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#1201 | |
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Chieftain
Join Date: Jan 2002
Location: Third star on the right
Posts: 99
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Quote:
Zappara mentioned this a few pages back. Around 56/57 I think.
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Si vis pacem, para bellum (If you want peace, prepare for war!) - Flavius Vegetius Renatus (ca 390 AD) |
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#1202 |
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Chieftain
Join Date: Jul 2007
Posts: 44
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Wish I could play this mod but I get crashes everywhere. Have yet to make it into a match. The game will either crash upon execution, after clicking single player, or after clicking start match.
I installed the megapack (unzipped with 7z), and I used winrar to unzip the civ 1.4 update that included the 2.53 patch. All of my other mods work fine. Is there a trick to installing? *edit* Last time I crashed, I made it to the loading screen for a custom game, it froze on 'init graphics' and I got a message that said something like "Program as requested runtime to terminate it in an unusual way." I have tried both the 7z version of the megapack on the main page and the winrar one here http://www.riseofmankind.happyhost.org/ Last edited by noxxle; Feb 02, 2009 at 10:41 PM. |
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#1203 |
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Chieftain
Join Date: Mar 2008
Location: Turku
Posts: 50
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net alias noxxle, we have probably the same problem. Did you try earlier versions from 1.40?
I can't run versions 1.50, 1.51 or v.1.52 and therefore I can't use the mod. Not even the non-mega pack 1.50 works. They crash at "init graphics" while loading the map at any setting, gigantic or duel, low or high graphics. Civ 4 complete runs normally without the mod. My installation is normal, I just copied or unzipped the folder "Rise of Mankind" into the mods folder. I need help to play this great mod and finally get more than just the basic tech tree in the game. Maybe 1.4 or 1.2 will work and where can I download them? Could the problem be this installation path d:\games\civ4\beyond the sword\mods\Rise of Mankind? I have Civ 4 complete English version installed Windows XP* Professional, Service Pack 3 (5.1.2600) Mobile Intel(R) 945 Express Chipset Family Centrino duo 1500 Mhz 2 Gb memory truskeep@ulapland.fi Last edited by Teemu Ruskeepää; Feb 03, 2009 at 10:05 AM. Reason: added info |
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#1204 |
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Chieftain
Join Date: Aug 2006
Posts: 58
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@noxxle and Teemu Ruskeepää
Although I cannot find, I remember a recent post that laid out the minimum specifications for the Megapak mod. They were 3 GB of RAM and 512MB of graphics memory. My guess is that most of your crashes are due to systems that do not meet these specifications. I would recommend that you play the game without the Megapak mod. It is still quite enjoyable, even though you do not have access to all of the Civs and leaders that the Megapak provides. |
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#1205 |
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Chieftain
Join Date: Mar 2008
Location: Turku
Posts: 50
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I edited my opening
Look at my previous comment
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#1206 |
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King
Join Date: Jun 2005
Location: São Paulo, Brazil
Posts: 634
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I loved this MOD, here are two small feedbacks that may further improve the game:
I´d like to know were I change the definitions of map, to prevent the build cities in the middle of the ice without a river or coast. And if there is the possibility that definition come as "default" in the next version. I read other comments and reinforcement: speed "snail" need provide less science, it is moving very fast: playing on the map 28civs, noble, in the year 1400, already I arrived in the modern era. In the column where is the railroad. Good Work! @Boris: thanks.
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A Big Fan and Team´s Member of Realism: Invictus [ SVN | Download | CFC Forum | Manual ] Do you like RI and want to help? Talk to a member of our team! Last edited by Cruel; Feb 03, 2009 at 02:31 PM. |
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#1207 |
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Not-so-smart Man
Join Date: Oct 2008
Posts: 589
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Rabber, I can assure you, it's fundamentally impossible for this mod to require what you're telling us it requires, because that means no one can play it. I can play it to a certain degree, late turn mafs now, but still, I assure you, it's requirements can't be that high.
That would require a computer with about 12 Gigs of Ram and six video cards (!) just to run a huge map, let alone gigantic. Heh, Gigantic would probably require more than six times the limit Vista has for Memory to run... I may never use more than a standard size map, but I assure you, as long as I don't use smart map, I don't get MAfs in 3-23 turns. Also, I doubt that the civs and leaders alone cause the memory requirements to be that high. Even if the leaderheads had 400,000 poligons in their rendering. Seriously, how does new civs push anything in this type of a mod? If anything the huge amount of detail for the units, and the fact that way too many different units are too diverse. Honestly, if he cut back on the sheer size of unit graphic mods, we'd never have a report on Mafs... Oh. to the post directly above me. You're going slow already, I play normal speed, usually to avoid 40 gig save files, But, I get modern age about the same time you do. 1400.
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Caution, my posting may be confusing at time. Don't worry, I don't mind if you ask me to repeat myself. I have Asperger's Syndrome. This is possibly the main reason.
Last edited by DavidB1111; Feb 03, 2009 at 09:04 PM. Reason: Clairty, or lack thereof. |
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#1208 |
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Chieftain
Join Date: Jul 2006
Posts: 34
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I want to modify castle to be the upgrade of the high wall. Where is the part of upgradable buildings in your code? When a building upgrades another building, the bonuses of the two buildings add together or the bonus of the last building is active only?
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#1209 |
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Chieftain
Join Date: Feb 2009
Posts: 5
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Hi. I'm a bit confused as to what files I need for the latest version of this mod. I've never used it before, so I'm not sure if I need 2.4 with it's patches, or, if 2.51 includes everything, including DCM - do I need to use the 2.5 to 2.52 patch on the 2.51 mod?
![]() Cheers |
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#1210 | |
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Chieftain
Join Date: Aug 2006
Posts: 58
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Quote:
In post #1181 Zappara says that he is recommending at least 2GB of RAM to run teh mod with the Megapak. If you use the highest resolution settings and larger maps your RAM requirements will be even higher. Because the mod with and without the megapak uses the same units, and everything else is supposedly the same, I can only conclude that for some reason (unknown to me) the number of additional civilizations and leaderheads is the cause of this increased memory usage. |
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#1211 |
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Not-so-smart Man
Join Date: Oct 2008
Posts: 589
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Well, I guess that works. In my defense, I was really tired when I wrote all that, so thanks for not trying to stab me in the eyes or something.
![]() I really meant to come back and rewrite that, but it's a little late now, isn't it? But yeah, with the Megapack and the game, I can get up to almost all the way through the modern era before any MAFs. I also play on the lowest resolution possible. Which is like 1024x768. I think. Graphics on medium should be fine... Now if I play on Normal sized map, it's fine, unless it's a Smartmap, in which case I get MAFs if I scroll the screen, or even look at the city on the first turn. Sometimes up to 30 turns...
__________________
Caution, my posting may be confusing at time. Don't worry, I don't mind if you ask me to repeat myself. I have Asperger's Syndrome. This is possibly the main reason.
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#1212 |
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Chieftain
Join Date: Feb 2009
Posts: 1
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Hello.
First want give thanks Nice mod, have played it few months now.And its somewhat stable atm, i have played gigantic maps almost without crashes now, 1gb videomemory card, 64bit vista, 4gb memory Just wondering with bit noob question. How is it easiest way do, if i want play with example 24 civs, gigantic map and everyone start with their own isle. Now if i start isle map, there are others in same starting isle. Is it possible play so, that everyone start with their own isle in 24civ games? Do i need modify some files? Thanks for answer. Last edited by jajula333; Feb 04, 2009 at 03:49 PM. |
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#1213 |
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Chieftain
Join Date: Feb 2009
Posts: 5
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Ok I have 1.5 running (The extra civs version crashed on initialization even though I have 2GB of RAM - maybe Blue Marble pushes it further?)
I can get so far into 1.5 before it crashes - about 50ish turns starting on ancient, or a couple of turns on renaissance thne I get this message AppName: civ4beyondsword.exe AppVer: 3.1.3.1 ModName: cvgamecoredll.dll ModVer: 0.0.0.0 Offset: 0002e045 Someone else in this thread had a similar error message - is there a cure? |
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#1214 |
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Chieftain
Join Date: Jul 2005
Posts: 2
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Added: Canada select sounds and leader music
Zappara
Canada SelectOrder file is missing when Extra Civ Addon Pack patch 1.4 is un zipped. Last edited by cashs59; Feb 05, 2009 at 08:23 AM. |
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#1215 |
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Chieftain
Join Date: Sep 2002
Location: Sydney
Posts: 6
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Hi, I noticed that an earlier version of this has the expanded city radius option included, but this was later removed as it caused CTD. Are there any plans to include this again? It sounds like an interesting feature to try in this mod.
Thanks |
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#1216 |
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Chieftain
Join Date: Feb 2009
Posts: 5
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That would be great if it works - it was one of my favourite features of the CTP games
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#1217 |
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Chieftain
Join Date: Jul 2006
Posts: 34
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Hi! I see that it missed some icons on research panel. When a new research is finished, a panel appear where you have to choice another research to do. Some technology is without icons forward them. Why that?
Sorry for my poor english. |
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#1218 |
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Chieftain
Join Date: Jan 2004
Location: Massachusetts
Posts: 12
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Great Mod! Playing 2.52 and very impressed so far. Noted a couple of issues though. Minor ones are that some of the civilopedia entries lack scroll bars in the description/background area as well as needing some for the game speed settings; I couldn't see snail and blitz was half obscured. A bigger issue for me currently though is that while I was just first to discover Meditation, Buddhism remains unfounded.
![]() Ditto for CoL/Confucianism and Philosophy/Taoism Last edited by SpaceCowboy_MA; Feb 06, 2009 at 05:30 AM. Reason: Discovered more issues... |
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#1219 |
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Chieftain
Join Date: Jan 2002
Location: Third star on the right
Posts: 99
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Khadras: For the missing icons on the top section, try using F6 to bring up the Technology screen and select your technologies using the SHIFT key and the mouse. I like doing a long string of research (example; wheel to steam power), so I don't have to keep picking.
SpaceCowboy MA: You are limited to one religion founding, I personally don't like it because I always go for masonry before the others. But Amon Ra looks to be the new major religion in my worlds, since all the others come later.
__________________
Si vis pacem, para bellum (If you want peace, prepare for war!) - Flavius Vegetius Renatus (ca 390 AD) |
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#1220 | |||||||||||||||||||||||
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Mod Designer
Join Date: Dec 2003
Location: Finland
Posts: 2,781
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In next version I'm changing some upgrade paths so that units don't go "obsolete" too fast ie. you can build more older units types even if you have already newer upgrades available. In most cases this is done for medieval era units. Sometimes 2 older units is better than 1 newer unit type And before you ask, yes, I'll tweak unit costs as well in next version.Quote:
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2. Hmm, maybe I missed some setting from when merging that mod to RoM. I'll change the national wonder. 3. Probably bug, yes. Better BtS AI was supposed to supersede the DCM bombing functions so it might be small bug in revolutionDCM mod. 4. I had to use unit graphics that were available at the time when I added those unit types. I'll check unit graphics download section and see if there's better graphics available now.. suggestions appreciated ![]() 5. RoM 2.5 has Better BtS AI 0.45 included and currently Better BtS AI is on version 0.6 so there will be improvements to AI in future RoM versions as well See Better BtS AI forum section to check how they are improving AI and I'm sure they like to get suggestions.Quote:
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I've been thinking to change jungle to provide fresh water since it really rains every day in most jungle areas...I'll adjust snail speed a bit - haven't really played on that speed so any feedback about it appreciated. Quote:
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What game settings were you using when that religion bug appeared?
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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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