[BtS] Rise of Mankind

First of all , zappara , great job ! I am playing with the latest version of RoM + Kalimarkhus' patch and it's great fun (especially since I'm new to the Civ games, allthough I have played Galcivs in the past ) .
Bugs: well, like somebody else said , the city screen has a problem of sorts - the + and - signs for the specialists are not next to the icon they should be - for example the ones for the citizen are below the citizen icon , so they are next to nothing.

About crashes - I have played a few games , most ending at the start of the industrial era after some nasty wars but I have managed to get one game as far as right before the modern era . I have experienced one crash while checking some things in the civpedia (the Galley if I remember correctly) and a couple of crashes while loading new maps but a game restart solved them .The only in-game crash I had was once after creating some crusaders but , again , a re-load solved the problem.

As for future ideas - here's what I had in mind - I think the transition to "currency" is too ... fast in the game .Maybe you could add some techs that need currency and some resources - for example

Currency -> basic coins (need copper) -> valuable coins (need gold and/or silver) and they each give some extra trade revenue + maybe extra food from animals and farms because farmers would work harder to be given coins from the landlord or leader or whatever(and maybe valuable coins give one more trade-route per city or something)

Also , Currency + Paper -> Drafts (which give more food from farms/animals/fishing again because they were given also to farmers and such for their work) -> Bills (same thing but this also gives more trade revenue per town )

Bills + Plastics - > Modern Polymer Bills (same benefits - more revenue and maybe 1 more trade-route)

And then Bills + Plastics + Computers -> Credit Cards which give +1 happiness because people can buy stuff faster and with less hassle and maybe faster production of any unit because it's easier to pay for them now

And after researching valuable coins and bills maybe you could get a world wonder like Fort Knox or a natinal wonder like State Bank or something where people keep money and you get interest (so greater revenue from each city).

And something about promotions (you have some of this stuff on the to-do list under events but I think it would be cooler if you added them as promotions) - for wooden ships -> Grapeshot - > Chainshot - > Bombs (each give more damage against naval units ) and for early gunpowder units (like the musketeer ) you could also add Grapeshot (more damage against melee) . Modern units (infantry mostly) could also have an upgrade of this kind - for example explosive bullets (more damage against pretty much everything not mechanic ) and AT units could have a promotion like Sticky-bombs (good against mechanized units) .

Thanks again for your time and dedication to this mod !

P.S:If any of my suggestions have been made in another mod , then excuse me but like I said I'm new to the Civ games .

Later edit: Another thing I was thinking - an idea for a new national wonder - the Tomb of the Unknown Soldier - most (if not all ) modern countries have something like this and the game doesn't (as far as I know - Ok there's the Statue of the Champion but that's really and ancient wonder whereas the TotUS would be available somewhere after WW1 ) .
Great Ideas:goodjob: "Very creative"
 
My apologies if this has already been suggested (I'm too tired to read ALL the posts), but I would love to see the ol' radar towers that were in (I think) Civ III (again, tired). These were excellent strategic improvements to extend your civ's safety net. Miss them a lot. Is it possible to bring them back (or if someone has already done that, include in this mod)?
Great mod btw, love it.
Thanks
 
I have slight problem,
I downloaded and Installed as per the instructions but when I went to the load a mod screen it was no where to be found. What did I do wrong??
 
More possible bugs.

(Still working through v 0.8 so apologies if already found & fixed).

National building limit seems screwed for labor union and district courthouse :- I can only build one at a time, but I know have at least a dozen of each.

Universities for some reason are giving many many happy faces - 5 turns ago I was geting +46:) per university : now its up to 51! I get a similar quirk (+68 happy) if I build a science academy with a great scientist.

Also the gold calculation seems to be going wrong. Both the financial advisor and the overview in the top right of the screen say I should get +1230 gold per turn, but I'm actually LOSING 30.

Lastly - not a bug as such, but the scaling on the modern versions of the tank seems a little high : all my armour units are bigger than cities

'Luck!!

M
 
Are there any maps for this mod??? such as earth maps that you can play, with +20 civs? ?
 
My game always crash when i research or trade quantum physics. I played with 9.2 version.

I don't read all topic, but i posted to tell about this bug.
 
Are there any maps for this mod??? such as earth maps that you can play, with +20 civs? ?

Kalimarkhus' patch allows you to use 40 civs max i think and you can pretty much play any BTS map on it .

My game always crash when i research or trade quantum physics. I played with 9.2 version.

I don't read all topic, but i posted to tell about this bug.

Try 9.3 and see if you get the same problem .
 
Hey this mod looks great! keep up the good work, but be careful not to add too many units, buildings, civics, resources, etc. - it might lead to some frustration and confusion;) i also suggest adding "secularism" or "state atheism" religion civic (unhappiness from religions), creating an inquisitor unit (or something) that can remove religions from a city, and adding unhappiness from non-state religions with "organized religion" and "theocracy".
 
Sorry I haven't posted much this week. I've made some small changes to the mod but mostly I've been just playing it to see how all things work. The changes I've made are fixes to things people have mentioned here, like that specialist button alignment to which I found easy to fix, as well enabling all tank units that were included in 0.8 zip file. I still have to enable the air units that were included as well in 0.8. Took several hours to enable all the tanks and will take probably be the same time with air units. Another change in next version will be some improvements; when for example you build mine or workshop, the forest/jungle isn't cut automatically. I felt that it wasn't really realistic to cut forest/jungle when you build those kind of improvements - this change enables for examples ivory and gems from jungle squares earlier in the game. I also optimized tech tree a bit and removed lots of requirements from modern/future techs which were already included in other tech requirements (Thanks for that person who mentioned this).

My other concern about balance is building/unit costs and to me it seems that at least unit costs must be raised, but how much is the question? In my game with normal speed, standard map, I can build almost all units in my biggest cities in just one turn which kind of makes certain buildings obsolete (like Heroic Epic's +100% unit building). I'd like to hear opinions about how those costs should be changed. Best would be if you can tell game speed, map size, difficulty and how much your cities are producing hammers average on certain eras.

Meanwhile I'll be enjoying my massive war at renaissance era against Charlemagne - he brought huge chivalry army and I'm trying to stop him with war elephants/crusaders/pikemen.. I didn't have horses so that caused me some panic on the turn he declared war to me :D I do have musketman but those are kind of pointless against highly promoted chivalry units.

There won't be patch this week since I still have to enable those air units and do some tweaking to various things (gathering list while I'm playing the mod). I'll read all your posts and try to fix all things that have been mentioned. Hopefully I can post next patch next week (friday probably).
 
I have a question...just one (at the moment)

What is the point of the Blood Cult tech, it doesn't seem to do anything or lead anywhere?

Otherwise excellent Mod.


Ooh, hang on, there's something I'd like to see (not sure if it already exists) upgradeable terrain improvements, e.g. instead of a mine become a shaft mine after 60 turns you'd have to research the appropriate tech and then use a worker to improve the mine manually. Perhaps to add to that there would also have to be a turn limit so that unlike railroads you simply cannot auto-build the improved version, you have to wait a few turns first (basically givign the idea that a mine works upon the surface resources first and then needs to be changed to access deeper "purer" resources)

There was a game called "Destiny" that as you advanced through the game resources would run out and you'd have to build a better version of the terrain improvement to access those resources, however i think there was roughly 7-10 version of a "mine" and I'm not sure that would be practical for civ4 without drastically changing the length of the game and it's eras and the way resources work.
 
What is the point of the Blood Cult tech, it doesn't seem to do anything or lead anywhere?

It gives you Sacrificial Altar if you're playing as Aztecs. Though I think maybe it could do a little something more. Bonus to the 'Ceremonial Altar' improvement? Perhaps a bit of a bonus to happiness for victories against enemy soldiers until Middle Ages/Renaissance (though this more or less makes sense from the Aztec point of view with captured enemies being sacrified, if someone else researches the tech.. why not? Perhaps add it to a National or Great Wonder? *shrug*)

It's a shame that, as it stands, there's still a few techs that don't lead anywhere or that you can totally avoid (I've never needed Sculpture yet, if I recall correctly... how about it gives a bonus to Marble Quarries? That might be a bit more enticing).

instead of a mine become a shaft mine after 60 turns you'd have to research the appropriate tech and then use a worker to improve the mine manually

I'm not so in favour of the 'manual upgrade' side of it, but I am in favour of developing with techs (beside the +1 hammer bonus - afterall, a scrape mine wouldn't instantly gain the bonuses of an Industrial Age mine the second you have the tech... speaking of which, does Steam Power improve mines? Didn't they use steam generators to remove water from mines?). Additional upgradeable improvements might include Tenements (Industrial Age Town improvement; more money and possibly food to represent how crammed in people would be, but also produces some health and happiness issues?), Vineyard (to replace winery and maybe attach to some other vine-based plant resources?), Dam (upgrade of water mill?), um... something for Workshop? Unhealthier but more productive? I've probably gone on a bit too much...
 
Well i have had it and Now im fed up!!! i can Not complete one full game i took 2 weeks of work for this mod and i can NOT complete a game to many crashes Its frustating all these hours wasted just to end up CTD i found that in diffrent games difrrent things cause crashes.I notice that sometimes world wonders cause crashes like my current problem when i develope the statue of liberty CTD.Sometimes other things like tech or world wonders cause CTD this is a real bad set up.I really like what you did with this game and Mod but it is Not worth it having to many CTD and I am almost to tears i was having a perfect game set at the highest difficulty level my dreams of world domination came to and end with the Damm game crashing R.I.P Rise of mankind agust 29 2007 to sept 07.2007 may "GOD"have mercy on your soul!!

Has any one been able to complete the game all the way through the future tech?????
 
@xbeanerx

To be sure that a CTD is caused by the mod it should be reproducible. So have you tried loading the game again either through your last save of the last auto save? Did the game crashed again at the same point?

Some CTDs can be caused by BTS engine or because at some moment your system wasn't able to take anymore before being refreshed again. There is a known memory leak problem with civ4 as you keep playing this memory leak can cause a CTD at a random point.

Anyway, in my current game I reached future era some time ago, I am proceeding without game breaking problems. I had a CTD once, and a freeze just a few minutes ago. As long as they don't repeat again at the same point I can't blame the mod for them. As long as my saved file can be loaded I will keep going. I also have built the Statue of Liberty and I had no problems.

I play on a giant map with 17 opponents. I know that you play with a larger number of players and this for sure should make you have more problems earlier than others. For me being able to have a giant map with this number of players and being able to proceed is quite nice.
 
There should be a blood cult civic. Slaves captured plus sacrificial altar means culture and happiness for all!
 
:crazyeye: Hello fellow civfanatics i have got into this game for the last 1 year ...however on downloading this mod with the latest patch (0.9.3) however i could not find the giant maps to play...!!! I hope some one will help me out on which maps best to play and if the resources like potato, cotton are visible or not..... cant wait to start on this exciting game....hoping for a quick reply.......:cool:
 
Top Bottom