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Old Feb 02, 2009, 08:33 AM   #1201
Boris Badinov
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Quote:
Originally Posted by Cruel View Post
Playing the game I see a error. When I defend a city, a Granadier change a heavy pikeman. I dont´know if is just graphics or the game play have a non visual error.
Cruel: This actually has something to do with your graphics settings. Since I have an older laptop, I have to run at lower settings. I get to see pirates/animals change identity when they move, sentry or attack.
Zappara mentioned this a few pages back. Around 56/57 I think.
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Old Feb 02, 2009, 10:10 PM   #1202
noxxle
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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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Old Feb 03, 2009, 01:56 AM   #1203
Teemu Ruskeepää
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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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Old Feb 03, 2009, 09:42 AM   #1204
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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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Old Feb 03, 2009, 10:03 AM   #1205
Teemu Ruskeepää
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I edited my opening

Look at my previous comment
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Old Feb 03, 2009, 02:09 PM   #1206
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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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Old Feb 03, 2009, 08:59 PM   #1207
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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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Last edited by DavidB1111; Feb 03, 2009 at 09:04 PM. Reason: Clairty, or lack thereof.
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Old Feb 03, 2009, 10:53 PM   #1208
Khadras
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Question question

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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Old Feb 04, 2009, 11:02 AM   #1209
Hubert123
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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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Old Feb 04, 2009, 11:40 AM   #1210
rabber
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Quote:
Originally Posted by DavidB1111 View Post
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...
I cannot tell you about other people's experience - I can only describe mine. I can play just fine without the Megapak on a large map. I have the occasional crash throughout the ages, but I can play right through the modern and future errors. Without the megapak it has all of the unique and different units, so I am OK there. Once I install the megapak, I get MAF errors fairly often. After about 100 turns, the MAFs come every few turns - whenever another leader wants to talk to me, I get a wonder, etc. It just became unplayable.

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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Old Feb 04, 2009, 12:37 PM   #1211
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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...
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Old Feb 04, 2009, 03:10 PM   #1212
jajula333
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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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Old Feb 04, 2009, 03:43 PM   #1213
Hubert123
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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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Old Feb 05, 2009, 08:17 AM   #1214
cashs59
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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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Old Feb 05, 2009, 03:25 PM   #1215
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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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Old Feb 05, 2009, 04:45 PM   #1216
Hubert123
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Quote:
Originally Posted by srholmes View Post
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
That would be great if it works - it was one of my favourite features of the CTP games
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Old Feb 06, 2009, 02:23 AM   #1217
Khadras
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Question problem

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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Old Feb 06, 2009, 04:50 AM   #1218
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Exclamation

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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Old Feb 06, 2009, 07:23 AM   #1219
Boris Badinov
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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.
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Old Feb 06, 2009, 07:34 AM   #1220
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Quote:
Originally Posted by Munger View Post
-The Cuirassier and Cavalry units never disappear from the units menu, so even by the end game where it's possible to build all the modern and future units, they are both still buildable. Should they not disappear once their replacements arrive (jeeps/APC's/tanks)? Also shouldn't Cuirassier disappear once Cavalry becomes available to build?
Those units upgrade to helicopter units as well, just like in regular Civ. They should disappear from unit menu once you can build all the upgrade units, ie. you'll have to have also all the required resources to build the upgraded unit types.

Quote:
Originally Posted by Munger View Post
-Similar to above, the heavy tank unit seems to still be buildable once it's replacement arrives. I was playing as Persia and could still build the IS3 even though I could also build the T72 (and upgrade the former to the latter).
Well, it's like this with many unit types for a reason - to keep older units available for longer and as cheaper alternatives. Still people have complained that the units upgrade too fast and go obsolete before you can use them 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:
Originally Posted by Munger View Post
-Some of the buildings don't disappear from the build list after they have gone obsolete, meaning it won't get you anything if you build them. Again, perhaps better if they were removed from the available build list?
What buildings specifically?

Quote:
Originally Posted by Munger View Post
-Related to this, is it possible to get rid of coal/oil plants from the build list if the player already has a nuclear/hydro plant in that city? I know this is part of the game and not your mod, so might not be possible.
This should be easy to fix - just few more lines to python.

Quote:
Originally Posted by Munger View Post
-How about making it possible to sell/scrap buildings? As far as I'm aware this isn't possible (I think it was in Civ 3?) but the main reason it would be handy is to get rid of polluting buildings such as coal/oil plants after you have moved on to hydro/nuclear. From what I could see in the mod the old buildings still cause unhealthiness even if they aren't actually creating power for the city any longer.
This has been recently under discussion on RoM forum section and there's small addon available that adds this feature to the mod. I haven't got it yet working with the newer BUG version and there's couple other issues left to solve so I can't say if it will make it to the next version but at least the addon should work in current version. I can set hydro/nuclear plants to remove Oil&Coal plants from city once cleaner plant is built.

Quote:
Originally Posted by Munger View Post
-The SR-71 Blackbird can intercept enemy fighters. Perhaps remove this function if you are going for realism since the Blackbird is unarmed.
Not sure if intercept ability can be totally removed completely (hardcoded for air units) but I'll see if it can be changed somehow - at least I can reduce air combat amounts for that unit. I know SR-71 was unarmed spy craft and it was added to the mod to simulate that ability.

Quote:
Originally Posted by Munger View Post
-It's possible nuclear weapon units (ICBM/tactical nuke/A-bomb) are too powerful as it seems like they become available way before either SDI Defence or non-proliferation treaties. In my game I was able to lay waste to my top scoring rival with a dozen ICBM's without any penalty at all other than his own attitude towards me.
Hmm, got to check if there's changes needed for this. SDI was nerfed in some previous version as with some buildings player was able to make cities completely immune to nukes.

Quote:
Originally Posted by Munger View Post
-I noticed that towards the end of the game several of my cities had large numbers of unhappy citizens saying they felt vulnerable and demanded military protection. The strange thing was that I wasn't at war with anyone and all of my cities had at least five modern units fortified in them. When I put more units in these cities it didn't reduce their unhappiness at all. Is this a bug or am I missing something?
Did you have recently a war ie. had still war weariness? Not sure now why they would require so much military - what civics are you using?

Quote:
Originally Posted by Sinapus View Post
...though it looks like I have to edit CIV4DiplomacyInfos.xml or I get a TON of errors for each leader for each civilization removed.
Because diplomacy infos don't support modular format, all those have to be added to the main mod file and those errors appear if you delete any leaders. I'll have to "build" workaround to fix it.

Quote:
Originally Posted by Munger View Post
-In the mod the A10 Thunderbolt appears to be the next step up from the WW2 style Bomber. It has longer range, greater strength and better tile bombard power. I was thinking the A10 isn't the most realistic choice for this as the stats for the unit seem to imply it is some kind of long range strategic bomber like a B52, whereas the A10 is a fairly short range close air support aircraft (mainly a tank killer). Perhaps substitute it for a B52 and make the A10 into a shorter range tactical bomber that gets a bonus against tracked/wheeled units? I looked around and there is a B52 unit available here:
Good point there. There's been a number of requests to change modern era units and I'll look into that at some point. Most of the unit additions were originally from Modern Warfare and Total Realism modpacks and at the time when I added these new unit types, the available unit graphics were limited but now there's lots of new units made so I can make some changes.



Quote:
Originally Posted by Cruel View Post
I liked this considerations, here are two links that may help:

Global Warming mod:
http://forums.civfanatics.com/showthread.php?t=302649

Eden Project:
http://forums.civfanatics.com/downlo...=file&id=10535
Global Warming mod requires SDK changes and as you know I'm using DLL file from RevolutionDCM mod which doesn't include Global warming mod. I'll check what this Eden Project mod is...

Quote:
Originally Posted by Cruel View Post
Playing the game I see a error. When I defend a city, a Granadier change a heavy pikeman. I dont´know if is just graphics or the game play have a non visual error.
This happens on low graphics settings when the game does not use shader unit graphics (it's bit complex to explain).

Quote:
Originally Posted by Vertico View Post
1. Polish UU Hevy Hussar
- should replace cuirassier not knight because it was a gunpowder unit in use until late XVIII century. It should have bonus against pikemen not really siege units.


2. UN units
- this idea doesn't work. I read the whole tread of this mod and in RoM it simply doesn't work. SG cannot control UN units, UN units are expelled when war begins and the last thing - AI never build UN mission. Simply because it can be built only in capital and as it is a national wonder - in a late game when it appears - all civs usually reached the maximum of NW. I also had to make capital in another city to build it.

3. Bombing improvements
- have no idea why why bombers or fighters cannot destroy tile improvements - no matter which type - even fully upgraded orbital bombers or figthers cannot manage. This is probably a bug.


4. Future units
- I hope you agree that some future units are either silly or very ugly. Just to mention "super soldier" which looks like... hmm Yeti? Cyborgs which looks like men with gas masks, "Plasma armor" which explodes every times when fires or "Hover tank" which does not fire at all.

5. AI
- I very like AI in this mod, however I don't know if it is possible or not but AI before declaring war should take into consideration not only strength of attacked civilization but also its nuclear power. Now it is very funny when Civ A things they are stronger and atack Civ B, also with nukes but then next turn, Civ A is completely destroyed by nuclear strike back of Civ B who appeared to have 3 or 4 times more nukes. It is funny that every game ends with global nuclear war, but it's less realistic, don't you think?


I played the recent 2,52 version of mod using BTS patched to version 3.17
1. Thanks for pointing that out. I guess the original maker of that particular module didn't know enough about that unit. Should be easy to fix.

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:
Originally Posted by noxxle View Post
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.
Have you tried just the basic mod version? Megapack only has more civs added so there's no other differencies to basic mod version. And is your BtS updated to version 3.17?

Quote:
Originally Posted by Cruel View Post
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.
To prevent building cities on ice, you'll have to edit terrain and feature xml files in Rise of Mankind\Assets\XML\Terrain -folder. It might be "default" in next version 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:
Originally Posted by Khadras View Post
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?
Upgradeable buildings are set in python files: CvGameUtils.py and CvEventManager.py. Only the bonuses from the last building are active since previous building is removed from the city.

Quote:
Originally Posted by Hubert123 View Post
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?
You'll need Rise of Mankind 2.5 and then 2.52 patch for it (patch includes v2.51 changes as well).

Quote:
Originally Posted by jajula333 View Post
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?
Start custom game and choose RoM_Smartmap mapscript. I think in its options there's choice 1 civ per continent available. Not sure if any other mapscript can do the same.

Quote:
Originally Posted by Hubert123 View Post
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?
Is your BtS updated to version 3.17? Can you enable logging from CivilizationIV.ini and then post log files here?

Quote:
Originally Posted by cashs59 View Post
Zappara

Canada SelectOrder file is missing when Extra Civ Addon Pack patch 1.4 is un zipped.
Oh, I thought I had checked them all in the patch.. oh, well got to fix it again. Too many things to test with extra civ addon pack

Quote:
Originally Posted by srholmes View Post
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.
Expanded city radius mod option has not been in any RoM version. There has been requests for it few times but I've thought not to include it - it would be hard to balance and you already can make cities that can build things very fast.

Quote:
Originally Posted by Khadras View Post
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?
Sounds like some mod files weren't unpacked correctly during installation.

Quote:
Originally Posted by SpaceCowboy_MA View Post
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.
If you use single player -> play now! mode you can't see snail or blitz speed because that particular page is hardcoded and can't be changed. Those new speeds can be easily chosen from Single Player -> Custom Game page though.

What game settings were you using when that religion bug appeared?
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