[BtS] Rise of Mankind 2

I've never thought I'll be asking this in a CIV 4 forum:

People please SEEEED !!!! Not your farms, the ROM 2.9Beta torrent!!

Thanks.
 
Hello all, is there an Expanded Graphics pack for this mod?

I've seen some mods with ExpandedGraphics.FPK and the resuslts are excellent, the terrain in rendered like real life.

Thanks.


Sorry, but I forgot one important question:

Why do I need to set custom game options all over again for each game?

I'm referring to the options like: Agrresive AI, No vassal state and so on.

Thanks again
 
I understand that I must not use MegaCivPack1.7.rar with Version 2.9beta and wait for a new release of the MegaCive Pack?

Thanks
 
I understand that I must not use MegaCivPack1.7.rar with Version 2.9beta and wait for a new release of the MegaCive Pack?

Thanks
Yes, you are correct. Mega pack's civs needs updating for v2.9 to match the changes in v2.9 - the city art was completely changed from v2.8 and this means that none of the mega pack's civs will work in the new version. Also the modular leaders are missing the new Inquisition memory infos since Inquisition was moved from python to SDK and some new xml modifiers where added. So I'll have to update them all after v2.9 release.
 
Hello all, is there an Expanded Graphics pack for this mod?

I've seen some mods with ExpandedGraphics.FPK and the resuslts are excellent, the terrain in rendered like real life.

Thanks.


Sorry, but I forgot one important question:

Why do I need to set custom game options all over again for each game?

I'm referring to the options like: Agrresive AI, No vassal state and so on.

Thanks again

Editing ..../Rise of Mankind/Assets/XML/GameInfo/CIV4GameOptionInfos.XML can take care of this. It's pretty self-explanatory once you open it.
 
Thanks Ceedub,
I'll edit Rise of Mankind/Assets/XML/GameInfo/CIV4GameOptionInfos.XML as you suggested to keep my options set.

I've downloaded Improved_Graphics_for_CIV_v2.0 and added it to RoM, (just copied it to assest folder) the results are excellent, the terrain looks very good, should I expect some problems later in the game?

Thanks
 
This sounds like great news :p
 
Rise of Mankind 2.9 has been released!

Torrent available here

v2.9 changelog:
Spoiler :
Mods
----
- Added: Antilogic's Event Pack Mod, 45 new random events, adjusted to RoM settings (number of random events is now 309, compared to BtS 197)
- Added: Cultural Citystyles 0.95 (all modular civs must be updated because the artstyle names have been changed)
- Updated: RevDCM 2.6 -> 2.7
- Updated: BUG 4.2 -> 4.3


Multiplayer
-----------
- Added: Revolution.py which contains multiplayer fixes
- Changed: OOSLogger.py, it should now save the OOSLog.txt to BtS install folder
- Fixed: Attacking enemies no longer causes OOS
- Fixed: Victory Screen Changed random "polling error" on MEMBERS tab to use asynchronous RNG to fix OOS error
- Fixed: Unit Naming Changed random name generator to use asynchronous RNG to fix OOS error



Mapscripts
----------
- Added: RoM_Perfectworld2, same as Perfectworld2 but can now place Marshes, Swamps and Storms and works with Giant and Gigantic map sizes. Note that generating maps at these sizes can take long time
- Added: RoM_Planet_Generator_0_68.py, same as Planet_Generator_0_68 but can now place Marshes, Swamps and Storms. Added new custom override size 96x60


Game defines
------------
- changed: MIN_BARBARIAN_CITY_STARTING_DISTANCE 2 -> 6, makes it bit easier to use Barbarian World game option
- Changed: EXPERIENCE_FROM_wITHDRAWAL 1 -> 3 (same as successful defense)
- Changed: MAX_EXPERIENCE_AFTER_UPGRADE 16->25 (means unit keeps 5 promotions instead of 4 after upgrade)
- Changed: Reinforcements during revolutios have been cut to half and they should occur less often


Improvements
-------------
- Changed: Cottage no longer removes Forest or Jungle, no longer give +1 food bonus (stops AIs replacing Towns with Cottages???)
- Changed: Hamlet no longer give +1 food bonus
- Changed: Apple orchard no longer removes forest or jungle
- Changed: Olive orchard no longer removes forest or jungle


Units
-----
Focuses on removing unnecessary bonuses between unitcombat types. Many of these bonuses were added before the unit strentgh overhaul and now after the overhaul these extra bonuses are no longer needed because bonus like 50% vs. older unitcombat type translates to about 5% change in winning odds

- Changed: All units which gained 4 XP from offensive combat gain now 6 XP
- Changed: All units which gained 4 XP from defensive combat gain now 6 XP
- Changed: All units which gained 2 XP from offensive combat gain now 3 XP
- Changed: All units which gained 2 XP from defensive combat gain now 3 XP
- Changed: Great General gives now 30 XP
- Changed: Cuirassier bonus versus spear units 100% -> 50% (spear units had their bonuses vs. mounted reduced from 100% to 50% in previous patch)
- Changed: Cavalry bonus versus spear units 100% -> 50%, removed bonus vs. archer and melee, vs. animal bonus 65%->50% (same as cuirassier)
- Changed: Arquebusier +1 first strike (all archers have first strike too), str 12->15
- Changed: Heavy Swordsman city attack bonus 30%->10% (without promotions Arquebusier has higher chance to win if it defends city)
- Changed: Swordsman city attack bonus 20%->10%
- Changed: Heavy Pikeman upgrades to Musketman instead of Rifleman
- Changed: Musketman bonus vs. archery, mounted, melee and animal units removed, str 17->20, cost 140->180
- Changed: Rifleman str 24->26, cost 200->230,removed bonus vs. melee, archery and animal units
- Changed: Grenadier removed bonus vs. melee, archery and animal units, bonus vs. Musketman 25%
- Changed: Infantry removed bonus vs. melee, archery and animal units, city defense bonus 25% (buildings provide extra defense)
- Changed: Guerrilla removed bonus vs. melee, archery and animal units
- Changed: Modern grenadier removed bonus vs. melee, archery and animal units
- Changed: Bazooka removed bonus vs. melee, archery and animal units
- Changed: Anti-Tank removed bonus vs. melee, archery and animal units
- Changed: SAM Infantry removed bonus vs. melee, archery and animal units
- Changed: Marine removed bonus vs. melee, archery and animal units
- Changed: Modern Marine removed bonus vs. melee, archery and animal units
- Changed: Paratrooper removed bonus vs. melee, archery and animal units, city attack bonus 25%
- Changed: Modern paratrooper removed bonus vs. melee, archery and animal units, city attack bonus 10%->25%
- Changed: Modern infantry removed bonus vs. melee, archery and animal units, city defense bonus 25%
- Changed: Special forces removed bonus vs. melee, archery and animal units
- Changed: Mercenary infantry removed bonus vs. melee, archery and animal units, mounted bonus 100%->50%
- Changed: Motorcycle removed bonus vs. melee, archery and animal units
- Changed: Armored car removed bonus vs. melee, archery and animal units
- Changed: Jeep removed bonus vs. melee, archery and animal units, mounted bonus 100%->25%
- Changed: BTR80 removed bonus vs. melee, archery and animal units, requires now Manufacturing and Mechanized Warfare
- Changed: Mechanized infantry removed bonus vs. melee, mounted, archery and animal units
- Changed: Humvee removed bonus vs. melee, mounted, archery and animal units
- Changed: Hi-Tech APC removed bonus vs. melee, mounted, archery and animal units
- changed: Light Artillery vs. melee bonus 150%->100%
- Changed: Artillery vs. melee bonus 150%->100%
- Changed: Mobile artillery removed bonus vs. melee and archery, mounted bonus 100%->50%, moved to Semiconductors tech
- Changed: Rocket artillery removed bonus vs. melee and archery, mounted bonus 100%->50%
- Changed: NLOS Cannon removed bonus vs. melee, mounted, archery and animal units
- Changed: Gunship removed bonus vs. melee, archery and mounted units
- Changed: Transport helicopter removed bonus vs. melee, archery units
- Changed: AH64 Gunship removed bonus vs. melee, archery and mounted units
- Changed: Hybrid Gunship removed bonus vs. melee, archery and mounted units
- Changed: Dropship removed bonus vs. melee, archery and mounted units
- Changed: Drone removed bonus vs. melee, archery and mounted units
- changed: ACV removed bonus vs. melee, archery and mounted units
- Changed: Special Infantry removed bonus vs. melee, archery and mounted units
- changed: Tesla Infantry removed bonus vs. melee, archery and mounted units
- Changed: EMP SAM Infantry +50% bonus vs. Robots
- Changed: All tracked units removed bonus vs. melee, archery and mounted units
- Changed: All wheeled units have now -25% bonus vs. tracked units
- Changed: Iron Frigate vs. wooden ships bonus 100%->25%
- Changed: Torpedoboat vs. wooden ships bonus 100%->25%
- Changed: Heavy Cruiser str 65->60
- Changed: Battleship str 60->64
- Changed: Modern Destroyer moved to Semiconductors, str 57->62
- Changed: IL2 no longer has bonus vs. Early bombers because it belongs to same unitgroup
- Changed: Early Jets have now 50% bonus vs. Bomber
- Changed: SAM Infantry targets first Helicopter units when attacking (it's their purpose)
- Changed: Mobile SAM targets first helicopter units
- Changed: ACV SAM targets first helicopter units
- Changed: Trireme requires Ship Building and Naval Warfare
- Changed: Flamethrower requires Oil Products or Chemicals
- Changed: Biological Warfare Missile requires Chemicals
- Changed: All units which had animal collateral damage immunity no longer have this modifier (animal units do not do collateral damage anymore)
- Changed: Chariot 1st strike immune, cost 35->30, withdraw 10%->25%
- Changed: Egypt war chariot cost 35->30, withdraw 10%->25%
- Changed: Hittites chariot 1st strike immune, cost 30->25, withdraw 10%->25%
- Changed: Persia Immortal 1st strike immune, cost 35->30, withdraw 10%->25%
- Changed: Horseman 1st strike chance 1, withdraw 20%->25%
- Changed: Mali Cavalry 1st strike chance 1, withdraw 20%->25%
- Changed: Rome Equites 1st strike chance 1, withdraw 20%->25%
- Changed: Prodromoi 1st strike chance 1, withdraw 20%->25%
- Changed: Horse Archer 1st strike 1, 1st strike chance 1
- Changed: Numidian Cavalry 1st strike 1, 1st strike chance 1
- Changed: Mongol Keshik 1st strike 1, 1st strike chance 1
- Changed: Companion cavalry 1st strike 1, 1st strike chance 1
- Changed: Crossbowman moved to Engineering
- Added: Treasure, random event unit only



Civics
------
- Changed: Feudal gives -1 food and -3 gold from Towns
- Changed: Barter no longer give food bonus from trade routes, no longer increase gold in capitol, production bonus from trade routes 35%->50%, -1 gold from Cottage, Hamlet, Village and Town (there is no money economy or the currency is hyperinflated thus taxes are smaller)
- changed: Green gives +2 gold from Windtrap (it already gives other similar bonuses for "green" improvements)
- Changed: Bourgeiois +1 unhealthy from Foundry, Factory, Industrial Park and Manufacturing Plant (working conditions of lower class are no concern of middle/upper class people)
- Changed: Caste -50% improvement growth removed (this is bugged BtS modifier when used negative values), great people rate -25% -> -50%
- Changed: Marxism +1 healthy from Foundry, Factory, Industrial Park and Manufacturing Plant (working conditions of lower class are improved)
- Changed: Democracy great people rate modifier 50%->25%, gold, culture and espionage bonuses 15%->10%, largest city happiness +2 -> -2
- Changed: Republic great leader bonus inside cultural borders removed, largest cities happiness +3 -> -3 (if you think about, that's how this should have been from the start - in order to keep your citizens happy that allows freedom/has elections, the government has to spend some of the taxes to things that will make the citizens happy and if this doesn't happen, they become unhappy so the government has to increase spending to cultural activities; f.ex Rome and Colosseum).
- Changed: Senate largest city happiness from +1 to -1 (same reason as in Republic), can hurry with gold
- Changed: Parliament largest city happiness from +2 to -2 (same reason as in Republic), can hurry with gold
- Changed: Patrician +25% gold in capital bonus removed (+1 gold from specialists is enough)
- Changed: Post-Scarcity can upgrade units outside national borders
- Changed: Liberal does not allow Inquisitions


Maps
----
- Added: CarterEarth (32BtS), 32 preset civs
- Added: CarterEarth, no preset civs
- Added: CarterEarth (4BtS), 4 preset civs and with barbarian civs there will be more
- Added: Earth 3 preset civs, Huge (barbarians will spawn more civs during the game)
- Added: Earth 3 preset civs, Standard (barbarians will spawn more civs during the game)
- Added: Europe, Huge, no preset civs, one of BtS maps


Buildings
---------
- Changed: Barracks no longer obsoletes (however Garrison still replaces it)
- Changed: Supermarket no longer give +1 health from Potatoes
- Changed: Commercial port happiness from silk 2->1, no longer happiness from Ivory
- Changed: International port happiness from silk 2->1, no longer happiness from Ivory
- Changed: Artesian Well gives food 1->3, no longer gives bonus food from Rice
- Changed: Cannery total maximum food bonus from resources 20%->12% (if player has all the food resources)
- Changed: Aqueduct gives health 1 instead of 2
- Changed: Sewer system gives health 1 instead of 2
- Changed: Brothel +1 unhealthiness
- Changed: Garrison has new graphics
- Changed: Siege Workshop AIWeight 300
- Changed: Cannon Forge AIWeight 300
- Changed: Fisherman's Hut max food production from resources 20%->12%, AIWeight 100->200
- Changed: Butchery max food production from resources 20%->12%, AIWeight 100->200
- Changed: Weapon factory AIWeight 100->300
- Changed: Rubber factory AIWeight 0->300
- Changed: Aluminum factory AIWeight 100->300
- Changed: Oil Refinery Aiweight 0->300
- Changed: Chemical plant AIWeight 0->300
- Changed: Rubber plant AIWEight 0->300
- Changed: Fertilizer plant AIWeight 0->300
- Changed: Biofuel refinery AIWeight 100->300
- Changed: Research Hospital AIWeight 0->300



Great Wonders
-------------
- Changed: Adam Smith's Trading company no longer give +1 gold per specialist (only gives +1 trade routes in all cities)
- Changed: Art of War uses now RevDCM's new xml modifier which reduces all unit costs by 50%, no longer gives upgrade discount promotion to units


Python
------
- Changed: Civicscreen now adjusts itself based on screen resolution (Thanks Afforess)
- Changed: Financial advisor screen text vertical spacing
- Changed: Sevopedias unit pages show now if unit can be captured
- Changed: Main screen shows now if unit can be captured
- Changed: Sevopedia's improvement pages show now if improvement can be built outside cultural borders
- Changed: Espionage Advisor: New layout shows EPs spent against you and icons for passive missions, Can swap cities and missions lists to see cost in each city for a single mission, New GLANCE-style tab shows EPs spending on and by each rival you've met
- Changed: RoMGameUtils.py removed CannotTrain function which was used for Inquisitor to check that player's civics allowed to train Inquisitor (Unit xml has now modifiers for civic requirements)
- Fixed: SevopediaReligion.py shows now religion specific units correctly (thanks to Dancing Hoskuld)
- Fixed: SevopediaReligion.py shows now all religion specific buildings correctly
- Fixed: SevopediaCorporation.py shows now corporation specific units correctly (thanks to Dancing Hoskuld)
- Added: Resource bar to main screen (original code by Kael for FFH), improved it to use BUG options by adding there RoMSettings page, can be disabled/enabled, also hides when player turns off scoreboard. Need to add more options f.ex. to show only strategic resources etc.
- Added: CvWBInterface.py which automatically converts scenarios to work with RoM if the scenario does not have correct player/team amounts defined. This enables us to use all BtS, Warlords, Civ4 and all custom scenarios in RoM. Works only with scenarios that do not have preset civs (because RoM's starting civics are different from regular Civ 4)



Resources
---------
- Added: SEAFOOD bonusclasstypes
- Changed: Fertilizers health 3->2
- Changed: Wheat can appear on Grass
- Changed: Fish moved from GENERAL class to SEAFOOD class
- Changed: Clam moved from GENERAL class to SEAFOOD class
- Changed: Crab moved from GENERAL class to SEAFOOD class
- Changed: Whale moved from GENERAL class to SEAFOOD class
- Changed: Shrimp moved from GENERAL class to SEAFOOD class
- Changed: Sulphur iPlayer 100->150
- Changed: Stone NoRiverSide 1->0 (can appear on river plots, historically rivers were used to transport stone), iPlayer 50->100 (should appear 1 per player)
- Changed: Coffee iConstAppearance 40->80, placement order 2, can appear on grass plots
- Changed: Gold iConstAppearance 40->80
- Changed: Silver can appear on Grass plots and on grass plots with forests
- Changed: Potato iGroupRange 0->2, iGroupRand 0->50, can appear on marsh plots which have peat pog
- Changed: Rice NoRiverSide 1->0 (can appear on river plots)
- Changed: Tea bonus class General -> Luxury, can appear on hills, placement order 2, can appear on grass plots
- Changed: Wool disabled, has no purpose yet
- Changed: Drama bonus class General -> Luxury
- Changed: Movies bonus class General -> Luxury
- Changed: Music bonus class General -> Luxury
- Changed: Olives can appear on hills
- Changed: Tobacco iConstAppearance 50->100, placement order 2, can appear on grass plots
- Changed: Obsidian no longer appears on Snow
- Changed: most luxury resources have now placement order 5
- Changed: most general resources have now placement order 6 (placed last on the land plots)
- Changed: most water resources have placement order 7 (placed last on the map)




Promotions
----------
- Changed: Refuel increases operational range by 2 instead of adding 1 movement


Terrain features
----------------
- Changed: Storm appearance 300->0 (maps start without storms but random events may still spawn them), note that some mapscripts still place storms due to how those scripts are coded
- Changed: Forest health percent 50%->25%


Techs
-----
Goal is to lengthen the usage of industrial and modern era units by disallowing rapid advances in war technologies

- Changed: Combustion requires Screw Propeller and Assembly Line
- Changed: Industrialism requires Civil Engineering and Labor Union, no longer require Assembly Line or Screw Propeller
- Changed: Armored Vehicles requires Industrialism
- Changed: Mechanized warfare requires Radio
- Changed: Semiconductors OR req. Manufacturing changed to AND req.
- Changed: Advanced Rocketry requires Electronics
- Changed: Manufacturing requires Electronics
- Changed: Globalization no longer require Manufacturing (in prereqs)
- Changed: Microprocessor no longer require Manufacturing (in prereqs)
- Changed: Robotics no longer require Manufacturing (in prereqs)
- Changed: Computer Network no longer require Manufacturing (in prereqs)
- Changed: Biology now in Renaissance era (limits bit how fast player can get to Industrial era)
- Changed: Composites requires Semiconductors
- Changed: Flintlock requires Chemistry instead of Metallurgy
- Fixed: Aviation strategy and quote entry


Modules
-------
- Changed: Vincentz' Warlords units should no longer spawn when player gets Great General, all warlord unit types require now military class buildings (Barracks, Castle, Garrison, Military Academy) before they can be built, Warlord (S) types can not be built anymore but you can get them by capturing enemy Warlord units
- Changed: UN units no longer appear in game if UN Mission module has been removed from modules (prevents error messages from showing during load)
- Changed: UN APC moved to Semiconductors tech
- Changed: UN Fighting Vehicle str 60->70
- Changed: Realistic Diplomacy is on by default


Events
------
- Changed: Reinforced hull event tech requirements (Trireme was moved to another tech)
- Changed: Greek fire event tech requirements (Trireme was moved to another tech)
- Changed: Sea Storm 1 weight 150->300
- Changed: Sea Storm 3 chance to sink 75%->85%
- Changed: Bermuda Triangle event may happen for more ship classes
- Changed: Experienced captain event may happen for more ship classes, one choice gives Naval Academy instead of Military Academy
- Changed: Fashion event requires Silk Farm instead of Plantation (Silk is required)
- Changed: Overwhelm event changes apply to Port, Commercial Port and International Port (previously only to Harbors which you probably don't have anymore during industrial era)
- Added: Sea Storm 5
- Added: Treasure event
- Fixed: few events' description was pointing to wrong text entry
- Fixed: Overwhelm 3rd choice works


Unitartstyles
-------------
- Added: African marine
- Added: African bazooka
- Added: African Modern Infantry
- Added: African Guerrilla
- Added: African Great Artist
- Added: African Great Engineer
- Added: African Great Spy
- Added: African Great Merchant
- Added: African Great Scientist
- Added: African Great Prophet
- Added: African Great General
- Added: African Pioneer
- Added: African Colonist
- Added: African buddhist missionary
- Added: African christian missionary
- Added: African confucian missionary
- Added: African Hindu missionary
- Added: African Islamic missionary
- Added: African Jewish missionary
- Added: African Taoist missionary
- Added: African Executives (7)
- Added: Native American Ancient + Medieval Great Generals
- Added: Meso American Ancient + Medieval Great Generals (same as Native American)
- Added: South American Ancient + Medieval Great Generals (same as Native American)
- Added: Aztec Ancient + Medieval Great Generals (same as Native American)
- Added: Middle East Modern Spy (shader version only)
- Added: Arabia Modern spy (same as Middle East)
- Added: Babylon Modern spy (same as Middle East)
- Added: Asian Modern Spy (Shader version only)
- Added: China Modern Spy (same as Asian)
- Added: Japan Modern Spy (same as Asian)
- Added: Indian style (base is Middle East style)
- Added: Indian Axeman
- Added: Indian Cavalry
- Added: Indian Archer
- Added: Indian Settler, Colonist and Pioneer
- Added: Indian Scout
- Added: Indian Warrior
- Added: Indian Spearman
- Added: Indian Pikeman
- Added: Indian Longbowman
- Added: Indian Crossbowman
- Added: Indian Swordsman
- Added: Indian Maceman
- Added: Indian Chariot
- Added: Indian Horse Archer
- Added: Indian Mailed Knight
- Added: Indian Cannon
- Added: Indian Arquebusier
- Added: Indian Rifleman
- Added: Indian Grenadier
- Added: Indian Infantry
- Added: Indian Marine
- Added: Indian Bazooka
- Added: Indian modern Great Spy
- Added: Indian Anti-Tank Infantry
- Added: Indian SAM Infantry
- Added: Indian Modern Marine
- Added: Indian Paratrooper
- Added: Indian Cuirassier
- Added: Indian Knight
- Added: Indian Heavy Swordsman
- Added: Asian Cuirassier
- Added: Asian Cannon
- Added: Chinese Cannon (same as Asian)
- Added: Asian Machine Gun
- Added: Chinese Machine Gun (same as Asian)
- Fixed: African settlers no longer have european child
- Fixed: Chinese style was using same graphics for Archer and Longbowman -> Longbowman has now new graphics


Culturelevels
-------------
- Changed: All culture levels require now 20% more culture points. Affects Cultural Victory type


Civilizations
-------------
- Changed: Hittites default Unitartstyle set to Middle East


Translations
------------
- Updated: German translation
- Updated: Italian translation
- Updated: Spanish translation
- Added: <Finnish>, <Hungarian>, <Polish>, <Russian>, <Chinese> and <Japanese> tags to all text files for a total of 10300+ text entries (no translations for these languages yet)


Hints
-----
- Updated: couple hints to current RoM info
- Added: 13 new RoM hints

Gamefonts
---------
- Added: BUG's spaceship parts icons to Gamefont_75.tga
- Added: Eurebius religion mod icons to Gamefont_75.tga
- Added: Eurebius religion mod icons to Gamefont.tga
- Added: Nanotube resource icon
- Changed: alpha channel for some religion icons in Gamefont_75.tga
- Changed: alpha channel for some religion icons in Gamefont.tga


BUG Config
----------
- Added: BUG's fontUtil defines to init.xml

Gametext
--------
- Changed: Many tech strategy entry updated to current settings (A done)
- Added: Quote for most techs that didn't have it yet (couple still missing quote)
- Added: Pedia for most techs that didn't have it yet (couple still missing pedia)


Traits
------
- Changed: new RevDCM xml modifiers added to traits but these are still unused (need to test the effects of these modifiers for v3.0)

Eras
----
- Changed: Ancient chance for random event 1% -> 2%
- Changed: Classical era chance for random event 2%->4%
- Changed: Medieval era chance for random event 4%->8%
- Changed: Renaissance era chance for random event 4%->8%
- Changed: Industrial era chance for random event 6%->12%
- Changed: Modern era chance for random event 8%->16%
- Changed: Transhuman era chance for random event 10%->20%
- Changed: Future era chance for random event 12%->24%
- Changed: iTechCostModifier set to 0 on all eras (RoM tech costs were adjusted each by hand in previous versions)

World sizes
-----------
- Changed: Giant default player amount decreased from 18 to 13 due to some impossible random event requirements which are based on default player amount, also speeds up game on this map size
- Changed: Gigantic default player amount decreased from 24 to 15 due to some impossible random event requirements which are based on default player amount, also speeds up game on this map size

Sounds
------
- Added: Storm terrain feature has now own growth sound

Leaders
-------
- Added: Inquisition memory infos (all modular leaders need these modifiers too)

The changelog doesn't contain info about Better BtS AI, BUG mod or RevDCM changes - there's huge list of changes to those mods as well.

I'll start working on Lite and Mega version on this weekend and I'll try to get them ready some time next week. I'll try to set up normal download mirrors as well later this weekend.

Have fun!
 
Woo!! :D :D
 
hi

little icons in the down of screen don't work by default. (just below the icons of units). they don't here in my game. How can use them ?
 
I don't know how to use torrent !!!!
 
Here is a non torrent link.
Thanks a lot. The firewall in my router seems to block the torrent file transfer, and I'm no expert on configuring a firewall. I can access the settings, but I'd rather not make a stupid mistake changing things I don't understand what do.
 
Thank You !!!!!
 
Arg! I'm running Vista and trying to use 7zip to extract the rar, and for weeks when I dl from different sources, it has trouble extracting certain files including a dll and fails. This is so frustrating. I'm not very tech savvy and I really want to play this modpack! I've never played ROM because of similar issues in the past I just gave up and played other mods. But the more I read about this one the more I think it's right up my alley so if someone could lend some advise that would be appreciated.

Edit: 7zip reports "cannot open output file..." etc.
 
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