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Rise of Mankind Patch 2.61 2016-10-05

Rise of Mankind Patch 2.61

  1. zappara
    This is patch for Rise of Mankind mod v2.6 and v2.5. This patch changes unit strengths and costs, sea movement system, adds several new promotion lines, new traits, new routes, many new ship classes, BUG mod 3.6, RevDCM 1.00, Better BtS AI 0.60N, enhanced Inquisition system, optional modules, new maps, bug fixes. Patch v2.52 is included in this patch also. You must have Rise of Mankind 2.6 or Rise of Mankind v2.5 installed before this patch. Saved games from v2.6 and v2.5 no longer work after this patch!

    This patch does not work with RoM 2.53 Megapack - that pack will be updated later.

    Version 2.61
    Spoiler :
    Python
    ------
    - Changed: BugPath.py module uses only mod folder when looking for ini or asset files, custom assets are ignored to avoid possible conflicts if BUG or any other mod is installed to that location
    - Changed: Barbarian Civ component does not init units with preset Unit AIs (does not fix 'waiting' bug)
    - Changed: Revolution component does not init units with preset Unit AIs (does not fix 'waiting' bug)
    - Changed: Sevopedia's Religion pages now show units and buildings associated with specific religions (ignores modular buildings/units??? and Palace of Potala, why?!?)
    - Fixed: BugUtil.py log to file function converts message to string. Fixes issues on some operating systems

    Mapscripts
    ----------
    - Fixed: RoM_Smartmap should save config file to Rise of Mankind folder, places now correctly Bauxite instead of Aluminum when certain conditions are met
    - Fixed: RoM_RandomScriptMap should work now correctly


    Game Options
    ------------
    - Changed: Barbarian Civ option visible again in Custom game menu so that it can be enabled, off by default

    Promotions
    ----------
    - Changed: Waidan no longer require Leader -> Promotion now useful for Taoism


    Routes
    ------
    - Added: Cart Path (2 moves)
    - Added: Paved Road (req. stone, 4 moves)
    - Added: Highway (req. oil products, 6 moves)
    - Added: Electric Railroad (req. steel and copper, alternative for Railroad, req. Electronics, 10 moves for all units)
    - Added: Maglev (req. copper, req. Maglev tech, 20 moves for all units)
    - Added: Jumplane (can be built on water as well, does not allow land units to go through oceans but speeds up ships), req. Advanced Shielding, 40 moves for all units
    - Changed: Road gives now 3 moves, no longer get multiple speed improvements, just one from Motorized Transportation (4 moves)
    - Changed: Railroad requires steel


    Units
    -----
    - Changed: Spearman str set back to 4 so that Barbarian civ component doesn't set Archers for city attack (which causes infinite loop)
    - Changed: all worker units can build new route types
    - Changed: all Wheeled units have now 1 gold / per turn upkeep cost (extra cost)
    - Changed: all tracked units have now 1 or 2 gold / per turn upkeep cost (cost depends on how advanced unit or if it's light/heavy)
    - Changed: all non-infantry Hi-Tech units have now 3 gold / per turn upkeep cost
    - Changed: all helicopter units have now 1-3 gold / per turn upkeep cost
    - Changed: all Steam ships have now 1 gold / per turn upkeep cost
    - Changed: all Diesel ships have now 1 gold / per turn upkeep cost
    - Changed: all Nuclear ships have now 2 gold / per turn upkeep cost
    - Changed: Jet Planes and later planes have now 1 gold / per turn upkeep cost (except Remote controlled bombers)
    - Changed: all Nukes have now 5 gold / per turn upkeep cost
    - Changed: Mobile artillery and Rocket artillery have now 1 gold / per turn upkeep cost
    - Changed: Trebuchet str reduced to 8
    - Changed: Pikeman str reduced to 6, cost reduced to 50
    - Changed: Heavy Pikeman str reduced to 9, cost reduced to 75
    - Changed: Light Swordsman default UnitAI set to ATTACK_CITY
    - Changed: Swordsman default UnitAI set to ATTACK_CITY
    - Changed: Heavy Swordsman default UnitAI set to ATTACK_CITY, str reduced to 13, cost reduced to 110
    - Changed: Crusader str reduced to 15
    - Changed: Maceman str reduced to 10, cost reduced to 85, unitAI PILLAGE added to list
    - Changed: Traineddog default UnitAI set to COLLATERAL
    - Changed: Wardogs default UnitAI set to COLLATERAL
    - Changed: Guarddog default UnitAI set to COLLATERAL
    - Changed: Automatons cost halved (all clone units' were suppose to be cheap military)
    - Changed: Genetic Soldier cost halved
    - Changed: Super Soldier cost halved
    - Changed: Axeman unitAI PILLAGE added to list
    - Changed: Warrior unitAI PILLAGE added to list (should help Barbarian civ)
    - Changed: Amun-Ra Missionary renamed to Scribe, requires monastery building type
    - Changed: Zoroastrian Missionary renamed to Magi, requires monastery building type
    - Changed: Nagual Missionary renamed to Tlenamacac, requires monastery building type
    - Changed: Taoist Missionary renamed to Alchemist
    - Changed: Confucian Missionary renamed to Gentleman
    - Changed: Hindu Missionary renamed to Yogi
    - Changed: Buddhist Missionary renamed to Bodhisattva
    - Changed: Jewish Missionary renamed to Rabbi
    - Changed: Christian Missionary renamed to Priest
    - Changed: Islamic Missionary renamed to Imam
    - Changed: Hellenic Missionary renamed to Oracle, requires monastery building type


    Improvements
    ------------
    - Changed: bonuses from route types adjusted for some improvements
    - Changed: Bunker uses new graphics
    - Fixed: removed few doubled improvement art defines

    Events
    ------
    - Changed: Interstate event builds now Modern Roads instead of Roads and triggered with Mass Transit (req. for Modern Road)
    - Changed: Mother Lode event can happen with all new route types
    - Changed: Washed out event can happen with all new route types except Maglev and Jumplane
    - Changed: Farm Bandits event can happen with all new route types except Maglev and Jumplane
    - Changed: Farm Bandits Again event can happen with all new route types except Maglev and Jumplane
    - Changed: Blizzard event can happen with all new route types (need to check that all suitable improvements are listed too?)
    - Changed: Jade event can happen with all new route types
    - Changed: Clunker coal event can happen with all new route types
    - Changed: Running Bulls event can happen with all new route types
    - Changed: Horseshoe event can happen with all new route types
    - Changed: Holy Ritual event can happen with all new route types (need to check temples list too)
    - Changed: Farm plows event can happen with all new route types
    - Changed: Marble Statues event can happen with all new route types
    - Changed: Hamburger Joint event can happen with all new route types
    - Changed: Fashion event can happen with all new route types except Cart Path
    - Changed: Thoroughbred event can happen with all new route types
    - Changed: Girl's best friend event can happen with all new route types, Jewellery added to building check list
    - Changed: Banana Split event can happen with all new route types except Cart Path
    - Changed: Golden Buddha event can happen with Cart Path and Paved Road (event obsoletes before other route types available)
    - Changed: Sandstorm event can happen with all new route types
    - Changed: Hiyosilver event no longer place Road to plot (event can place 1 route type only and we can't be sure what choices player has available at this time and event can be triggered before player can build Roads)
    - Changed: Antelope event no longer place Road to plot
    - Changed: Impact Crater event triggered with Quantum Physics instead of Physics since this event places Uranium to plot, no longer place Road to plot
    - Changed: Pasture built event no longer place Road to plot
    - Changed: Spicy event no longer place Road to plot
    - Changed: Wining monks event no longer place Road to plot

    Config
    ------
    - Changed: ForceGameOptions = 1, mod game options are read from xml always, not from CivilizationIV.ini. If player plays several different mods (or other RoM versions) which add new game options, this ensures that RoM will read from xml the default settings for it

    Mod settings
    ------------
    - Changed: Super Spies are enabled by default. This option should not be turned off as Trait Deceiver requires that Spies can gain promotions

    Diplomacy
    ---------
    - Changed: First Contact has now better support for modular civs (this is for Extra civ addon pack). If modular civ is added without merging its first contact info to main mod, the mod picks each time random first contact text for that civ. Problems might arise if modular civ requires some new sounds so better to use modular civs that use only BtS default sounds

    Religions
    ---------
    - Changed: Amun-Ra renamed to Kemetism
    - Changed: Nagualism renamed to Naghualism

    Buildings
    ---------
    - Changed: Temple of Jaguar renamed to Temple of Quetzalcoatl
    - Changed: Pyramid of Eagle renamed to Temple of Tlaloc
    - Changed: Tikal renamed to Teotihuacan (Naghual Holy shrine)
    - Changed: Bazaar graphics
    - Changed: Butchery graphics and button
    - Changed: Filling factory graphics and button
    - Changed: Aluminum factory graphics and button
    - Changed: Oil refinery graphics and button
    - Added: Calmacec (Naghual Monastery)


    Wonders
    -------
    - Changed: Palace of Potala no longer increase gold and culture in all cities Buddhism (that's what Buddhist Shrine is for...)
    - Changed: Alhambra no longer increase gold in all cities with Islam

    Civics
    ------
    - Changed: Folklore no longer give +1 happiness in largest cities (AIs use this civic too much and don't develop religions)
    - Changed: Secular civic percent anger removed


    For full list of changes see following forum posts:
    RoM 2.6 patch notes
    RoM 2.6 patch notes continued

    Install instructions
    -----------------
    Unzip the patch to "...\Beyond the Sword\Mods" -folder and overwrite the files when asked.