KROME: K-Mod 1.31 and RoM 1.03 Extended
Original comments by jtanner28. As you may know he is know resurrecting the development of AND, and now I get this to continue being developed.
IMPORTANT!!!
Just to let you know, this is still in development but now Jtanner will be alone until 15 september.
This is a merge K-Mod 1.35 with RoM 1.03 Extended. KROME (K-Mod Rise of Mankind Extended).
What's new?
From the last jtanner28's version up to now there has been released a new patch (0.85 B) which has updated K-Mod core from 1.31 to 1.35, included some bug fixes and game options changed.
The primary goal is a kind of K-Mod powered RoM:AND Lite which should maintain in the future the spirit of the "old & good" ROM versions.
KROME 0.85 + PATCH 0.85b
Source code included.
Future plans about the development
I'm really considering start from scratch with a clean version. That's said, revise slowly all the KROME versions, take what is needed, revise that the code really works as it should be, assure that merging ROME with K-Mod really works in all aspects, etc.
If JT will not continue with this, I need to really be aware what has been done here. So don't worry too much about problems, but report them and I will do what I can sooner or later.
There are 2 points to consider:
I probably will need help with some things, like testing, XML balance, etc. any help is appreciated.
I'm really unsure about heavily mod the SDK, since K-Mod is constantly changing and at some point we have to choose if we want last K-Mod version or just I do my own improvements...
Thisis a small list about what will come:
Have in mind that all these patch are temporal, but I need it to get feedback!
Next patch features
Create some game options to activate/deactivate some mod-mods features.
Enable factories and fix the bugs with jungle camps and icons in city screen.
Some tweaks in religions.
Bugs with callbacks defines.
See detailed list here.
Feedback and help
I currently need some comments about what happens with the factory mod. Is it unbalanced? Should I just add it to the game as default (without option to disable it)?
Essentially I would want to hear feedback about things that can be changed in the XML: things that can be work in certain features or bonuses but should not be there (the JC for ex.), unit balance, etc. since these things will be ready to be merged for a future clean release without extra work. Things that require DLL changes will be left for now (except some really simple that I have already written for ex.)
Could regular users create a list of all these suggestions, as well as the bugs you have found? I don't mind if it's a long list, but I really want to track all the things to do easily.
This also applies to any other use, just collect all the bugs, things not working as intended or new simple features (advanced features will be added later) and send me a PM or write them here. So I can easily found them without reading through posts. It would really simplify the work required until I create a new thread for starting the new development.
Other thing in which I would be interested in would be new units. I do think that diversity in units is great, specially give diversity for different nations, naval and air units. So if anyone thinks there are some interesting units which fits here (doesn't break balance or mod stability and is not just another unit without logic), go ahead and suggest them or help me with the XML part (it's really easy, and I could give some help if needed)
Credit for all of the content goes to Zappara, Karadoc, Afforess, Jtanner28 and the contributors to their mods. Also to Mattygerst for the idea.
KROME Patch 0.85B Change Notes
KROME Beta 0.85 Change Notes
KROME Beta 0.8 Change Notes
KROME Beta 0.7 Change Notes
KROME Beta 0.6 Change Notes
Original comments by jtanner28. As you may know he is know resurrecting the development of AND, and now I get this to continue being developed.
Spoiler :
(See this thread: http://forums.civfanatics.com/showthread.php?t=463918 )
Hi there CivFanatics!
I was reading along in another thread and got interested in trying to merge K-Mod 1.31 with RoM 1.03 Extended. It's my first modmerge and I think it went OK. I know that there may be a couple of bugs, but this is just a beta release. Please feel free to tear it to little bits!
By the way, the mod's name is KROME (K-Mod Rise of Mankind Extended).
My future plans for it are to incorporate some of the features of AND, the civics scrolling screen, possibly some SDK changes (passable mountains, for instance), and a few other features. I don't want to make too many changes because my primary goal is a kind of K-Mod powered RoM:AND Lite that will play on low-end machines. I do not intend to incorporate REVDCM or anything that will exceed my ability to maintain.
Please try this mod out and let me know what you think.
Credit for all of the content goes to Zappara, Karadoc, Afforess and the contributors to their mods. I just mushed the files together. Credit also to Mattygerst for the idea (although his idea is a bit more refined ).
Hi there CivFanatics!
I was reading along in another thread and got interested in trying to merge K-Mod 1.31 with RoM 1.03 Extended. It's my first modmerge and I think it went OK. I know that there may be a couple of bugs, but this is just a beta release. Please feel free to tear it to little bits!
By the way, the mod's name is KROME (K-Mod Rise of Mankind Extended).
My future plans for it are to incorporate some of the features of AND, the civics scrolling screen, possibly some SDK changes (passable mountains, for instance), and a few other features. I don't want to make too many changes because my primary goal is a kind of K-Mod powered RoM:AND Lite that will play on low-end machines. I do not intend to incorporate REVDCM or anything that will exceed my ability to maintain.
Please try this mod out and let me know what you think.
Credit for all of the content goes to Zappara, Karadoc, Afforess and the contributors to their mods. I just mushed the files together. Credit also to Mattygerst for the idea (although his idea is a bit more refined ).
IMPORTANT!!!
Just to let you know, this is still in development but now Jtanner will be alone until 15 september.
I do still work in KROME and want to continue with the project but an accumulation of personal & computer problems have lead me to the inactivity...
My GPU has recently died and I can't play a game more than a few minutes and windows have some serious problems since it randomly closes programs at some point.
I'm also preparing my next course as physics major before I already planned because of some changes in the calendar, so I will be free (and back) from 15 september to 1 october but now this is hell.
I'm sorry about these things, but I can not do so much... except upload to the repository the things I already did.
I have told Jtanner to continue the development until I come back and we can work together.
This is a merge K-Mod 1.35 with RoM 1.03 Extended. KROME (K-Mod Rise of Mankind Extended).
What's new?
From the last jtanner28's version up to now there has been released a new patch (0.85 B) which has updated K-Mod core from 1.31 to 1.35, included some bug fixes and game options changed.
The primary goal is a kind of K-Mod powered RoM:AND Lite which should maintain in the future the spirit of the "old & good" ROM versions.
KROME 0.85 + PATCH 0.85b
- Download the last version of KROME (0.85) and then the patch.
- Install the original 0.85 version first and then copy the contents of the patch zip file into the "KROME" mod folder.
- Overwrite all, in other words, just apply the patch.
- This is only a patch, original mod required!!
Source code included.
Code:
0.85b
*Updated with K-mod 1.35
*Just plain Rome 1.03 with K-mod, no other mod-mods:
*No Advanced Diplomacy 2 --> Require some changes to work with new version!
*Multiple Research Modcomp --> Will be added later
*Multiple Production Modcomp --> Will be added later
*Hard ship mod disabled by default --> It can be enabled via "KROME GLOBALS"
*KROME GLOBALS: "Go to KROME\Assets\Python\CvEventManager.py" file, look for "KROME GLOBALS" and change the variables to enable/disable some features.
*bHardship = False #Enable\Disable hardship features (false as default, adds too much lag)
*KROME Worldsize Types: Now the new worldsize types are REALLY WORKING (before this update, the game would start and load the map without giving errors but the map size selected was not being really used but the default one!). For that changes have been done to the DLL and all the map script files. If more maps are used, those map scripts NEED TO BE EDITED.
*Giant
*Gigantic
*Look for #KROME Worlsize Types in Public map files and //KROME Worldsize Types in the source code.
*Map Scripts Updated: to consider the new worldsize types. (all BTS vanilla maps not listed here will work without more changes)
Arboria.py
Boreal.py
Donut.py
Earth2.py
Global_Highlands.py
Highlands.py
Rainforest.py
RandomScriptMap.py
Team_Battleground.py
Terra.py
Future plans about the development
I'm really considering start from scratch with a clean version. That's said, revise slowly all the KROME versions, take what is needed, revise that the code really works as it should be, assure that merging ROME with K-Mod really works in all aspects, etc.
If JT will not continue with this, I need to really be aware what has been done here. So don't worry too much about problems, but report them and I will do what I can sooner or later.
There are 2 points to consider:
I probably will need help with some things, like testing, XML balance, etc. any help is appreciated.
I'm really unsure about heavily mod the SDK, since K-Mod is constantly changing and at some point we have to choose if we want last K-Mod version or just I do my own improvements...
Thisis a small list about what will come:
Solve the remaining bugs, and add the things commented up to the date.
Create a new download thread.
Don't upload a Clean Mod version yet, but a complete version. I mean, I merge the last KROME version with the patches with the previous considerations. A clean version would come later.
Upload all files to SVN, so anyone can test during development.
Create a new download thread.
Don't upload a Clean Mod version yet, but a complete version. I mean, I merge the last KROME version with the patches with the previous considerations. A clean version would come later.
Upload all files to SVN, so anyone can test during development.
Have in mind that all these patch are temporal, but I need it to get feedback!
Next patch features
Create some game options to activate/deactivate some mod-mods features.
Enable factories and fix the bugs with jungle camps and icons in city screen.
Some tweaks in religions.
Bugs with callbacks defines.
See detailed list here.
Feedback and help
I currently need some comments about what happens with the factory mod. Is it unbalanced? Should I just add it to the game as default (without option to disable it)?
Essentially I would want to hear feedback about things that can be changed in the XML: things that can be work in certain features or bonuses but should not be there (the JC for ex.), unit balance, etc. since these things will be ready to be merged for a future clean release without extra work. Things that require DLL changes will be left for now (except some really simple that I have already written for ex.)
Could regular users create a list of all these suggestions, as well as the bugs you have found? I don't mind if it's a long list, but I really want to track all the things to do easily.
This also applies to any other use, just collect all the bugs, things not working as intended or new simple features (advanced features will be added later) and send me a PM or write them here. So I can easily found them without reading through posts. It would really simplify the work required until I create a new thread for starting the new development.
Other thing in which I would be interested in would be new units. I do think that diversity in units is great, specially give diversity for different nations, naval and air units. So if anyone thinks there are some interesting units which fits here (doesn't break balance or mod stability and is not just another unit without logic), go ahead and suggest them or help me with the XML part (it's really easy, and I could give some help if needed)
Credit for all of the content goes to Zappara, Karadoc, Afforess, Jtanner28 and the contributors to their mods. Also to Mattygerst for the idea.
KROME Patch 0.85B Change Notes
Spoiler :
08/02/12
0.85b
*Updated with K-mod 1.35
*Just plain Rome 1.03 with K-mod, no other mod-mods:
*No Advanced Diplomacy 2 --> Require some changes to work with new version!
*Multiple Research Modcomp --> Will be added later
*Multiple Production Modcomp --> Will be added later
*Hard ship mod disabled by default --> It can be enabled via "KROME GLOBALS"
*KROME GLOBALS: "Go to KROME\Assets\Python\CvEventManager.py" file, look for "KROME GLOBALS" and change the variables to enable/disable some features.
*bHardship = False #Enable\Disable hardship features (false as default, adds too much lag)
*KROME Worldsize Types: Now the new worldsize types are REALLY WORKING (before this update, the game would start and load the map without giving errors but the map size selected was not being really used but the default one!). For that changes have been done to the DLL and all the map script files. If more maps are used, those map scripts NEED TO BE EDITED.
*Giant
*Gigantic
*Look for #KROME Worlsize Types in Public map files and //KROME Worldsize Types in the source code.
*Map Scripts Updated: to consider the new worldsize types. (all BTS vanilla maps not listed here will work without more changes)
Arboria.py
Boreal.py
Donut.py
Earth2.py
Global_Highlands.py
Highlands.py
Rainforest.py
RandomScriptMap.py
Team_Battleground.py
Terra.py
0.85b
*Updated with K-mod 1.35
*Just plain Rome 1.03 with K-mod, no other mod-mods:
*No Advanced Diplomacy 2 --> Require some changes to work with new version!
*Multiple Research Modcomp --> Will be added later
*Multiple Production Modcomp --> Will be added later
*Hard ship mod disabled by default --> It can be enabled via "KROME GLOBALS"
*KROME GLOBALS: "Go to KROME\Assets\Python\CvEventManager.py" file, look for "KROME GLOBALS" and change the variables to enable/disable some features.
*bHardship = False #Enable\Disable hardship features (false as default, adds too much lag)
*KROME Worldsize Types: Now the new worldsize types are REALLY WORKING (before this update, the game would start and load the map without giving errors but the map size selected was not being really used but the default one!). For that changes have been done to the DLL and all the map script files. If more maps are used, those map scripts NEED TO BE EDITED.
*Giant
*Gigantic
*Look for #KROME Worlsize Types in Public map files and //KROME Worldsize Types in the source code.
*Map Scripts Updated: to consider the new worldsize types. (all BTS vanilla maps not listed here will work without more changes)
Arboria.py
Boreal.py
Donut.py
Earth2.py
Global_Highlands.py
Highlands.py
Rainforest.py
RandomScriptMap.py
Team_Battleground.py
Terra.py
KROME Beta 0.85 Change Notes
Spoiler :
07/29/12
07/29/12
1.) K-Mod base code updated to 1.32
2.) Integrated Advanced Diplomacy 2
3.) Separated all religions out to dead-end techs with high research costs
4.) Moved Christianity to be dependent on Theology
5.) Made later religions dependent on earlier ones in a roughly historical fashion
6.) Added in Multiple Research Modcomp
7.) Added in Multiple Production Modcomp (may be buggy)
8.) Added the terrain Hardship mod. (need some work on this one. The hover text for terrain plots doesn't show how much damage the terrain does. I set it to 15% I think. It can be changed in the XML.)
Known Bugs:
1.)The promotions in the pedia are borked. I'll look into it as soon as I can and try to drop a hotfix. FIXED (Reverted two files: CvPediaPromotion.py and CvPediaBonus.py to their original files from RoM 1.03)
2.) Terrain doesn't show how much damage it does in the hover text.
3.) Multiple production cannot be turned off... lol. I messed up the merge. I'll see what I can figure out.
07/29/12
1.) K-Mod base code updated to 1.32
2.) Integrated Advanced Diplomacy 2
3.) Separated all religions out to dead-end techs with high research costs
4.) Moved Christianity to be dependent on Theology
5.) Made later religions dependent on earlier ones in a roughly historical fashion
6.) Added in Multiple Research Modcomp
7.) Added in Multiple Production Modcomp (may be buggy)
8.) Added the terrain Hardship mod. (need some work on this one. The hover text for terrain plots doesn't show how much damage the terrain does. I set it to 15% I think. It can be changed in the XML.)
Known Bugs:
1.)The promotions in the pedia are borked. I'll look into it as soon as I can and try to drop a hotfix. FIXED (Reverted two files: CvPediaPromotion.py and CvPediaBonus.py to their original files from RoM 1.03)
2.) Terrain doesn't show how much damage it does in the hover text.
3.) Multiple production cannot be turned off... lol. I messed up the merge. I'll see what I can figure out.
KROME Beta 0.8 Change Notes
Spoiler :
06/27/12
Fixed the Pedia bug
Fixed all startup bugs
Added back the Industry improvements
Fixed multiple XML errors (probable cause of CTD's)
Fixed the Pedia bug
Fixed all startup bugs
Added back the Industry improvements
Fixed multiple XML errors (probable cause of CTD's)
KROME Beta 0.7 Change Notes
Spoiler :
06/26/12
Fixed startup bugs Still there..
Found and eliminated the cause of several CTD's
Temporarily disabled extra features of RoM 1.03 Extended. It will all be back by version 0.8.
ADDED: Map Decay feature. Visibility will fade off for tiles that are not actively within the field of view of a unit or city. Effect lessens at Writing and goes away completely at Paper.
Found and eliminated the cause of several CTD's
Temporarily disabled extra features of RoM 1.03 Extended. It will all be back by version 0.8.
ADDED: Map Decay feature. Visibility will fade off for tiles that are not actively within the field of view of a unit or city. Effect lessens at Writing and goes away completely at Paper.
KROME Beta 0.6 Change Notes
Spoiler :
06/24/12
Added a scrolling civics screen (credit: strategyonly)
Added Espionage Process (available at tech PAPER) (credit: deanej)
Minor UI alterations
Fixed Diplomacy Text bug
Set city wonder limit to "unlimited"
Added a scrolling civics screen (credit: strategyonly)
Added Espionage Process (available at tech PAPER) (credit: deanej)
Minor UI alterations
Fixed Diplomacy Text bug
Set city wonder limit to "unlimited"