[BtS] Rise of Mankind 2

Problem... I'm playing a multiplayer game on the internet thing. Just me and my brother with a bunch of AI players.... We are at a point in the game where oil is discovered and everything, everyone seems to have or be able to build oil refineries, except for my brother.... who has 2 oils.... with well's... I have 2 oils and did build one oil refinery, but it won't let me build another.... he can't even build one. All the AI players have the little gas resource from the oil refinery except my brother lol... anyone how what the problem is?
 
I am getting wierd freeze, game freezes when i end turn. Freeze always happens in same turn, i have tested autosave too and always freezes same turn.

Is there any way to jump over one turn or something. I am really having good and long game, i wouldnt want to start another now.
 
I am getting wierd freeze, game freezes when i end turn. Freeze always happens in same turn, i have tested autosave too and always freezes same turn.

Is there any way to jump over one turn or something. I am really having good and long game, i wouldnt want to start another now.
Freeze or crash?

My bet is that if it's a crash the turn before rebels spawned. Enter the Worldbuilder and look for spy units belonging to the rebels. It's a pita procedure but it solved savegames for me quite some times.
 
Playing RoM with Revolution on is still a bit daunting ;).
 
Hey guys, excellent modpack; this really revitalizes an already awesome game. I have one question, though: Where is the info stored for limiting the World Wonders per city? I play with one uber-city and several decent cities (in other words, I suck, I know, but I digress). Running into a 4-wonder/city limit cramps my style; I'd like to build as many World Wonders as I please.
 
Can anyone else get the 50 civ addon pack to work with 2.3.1? I can't select any of the civs in game... very annoying.


EDIT: VVVVVVV Thank you very much. Awesome job!
 
Can anyone else get the 50 civ addon pack to work with 2.3.1? I can't select any of the civs in game... very annoying.
I'll try to update it right after I've released RoM 2.4 - there's probably quite a few changes that I need to make to extra civ addon so that it runs perfectly with current mod version.

Here's current update notes for v2.4:

Spoiler :
Version 2.4
------------

Buildings
---------
- Changed: Forge buildings cost halved (120->60) to help AI players (if building takes more than 30 turns to built, AI player most likely will not build it)
- Changed: Slave market cost halved (so it won't be more expensive than Forge)
- Changed: Artist Guilds adds +1 happiness if city has dye resource

Civilizations
-------------
- Added: Barbarians have now own unitartstyle

Mod components
--------------
- Updated: BUG mod to v3.5
- Fixed: CTD bug from modern age (though with AIAutoplay mod component there seems to be CTD issue if start game directly on modern era and let AI play your turns from the start, crashes at 20-30 turns)

Terrain
-------
- Added: Marsh
- Added: Peat Bog (swamp) feature on Marsh and Tundra
- Changed: Jungle and Forest may appear on Marsh plots
- Changed: Fallout unhealthiness increased from 0.5 to 0.8

Resources
---------
- Changed: Rice may appear on Marsh and Peat Bog plots
- Changed: Potato may appear on Marsh
- Changed: Fur may appear on Marsh plots
- Changed: Oil may appear on Marsh and Peat Bog plots


Improvements
------------
- Changed: Cottage no longer get bonuses from roads and railroads
- Changed: Hamlet no longer get bonuses from roads and railroads
- Changed: Village food bonus 1->0, no longer get hammer bonus from roads and railroads
- Changed: Town food bonus 1 -> 0
- Changed: Mine gets now +2 hammers from railroad (was no difference between roads and railroad)
- Changed: Shaft Mine gets now +2 hammers from railroad (was no difference between roads and railroad), can now be built directly after you discover Steam Power
- Changed: Farm can be built on marsh plots, gets small chance to discover food resources (same effect as with mines)
- Changed: Watermill gets +1 food from Replaceable parts and +1 hammer from Electricity
- Changed: Groundwater well can be build on marsh plots
- Changed: Goody huts may appear on Marsh and Peat Bog plots
- Changed: Bunker can be built on Marsh plots
- Changed: Waster refinement factory can be built on Marsh plots
- Changed: Fort can be built on Marsh plots

Techs
-----
- Changed: Agricultural tools no longer enable irrigation
- Changed: Canal systems enables irrigation


Maps
----
- Added: new Mediterranean (120x40) map by wcis
- Added: Eurasia (200x80) map by Bohemus
- Added: Huge Earth 18 civs (124x68) map by JEELEN
- Added: Mars map with 12 civs (80x57), original map by GarretSidzaka
- Added: Mars Colonization map, no preset civs and starts on Future era (AD2055)
- Added: Colonization scenario (America map), 12 preset civs, start year 1500, 3month turns
- Added: Australia & New Zealand huge map (114x80)

Unitcombats
-----------
- Added: Espionage unit group

Promotions
----------
- Added: Spy promotion lines
- Changed: Fieldsman I-III gain bonuses on Marsh terrain

Units
-----
- Added: Dropship (helicopter unit with paradrop ability)
- Changed: Spy is now in Espionage unit group
- Changed: Worker units can drain Peat Bog
- Changed: Brigantine upgrades now to Iron Frigate instead of Frigate (unit stays available longer)
- Changed: AH64 Gunship upgrades to Dropship
- Changed: Modern Paratrooper upgrades to Dropship
- Fixed: Arabian Rifleman buttons work again (animations swapped)


Unitartstyles
-------------
- Added: Asian Trireme
- Added: Galleon for China
- Added: Asian Galleon

Pedia
-----
- Added: Better BTS AI pedia to RoM Concepts
- Added: Super Spies pedia to RoM concepts
- Added: Advanced Scoreboard pedia to RoM concepts (instructions how to customize it)
- Added: Unit Naming pedia to RoM Concepts (specific instructions still only in BUG Mod Help-ENG.chm help file)
- Added: Autolog pedia to RoM Concepts
- Updated: Maps & Scenarios in RoM concepts
- Updated: Civ Changer info in RoM concepts
- Updated: Archer Bombard info in RoM Concepts


Python
------
- Changed: All mapscripts have been updated to terrain changes (Marsh now included)


Graphics
--------
- Added: new water and terrain textures
It's going to be v2.4 and not 2.32 since I got to upload whole mod again. So the planned civic changes will go into v2.5 then. I got few more things going into the next version so those notes aren't final. I decided to add new terrain feature after all after I had added new terrain (Marsh) - so there will be now really unhealthy swamp plots as well though you'll be able to drain those swamps once you discover tech for it. I've generated some 20+ maps so far with these new terrain features to test them and I'm liking it :)

I managed to fix my Colonization scenario as well on last weekend (spent some 20hours modding RoM to make all those changes :lol:) and I'm converting some new maps for RoM and looks like there will be about 10 new maps included (20 total then?).
 
Just started playing this mod and couldn't put it down for two days, its loads of fun. It was on noble/marathon on a standard map - a game setting which I normally do well in, but I found my first couple of games easier than vanilla BTS, for a couple of reasons.

I do think that the revolution feature, while cool, isn't something I'm going to continue playing with. Firstly there are the technical issues - crashes seem linked to civs emerging/being destroyed. Secondly, the AI appears to have real issues managing revolters - in Noble at least. To compete, the AI needs to form a stable state and advance its infrastructure and economy. However, it seems inevitable that revolts/civil wars occur - the AI doesn't know how to prevent them occuring, and while I have seen an AI put down the revolt brutally and efficiently, that is an exception and not a rule. And while the resulting diplomatic chaos is amusing to watch, its not good when a potential competing empire is cut down by a game mechanic it can't handle well - just my two cents.

The second observation I have is that the economic multipliers in the game explode to the point where they get a bit out of control. Don't get me wrong - I *love* the ports with their additional trade routes, the upgrades to food production, and all the little buildings you can build that bump things up.
But the numbers are just off the scale when added together. In my first game, I was running a mostly cottage economy, but mixed up with a few farms. Combined that with all the additional food upgrades - just with automanaging my citizens, I ended up incidentally having so many merchant specialists that I could run my slider at 100, and still rack up a positive income in cash - with thousands of beakers coming in each turn. This was at the industrial stage of the game, having beaten Japan to dominate 3/4 of my continent (I was aiming to play peaceful/turtle, but the backstabbing Tokugawa forced my hand).

So ROM 2's economy gets much bigger than vanilla. Unfortunately tech costs at the high levels don't scale even close to that. Basically - the curve just feels wrong when compared to the vanilla game - while the early-mid game seems about perfect, the mid-late game has so many large modifiers, especially to trade, that income is literally out of control, and costs just get swamped.

Now that that criticism is out of the way - it's still an honestly great mod and I'm definitely looking forward to playing with the new goodies in 2.4 :) I do hope that you can look at ways to change the balance and tweak the economic curve for future versions.

One idea - if you can lower the base amount in the trade calculation - perhaps by as much as 50% - and make the default number of trade routes 3 instead of 1 - you could keep a bit of a handle on the trade income coming in at mid-late game, without slowing the start down too much. I'm sure there are lots of other things you could try... although working on civics will keep you busy enough :)
 
On Emperor it plays nicely and smoothly enough. I couldn't play noble in vanilla bts because I thought it's too easy and Emperor was easy enough if you efficiently work on espionage. In this mod the most overpowered things are cottages, but it's something that makes this mod unique :).
 
Hi all,
I've recently downloaded 2.31 and am really enjoying it - many, many thanks! The only thing is that all the wonder videos appear as just a load of scrambled colour/pixels, although the sound carries on. While obviously not fatal, it would be wonderful if there was a simple explanation for this. Any ideas?
 
Hey guys, excellent modpack; this really revitalizes an already awesome game. I have one question, though: Where is the info stored for limiting the World Wonders per city? I play with one uber-city and several decent cities (in other words, I suck, I know, but I digress). Running into a 4-wonder/city limit cramps my style; I'd like to build as many World Wonders as I please.

Still can't find the file. I'd assume it's in the Python; how does one open those?
 
Still can't find the file. I'd assume it's in the Python; how does one open those?
It's in XML file GlobalDefines.xml in folder Rise of Mankind\Assets\XML. Use -1 value for wonder amounts there if you want your cities to be able to build unlimited amount of wonders.
 
Version 2.4 is ready and uploaded!

Download v2.4

Update notes for v2.4
Spoiler :
Buildings
---------
- Changed: Forge buildings cost halved (120->60) to help AI players (if building takes more than 30 turns to built, AI player most likely will not build it)
- Changed: Slave market cost halved (so it won't be more expensive than Forge)
- Changed: Artist Guilds adds +1 happiness if city has dye resource

Civilizations
-------------
- Added: Barbarians have now own unitartstyle

Mod components
--------------
- Updated: BUG mod to v3.5
- Fixed: CTD bug from modern age (though with AIAutoplay mod component there seems to be CTD issue if start game directly on modern era and let AI play turns from the start, crashes at 20-30 turns)

Terrain
-------
- Added: Marsh
- Added: Peat Bog feature on Marsh and Tundra
- Changed: Jungle and Forest may appear on Marsh plots
- Changed: Fallout unhealthiness increased from 0.5 to 0.8

Resources
---------
- Changed: Rice may appear on Marsh and Peat Bog plots
- Changed: Potato may appear on Marsh
- Changed: Fur may appear on Marsh plots
- Changed: Oil may appear on Marsh and Peat Bog plots


Improvements
------------
- Changed: Cottage no longer get bonuses from roads and railroads
- Changed: Hamlet no longer get bonuses from roads and railroads
- Changed: Village food bonus 1->0, no longer get hammer bonus from roads and railroads
- Changed: Town food bonus 1 -> 0
- Changed: Mine gets now +2 hammers from railroad (was no difference between roads and railroad)
- Changed: Shaft Mine gets now +2 hammers from railroad (was no difference between roads and railroad), can now be built directly after you discover Steam Power
- Changed: Farm can be built on marsh plots, gets small chance to discover food resources
- Changed: Watermill gets +1 food from Replaceable parts and +1 hammer from Electricity
- Changed: Groundwater well can be built on marsh plots
- Changed: Goody huts may appear on Marsh and Peat Bog plots
- Changed: Bunker can be built on Marsh plots
- Changed: Waster refinement factory can be built on Marsh plots
- Changed: Fort can be built on Marsh plots

Techs
-----
- Changed: Agricultural tools no longer enable irrigation
- Changed: Canal systems enables irrigation


Maps
----
- Added: new Mediterranean (120x40) map by wcis
- Added: Eurasia (200x80) map by Bohemus
- Added: Huge Earth 18 civs (124x68) map by JEELEN
- Added: Mars map with 12 civs (80x57), original map by GarretSidzaka
- Added: Mars Colonization map, no preset civs and starts on Future era (AD2055)
- Added: Colonization scenario (America map), 12 preset civs, start year 1500, 3month turns
- Added: Australia & New Zealand huge map (114x80), no preset civs
- Added: Orion, huge map (106x100), no preset civs

Unitcombats
-----------
- Added: Espionage unit group

Promotions
----------
- Added: Spy promotion lines
- Changed: Fieldsman I-III gain bonuses on Marsh terrain

Units
-----
- Added: Dropship (helicopter unit with paradrop ability)
- Changed: Spy is now in Espionage unit group
- Changed: Worker units can drain Peat Bog
- Changed: Brigantine upgrades now to Iron Frigate instead of Frigate (unit stays available longer)
- Changed: AH64 Gunship upgrades to Dropship
- Changed: Modern Paratrooper upgrades to Dropship
- Fixed: Arabian Rifleman buttons work again (animations swapped)


Unitartstyles
-------------
- Added: Asian Trireme
- Added: Galleon for China
- Added: Asian Galleon
- Added: Mesoamerican Caravel (used for South America/Aztec style too)
- Added: Mesoamerican Galley (same graphics for War Galley) (used for South America/Aztec style too)
- Added: Mesoamerican Galleon (used for South America/Aztec style too)
- Added: Mesoamerican Trireme (used for South America/Aztec style too)
- Added: Mesoamerican Ship of the line (used for South America/Aztec style too)

Pedia
-----
- Added: Better BTS AI pedia to RoM Concepts
- Added: Super Spies pedia to RoM concepts
- Added: Advanced Scoreboard pedia to RoM concepts (instructions how to customize it)
- Added: Unit Naming pedia to RoM Concepts (specific instructions still only in BUG Mod Help-ENG.chm help file)
- Added: Autolog pedia to RoM Concepts
- Updated: Maps & Scenarios in RoM concepts
- Updated: Civ Changer info in RoM concepts
- Updated: Archer Bombard info in RoM Concepts


Python
------
- Changed: All mapscripts have been updated to terrain changes (Marsh now included)


Graphics
--------
- Added: new water and terrain textures
 
No interface!! I see this problem keeps popping up but so far i see no solution. Is there a solution yet if so please let me know as id love to play this mod.

I have Vista 64 ultimate with original civ and Beyond the Sword patched to 3.17. I do not have gold edition i bought both games seperate. I downloaded rise of mankind 2.4 and extracted to C:\Users\Awetzel\Documents\My Games\Beyond the Sword\MODS first and got no interface so i then deleted and re exracted to
C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods with no success.

My log reports as follows
Traceback (most recent call last):
File "<string>", line 1, in ?
File "<string>", line 52, in load_module
File "CvEventInterface", line 13, in ?
File "<string>", line 52, in load_module
File "BugEventManager", line 58, in ?
File "<string>", line 52, in load_module
File "CvEventManager", line 12, in ?
File "<string>", line 52, in load_module
File "CvScreensInterface", line 3, in ?
File "<string>", line 52, in load_module
File "CvMainInterface", line 20, in ?
File "<string>", line 52, in load_module
File "CvConfigParser", line 27, in ?
File "<string>", line 52, in load_module
File "BugPath", line 79, in ?
File "BugPath", line 72, in __getRegValue
WindowsError: [Errno 2] The system cannot find the file specified
load_module CvAppInterface
load_module xmllib

I have deleted and reinstalled game twice with no fix. I would love to play this mod but if no fix is available please let me know so i can stop wasting my time trying to get it to work.

Thanks A. Wetzel
 
awetzel - Clear your game cache every time you change something about the game. The cache stores several files from game to game, and it's possible an old problem could crop up again from these files. Delete the cache folder, and that should help. The cache folder is found in \%username%\Application Data\My Games\Sid Meier's Civilization 4\ directory. Application Data is a hidden folder and you must have view hidden folders turned on (Tools - Folder Options) to see it. Delete the Cache folder entirely (but only when not currently running civ4) and it will re-set the cache.



I too have the games seperate Civ4 to Warlords to Beyond the sword yet I'm not getting the errors you are.
try this : start from a complete control panel uninstall, then delete folders manually (the install folder and user documents folder as above)..Install game and then the Rise of Mankind Mod (presently)2.4 to the /Beyond the sword/mods folder. In that folder you should see mods like beginning, afterworld, etc You will then see the Rise Of Mankind folder after extracting it there.

Start Beyond the sword and go to advanced, mods and select Rise of mankind.
 
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