[BtS] Rise of Mankind 2

Excellent. You rock, Zappara! :)
 
Zap, does 2.71 include the latest version of RevDCM released by Glider yesterday (and updated today with a couple of small fixes)? I assume not based on the changelog. Any chance of a quick update to 2.71 to include this?
 
Thanks for your hard work, Zap.

I am still getting the same runtime C++ error as with version 2.7 (see posts 1787 & 1810) when choosing the two larges map sizes. The other sizes work fine. I hate to be picky, but I really enjoy playing on the gigantic worlds.

I am running XP Pro SP 2, 2.8 Ghz with 1 Gig RAM. My video card is Radeon 9250 with 256MB (i think)

Thanks in advance for any advice.

Michael B
 
Thanks Zappa, really great work. Mod is as close to perfection now as it could possibly be. 2.71 is much more accurate than 2.62.

Just finished playing Ottomans, 2.70, deity, snail, gigantic earth 2. Won by conquest in 896AD with crusade and hordes of tampliers/teutons led by 7 generals attached to marshals/crusaders (with some reloads ofc). Played version 2.62 several times before on epic speed, now i see that game obviously should be played on snail, discovering techs every 1 or 2 turns in midgame and later was kinda annoying. Also medieval era is now a huge blast.

[edit] Just read carefully patch notes 2.71 and i fully support changes made to crusaders (20->15), Reqs for Marshal buildings (3>1) and making Teutonic House national wonder. This should help prevent swarming hordes of knights. Also suggestion about hospitaliers - maybe change build in medic 1 to something else as you dont need it in every unit? they are now kinda useless compared to tampliers with their 3 movement points and march and teutons with combat 1 (except marshal with medic 3 ofc). Do you have any plans for making similar to crusade buildings/wonders/units line for Islam religion regarding Arabic expansion when Islam was founded? If realized in same ages as Crusades it would make them confront each other making conflict very interesting.

May i ask a request about adding Armenian civilization to list? It was notable country in ancient world, Armenia (named Urartu at that time) span one time in ancient era from black sea to current iraq and was first country which adopted Christianity as state religion (before Rome). yes im armenian :), also persian and armenian ruling dynasties were same families for few ages around ~300 AD. Was kinda surprised not seeing it in huge list of possible civilizations yet seeing some strange names like harappan or Piliwni or Dinnihih (sp?) (never heard who were those) or latvia which existed as independant state for like last 20 years and 20 years inbetween 2 World Wars.

p.s. Thinking about it Georgia and Abkhazia were also medium sized kingdoms in middle ages thru 1600-1700 when they were annexed by or joined Persia/Turkey/Russian Empire.
 
Great mod, zappara. I just started playing it a week ago, but I had a couple of concerns.

1.In 2.7 I got to the middle ages largely unmolested on Noble, Epic, Huge with about a dozen cities (my target number for events that require a build such-and-such in each city) and I was blowing through technologies at 1 every 3 turns, which seemed kind of fast (none of the 20 AI players was near that rate). Is the mod meant to be easier than vanilla Civ or are we expected to expand faster and be hit by the maintenance fees harder or what?

2.I loaded your megapack following the instructions given, except the woc file seemed to be one folder less deep than they indicated. Looking over the new civs and leaders, I had a sort of crash. Vista flashed some message about video memory at me, my desktop background went to black, then it put me back into the sevopedia, but the icons in the leftmost column had become gibberish. A few clicks on civs later, the game froze up.

3.The mod doesn't seem to remember any of my middle column settings. Vanilla civ never remembers my shoreline setting or anything aside from my name in the player list on the top half of the screen. I was wondering if any of that could be improved.

4.I like the extra civs and leaders, but I play a lot of hotseat games (of BtS) with a friend can get overwhelmed by all the new faces. Would it be possible to include a setting to turn off the new leaders and civs? Or relegate them to new barbarian civs? (And if so, it may be yet better to do so on an individual basis rather than mess with/delete files)

5.Is there any way to have revolutions generate copies of the old civilization? I think it would make more sense, when additional leaders exist, to do this. Say, Americans led by Lincoln have a revolution which is another American civ led by Roosevelt.

Thanks.
 
I'm trying this mod for the first time, installing to Mods folder in the BTS directory of Program Files as I've done many other mods, but when I click ok under the Load a Mod action, the program closes and never restarts.

I've tested other mods out and they all load correctly but nothing is happening for Rise of Mankind. I've extracted 2.71 with WinRar, haven't renamed anything and the whole structure looks ok.

Is no one else finding problems with a fresh install of 2.71? I get no error messages, just silent termination of any process after I try to load this mod. My computer is WinXP, AMD Phenom with 2GB RAM.
 
Hey,

I have posted before about the game crashing between turns around the time of the discovery of guilds, but no one has given me any answers. Does anyone know why this happens? I have seen that others have had the problem as well.
 
Hey,

I have posted before about the game crashing between turns around the time of the discovery of guilds, but no one has given me any answers. Does anyone know why this happens? I have seen that others have had the problem as well.

I do not get the problem, nor have I ever had the problem. Many people have reported the problem but few have provided enough information for someone to get a handle on what is causing the problem so no action has occurred.

Please look at the first thread in Version 2.7 bug reports and feedback which outlines what is needed for anyone to have a hope of identifying and fixing the bug.

Always remember to include which version of RoM you are running and list any RoM addons you may be running. In the case of the guild problem someone suggested it may be a problem with the "crusade mod" which is not an addon but an integral part of RoM so it would be useful to know if you or one of the AI are running Christianity or building certain wonders. This is why a save is useful. To run the save means that the RoM setup for the investigator needs to be same as it is on your machine hence the question about addons and also any changes you have made.
 
hey just a late random question but would it still work if i unpack the rar to my desktop and then move the one huge folder over to the mods folder??
 
Atomicgamer is terribly unreliable for me. The downloads drop out and can't be resumed because of their queue system. Does anyone have a mirror available for 2.71?
 
depending on the size, megaupload can have up to 1 GB, however if you have 1 GB, only a member of megaupload can download it, maybe if it's under 1000 MB then 1024 MB (= 1 GB), then you can possibly upload it, it's faster then rapidshare.com.

I never really like any file uploading and downloading places that has a long wait time like rapidshare.com (when downloading more then one time), fileplanet.com, and other places. I perfer instant then the wait, that's why I like megaupload, and mediafire.com
 
Great mod.

A few questions:

1) There is a patch to 2.7 to 2.71?

2) RoM standart map is bigger than Civ 4 original standart map?

I like to play Earth maps. I played standart earth maps with 23 and 12 civs, but both in late game are so slow (40s to change a turn, it's boring). My pc: Pentium D 915+, 4GB, 7900GS 256MB. In original version, it's not so slow. I tryed playing without revolution mod, helps a little.

3) There are earth maps smaller than standart in 2.71 or future versions?

4) Naval units can't do ranged atack like siege units? My naval units just can bombard city defenses. Battleships should atack land units for exemple.
 
ok so the mod "loads" but i cant tell any noticeable differences between it and the normal game so is it something i did in unloading the mod or is it the game cause im playing the newest version of bts

Edit: now i definitely know somethings wrong because i was looking through the screenies and when i was "playing the mod" i saw none of the things shown in the screenies so theres definitely something wrong with what i downloaded. Ill try re adding the mod but some help would be appreciated

Another Edit: i think i know what was wrong. the file i downloaded was from the link that said download mirror for 2.7 because i didnt want the wait but now i realized i needed to get 2.71 so thats probably the problem. im downloading 2.71 now is it should work soon enough

More Edit: still nothing with the 2.71 file so im stuck. Help please
 
Does the ai in your mod use the freight unit? Does the ai even use merchants at all, because I cannot get them to. I put a merchant on a transport and the ai just sends it back to port in its own country and it sits there, and it does not perform a trade mission with my civ even though we have an open borders agreement. Also I put a swedish merchant in my territory and it left my territory and sits just outside on a hill and has not moved. I did this test just to see if the ai uses the merchant unit and it does'nt. Is there a reason why a unit built into the game does not work?
 
i get ctds when some1 build pyramids in a game i have bts patch 3.19 jooyos addons enabled (i like terraforming) and i have 2.71 any help would help a lot

edit: i think it might also be caused when i reach a certain turn in the game near the first 150 or so btw im playing it on normal speed if it helps
edit edit: i fixed it sry for puuting this post here
 
ok so the mod "loads" but i cant tell any noticeable differences between it and the normal game so is it something i did in unloading the mod or is it the game cause im playing the newest version of bts

Edit: now i definitely know somethings wrong because i was looking through the screenies and when i was "playing the mod" i saw none of the things shown in the screenies so theres definitely something wrong with what i downloaded. Ill try re adding the mod but some help would be appreciated

Another Edit: i think i know what was wrong. the file i downloaded was from the link that said download mirror for 2.7 because i didnt want the wait but now i realized i needed to get 2.71 so thats probably the problem. im downloading 2.71 now is it should work soon enough

More Edit: still nothing with the 2.71 file so im stuck. Help please

Strange, lets ask a basic question first. You did put in in the "/Program Files/.../Beyond the Sword/Mods/Rise of Mankind" not the /My Games/.../Mods/Rise of Mankind" folder, didn't you?
 
Strange, lets ask a basic question first. You did put in in the "/Program Files/.../Beyond the Sword/Mods/Rise of Mankind" not the /My Games/.../Mods/Rise of Mankind" folder, didn't you?
I put the folder the "/Program Files/.../Beyond the Sword/Mods/Rise of Mankind" and not the /My Games/.../Mods/Rise of Mankind" but it isn't loading.

Any known possible issues? I've been playing LoR with no trouble and haven't messed with anything. The file said it was Full Version, not an update. But after I go to load the mod, the game won't restart. The BTS process sits at 25% usage for about ten seconds, then dies silently.

I tried changing the resolution options, restoring defaults. Any other known troubleshooting tips?
 
I put the folder the "/Program Files/.../Beyond the Sword/Mods/Rise of Mankind" and not the /My Games/.../Mods/Rise of Mankind" but it isn't loading.

Any known possible issues? I've been playing LoR with no trouble and haven't messed with anything. The file said it was Full Version, not an update. But after I go to load the mod, the game won't restart. The BTS process sits at 25% usage for about ten seconds, then dies silently.

I tried changing the resolution options, restoring defaults. Any other known troubleshooting tips?

The only other thing I can think of is that you may not have done a clean install or that the cache files are old ones. If you have been playing LoR then the latter is very unlikely. When you installed 2.71 did you delete or rename the old "Rise of Mankind" folder? Or did you install the new over the old version - this might cause problems.
 
Strange, lets ask a basic question first. You did put in in the "/Program Files/.../Beyond the Sword/Mods/Rise of Mankind" not the /My Games/.../Mods/Rise of Mankind" folder, didn't you?

yes i put it in the proper folder both times but i still get the same problem
 
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