Rise of Mankind 2.81 feedback and bug reports

zappara

Mod Designer
Joined
Dec 19, 2003
Messages
2,781
Location
Finland
Download Rise of Mankind v2.8->v2.81 patch

(For Full and Lite versions, should work with Mega version too but breaks Mega version's building upgrade lines for modular civs).

This patch updates Rise of Mankind 2.8Lite and 2.8Full versions to v2.81. Make sure you have installed one of those versions before applying this patch.

Unzip the patch to ...\Beyond the sword\Mods\ -folder and overwrite files if asked to.

The patch updates several mod components to newer versions: RevDCM 2.6->2.61, Better BtS AI 0.81M->0.82J, BUG 4.1->4.2, Unofficial patch 1.3->1.31 and BULL 1.00 official. The patch contains also various bug fixes and tweaks to RoM.

Full changelog v2.8->2.81:
Spoiler :

Mods
----
- Updated: RevDCM 2.6 -> 2.61
- Updated: BUG 4.1 -> 4.2
- Updated: Better BtS AI 0.81M -> 0.82J
- Updated: Unofficial Patch 1.3 -> 1.31
- Updated: BULL 1.00 official


Python
------
- Fixed: RevInqUtilities.py isInquisitionConditions now uses RoM settings
- Fixed: RevInquisition.py AI players no longer start training more Inquisitors when they have maxed out this unitclass already
- Fixed: RevDCMReligionControl.py isReligionExist call works now correctly, this should fix Choose Religion and Limited Religion game options
- Fixed: RoMGameUtils.py Artesian Well no longer can be built after city has built Cannery
- Fixed: ReligionUtil.py now identifies correctly RoM's religious building types (fixes Religion screen's building marks)
- Fixed: RevEvents.py PyPopup bug
- Fixed: CvMainInterface.py disabled Inquisitor code block that was referring to non-existing game feature (OC_FOREIGN_INQUISITIONS)
- Fixed: RoMGameUtils.py Arcology or Anti-Missile Batteries no longer can be built if civ has National Shield wonder
- Fixed: RoMEventManager.py Arcology or Anti-Missile Batteries no longer can be built if civ has National Shield wonder
- Fixed: Revolution.py bug in processRevolution function (line 5507)
- Changed: cPickle optimization to all python files that had only import pickle line (cPickle can be 1000 times faster)
- Changed: RoMEventManager.py crusader check is now made only if the civ has the tech that allows the wonder which trains crusaders (speed improvement for early game)
- Changed: RevInquisition.py disabled CanTrain codeblock (CannotTrain function does the same thing for Inquisitor so this was duplicate check)


City screen
-----------
- Changed: Shows only present religions and corporations (BUG options)

Buildings
---------
- Fixed: Paradise Garden button when hovering mouse over city
- Fixed: Armourer button when hovering mouse over city
- Fixed: Vacation Resort shows now info that it requires coastal city
- Fixed: Fisherman's Hut shows now info that it requires coastal city
- Fixed: Lighthouse shows now info that it requires coastal city
- Fixed: Harbor shows now info that it requires coastal city
- Fixed: Port shows now info that it requires coastal city
- Fixed: Commercial Port shows now info that it requires coastal city
- Fixed: International Port shows now info that it requires coastal city
- Fixed: Toll House shows now info that it requires coastal city
- Fixed: Customs House shows now info that it requires coastal city
- Fixed: Shipyard shows now info that it requires coastal city
- Fixed: Naval Academy shows now info that it requires coastal city
- Fixed: Drydock shows now info that it requires coastal city
- Fixed: Naval Yard shows now info that it requires coastal city



National Wonders
----------------
- Fixed: Secret Army's Base button when hovering mouse over city
- Fixed: Moia Statues shows now info that it requires coastal city


Great Wonders
-------------
- Fixed: Petra button when hovering mouse over city
- Fixed: Universal Translator button when hovering mouse over city
- Fixed: Sun Tzu's Arts of War button when hovering mouse over city
- Fixed: Colossus shows now info that it requires coastal city
- Fixed: The Great Lighthouse shows now info that it requires coastal city
- Fixed: Magellan's Voyage shows now info that it requires coastal city


Modules
-------
- Fixed: UN Mission button when hovering mouse over city

Terrain
-------
- Changed: Storm growth 500->400, defense +25% -> -25% (so that AIs no longer end turns on storms)

Resources
---------
- Changed: Ancient Relics can be traded
- Fixed: Manufactured resources no longer cause CTD when placing them to plots in Worldbuilder

Improvements
------------
- Changed: Oil Well requires now Refining instead of Combustion


Pythoncallbacks
---------------
- Disabled: CanTrain callback, no longer used in the mod (performance increase)
- Disabled: CannotTrain callback, no longer used in the mod (performance increase)

Traits
------
- Changed: made visible to xml all the new RevDCM modifiers to all traits (unused modifiers, can these be used?)
- Changed: Seafaring double production speed for Fisherman's Hut

Config
------
- changed: Advanced Scoreboard no longer shows dead civs by default because RevDCM can regenerate same civs again during the game

Promotions
----------
- Changed: Transport I-III enabled again (CTD problem with them has been fixed)

Gametext
--------
- Fixed: Space Tourism strategy entry
- Fixed: Algebra strategy entry
- Fixed: Applied Economics strategy entry
- Fixed: Orbital Flight strategy entry
- Fixed: Lead german translation
- Fixed: Weaving german translation

Units
-----
- Changed: Entertainer trader multiplier 10->1 (Trade Caravan is now better choice)
- Changed: Praetorian str 9->8
- Changed: Berzerker (Viking UU) gets now Mobility promotion instead of Amphibious (because Seafaring trait already gives Amphibious)
- Fixed: Inquisitor now shows info that it requires Intolerant Civic and State Religion

Techs
-----
- Changed: Nationalism AND req. Divine Right removed (already included in Leadership req.)
- Changed: Representative Democracy AND req. Liberalism removed (already included in Social Contract req.)
- Changed: Assembly Line AND req. Replaceable parts removed (already in tech path)
- Changed: Electricity AND req. Replaceable parts and Scientific Method removed (already in tech path)
- Changed: Screw Properller AND req. Replaceable parts removed (already in tech path)
- Changed: Railroad AND req. Replaceable parts removed (already in tech path)
- Changed: Theory of Relativity AND req. Physics removed (already in tech path)
- Changed: Refining AND req. Scientific Method removed (already in tech path)
- Changed: Combustion AND req. Explosives removed (already in tech path)
- Changed: Compulsory Eduction AND req. Physics removed (already included in Thermodynamics req.)
- Changed: Nuclear Power AND req. Modern Physics removed (already included in tech path)
- Changed: Space Tourism AND req. Globalization removed (Already included in Communication Networks req.)
- Changed: Psychology AND req. Scientific Method removed (already included in tech path)
- Changed: Fission AND req. Refining removed (already included in tech path)
- Changed: Flintlock AND req. Divine Right removed (already included in tech path)
- Changed: Fusion AND req. Superconductors removed (already included in tech path)
- Changed: Ecological Engineering AND reqs. Recycling and Genemanipulation removed (already included in tech path)


Game defines
------------
- Changed: Max amount of trade routes increased from 12 to 16 (now possible to make use of all trade route increases)

Events
------
- Fixed: Elite swords quest now correctly says that you need to build Light Swordsman
- Fixed: Noble Knights quest tech requirements

Leaders
-------
- Changed: Alexander weights Soylent Green facility for desert plots
- Changed: all leaders who weight farms now weights Vertical Farms more than Farms
- Changed: all leaders who weight Windmills now weight Windtrap more than Windmill

Sevopedia
---------
- Changed: Techs now show their strategy info (infos will be updated in v2.9)

Traits
------
- Changed: Seafaring gives now Amphibious promotion to various unit combat groups instead of Navigation I (trait more useful now)


Civics
------
- Changed: Vassalage +10% production and +10% gold in capital, can draft


RevDCM
--------
- Updated to Better BTS AI 0.82J and Unofficial Patch 1.31
- Fixed issue with combat odds display
- Barbarian Civ settling now scales better with game speed
- Fixed a couple bugs in RevInquisition
- Fixed a couple issues with BUG and RevDCM
- Updated to BUG 4.2
- Updated to BULL 1.00 official
- Fixed project interdependency bug
- Fix to choose religion option
- Fixed plot combat help issue, now shows modifiers correctly
- Added Rom's extra inquisitor checking code
- Fix to allow the sevopedia to show leaders of multiple civs
- Fix bug in the RevDCM info screen where RevDCM was returning -1 for a playerID
- Formatting changes for code comments
- modified makefile for BULL compiler options
- New organization of GlobalAltDefines.xml for BBAI 0.82 options
- integer division issues in Revolutions calculations fixed
- Python and XML changes from UP and BBAI
- Remove duplicate xml tag, to fix "give up their independence" bug
- "Financial stability" text displayed when revolution watch finances are positive


BUG 4.2
---------
CHANGES

New Features:

- SevoPedia
Technology page shows Civilizations that start with it

Improvements:

- Great Person Progress Bar
Added hover text displaying full details
- Info Screen [F9]
Made colors optional on WONDERS list
Added hover help text to WONDERS tab buttons
- Option Shortcut Reminder
Message turns itself off the first time you open the Options screen
If you turn it back on in the System tab, it will remain on as before

Bug Fixes:

- City Screen
Fixed display of food bar text when city is already over threshold
- Customizable Domestic Advisor
Fixed options on Advisors tab
Fixed Zoom to City Button Details option title
- AutoLog
Pillaging entries work and show correct gold amount
Peace offer entries work
- AutoSave
Fixed invalid save file names when starting from a scenario
- Civ4lerts
Growth, happiness, and health alerts correctly detect when a city will grow next turn
- General
Added missing 3.19 change with liberating cities during war-time
- Mac
Fixed reverse list sorting in GPUtil
Fixed random crash when using Strategy Layer


MODDING

New Features:

- Events
playerRevolution(ePlayer, iAnarchyTurns, leOldCivics, leNewCivics) [BULL]
- CityUtil
Use willGrowThisTurn() and willShrinkThisTurn() instead of CyCity.getFoodTurnsLeft()

Improvements:

- Options
Shortcut Reminder message uses CvModName.modName instead of "BUG Mod"

Bug Fixes:

- GameUtils
Fixed problem when using <callback> element to define new callbacks
New <callback>s no longer require a default value (omit both "type" and "default")


Better BtS AI 0.82J
-------------------
Merged in UP 1.3
Added files BetterBTSAI.h and BetterBTSAI.cpp
Small change (in many places) to code comment format to prepare for Doxygen documentation
Reorganized GlobalDefinesAlt.xml

Bugfix
- Fixed bug in AI valuation of techs which enable their favorite religion

City AI
- AI now will not build workers in pop 1 capital at start of game
- Higher production/population cities will fill more of worker need
- Inland cities will now produce settlers to support colonization of other continents/islands
- AI now considers value of mine/lumbermill + railroad when picking tile improvements whether railroad is in place or not

Diplomacy AI
- AI less likely to vote for/propose votes for peace if it's in an early/evenly matched war
- AI vote for/proposing votes for city exchange now based on teams, not players
- Added AI logic so that it will more correctly consider whether to accept human players as vassals in mods that allow that

War Strategy AI
- AI will now consider starting additional wars if it has huge power advantage over current target
- AI will now end wars which have been going on for a while but there has been no fighting and it has no plans
- AI now considers current would-be-enemy power when switching WARPLAN from PREPARING_TOTAL to TOTAL
- When outgunned in an area, AI more readily adopts defensive strategy
- Fixed issue where AI would not declare war on capital area enemy because it didn't have large enough attack force in shared colony areas

War Tactics AI
- Exposed several magic numbers for when the AI decides to attack/bombard cities in GlobalDefinesAlt.xml
- Fixed issue where attack city stacks would sometimes waste time by moving together to a staging city before merging

Espionage AI
- Unified decisions on what missions AI spies will run based on attitude and warplans
- On Aggressive AI, AI spies will now go after rivals civ is pleased towards
- Spies now move before other units (so revolt city can have an effect)
- Spies positioned in enemy cities will now cause revolts to lower defenses when attackers are in position
- Greatly reduced AI spies pillaging random improvements
- AI spies will now go after bonus tiles, very rarely target non-bonus improvements
- Spies now will move to and wait in cities which AI is targetting for conquest
- Added consideration to have spies pick different target cities/plots
- AI now will more likely steal enemy treasury if itself or enemy is in financial trouble
- AI will now consider using unhappiness mission in cities close to happy cap, not only those already over it
- Spies will now steal techs more often when AI is behind in tech, including stealing techs from friends when necessary
- Fixed issue blocking AI from using the steal treasury spy mission
- Poison city mission now valued based on producing food shortages, not just producing unhealthiness

Missionary AI
- AI will now build missionaries to push holy city religions when in free religion
- AI now gives higher weight to building non-state religion missionaries for any holy city religions is has, especially with a shrine
- Improved AI decisions on when to build missionaries

Tech AI
- Added new function AI_techValue, moved existing tech valuation code there

General AI
- AI now values gifted units much more highly, in line with other gifts
- Gifted obsolete or non-combat units are not valued as highly as current combat units

AI Logging
- Added logging system for easily tracking AI decision making (requires Release or Debug build)

CIV4GameInfoSchema
- New era tech cost modifier field no longer required, will be set to 0 for all era for mods that don't specify them instead of failing to load XML


Please post bug reports and feedback from v2.81 to this thread.

About bug reporting:

1. If you find bug in the mod try to describe it in detail when you post about it. This helps me to locate it more accurately and faster.
2. About missing UI problem: Please post what Windows type and language version you are using. Also tell which one you are using, Beyond the Sword or complete Edition.
3. CTDs ie. Crashs To Desktop, try to provide as much information as possible what happened just before it occurred. Even better if you can upload save game file so I can take a look at it. If you are experiencing CTDs in late game, try reducing graphic settings, BtS is known to have crashes when saved games get big and when there's lots of stuff in late game - most common reason for CTD is that Civ 4 can't find enough free memory.
4. Some Civ4 Map scripts can not make maps for Giant or Gigantic map sizes.


BtS log files

To speed up finding possible causes for bugs, you can enable logging in BtS and attach zipped log files in this thread when you post about your findings.

To enable logging go to BtS folder and open Civ4Config. Check following options to these settings:

; Enable the logging system
LoggingEnabled = 1

; Overwrite old network and message logs
OverwriteLogs = 1

; Enable rand event logging
RandLog = 1

; Enable message logging
MessageLog = 1

Now when you start game, it logs everything to log files. When you exit the game, go to BtS folder, there should be Civ4logs, go there. Zip the log files in that folder and attach the zip file in your post so I can take a look at those files.
 
Sorry if I am in wrong thread, but couldn't find any better fit to my problem:

I just cannot start RoM.
I have successfully installed it, patched to 2.81, loaded the mod from BtS menu.
Started single player game, come through world customization and it is all. Game stopped for eons here...
I don't know, maybe my computer capacity is to low (I tried it with Vista on the laptop with Turion 64X2, 2 GB RAM and GForce 8400M) to deal with the RoM, but "classic" BtS worked fine so far...
Thanks in advance...
 
I can't use this update if I'm currently in the middle of a game? because I tried to update from 2.8 to this one but my save wouldn't load. It shows a message for a fraction of a second before it CTD (luckily I made a copy of 2.8 before I replaced it with 2.81).

Is this normal for an update? If not I can post more info.
Thanks,
 
I can't use this update if I'm currently in the middle of a game? because I tried to update from 2.8 to this one but my save wouldn't load. It shows a message for a fraction of a second before it CTD (luckily I made a copy of 2.8 before I replaced it with 2.81).

Is this normal for an update? If not I can post more info.
Thanks,

Short answer - yes. Long answer requires explaining how and what Civ stores in the save and how it goes about loading from the save.
 
ahem the problem o'mine is that when i install rom 2.8 with mega civ pack preintalled, downloaded from torrent the rom game wont start, i can surf civilopedia and options , advanced and such but when choosing single player button, pressing it, causes a CTD saying run time enviroment error, other times lets me even custom game options such as mp sivs on game and so, but Ctd's before loading anithing, reade says minimum 3g ram and 512 vid, and im having a 1g ram and 256 vid and original game and not mega civ pack rom 2.8 works fine what should do to play mega civ pack? new pc? dang hope not
 
double post srry, ahem of course thats AFTER patch 2.81 also tried not patched, directly from download and same ctd
 
Ok hours later (can see in post time) i did this Delete mod uninnstal the whole game and newest patch without last expantion so i got BTS3.19 followed step by step installation of Rom 2.8 Without mega civ pack, patched to 2.81 then aforess modmod pack 1.40 then 1.41 patch, until then , played it. for an hour and everithing fine, started again in hotseat without revolution mod and all well as well, Then installed latest mega civ pack compatible for 2.8 (didint seen compatible for 2.81)
in read me says the woc.installer is in
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind\Assets\Modules\Custom Civilizations

But no woc.installer is there, theres a
CIV4ModularLoadingControlsSchema
MLF_CIV4ModularLoadingControls
and the mega civ pack civs but again no woc.installer, says too in readme that if not there i'll need JRE so i went to the Java official page and download the online JRE 6 update 17? i guess
but an error ocurred saiyng it couldt do proper installation try later
in their suppor sais that if onlie said that download the offline version and while it advances a lil more says SAME error

Note that i DO have a WOC.installer but is not in custom civs folder, its on modules folder.
hope been detailed
 
Ok hours later (can see in post time) i did this Delete mod uninnstal the whole game and newest patch without last expantion so i got BTS3.19 followed step by step installation of Rom 2.8 Without mega civ pack, patched to 2.81 then aforess modmod pack 1.40 then 1.41 patch, until then , played it. for an hour and everithing fine, started again in hotseat without revolution mod and all well as well, Then installed latest mega civ pack compatible for 2.8 (didint seen compatible for 2.81)
in read me says the woc.installer is in
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind\Assets\Modules\Custom Civilizations

But no woc.installer is there, theres a
CIV4ModularLoadingControlsSchema
MLF_CIV4ModularLoadingControls
and the mega civ pack civs but again no woc.installer, says too in readme that if not there i'll need JRE so i went to the Java official page and download the online JRE 6 update 17? i guess
but an error ocurred saiyng it couldt do proper installation try later
in their suppor sais that if onlie said that download the offline version and while it advances a lil more says SAME error

Note that i DO have a WOC.installer but is not in custom civs folder, its on modules folder.
hope been detailed

Yes, that's a typo in the folder name the one in the modules folder is the one to run.
 
EDITED: Never mind, it was a memory issue -- I wasn't used to this much memory being needed at the start of a Large map, apparently due to the additional civs. Any one having a problem like mine needs more memory.

Resolved Original Post
----------------------------------
I patched to 2.81 and started up a new game and when I first contacted a new CIV and the diplomacy window started to come up, the game immediately had a CTD. Because I had previously run the hotfix, I figured I would create a new ROM folder so I made a fresh folder with the 2.8 Full Install and patched it to 2.81. Started a new game and it plays fine until I meet another civ, then immediate CTD. I thought it might have to do with a specific civ(s), so I made a 3rd game...sure enough, first contact with a Civ and got a CTD.

Anyone else seeing this?

I had previously been running the 2.8 full install with hotfix and it had been completely stable.
 
Offering bribe to city makes citizens more angry!! Is it intended?

p.s. I installed Afforess's modmod pack 1.5.
 
Yes, that's a typo in the folder name the one in the modules folder is the one to run.

ok i'll do this
move my working rom folder
install complete and mega civ pack rom 2.8 downloaded from torrent
THEN patch it to 2.81
Then Zappra's modmods 1.40
then patch it to 1.41
THEN run woc.installer in MODULES folder
run the game and (if works keep playing till dawn since its my resting day)
report back later
or maybe th steps o'mine are wrong?
 
i did just that and not working
aside from taking almost 7 minute to load the mod when i press the single player button causes a CTD, again saying a Run time error.
 
It is intended. How would you like it if your governor is corrupt?

Thanks for the answer. But, last version 2.8 ROM just made citizens happy... is it changed?
 
I found a minor bug: combustion voiceover quote doesn't match the the text quote. "everything is somewhere else, and you get there in a car" read by Leonard Nimoy is not the quote by Diesel that is listed.
 
when I tried to play a single player game all that showed up was the map. No options, I could only exit by pressing Esc.

The screen shot is in the attached word document

nevermind, after downloading the modmod the game is working fine
 
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