ADDON :Revolution & DCM for Rise of Mankind

@gram123

How far have you played. It usually takes some time for barbs to start showing-up and for their cities to mature into spawning new civs. In amy case I've tried the map with Revolution only before and it sure was filled by the middle ages. There is nothing different with the version I posted here except for a few resources thrown here and there.
 
How do I turn off the battlefield animation (the smoke and fire stuff)? The smoke lingers for ages (literally), obscuring several tiles.
 
I found this using the RevDCM addon to RoM, when building the Masjd al-Haram with a Great Prophet.
attachment.php

The +1 culture from Hindi buildings looks wrong. I'm not sure what the building actually does, or if this description is read from the actual building values or from a different description. My state religion i Hindu, but I have founded several others, incl. Islam.

This is not from RoM 2.0 beta, but the problem could well exist there.
 

Attachments

  • Masjd al-Haram 1.jpg
    Masjd al-Haram 1.jpg
    19.9 KB · Views: 507
@RobO

To turn off battle effects open the file assets\xml\globaldefinesalt.xml in Notepad. You will find the following near the top of the file:

Code:
<Define>
		<DefineName>DCM_BATTLE_EFFECTS</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
</Define>

Change it to:

Code:
<Define>
		<DefineName>DCM_BATTLE_EFFECTS</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
</Define>

You can do the same to turn off any other DCM component.

About the Islamic shrine, I haven't changed anything about this so it works the same as in RoM1.0.3. The bonus is given to your state religion buildings.
 
Thanks, Kalimakhus, I'll try that.

On the Islamic shrine, it's a bit odd that it gives a state religion bonus. It would make more sense to apply that bonus to Islamic buildings.
 
GRAM123,

I have seen the same with the new rev mod,they settle only on islands and continents with no humans or other nations on it
 
when do rom 2 combined with rev/dale available.
In holland we have the holiday season now with queens day,heavens day and liberation day.
Kalimakhus can i plan a combined ROM 2 game this holiday ?
 
Actually just uploading final 2.0... so it will be released today.. in about 30mins or so ;)

@Kalimakhus

Could you consider adding Influence Driven War to your addon? And if possible vertical scrolling civic screen (part of World of Civilization mod), don't know if source for this is available? With these SDK changes I'd have more or less all the additional functions I'd need in further RoM development. There's other SDK changes that would be nice to have but those would be on top of my list.
 
I am downloading the final RoM v2 as I write this. I'll be working on an update or re-merge for the Add-On as the situation dictates.

IDW is indeed a wonderful piece of code and I intend to merge it. If it doesn't make it to first version for RoM2.0 it will sure be in any next update.

I am not aware of the vertical scrolling civic screen component. I haven't looked into WoC as I am waiting for their v1 which seems to be suspended until the next official patch is released.
 
Cool, can't wait for the addon :D

The vertical scrolling civic screen has not been released as single component but I've tested WoC and it's there working. Found thread about scrolling civic screen here. Seems the SDK sources are available, would just have to go through lot of files to find the right code blocks. The lack of working scrollable civic screen prevented me from editing civics more. WoC has some other interesting features as well, like font files that support hundreds of religions/corporations/resources.
 
Thank You!:goodjob::goodjob::goodjob::goodjob::goodjob:
for adding IDW!

Once you add that to RoM,
Rise of Mankind will be the best mod in Civ4.
 
@Zappara

Thanks man! I hope I will be able to work on it today. Otherwise I will work on it through the weekend.

I know WoC has got a lot of nice components. You may think of basing a coming release of RoM on it. You know it is not a mod in itself but a framework for mods to work in a modular manner. BTW it would be nice to get rid of the hassle of tinkering with the bloody fonts files every time you need to add something to them.

@Matt0088

Thanks for your enthusiasm. I hope there will be time to have IDW in the first version I make for RoM2.0. I need also to update Revolution to 1.42. Zappara has made several additions to Python folder, so there is a little bit more work to be done this time.
 
I didn't really get the combat sequence of this MOD. There was a contradictory entry between events log and combat log, and worst of all, an AI spearman simply disappeared after a combat. The spearman has defeated my horsearcher in events log, but killed by my horsearcher in combat log.
 
Hello Kalimakhus,

I posted those requests on the RoM threads, and i'm posting here too, because Zappara said he doesn't know much about SDK and programming (i don't even know what it is...). I played RoM 1.0 before your mod was uploaded, so i don't know it, but i'm anxious for the 2.0 version. Please add IDW and what you can and want about my suggestions.

- I think military production should be much more faster, and connected with the food available. More soldiers mean more food necessary to maintain the army at road.

- The units&#8217; movement should be far quicker. Like I said, I&#8217;m playing at gigantic map and epic speed. My travel to the new world through the ocean lasted more than 50 years. If I have to move my army south to north of my empire, it takes 10 years. I suppose that effect would be mitigated if I play in marathon speed, but even so I think it would be unrealistic. The difficulty of the game should rest in the discovery of technologies and creation of units. Once the player has achieved these goals, the moving of the units shouldn&#8217;t be an obstacle.

- The Warlords expansion has Great General, the Beyond the Sword expansion has Great Spy, and the Rise of Mankind expansion (yes, for me it&#8217;s an expansion, not just a mod) has Great&#8230; My idea here is Great Revolutionary, a Great Person who would cause the civics to change more dramatically, or more easily, or temporarily. In the latter option, for example, a civilization at Medieval Era could be beneficiated by the possibility of Free Speech for 30 or 50 turns.

- Certain units should have a limit of turns necessary to build them. A simple building, like a butchery, if it&#8217;s necessary 180 hammers (I don&#8217;t know if it&#8217;s right), in a island new city, takes 180 turns to build. A limit of turns should be available, like 20 or 30 turns.

- Religion evolution: Islam and Protestantism were a consequence of Christianism, which was a dissidence of Judaism. Can we add this reality to Civ 4?

- Resources should be finite, especially oil, iron, gold, et cetera.

- Natural resources like corn, potatoes, banana, etc. should be transferable, since the natural conditions are met.

- New resources: Beans, tomato, chicken, (and somehow their eggs, maybe as an effect of it), turkey, fruits in general, porcelain, beer (or its grain, I don&#8217;t know the English word, in Portuguese is &#8220;cevada&#8221;), silicon (for computers), diamonds.

- New technologies: telegraph, telephone, mobile telephones, GPS, Nintendo Wii (just kidding).

- Tech Leak (I saw that in other thread, I loved the concept). I don't know how much alike this is alike to Tech Diffusion, and neither what's better.

Forum&#8217;s guys, stress these ideas out.

Hugs,

Konrad
 
I forgot to ask: how much time do you think until your 2.0 version will be ready? Hope it's soon...
 
@yuizaki

This is quite weird! I will try to catch something like this then I will report it to Dale's Combat mod thread.

@konradcabral

Many of your suggestions are nice. However, the scope of my Add-On is integrating some of the components already available into RoM. I have very limited time to use in modding related projects so I can't afford working on a large project.

About the next version of the add-on, I hope I can get it out on this week-end.
 
Everybody

The updated Add-On for Rise of Mankind 2.0 is linked in the first post. I had to rework the Add-On from scratch. I had to keep it simple for now by only updating it to work with RoM2.0 which proved to be a difficult process in its own. I haven't got enough time to test it beyond loading and playing a number of turns so I depend on you guys to report any bugs you may run into.

Once all relative bugs are fixed I will move on to adding Influence Driven War component as I promised earlier. Next I intend to update Revolution to the latest version. Hopefully a new stable one will be available by then.

I know that this plan wouldn't seem as fast as some would like it to be but after quite a painful experience with mysterious CTDs, I am all confident that gradual steps are the only way to do it. One bad thing about merging deferent components is that you have to merge everything a component has before getting a testable whole. Locating bugs later can be a colossal pin in the behind.

Thanks a lot for your support and special thanks to Zappara for making RoM and for his encouragement.
 
Don't know if its addressed in this version, but one thing I noticed in the prior version was that new Civs spawed from barbarians may get granted techs that are out of sequence with RoM's tech tree. For example in a game I played w/ the last version, a Civ spawned from barbarians had Bronzeworking but not Metal Casting. I even traded Metal Casting and a minor early tech to get Bronzeworking from them.
 
Back
Top Bottom