[BtS] Rise of Mankind

No interface ? What do you mean ? At the main-menu or in-game ? Never had this problem before (isn't there a key or option that makes the in-game interface disappear - this might be just my imagination but I think I remember something like this - maybe you pressed the key/ticked the option by mistake? )

About the subforum - I also agree , there's quite a lot to talk about here and a subforum would make it easier for zappara to read our comments/ideas by topic .
And Kalimakhus' suggestion with sharing tactics - that would also be nice (although to tell you the truth , I haven't played much of vanilla BTS :blush: so I've based my tactics so far on this mod only ).

I go into the game when I start it, and theres no interface(when you see the settler and warrior), I don't hit anything. Can someone help me? I'd love to play this mod but I can't without an interface.
 
@mrhyms

I am glad you decided to use my patch. I find solver's and Dale's work to give the game play a better experience indeed. I hope you solved your problem and starting to enjoy RoM already it is quite a captivating mod.

Ending turns on a giant map starts taking a noticeable time from classical era. IMO it is still within acceptable range. Also with a lot to do during your turn you feel that end turn lag is not such a problem. I might start using city governor in my next game. I won't use worker automation however as I dislike it too much.

The reason why my end turn lags are not a problem is that it depends mainly on processor. Mine is okay and within the same range of the ones I see others report for their machines. I keep my resolution low but I use high graphics settings. In fact the resolution is the most dominating factor when it comes to keeping the game running smoothly during your turn.

I see many people reporting having 3GB RAM. I should advice them to get it up to 4GB. RAM chips work better in couples as this allows interleaved channels which boost performance considerably. I am satisfied with my 2GB RAM so far as I didn't run into the MAF problem but just once with warlords playing VISA.
 
Thanks for the update! i really hope it lessens the ctds. I like those new plot effects very much.

About those spy missions would it not be better to extend the time from unhappyness/unhealthyness rather than a bigger effect? I know i was the one that brought it up. If you are in a war that drags on it will be nastier than a bigger effect initially. On a sidenote, firaxis could have better made a waning effect rather than a sudden stop.

About city production etc. Those (moai?)statues that give each sea tile one hammer is an uber wonder early on, and it doesnt get build that much by the ai. Have it in your capital or soon to be capital with bureaucracy, which in turn makes a great science or commerce city -> Coastal tiles 3F 2G 1H grow baby grow! if you are playing financial even better. Im not saying it should be toned down. The city i am referring to was 37 size at 1530AD, with two land tiles, or 3 with city, the rest coast,ocean :)

/ends rambling
 
Hi everyone, i havent had the time to play this mod, i only gave it a quick test... But i have some ideas.

1. Someone said something about map for this mod, im currently thinking about this map made by Toft:
http://forums.civfanatics.com/downloads.php?do=file&id=6316
Its a gigantic earthmap and i simply love it. More room, is always better, if only my computer could manage so huge map + huge modpack without a lag i would be in heaven.. :P
I modified the map for my own use so there are 18 civs in their almost right starting positions, only thing i still have to do is to place resources in realistic locations, but i dont know damn about those... :D

2. Could it be possible that when city grows the food and production in center plot could increase? Maybe at start it could be something like 5 food + 1 hammer and when city grows more room would be needed for population which would add more hammers but decreases food, and finally it would be vise versa 1 food + 5 hammers. And also commerce should increase. Just a thought...

btw, an offtopic(or is it? :D):
I still known nothing about modding, so could someone explain how to add mod components to this mod, those which add more civs and other small addons. There are so many of them, if some people could tell what componets are good and how to add them to this modpack, i would very happy.. :)

and also, zappara and others, keep up the good work... :P
 
I have a question why does civ3 have so many more unit mods than civ4 and people still continue to make mods for Civ3.
witch one is better Civ4 Or Civ3?
and do guys know of any future expansion pack for CIV4?
 
@Zappara
If its Not to much to ask Please,Please include some new leaders for your Mod exsample,Hitler for Nazi Germany,Hussein for leader of Iraq,
I was speaking to Dwolf he said he is creating Jim Jong ill for North Koreans, and the Imam Khamanei for Iran,
I think this would be a nice collection for the axis of evil and would make your mod even Greater than it already is!
So what do you think about this request.
 
I have a question why does civ3 have so many more unit mods than civ4 and people still continue to make mods for Civ3.
witch one is better Civ4 Or Civ3?
and do guys know of any future expansion pack for CIV4?

There are many reasons why people like to play and mod civilization 3.

☻Civilization 3 does not cost much system specs like civ 4 does and it's mods
☻Civilization 3 seems to prove more challenging due to the lack of today's options not in the game
☻Civilization 3 existed way before civilization 4, like maybe 6 years ahead of civilization 4.
☻Civilization 3 has a built-in mod/map editor, and civilization 4 don't, instead the map maker is in the game, and the mod maker is in a SDK File.
There may not bee any more civilization 4 expansions cause civilization: revolution, Civilization 5, and other stuff is still under the making right now.
 
There are many reasons why people like to play and mod civilization 3.

☻Civilization 3 does not cost much system specs like civ 4 does and it's mods
☻Civilization 3 seems to prove more challenging due to the lack of today's options not in the game
☻Civilization 3 existed way before civilization 4, like maybe 6 years ahead of civilization 4.
☻Civilization 3 has a built-in mod/map editor, and civilization 4 don't, instead the map maker is in the game, and the mod maker is in a SDK File.
There may not bee any more civilization 4 expansions cause civilization: revolution, Civilization 5, and other stuff is still under the making right now.

Oh my God "CIV5" Please tell me more about Civ5 and champagne will fall from the heavens!!
 
I came across a crash to desktop error. Was playing normally and suddenly windows said that there was an error with Beyond the Sword and it crashed back to desktop. Hope you can fix this error in the next patch because I'd love to actually play the mod all the way threw.
 
Posting your save game and/or copy and pasting at least the error message would significantly increase the chances of the mod maker to repair that bug. ;)
 
Same here , i was just beginning to have sufficient power to begin to think about expanding , then i pressed end of turn , everything went black and it crashed back to desktop , something live CvGameCoreDLL involved .
I don't know if it has anything to do with the fact i was going to discover refining. I must add i don't have warlords add-on installed but i played well till 1580 ad . :'(
 
@Nihilista

As per the last time I checked, several units reference their Art graphics from Warlords assets. This should cause a CTD once any of these units gets built by you or by any of the AI players.

I hope Zappara might find enough time to grab the graphics he uses out of warlords and put them inside the Mod, so this dependency no longer exists.

I won't be able to check your save as my RoM version has a DLL so it breaks compatibility. However you may go back to your game right before the CTD and go into world builder and have a look at what is being built in the AI's cities. To narrow your search a little if any of your opponents is China or Mongolia look them up. I remember that units used from warlord (scenarios) belong to both.
 
By the way , sword of Geddon i tried to load your save but it crashes my civ.exe.
Hmm i guess i will try another mod while this one get his dependancy over warlords away.
But it's from what i seen , an excellent work so far , Zappara .
 
I've grabbed those saves and try to find time to investigate them soon.

I managed to add few new features today to the mod and I think the next patch is complete now - all I need to do is test it and pack it before uploading it.

Here's complete changelog for v0.9.4:
Spoiler :
Version 0.9.4
-------------

Resources
---------
- Changed: Sulphur more common

Religions
---------
- Changed: Religion spread rate has been decreased from 100 to 50 for all religions to slow down religions (religious buildings spread religions too in this mod). This change should make religious buildings and missionary units more important
- Changed: Temple buildings enabled at Priesthood tech (was Mysticism)

Python
------
- Fixed: Harbor can't be built if city has Commercial Port or International Port
- Fixed (possible bug): Port can't be built if city has International Port
- Changed: button size for Unit Upgrades pedia page, less scrolling on that page now
- Added: Walls->High Walls upgrade building path. Walls will be disabled when city builds High Walls and Walls can't be built again if city has High Walls
- Added: Toll House -> Custom House upgrade path. Toll house will be disabled and can't be built again if city builds Custom House or Feitoria
- Added: Shipyard -> Drydock upgrade path. Shipyard will be disabled and can't be built again if city builds Drydock
- Added: Specialist stacker (cityscreen)

Units
-----
- Changed: Cuirassier has now flanking attack against Bombard
- Changed: Conquistador has now flanking attack against Bombard
- Changed: Cavalry has now flanking attack against Bombard, added bonuses against archery and melee units so that unit has now equal strength with rifleman
- Changed: Cossack has now flanking attack against Bombard, added bonuses against archery and melee units so that unit has now equal strength with rifleman
- Changed: Dragoon has now flanking attack against Bombard, added bonuses against archery and melee units so that unit has now equal strength with rifleman
- Changed: Heavy Pikeman moved to Invention
- Changed: Heavy Cavalry moved to Guilds, requires now copper or iron
- Changed: Light Cavalry moved to Heraldry, requires now copper or iron
- Changed: Helicopter units can't enter ocean, helicopters do now flanking attacks against Light Artillery
- Changed: Units' order in unit xml file changed so that units should appear in better order in unit queue in city screen
- changed: Elephant rider +50 attack bonus against Trebuchet added
- Changed: War Elephant units have gained same improvement build abilities as Elephant Riders, +50 attack bonus against Catapult and Trebuchet added
- Chaged: Sloop strength increased to 7
- Changed: Swordsman units city attack bonus increased from 10% to 20%
- Changed: Heavy Swordsman units city attack bonus increased from 10% to 30%
- Changed: Machine Gun +50 attack bonus vs. Mounted units
- Enabled: 2A5 Modern Armor for Germany
- Enabled: A7V Early tank for Germany
- Enabled: BT2 Light Tank for Russia
- Enabled: Caproni Early Jet for Roman and Holy Roman
- Enabled: Centurion Armor for England
- Enabled: Char B1 Bis Tank for France
- Enabled: Churchill tank for England
- Enabled: FT17 Early tank for France
- Enabled: M1917 Early tank for America
- Enabled: FT17S Early tank for Spain
- Enabled: IS2 Heavy Tank for Russia
- Enabled: J2F Seaplane for America
- Enabled: L640 Light tank for Rome and Holy Roman
- Enabled: M3A1 Light Tank for America
- Enabled: M4A3 Tank for America
- Enabled: Mig3 Fighter for Russia
- Enabled: P59 Early Jet for America
- Enabled: PzKpfw II Light Tank for Germany
- Enabled: PzKpfw IV Ausf F Tank for Viking
- Enabled: PzKpfw VI Tiger I Heavy Tank for Germany
- Enabled: R35 Light Tank for France
- Enabled: T34 Tank for Russia
- Enabled: T72 Armor for Arabia, Carthage, Egypt, Persia, Zulu
- Enabled: T84 Modern Armor for Russia
- Enabled: Type99 Modern Armor for China
- Enabled: Vampire Early Jet for England
- Enabled: Whippet Early Tank for England
- Enabled: Yamato Battleship for Japan
- Enabled: Fockewulf 190A Fighter for Celt and Viking
- Enabled: Spitfire Fighter for England
- Enabled: Strike Fighter F15 for America
- Enabled: Heinkel HE111 bomber for Germany
- Enabled: Strike Fighter JA37 for Viking
- Enabled: Mig 21 Jet Fighter for Russia
- Enabled: Mig 25 Strike Fighter for Russia
- Fixed: Strike Fighter F35 strategy entry

Techs
-----
- Changed: Fission requires now thermodynamics
- Changed: Industrialism requires now Combustion
- Changed: Submarine Warfare reqs combustion and screw propeller removed (those already in industrialism which is req for submarine warfare)
- Changed: Combustion requirement removed from Plastics tech (Industrialism has combustion req)
- Changed: all AND tech requirements removed from Laser (3 of them were in Modern Physics and Laser doesn't require Motorized Transportation)
- Changed: Computers no longer require Plastics tech. Plastics is already req. for electronics which leads to Computers
- Changed: Electronics AND requirement removed from Modern Seismology (that req. is in Modern Physics)
- Changed: Modern Health Care no longer has Electronics or Plastics AND requirements (those are already included in other requirements)
- Changed: Communication networks no longer have Computer networks AND requirement
- Changed: Global Governance no longer have Guided Weapons AND requirement
- Changed: Space Stations no longer require Computer networks AND requirement (that is included already in Globalization)
- Changed: Mesh networks no longer require Communication networks AND requirement
- Changed: Naval Aviation no longer require Screw Propeller (already in Industrialism tech's reqs)
- Changed: Manufacturing no longer require Mass transit (already included in other reqs)
- Changed: Cloning no longer require Globalization (already included in other reqs)
- Changed: Cryogenics no longer require Communication networks and Superconductors (included already in other reqs)
- Changed: Composites no longer require Plastics (included in other reqs)
- Changed: Many techs have swapped era between Modern and Future eras so that when starting custom game on future era, you still got some techs to research
- Added: hidden and disabled tech Special Promotion that will be used for some special promotions that are limited to Wonders or to Events


Gametext
--------
- Fixed: School strategy entry (was missing)
- Fixed: Minor Nation pedia entry (was missing)
- Added: First Contact text for Hittite leader
- Changed: National Hockey League renamed to National Sports League (hockey isn't the most popular sports in every nation but each nation usually have some sort of national sports)

Gamefont
--------
- Fixed: gamefont_75.tga file which shows new resources correctly (Thanks to Kalimakhus for this), added Lemons icon to file
- Fixed: GameFont.tga works correctly. New resources on Corporation page are shown now

Improvements
------------
- changed: Mine no longer remove forest or jungle
- changed: Workshop no longer remove forest or jungle
- changed: Watermill no longer remove forest or jungle
- changed: Quarry no longer remove forest or jungle
- changed: Pasture no longer remove forest or jungle
- changed: Well no longer remove forest or jungle
- changed: Groundwater Well no longer remove forest or jungle
- Changed: Lumbermill gets +1 hammer when built next to river
- Fixed: PlotLSystem for new resources that require plantation. These plantations look better now

Civics
------
- changed: Theocracy gives +1 xp from state religion (was 2)
- Changed: Vassalage gives +1 xp (was 2)
- changed: Military Training -25% scientific research (was overpowered civic option)
- changed: Environmentalism no longer remove all unhealth from buildings or from population
- changed: Universal antidote removes now unhealthiness from population, not from buildings
- changed: Hereditary rule enables Noble citizen type
- changed: Slavery enables Slaves citizen type

Buildings
---------
- Changed: All courthouse have their maintenance modifier changed from -50% to -25%
- Changed: Holy Roman Rathouse maintenance modifier changed from -75% to -50%
- Changed: Local courthouse maintenance modifier from -20% to -10%
- Changed: Walls maintenance modifier from 0 to +5%
- Changed: Celtic Dun maintenance modifier from 0 to +5%
- Changed: High Walls maintenance modifier from 0 to +5%, Bombard defense increased from 30% to 40%. Total bombard defense before was from Walls 20% and High Walls 30% = 50%, but now walls are disabled when High Walls are built so total bombard defense is actually 40%. Defense amount was before 30%+50% = 80% but now Walls effect doesn't combine with High Walls so the defense amount is only increased from 30% to 50%. Conclusion is that it's now easier to conquer cities.
- Changed: Castle maintenance modifier from 0 to +10%
- Changed: Spanish Citadel maintenance modifier from 0 to +10%, no longer require walls in city
- Changed: Aqueduct maintenance modifier from 0 to +5%
- Changed: Recycling Center maintenance modifier from 0 to +15%
- Changed: Custom house and Feitoria require now Toll House (building upgrade path). Effects from Toll house aren't combined to Custom House so city's foreign trade yields now less than in v0.9.3 (money balancing)
- Changed: Orbital Factory gives now +9 food (enough for 3 citizens) and +5 hammers since you couldn't build it multiple times in city as it was suppose to work. Icon switched as well.
- Changed: Ceremonial Altar moved to Blood Cult tech. This building is "Temple" for those civs that do not have any religions yet.
- Changed: Amusement Park is now National Wonder

Spy missions
------------
- Changed: Poison city water unhealth changed from 8 to 12
- Changed: City unhappiness mission unhappiness amount changed from 8 to 12

Promotions
----------
- Fixed: Rearranged promotions in the xml file to fix promotion tree pedia page
- Changed: Navigation 2 no longer require Flanking 1 promotion (that's already req for Navigation 1)
- Added: Upgrade Discount, 50% less gold spent for unit upgrade (will be limited to certain Wonders)

Wonders
-------
- Changed: Sun Tzu's Art of War gives now free Upgrade Discount promotion to units built in that city
- Changed: Statue of Libery uses now LSYSTEM_WATER for building placement (same as Colossus)
- Changed: Magellan's Voyage uses now LSYSTEM_COAST for building placement (same as drydock), scaled wonder to be bit smaller

National Wonders
----------------
- Changed: Labor union max amount changed from 3 to 1
- Changed: National Sports League icon
- Changed: District Courthouse max amount changed from 3 to 1
- Changed: Supreme Court requires now District Courthouse in city and total of 5 courthouses, reduces now -20% maintenance (was -40%)

Events
------
- Classic Literature event tech req. changed from Writing to Literature since Library comes available from Literature

Corporations
------------
- Changed: Standard Ethanol company accepts Potato and it produces now Oil Products instead of Oil (you don't require oil refinerys)

Civilizations
-------------
- Changed: Barbarians no longer can build certain new unit types

Other
-----
- Adjustments to PlotLSystem for some improvements (cut trees around mines to make them more visible in middle of forest for example)
- Fixed: + and - buttons for city specialists are aligned correctly (re-ordered specialists in xml file)
- Base city growth threshold increased from 20 to 25

Mod components
--------------
- Combined: Specialist Stacker


My main focus is now balancing the things and fixing bugs in the mod first. This next patch will affect gold balance and city defense balance. Gold balance affects other commerce too so we'll have to see how things will work before I'll continue with balancing tech/unit costs.

I do have plans to add more graphics but that's gonna happen bit later.
 
As per the last time I checked, several units reference their Art graphics from Warlords assets. This should cause a CTD once any of these units gets built by you or by any of the AI players.

I hope Zappara might find enough time to grab the graphics he uses out of warlords and put them inside the Mod, so this dependency no longer exists.

I won't be able to check your save as my RoM version has a DLL so it breaks compatibility. However you may go back to your game right before the CTD and go into world builder and have a look at what is being built in the AI's cities. To narrow your search a little if any of your opponents is China or Mongolia look them up. I remember that units used from warlord (scenarios) belong to both.

I just checked my last save before ctd, since i had the mongolian civ(AI) in my game and also a Civgamecoredll issue. I could find no anomalies. I checked all others too. We were in the renaissance so those units you are reffering to were already obsolete.

Could this also be because of solvers changes?
 
Argh i forgot to mention i installed your unofficial 0.93 patch kallimakhus , so you might be able to try to have a look on my savegame .
Hmm actually i don't see very well what causes the problem , the other ai were not building any unusual thing . I will try harder to find the cause , so at least i give some help.
 
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