Rise of Mankind 1.0.3

2562

Chieftain
Joined
Feb 2, 2010
Messages
2
Hey Zappara any chance of fixing the link to rise of mankind 1.0.3 patch? I love Rom2 but the waiting time between turns is unbarable on my machine.
 
Have you tried Afforess' A New Dawn modmod? It makes turn times much faster.:cool:
 
yes, please, if it's somehow possible - fix that link to rise of mankind 1.0.3 patch. I'm about to try RoM, so now I'm collecting the stuff. And btw - is that patch so important? mean does it fix a lot of bugs or whatever there, huh ??
 
I asked Afforess along time ago if he would update RoM1.0.3 with a few of the new buildings (Jungle camp, butchery, fishermans hut and a couple of others). But he didn't have time as AND was consuming him. And I asked Zappara too as I wanted a True RoM Lite available for older and low end computers.

I have RoM 1.0 and the 1.0.3 Patch. And guess what! They play fine with the 3.19 official patch and with my Win XP Pro x64 system.

JosEPh :)

EDIT: Afforess did it!

Here's the Link http://dl.dropbox.com/u/49805/Rise of Mankind1.03.7z

Enjoy this bit of RoM History with a sprinkle of Now added in! And you can play it on a P IV Computer or even on a new Quad to boot! :woohoo:
 
Will any one with Modding skills undertake this task?

Please?!

I can supply both RoM1.0 and the 1.03 patch.

JosEPh
 
Had to open my archives to locate this version... tested that it works in BtS 3.19 and modified the folder name so that you can have both v1.03 and v2.91 installed at the same time (1.03 mod folder name must be "Rise of Mankind 1.03"), repacked and uploaded it:

Download Rise of Mankind 1.03
 
Sweeet! Thanks zap!

That's what I did too was rename it to Rise of Mankind 1.03 and never had any conflicts with the latest versions of RoM.

Now if I could get someone to add Jungle camp and just a few other new buildings, especially those that deal with rivers, that would be superb. :D

JosEPh
 
Well at least a New link was put up.

But as for getting 1.03 tweaked,....well that doesn't seem to appeal to anyone with modding skills.

So if anyone wants THE Most Basic RoM package get 1.03 while you can. Otherwise it will soon become a vague memory to only the Long time RoM player like me.

:sad:

JosEPh
 
The problem is that it is much easier to mod a BUG/WoC based mod than one which isn't. In fact I can't remember how to do it other than by overwriting the base files. :(
 
Sigh, Aforress made a couple of files for me last year which included Vincentz Jungle camp. But I just couldn't figure out how to get them to work with 1.03.

I want a basic RoM without REVDCM and much of the other stuff. Just some of the better buildings and resources like salt. A taste of what RoM was originally with just a "lite" seasoning.

Many ppl with low end comps and laptops would enjoy it. Heck I still enjoy it that's why I keep bringing it up. :)

JosEPh
 
After playing absurdely long turns (on my pc) with ROM2 playing again this "light" version (i like this definition) was real satisfaction. Played on a giant-like earth map provided by Zappara and the game is still acceptbale in modern era.
Are you REALLY sure no one wanna still implement ROM1 for who doesnt have a high end pc? (or just for those who want a "faster" experience)
I refer in particular to AND applied to ROM1: wouldnt be cool?

I know Zapp is releasing ROM2 final version and that CIV5 is to be soon released too, but i guess a shitload of people is still playing (and WILL play) this wonderful mod.

Just an idea... (the fact i cant play decently ROM2 due to speed matters really kills me, this is by far the best mod i ever tried, and i tried ALOT of mods...)
 
I had a high end computer when I started asking for modding help for 1.03. 1 1/2 years later it's only middle of the pack with Dual Core cpu, 8GB of 1066DDR2 ram, and an ATI HD Radeon 4650 vid card using Win XP Pro x64 OS.

I'm sure many ppl would like a AND lite version to go with RoM1.03.

But since I started playing RoM when Zappara introduced RoM 0.8, I'm a bit of a stickler about certain Modmods being added to the last "Pure" RoM version (1.03). 1.03 doesn't contain REVDCM and I don't think Better AI is included either (need to recheck that).

I feel that RoM 1.03 was Zappara's last best solo effort before all of CIVdom became enthralled with REVDCM and BetterAI Mods. Because all versions afterward contained these 2 mods. Heck even Afforess stated along time ago that he considered REVDCM to be RoM's core. I of course disagreed with that and still do. But that is all only relevant to when you became introduced to Zappara's wonderfully crafted effort. ;)

Now if Jungle Camps could be added in.....:D .

JosEPh :)
 
I've started trying to add tannery into 1.03. I have partial success. It's there to use but the little picture for it (button?) is missing. and in the drop down build que it has the Text_Key_Missing thingy.

I also tried to add Jungle Camp but so far that has not worked out yet. RoM 1.03 doesn't have cart paths, paved road, modern roads, Jumplanes, and 1 other type of road. Plus getting the tech Prereq right seems off. Even though Animal Husbandry is in RoM 1.03.

I will keep puttering at it.

Where does the dds file for tannery need to go?
JosEPh
 
Okay I have the button for Tannery showing up in the drop down build menu.

I also have Jungle Camp showing up but...I have a lot of pink squares for it in various screens.

In the drop down menu for buildings next to the Tannery button I have this "TEXT_KEY_BUILDING_TANNERY".

Also when the game starts there are about a dozen XML ERROR: msgs. If you click thru them the games starts and so far plays okay. Part of them is that apparently I didn't cut out the right XML lines from Cart paths, Paved Roads, Modern Roads, Electric Train, Jumplanes and something else.

A few pointers in the right direction and I can have RoM1.03 ready with these 2 new Buildings (Tannery and Jungle Camp) available soon.

One other thing, Jungle Camp wants to build on Rice resource. I know this was discussed with Vincentz but I don't know what he did to correct it.

After I get these 2 buildings right I want to adjust a few of the bonuses for several buildings to help the balance. Nothing drastic just some fine tuning.

Should I move this to the ModMod subforum? Or keep it here?

JosEPh
 
I've got about 20 error msgs at start up.

Most deal with this: XML file is: modules\junglecamp\junglecamp_civ4unitinfos.xml

But I also have:
Tag: BUILD_GRAVTUBE in Info class is incorrect
Tag: BUILD_SHAFT_MINE etc
Tag: BUILD_SILK_FARM etc
and about 6 more

Then I have this one:
XML ERROR
There are more siblings than memory allocated for them in CvXMLLoadUtility::SetVariableListTagPair XML file is: module\junglecamp\junglecamp_civ4unitinfos.xml

I tried 2 different approaches to adding in Tannery and Jungle Camp.

1st. I added the Module Folder that contained them that Afforess made for me.

2nd. Since he said they would have more stuff in them than 1.03 originally had that I would need to match up some other stuff.
"You may need to tweak the Tech's that the buildings need as I have no idea what techs are in RoM 1.0. Also, resources may need tweaking, as will the routes (I don't think jumplanes and gravtubes were in RoM 1.0)"

3rd. Because I was getting Pink buttons I took the DDS files and put them in the ART folder. But I wasn't sure where they should go so I put them in the ART folder 1st level.

4th. Because RoM1.03 was before WoC Modules the Module would need activated thru the RoM config file. So I changed several lines in the Config file:

Code:
[CONFIG]

; Modular XML Loading
ModularLoading = 1

; Skip Main menu
SkipMainMenu = 0

; Custom Art from user folder is not loaded
NoCustomArt = 0

; Custom XML and Python from user folder are not loaded
NoCustomAssets = 1

; No Custom Scenario option in main menu
NoCustomScenario = 0

; No team play allowed
NoTeams = 0

; Read Game options from XML, not .ini
ForceGameOptions = 1

; Always start in the standard era
ForceStandardEra = 0

; Scenario file (Single player)
ForceScenario = 0

; This mod is only for single player games
SinglePlayerOnly = 0

; Allow public maps to be used with this mod
AllowPublicMaps = 1

; Mod Image file
ImageFile = 0

So in conclusion I can play with these 2 buildings added in but I have somewhat of a mess with the error msgs. And Jungle Camp still is represented by Pink Buttons in the City screen build list and in WB buildings list. I think there is another place too. But I'm getting overwhelmed.

Can anyone give me some clues on what or where I should be using?

JosEPh (help!)
 
The pink buttons etc is because the art defines are not pointing to the correct folder. I assume you are putting all this in the Modules folder. If so upload it and I will have a look and see whats wot!
 
Thanks DH!

This is what Afforess gave me.

He has a note in it regarding matching tech and others such things.

JosEPh :)
 
OK, some of the XML is inconsistant. What I will do is go through what you have given me file by file and comment on what needs to change. After I make sure it works ;)

Edit: I am having a bit of trouble getting the modular stuff to load. Also there is a game text file missing for the jungle camp which is needed. I will try again a bit later.
 
I hope you remember that 1.03 was preWoC. I'm sure you do.

I gave you file that Afforess gave me but I have editted the files somewhat in the Module folder in the Mod. I removed lines for Jump lane, Cart path, Modern road, Electric Train, and Gravtube. Also for Modern Mines and a few others. But apparently things like Apple_Farm, Silk_Farm, Future_Bunker, and Olive_Farm are also inconsistent with the 1.03 version of RoM.

Then I have this one:
XML ERROR
There are more siblings than memory allocated for them in CvXMLLoadUtility::SetVariableListTagPair XML file is: module\junglecamp\junglecamp_civ4unitinfos.xml

It shows up twice along with this one, TAG: UNIT COMBAT_WORKER Info Class incorrect.

So I'm assuming that since Afforess gave this to me from WoC modules, that this accounts for the file inconsistencies.

I want to Thank You for helping me. I know nothing about XML.

JosEPh :)
 
For the jungle camp JUNGLECAMP_CIV4ImprovementInfos.xml
and JUNGLECAMP_CIV4ArtDefines_Improvement.xml
do not point to the same place in the <button> tag. This is the sort of problem which will cause pink squares.

I have set ModularLoading = 1 in the civilizationIV.ini file but it does not seem to be working. Was there something else I needed to set?
 
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