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#1 |
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Mod Designer
Join Date: Dec 2003
Location: Finland
Posts: 2,781
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Rise of Mankind v2.92 For Beyond the Sword 3.19 Main mod files Download Rise of Mankind 2.92 (torrent) (Full version 445MB) Download Rise of Mankind 2.9 (torrent) (Full version 445MB) Download Rise of Mankind 2.9 (magnet link) (requires torrent client, full version 445MB) Download Rise of Mankind 2.91 full (447MB) Download Rise of Mankind 2.9 full (445MB) Download Rise of Mankind 2.9->2.91patch (2.5mb) Older files Spoiler:
Check also: Rise of Mankind modmods forum Rise of Mankind Scenarios and Maps forum Rise of Mankind Strategy and Tips forum Screenshots: click here click here About the mod The Goal This mod is my attempt to enhance Civilization 4 to a whole new level. This completely free "Expansion pack" keeps the basic Beyond the Sword game mechanics but converts them to much more complex system which makes this modpack to feel like it's completely new game. Ever since Civilization 1 I've liked this series a lot but during Civ 3 I found mods Double Your Pleasure and bit later Rise and Rule which made the game be so much more fun than before that when finally Civ 4 was released, I felt disappointed as it didn't offer as much as did DYP or RAR. Civ 4 had some new elements like religion and civic system (like in Alpha Centauri) but I wanted more techs, more units, more complexicity so I began working on my own mod. I started by going through most of the popular mods and check what's been done already and then by using those mods loosely as my guide, I created this mod. The Concept This mod is specifically designed for myself and I continue to make changes to the direction that I feel like is correct and which make me like more this game. Aim of the mod is to be more accurate historically which is why the whole tech tree has been redone and many new techs has been added. New techs meant much more room for new buildings and for new units and adding those was my next step. Once I had added most techs, units and buildings it came clear to me that I need to redo unit categories, promotions and change many unit abilities so that more modern units are really superior to older unit types. Note that now you must consider more carefully what to build in city because the number of different buildings has increased so much and because you are now limited to 4 World Wonders per city. I used most of my freetime past three years to make this mod so there are numerous changes compared to original game but I didn't keep record of every little change - you'll have to check Civilopedia entries for all the changes. Players' feedback will help me improve this mod and find the correct balance for everything so please post to Rise of Mankind forums if you notice things in the mod that need some tweaking. Features Because the modpack contains now numerous other mods the feature amount has grown steadily over the years. The first thing you'll notice when you start a new game is that there's new map sizes and new game speeds. Giant and Gigantic map sizes give more room for larger empires and for more players but the downside is that these map sizes require quite a lot from your computer so you should only try these maps if you have high-end computer, preferably with 64bit operating system. When the game starts you'll notice the next improvement which is the interface changes. In Rise of Mankind the interface is fully customizeable through BUG options which you can access by clicking BUG button on top left of the screen or hitting CTRL+ALT+O. The options have been divided into different pages and if you hover your mouse pointer over any option, you'll see help tips for them. Experiment with the settings and change the game look to your own liking. In Custom Game menu if you scroll down the options list you'll see that there's several new game options. Most of these options are on by default: Revolutions, Inquisitions, Barbarian Civs, Dynamic Civ Names, Tech Diffusion. Rising Seas and Barbarian World options are off by default. Transhuman Era Transhuman Era is a new game era between Modern Era and the Future tech. The new era contains many present day and near future techs which give access to the most powerful mech, robot and nanite units and to all kinds of new buildings and wonders. In making the new Transhuman era I used Galactic Civilization and Alpha Centauri games as guides so if you've played those games you'll notices similarities. To keep it bit more realistic, I've gone through dozens of science articles and science websites to look info about near future techs. Many of the new techs are based on real life research and many transhuman era units are based on prototypes that exists today in our world. Game length I recommend playing this mod on Marathon game speed and on huge map size. I prefer making custom game and use Smartmap mapscript for making good continental maps. Mod has also pre-made huge Earth map scenario with 28 Civilizations which all are on their historical starting locations. If you prefer extra long game you could try out the new Snail game speed which has 3000 turns. Translations The mod works best on English, French and German language settings. Spanish and Italian work as well but translations for those are incomplete. For other languages the translation has just begun but there are other modders who have already translated this modpack to various languages like Polish, Russian, Chinese and Japanese. Main features in v2.92
Mods combined fully or partially
INSTALLATION INSTRUCTIONS NOTE! Addons do have their own install instructions which are different from these instructions! Please read them carefully through before you install any addons to Rise of Mankind 2.x. This mod requires 1.0GB free hard drive space
Known issues and bug reports Please visit: Version 2.9 bug report -thread on Rise of Mankind forum section Credits Spoiler:
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Civ 4: Rise of Mankind v2.92 mod for BtS v3.19
Rise of Mankind: Features | Download v2.92 (torrent) | Download v2.91 | Download v2.91patch | Addons | Scenarios & Maps | Strategy & Tips | FAQ | Bug reports | Version History | Forum Last edited by zappara; Jun 15, 2010 at 12:42 PM. Reason: version 2.92 released |
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#2 |
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Mod Designer
Join Date: Dec 2003
Location: Finland
Posts: 2,781
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Version history
Version 2.92 Read v2.92 notes Version 2.91 Read v2.91 notes Version 2.9 Read v2.9 notes Version 2.81 Read v2.81 notes Version 2.8 Read v2.8 notes Version 2.71 Read v2.71 notes Version 2.7 Read v2.7 notes (first part) Read v2.7 notes (second part) Version 2.63 Read v2.63 notes Version 2.62: Read v2.62 notes Version 2.61: Read v2.61 notes Version 2.6 Patch notes: Read first part Read second part Version 2.52: Read patch notes Version 2.5 Read patch notes Version 2.41 Spoiler:
Version 2.4 Spoiler:
Version 2.3 Spoiler:
Version 2.2 Spoiler:
Version 2.12 Spoiler:
Version 2.11 Spoiler:
For previous (RoM 2.x and 1.x) version histories see this thread on Rise of Mankind forum section Last edited by zappara; Jun 15, 2010 at 11:23 AM. Reason: v2.92 released |
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#3 |
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Mod Designer
Join Date: Dec 2003
Location: Finland
Posts: 2,781
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Last edited by zappara; Apr 29, 2008 at 06:21 PM. |
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#4 |
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Mod Designer
Join Date: Dec 2003
Location: Finland
Posts: 2,781
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Frequently Asked Questions
1. I'm missing UI elements (buttons, city screen not working). What should I do? This is known to happen on some computer configurations. Here are few steps that can be done to fix this problem:
2. Religion xxx doesn't have Missionary unit! Is this bug? No, it's not a bug. All religions are made to be more unique in this mod and few early religions do not have missionaries. You will have to use other tactics to spread these religions. All religious buildings in this mod spread their own religion. 3. I can't build more Wonders in my city! What's going on? Maximum number of Great Wonders you can build in one city is set to 4 in this mod. This was added to the mod to make Wonders spread out more. You will have to be bit more careful when building Wonders. Holy cities can have 5 wonders: Holy Shrine + 4 regular Great Wonders. If you want to have unlimited world wonders per city, open up file '..\Rise of Mankind\Assets\XML\GlobalDefines.xml' and set the world wonder defines to -1 value. 4. Can I use Modules made for BtS in this mod? In most cases no. Because this mod makes changes to almost everything, most BtS modules are not working correctly with this mod. They have to be edited so that they match the changes in Rise of Mankind. Check the Addons, Modules and Scenarios post below for mod components that are made to work with Rise of Mankind 2.0. 5. Can you add mod component X to Rise of Mankind? Adding more mod components is lengthy process - I am of course updating the mod from time to time so new components might get added. 6. Can you add more flavor units, combine Varietas Dilectat or flavor mod XXX to Rise of Mankind? My goal is to have eventually ethnic unit flavors. Unfortunately I can't directly combine any other flavor unit mod as those only change the BtS unit classes while my mod adds plenty of new unit classes which too need new flavor units. I'm trying to find the best suitable units for new unit classes but it's time consuming process. So future patches each will probably add some more flavor units. I also try to do my research about historical unit types per each civilization and add those units as new Unique Units instead of flavor units. You can suggest these too and provide web links so I can check them (I don't know the full history of each civ). Flavor units is not my main concern when I update this mod, my first priority is to enhance gameplay. 7. Mod loads just fine but when I start new game it crashes during the loading screen? Make sure you have patched your BtS to version 3.17. Patch can be found from here. 8. Can I use your mod as a base for my own mod project? Yes. This has been asked few times past year and I'm openminded for these kind of things. You can use parts or whole Rise of Mankind mod for your own projects as you see fit, just note that this modpack consists many mod components made by other modders, so please give credit to where it's due - I've tried to include complete credits list in the mod's readme file.
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Civ 4: Rise of Mankind v2.92 mod for BtS v3.19
Rise of Mankind: Features | Download v2.92 (torrent) | Download v2.91 | Download v2.91patch | Addons | Scenarios & Maps | Strategy & Tips | FAQ | Bug reports | Version History | Forum Last edited by zappara; Jul 26, 2009 at 07:02 AM. |
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#5 |
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Mod Designer
Join Date: Dec 2003
Location: Finland
Posts: 2,781
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Addons, Modules and Scenarios
Extra Civ Addon pack Currently available only as Rise of Mankind v2.53 Megapack because the Filefront file hosting site was shutdown and I haven't had time to upload other versions of this addon pack yet. See first post in this thread for download. For Rise of Mankind v2.6 this addon will be updated later. SCENARIO: Rise of Mankind 2.6: Colonization This scenario consists North&South America with 12 preset Civs which start on historical places with techs and civics set for their time period. Game starts on year 1500, turns advance in seasons and there's maximum of 2200 turns. This scenario is now included with Rise of Mankind v2.6 so you don't need to download this separately. See this post more info. Addons made by other modders Dancing Hoskuld's unoffical addons for RoM 2.6 * Missing Rom Movies for RoM 2.6 * Missionary sounds * Abandon City - Raze building mod. jooyo's Rise of Mankind Addons * Gameplay addon adding to RoM brigde building over see (range 2), teraform, better nukes. minefield and Sapper unit and much much more ADDON: Rise of Mankind: A Better Tomorrow by Civ Fuehrer * Expands future era Rise Of Mankind Expansion * R.O.M.E. primarily consists of a unit-based expansion of the Renaissance and Industrial eras. particularly focusing on the European civilizations. Modular Shinto religion for RoM 2.6 by AAranda Modular Tlextlaism religion for RoM 2.6 by AAranda Modular Creationism religion for RoM 2.6 by AAranda Modular Tengriism religion for RoM 2.6 by AAranda Traits for RoM 2.6 by AAranda Tornado and volcano events for RoM 2.6 (graphics for those events) by AAranda New handicap and speed level for RoM 2.6 by AAranda
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Civ 4: Rise of Mankind v2.92 mod for BtS v3.19
Rise of Mankind: Features | Download v2.92 (torrent) | Download v2.91 | Download v2.91patch | Addons | Scenarios & Maps | Strategy & Tips | FAQ | Bug reports | Version History | Forum Last edited by zappara; Apr 24, 2009 at 12:13 PM. |
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#6 |
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LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 4,906
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very nice zappa,
commendble mod, you sure do rule the mega mods sections .
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Dawn Of the overlords _ Dune wars _Song Of The Moon 2
_Battle for Barsoom-2013 "cry havoc ! and let slip the dogs of war !" |
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#7 |
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the Lion
Join Date: Mar 2006
Location: Khauran
Posts: 1,036
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Wow zappara, looks like a lot of work went into this. Good job.
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"It's always been difficult for me to believe that a grown man could actually believe such nonsense." -- Terry Goodkind (Confessor) "Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing." -- Robert E Howard (The Tower of the Elephant) Currently retired from Civ4 modding.
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#8 | |
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Venite, videte, audite
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Quote:
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MOD MOO2Civ SCENARIOS 1250 BC for BtS/1250 BC for HitM 2.01/1000 BC for BtS/1000 BC for CIV Gold BtS/600 BC for BtS/600 BC for CIV Gold BtS/300 BC for BtS/300 BC for CIV Gold 5.2/50 AD for BtS/750 AD for BtS/750 AD for CIV Gold BtS/1000 AD for SevoMod/1066 AD for BtS/1066 AD for CIV Gold BtS/1066 AD for Thomas' War/1066 AD for Amra BtS/The Crusades !/The Crusades! for CIV Gold BtS/The Crusades! for Esnaz's Mod/1600 AD for CIV Gold BtS/1790 AD for CIV Gold BtS/1862 AD for CIV Gold BtS/Star Trek scenarios MAPS Amra 18 civs BtS/Random Religions 18 civs BtS/RoM 2.3 Huge Earth 18 civs/Thomas' War 2.8 Huge Earth 18 civs/HitM 2.01 Huge Earth 18 civs/GEM 5.3 Ancient 26 civs/Map pack for Chiyu's Extra mod |
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#9 |
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King
Join Date: Jan 2001
Location: Ramløse, Denmark
Posts: 832
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Will it work if I rename the mod folder to e.g. Rise of mankind v2 ?
I also use v1 with RevDCM and it doesn't like to be renamed (though I think I saw a fix for that somewhere)
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Enjoy, Robert |
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#10 |
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Mod Designer
Join Date: Dec 2003
Location: Finland
Posts: 2,781
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@RobO
Yes it should work that way too.
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Civ 4: Rise of Mankind v2.92 mod for BtS v3.19
Rise of Mankind: Features | Download v2.92 (torrent) | Download v2.91 | Download v2.91patch | Addons | Scenarios & Maps | Strategy & Tips | FAQ | Bug reports | Version History | Forum |
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#11 |
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King
Join Date: Jan 2001
Location: Ramløse, Denmark
Posts: 832
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Do I need to change the mod name in Rise of Mankind.ini?
; Name of Mod Name = Rise of Mankind
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Enjoy, Robert |
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#12 |
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Prince
Join Date: Jan 2005
Posts: 481
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Can I use DCM with this ROM2 ? How do I do that ?
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Everything is relative.
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#13 | |
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Mod Designer
Join Date: Dec 2003
Location: Finland
Posts: 2,781
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Quote:
![]() Not at the moment you can't. Kalimakhus has just started working on new addon for RoM 2.0 that will add DCM functions + some other features.
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Civ 4: Rise of Mankind v2.92 mod for BtS v3.19
Rise of Mankind: Features | Download v2.92 (torrent) | Download v2.91 | Download v2.91patch | Addons | Scenarios & Maps | Strategy & Tips | FAQ | Bug reports | Version History | Forum |
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#14 |
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Warlord
Join Date: Jun 2006
Location: Deventer, The Netherlands
Posts: 262
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Hey Zappara, good to see you are still going strong. I recently was able again to play 3d games lol. Hence my more frequent visit to civfanatics atm.
.In due time ill submit reports, you only deserve it for your hard work
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#15 | ||
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Mod Designer
Join Date: Dec 2003
Location: Finland
Posts: 2,781
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Quote:
Maybe I can now start finally play Civ 4 for while.. got your mod on my list too and I think I saw Star Trek mod too (fan of ST here!) among others.. so many good mods that I'd need like 48hour days to try them all out ![]() Thanks Yeah, lot of work has gone into this mod now.. 16 months total since I started it January 2007. I think it was one of your mods back then that gave me the initial push to start modding... or at least one of them, after seeing what wonderful mods others had done, I had to make one for myself and that process has got me now this far ![]() Quote:
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Civ 4: Rise of Mankind v2.92 mod for BtS v3.19
Rise of Mankind: Features | Download v2.92 (torrent) | Download v2.91 | Download v2.91patch | Addons | Scenarios & Maps | Strategy & Tips | FAQ | Bug reports | Version History | Forum |
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#16 |
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Prince
Join Date: Aug 2007
Location: Oak Ridge, TN
Posts: 312
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Ever thought about adding terraforming to you mod? like plains -> grasslands and tundra -> plains like i've seen in a few other mods.
Something similar is on this link http://apolyton.net/forums/showthrea...ight=terraform |
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#17 |
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Mod Designer
Join Date: Dec 2003
Location: Finland
Posts: 2,781
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@royal62184
Warlords version had terraforming as it was part of Greenmod that I had combined. AI players didn't "understand" what terraforming was, so I didn't convert those functions to BtS version (8 months ago). I think I saw newer terraforming mod here somewhere but haven't really had time to check what it's all about and how it's made. So yes, I have thought about it but at this time I can't say / don't know if RoM will have those functions some day.
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Civ 4: Rise of Mankind v2.92 mod for BtS v3.19
Rise of Mankind: Features | Download v2.92 (torrent) | Download v2.91 | Download v2.91patch | Addons | Scenarios & Maps | Strategy & Tips | FAQ | Bug reports | Version History | Forum |
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#18 |
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Prince
Join Date: Feb 2002
Posts: 523
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whoa thanks a lot, will report if anything weird happens !
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"Trop bizarre pour vivre, trop rare pour mourir" Peur & Degout a L.A |
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#19 |
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Warlord
Join Date: Dec 2003
Posts: 122
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Playing, and glad to see 2.0 out, thanks for all your hard work. I was always a big fan of Rise and Rule, which I know you said early on was one of your inspirations, and I really feel like you've brought the spirit of that mod to Civ4
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#20 |
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LivE LonG AnD PrOsPeR
Join Date: Dec 2005
Location: israel
Posts: 4,906
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so your an st fan....very good, then....
i now turned my eyes to help develop deanej mod ![]() and we modders, barley get to play civ...my last game was a half game with warlords and sevomod anyway, keep up the massive development
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Dawn Of the overlords _ Dune wars _Song Of The Moon 2
_Battle for Barsoom-2013 "cry havoc ! and let slip the dogs of war !" |
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