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Rise of Mankind 2.81patch 2016-10-05

Rise of Mankind 2.81patch

  1. zappara
    This patch updates Rise of Mankind 2.8Lite and 2.8Full versions to v2.81. Make sure you have installed one of those versions before applying this patch.

    Unzip the patch to ...\Beyond the sword\Mods\ -folder and overwrite files if asked to.

    The patch updates several mod components to newer versions: RevDCM 2.6->2.61, Better BtS AI 0.81M->0.82J, BUG 4.1->4.2, Unofficial patch 1.3->1.31 and BULL 1.00 official. The patch contains also various bug fixes and tweaks to RoM.

    Full list of changes:
    Spoiler :
    Mods
    ----
    - Updated: RevDCM 2.6 -> 2.61
    - Updated: BUG 4.1 -> 4.2
    - Updated: Better BtS AI 0.81M -> 0.82J
    - Updated: Unofficial Patch 1.3 -> 1.31
    - Updated: BULL 1.00 official


    Python
    ------
    - Fixed: RevInqUtilities.py isInquisitionConditions now uses RoM settings
    - Fixed: RevInquisition.py AI players no longer start training more Inquisitors when they have maxed out this unitclass already
    - Fixed: RevDCMReligionControl.py isReligionExist call works now correctly, this should fix Choose Religion and Limited Religion game options
    - Fixed: RoMGameUtils.py Artesian Well no longer can be built after city has built Cannery
    - Fixed: ReligionUtil.py now identifies correctly RoM's religious building types (fixes Religion screen's building marks)
    - Fixed: RevEvents.py PyPopup bug
    - Fixed: CvMainInterface.py disabled Inquisitor code block that was referring to non-existing game feature (OC_FOREIGN_INQUISITIONS)
    - Fixed: RoMGameUtils.py Arcology or Anti-Missile Batteries no longer can be built if civ has National Shield wonder
    - Fixed: RoMEventManager.py Arcology or Anti-Missile Batteries no longer can be built if civ has National Shield wonder
    - Fixed: Revolution.py bug in processRevolution function (line 5507)
    - Changed: cPickle optimization to all python files that had only import pickle line (cPickle can be 1000 times faster)
    - Changed: RoMEventManager.py crusader check is now made only if the civ has the tech that allows the wonder which trains crusaders (speed improvement for early game)
    - Changed: RevInquisition.py disabled CanTrain codeblock (CannotTrain function does the same thing for Inquisitor so this was duplicate check)


    City screen
    -----------
    - Changed: Shows only present religions and corporations (BUG options)

    Buildings
    ---------
    - Fixed: Paradise Garden button when hovering mouse over city
    - Fixed: Armourer button when hovering mouse over city
    - Fixed: Vacation Resort shows now info that it requires coastal city
    - Fixed: Fisherman's Hut shows now info that it requires coastal city
    - Fixed: Lighthouse shows now info that it requires coastal city
    - Fixed: Harbor shows now info that it requires coastal city
    - Fixed: Port shows now info that it requires coastal city
    - Fixed: Commercial Port shows now info that it requires coastal city
    - Fixed: International Port shows now info that it requires coastal city
    - Fixed: Toll House shows now info that it requires coastal city
    - Fixed: Customs House shows now info that it requires coastal city
    - Fixed: Shipyard shows now info that it requires coastal city
    - Fixed: Naval Academy shows now info that it requires coastal city
    - Fixed: Drydock shows now info that it requires coastal city
    - Fixed: Naval Yard shows now info that it requires coastal city



    National Wonders
    ----------------
    - Fixed: Secret Army's Base button when hovering mouse over city
    - Fixed: Moia Statues shows now info that it requires coastal city


    Great Wonders
    -------------
    - Fixed: Petra button when hovering mouse over city
    - Fixed: Universal Translator button when hovering mouse over city
    - Fixed: Sun Tzu's Arts of War button when hovering mouse over city
    - Fixed: Colossus shows now info that it requires coastal city
    - Fixed: The Great Lighthouse shows now info that it requires coastal city
    - Fixed: Magellan's Voyage shows now info that it requires coastal city


    Modules
    -------
    - Fixed: UN Mission button when hovering mouse over city

    Terrain
    -------
    - Changed: Storm growth 500->400, defense +25% -> -25% (so that AIs no longer end turns on storms)

    Resources
    ---------
    - Changed: Ancient Relics can be traded
    - Fixed: Manufactured resources no longer cause CTD when placing them to plots in Worldbuilder

    Improvements
    ------------
    - Changed: Oil Well requires now Refining instead of Combustion


    Pythoncallbacks
    ---------------
    - Disabled: CanTrain callback, no longer used in the mod (performance increase)
    - Disabled: CannotTrain callback, no longer used in the mod (performance increase)

    Traits
    ------
    - Changed: made visible to xml all the new RevDCM modifiers to all traits (unused modifiers, can these be used?)
    - Changed: Seafaring double production speed for Fisherman's Hut

    Config
    ------
    - changed: Advanced Scoreboard no longer shows dead civs by default because RevDCM can regenerate same civs again during the game

    Promotions
    ----------
    - Changed: Transport I-III enabled again (CTD problem with them has been fixed)

    Gametext
    --------
    - Fixed: Space Tourism strategy entry
    - Fixed: Algebra strategy entry
    - Fixed: Applied Economics strategy entry
    - Fixed: Orbital Flight strategy entry
    - Fixed: Lead german translation
    - Fixed: Weaving german translation

    Units
    -----
    - Changed: Entertainer trader multiplier 10->1 (Trade Caravan is now better choice)
    - Changed: Praetorian str 9->8
    - Changed: Berzerker (Viking UU) gets now Mobility promotion instead of Amphibious (because Seafaring trait already gives Amphibious)
    - Fixed: Inquisitor now shows info that it requires Intolerant Civic and State Religion

    Techs
    -----
    - Changed: Nationalism AND req. Divine Right removed (already included in Leadership req.)
    - Changed: Representative Democracy AND req. Liberalism removed (already included in Social Contract req.)
    - Changed: Assembly Line AND req. Replaceable parts removed (already in tech path)
    - Changed: Electricity AND req. Replaceable parts and Scientific Method removed (already in tech path)
    - Changed: Screw Properller AND req. Replaceable parts removed (already in tech path)
    - Changed: Railroad AND req. Replaceable parts removed (already in tech path)
    - Changed: Theory of Relativity AND req. Physics removed (already in tech path)
    - Changed: Refining AND req. Scientific Method removed (already in tech path)
    - Changed: Combustion AND req. Explosives removed (already in tech path)
    - Changed: Compulsory Eduction AND req. Physics removed (already included in Thermodynamics req.)
    - Changed: Nuclear Power AND req. Modern Physics removed (already included in tech path)
    - Changed: Space Tourism AND req. Globalization removed (Already included in Communication Networks req.)
    - Changed: Psychology AND req. Scientific Method removed (already included in tech path)
    - Changed: Fission AND req. Refining removed (already included in tech path)
    - Changed: Flintlock AND req. Divine Right removed (already included in tech path)
    - Changed: Fusion AND req. Superconductors removed (already included in tech path)
    - Changed: Ecological Engineering AND reqs. Recycling and Genemanipulation removed (already included in tech path)


    Game defines
    ------------
    - Changed: Max amount of trade routes increased from 12 to 16 (now possible to make use of all trade route increases)

    Events
    ------
    - Fixed: Elite swords quest now correctly says that you need to build Light Swordsman
    - Fixed: Noble Knights quest tech requirements

    Leaders
    -------
    - Changed: Alexander weights Soylent Green facility for desert plots
    - Changed: all leaders who weight farms now weights Vertical Farms more than Farms
    - Changed: all leaders who weight Windmills now weight Windtrap more than Windmill

    Sevopedia
    ---------
    - Changed: Techs now show their strategy info (infos will be updated in v2.9)

    Traits
    ------
    - Changed: Seafaring gives now Amphibious promotion to various unit combat groups instead of Navigation I (trait more useful now)


    Civics
    ------
    - Changed: Vassalage +10% production and +10% gold in capital, can draft


    RevDCM
    --------
    - Updated to Better BTS AI 0.82J and Unofficial Patch 1.31
    - Fixed issue with combat odds display
    - Barbarian Civ settling now scales better with game speed
    - Fixed a couple bugs in RevInquisition
    - Fixed a couple issues with BUG and RevDCM
    - Updated to BUG 4.2
    - Updated to BULL 1.00 official
    - Fixed project interdependency bug
    - Fix to choose religion option
    - Fixed plot combat help issue, now shows modifiers correctly
    - Added Rom's extra inquisitor checking code
    - Fix to allow the sevopedia to show leaders of multiple civs
    - Fix bug in the RevDCM info screen where RevDCM was returning -1 for a playerID
    - Formatting changes for code comments
    - modified makefile for BULL compiler options
    - New organization of GlobalAltDefines.xml for BBAI 0.82 options
    - integer division issues in Revolutions calculations fixed
    - Python and XML changes from UP and BBAI
    - Remove duplicate xml tag, to fix "give up their independence" bug
    - "Financial stability" text displayed when revolution watch finances are positive


    BUG 4.2
    ---------
    CHANGES

    New Features:

    - SevoPedia
    Technology page shows Civilizations that start with it

    Improvements:

    - Great Person Progress Bar
    Added hover text displaying full details
    - Info Screen [F9]
    Made colors optional on WONDERS list
    Added hover help text to WONDERS tab buttons
    - Option Shortcut Reminder
    Message turns itself off the first time you open the Options screen
    If you turn it back on in the System tab, it will remain on as before

    Bug Fixes:

    - City Screen
    Fixed display of food bar text when city is already over threshold
    - Customizable Domestic Advisor
    Fixed options on Advisors tab
    Fixed Zoom to City Button Details option title
    - AutoLog
    Pillaging entries work and show correct gold amount
    Peace offer entries work
    - AutoSave
    Fixed invalid save file names when starting from a scenario
    - Civ4lerts
    Growth, happiness, and health alerts correctly detect when a city will grow next turn
    - General
    Added missing 3.19 change with liberating cities during war-time
    - Mac
    Fixed reverse list sorting in GPUtil
    Fixed random crash when using Strategy Layer


    MODDING

    New Features:

    - Events
    playerRevolution(ePlayer, iAnarchyTurns, leOldCivics, leNewCivics) [BULL]
    - CityUtil
    Use willGrowThisTurn() and willShrinkThisTurn() instead of CyCity.getFoodTurnsLeft()

    Improvements:

    - Options
    Shortcut Reminder message uses CvModName.modName instead of "BUG Mod"

    Bug Fixes:

    - GameUtils
    Fixed problem when using <callback> element to define new callbacks
    New <callback>s no longer require a default value (omit both "type" and "default")


    Better BtS AI 0.82J
    -------------------
    Merged in UP 1.3
    Added files BetterBTSAI.h and BetterBTSAI.cpp
    Small change (in many places) to code comment format to prepare for Doxygen documentation
    Reorganized GlobalDefinesAlt.xml

    Bugfix
    - Fixed bug in AI valuation of techs which enable their favorite religion

    City AI
    - AI now will not build workers in pop 1 capital at start of game
    - Higher production/population cities will fill more of worker need
    - Inland cities will now produce settlers to support colonization of other continents/islands
    - AI now considers value of mine/lumbermill + railroad when picking tile improvements whether railroad is in place or not

    Diplomacy AI
    - AI less likely to vote for/propose votes for peace if it's in an early/evenly matched war
    - AI vote for/proposing votes for city exchange now based on teams, not players
    - Added AI logic so that it will more correctly consider whether to accept human players as vassals in mods that allow that

    War Strategy AI
    - AI will now consider starting additional wars if it has huge power advantage over current target
    - AI will now end wars which have been going on for a while but there has been no fighting and it has no plans
    - AI now considers current would-be-enemy power when switching WARPLAN from PREPARING_TOTAL to TOTAL
    - When outgunned in an area, AI more readily adopts defensive strategy
    - Fixed issue where AI would not declare war on capital area enemy because it didn't have large enough attack force in shared colony areas

    War Tactics AI
    - Exposed several magic numbers for when the AI decides to attack/bombard cities in GlobalDefinesAlt.xml
    - Fixed issue where attack city stacks would sometimes waste time by moving together to a staging city before merging

    Espionage AI
    - Unified decisions on what missions AI spies will run based on attitude and warplans
    - On Aggressive AI, AI spies will now go after rivals civ is pleased towards
    - Spies now move before other units (so revolt city can have an effect)
    - Spies positioned in enemy cities will now cause revolts to lower defenses when attackers are in position
    - Greatly reduced AI spies pillaging random improvements
    - AI spies will now go after bonus tiles, very rarely target non-bonus improvements
    - Spies now will move to and wait in cities which AI is targetting for conquest
    - Added consideration to have spies pick different target cities/plots
    - AI now will more likely steal enemy treasury if itself or enemy is in financial trouble
    - AI will now consider using unhappiness mission in cities close to happy cap, not only those already over it
    - Spies will now steal techs more often when AI is behind in tech, including stealing techs from friends when necessary
    - Fixed issue blocking AI from using the steal treasury spy mission
    - Poison city mission now valued based on producing food shortages, not just producing unhealthiness

    Missionary AI
    - AI will now build missionaries to push holy city religions when in free religion
    - AI now gives higher weight to building non-state religion missionaries for any holy city religions is has, especially with a shrine
    - Improved AI decisions on when to build missionaries

    Tech AI
    - Added new function AI_techValue, moved existing tech valuation code there

    General AI
    - AI now values gifted units much more highly, in line with other gifts
    - Gifted obsolete or non-combat units are not valued as highly as current combat units

    AI Logging
    - Added logging system for easily tracking AI decision making (requires Release or Debug build)

    CIV4GameInfoSchema
    - New era tech cost modifier field no longer required, will be set to 0 for all era for mods that don't specify them instead of failing to load XML