Are the smiley faces working correctly?
If i am at war with a country, how can the smiley face be "Green"
If you look at the hover info you can see that they are pleased with you so the smileys are correct.
Are the smiley faces working correctly?
If i am at war with a country, how can the smiley face be "Green"
If you look at the hover info you can see that they are pleased with you so the smileys are correct.
I'll try to get small 2.92 patch ready some time soonish. There will be couple ctd fixes and some small tweaks
I hear ya but it just seems silly, to be at war then have them smiling at you?
Well, I thought I could spend this whole weekend on modding but now it's sunday evening and I haven't got a chance to even start it - real life stuff took all my time and plus it has been +29 celsius degrees here for several days so staying inside is not an option...Any updated on 2.92 patch? "soonish " leaves me wondering if I should start a new game or wait for the patch (in case it's not save compatible)...
Well, I thought I could spend this whole weekend on modding but now it's sunday evening and I haven't got a chance to even start it - real life stuff took all my time and plus it has been +29 celsius degrees here for several days so staying inside is not an option...
I got to go through lot of forum posts and check lot of stuff for the patch still and since this weekend didn't have time for it, it'll be the next weekend (working in another city has cut my time from modding during weekdays).
ah ok sorry just takes around 15 mins to load a gigantic map... and I thought my computer was overkill for all games!
Not so urgent but very curious question for Zappara:
There is presently a thread discussing a validity of unhappiness for the shaft mine. So, Zappara, can you give your reasoning behind the unhappiness of shaft mine, and not the first mine? I think I may agree with KillTech about the unhappiness being a little out of rhythm, so to speak, with the game. I checked the vanilla BtS mine system and it doesn't have shaft mine or modern mine. It also doesn't have unhappiness anywhere. I think it is better off to add unhappiness to shaft mines with civics or with buildings, but that is for AND team to figure out first and test out before you go ahead adding this with 3.0, if you even bother with it . That way, you don't feel pressured or anything because I understand that 3.0 is just final retouchings and rebalancings version before you say bye-bye to RoM in Civ4 .
Go ask a modern day coal miner if his job makes him happy. Mining is still the most statistically dangerous job in the US, and thats with modern mining techniques! Old timey shaft mines were death traps
Looks like those are BUG mod bugs... I'll look into it (read: I'll go through BUG's SVN files for fixes).I hear ya but it just seems silly, to be at war then have them smiling at you?
OK i have a couple of minor errors:
1. Had a Widget error, see attachment (WIDGET_LEADERHEAD_RELATIONS info type)
2. WARN : EventSigns.addSign() was passed an invalid plot: <CvPythonExtensions.CyPlot object at 0x16C73C70> (Dont know what its about cause it wasnt my civ that had it?) This might be an AND problem?)
Not a bug - religions work differently in RoM, some religious promotions require Great General, some require buildings/wonders in your city.I think I found a bug. But I didn't read here, wheter it is already posted.
The promotion for the Greek religion do not neet a Great General, it need a Special Promotion. All other religion-promotion need "only" a General to activate.
Hmm, it should work. If you could post logs from your game, I might see from them what went wrong (python logs especially). See 1st post in this thread for logging instructions.This mod looks great but I cant get it to play, so Im hoping to find some help here
-running on win 7, system requirments shouldnt be a problem
-patched the game to 3.19
-unzipped the mod in the right folder
-when I start the mod it goes back to desktop as it should, but after a while a error comes (bts has stopped working)
notes:
have turned of uac
redownloaded and reinstalled the mod multiple times
other mods work fine
ran as administrator
So what am I doing wrong?
Reasoning: happiness/unhappiness balance - there was a need for counterbalance for the excess happiness and this was one of the easiest ways to implement it (and it kind of makes sense too) With the amount of stuff in RoM, it's been difficult to get things balanced...Not so urgent but very curious question for Zappara:
There is presently a thread discussing a validity of unhappiness for the shaft mine. So, Zappara, can you give your reasoning behind the unhappiness of shaft mine, and not the first mine? I think I may agree with KillTech about the unhappiness being a little out of rhythm, so to speak, with the game. I checked the vanilla BtS mine system and it doesn't have shaft mine or modern mine. It also doesn't have unhappiness anywhere. I think it is better off to add unhappiness to shaft mines with civics or with buildings, but that is for AND team to figure out first and test out before you go ahead adding this with 3.0, if you even bother with it . That way, you don't feel pressured or anything because I understand that 3.0 is just final retouchings and rebalancings version before you say bye-bye to RoM in Civ4 .
Modern mining techniques are also safer than the techniques we had in use 100 years ago. Accidents do happen and it wasn't long ago when there was news about some chinese coal mine accident... in game these kinds of events can be made with random events and there's already mine accident events (though not sure if they applies to Modern Mine, will check them).Go ask a modern day coal miner if his job makes him happy. Mining is still the most statistically dangerous job in the US, and thats with modern mining techniques! Old timey shaft mines were death traps
I'll test your saved game...I have tried various tweaks and I'm on a machine that's more than capable and can't seem to get past 642 AD on the largest map. I haven't explored that much of the map and this is really early in the game so it shouldn't be crashing this early.
Getting the standard CTD.
Machine I'm running
Alienware Aurora ALX
12 GB DDR3
128 GB SSD
Win7 64bit
Radeon 5870
I've been playing Civ IV + ROM through various versions over the past year or so and have consistently had this problem (crashing late game) on almost every instance across multiple PC's. In every case I play the largest maps with lots of civilizations so I'm sure that has something to do with it.
Is it ever possible to go to an earlier save and do something to avoid the CTD?
1) I'll try to figure it outGot an error plus a couple of requests
Error 1st: See attachment when i tried to look at Demographics
2nd: Is there anyway (since BUG) to get rid of the Regular Sentry button now, it makes no sense to have two action buttons doing the same thing? (2nd pic)
3rd: Is there anyway you can reduce the Wardogs and Guard Dogs to just two(2), i have really never even seen or heard of anyone having more than one dog with them to "explore" (except FOX hunting) having just a total of Group to 3, thx.
Not a bug, there's a reason why it was implemented this way - can you figure it out? Think about it bit more...Here is a hilarious bug (more of a typo):
Semi-automatic Weapons tech requires
Rifling
AND
Military Science
AND
(Rifling OR Steel)
Notice anything yet?
No?
Look at the word(s) Rifling? Yes! It is repeated . Not game breaking but should be fixed for next version .
1) not sure what game part causes this bug - ie. is it dll or python bug...Hi all, been playing the 2.91 version and have noticed a couple of things.
1. When one of my vassals takes out a Barbarian city it tells me that i have taken and razed the city.
2. First GG was generated correctly but when i earned my second GG i got a warlord instead.
3. Silk resource wasn't generated anywhere on the map. I know i can WBer this in but doing that can sometimes cause my game to crash so i try not to use it.
Other than these problems i haven't noticed anything else that could be a problem (yet).
Don't use Expansion modules - it wasn't supposed to go to live version... Those modules won't work correctly in current RoM version. Holy Wars modules should work alright.OK one more question(hopfully) I put the Expansion and Holy War files into the module file and its not working what idiotic mistake or obvious screw-up did I make this time?
1) Storms should come and go but given the random factors in this feature there's a chance that they'll build up indefinately. With the current settings in RoM there should be slightly higher chance for storms to disappear than appear (and random events should add storms if the map runs out of them totally).There are two things that I wonder if it's bug or just the game I am having. I have the latest BtS with RoM 2.91. I am playing with the map "Earth 23 preset civs Standard".
1) It seems that storms keep building up, but never go away. This causes most of the oceans covered by storm. Is it suppose to be that way, or storms suppose to come and go?
2) What is the purpose of "Navigation II"? It says "Double movement in Coast" and "Double movement in Ocean". When I promoted one of my trireme or war galley, I was expecting that it could travel roughly twice as far as before. However, I don't see that happening. It's as if that promotion doesn't do anything. Am I expecting the wrong thing?
Thanks for the great mod.
Which RoM version are you using? For RoM 2.91 I tried to fix this issue - the onGameUpdate calls OOSLogger whenever OOS occurs in game and OOSLogger wasn't functioning properly in RoM 2.9 so I had to make fixes for it in v2.91. If it still doesn't work in v2.91, I'll have to tweak it more...I'm playing a multiplayer game with one other human player on Direct IP connection. We've been playing for a few hundred turns with no serious problems. However, suddenly we have started getting an "out of sync" error. Saving and reloading from the same turn clears the error, but appears again the next turn. I have yet to try loading from a previous save. The error text says:
error found in gameUpdate event handler < bound method RoM EventManager . on GameUpdate of < RoM EventManager RoM EventManager instance at 0x4867C648 >>
We're playing a Europe map scenario on snail, with Revolutions mod not enabled. Can anyone tell me why this is happening or what I can do to resolve it and salvage the game? Will reloading from an autosave potentially resolve the issue?