[BtS] Rise of Mankind

I've now uploaded 0.9.2 patch and it should fix now all the problems that were in 0.9 and 0.9.1. I found several quite bad bugs in xml tags and on my computer it has worked now without problems. Version 0.9.3 is also pretty far already but I haven't had time to play it yet so I won't be uploading that just yet. Check the first post for patch download link. I'll be drinking more coffee now when modding so that those kind of bugs don't crawl into the mod when I'm tired. :D

Version 0.9.2
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Civilizations
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- Fixed: settings for initial Civics for several civilizations (were duplicate options)

Buildings
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- Fixed: Brothel gives now correctly happiness from Harbor, Port and Barracks
- Fixed: Harbor can't be built after Port has been built in city
- Fixed: Arcology can't be built after Arcology shielding has been built in city
- Fixed: Arcology Shielding can't be built after Advanced shielding has been built in city
- Fixed: Casino strategy entry
- Fixed: Glasssmith strategy entry
- Changed: Toll House no longer require Port in city
- Changed: Port, gives 1 culture to city, -1 health
- Changed: Commercial port no longer require 3 ports, Port's effects combined, provides 2 culture to city, replaces Port
- Changed: International port no longer require 3 Commercial ports, replaces Commercial port, Commercial Port's effects combined
- Changed: Harbor is no longer given for free when start game directly from Industrial era
- Changed: Port FreeStartEra changed from Modern to Industrial
- Changed: Supermarket gives +1 happiness from Coffee
- Changed: American Mall gives +1 happiness from Coffee

Civics
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- Fixed: Nationhood gives correctly happiness from Garrison building
- Fixed: Paganism gives correctly happiness from Ceremonial altar
- Changed: Moved Tribal Law to correct spot
- Changed: Barbarism +10% military production bonus added

Units
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- Fixed: Portugal's Carrack upgrades now to Privateer and Early Destroyer
- Changed: Airship upgrades to Early bomber IL2 since its bomber unit
- Changed: Enabled Companion Cavalry UU for Greek

Python
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- Added: When Commercial Port has been built in city, Port is removed and Port can't be built again
- Added: When International Port has been built in city, Commercial Port is removed and can't be built again

Specialists
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- Added: Slaves, -1 food, +3 hammer, unused citizen type at the moment. will be enabled in future versions
- Added: Noble, +2 gold, +1 culture, +3 great people rate, unused citizen type at the moment. will be enabled in future versions

Other
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- Enabled: Python callback function for "Cannot Construct"
- Added: English game text for all new game objects for French, German, Italian and Spanish language options. Mod should be now playable on those languages.
- Completed: Building upgrade path from Harbor to International Port
- Fixed: Gamefont issue with Movies resource. Side-effect: new resource icons won't show up in city screen

Sneak peak to v0.9.3:
Spoiler :
Units
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- Added: Special Infantry, req. Superstrong Alloys
- Added: EMP SAM Infantry, req. Superstrong Alloys
- Changed: Quechua no longer upgrade to Maceman
- Changed: Cuirassier upgrades also to Gunship
- Changed: Ancient Cannon upgrades to Bombard
- Changed: Hwacha upgrades to Bombard
- Changed: Nuclear Submarine carries missiles instead of people
- Changed: Mechanized Infantry upgrades to Special Infantry
- Changed: ACV SAM upgrades to EMP SAM Infantry
- Enabled: Minuteman unit, unique for America, replaces Musketman
- Enabled: Ansar Warrior, unique for Arabia, replaces Light Cavalry
- Enabled: Elite Jaguar, unique for Aztec, replaces Swordsman
- Enabled: English Longbowman, replaces longbowman
- Enabled: Teutonic Knight, unique for Germany, replaces Heavy Swordsman
- Enabled: Elite Quechua, unique for Inca, replaces Axeman
- Enabled: Zero, unique for Japan, replaces Fighter
- Enabled: Mali Cavalry, replaces Horseman
- Enabled: Sipahi, unique for Persia, replaces Knight
- Enabled: Roman Cavalry, unique for Rome, replaces Mounted Infantry
- Enabled: Spanish Galleon, replaces Galleon
- Enabled: African Axeman
- Enabled: African Infantry
- Enabled: African Spearman
- Enabled: African Scout
- Enabled: African Swordsman
- Enabled: African Warrior
- Enabled: African Archer
- Enabled: African Horseman

Ethnic unit styles
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- Changed: graphics from Swordsman unit changed for Light Sworsdman for all ethnic unit styles (those units were swapped and these graphics weren't yet)
- Added: African unitstyle (middle east graphics used when african unit not available)

Civilizations
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- Changed: Zulu unit artstyle changed from Middle east to African
- Changed: Ethiopian unit artstyle changed to African
- Changed: Mali unit artstyle changed to African

Wonders
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- Added: Technological Capital, req. Terra Computer
- Added: Global Stock Exchange, req. Conglomerates
- Added: Theory of Everything, req. Superstring Theory

Buildings
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- Added: Convention Center, req. Communication networks
- Added: Info Net, req. Knowledge Management
- Added: Advanced Quality Control, req. Mesh Networks
- Added: Orbital Factory, req. Space colonies and Magnetic Levitation. Test: can be built multiple times in a city

Techs
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- Enabled: Superstring Theory
 
I am so pleased that you nailed this down. The 0.9.2 works. I have just gone through few turns however I liked to come back and thank you for your hard work to get rid of the problems that prevented many of us from enjoying such a great mod. I am looking forward to having many joyous hours playing this mod.

Good job Zappara and good luck with your planed additions and improvements.
 
Another possible bug/balance issue.

AI calculation of resource value may be out. On my latest game I bumped into Ghandi around 1600. Opened the negotiation screen, selected his coffee and asked "What do you want for this"- his final demand was NOTHING. At all.

I carried on - eventually got coffee and bananas for free from Ghandi, and he then gave me clams and 4 gold per turn for cotton.

I tried with some other leaders - Lincoln has offered me pigs for nothing, and I'm getting free corn from Churchill!

Possibly a bug - possible I've genned up a world full of generous altruists, or possible they're all lulling me into a sense of false security! I'm certainly not used to getting ANYTHING for nothing from the AI unless I'm bullying them...

Anyone else seen this?

Yes i noticed this too, but only with civs i havent been in a war against.


Thanks for your hard work zappara, and do try to sleep sometime :)
 
I am playing China on Giant map with noble difficulty. It the year 1290 and I am still in the middle ages. I actually made it to this era on 1110 AD. (Seems a little late). I am researching at 100% and was making money most of the time.

First of all, I can't remember enjoying a BTS game as this one. The mod is really amazing. So many things I like that I won't actually mention them all. I'd like only to say that I liked the idea of mines evolving to shaft mines and giving extra hammer. It is an example of attending to details which means that this mod is not only about piling more and more of everything.

Now some remarks. I feel that the extra techs add a little too much time for research. Of course judging from my current game is not the ideal way to gauge this. Larger maps affect research rates and meeting only a small percentage of civs in the game affect it more. I will give this a trial on a smaller map to come up with a correct feedback.

What makes me think that the game is still balanced well anyway is the fact that on this difficulty I am not far ahead in score. Usually by this time I would have double the score of the AI player next to me. Also I might got filthy rich at some time but the needs of a vast empire is starting to drain on my financial resources by now. So I will also wait before considering it a balance issue.

Last, things IMHO that would be nice to have:
So far no SDK modifications are there, I think including Solver's patch can be a good idea till an official patch is out. It sure solves a lot of issues in BTS especially espionage and AI behavior. Another SDK addition is Dales bombardment components. IMO it fixes the odd behavior of siege weapons in Civ4 in general.

The main interface already have the Attitude icons. It will be nice if it also have the PLE component. It is quite convenient. I also liked a tech splash screen that Roamtry has included in his mod Beginning. In general I like to see interface enhancements that complement the vast contents enhancements already in the mod.

I won't add any suggestions concerning adding buildings, units, or techs as I actually like to wait for you as you refine your own vision of the mod.
 
I am playing China on Giant map with noble difficulty. It the year 1290 and I am still in the middle ages. I actually made it to this era on 1110 AD. (Seems a little late). I am researching at 100% and was making money most of the time.

I was playing a Giant map at Emperor level (with rev. 0.8) and ... I reached the industrial age near 1350 - 1400. That was a little bit soon :D

1290 and still in middle ages i think it's ok, you shouldn't switch to the next age before 1500 if you want to stick to the reality, and then enter the industrial age around 1750-1800 ;)
 
Downloaded the new patch and all worked out:)
And I've fixed the bug of not getting the new bts patch to work;)
I still enjoy this mod as when I first started playing it^^
I get to around early industrial age before something else got to be done such as sleeping, homework, chatting etc;) and some strange feeling I get by myself that I just cant save a game and load it later(strategygames) and still play it as fun as the first time. You kind of miss the history of youre country. you forget how you nailed the greeks for an example or how you traded yourself to tech king etc;)

But anyway Superbig thanks for this GREAT mod and keep on building on it and make it perfect;) its only 5% from perfect now;)
 
I started another game with the Dutch on a standard map, noble difficulty. I reached the Middle Ages before 200 AD this time. So I guess it was the size of the map partially. Mostly it was the way I chose the techs I research.
 
@Zappara

I made several trials at fixing the icons (GameFont) issue. I cam up with a solutions that seems to work fine. Just remove the GameFont.tga and keep the GameFont_75.tga only.

The only problem that remains is that for some reason your GameFont_75.tga is missed up. I made a new one (starting with the original BTS one) and it worked for me. I needed to make some changes to the Civ4ArtDefines_Bonus.xml (modified some index references to match the new file).

Here is a patch for these two file:
http://forums.civfanatics.com/uploads/115758/RoM-GameFont-Patch.rar

To try it backup the original files then extract the rar file then move the Assets folder into the mod's folder. Don't forget to remove or rename the GameFont.tga file as it won't work as long as it exists.

Now there is a method to keep both files in sync but it is rather a complicated one. To see what is needed to be done look at the files in Visa or Total Realism mods for warlords. You will find that they needed to modify the layout of the whole file in a weired way.

PS. I haven't checked the references of the resources that don't show-up on map (Steel, Diesel,.. etc.). I will check them and I may find unique icons for some them rather than referencing other resources' icons. I will just wait to see if this fix would work for you and if you would accept this solution.
 
@Zappara
Please, add to the next patch these:
- ranged bombardment: missiles, better artillery
- properly working helicopters (fly over lakes, coast)
I won't play your awesome mod until you do it. ;)
 
Tried 3 times to download the base file (v0.8) from 3Ddownloads and hasn't worked yet! Can anyone host this file somewhere else that I can download?

Looks like an interesting MOD!
 
My problem with 0.9.1 has been resolved with the new patch, once again thanks for the work you put in to solve this. :)
 
Thanks for the new patch. 0.9.2 works for me, unlike 0.9.1.

In my first whole game, I founded Hinduism, Buddhism, and Judaism. Then I got the event to spread your religion, and it spread to rest of my cities, and 4 of Alex's cities. By Monarchy, 66% of the world was Hindu, and every civ had Hinduism as the state religion. Maybe Buddhism should be moved to an equal tech level as Hinduism, so that it is harder for the same civ to found both religions. Still, its a great mod.
 
I know that the different religions have different bonuses for their temples etc, but are they evenly balanced against each other? I'm asking because I use Choose Religions as default (tired of having games dominated by Buddhism and Hinduism). I did alter the spread speed so they're even.
 
As Rise of Mankind is becoming the default way I play BTS right now, I like to add the modcomps that I think either essential or fun to have. In case anybody likes to have my additions I combined them here into a patch.

Included Items

- Solver's unofficial patch (Last version August 29th).
- Dale's Bombardment Component.
- 30 Civs and 10 Colonies.
- Fixed GameFont_75.tga

Installation

-Extract the included rar file into ../Beyond the Sword/mods/Rise of Mankind and allow the files to be overwritten.
-Go to ../Rise of Mankind/Assets/res/Fonts and rename GameFont.tga to GameFont.tga.bak (to disable it). You can remove the file but it is better to back it up.

The file can be found here: http://forums.civfanatics.com/downloads.php?do=file&id=6932

Note:
I tried to add the range bombardment ability to all eligible units. However because of the large number of units the mod has, I sure have missed some. If anyone notices a unit that should have the ability please report back and I will fix it.
 
Thank you very much for creating this excellent MOD zappara. It's seemingly aimed at exactly the type of game I like to play and what I've been hoping the game developers would strive towards from Civ 1 ;) .

Very much hoping you are able to find the time to support and develop it in the future.

Currently I am having problems trying to use the BtS version. It runs for a while and then crashes to desktop. Once it has decided to crash it always crashes again at the exact same bit, even after reloading save game.

I can email a copy of a save if you (or anyone else) wish to try and reproduce the error? As there is no error message for me it could somehow be a BtS problem, although it's been running smoothly without the mod. I have the latest 3.03 patch applied to my BtS install.

Hoping someone out there can help me gets this baby back up and running :) .

Edit: After a bit more experimentation I've discovered what appears to be causing my CTD's. Everytime I learn the Weaving Tech, I CTD. With 1 turn to go on the weaving tech if I change research all goes well, soon as I go back to weaving and press end turn my game crashes.

Smint
 
Great mod. Enjoying it.

One question, and sorry if it's been asked and answered already, what is the red dot on the city bar??
 
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