Rise of Mankind 2.0beta released!

zappara

Mod Designer
Joined
Dec 19, 2003
Messages
2,781
Location
Finland
I have now packed the first beta release of Rise of Mankind 2.0. With this beta we can start testing things and find bugs so that I can fix everything for full release. This is true beta as I haven't even myself had time yet to play it more than first few turns. :D I won't add this beta to download database, only provide download link in this thread - once beta testing is over, I'll upload it again and add download info to other places.

Beta download removed


READ THIS BEFORE YOU INSTALL 2.0BETA!

If you have v1.03 Rise of Mankind installed, go to your mods folder and rename Rise of Mankind folder to something else before you unzip v2.0 to mods folder (both versions have same file structure). This ensures that there won't be conflicts between old version and new beta and you can still continue playing on v1.03 if you want to. Installation instructions are in the readme file inside the zip file.

Known issues list

  • Religion icons not shown correctly on civ list on main screen (bug in font files)
  • Limited religion functions disabled, there was bugs in python (AI players never found religions) so I had to disable this feature
  • New civs color settings too close to other civ colors (confirmed that colors are close to each other but are actually different)
  • african cuirassier not shown correctly in pedia + missing buttons, most likely incorrect animation file (cuirassier disabled in 2.003)
  • random CTD early in game, cause unknown (found in 2.003)

Please keep all beta version discussion in this thread because this way it's easier for me to keep track of it and track bugs etc.
I will start new thread for v2.0 to mods section once we have good fully working mod. I will keep both 1.03 and 2.0 available so it's best to keep separate discussion threads for each version.


Unzip patch 2.005 to BtS/Mods folder and overwrite files when it asks for it.
Note that saved games from previous versions do not work in new version!
 
Version history

Version 2.005beta patch
Spoiler :

Gameplay
---------
- Custom game supports now up to 34 Civs

Events
------
- Fixed: python for Elite Swordsman event checks for Light Swordsman units

Game DLL
--------
- Added: Lt. Bob's DLL that supports up to 34 Civs (40 with colonies), includes Bhruic's patch

Civics
------
- Changed: Sacrifice cult no non-state religion spread effect removed

Maps
----
- Added: Earth Map with 28 preset Civilizations at their correct places, new resources added to map

Leaders
-------
- Changed: Suryavarman (Maya) favorite religion set to Nagualism
- Changed: Huayna Capac (Inca) favorite religion set to Nagualism
- Changed: Alexander (Greece) favorite religion set to Hellenism
- Changed: Pericles (Greece) favorite religion set to Hellenism
- Changed: Julius Caesar (Rome) favorite religion set to Hellenism
- Changed: Ramesses (Egypt) favorite religion set to Amun-Ra
- Changed: Suppiluliuma (Hittites) favorite religion set to Amun-Ra
- Changed: Cyrus (Persia) favorite religion set to Zoroastrianism
- Changed: Darius (Persia) favorite religion set to Zoroastrianism
- Changed: Hammurabi (Babylon) favorite religion set to Zoroastrianism

Techs
-----
- Changed: Religion flavor removed from City Planning

Improvements
------------
- Changed: Town -1 food effect removed, +1 hammer from road added (moving workforce/trade goods boosts production)
- Changed: Village -1 food effect removed, +1 hammer from road added (moving workforce/trade goods boosts production)
- Changed: Hamlet +1 hammer from road added (moving workforce/trade goods boosts production)


Version 2.004beta patch
Spoiler :
Mod components
--------------
- Added: zCivics
- Enabled: Civ4lerts

Units
-----
- Changed: Inquisitor unit requires now Theocracy Civic

Events
------
- Added: Wootz Steel event

Promotions
----------
- Added: Wootz steel special promotion (can only be gained from event)

Sound
-----
- Fixed: 2 diplomacy sound files were missing


Version 2.003beta patch
Spoiler :
Flavor units
------------
- Disabled: African cuirassier unit due to graphical issue (possible cause animation files)
- Fixed: African worker unit
- Fixed: African explorer unit

Units
-----
- Changed: Rifleman units require Flintlock
- Changed: Cavalry units require Stirrup and Flintlock
- Changed: Machine Gun requires Ammunition bonus

Events
------
- Changed: War Chariots event obsolete techs changed to later medieval techs
- Changed: Crisis in the Senate tech requirement changed
- Changed: Better Coal improvement req. from Mine to Shaft Mine


Version 2.002beta patch
Spoiler :

Enhanced Tech conquest
----------------------
- Fixed: disabled debug messages

Religions
---------
- Fixed: movie entry added for Nagualism to prevent CTD bug

Civics
------
- Changed: Inquisitorial moved to Political Philosophy tech, no longer state religion req., gained +10% espionage bonus

Buildings
---------
- Changed: Jewellery requires at least 1 Forge
- Changed: Forge buildings no longer give happiness from gold, silver, gems
- Changed: Hittite Iron forge bonuses adjusted: +10% food and +15% hammer from iron instead of 25% food from iron

Gametext
--------
- Changed: Inquisition civic renamed to Inquisitorial
- Fixed: Inquisitorial strategy entry
- Added: Inquisitorial pedia
- Added: Pedia for some buildings


Version 2.0beta
Spoiler :
Civilizations
-------------
- Added: Abyssinian Empire
- Added: Iroquois Empire
- Added: Assyria
- Added: Siam

Units
-----
- Added: Arabia flavor units Archer, Axeman, Chariot, Crossbowman, longbowman, swordsman, heavy swordsman, heavy pikeman, mounted infantry, chivalry, cavalry, rifleman, grenadier, cuirassier, war elephant, medieval worker, modern infantry

- Added: Aztec UU Eagle Warrior (replaces Heavy Pikeman)
- Added: Aztec flavor units Grenadier

- Added: Babylon flavor units chariot, crossbowman, heavy pikeman, pikeman, heavy cavalry, heavy swordsman, knight, horseman

- Added: Byzantine flavor units Axeman, archer, chariot, mounted infantry, crossbowman, swordsman, heavy swordsman, longbowman, pikeman, heavy pikeman, heavy cavalry, infantry

- Added: Carthage flavor units Chariot

- Added: Chinese flavor units Archer, swordsman, heavy swordsman, mounted infantry, light cavalry, heavy cavalry, grenadier, War Elephant, cavalry (asian)

- Added: African flavor units: cannon, chariot, cavalry, crossbowman, cuirassier, grenadier, horse archer, knight, longbowman, maceman, machine gun, musketman, paratrooper, pikeman, rifleman, SAM Infantry, swordsman, war elephant, worker, explorer, Spy

- Added: Hellenic Wiseman (missionary)

- Added: Greco Roman flavor units Italian infantry, Horseman, Mounted Infantry, Axeman, Pikeman, heavy pikeman, swordsman, heavy swordsman, heavy cavalry, cuirassier, cannon, musketman, grenadier, cavalry, rifleman

- Added: Rome flavor units longbowman, crossbowman + all new greco roman flavor units

- Added: Native american flavor units: maceman, heavy pikeman, light cavalry, warrior

- Added: South american flavor units: light cavalry (same as native)

- Added: Asian flavor units: Cavalry

- Added: Colonist, builds city of size 3 with several buildings

- Added: Pioneer, builds city of size 4 with many buildings

- Added: Modern Paratrooper
- Added: Modern Marine
- Added: Abyssinian Archer
- Added: Iroquois Mohawk Archer
- Added: Assyrian Battering Ram
- Added: Arquebusier unit, req. Gunpowder
- Added: Inquisitor, req. Inquisition civic
- Added: Siam Battle Elephant
- Added: Stealth Submarine, req. Fuel Cells
- Changed: Middle east flavor unit Cuirassier uses now arab cuirassier graphics
- Changed: Middle east flavor unit Horseman uses now Babylon Horseman graphics
- Changed: Middle east flavor unit Swordsman uses now Babylon Swordsman graphics
- Changed: Middle east flavor unit Heavy Swordsman uses now Babylon Heavy Swordsman graphics
- Changed: Arabian horseman uses now Babylon horseman graphics
- Changed: Chariot upgrades also to Horseman
- Changed: Crusader requires King Richard's Crusade wonder instead of Castle so that it's now wonder specific unit
- Changed: America's Early Jet fighter unit swapped to F-86
- Changed: Mig 15 unique for Russia, rest use now P59 by default
- Changed: Remote Controlled Bombers unit graphics changed to Predator UAV
- Changed: Paratrooper upgrades to Modern Paratrooper, bonuses against melee and archer units added
- Changed: all Marine units upgrade to Modern Marine unit
- Changed: Police Squad unit requires now Police Station building in city
- Changed: Iron Frigate requires Military Science tech
- Changed: Ironclad requires Military Science tech
- Changed: Horseman has now +25% bonus against archer units
- Changed: Mali Cavalry has now +25% bonus against archer units
- Changed: Cavalry Auxilia has now +25% bonus against archer units
- Changed: Prodromoi has now +25% bonus against archer units
- Changed: Light Cavalry upgrades to chivalry instead of Heavy Cavalry, Machinery tech req. removed
- Changed: Heavy Cavalry moved to Invention tech, no longer can be built with copper
- Changed: Great Prophet can build new religious shrines: Statue of Zeus, Zoroastrian Shrine, Amun-Ra, Tikal
- Changed: Settler upgrades to Colonist
- Changed: Knight no longer upgrade to Chivalry
- Changed: Cavalry moved to Steam Power tech (longer wars with medieval units)
- Changed: Musketman units moved to Flintlock
- Changed: Heavy Swordsman upgrades to Musketman
- Changed: Longbow units upgrade to Musketman
- Changed: Crossbow units upgrade to Musketman
- Changed: Maceman units upgrade to Musketman
- Changed: Pikeman upgrades only to Heavy Pikeman
- Changed: Early Destroyer moved to Combustion
- Changed: Battlecruiser requires now Combustion
- changed: Cannon moved to Nationalism
- Changed: T72 flavor armor unit for civs: Abyssinia, Ethiopia, India, Babylon
- Fixed: Mig15 filename bug
- Fixed: Mig21 filename bug
- Fixed: Mig25 filename bug
- Fixed: Aegis graphic setting for low graphics
- Fixed: Roman Cavalry Auxilia replaces now correctly Horseman unit
- Fixed: Jeep size
- Fixed: Type 99 armor size
- Fixed: Plasma armor size
- Fixed: T95 size
- Fixed: T17 tanks size
- Fixed: IS2 size
- Fixed: A7V size
- Fixed: L640 size
- Fixed: M3A1 size
- Fixed: Char B1 Bis size
- Fixed: M26 size
- Fixed: PzKpfw VI Tiger I size

Buildings
---------
- Added: Hellenic Temple
- Added: Hellenic Pantheon
- Added: Hellenic Gymnasia
- Changed: Statue of Zeus is now Hellenic Shrine
- Added: Zoroastrian Fire Temple
- Added: Zoroastrian Pantheon
- Added: Zoroastrian Shrine (replaces monastery because Zoroastrianism rejects all forms of monasticism)
- Added: Zoroastrian holy mountain shrine Pir-e Sabz
- Added: Temple of Amun
- Added: Temple of Mut
- Added: Temple of Chons
- Added: The Karnak Temple Complex (Amun-Ra shrine)
- Added: Abyssinian Stele
- Added: Iroquois Longhouse
- Added: Siam Ho Trai
- Added: Temple of Jaguar (Nagualism)
- Added: Pyramid of Eagle (Nagualism)
- Added: Tikal (Nagualism shrine)
- Added: Assyrian Ekal (barracks)
- Added: Artesian Well
- Added: Oil Refinery graphics
- Added: Weapon factory graphics
- Added: Healer's hut graphics
- Added: Casino graphics
- Added: Water Treatment graphics
- Changed: Observatory requires Glass resource
- Changed: Brothel no longer gives happiness from other buildings (wasn't working properly), just gives +1 happiness
- Changed: Meeting Hall gives +5% bonus to espionage (think it as a tavern/inn where info is for sale)
- Changed: Forge upgrades to Steel Mill now, forge modifiers added to Steel Mill
- Changed: Removed obsolete Masonry tech req. from Aqueduct
- Changed: Casino gold bonus decreased from 50% to 25%
- Changed: Stable requires now Chariotry (can be built earlier), requires Horse or Elephants (Ivory)
- Changed: AI weight value increased for Weapon Factory
- Changed: Alchemist's Lab requires now glassware, obsolete at Scientific Method
- Changed: Fisherman's hut flavors adjusted (AI players should build it more often)
- Changed: Butchery flavors adjusted (AI players should build it more often)
- Changed: Ceremonial Altar obsolete at Humanism
- Changed: Confucian academy 50% culture bonus changed to 20% science and 30% culture (it is place for studying)
- Fixed: Zulu Ikhanda obsolete at Leadership

Wonders
-------
- changed: Copernicus' observatory requires glass resource
- Changed: Chichen Itza moved to Blood Cult tech and requires Masonry tech
- Changed: Eiffel Tower requires now Steel Mill instead of Forge
- Changed: Statue of Liberty requires now Steel Mill instead of Forge, moved to Representative Democracy tech
- Changed: Aqueduct of Pont du Gard no longer goes obsolete, does not give free Aqueduct in every city, gives +2 health in city where built and +1 health in all cities on same continent
- Changed: Alhambra has now new graphics
- changed: Sphinx has new graphics
- Changed: Supreme Court reduces anarchy length by 25%
- Changed: Magellan's Voyage moved to Navigation
- Changed: Marco Polo's Embassy moved to Optics
- Changed: colossus moved to Bronze Working
- Changed: Alhambra requires State religion to be present in city
- Changed: Palace of Potala requires State religion to be present in city
- Changed: Parthenon is now Hellenistic wonder, requires Hellenism in city and spreads Hellenism
- Added: The Temple of Heaven (Taoist)
- Added: Masada (Jewish)
- Added: Pyramid of the Magician (Nagualism)
- Added: The Brihadeeswarar temple (Hindu)

Religions
---------
- Added: Hellenism
- Added: Zoroastrianism
- Added: Amun-Ra (Egypt mythology)
- Added: Nagualism (Mesoamerican religion)

Techs
-----
- Fixed: Special Promotion tech moved to future era so that player's don't get it for free if game is started on higher eras than ancient
- Changed: All Renaissance tech costs increased by 10%
- Changed: All Industrial tech costs increased by 30%
- Changed: All Modern time tech costs increased by 50%
- Changed: All Future era tech costs increased by 100%
- Changed: Dualism enabled
- Changed: Polytheism has Dualism as 2nd pre-req choice
- Changed: Horseback riding requires now Chariotry
- Changed: Masonry requires Stone Tools
- Changed: Fundamentalism requires Blood Cult
- Changed: Military Science requires Grand War tech
- Changed: Canal Systems no longer require Machinery
- Changed: Ecology requires Agricultural Engineering instead of Biology
- Changed: Naval Aviation requires Military Science
- Changed: Social Contract uses now Growth Advisor instead of Religion Advisor
- Changed: Nuclear Power requires now Logistics
- Changed: Ship Building requires now also Naval Warfare
- Changed: Constitution requires Democracy
- Changed: Artillery requires explosives
- Changed: Clockworks moved further in medieval techs, requires now Invention
- Changed: Civil Service no longer enable irrigation
- Changed: Rifling moved to later renaissance, requires now Replaceable Parts
- Changed: Semi-automatic weapons has now Rifling as OR requirement, replaceable parts req. removed as it's included in Rifling
- Changed: Flintlock requires Metallurgy
- Changed: Fission requires Refining
- Changed: Explosives requires Flintlock, cost increased from 2200 to 3700
- Changed: Flavor values adjusted for many techs
- Changed: Seafaring cost increased from 72 to 93
- Changed: Metal Casting cost increased from 64 to 90
- Changed: Chariotry cost increased from 100 to 120
- Changed: Trade cost increased from 80 to 85
- Changed: Machinery requires Mathematics
- changed: Meditation cost increased from 80 to 280, now classical tech
- Changed: Literature cost increased from 200 to 350
- Changed: Sculture cost increased from 72 to 95
- Changed: Usury cost increased from 600 to 850, now medieval tech
- changed: Banking cost increased from 700 to 900
- Changed: Drama cost increased from 300 to 350
- Changed: Optics cost increased from 600 to 750
- changed: Heraldry cost increased from 600 to 730
- Changed: Sanitation cost increased from 1000 to 1050
- Changed: Paper cost increased from 480 to 850
- Changed: Architecture cost increased from 1000 to 1050
- changed: Invention cost increased from 1000 to 1050
- Changed: Gunpowder cost increased from 1056 to 1075
- Changed: Matchlock cost increased from 1056 to 1100
- Changed: Political Philosophy cost increased from 880 to 1200
- Changed: Education cost decreased from 1584 to 1250, requires Philosophy
- Changed: Perspective cost increased from 700 to 1075
- Changed: Refining cost increased from 2600 to 3800
- Changed: Oil Painting cost increased from 880 to 1100
- Changed: Chemistry cost increased from 1980 to 2700
- changed: Photography cost increased from 2090 to 2750
- changed: Realism cost increased from 2090 to 2800
- changed: Mercantilism cost increased from 1936 to 1970, requires Banking
- Changed: Economics cost increased from 1400 to 2000
- changed: Corporation cost increased from 1760 to 2200
- changed: Juris Prudence cost increased from 1144 to 1600
- Changed: Social Contract cost increased from 1232 to 1650
- Changed: Realism requires Free Artistry instead of Oil Painting
- Changed: Naval tactics cost increased from 1760 to 2000
- Changed: Grand War cost increased from 1870 to 2025
- Changed: Replaceable parts cost increased from 1980 to 2300
- Changed: Thermodynamics cost decreased from 4160 to 3600
- Changed: Fission requires now Industrialism, cost increased from 5720 to 7200
- Changed: Theory of Relativicty requires now Electricity
- Changed: Representative Democracy requires Liberalism and Social Contract
- Changed: Medicine cost decreased from 5850 to 4700
- Changed: Marxism cost increased from 2912 to 4700
- changed: Labor union cost increased from 3120 to 4750
- Changed: Communism cost increased from 2912 to 4800
- Changed: Psychology cost increased from 3848 to 5250
- Changed: Fascism cost increased from 2496 to 5300
- changed: Screw Propeller cost increased from 4160 to 4200
- Changed: Railroad cost decreased from 5850 to 4200
- Changed: Electricity cost decreased from 5850 to 4250
- Changed: Semi-automatic weapons cost increased from 3900 to 4250
- changed: Artillery cost increased from 4160 to 4360
- Changed: Combustion cost increased from 3744 to 4300
- Changed: Mass Media cost increased from 3744 to 6600
- Changed: Legalized Gambling cost increased from 3744 to 6650
- Changed: Industrialism cost decreased from 6760 to 5300
- Changed: Recycling cost increased from 6600 to 8300
- Changed: Theology cost increased from 500 to 675
- changed: Fundamentalism cost increased from 480 to 700
- Added: Agricultural Tools, req. Machinery and Feudalism
- Added: Fuel Cells
- Added: Knowledge Management icon
- Added: Space Stations icon
- Added: 3D Modeling icon
- Added: Human/Machine interface icon
- Added: Military robotics icon
- Added: Smart Dust icon
- Added: Unmanned Air Vehicles icon
- Added: Weather Control icon
- Added: Sentient Earth icon



National Wonders
----------------
- Changed: Statue of Champion req. now level 4 unit
- Changed: National Courier System reduces anarchy length by 25% (word about government changes spread more rapidly)
- Added: Temple of Osiris
- Added: Temple of Isis
- Added: Temple of Set

Leaders
-------
- Added: Menelik (Abyssinian empire)
- Added: Selassie (Abyssinian empire)
- Added: Deganawida (Iroquois empire)
- Added: Ashur (Assyrian emprire)
- Added: Mongkut (Siam)
- Added: Ramkhamhaeng (Siam)

Movies
------
- Added: Sphinx movie
- Added: Leonardo's Workshop movie
- Added: Hellenism movie
- Added: Amun-Ra movie
- Added: Zoroastrianism movie

Sound
-----
- Added: Abyssinian music
- Added: Iroquois music

Python
--------------
- Added: Enhanced Tech Conquest
- Added: Religion and Corporation Screens
- Added: Longer techbar in techscreen
- Added: Inquisition - Limited Religions (limited religion mod part disabled for now, wasn't working properly)
- Added: Plot List enhancements
- Added: Great People flavored tech colors (off by default, change setting in config.ini)
- Added: Settlers
- Added: Raw Commerce to city screen
- Added: Civ4lerts (disabled for now)
- Changed: Holy Mountain python will check for presence of Cathedral and Pantheon buildings and points will be calculated from Pantheon specialbuilding type
- Changed: National sports league event checks for Circus Maximus instead of Statue of Zeus (statue is hellenic shrine now)
- Fixed: UI problem when running mod on Civ 4 Complete Edition (CvPath.py)


Gamespeed
---------
- Added: Blitz speed option, 205 turns, only accessible in Custom Game menu
- Added: Snail speed option, 3072 turns, only accessible in Custom Game menu

Resources
---------
- Changed: Coffee gives +1 happiness
- changed: pearls give +1 happiness
- Changed: Lemon give +1 health
- Changed: Cotton gives +1 happiness
- Changed: Sugar gives +1 happiness
- Changed: Spices give +1 happiness

Improvements
------------
- Changed: Village gets +1 bonus commerce from roads and railroads, -1 to food
- Changed: Town gets +1 bonus commerce from roads and railroads, -1 to food
- Changed: Windmill gets bonus from Agricultural Tools tech instead of Civil Service
- Changed: Watermill gets bonus from Agricultural Tools tech instead of Civil Service
- Fixed: Arcology city ruins art defines were missing

Events
------
- Changed: Wining monks event, zoroastrian, hellenic, amun-ra monastery building triggers have been added to event
- Changed: Halberd event, shock promotion can now appear for Heavy Pikeman units as well
- Changed: Ancient Olympics trigger tech is now Athletics (was Polytheism)
- Changed: Hymns and sculptures events can trigger now if city has Hellenic, Zoroastrian or Amun-ra Pantheon in city
- Changed: Farm Bandits event can happen on Potato Farms
- Changed: Holy Mountain event can happen with Hellenism and Zoroastrianism
- Changed: Blizzard can be triggered at Shaft Mine, Treefarm, Hybrid Forest
- Changed: Jade event can happen on Shaft Mines
- Changed: Clunker coal event can happen on shaft mine
- Changed: Tin event can happen on shaft mine
- Changed: Bermuda Triangle event can happen to all new modern day ship classes
- Changed: Gold Rush trigger changed from Mine to Shaft Mine (most mines are shaft mines at industrial era)
- Changed: Metal decks trigger tech changed to Naval Aviation which is same when Carrier becomes available
- Changed: Long range fighters trigger tech changed to Aviation
- Changed: Farm plows event can be triggered with Shaft mine and normal mine
- Changed: Stained glass cathedral event requires glassware
- Changed: Personal Computers event requires Microchip tech
- Changed: Tea event trigger changed from Harbor to Commercial Port
- Changed: Girls best friend event triggers include now Shaft mine
- Changed: Harbormaster building requirement changed from Harbor to Port
- Changed: Master blacksmith event gives shock promotion to Light swordsman and Heavy swordsman units too
- Changed: Crusade event can happen after player has researched Fundamentalism Tech
- Changed: Miracle event can happen in city with High Walls
- Changed: Secret knowledge event can happen with Zoroastrian, Hellenic and Amun-ra monastery type buildings
- Changed: Experienced Captain event can be triggered by all new ship units
- Changed: War Chariots event tech req. changed to Chariotry, obsolete tech requirements adjusted
- Changed: Crisis in senate may give espionage bonus to Garrison building
- Changed: Elite Swordsman event gives promotion to Light Swordsman unit, obsolete techs adjusted
- Changed: Warships event requires Naval Warfare tech instead of Sailing, obsolete techs adjusted
- Changed: Noble Knights tech requirements change to Stirrup, Heraldry and Guilds
- Changed: Napalm bombs (mod) event gives Napalm bombs promotion instead of Barrage II
- Added: Mining accident can happen on shaft mine

Civics
------
- Changed: Theocracy moved to Government category
- Changed: Paganism no longer get bonus happiness from Ceremonial Altar, no upkeep
- Changed: Herbalism is default health care choice now (herbalism was used 60.000BC), no longer give +1 health in all cities, instead gives +1 health from healer hut and from doctor's office, no longer give military production bonus in state religion cities
- Changed: Shamanism moved to religion category, gives happiness from ceremonial altar, stonehenge and oracle, gives +1 health from healer hut
- Added: Inquisition choice to legal category
- Added: Sacrifice Cult to Religion category
- Added: Secularism to Religion category
- Added: Industrialism to Economy category
- Added: Idolatry to religion category

Promotions
----------
- Changed: Lead by Warlord promotion gets 1 extra first strike
- Changed: Veteran pilot evasion chance decreased to 5%
- Changed: Ace pilot evasion chance decreased to 10%
- Changed: Air Refuel moved to Supersonic flight tech
- Changed: Medic II requires now Civil Service tech
- Changed: Sentry I requires Optics
- Changed: Pinch II requires Flintlock
- Added: Improved Radar promotion
- Added: Air to Air Missiles I-III promotions
- Added: Torpedoes promotion
- Added: Chaff promotion
- Added: Heroic promotion, req. Leader
- Added: Loyalty promotion, req. Leader
- Added: Siege Master promotion, req. Leader
- Fixed: duplicate entry for Hi-tech units in some promotions
- Fixed: Berzerker I-III can now be used for Animal, Archer, Melee, Mounted and Wooden Ship unit types

Gametext
--------
- Fixed: Strategy for Subzidized healthcare
- Fixed: Hover tank typo
- Fixed: Glassmith typo
- Fixed: 3D Modeling typo
- Fixed: Cavalry Tactics strategy entry
- Pedia: Oil Painting
- Pedia: Remote Controlled Bombers
- Pedia: Sphinx
- Pedia: Hubble telescope
- Pedia: Petra
- Pedia: Olympic Games
- Pedia: Encyclopedia
- Pedia: Treasury
- Changed: Aqueduct of Pont du Gard renamed to Pont du Gard
- Changed: Lab renamed to Alchemist's Lab
- Added: Strategy info for many techs
- Added: Pedia info for some techs
- Added: Strategy info for many buildings
- Added: Quotes for few techs


Mods
-------------
- Combined: JKP1187's Events mod

Gamefonts
---------
- Added: New religion icons (bugged still in civ scorelist)

Other
-----
- Added: Wide City bar
- Added: roads get +1 bonus from Automated Traffic
- Added: Bhruic's unofficial patch
- Changed: road movement bonus decreased for Mass Transit tech
- Changed: Max World Wonders in city increased from 4 to 6
- Changed: Max Team World Wonders in city increased from 4 to 6
- Changed: Max Air units per city increased from 4 to 8
 
OK just tried it out and i get a crash each time when the religion Nagualism is founded with Calendar. Heres what i get (See pic) plus this:
Failed to allocate video memory. Please try reducing your graphics settings.
File: \main\Civilzation4\SDKs\Gamebryo2_0\CoreLibs\NiDX9Renenderer\NiDX9RendererTex
trueData.cpp, Line # 177.
Then it goes to another error for Runtime. And tries to crash to desktop.

2nd pic, has a status underneath it, how to get rid of that??
I'll have to check graphic defines war Nagualism.. maybe it wants to show movie file for it but can't find any...

2nd pic, what status you mean? Plotlist enhancements under unit icons? It's suppose to be there. There's couple settings for them in config file.

Can you put the RevolutionDCM addon in the beta?
I think Kalimakhus will update his addon to work with this beta version soon. I haven't even had time to play test it myself or look what amount of python coding there is with RevolutionDCM that needs to be merged. I'll concentrate on tracking down bugs from beta version before I continue to add more stuff to it. Besides that addon is Kalimakhus' work and he's more familiar with it than I am.

And for first time in months I got some time to play Civ! :eek::D
 
@Zappara

Glad to see this out. Downloading now. Feedback, as soon as I take it for test drive.

@Marr0088

Thanks for your interest in the Add-On. I will start working on updating it to work with RoM 2.0 soon. I however think it is better now to concentrate on beta testing the new RoM release so that any hidden bugs can squashed. It would be confusing to have the add-on now as it may introduce bugs of its own. It is also an opportunity to wait for more stable version of Revolution and hopefully DCM as well.
 
Only reviewed the PEDIA and inspected some files so far, not gotten far into a game yet, but here are some things I have noticed.

- Changed: All Renaissance tech costs increased by 10%
- Changed: All Industrial tech costs increased by 30%
- Changed: All Modern time tech costs increased by 50%
- Changed: All Future era tech costs increased by 100%

It appears that you made changes to get early era techs (all that I have looked at so far) change so that a tech is more expensive that its most expensive pre-req, but you have not increase the general cost of era techs as described above.

Many later era techs are still do not follow the "cost more than most expensive pre-req" cost pattern, if you are aiming to do that.

According to the PEDIA, It's Impossible to build the Artesian Well. It becomes obsolete with Civil Service, yet it requires Invention to construct it. Invention has Civil Service as a Pre-Req.

The Physic AND requirement for Compulsory education is redundant. Thermodynamic is also and AND requirement, which already requires Physics. However my suggestion would be to drop the Thermodynamic requirement

There might be a few more redundant AND reqs the above was just the 1st one I noticed. I had listed several in my Tech change suggestions in another thread.

Some observation when I was playing the merged JPK's event w/ v1.03.
The Pirate events can get really irksome. With the stretched out tech time table & increased naval unit types, it can take a while before you have a ship type strong enough to take out the pirates.

War Chariots event expires way too early (also noticed from play on prior version) It had this problem in Vanilla BtS also though. It's too easy to hit classical techs before it is completed. Consider making it obsolete at Medieval era or middle Classical techs. Maybe just make it obsolete with Stirrup.

I'd still recommend to make Military Training and Sculpture Classical Techs,
Machinery, Canal Systems and Philosophy Medieval Techs,
Architecture, & Perspective Renaissance Era Techs,
Photography, Realism & Corporation Industrial Era Techs,

Other era change techs recommendations for Ind. to Modern & Modern to Future I still have list in my post in the other thread.

Re-name Chivalry unit to Chivalric Knights or something else. (just don't name it same as tech)
Re-name Unique French Chivalry unit to Knights Hospitaller,
Re-name Unique German Chivalry to Teutonic Knights
Re-name existing Teutonic Knight (Heavy Swordsman) to something else (Teutonic Swordsman?)

Remove the happy face bonuses from the Forge/Mint/Iron Forge
(The Jewelery does this job, you should lose them anyway on Steel Mill upgrade) It's job isn't to make people happy, but to crank up production.

The food bonus for the Iron Forge doesn't make much sense to me and seems unbalanced. I began playing games as them just to test this.
Iron forge w/ Iron: 25% + Fisherman's Hut (crab/ + fish: 10%) + Butchery (3 meats +15%) You already have a +50% food in the early game. Even though population costs 3 food each, now a 2 food tile with the +50% bonus covers the cost. Hittite population can easily soar. My average cities population was double most AI (even AI's higher in score, while playing on Deity)


Bonuses to the Base Commerce Rate should be rare, perhaps only available from Wonders.
BCR of a city = total coins in worked plots + total coin bonuses on buildings
+ total trade route yield (after trade route bonuses)

Base Commerce Rate Bonus buildings (remember base commerce rate bonus effects everything)
I would drop or change this bonus to something else on all of these.
10% Accelerator
25% Commercial Airport
10% Deep Space Research Institute
25% Design Studio
50% E-Bank
15% Glass smith
10% Oil Refinery

Add a mouse over highlight to the food production so we can see the percentage bonus/overflow breakdown. (similar to hammer production)
 
Sweet,

I knew once i got RevelutionDMCfor RoM installed correctly that you would have this done Zap. :lol: BTW kalikhamus i got it running and no problems so far.

I'm gonna finish the game i'm playing now first then i'll get started on Ver.2.0

(my game just started getting really fun).

I'll have some feed back on 2.0 in a couple of days.(hafta go outta town on buisness till wednesday so i won't have internet access)
 
It appears that you made changes to get early era techs (all that I have looked at so far) change so that a tech is more expensive that its most expensive pre-req, but you have not increase the general cost of era techs as described above.
Actually tech costs have been increased twice for 2.0, first by the amount on those percentages and after that went through most of them again and adjusted values mostly based on your feedback. :) Modern and future eras do not follow always the rule "pre-req should be always cheaper" as there's some overlapping between eras (flight techs easier to research than many others). This was pure design choice from my part as I wanted some techs to be actually cheaper than their pre-reqs, for example in real life principles or scientific formulas are hard to find but once found, the applications are easy to implement. There is though some techs that still need their values checked but can do that bit later once have some feedback from actual gameplay.

According to the PEDIA, It's Impossible to build the Artesian Well. It becomes obsolete with Civil Service, yet it requires Invention to construct it. Invention has Civil Service as a Pre-Req.
It becomes obsolete at Civil Engineering (industrial era) not Civil Service, so you're mistaken this time ;)

The Physic AND requirement for Compulsory education is redundant. Thermodynamic is also and AND requirement, which already requires Physics. However my suggestion would be to drop the Thermodynamic requirement

There might be a few more redundant AND reqs the above was just the 1st one I noticed. I had listed several in my Tech change suggestions in another thread.
There might be some redundant AND reqs left, but most are purposely there if certain tech has multiple ways to reach it, it might have AND requirements that must be met also. Even if there's some actually redundant, it doesn't affect gameplay, might even make it easier to see what you need to find before you can research those techs.

Some observation when I was playing the merged JPK's event w/ v1.03.
The Pirate events can get really irksome. With the stretched out tech time table & increased naval unit types, it can take a while before you have a ship type strong enough to take out the pirates.

War Chariots event expires way too early (also noticed from play on prior version) It had this problem in Vanilla BtS also though. It's too easy to hit classical techs before it is completed. Consider making it obsolete at Medieval era or middle Classical techs. Maybe just make it obsolete with Stirrup.
I haven't encountered Pirates event yet, so could you enlighten me more about what happened? I was about to look into events more on next weeks and add my first own events.. There's probably some balance left to do on existing events anyway so could adjust them while I add some new events.

I'd still recommend to make Military Training and Sculpture Classical Techs,
Machinery, Canal Systems and Philosophy Medieval Techs,
Architecture, & Perspective Renaissance Era Techs,
Photography, Realism & Corporation Industrial Era Techs
No, I like them as they are :) Photography was developed on renaissance era, philosophy was classical era (aristoteles etc), sculpture (pyramid+sphinx+statues) was ancient etc.

The food bonus for the Iron Forge doesn't make much sense to me and seems unbalanced. I began playing games as them just to test this.
Iron forge w/ Iron: 25% + Fisherman's Hut (crab/ + fish: 10%) + Butchery (3 meats +15%) You already have a +50% food in the early game. Even though population costs 3 food each, now a 2 food tile with the +50% bonus covers the cost. Hittite population can easily soar. My average cities population was double most AI (even AI's higher in score, while playing on Deity)
Iron Forge was combined to my mod without any changes with the Hittite civ. Hittites were experts on iron working and their civilization flourished in harsh environment.. I think they ended up in civil war or something that weakened them too much. Anyway, I'll add that building on my check list and see if I can make it bit less overpowering unique building. :)


Add a mouse over highlight to the food production so we can see the percentage bonus/overflow breakdown. (similar to hammer production)
I've wondered why it isn't working, wasn't it working feature in normal BtS? Don't know if it's hardcoded in SDK or done in maininterface python file - maininterface isn't exactly easy to edit, I've lost countless hours there when merging other mod components and then loosing whole UI and then try to find the bug that caused it. I try to avoid editing this file as much as I can. Though I would like to have that food production shown :D
 


I just found this, Mansa Musa was the first to discover Masonry, and therefore discovered Amun-Ra. While when I click to talk to him, it will show the symbol for Amun-Ra in the pop-up, but not on the actual scoreboard. You can see in this picture, there is just a blank spot where the Amun-Ra symbol should be on the scoreboard.

On another note, I'm not sure if this was accidental or not, but is the Hellenic Wiseman supposed to have a speed of 2?

Edit: NEVERMIND!
 
I just found this, Mansa Musa was the first to discover Masonry, and therefore discovered Amun-Ra. While when I click to talk to him, it will show the symbol for Amun-Ra in the pop-up, but not on the actual scoreboard. You can see in this picture, there is just a blank spot where the Amun-Ra symbol should be on the scoreboard.

On another note, I'm not sure if this was accidental or not, but is the Hellenic Wiseman supposed to have a speed of 2?
Check known issues list, bug with religion icons is mentioned there - it's problem with font files. I spent 6+ hours on friday editing those files and didn't get it yet to work completely. There must be some pixel still on wrong spot and it is very time consuming operation when trying to fix it. If someone is good with editing those font files and wants to try fixing this bug that would make me happy. ;)

Each religion is unique in this mod, buildings have different modifiers, some religions got national wonders, some world wonders etc. You'll have to check pedia for all changes and yes Hellenic Wiseman is suppose to have speed of 2.
 
Lots of new religion specific wonders, though none for Christianity And Confucianism
Notre Dame or Sistine Chapel could be a Christianity wonder,
Gouzijian / Imperial Academy could be for Confucianism.
http://en.wikipedia.org/wiki/Guozijian

Probable effects would be related to science/government/espionage
 
@0100010

I don't think Imperial Academy would be good choice:
1) I don't see how it's related to Confucianism and it could work better as normal National wonder
2) I don't think Confucianism should get government bonuses from wonder: "Confucianism is reluctant to employ laws. In a society where relationships are considered more important than the laws themselves, if no other power forces government officers to take the common interest into consideration, corruption and nepotism may arise. As government officers' salary was often far lower than the minimum required to raise a family, Chinese society was frequently affected by those problems. Even if some means to control and reduce corruption and nepotism have been successfully used in China, Confucianism is criticized for not providing such a means itself." - wikipedia.
3) Confucianism already gets science bonus from their Confucian Academy building and from Confucian monastery.

I've been looking Confucianism sites for some time now for good wonder options. Got few choices now:

The Forest of Steles
Fuzi Miao (confucian temple so maybe not that special after all)
... there was some 3rd choice but can't find it now from my notes :D

As I currently see it Confucianism doesn't need extra wonder BUT that can be "balanced" with something else that boosts this religion. Unique religions, that's the goal. :)

Your choices for christian great wonder are not exactly what I was looking for, not many pilgrims go to see Notre Dame or Sistine Chapel... and because christianity has dozens of cathedrals (http://en.wikipedia.org/wiki/List_of_cathedrals) all around world, choosing one for religious wonder is too difficult.. so again, I've been thinking something different for Christianity. ;)
 
Check known issues list, bug with religion icons is mentioned there - it's problem with font files. I spent 6+ hours on friday editing those files and didn't get it yet to work completely. There must be some pixel still on wrong spot and it is very time consuming operation when trying to fix it. If someone is good with editing those font files and wants to try fixing this bug that would make me happy. ;)

Each religion is unique in this mod, buildings have different modifiers, some religions got national wonders, some world wonders etc. You'll have to check pedia for all changes and yes Hellenic Wiseman is suppose to have speed of 2.

Oh, okay :lol: I love this mod and i'll keep you posted if I find any real issues. :goodjob:
 
Siam map color (culture) is white (england?) while civ name color is blue.

U1: Also I think Assyrian (or whatever the new other race is called) is the same color as Portugal .. map color might (culture) might be different but name is the same

U2: I was able to convert to Zoroastrianism even though I had a Legal Civic of "Tribal Law" which states "No state religion" ... either the tribal law civic description is wrong or its not being handled correctly like "free religion" (Though to be honest I can't figure out why "legal system" has a religious outlook on it . .vassalage also has the same note and most vassal states are very religious)

U3: In svedopedia the worker entry is blank. Also for some reason my Absyrian (or whatever the new race is) workers don't any action buttons 75% of the time. The keyboard shortcuts still work for assigning them tasks but nothing I can click. NOTE: I can get buttons if I select the worker, then select svedopedia, and then exit svedopedia. I have to do this every time I select a worker.

U4: Zoroastrian Fire Temple needs a better svedopedia entry .. looks like it was cut and paste from the generic civ4 temple entry; should be specific

U5: I CTD a couple hours in around AD20 (Turn 432). See screenshot. Also I have no idea what those red text codes are in the dialogue / chat log (same screenshot) .. my guess is you left debugging on. Note that I reload and continue (and I make it past the CTD .. might have been one of those fun random ones)

U6: This might be related to U2 but none of the AI's ever converted to ANY RELIGION unless they founded it.

U7: Inquisition needs a text key ... when you discover you get TXT_KEY_CIVIC_INQUISITION_STRATEGY ... also any chance we could change the Christian missionaries in modern period or later to guys in suits to represent the dudes that knock on my door every Sunday afternoon :) .... as a civic the inquisition is nice but needs some work ... def should also suffer research penalty (maybe -5%) to reflect historical the inquisition hurt research as many free thinkers were killed (though shouldn't be more than 5% because monastic research flourished). Also if possible the inquisitor unit should depend on actually using the inquisition civic (not just researching it)

U8: 553 685 ... one of those was year other was turn when I did another CTD (dont' remember and I'm tired so not sure what was what .... going to sleep). Not many noticeable bugs (other than above) but very unstable ... 2 CTD in 3 hours is crazy .. I haven't had that many CTD's in a couple months prior to tonight
 

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U2: I was able to convert to Zoroastrianism even though I had a Legal Civic of "Tribal Law" which states "No state religion" ... either the tribal law civic description is wrong or its not being handled correctly like "free religion" (Though to be honest I can't figure out why "legal system" has a religious outlook on it . .vassalage also has the same note and most vassal states are very religious)

This is my best guess: Usually when you have a religion, certain techs and civics will give you bonuses based on that religion, like if you have confucianism and you build the Spiral Minaret it says like +2 Science for every city that is [Confucian]. I think it's just saying that you won't get bonuses because you don't have a religion.
 
U7: Inquisition needs a text key ... when you discover you get TXT_KEY_CIVIC_INQUISITION_STRATEGY ... also any chance we could change the Christian missionaries in modern period or later to guys in suites to represent the dudes that knock on my door every Sunday afternoon :) .... as a civic the inquisition is nice but needs some work ... def should also suffer research penalty (maybe -5%) to reflect historical the inquisition heard research as many free thinkers were killed (though shouldn't be more than 5% because monastic reseach flourished). Also if possible the inquisitor unit should depend on actually using the inquisition civic (not just researching it)
I had in early test versions zCivics component that was supposed to limit units to certain civics, but that component isn't working right so I removed it.

The red messages are from tech conquest component, each time you conquer enemy city, you get boost to your research.. though not sure if all those red messages were supposed to be seen, have to check that component. Edit: Seems debug messages were left on by default, disabled them now and will include it to next fix.

Pedia will be lacking stuff, though people can speed up fixing pedia by providing me entry texts (like some have done ;)) so I won't have to go look around good texts for each new object. I do add pedia but it's not on top of my list of things to do. I think all religious buildings have more or less generic pedias...

Civ colors were combined as they were set for those civs in other mods, thought they were good and tested values so I didn't change them.. I guess I'll have to check them.

Thanks for reporting those other issues too, I'll check/fix them soon. :)
 
2.0 version of the mod does not work properly with my BtS at all, when i start the game there are no interface windows (the main screen where the units appear works ok, however). In "advanced start" the screen goes black and the interface windows have no content in them.

I have BtS version 3.13 so i think it should work ok ( RoM 1.03 and earlier worked ok).
 
@ersner

That's odd as I'm running it on BtS. I was more concerned if it would work properly on Complete edition as that Civ version has had those missing UI problems more often. Could you tell what language version of BtS you got? Or are you running it on Vista? and did you rename v1.03 RoM folder to something else before you unzipped 2.0 beta to mods folder?
 
I bought my copy of BtS in supermarket in Warsaw, Poland. Maybe it is different somehow to the original version, although the patch with polish language interface was included on a separate cd-rom for optional install.

The languge set in the options window is English.
My windows version is polish (Windows XP).
I also have Blue Marble installed.

Data in "about this build":

Civ version: 3.13
Save version: 3.01
Build version: 3.0.0.1 (81539)
Build Date: Fri Sep 21 20:16:18 2007
 
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