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[BtS] Rise of Mankind 2

Discussion in 'Civ4 - Modpacks' started by zappara, Apr 29, 2008.

  1. JaeChunDaeSung

    JaeChunDaeSung Prince

    Joined:
    Jan 27, 2009
    Messages:
    314
    Location:
    Korea
    Just a few things came to mind as I played.

    1. In the Civics menu, there is no indicator for # of Anarchy turns

    2. With later era units (only Gunpowder observed so far), the tactical advantages against obsoleting units, and advantage against barbarians are not shown. Is this a glitch, a change, or is the advantage still there, just not mentioned?

    Those are my only concerns at this point. Any answers will be appreciated, keep up the great work! : )
     
  2. Afforess

    Afforess The White Wizard

    Joined:
    Jul 31, 2007
    Messages:
    12,239
    Location:
    Austin, Texas
    Zappara, I tweak the civic screen so it shows this again. You can find the latest copy in my SVN. ;)
     
  3. Xagrim

    Xagrim Chieftain

    Joined:
    Nov 9, 2009
    Messages:
    30
    Is the ne version 2.9 now playable with RevolutionMOD and BarbarianMOD in Multiplayer? Or must we deactivate this Mods?
     
  4. yuizaki

    yuizaki Chieftain

    Joined:
    Sep 15, 2006
    Messages:
    74
    Location:
    London
    unhappiness from Republic is just murderous that no sensible player will use it any more.
    consider the cost of 3 people deprived of working on tile and the benefit in reduction of costs. They can't possiblly match.
    I'd been finding republic to be too powerful and now it is unusable. why is tweaking so extreme?
     
  5. JaeChunDaeSung

    JaeChunDaeSung Prince

    Joined:
    Jan 27, 2009
    Messages:
    314
    Location:
    Korea
    I mentioned this in feedback and bug reports, but wasn't sure if it was the right place for it but...

    Despite building Courthouses, Jails, and other spy-related structures, I cannot access, add, or remove Spy specialists. I'm also having this problem with Nobles (while running Monarchy).

    When I place the cursor over either specialist, their descriptions don't even come up, like they've not been programmed,even though I once had a city automatically apply Nobles. This problem only occurs with them, all other specialists are unaffected by this glitch.

    Any thoughts?
     
  6. xxxdemonkingxxx

    xxxdemonkingxxx Chieftain

    Joined:
    Mar 27, 2010
    Messages:
    1
    i can't access to aluminum and ammunition resource with full version 2.9 and BTW newest version? what happened?
     
  7. Dancing Hoskuld

    Dancing Hoskuld Deity

    Joined:
    Jul 5, 2004
    Messages:
    23,540
    Gender:
    Male
    Location:
    Canberra, Australia
    I have only played one game through to the modern era but I was able to get bauxite and build the aluminum factory national wonder to produce aluminum OK. I was also able to build the ammunition factory national wonder to produce ammunition.

    Perhaps some more info on the problem you are having will help narrow down what is going on.
     
  8. taxman80

    taxman80 Chieftain

    Joined:
    Jul 14, 2008
    Messages:
    41
    hi Zapp!

    Any idea when will u finish the mega version for ROM 2.9??? :rolleyes::rolleyes::rolleyes:


    thanxx!!! :crazyeye:


    :goodjob::goodjob:
     
  9. Canabrava

    Canabrava Prince

    Joined:
    Jun 7, 2007
    Messages:
    391
    Location:
    Brazil
    Zapp,

    The religion unit promotions are corretly? All religions have your special promotion, but almost all you just can use on warlords. Taoist promoton can use in all basic units. This promotion is SO GOOD! Every time i choose taoist just to use this promotion. Now i'm playing with hindu religion and the promotion is just for warlords. I think this is unbalanced. Taoist is so much better than other religions. May you check this to balance the game.
     
  10. zappara

    zappara Mod Designer

    Joined:
    Dec 19, 2003
    Messages:
    2,781
    Location:
    Finland
    I'll have to finish up RoM v2.91 patch first to fix various small bugs that were found from v2.9 - release should be on this weekend. After that I'll start releasing those civs one by one (few per day if I'm not busy with other stuff).

    The religious promotions were made to work differently on purpose. If one of them is overpowered, I'll need to adjust it but I'd rather get multiple opinions before I'll make any changes.


    Current patch notes:
    Spoiler :
    Version 2.91
    ------------

    Mods
    ----
    - Updated: Updated to current BUG SVN (some bug fixes)


    Random events
    -------------
    - Fixed: Independent fishers event checks for coast plots in the city
    - Fixed: National anthem text entry
    - Fixed: Warship quest applies the reward to Port, Commercial Port and International Port (ie. the reward carries over to upgrade buildings)
    - Fixed: Harbormaster quest applies the reward to Port, Commercial Port and International Port (ie. the reward carries over to upgrade buildings)
    - Fixed: The Huns requires Mounted Archery (spawns Horse Archers), now more historically accurate appearance
    - Changed: Malaccan pirates event spawns Torpedoboats instead of Transports (transports only defensive) and they get more promotions
    - Changed: Vandals event spawns Light Swordsman instead of Swordsman (iron working req.)


    Modules
    -------
    - Fixed: UN Mission advisor CTD problem
    - Fixed: no GP icon for unit 25 warning message should no longer appear -> removed Great General II from Warlords module (other way would have been to add new defines for this unit to BUG's GPUtil.py but since this is module it would cause errors if user removes this module and python still refers to it...



    National Wonders
    ----------------
    - Changed: World bank gold reserve bonus per turn 2% -> 1% (how to change this national wonder to affect other players as well?)


    Buildings
    ---------
    - Changed: Slave market position in tech tree screen - now in Slavery tech. reqs still the same.
    - Changed: Lighthouse gives +1 gold from sea plots instead of food
    - Changed: Fisherman's hut gives +1 food from sea plots, no longer give food bonuses from seafood resources


    Tech tree
    ---------
    - Changed: RoM 2.81 tech tree screen coloring is on by default (new option in RoM settings page in BUG options)



    Units
    -----
    - Changed: Siege quinquereme str 6 -> 5
    - Changed: Modern Grenadier has now attack bonus against Flamethrower
    - Changed: Light tank has bonus vs. Mounted instead of wheeled
    - Changed: Heavy Tank has bonus vs. Tracked instead of wheeled (Armor is still better)
    - Changed: Machinegun no longer upgrade to Armored Car


    Techs
    -----
    - Fixed: Aerodynamics quote sound disabled since this tech is no longer named Advanced Flight thus generic sounds should be used instead
    - Changed: Machinery AIWeight 0->100


    Mod settings
    ------------
    - Disabled: BUG mod's tech tree era shadows off by default
    - Added: RoM tech tree era color method to RoM Settings page. On by default. Works with BUG's shadow option but I wouldn't recommend using both methods at the same time
    - Changed: BUG mod's logging (to screen) set from warnings to errors by default (less annoying messages on screen)


    Python
    ------
    - Changed: City screen shows now resources in single display (thanks Afforess)
    - Changed: Defense modifier always displayed in city screen
    - Fixed: Strategy overlay feature

    Civics
    ------
    - Changed: Church state religion building prod. modifier 25% -> 10%
    - Changed: State Church state religion building prod. modifier 20% -> 15%
    - Changed: Free Church state religion building prod. modifier 25% -> 20%

    Buttons
    -------
    - Fixed: Alpha channel for 70 or so buttons (thanks to Afforess)

    CityLSystem
    -----------
    - Fixed: Arcology oversize bug
    I'm now waiting for new RevDCM version which should improve multiplayer mode greatly so I'm going to merge it to this patch on this weekend (if it's released on easter).
     
  11. seamus75

    seamus75 Warlord

    Joined:
    Jul 31, 2005
    Messages:
    135
    Location:
    Lowell, MA
    Getting a CTD when I try to build the Kong Mao. At first I tried using the appropriate GP, but than tried just adding the building in Worldbuilder and got the same crash. Any ideas? The Kong Mao is such a money maker & my civ is pretty broke.

    Try it out & see what you can do.

    Seamus

    edit* Apparently I can't spread my religion via missionary w/o CTD. I'm thinking the anarchy is effecting it so I'll try after things calm down.
     

    Attached Files:

  12. Kickbooti

    Kickbooti Ecclesia Militans

    Joined:
    Jul 21, 2002
    Messages:
    969
    Location:
    Northern Michigan
    I am eager to play 2.9, I even installed the New Dawn 1.7, the whole package looks awesome.

    However, whenever I load it after I select my civ, leader, world options etc., I get the following message.

    Microsoft Visual C++ Runtime Library



    Runtime Error!


    Program: …er’s Civilization 4\Beyond the Sword\Civ4

    BeyondSword.exe


    This application has requested the Runtime to terminate it in an

    unusual way.

    Please contact the application’s support team for more information.​

    I have updated my drivers (NVIDIA GeForce Go 7300 in a Dell laptop). I reloaded Direct X 9.0c. I even tried a microsoft C++ fix.

    Any ideas? I'm getting pretty desperate.

    Thanks.
     
  13. iiyoNic

    iiyoNic Chieftain

    Joined:
    Aug 18, 2007
    Messages:
    6
    it's frustrating .. 2.9 seems to be more unstable than 2.81.
    CTD's pop up every now and then - even before industrial age.
    low graphic settings 3gb switch etc. which helped to solve most CTD's in 2.81 have no effect at all.

    make it stable !! please!
     
  14. primordial stew

    primordial stew Emperor

    Joined:
    Sep 1, 2005
    Messages:
    1,219
    Location:
    a puddle
    For 2.91 perhaps consider adding -5% military production/training bonus. The rational is that it takes longer to train a more highly skilled unit. Consider a unit getting both Pakration and Taoist promoton is 25% stronger, but is actually trained 10% faster (due to the Hellenistic monastary bonus). Throw in the 20% vs melee from martial arts too! Now, it does seem to take a while to get all those religions in your main training city, but once you do it's quite an advantage. These should probably be mutex anyway.

    Grenadiers are underpowered vs Riflemen. 18 + 25% (only when attacking) vs 26. Why build grenadiers?

    Playing epic speed and emperor difficulty on a giant map produces too many great generals. India with only 1 city had 4 GGs in it.
     
  15. Afforess

    Afforess The White Wizard

    Joined:
    Jul 31, 2007
    Messages:
    12,239
    Location:
    Austin, Texas
    I'm really liking all the GG's. Using them As Great Commanders makes for an interesting game.
     
  16. zappara

    zappara Mod Designer

    Joined:
    Dec 19, 2003
    Messages:
    2,781
    Location:
    Finland
    Download Rise of Mankind 2.91patch

    Saved games from v2.9 are not compatible with v2.91!


    2.91 version notes:

    Spoiler :
    Mods
    ----
    - Updated: Updated to current BUG SVN (some bug fixes)


    Random events
    -------------
    - Fixed: Independent fishers event checks for coast plots in the city
    - Fixed: National anthem text entry
    - Fixed: Warship quest applies the reward to Port, Commercial Port and International Port (ie. the reward carries over to upgrade buildings)
    - Fixed: Harbormaster quest applies the reward to Port, Commercial Port and International Port (ie. the reward carries over to upgrade buildings)
    - Fixed: The Huns requires Mounted Archery (spawns Horse Archers), now more historically accurate appearance
    - Changed: Malaccan pirates event spawns Torpedoboats instead of Transports (transports only defensive) and they get more promotions
    - Changed: Vandals event spawns Light Swordsman instead of Swordsman (iron working req.)


    Modules
    -------
    - Fixed: UN Mission advisor CTD problem
    - Fixed: no GP icon for unit 25 warning message should no longer appear -> removed Great General II from Warlords module (other way would have been to add new defines for this unit to BUG's GPUtil.py but since this is module it would cause errors if user removes this module and python still refers to it...



    National Wonders
    ----------------
    - Changed: World bank gold reserve bonus per turn 2% -> 1% (how to change this national wonder to affect other players as well?)


    Buildings
    ---------
    - Changed: Slave market position in tech tree screen - now in Slavery tech. reqs still the same.
    - Changed: Lighthouse gives +1 gold from sea plots instead of food
    - Changed: Fisherman's hut gives +1 food from sea plots, no longer give food bonuses from seafood resources


    Tech tree
    ---------
    - Changed: RoM 2.81 tech tree screen coloring is on by default (new option in RoM settings page in BUG options)



    Units
    -----
    - Changed: Siege quinquereme str 6 -> 5
    - Changed: Modern Grenadier has now attack bonus against Flamethrower
    - Changed: Light tank has bonus vs. Mounted instead of wheeled
    - Changed: Heavy Tank has bonus vs. Tracked instead of wheeled (Armor is still better)
    - Changed: Machinegun no longer upgrade to Armored Car


    Techs
    -----
    - Fixed: Aerodynamics quote sound disabled since this tech is no longer named Advanced Flight thus generic sounds should be used instead
    - Changed: Machinery AIWeight 0->100


    Mod settings
    ------------
    - Disabled: BUG mod's tech tree era shadows off by default
    - Added: RoM tech tree era color method to RoM Settings page. On by default. Works with BUG's shadow option but I wouldn't recommend using both methods at the same time
    - Changed: BUG mod's logging (to screen) set from warnings to errors by default (less annoying messages on screen)


    Python
    ------
    - Changed: City screen shows now resources in single display (thanks Afforess)
    - Changed: Defense modifier always displayed in city screen
    - Fixed: Strategy overlay feature



    Civics
    ------
    - Changed: Church state religion building prod. modifier 25% -> 10%
    - Changed: State Church state religion building prod. modifier 20% -> 15%
    - Changed: Free Church state religion building prod. modifier 25% -> 20%

    Buttons
    -------
    - Fixed: Alpha channel for 70 or so buttons (thanks to Afforess)

    CityLSystem
    -----------
    - Fixed: Arcology oversize bug


    Game options
    ------------
    - Changed: Permanent alliances option hidden because option currently bugged and should not be used. Will be fixed later.

    Maps
    ----
    - Added: 12 Earth maps (Small and Tiny) with different settings made by ComradeKristov
     
  17. Zelpo

    Zelpo Eager for Beaver

    Joined:
    Dec 12, 2005
    Messages:
    42
    Location:
    The Left Coast
    Loved the mod, can't deal with the constant crashes ... I've spent more time trying to research the cause of the crash than playing the mod. Frustrating! :crazyeye:
     
  18. Dancing Hoskuld

    Dancing Hoskuld Deity

    Joined:
    Jul 5, 2004
    Messages:
    23,540
    Gender:
    Male
    Location:
    Canberra, Australia
    There is no information in your post which would help anyone help you. I almost never get crashes. The latest ones were due the mod I was testing.
     
  19. Venovekis

    Venovekis Chieftain

    Joined:
    Jul 31, 2004
    Messages:
    16
    Location:
    USA
    does anyone know the shortcut keys to rename enemy AIs in the game? Ive done it before but i dont remember :( pls let me know what it is. Thanks :)
     
  20. Hector Achilles

    Hector Achilles Warlord

    Joined:
    Mar 19, 2009
    Messages:
    77
    Location:
    Rochester, NY
    I have played a few games of the 2.9 version (2 @ marathon and 1 @ Epic) and have not crashed at all (my maps are huge or giant and I end up w/ anywhere between 14-18 civs)? My HP has 3G RAM and a 128 MB Video Card...and no crashes? I even played my Epic game w/ ALL Graphics on high and detailed terrain turned on...now the movie quality sucked and there was some time between turns but no CTD's at all. My marathon games had to be turned down to medium graphics, but the game still looked great and maybe AT MOST 30 seconds between turns even in the modern era, and NO crashes.

    How come my 2006 outdated HP Computer does not have MAF's or CTD's and these modern state of the art "rigs" are crashing while playing RoM 2.90 (2.91)? I'm curious to know, because when Civ V comes out, I'm afraid my outdated HP will not have such luck.
     

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