Why are state religious buildings not worth anything?:crazyeye:

I do note that respawn should now work for cities with multiple holy shrines.:)
That code block is the same as in OrionVeteran's Inquistion 2.00d version except that I modified it to use new RevDCM options. Inquisitors can not destroy your own state religion's buildings or wonders.

We resumed our multiplayer game with beta 4 (or tried to), but now, we always get an OOS error message like in the screenshot included.

So we went back to beta 2 - no OOS there...

Any idea where this (new) bug can come from?
Usualy my friend always takes a bit longer to end his turn than me (he has a very old and slow computer ;) ), but until now it never was a problem.
We have already played RoM 1.x, 2.5 and now 2.6 and with beta 4 it is the first time we got this message.
No idea what might be the cause for it. You could try setting all revolution debug messages to off in Revolution.ini (but post first log files from your game with those settings on ;)), that would reduce the amount of stuff saved into python logs and if some of those debug code lines is the cause for the oos, this should fix it. Also did you have ROM_MULTIPLAYER_FIX game define 1 in gamedefinesalt.xml? It could be caused by something else too so it'll take a while figure it out.

Great, thank you for all the new beta releases zap. I love the way you actively listen to and implement feedback from the community.
Many thinkers -> Better results ;)

lastly, trebs have 18 city attack while bombards only have 17. it's definitely not right. i have modded trebs to have 5 strength (10 city attack) and cats to have 6 strength (no bonus). a strength 10 attack versus strength 8 longbows is much more balanced.
Trebs will be looked into. On last weekend I watched tv program about catapults and trebuchets and trebs were trully devastating weapons - one that exists today weights 22 tons! So while I agree that cities should not be too easy to conquer, I also think that trebs should be feared due to their massive power - finding balance with these things is the tricky thing to do :) And it's true that civ games do not give right picture about sieges, they usually took long periods of time and the city under siege often surrendered after they ran out of food/water (I miss zone of control from previous civ games :().

I solved my problem with the ROM so if anyone else experiences this, here is my fix:

When I uninstalled BTS, the developers kept some BTS files on the drive. For example the /Beyond the Sword/ directory still existed and when I viewed the python logs is was faulting in a file that resided in /Beyond the Sword/config/, not a ROM directory. So I uninstalled BTS again and deleted the entire /Beyond the Sword/ folder and reinstalled ROM 2.5 -> 2.6 . I still had to modify the cyRoot.py file and copy to /python/ folder, but I no longer experience no problems with Ctrl + Alt + O , and everything seems to working as intended.:goodjob:
Did you have BUG mod installed in custom assets folders as that would probably be the cause why you had that config folder in the Beyond the sword folder. While RoM does include BUG 3.6, there might be conflicts if the BUG mod is also installed into custom assets.

That's good, but you didn't do the same for Gold, Gems, & Sulfur? (all the other mineral resources)

I still also contend that all mineral resources (Copper, Iron, Gold, Silver, Bauxite, Gems, Sulfur, Coal, Uranium, Stone, Obsidian, Marble and Oil) should be capable of showing up on all land terrain types, anywhere in the word (bArea tag = false)
While I agree on some points I do not always agree with everything suggested ;) About Gold, only change to it could be that it should appear near rivers as rivers was the first place where people noticed gold deposits (Alaska's gold rush for example). While there areas in world now at our modern day where we have found gold/gems deposits from previously unknown areas but this has happened due to more advanced geology/seismolygy/surveys. Also we have to think how the game handles the resources and we have to have some limitations to force players to do resource trading and force them to go to war to gain access to strategic resources.
 
Trebs will be looked into. On last weekend I watched tv program about catapults and trebuchets and trebs were trully devastating weapons - one that exists today weights 22 tons! So while I agree that cities should not be too easy to conquer, I also think that trebs should be feared due to their massive power - finding balance with these things is the tricky thing to do :) And it's true that civ games do not give right picture about sieges, they usually took long periods of time and the city under siege often surrendered after they ran out of food/water (I miss zone of control from previous civ games :().

i don't know if land units could be made to do something similar to ship blockade, where they make tiles around a city unworkable. the bottleneck is still the AI - it'll proabably still sit in the city while the population starves to 1 :crazyeye:
 
While I agree on some points I do not always agree with everything suggested ;) About Gold, only change to it could be that it should appear near rivers as rivers was the first place where people noticed gold deposits (Alaska's gold rush for example). While there areas in world now at our modern day where we have found gold/gems deposits from previously unknown areas but this has happened due to more advanced geology/seismolygy/surveys. Also we have to think how the game handles the resources and we have to have some limitations to force players to do resource trading and force them to go to war to gain access to strategic resources.

I guess. :) Never had any trouble trading resources. Gold, Silver and Gems are the only non-strategic resources whose distribution style was changed. The strategic resources distribution style isn't changed or altered very little.
 
That code block is the same as in OrionVeteran's Inquistion 2.00d version except that I modified it to use new RevDCM options. Inquisitors can not destroy your own state religion's buildings or wonders.

Except of course this code is in the onRazeCity event So perhaps it should also provide penalties for destroying your state religion buildings. But that was not the main bit that was confusing me. To me the code appears to be applying penalties then if you have the respawn holy cities option set it then applies more penalties. I would have thought that setting the option would only cause the holy city to respawn not penalise you for doing so:confused:. Should I be posting this to the OrionVeteran's Inquistion mod instead of here? I notice this mod is now up to version 2.00f.
 
No idea what might be the cause for it. You could try setting all revolution debug messages to off in Revolution.ini (but post first log files from your game with those settings on ;)), that would reduce the amount of stuff saved into python logs and if some of those debug code lines is the cause for the oos, this should fix it. Also did you have ROM_MULTIPLAYER_FIX game define 1 in gamedefinesalt.xml? It could be caused by something else too so it'll take a while figure it out.

Hi zap,

OK I attached the logs (zipped) I found in the "my games..." folder, I hope that are the ones.

Especially in "PythonErr2.log" there are some messages which could be interesting, to me it seems like there are some mod components that are not initialized when the game expects them, but on the other hand that could be normal...

Thanks again!

Greetings,

astrac
 

Attachments

Except of course this code is in the onRazeCity event So perhaps it should also provide penalties for destroying your state religion buildings. But that was not the main bit that was confusing me. To me the code appears to be applying penalties then if you have the respawn holy cities option set it then applies more penalties. I would have thought that setting the option would only cause the holy city to respawn not penalise you for doing so:confused:. Should I be posting this to the OrionVeteran's Inquistion mod instead of here? I notice this mod is now up to version 2.00f.
Ah, you're talking about the abandon/raze city thingy... I haven't really checked that closely OrionVeteran's inquisition code, other than tested that the inquisitor works as it should in game. So maybe he can provide better answers than I can. I haven't yet checked 2.00f version - he has posted 5 or so versions past couple months so I've had little trouble keeping up with his modding speed...

Hi zap,

OK I attached the logs (zipped) I found in the "my games..." folder, I hope that are the ones.

Especially in "PythonErr2.log" there are some messages which could be interesting, to me it seems like there are some mod components that are not initialized when the game expects them, but on the other hand that could be normal...

Thanks again!

Greetings,

astrac
Hmm, not much in those logs other than that there was fewer files than I was expecting. Have you enabled all logging options from _Civ4Config (in BtS folder)?

Hi Zappara

How to change fonts in the RoM 2.6? I don`t see folder "Resource" and Sylfaen!

Thanks!
Font? Err, I've only added new font symbols to GameFont.tga and GameFont_75.tga files. If the game uses other font files, those will be loaded from Civ 4 or from BtS resource files.
 
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