[BtS] Rise of Mankind 2

Is the ne version 2.9 now playable with RevolutionMOD and BarbarianMOD in Multiplayer? Or must we deactivate this Mods?
 
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?
 
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?
 
i can't access to aluminum and ammunition resource with full version 2.9 and BTW newest version? what happened?

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.
 
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.
 
hi Zapp!

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


thanxx!!! :crazyeye:


:goodjob::goodjob:
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).

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.
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).
 
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.
 

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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.
 
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!
 
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.
 
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.

I'm really liking all the GG's. Using them As Great Commanders makes for an interesting game.
 
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
 
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:
 
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:

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.
 
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 :)
 
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.
 
I think its because other people are playing with more civs, I don't play with more then 15 max so I don't get many MAFs.
 
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