[BtS] Rise of Mankind 2

If this is after you installed the Revolution DCM mod, did you....follow the install instructions?

As in....

Installation:

1 - Make a back-up copy of your Rise of Mankind current folder. (Optional but Highly Recommended).
2 - Go to BeyondTheSword\mods\Rise of Mankind\Assets and delete the Python folder.
3 - Extract the downloaded file into Beyond the sword\mods folder and allow files to be overwritten.

In case you want to have both regular RoM and RoM+RevDCM side by side you need to do the following:
(Thanks for Commander Bello for pointing this out and for trying the process)

1- Make a copy of Rise of Mankind folder and name it RoMRevDCM (or a name of your own choice).
2- In the new folder go into assets and remove the python folder.
3- Extract the archive into some temporal location.
4- Extracted archive wil create a folder named Rise of Mankind. Copy everything inside this folder to your new RoM folder.
5- Go to your new folder\assets\python. There you find a file named CvModName.py Open this file in Notepad (or better Notepad++).
6- Line #2 reads
modName = "Rise of Mankind"
Change the name to whatever you named your folder.

7- You might also rename the .ini file under the mod's folder though this is not important. After you load the mod for the first time a new ini will be created automatically with the name of the folder. Rise of Mankind.ini doesn't include any special configuration values.
 
Indeed, same problems happened for me until I looked at the RevDCM mod install instructions more closely. The step that seems to have been crucial was deleting the Python folder.
 
For missing UI problems see Frequently Asked Questions post and Version 2.x bug reports -thread on Rise of Mankind forum section.

And here's current list of changes that are going to next patch:
Spoiler :
Version 2.01 patch
-----------------------

Religions
---------
- Changed: Islam is founded with Education now

Buildings
---------
- Changed: Observatory can be built only in cities which have hills or peak inside city radius (most real life observatories are on hills/mountains)
- Changed: Deep Space Research Institute is now National Wonder
- changed: Laboratory requires University instead of Observatory because Observatory can't be built anymore to all cities
- Changed: Accelerator no longer cause unhealthiness, space production bonus decreased from 50% to 20%, cost increased from 230 to 500
- Added: Food Processing Plant graphics and icon
- Added: Manufacturing plant graphics

Wonders
-------
- Changed: Copernicus Observatory can be built only in cities which have hills or peak inside city radius
- Changed: Einstein's laboratory no longer give +2 extra science from all specialists, instead the city where this wonder is built, gets 2 free scientist, obsolete at Superstring Theory
- Changed: Radio Telescope requires University in city instead of Observatory (Radio Telescopes are built usually in valleys instead of hills/peaks)
- Changed: Leonardo's Workshop obsolete at Thermodynamics
- Changed: Edison's workshop obsolete at Magnetic Levitation
- Changed: Isaac Newton's college obsolete at Quantum Physics
- Changed: sphingx moved back to Masonry, cost decreased to 250 (half of Pyramid cost)
- Added: Alhambra Icon
- Added: Pont du Gard icon

National Wonders
----------------
- Changed: Moai Statues moved to Sculpture tech, requires also Seafaring
- Changed: Oxford University science bonus decreased from 100% to 50%
- Changed: Supercollider science bonus decreased from 100% to 50%
- Changed: Radio Telescope science bonus decreased from 100% to 50%
- Changed: Computer Center science bonus decreased from 200% to 100%


Units
-----
- Changed: Cavalry units require now Cavalry Tactics instead of Flintlock (Cavalry can't be found before Cuirassier now)
- Changed: All units that previously required Rocketry, require now Advanced Rocketry
- Changed: African horse archer flavor unit swapped to Middle east version due to bug that city screen malfunction
- Added: V1 Missile, req. Rocketry
- Fixed: Middle East heavy swordsman was missing 2 texture files for low graphic settings
- Added: Icons for Fusion Battleship, Fusion Destroyer, Fusion Cruiser, Fluyt, Fusion Transport, Fusion Carrier, Jeep, Submerged Town Platform, Bombard, Hi-Tech APC, Sacred Band, Plasma Armor, Hover Tank, F35, Landing Ship Tank, Ashigaru
- Fixed: Attack Submarine has now Oil Products as OR requirement
- Fixed: Tank unitclass requires now Radio tech and Oil products
- Fixed: Heavy Tank unitclass requires now Radio tech and Oil products
- Fixed: Asian Longbowman icon

Events
------
- Changed: Adjusted occurrance rate for Crucible Steel event, now might happen in 2 of 3 games
- Changed: Rabbi event activated
- Changed: Golden Buddha event activated
- Changed: Preaching researcher event activated
- Fixed: Text entry for Crucible Steel event
- Added: Poisoned Arrows event


Techs
-----
- Changed: City Planning can not be found from Goody hut
- Changed: Monarchy can not be found from Goody hut
- Changed: Usury can not be found from Goody hut
- Added: Advanced Rocketry
- Changed: Rocketry moved earlier, Advanced Rocketry replaces its old spot
- Changed: Polytheism requires now Mysticism, no longer require Priesthood
- Changed: Dualism requires now Priesthood
- Changed: Monarchy requires Monotheism instead of Polytheism
- Changed: Monotheism moved bit earlier, requires now Polytheism instead of Dualism
- Changed: Sculpture requires now polytheism (forces Hinduism to be founded before Hellenism), cost increased from 95 to 120
- Changed: Divine Right removed Monarchy requirement (was included pre-reqs already), requires now Architecture
- Changed: Robotics require Manufacturing and Laser


Resources
---------
- Changed: AI Trade modifiers increased for Banana, Dye, Fur, Gems, Gold, Incense, Ivory, Silk, Silver, Spices, Sugar, Wine, Whale, Hemp, Salt, Potato, Coffee, Pearls, Lemons, Cotton
- Changed: AI Trade modifier decreased for Glassware
- Changed: Unique value increased for Aluminium to 4, makes AI players want more this resource and cause war more often
- Changed: Unique value increased for resources: Lemon, Fur, Gems, Gold, Incense, Ivory, Silk, Spices, Sugar, Hemp, Salt, Coffee

Promotions
----------
- Changed: Anti-tank defense I requires Advanced Rocketry

Improvements
------------
- Fixed: Railroad now correctly gives +1 hammer for Town, Village, Cottage, Hamlet

Python
------
- Changed: CvPath.py checks game/mod location with different method now

Other
-----
- Removed: Commented lines/sections from most xml files. There's been reports on forums that in some cases these commented lines can cause bugs in mods.


Keep those suggestions and bug reports coming. :)
 
I am sorry for the trouble some people have when trying to install the RevolutionDCM Add-On. Unfortunately I had to replace large parts of the Python folder of RoM and this meant removing some files. This is why the whole folder must be removed before installing the Add-On.

Zappara has mentioned that he intends to integrate RevolutionDCM in the main mod in future. When this happens such problems will no longer be there. For the time being I hope everybody reads installation instructions carefully. They are there to make sure you get a working game after installation :)
 
Thanks Niftymbm, I followed the installation order indicated in the 1st page but didn't notice there were other instructions as well to follow.

This mod looks awesome. Just played a few minutes (read hours) and possibilities looks very promising! Good job Zap!!
 
I've been playing your mode now for a couple of days and I have to say I love it :p. It has everything I was expecting to see in the BTS expansion. Are you in contact with Firaxis and co ? I mean they should definitely hear from you !!

Appart from throwing flowers at you :king:, I can repport a small bug (though I'm sure you already know about this): some mounted units like the knights somethimes bug when they are supposed to receive an upgrade (ie: they show the blue background color but when the unit is selected, there is nothing to be clicked)

I'll try to follow your next releases ... do you have a website ?
I'm glad you're enjoying it. :) I haven't been in contact with Firaxis - I'm just a fan of Sid Meier's games, been for 2 decades now starting from Silent Service sub game - don't know if they want to hear from some barbaric viking :lol: On more serious note, while I've been playing Civ games and growing older I kind of want more complex strategy elements from my games and at the same time most games are going towards simplicity which is understandable since companies want to sell as much as possible their games. Good thing is that Firaxis has made Civ 3 and 4 so easily to mod and allows us who like to have more complex mods to actually make them without the need of complex programming skills. I just hope Sid and fellows keep making these games so we can enjoy them some more decades. :)

I don't have website, haven't had one since I stopped modding Morrowind and Oblivion. Just keep eye on this thread and Rise of Mankind -forum section here at Civfanatics.

Small bug: Maybe it has been reported before, I did not see it though.
The woodsman defense bonus does not seem to work at all.
I'll have to test those promotions. Thanks for reporting it.

a minor bug report.
maceman's city attack upgrade doesn't seem to be working.
This have been added to my check list. 3 reports of promotions not working properly is indicating that there might be bug left somewhere.

I never thought of this before - but how can you have priests without a religion? It doesn't make much sense, unless you think of them as some kind of Shamans.
Well, I could have made polytheism to lead to dualism as well but that makes it too easy to found several religions. So it's rather an effort to make religions spread out more than follow most realistic path to that tech. But there's few points that kind of make sense when you look at what Dualism tech requires - it requires Ritualism, Mysticism and Priesthood - in other words your civilization knows how to worship (nature, spirits etc) and there's prophets (=priests) among your people so someone is bound to eventually find a new religion. I'm pretty sure pagans did have some sort of priests/shamans even before they were actually following any specific religion. Does this clarify my thinking with these religion techs?

This mod looks awesome. Just played a few minutes (read hours) and possibilities looks very promising! Good job Zap!!
One more turn... ;)
 
I'm having a problem with downloading.

I got the main ROMK v2.0 since it was a .zip file, howver I can't extract any of the add-ons because my computer doen't recognize .rar files. Does any one know where I can find a program that extracts .rar files?
 
@Kalimakhus

Great expansion to an almost perfect mod. Thanks a lot!

Just one comment besides, cause so many people have troble with UI... You should add the "delete Python-folder"-instruction to your readme.txt, it says

Installation is simply a matter of dragging the RevolutionDCM directory into the BTS Mods folder.

at the moment. Would have saved me some time puzzling around with installation files :)

I am happy YOU spend your time puzzling around with merging mods for my pleasure. Thank you!
 
Exactly!! Just... one... more! :D
Will try MP this weekend.
Multiplayer mode won't work without problems - there's crashes once you can build colonists/pioneers as those cause 'Out of Synch' error when you try to build new city. Don't know yet how to fix the python problem so that the mod would work in multiplayer mode.
 
Played immortal, continents aggressive, raging barbs, marathon, huge map...

The difficulty at the start -well let's say as soon as the barbs come - is very high. Fighting to survive... These waves of archers come so soon and heavy down on your empire ...

After getting Axemen and even to medieval age (in year 1080BC) the game looks absolutely won. Difficulty is easy. Science rate 100%, leading in all important areas. The AI does not seem to get it's cottages built, so it stays far behind. Another problem appears the easiness to make money through religion (and later corporations) on these huge maps. If you survive you end up with 100% science and still a lot surplus money.

I like this mod very much, there are so many nice goodies in it! The key question to make it even better seems to be:
What needs to be done to get a game with more linear difficulty level. Say, a bit easier at the start and significantly more hard later?
 
Great mod, but trying to play the Earth map is impossible. The memory leaks begin around 1600 kbs sized saves and with this mod saves get bigger, faster. Very fun, but the Memory leaks eventually just crash them game. I know this is a bug with the engine, too bad Firaxis can't seem to fix it. Too bad, as Russia I had conquered Europe (England and Spain were my vassals) and was currently marching through the Middle East, preparing for the oil age that was about to arrive.
 
If this is after you installed the Revolution DCM mod, did you....follow the install instructions?

As in....

Installation:

1 - Make a back-up copy of your Rise of Mankind current folder. (Optional but Highly Recommended).
2 - Go to BeyondTheSword\mods\Rise of Mankind\Assets and delete the Python folder.
3 - Extract the downloaded file into Beyond the sword\mods folder and allow files to be overwritten.

In case you want to have both regular RoM and RoM+RevDCM side by side you need to do the following:
(Thanks for Commander Bello for pointing this out and for trying the process)

1- Make a copy of Rise of Mankind folder and name it RoMRevDCM (or a name of your own choice).
2- In the new folder go into assets and remove the python folder.
3- Extract the archive into some temporal location.
4- Extracted archive wil create a folder named Rise of Mankind. Copy everything inside this folder to your new RoM folder.
5- Go to your new folder\assets\python. There you find a file named CvModName.py Open this file in Notepad (or better Notepad++).
6- Line #2 reads
modName = "Rise of Mankind"
Change the name to whatever you named your folder.

7- You might also rename the .ini file under the mod's folder though this is not important. After you load the mod for the first time a new ini will be created automatically with the name of the folder. Rise of Mankind.ini doesn't include any special configuration values.

Ok, I'll try. Thanks. Did it solve your problem, Loke.be? :)

TT
 
Yep solved the problem. Had to make sure point 7 was done otherwise xml errors appeared during loading. (I wanted the 2 versions)

Bad news then about MP.. will try anyway to see if I reproduce the OOS..
 
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