[BtS] Rise of Mankind 2

OK, so I noticed a few incongruities. When building city defenses, high walls are built before regular walls. When building commerce, ports could be built before harbors. :confused: And then there was the quest that got me irked, I was required to build 12 chariots and I did, but didn’t get the reward. Unless being swamped by barbarian hordes was the reward.:rolleyes: Other than that, every thing else appears to be working/loading fine.
 
Yes, Boris is right ! You can build High Wall before "small" walls. Some other buildings are also "bugging" in the same sense....
 
@Hian the Frog

Yes, it's a bug. Seems that when I was merging new Inquisition mod to RoM 2.5 I accidently changed one python code block during merging and that code block hold all the building upgrade path lines. I'll post fix for it after xmas...
 
Getting same building "bugs" as Boris and Hian. A lot of buildings can be built without respective requirment. Slave market, High Walls is two of the ones I have seen so far.
 
Getting same building "bugs" as Boris and Hian. A lot of buildings can be built without respective requirment. Slave market, High Walls is two of the ones I have seen so far. Also after you have build High Walls and you already had Walls, you have to build Walls again beacuse High Walls "delete" Walls from the city.

Sorry for the doubelpost, my Internet froze on me and I clicked twice =)
 
Zappara,

Maybe it is another small bug. It seems that you can build the Agora without the civic democracy. Is it as intended or is it a bug ? :crazyeye:
When i read the pedia, it is said that this building can be built only under this civic and i launched one under monarchy. :crazyeye:
Maybe you should also have a look at the buildings linked to civics. :scan:

All in all, it is very fun to play. Spiritual trait is now very interesting, as you have to shift often from one civic to another. :goodjob:
 
I patched the updater and I cannot drag units to designate moves. Now I have to click "go to" and click again at the destination. Is this a part of the changes or just some sort of bug?

nvm, problem solved
 
@Zap: Ja I got the same Agora bug .. can build under a couple civics
 
Does enabling diplomacy require both parties to posess writing? I discovered writing and a message that said I can now use diplomacy poped up but still I cannot get to diplomacy screen. I remember before you could trade tech and map if only one party posessed required tech, is it same in this version?
 
My only really annoying crash is on leader faces. If I open a leader face soon after saving, or accidentally after doing anything that uses my graphic card, I get a CTD. Is there anyway to set leader faces to non-animate?

Note - this is in the latter half of a 34 civ, giant globe. The leader face issue only came up then.

System is WinXP, SP3, 32-bit; 4 gigs of RAM; ATI HD4870, E8400.

Edit: I should note that the error in question is always 'not enough graphic mem' - it's clearly not loading all the textures properly (I can even predict it over time as the leader faces load slower before one crashes.) Card has 512MB.
 
I'm getting a few bugs myself. (I may just make a list after I'm finished playing): but...

"Walls" can be built again after "High Walls", which is weird.
The Pantheon wonder seems to spread Hellenisim no matter what your civ religion is (in my case, Amun-Ra).
 
I'm getting a few bugs myself. (I may just make a list after I'm finished playing): but...

"Walls" can be built again after "High Walls", which is weird.
The Pantheon wonder seems to spread Hellenisim no matter what your civ religion is (in my case, Amun-Ra).

The walls issue is part of the bug Zap mentioned. As for the Parthenon. It requires Hellenism as a religion and is setup to spread the religion as well.
 
I'm new to the mod, but I played a few games with version 2.4. I have to say it was very impressive, and exciting to see so many new wonders, units and technologies. It renewed my excitment about civilization.

I tried a game with version 2.5, and it seemed to me that trade income didn't seem to be working. I played the Dutch and the city detail screen showed trade routes but no income from them. I counted up the commerce from the tiles and this seemed to be the only commerce the city was making. I continued to play until currency, but that didn't make much of a difference.

Trade definitely was working in version 2.4, so maybe there is something I'm missing in version 2.5. It definitely seemed to be a bug to me.

Thanks for all the hard work that clearly went into the game.
 
I have a unit that has experinece 24/26 and it does not gain any more.

this could be simply a change, but whipping population requires 1 pop to remain in the capital city but now 2 pops to remain in other cities.
 
Are you fighting against barbarians? Iirc the barb exp limit in RoM is 20 (vanilla is 10), so once you pass those 20 exp, you'll only get more exp for fighting other civs units, but not for barbarians.
 
Interesting note, with 2.5 you are limited to founding one religion, which with the way it goes you get Aman-Ra. So I finally get to construction and I discover Judaism. Has anyone else noticed this, or do “I have a slow AI who doesn’t want to found religions?

Playing RoM-Earth 2, Gigantic (which makes one huge land mass, no seas), with about 15 civs at the moment.
 
Zap,

Another probable bug linked to buildings. I have built the Nagual HS and nagual special building (a kind of great temple-pyramid) in one of my cities and it is said in the pedia that i have to "earn" two free specialists. I don't have them ! I can send a screenshot if you want.

You should really have a look at your building system. Something seems to be broken in your code.

Last not about the religion: your new system in 2.5 is both good and bad. Some civs never convert to a religion and stay backward. Maybe the system isn't flexible enough...

All in all, it's fun to play. Your mod is a great success.
 
Question to Zap

Is there any chance that worker promotions will be implemented into RoM2?

I was thinking it might be nice to see a workers ability to construct improvements restricted via promotions, this perhaps would add another level of strategy to how workers are used and protected (wouldn't want to loose that high-level worker that has all the promotions and can build/terraform/clean-up anything, instead of the "I'll just build another one" line of thought), it could also add a few new building options too.
 
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