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Afforess's Modmods

Discussion in 'RoM Modmods' started by Afforess, Jul 18, 2009.

  1. Afforess

    Afforess The White Wizard

    Joined:
    Jul 31, 2007
    Messages:
    12,239
    Location:
    Austin, Texas
  2. Afforess

    Afforess The White Wizard

    Joined:
    Jul 31, 2007
    Messages:
    12,239
    Location:
    Austin, Texas
  3. Afforess

    Afforess The White Wizard

    Joined:
    Jul 31, 2007
    Messages:
    12,239
    Location:
    Austin, Texas


    Rise of Mankind: A New Dawn is an expansion of the existing, and incredibly popular Civilization 4: Beyond the Sword Mod, Rise of Mankind, by Zappara. Rise of Mankind attempts to simulate history, but was not intended to be a perfect historical simulator, like Rhye's and Fall of Civilization is; instead it follows mostly historical lines, but allows for those "What-If" scenarios to occur. Rise of Mankind serves as an expansion from Beyond the Sword, adding a huge new technology tree, putting great importance on buildings and creating infrastructure, along with incorporating other successful mods, Like Revolutions, Influence Driven War, Next War, and much more.

    The Goal of A New Dawn is to provide the player with the same enthralling experience that Rise of Mankind gave, without forcing any unwanted features or constraints onto them. This goal has been the central piece in all of A New Dawn development. Put simply, this means that every single feature included in A New Dawn is completely optional and totally and easily customizable. Other key changes to A New Dawn are improving the AI, exposing more information from the interface to the player, and improving turn times.
     
  4. Afforess

    Afforess The White Wizard

    Joined:
    Jul 31, 2007
    Messages:
    12,239
    Location:
    Austin, Texas


    Advanced Diplomacy Civilopedia Article:
    Spoiler :


    Guilds Civilopedia:
    Spoiler :


    Mastery Victory Screen:
    Spoiler :


    City Screen:
    Spoiler :


    Defense Hover:
    Spoiler :


    RoM Settings Page
    Spoiler :


    Diplomacy Settings Page
    Spoiler :


    Effects of Castle Gatehouse
    Spoiler :


    Building Upgrade Chains
    Spoiler :


    Formations
    Spoiler :


    Castle Improvements
    Spoiler :


    Personalized Map
    Spoiler :


    New Random Events
    Spoiler :









    Tech Tree (warning: large image):
    Spoiler :
     
  5. Afforess

    Afforess The White Wizard

    Joined:
    Jul 31, 2007
    Messages:
    12,239
    Location:
    Austin, Texas



    Advanced Diplomacy
    Advanced Diplomacy adds depth and realism, making diplomacy dangerous and important for any player that wants to succeed. The AI is fully aware of all the new diplomacy options, and will trade for them, or in return for them.
    • Embassies
      • Embassies are a vital agreement that must be made before Open Borders or any form of alliance can be made with any other civilizations.
    • Right of Passage
      • Rights of Passage are a limited form of Open Borders. They only allow non-combatants and trade through the borders.
    • Contact
      • Players can sell contact with other civilizations, if they have not met the third party.
    • Trading Workers
      • Players can buy and sell workers on the market.
    • Trading Military Units
      • Heavy Military units, like Aircraft, ships, and siege machinery can be bought and sold to other players.
    • Trading Corporation HQ's
      • Players can sell and buy the headquarter of corporations.
    • New AI Memories
      • The AI will know when you start lots of wars between others, or when you backstab a good friend. Don't expect them to forgive you for being manipulative. However, deciding NOT to declare war when asked may grant you better relations with the targeted nation.


    Ruthless AI
    The Ruthless AI Gameoption will make the AI much more manipulative and harder to beat than normal or Aggressive AI. The AI will use techs and gold to hire war allies, often sparking small border disputes into raging world wars that ultimately will work to their advantage. Expect to be sneak attacked, or worse, blitzed, as the AI siezes poorly defended border cities, and gobbles up smaller city-states. The AI will remember your breaches of trust more keenly; it may be wiser to die an honorable death then become the next Benedict Arnold. Lastly; suspect every AI request; an ordinary map request may actually be a search for future attack sites, so be prepared for pre-emptive strikes.

    Spoiler :


    Expanded Cities, Multiple Production & Multiple Research
    With the Larger Cities, your cities will expand to a third level of workable tiles at "Influential" culture. Your cities will be able to work 37 tiles, and become large powerhouses. Just be warned, unhappiness and unhealthiness will plague the cities, as their size spirals out of control. These expanded cities will likely take advantage of Multiple Production, which allows them, if they have enough overflow production, to build multiple units or buildings in one turn. Likewise, if your research becomes high enough, you could research more than one tech in a turn.

    Usable Mountains
    With Usable Mountains, every peak will give 3 :hammers:, and will become passable after the research of "Mountaineering". Mountains give +75%, the largest in the game, and become strategically important to research, especially if others already have the ability to cross them. A special promotion is available to Great Generals that allows them to cross peaks before researching Mountaineering, so that your armies can elude more backwards defenders and raid and pillage enemy land with easy.

    Defender Retreat
    With Defender Retreat, defending units that have a withdraw chance, and are not in a city have a chance, if possible, to retreat backwards towards a safe tile. (A safe tile is one where there are no enemy units around it in any direction).

    Dynamic and Fractional Experience Gain
    Unit XP is now saved in fractional values, and units gain experience dynamically, depending on their battle success and the odds. The less likely a unit will win a battle, the more XP it will receive, to a maximum of 6XP attacking or 3XP defending. Units will always receive a minimum of 0.25XP. In battle, the less health the units lose, the more XP the units can earn, so that players are forced to make more strategic attacks, and that players can no longer gain significant amounts of XP by attacking very weak units.

    Great Commanders
    Great Commanders replaces the ability for Great Generals to join with a unit, and instead, they lead units into battle by being near battles. If a great general is near or on the site of a battle they will earn 1XP each time your forces win (up to 5XP a turn), and can earn special Commander-Only promotions that apply to your entire nearby army. Great Commanders can help your units withdraw from one-sided battles, or give your forces the edge they need to destroy the enemy. Use their promotions to turn the tide, and the odds in your favor. Just don't be surprised when the AI uses them against you too!

    Fixed and Realistic Borders
    Fixed Borders stops enemy culture from shifting your borders, but only with certain civics. Yours, and enemy units can claim tiles and shift their allegiance to you, even without any culture. Forts now give off 1 culture per turn, and can be used to claim frontier land, before someone else does. Forts that have defending units in them also give off a Zone of Control, one tile around them. Enemy units that enter this zone of control will be forced to confront and attack the fort, or retreat out of the area. By strategically building forts, one could create a nearly impenetrable wall of forts, where all the choke-points where heavily defended forts. Realistic Borders causes culture to spread based on the terrain and features on the land, more quickly on grassland and plains, but slower over peaks and densely vegetated areas.

    Realistic Corporations
    Corporations are no longer state-controlled entities. While the State may own the city a corporation operates in, or the headquarters for the corporation, they can not control it's spread, except in extreme circumstances. No Executives or units that can spread corporations can be trained, except when using a civic that blocks foreign corporations. Corporations are no longer founded by units, buildings, or otherwise. Instead they are founded by a little bit of luck, and some strategy. Each turn, the game will check and try to found corporations if the conditions are right. It will favor cities that offer the best situation for the corporation, so having cities with most, or all, of the resources a corporation needs will prove beneficial. Being more technologically advanced helps to a small degree. Further, having civics that boost corporations that are beneficial will help too, but more on that later. The game will roll dice each turn to try to found the Headquarters, and if the roll beats the odds, one will be formed. Also happening each turn, every city checks for nearby corporations, (almost exactly the same religion spread works now) and will try to spread a corporation to your city. If your cities are more beneficial to the corporation, the faster they will expand. Having large road networks will help you expand corporations more quickly. Now that Corporation Spread is out of your control, there is one new factor in the player's control. Instead of paying "Maintenance" to corporations, you can decide to tax, or subsidize corporations. Subsidizing them will cost you money, but will cause corporations to favor your cities and spread more quickly to your cities. Taxing corporations will generate revenue for your nation but will slow corporation spread. If you tax corporations too much (compared to other nations), corporations may decide to close their businesses in your cities, and will not return until conditions improve. Corporations are now essentially state-less entities that will spread in your cities if you are receptive to their needs. You can use them to boost culture, production, or fulfill other needs, and generate an income too; all while reducing micromanagement for the player.

    United Nations
    Ever wanted to play with the UN, but hated when the AI used it to win the game? Use the United Nations gameoption, and the UN will still be active without Diplomatic Victory, and no one will be able to use it to win, but you can still have all the other normal votes.

    No Future Era
    Some players simply dislike the late game. It's understandable, because Rise of Mankind lasts about 100 years longer than Beyond the Sword does. The No Future Era option fixes that. The tech tree will hide all the tech's past the modern era (except for the Future Tech), and blocks players from getting futuristic technology.
     
  6. Afforess

    Afforess The White Wizard

    Joined:
    Jul 31, 2007
    Messages:
    12,239
    Location:
    Austin, Texas

    Installation & Setup



    1. If you are using Vista or Windows 7, Either turn off your UAC or Right-Click on your Civilization 4 Beyond the Sword shortcut, enter the properties menu, and under the "Compatibility" tab, select "Run As Administrator".

    2. Download Rise of Mankind 2.92 and un-archive it.

    3. Copy or Move the Rise of Mankind folder to your Mods folder. (Either located in Program Files, or Documents/My Games/BeyondTheSword/MODS)

    4. Run the A New Dawn Installer.exe that you downloaded, it should ask for a destination, and the default one is wrong if you own Civilization Complete or the Steam Edition, make sure you set the destination as the the Rise of Mankind folder you just moved.

    5. You will recieve a "Wrong Folder" warning screen if the installer thinks you did not select the correct folder. Go back, and double check, and select the correct folder, and the error will go away.

    6. Install AND with the components you want.

    7. Launch BTS, load Rise of Mankind, and play!
     
  7. Afforess

    Afforess The White Wizard

    Joined:
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    Messages:
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    Location:
    Austin, Texas


    1. I started up my game, but nothing appears different!
    2. I installed A New Dawn correctly, but in game, the terrain flickers and is black!
      • Although the cause is not known (I suspect users are running out of VRAM), the solution is either to remove some of the new civilizations from the Mega Pack out of the Rise of Mankind/Assets/Modules/Custom Civilizations folder OR only use FULL or LITE RoM.

    3. When I start the game up, the interface is all gone! I can't select anything!
      • This occurs with bad installs. Go back to the Directions and try again.

    4. When I tried to install A New Dawn, I got an error message that said "bad end of central directory record"
      • This occurs when the download is interrupted, which can happen for a variety of reasons. Redownload the mod and try again.

    5. What is a A New Dawn (AND)?
      • A New Dawn is an expansion mod of Rise of Mankind

    6. There are features that I want/don't want. How do I turn them on/off?
      There are three ways to choose features in this modpack:
      • The first one is through installation process. You will first choose from Lite, Recommended, Full or Custom. If you choose from Custom, there are list of features that you can choose from to be installed.
      • Second, when you load the mod, you should go to Custom Game and go to the options below the default options there. There will be more features for you to choose from.
      • Third, you will be able to use BUG Options Screen's tab named "A New Dawn". There will be even more features in there. Also, don't forget to check out other choices in other tabs as well.

    7. What if I don't like some of your features, can I play without them?
      • Absolutely! I will never force users to play with a specific features. Every feature can be turned off or disabled.

    8. RoM plays slow on my computer, won't all this new content slow the game down even more?
      • No! I've fixed most of the things that cause Rise of Mankind to play slower. Even if you install all the extra components, you should still experience a 10-20% speed boost from standard Rise of Mankind.

    9. I think I found a bug in A New Dawn, what do I do?
      • Report it! A screenshot and/or a save, along with your A New Dawn.log (located in your base Rise of Mankind folder) would also be helpful.

    10. Will you add feature X to your Mod?
      • I do take feature requests, as long as they are feasible.

    11. What features will be in your next version?
    12. I'm still using Rise of Mankind 2.91 or older, will your modmod's work?
      • No. A New Dawn is designed for Rise of Mankind 2.92

    13. Is A New Dawn available in any other languages than English?
      • Yes. Most of the text has been translated into German and French. Iff you can translate the text for me, I will gladly add it in the next version.

    14. How do I get A New Dawn to work on a Mac?
      • Step 1: Throw your Mac out the nearest window
      • Step 2: Buy a PC

    15. If I want to send you a donation, where do I send it?
      • I can not take donations, but if you feel obligated to pay for this mod, send a donation to Amnesty International.

     
  8. Afforess

    Afforess The White Wizard

    Joined:
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    Messages:
    12,239
    Location:
    Austin, Texas

    Bug Reporting, Feedback, & Forums


    Bug Reporting


    FeedBack

    I always appreciate feedback on my work. You can post in this thread, or start a thread in my forum for more detailed discussion.

    Forum

    Civfanatic's hosts a mod forum for Rise of Mankind: A New Dawn, open to all users to discuss my mod.

    A New Dawn Custom Content
    There are a group of dedicated and talented modders creating new buildings, units, civics, and civilizations for A New Dawn. You can find most of them by searching in my forum, but here is a brief list of what is available:

     
  9. Afforess

    Afforess The White Wizard

    Joined:
    Jul 31, 2007
    Messages:
    12,239
    Location:
    Austin, Texas

    Credits & Thanks


    Mods & Modcomps:
    • Rise of Mankind:
      • Zappara
    • RevDCM:
      • Jdog5000
      • glider1
      • Phungus420
    • Better AI:
      • Jdog5000
      • Fuyu
    • Unofficial patch:
      • Jdog5000
    • BUG & BULL:
      • EmperorFool
      • Ruffhi
    • Vicinity Resource Code:
      • Shqype
    • Civic Flavor Code:
      • Grave
    • Mountains back to Service:
      • NeverMind
    • Larger Cities
      • Jooyo
    • Sea Tunnels:
      • Jooyo
    • CAR Speed Improvements:
      • Stmartin
    • Multiple Production:
      • Denev
    • Event Image Code:
      • EmperorFool
    • Promotion enter City code:
      • Kael
    • Avoid Unhealthiness & unhappiness:
      • Jean Eclard
    • Defender withdraw concept:
      • Killmeplease
    • Battlefield promotions concept:
      • Killmeplease
    • Great Commanders concept:
      • Killmeplease
    • Advanced Nukes Mod:
      • Civ Fuehrer
    • Early Buildings:
      • GeneralStaff
    • Civic Buildings:
      • Generalstaff
    • Fixed Borders:
      • Dexy
    • Improved Cultural Border Spread:
      • Phunny Pharmer
    • Original Civic Screen Code:
      • StrategyOnly
    • Mapscript Tools:
      • Temudjin
    • Building Upgrade Chains:
      • KillTech


    Artwork:
    • mechaerik
    • hrochland
    • Kathy
    • jojoweb
    • nitram15
    • Walter Hawkwood
    • Arian
    • Civ Fuehrer
    • Dancing Hoskuld
    • Darkstyx
    • TechXltd


    General Coding Assistance:
    • EmperorFool
    • DavidAllen
    • XienWolf
    • God-Emperor
    • Kael
    • Sephi

    Alpha Testors:
    • Os79
    • lichen8566


    If you think I used your work, and didn't properly credit you, PM me.
     
  10. Taa

    Taa Warlord

    Joined:
    Jan 1, 2009
    Messages:
    229
    Good evening
    In your modpack I need to overwrite CvGameCoreDLL.dll and GlobalTypes.xml. Is that dependent on which of your mods Im using?

    Tore
     
  11. gregac

    gregac Unseen

    Joined:
    Jul 26, 2009
    Messages:
    43
    Location:
    Deep within the sonoran desert
    His mods are all compatible with each other, the overwrite files in each mod file set are exactly the same. It's also includes jooyos core dll information for compatibility with his mods
     
  12. Taa

    Taa Warlord

    Joined:
    Jan 1, 2009
    Messages:
    229
    ok...thanks you for the answer.

    The reason I ask is that I only gona use Castle Improvement Mod and Ice Breaker Mod. So do I need to install the CvGameCoreDLL.dll and GlobalTypes.xml if I only use this mods?
    Tore
     
  13. Xionn

    Xionn Chieftain

    Joined:
    Jul 6, 2009
    Messages:
    33
    Nope. You can delete everything except for the two folders that you want. Just make sure to back up your own CvGameCore.DLL, because my installer forces you to install it. (Not that they change anything without the proper module folders, so It's really a wash.)
     
  14. Taa

    Taa Warlord

    Joined:
    Jan 1, 2009
    Messages:
    229
    Thanks for your help...I just dont want to make to many modifications to original files in ROM, because I have heard all kind og strange things happinig to peoples games after a while when they do. I also are running some other mods to ROM so I try to be carefull.
    Tore
     
  15. newzarb

    newzarb Chieftain

    Joined:
    Jun 1, 2009
    Messages:
    11
    Hey Afforess!

    I don't know if this has already been reported to you, but I'm getting the famous "waiting for other civilizations" loop each time I load a game (and apparently, only when I load a game, not when I play from a fresh start), even at turn 1.

    I tried uninstalling your modmods, and didn't have the problem anymore. After that, I reinstalled Realistic diplomacy and the problem was back. I did the same with Beautification project and result was the same so I guess it's a problem in the common files of your modmods.

    Any idea what could be the cause?

    Thanks in advance.
     
  16. Afforess

    Afforess The White Wizard

    Joined:
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    Location:
    Austin, Texas
    Interesting. So it doesn't matter which of my modmods, just any one of them in general cause it? That would lead me to suspect that it is a problem with the only file they have in common, the CvGameCore.dll. But could you be more specific about your circumstances, like how you uninstalled them. And also, can anyone else confirm this?

    However, I doubt that my modmods are the real cause of the problem, they may just be masking the real cause, as users from other mods like Quot Capita have the waiting bug and they don't use my modmods at all. They however, have the same base as RoM.
     
  17. newzarb

    newzarb Chieftain

    Joined:
    Jun 1, 2009
    Messages:
    11
    Well here's what I did:

    - Fresh RoM install
    - Installed Realistic diplomacy using your intaller
    - Started a new game
    - Saved the game before even moving a unit
    - Closed Civ 4 and reloaded it
    - Loaded that new game > infinite loop
    - Closed Civ 4

    - Fresh install of RoM
    - Started a new game
    - Saved the game before even moving a unit
    - Closed Civ 4 and reloaded it
    - Loaded that new game > no infinite loop
    - Closed Civ 4

    Then I did same as first step with Beatification project

    edit:
    another detail:the infinite loop occurs right when the game is loaded, not when I press enter to end turn.
     
  18. Afforess

    Afforess The White Wizard

    Joined:
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    Location:
    Austin, Texas
    Okay, thanks for that. Want to upload the bugged savegame along with a list of any other modmod's you're using? That wold be very helpful. Then I can run a debug on it.
     
  19. Afforess

    Afforess The White Wizard

    Joined:
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    Location:
    Austin, Texas
    Also, I would like you all (by you all I mean everyone who uses RoM modmod's) that I am not resting on my laurels and am actually working on another modmod. It is just lots bigger than any of my previous ones. If you do some digging on other forums, you might be able to figure it out...
     
  20. os79

    os79 Deity

    Joined:
    Mar 14, 2009
    Messages:
    3,094
    Location:
    Eastern USA Coast
    Separate topic:

    I'm merging CAR and RevDCM now. After I compile the new DLL and test it (hope it works!), I will attempt to merge your dll to CAR.

    But be warned, it is gruesome task to merge in one certain file called CvTeam.cpp because Revolutions make use of barbarians code and CAR modify about the same area of Revolutions, so it is hard... I'm slowly making progresss on that.

    If you, however, want to merge and compile on your own, just use Find and search for "Sanguo". It is his entries that are CAR's foundation.
     

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