That sounds logical. In 1851, the Great Exhibition began in Britain, the one-year brainchild of Prince Albert, the consort of Queen Victoria. I would imagine that the World Fair was a similar venture.
That sounds logical. In 1851, the Great Exhibition began in Britain, the one-year brainchild of Prince Albert, the consort of Queen Victoria. I would imagine that the World Fair was a similar venture.
If i knew ANYTHING about how to do events or how they work, no problem, but i have NO idea about that stuff, sorry.![]()
I'm afraid I haven't been following all the threads real closely for the last couple of weeks, so apoligies if this has been covered. I noticed a new option on the in game normal options menu which blocks out items in the build list which can't currently be built for whatever reason but might at some point down the road. Is there any way we could get similar filters within the city screen? I'd love to be able to hit one button and see all the available buildings that would give meright away or
or
etc. I know you can mouseover the production per turn value at the top of the screen to get names of such buildings, but there are so many buildings in this mod, it's hard to keep all the button images memorized.
I also have a couple bugs in diplomacy. One is the txt_key thingie for better rank and first impression are missing. Also when in a war that I started, I am frequently getting the dialogue screen that comes up when the player initiates the discussion, but during the AI turns (or after them, in any case, without my initiating them on my turn). This doesn't seem to happen during wars that the AI starts with me. I'm usind RoM 2.81 no megapack, AND 1.55 with everything (possibly not sea monsters-I don't remember).
Also, this:
http://dwf.blogs.com/beyond_the_paper/2009/04/enabling-3gb-switch-on-windows-vista.html
has done wonders for me. I guess vista needs both the program (BTS already does it) and itself to be told to use up to 3gb for a given program. I'm playing a Giant map with usually every civ in use (depending on how the AIs wars are going) with no problems and a fairly reasonable wait between turns during the late Classical age.
[...] Which leads me to another question, is there anything you can do to get the AIs to focus more on their neighbors? I find it terribly irritating to just whack units until the AI gives up when their cities are forever and a day away so I'm not interested in taking them. Put another way, I'm not interested in counter invading across the map because I don't want to depend on rights of passage for reinforcements, nor do I want to pay the upkeep for cities that far away. Put yet another way, wouldn't a given AI be better off grabbing cities nearer to it for the same reasons that I don't want his?
The hide unavailable builds is a very welcome addition (which are the two from BUG?), but I was thinking something along the lines of the plot filter buttons for units on the main screen. Which doesn't seem related to the options menu. But then, I don't know what went into making those work either.
I also got a WAR_LOST diplomacy modifier, but it sounds like you're on top of that. An AI opponent took one of my cities in a surprise attack, which I've retaken, and lost a pile of units in the process, but still won't talk to me. Another AI he invited into the war, who actually was on my border, has since cried uncle, the first is just being stubborn. Which leads me to another question, is there anything you can do to get the AIs to focus more on their neighbors? I find it terribly irritating to just whack units until the AI gives up when their cities are forever and a day away so I'm not interested in taking them. Put another way, I'm not interested in counter invading across the map because I don't want to depend on rights of passage for reinforcements, nor do I want to pay the upkeep for cities that far away. Put yet another way, wouldn't a given AI be better off grabbing cities nearer to it for the same reasons that I don't want his?
I guess, not being a programmer, I have difficulty understanding where the difficulty is. What I have in mind is a button that only shows me the building buttons for the buildings listed in themouseover (or
or
). I guess whatever was done to remove all the other buttons could be the problem.
Now that RoM has adjusted the Str of all the units, i think its about time someone adjusts the Events that deal with these NEW str's. Meaning, i was just into a game not more than 15 turns when a horde (2) warriors came at me from an event, NO BIGGY, but then five turns later a Horde of Horse Archer's 5-6 (str 8) came at me and my highest by then was only str 4, needless to say "i was defeated." Then i said no and was reassigned to another place on the map with a str of 2 assigned to me, and with 10 turns an event of horde Spearman came at me, again wiped out. So again i said no and assigned another place on map, but as soon as 2 turns the first place civ i lost was reassigned back to me, then i had two cities, i thought YEAH, but then a couple of spearman came and wiped out the second city, leaving me with the original city again, then an event again of 5 Swordsman was formed with (str 10) my highest at that time was str 5 (Axeman). Well it goes on endless from there, so i just quit the game.
I guess what i am saying is the Events are too harsh with the new str difficulties, or is it just ME
I was playing with Barb World on, Rev on, and Generals on (I really like this new one, from what i have seen, and thats only to turn 30-40, OUCH!).(Oh yeah Beta 1.60)
You can edit the events in:
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\Rise of Mankind\Assets\Python\EntryPoints\CvRandomEventInterface.py
Just find "Huns" (=horse archers) and "Vandals" (=swordsmen) and edit them the way you like it. I have personally changed them to Horsemen and Light Swordsmen.
I looked thru all that i thought that was it, but didnt know for sure, i also looked at the mercenaries part, didnt know for sure which was which?THX
elif map.getWorldSize() == CvUtil.findInfoTypeNum(gc.getWorldInfo, gc.getNumWorldInfos(), 'WORLDSIZE_LARGE'):
iNumUnits = 5
else:
iNumUnits = 6
iUnitType = CvUtil.findInfoTypeNum(gc.getUnitInfo, gc.getNumUnitInfos(), 'UNIT_LIGHT_SWORDSMAN')
######## THE_VANDALS ###########
Try getting a clean copy of RoM 2.81 and installing my AND 1.60 beta2. I have a patch for the mega civ's there, so it shouldn't crash anymore.
hi everybody
now
i just tried to install AND 1.60beta2 instead of AND 1.55
and while 1.55 send me a visualc++ error building up the world
1.60beta2 causes a CTD loading the ROM mod![]()
i REINSALLED a clean ROM 2.81 full with AND 1.3sumthin and guess what IT WORKED
even loaded the ol games o mine
so im doing this
Could I see a screenshot of the error message?
There is no 1.3 of AND, the versions start at 1.50. Older than that, and it was just Afforess's Modmods. Any version older than 1.50 was NOT made for Rise of Mankind 2.81. You will get errors and crashes if you continue to use outdated and unsupported versions.
I have a step by step guide here.
isee and yes youre right it was aforess modmods but it works on 2.81 just fine except for one detail or another, yet as for the screenshot i havent got one since i already reinstalled the wole game and have it with no mods modmods or mod expantions yet it was " civs 4 bts ended unexpectedly"
send error y/n?
after CTD not even starting the game
should i install everything as im doin so i can send u screenshot and AND log?
i can do it no problem
as for the step by step i do it almost exactly except for i double click woc.exe after patch to 2.81
and for Mea civ pack i have no probles with black screenies but pressing single player button crashes and wen it does not it crashes anyways building the world