Afforess's Modmods

I've got the new torrent going fine, but I won't leave my computer alone until I get a second seed, uploading at ~200kb/s.

Edit: Scratch that, I was uploading at 1.4mb/s a minute ago.

Sorry about the hiccups folks, this is the first torrent I've ever created.
 
Ohkay~ Works fine now, all done and unzipping, File got OWNED (by me)!

Mega thanks Afforess...Over and out! :goodjob:
 
Is there .zip file of this, as I can't install the modmodpack in my ubuntu (rom works fine through wine)
 
Is there .zip file of this, as I can't install the modmodpack in my ubuntu (rom works fine through wine)

Problem is, a zip file would contain all the components, not just the components you want. I recommend creating a virtual box with windows, installing it to a empty folder with what you want, then copying those files over to your Rise of Mankind folder.
 
I've encountered an odd bug. I can't start a custom game. When I get in the custom game menu I get stuck there. I can make all the choices but when I try to click "launch" nothing happens. Same thing about "go back". Only way getting out of it is ctrl+alt+del and killing the application.

I can launch a normal game.
 
I've encountered an odd bug. I can't start a custom game. When I get in the custom game menu I get stuck there. I can make all the choices but when I try to click "launch" nothing happens. Same thing about "go back". Only way getting out of it is ctrl+alt+del and killing the application.

I can launch a normal game.

I have no such bug. What mapscript did you select? Some of them take an obscenely longly time to generate (30+ minutes.)
 
The only problem I'm running into with 1.4 is that in modern era or later, during the completed building tally at the beginning of a new turn, it's taking a full 10 seconds for each completion to be tallied. Way longer than in the beta builds before Beta10. Yours is the only modmod I have installed currently.

Even with just a handful of cities humming along, well, that means turns are taking twice as long as normal to complete. I'm playing on a standard map, 7 civs, monarch level.

Also, the hesitation of several seconds I mentioned back in Beta8, while going to the city interface screen or using the city editor in worldbuilder, is still present.
 
The only problem I'm running into with 1.4 is that in modern era or later, during the completed building tally at the beginning of a new turn, it's taking a full 10 seconds for each completion to be tallied. Way longer than in the beta builds before Beta10. Yours is the only modmod I have installed currently.

Hmm. I will have to look and measure turn times with RoM 2.8 full clean, and with my modmods to see if there is a noticeable difference. I certainly don't want to slow the game down.

Also, the hesitation of several seconds I mentioned back in Beta8, while going to the city interface screen or using the city editor in worldbuilder, is still present.

I will look into this. I though I had sped it up by cutting some un-needed code out, but obviously, it needs further refinement.
 
i got this error while installing

Error in action InstallUninstaller

couldn't open "C:/Users/Matt/Desktop/Afforess's Modmod's Uninstaller.exe": permission denied
while executing
"::open $filename $access $permissions"
(procedure "miniarc::open" line 64)
invoked from within
"miniarc::open crap {C:/Users/Matt/Desktop/Afforess's Modmod's Uninstaller.exe} a -level 6"
("eval" body line 1)
invoked from within
"eval miniarc::open crap [list $installkit(executable)] a $opts"
(procedure "::installkit::wrap" line 55)
invoked from within
"::installkit::wrap -o {C:/Users/Matt/Desktop/Afforess's Modmod's Uninstaller.exe} -w C:/Users/Matt/AppData/Local/Temp/ijtmp_038FD293-FB2F-46FE-9212-50..."
("eval" body line 1)
invoked from within
"eval ::installkit::wrap $args"
(procedure "::InstallJammer::Wrap" line 16)
invoked from within
"::InstallJammer::Wrap -noinstall -o {C:/Users/Matt/Desktop/Afforess's Modmod's Uninstaller.exe} -w C:/Users/Matt/AppData/Local/Temp/ijtmp_038FD293-FB2..."
("eval" body line 1)
invoked from within
"eval ::InstallJammer::Wrap $opts [list $uninstall]"
(procedure "::InstallJammer::actions::InstallUninstaller" line 82)
invoked from within
"::InstallJammer::actions::$component $this"
Error in action InstallUninstaller

couldn't open "C:/Users/Matt/Desktop/Afforess's Modmod's Uninstaller.exe": permission denied
while executing
"::open $filename $access $permissions"
(procedure "miniarc::open" line 64)
invoked from within
"miniarc::open crap {C:/Users/Matt/Desktop/Afforess's Modmod's Uninstaller.exe} a -level 6"
("eval" body line 1)
invoked from within
"eval miniarc::open crap [list $installkit(executable)] a $opts"
(procedure "::installkit::wrap" line 55)
invoked from within
"::installkit::wrap -o {C:/Users/Matt/Desktop/Afforess's Modmod's Uninstaller.exe} -w C:/Users/Matt/AppData/Local/Temp/ijtmp_038FD293-FB2F-46FE-9212-50..."
("eval" body line 1)
invoked from within
"eval ::installkit::wrap $args"
(procedure "::InstallJammer::Wrap" line 16)
invoked from within
"::InstallJammer::Wrap -noinstall -o {C:/Users/Matt/Desktop/Afforess's Modmod's Uninstaller.exe} -w C:/Users/Matt/AppData/Local/Temp/ijtmp_038FD293-FB2..."
("eval" body line 1)
invoked from within
"eval ::InstallJammer::Wrap $opts [list $uninstall]"
(procedure "::InstallJammer::actions::InstallUninstaller" line 82)
invoked from within
"::InstallJammer::actions::$component $this"
while executing
"$obj execute"
(procedure "::InstallJammer::ExecuteActions" line 62)
invoked from within
"::InstallJammer::ExecuteActions $id -when $when"
(procedure "::InstallJammer::RaiseEventHandler" line 79)
invoked from within
"::InstallJammer::RaiseEventHandler .wizard"
(command bound to event)
 
i got this error while installing

Error in action InstallUninstaller

You need to do one of two things:


  1. Install over clean RoM 2.8.
  2. Find my modmod uninstaller in the Rise of Mankind folder, and run it

I recommend the first option. I don't know why you see this error message, I thought I disabled it. But it happens when you didn't uninstall an older version.
 
I was going to post in the Castle Improvements thread but unless I'm mistaken it's fallen off the forum now...

I love the concept of the Castle Improvements submod but (not wishing to disparage your work) a couple of the new buildings strike me as a little overpowered (such as City Garrison for all new units - great for a rolling army of Musketeers who can turn their hand to defending conquered cities whenever they need to).

Is there any way to make some of these buildings grant free promotions to units, just while they are in the castle city? I recall in Fall From Heaven they had temporary free promotions while you station on terrain feature (sentry promotion from towers) but can it be done with cities? I'd love to see free additional line of sight, flaming shot for siege and archers, free strikes, reduction of collateral damage and the like.
 
can't uninstall it cause the uninstaller didn't install and it should be clean
reinstalling rom and trying agian

edit: ok this works now thanks
there won't be any problem installing other mods after this?
 
I was going to post in the Castle Improvements thread but unless I'm mistaken it's fallen off the forum now...

I love the concept of the Castle Improvements submod but (not wishing to disparage your work)

I can take criticism.

a couple of the new buildings strike me as a little overpowered (such as City Garrison for all new units - great for a rolling army of Musketeers who can turn their hand to defending conquered cities whenever they need to).

You're referring to the keep. You need three castles to build 1 keep, so you can't exactly get a ton of them. I guess, if you need those city defender promotions, it works great for that. Since it's purely a defence bonus, and you need 3 castles, and the city to have high walls to get it, it seems like it's not overly powerful.

Is there any way to make some of these buildings grant free promotions to units, just while they are in the castle city? I recall in Fall From Heaven they had temporary free promotions while you station on terrain feature (sentry promotion from towers) but can it be done with cities? I'd love to see free additional line of sight, flaming shot for siege and archers, free strikes, reduction of collateral damage and the like.

That's a great idea. I bet it's very possible to do, too. Maybe make the siege towers give a promotion to units in the city, and the arrow slits, one to archers... etc.

I can't believe I didn't think of that myself. That is going on my to-do list...

there won't be any problem installing other mods after this?

Depends on the other modmods. I think mine is compatible with all others, but you would have to see for yourself...
 
This was very, very fast (800kb/sec). Thx to everybody.

Mountain Mod^^
Spoiler :
attachment.php
 

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Yes, thanks to the 17 other people who have kept seeding. I am still seeding myself, and have uploaded approx 25 copies myself... (450mb)
 
You may want to update your MLF file in the Modules folder. It bumped off UN buildings and GeneralStaff XML into erros. Easily fixed (Custom Buildings changed to Custom_Buildings). But for your info, tha tis all.
 
You may want to update your MLF file in the Modules folder. It bumped off UN buildings and GeneralStaff XML into erros. Easily fixed (Custom Buildings changed to Custom_Buildings). But for your info, tha tis all.

Not my fault..... (See the U-MLF thread.)

That said, the next version will have the updated version...
 
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