Rise of Mankind 2.9 feedback and bug reports

I KNOW the specialists are working in A New Dawn 1.70; could you post a screenshot of your issue?



It's actually an issue with RoM 2.9, but not AND, lol.

My bad. Just thought I saw something similar in the AND forum, and since I'm testing my mods without AND and I dont have problems with the specialists I put 2 and 2 together and got 5 :crazyeye:
 
Hi I just installed Civ4 with bootcamp (asked my friend to get a winxp key). So my system:

WinXp, BtS 3.19, ROM 2.9

After loading standard BtS and then changing to mod ROM i get the following error messages while loading the mod:

Failed Loading XML file modules\Custom Leaderheads\Kangxi\Kangxi_CIV4ArtDefines_Leaderhead.xml
LoadXML call failed for modules\Custom Leaderheads\Kangxi\Kangxi_CIV4ArtDefines_Leaderhead.xml
Failed Loading XML file modules\Custom Leaderheads\Masinissa\Masinissa_CIV4ArtDefines_Leaderhead.xml
LoadXML call failed for modules\Custom Leaderheads\Masinissa\Masinissa_CIV4ArtDefines_Leaderhead.xml
Failed Loading XML file modules\Custom Leaderheads\Nebuchadrezzar\Nebuchadrezzar_CIV4ArtDefines_Leaderhead.xml
LoadXML call failed for modules\Custom Leaderheads\Nebuchadrezzar\Nebuchadrezzar_CIV4ArtDefines_Leaderhead.xml
Failed Loading XML file modules\Custom Leaderheads\Wilhelmina\Wilhelmina_CIV4ArtDefines_Leaderhead.xml
LoadXML call failed for modules\Custom Leaderheads\Wilhelmina\Wilhelmina_CIV4ArtDefines_Leaderhead.xml

However the mod loads but after starting a game I only see the playground (the actual map with units etc.) there is no interface. The map is surrounded by a black bezel or so. With shortcuts I can create a city and move the units on the map but thats it. If I click ESC the regular menu appears and I can leave the game. Does anybody knows why I have these problems?

Thanks for helping!

try to restart your PC, I also saw that errors, but if you restart PC they disappear, strange issue
 
My bad. Just thought I saw something similar in the AND forum, and since I'm testing my mods without AND and I dont have problems with the specialists I put 2 and 2 together and got 5 :crazyeye:

Well, it used to be an issue; it's one of the reasons I redesigned the resource display. ;)
 
@tipi
My best guess is that the Cache files needs to be deleted. A thing we modders have on auto (But it requires a loooooooooooooooooooong startup every time, so not recommended unless you wants to edit gamefiles on a regular basis ;))

@Afforess
How about making the specialists in two rows, but instead of groupings of 5 it could be 3 instead. Would give a lot more space for the resources.

@Zappara
Maybe remove the Machine Gun -> Armoured Car upgrade path
 
Another fishing event problem - I get an over fishing event in my inland cities also. It is rare and I did not get a screen shot.
 
The Guilds tool tip says it unlocks the Apprenticeship civic
Civil Service tool tip says it unlocks the private Healthcare civic and Doctor's Office
Heraldry says it unlocks Light Cavalry
Theology says it unlocks Apostolic Palace
Constitution says it unlocks Representation


all incorrect
 
Seems like there is a release. Anyway just wanted to tell you that i reinstalled Civ4 and unpacked RoM again now its working. Thanks alot!

This kind of feedback is what I need! Thanks vincentz once again :) It has been difficult at times to make each unitclass unique and your suggestion helps a lot... I'll add some tweaks to those tank units in next patch. ;)

The Influence Driven War thing - I think it was set to affect up to 2 plots from the battle which explains the territory change. It's very odd that you lost that battle with those chances :lol:

Edit: Current patch 2.91 notes:
Spoiler :
Version 2.91
------------

Mods
----
- Updated: Updated to current BUG SVN (some bug fixes)


Random events
-------------
- Fixed: Independent fishers event checks for coast plots in the city
- Fixed: National anthem text entry
- Fixed: Warship quest applies the reward to Port, Commercial Port and International Port (ie. the reward carries over to upgrade buildings)
- Fixed: Harbormaster quest applies the reward to Port, Commercial Port and International Port (ie. the reward carries over to upgrade

buildings)
- Changed: Malaccan pirates event spawns Torpedoboats instead of Transports (transports only defensive) and they get more promotions
- Changed: Vandals event spawns Light Swordsman instead of Swordsman (iron working req.)


Modules
-------
- Fixed: UN Mission advisor CTD problem
- Fixed: no GP icon for unit 25 warning message should no longer appear -> removed Great General II from Warlords module (other way would have

been to add new defines for this unit to BUG's GPUtil.py but since this is module it would cause errors if user removes this module and python

still refers to it...



National Wonders
----------------
- Changed: World bank gold reserve bonus per turn 2% -> 1% (how to change this national wonder to affect other players as well?)


Buildings
---------
- Changed: Slave market position in tech tree screen - now in Slavery tech. reqs still the same.
- Changed: Lighthouse gives +1 gold from sea plots instead of food
- Changed: Fisherman's hut gives +1 food from sea plots, no longer give food bonuses from seafood resources


Tech tree
---------
- Changed: RoM 2.81 tech tree screen coloring is on by default (new option in RoM settings page in BUG options)


Units
-----
- Changed: Siege quinquereme str 6 -> 5
- Changed: Modern Grenadier has now attack bonus against Flamethrower
- Changed: Light tank has bonus vs. Mounted instead of wheeled
- Changed: Heavy Tank has bonus vs. Tracked instead of wheeled (Armor is still better)


Techs
-----
- Fixed: Aerodynamics quote sound disabled since this tech is no longer named Advanced Flight thus generic sounds should be used instead


Mod settings
------------
- Disabled: BUG mod's tech tree era shadows off by default
- Added: RoM tech tree era color method to RoM Settings page. On by default. Works with BUG's shadow option but I wouldn't recommend using both

methods at the same time
- Changed: BUG mod's logging (to screen) set from warnings to errors by default (less annoying messages on screen)


Python
------
- Changed: City screen shows now resources in single display (thanks Afforess)
- Changed: Defense modifier always displayed in city screen
- Fixed: Strategy overlay feature

Civics
------
- Changed: Church state religion building prod. modifier 25% -> 10%
- Changed: State Church state religion building prod. modifier 20% -> 15%
- Changed: Free Church state religion building prod. modifier 25% -> 20%
 
Seems like there is a release. Anyway just wanted to tell you that i reinstalled Civ4 and unpacked RoM again now its working. Thanks alot!

No problem, I'm glad you got it working. If you find you enjoy Rise of Mankind, then you will enjoy my Expansion project for Rise of Mankind. ;)
 
Zappara,

You forgot to modify Huns for RoM. It still will pump out Horse Archers if you have Horseback Riding. It either should change the unit type or move the tech to Horse Archery.
 
Version 2.8.1: Playing Incas in the age of starting flight and vehicles when I conquer cities and they do not keep the terrace intact I cannot build a terrace any more. In additon I cannot build a modern granary. Consequently I cannot build a bakery (requires terrace).
In the old cities which still have a terrace I can build a modern granary.

I cannot find a valid reason for not being able to build the terrace, so it seems to be a bug.
 
I just found a bug to report, Suleiman of Ottaman is not displayed properly in Civilopedia
Works ok on my computer.

Another fishing event problem - I get an over fishing event in my inland cities also. It is rare and I did not get a screen shot.
Looked at this event's trigger info and it seems to be set correctly ie. it requires fishing boats. I have no idea why it would get triggered in inland cities. :confused:

Is there already an archive of 2.91 somewhere?
I'm just making the next patch - patience :)

The Guilds tool tip says it unlocks the Apprenticeship civic
Civil Service tool tip says it unlocks the private Healthcare civic and Doctor's Office
Heraldry says it unlocks Light Cavalry
Theology says it unlocks Apostolic Palace
Constitution says it unlocks Representation


all incorrect
Only techs starting with A -letter were updated in RoM 2.9.. the process continues...

Zappara,

You forgot to modify Huns for RoM. It still will pump out Horse Archers if you have Horseback Riding. It either should change the unit type or move the tech to Horse Archery.
Hmm, I must have forgotten this one. Will check it right away now.

Version 2.8.1: Playing Incas in the age of starting flight and vehicles when I conquer cities and they do not keep the terrace intact I cannot build a terrace any more. In additon I cannot build a modern granary. Consequently I cannot build a bakery (requires terrace).
In the old cities which still have a terrace I can build a modern granary.

I cannot find a valid reason for not being able to build the terrace, so it seems to be a bug.
That's odd bug. Granary doesn't get obsolete so you should be able to build Terraces even on modern times... don't know now what might cause this bug.
 
Sorry my error: Those cities have a modern granary already. I must have overlooked it.
But shouldn't I be able to build the bakery then?
 
Bakery's successor, the Food Processing Plant is only a few techs away at the point where Modern Granaries can be build, IIRC.
 
How about making the National Cuirier System give Caravans same way the King Richards Crusade gives Crusaders. That way the AI would be in on the Caravans, and from what I see they do pretty well if you place a couple in worldbuilder. And maybe raise the Caravan Great Work to 50% of the cost of the unit.
Maybe even make them nonbuildable otherwise. They can be exploited by the Player.
 
I love trade caravans, very good for pumping up new cities and snagging the production and food buildings
 
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