ADDON: Extra Civ pack for RoM 2.0

Hmmm well you have to extract the file to the mods folder, not the Rise of Mankind folder. The files from the download are meant to replace the current ones. Don't put them in the Rise of Mankind folder.
 
I assume you're referring to this post?

"Edit: I've checked how much the mod uses RAM when you just load the mod ie. in mainmenu. With extra civs it takes about 600MB RAM to just run the mod, obviously in game it requires much as more graphics models are loaded in to RAM so at least 2GB should be available before you try the mod with extra civs."

This is my CPU:

- AMD 9950 Quad Core BE
- 4gb RAM
- ATI 4870 1gb video card

I think it's safe to say my PC should not have a problem running a Civilization IV mod.

OK - I misunderstood your system. However, I believe your limit is now the 2GB limit that all applications have in a standard 32-bit XP or Vista installation. You need to increase that limit to 3GB and I think that should solve your problems.

I really envy your graphics card memory limit. I am playing with a 2 year old notebook computer and, although it was one of the best at the time, it only had 256MB of graphics memory. The newest version is using an NVIDIA 9600M GT with 512MB. I would love to get that, but I cannot aford a new computer yet.:sad:
 
OK - I misunderstood your system. However, I believe your limit is now the 2GB limit that all applications have in a standard 32-bit XP or Vista installation. You need to increase that limit to 3GB and I think that should solve your problems.

I really envy your graphics card memory limit. I am playing with a 2 year old notebook computer and, although it was one of the best at the time, it only had 256MB of graphics memory. The newest version is using an NVIDIA 9600M GT with 512MB. I would love to get that, but I cannot aford a new computer yet.:sad:

I understand, and in no way am I trying to criticize the mod, or anything like that AT ALL. This thing is amazing and I cannot possibly overstate the amount of credit he deserves for what's been done here. I'm floored when I play it, and I mean that.

I guess I just don't understand why the add-on pack is causing crashes/instability, as I re-installed the mod w/o that pack, and *seems* to be fine now. Played for a while last night with 0 crashes. I'm just trying to get a grasp on why that extra pack is causing the game to be unstable considering that you really don't "load" any of those resources into memory beyond what you see on the civ select screen. I would have to think there is a way around that, don't you think? And also if this is the case, it would seem to me that NO ONE with a 32 bit Operating System could use the add-on pack. And I can't imagine it's been created with that in mind.

Again. No criticism, not trying to beat anyone up here, I'm just curious. That's all.
 
Zappara addressed an issue with the ADD-ON PACK (MegaPack). He has made a newer patch for the addon which also includes some tweaks/fixes for regular 2.51.

2.52 updates 2.5 and 2.51. Found in the Top stickied thread, RoM latest version.

JosEPh
 
I understand, and in no way am I trying to criticize the mod, or anything like that AT ALL. This thing is amazing and I cannot possibly overstate the amount of credit he deserves for what's been done here. I'm floored when I play it, and I mean that.

I guess I just don't understand why the add-on pack is causing crashes/instability, as I re-installed the mod w/o that pack, and *seems* to be fine now. Played for a while last night with 0 crashes. I'm just trying to get a grasp on why that extra pack is causing the game to be unstable considering that you really don't "load" any of those resources into memory beyond what you see on the civ select screen. I would have to think there is a way around that, don't you think? And also if this is the case, it would seem to me that NO ONE with a 32 bit Operating System could use the add-on pack. And I can't imagine it's been created with that in mind.

Again. No criticism, not trying to beat anyone up here, I'm just curious. That's all.

I believe that if you do not put in the fix for 32-bit operating systems, then you cannot use the modpack. As to why this is true.... not sure. I think it is just that all of the extra civs add to the memory usage. When you combine this with larger maps, higher graphics settings, etc. it just won't work. I would strongly recommend that you try the /3GB fix to see if that helps stop your problems. It did not work for me, but then I only have 3GB RAM anyway.

The fix that was mentioned does fix errors, but I think Zappara added some additional civs (or at least new leaders) so this would only make the problem worse, not better.

Please do try the /3GB fix and let me know how it goes. Eventually I will get a new computer and I want to know if I should go with a 64-bit operating system or not. Currently I think it would be more trouble than its worth, but your results would help sway my decision.
 
No offense, but I'm not going to try that because I don't have problems with ANY other game/program on my machine, and I'm not going to mess with something just to get an add-on pack of a mod to work. It's not worth the hassle nor the potential other issues that it could cause with things that already work perfectly.

If I can play GTA IV at 1920 x 1080 resolution on high settings, I should be able to play a Civilization IV mod w/o having to mess with things like that. I'll just live w/o the add-on pack unless a fix is released.
 
No offense, but I'm not going to try that because I don't have problems with ANY other game/program on my machine, and I'm not going to mess with something just to get an add-on pack of a mod to work. It's not worth the hassle nor the potential other issues that it could cause with things that already work perfectly.

If I can play GTA IV at 1920 x 1080 resolution on high settings, I should be able to play a Civilization IV mod w/o having to mess with things like that. I'll just live w/o the add-on pack unless a fix is released.

Try deleting some of the Civ's, seems to work for me.
 
No offense, but I'm not going to try that because I don't have problems with ANY other game/program on my machine, and I'm not going to mess with something just to get an add-on pack of a mod to work. It's not worth the hassle nor the potential other issues that it could cause with things that already work perfectly.

If I can play GTA IV at 1920 x 1080 resolution on high settings, I should be able to play a Civilization IV mod w/o having to mess with things like that. I'll just live w/o the add-on pack unless a fix is released.
You can't really compare Civ 4 to GTA 4 because these games handle game resources totally different ways - I'd say Civ 4 requires more power just because it has to use python engine, xml file system and graphics engine + very complex AI players while GTA just requires you to have powerful cpu + graphics card ;)
 
What is the Apache UU and UB?
I don't think it has any as the original modder for that particular modular civ hadn't added UU or UB for it... I've just converted the module to work with RoM settings.
 
Buried further back in this thread are updates I had made to several of the modulular civs which had fixed some civ's UU and UB buildings relative to the RoM default they replaced, and had done things such as adding UU and UB for the Apache and other civs that were missing them. You'd have to find them and patch them into the current version though.
 
I have Fixed many of the Extra Civ's (mostly buildings) to be in line with the RoM version of the base building they replaced, plus their single extra ability or feature. Some Civs had the same replacement buildings that which specialized in the same area, (bonus healt/happiness/culture) etc yet were unequal to each other. (One UB Castle had +5 culture while another had only +3) in those cases they have been made equal.

In a few cases, I made the UB in line with the "unoffical patched" version of RoM's base building (see my other post of balance fixes)

Here is a detailed list of the changes in the attached patch:

Spoiler :
Extra Civ Changes
-----------------------
Apache : Added Apache Corral and Apache Horse Warrior
Cherokee Atl-Atl: reduced to strength 2, cannot capture cities, removed animal bonus)
Scotland Broch (reduce bombard defense to -20%)
Wales Caer (increase defense to 50%, reduced bombard defense to -20%)
Italy Caerneval (reduced culture yield to +3)
Bulgaria Chitalise (reduce science bonus to 20%)
Lombard Cloister (increased culture yeild to +3)
Chile Copperworks (removed 10% commernce bonus changes copper yield bonus from commerice to production)
Argentina Dance Studio (removed 25% culture modifier)
Phonican Dye Facility (reduce foreign trade route bonus to 75%, removed sea tile yield bonuses)
Brazil Estadio de Futebol (reduce culture yield to +3, added celebrity specialist count)
Estruscan Fanum (set maintenance modifier to -25%)
Hungary Furdo (increased cost slighty, added Marble requirement)
Canada Hokey Rink (reduce to +2 happy)
Dinnehih Hogan (reduced commerce and culture modifier to +20%)
King's Tower (reduced bombard defnse to -40$)
Kotel (reduced bombard defnse to -40$)
Denmark Manor House (reduced commerce bonus to +10%, removed city count requirement)
Polynesia Marae (removed culture modfier, added +3 culture, increased happiness to +2)
Mycean Megaron (increased happiness to +2)
Champa Menara (reduced bombard defense to -20%)
Maori Pa (made coastal only, reduced cost slightly)
Mapuche: Added Mapuche Silversmith and Machi (replaces Jewelery and Spy)
Minoa Palace Centre (reduced culture yield bonus to +1)
Goths Plunder (reduced espionage bonus to +25%, reduced commerce bonus to +10%)
Irish Ringfort (reduced bombard defense to -20%)
Finland Sauna (removed culture yield bonus)
Harrapa Sewer (renamed to Harrapan Sewer, added +10 maintenance, added -20% espinoage defense, double health bonus to +4, removed no unhealthyiness from buildings)
Piliwi Sweat Lodge (replaces Doctor's office instead of Hospital, helath bonus reduced to +1, cost made equal to Doctor's office)
Ukraine Veche Hall (reduced happiness bonus to +1)
Hurrian Villa Statue (reduce maintence modifier to -25%)
New Zealand Woolshed (reduced commerce bonus to +20%, added +5% commerce yield bonus with sheep)


Note that this were made with the Rom RevDCM BUG add--on set fof files and patched Extra Civ patch,

Buried further back in this thread are updates I had made to several of the modulular civs which had fixed some civ's UU and UB buildings relative to the RoM default they replaced, and had done things such as adding UU and UB for the Apache and other civs that were missing them. You'd have to find them and patch them into the current version though.

Got it, thanks! :goodjob:

Edit: I downloaded your attachment, but where's the actual art files for these? All I got was xmls.
 
Got it, thanks! :goodjob:

Edit: I downloaded your attachment, but where's the actual art files for these? All I got was xmls.
RoM and extra civ addon pack art files are all in the pak files ;)
 
Reasonably sure I've asked this before, but google isn't being nice and showing me the answer: Has anybody experienced a "no interface" error playing as Ostenaco of the Cherokee? Running Vista, running Civ4 as an administrator, would really rather like an interface to go with my free Combat I to all melee and gunpowder units, and granary that adds research.

Edit: Something that might be related to why I don't have an interface with Ostenaco is that a non-functional Tech Advisor screen will pop up at game start/load, though I can click on the exit label in the bottom right. Near as I can tell with Ostenaco the only thing that doesn't work is the interface. Workers, atl-atls, work boats all seem to function right.
 
Hmm, seems like v1.4 addon patch has gone missing from filefront and I hadn't got any notification why that had happened - so I'm uploading the addon patch again and updating the file links...
 
Download location moved to Atomic Gamer due to the fact that Filefront is getting closed. Now this addon is available only as v2.53 Megapack, which means it has RoM 2.53 + Extra Civ Addon pack 1.4 preinstalled. The pack is in 7z file format just because that was the only format that allowed me to squeeze the download size under the Atomic Gamer's 500MB file size limit (I hope it works). Can be unpacked with 7-Zip and Winrar programs.

For Rise of Mankind 2.6 the extra civ addon pack will get patch at later time...
 
So far about 30% of v2.62 megapack has been made: all the unit stats have been checked and fixed to new RoM 2.6 settings. What's left to do is read all leader pedias and changed traits if necessary to new traits in v2.6 and check all Unique Buildings that their stats match RoM 2.6 counterparts. All this should be done in couple days... The megapack actually already works, I just want to make sure all values are tweaked/checked ;)
 
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