[BtS] Rise of Mankind

any ideas on how to combat the memory allocation error...it only happens when saving either the auto save or occasionally when i save as well.
due to the map script i use my world is like way huge, and my save file is approaching 4 mb so i'm thinking their caused from the size of that file bein g bigger then what the game has allowed for such files...and i've searched for a way to increase this but havint found yet so please some help thanks
 
My first run through I picked standard map (even though I got the impression this was a much bigger world than what I was used too). I got my butt kicked, but that was also because I was yet to be familiar with some of the techs. I went for my old standards and that did not work.

I was playing Epic speed. not sure what speed Too play.

My second run through the map was much smaller. I picked highlands standard and it was a really nice quest. I made it to the mid-1700s before quitting. Here is why.
There was so much technology disparity. One of the kingdoms that I had feared attacking for its size was still dealing with longbows.
Meanwhile I had machine guns.

I was on noble difficulty.

I managed to grab some early wonders that gave me all governments or all another set of civics.. This allowed me to REALLY crush my opponents through technology.

Here are my suggestions;

1. Is there a way to assess when a player enters a 'new age' or after a certain number of turns, what the ratio of technology is? If the 1. player has 1,000,000 points in total of research, while the #8 player has 10,000 for instance, there is a disparity. Maybe some formula to take one standard deviation from ALL civs (less the two with the lowest civ) and add it to the two civs with the lowest technology.

2. Consider making some civs unavaiable even with the wonders. Globaly economy for instance.

3. Consider adding one more set of civs for "Dystopian" cultures. The top echelon of civs are for a utopia civilization.
Lets have another set that are ideal for a war monger. clone-labor, clone-care (Thats where health-care comes from cloned parts), supra-economy (the market is controlled by a central bank that constantly modifies and adjusts for inflation and corruption but is perhaps not as vibrant as globably economy in terms of trade).
 
On second run through now... really like it so far. Dogs, never gave them a thought, but since they can up grade to patrolmen gave them a chance. They make a nice combo to the longbow men and infantry garrisons. Gotta get rid of the MiG-17 as an American fighter, its not. Barbarians seem to want to swamp you early in the game, forcing you to build a standing army early. Good work so far, keep it up!
 
Firstable, EXCELENT MOD man. I really enjoy it :goodjob: . This post if for people who like Marathon Games on RoM. I hope someone is interested in playing on Multiplayer. Anyway, there you have my E-mail so you can contact me :D .

Liberace_for_you@hotmail.com

Don´t think it twice ... Come on!! :crazyeye:
 
On second run through now... really like it so far. Dogs, never gave them a thought, but since they can up grade to patrolmen gave them a chance. They make a nice combo to the longbow men and infantry garrisons. Gotta get rid of the MiG-17 as an American fighter, its not. Barbarians seem to want to swamp you early in the game, forcing you to build a standing army early. Good work so far, keep it up!



The ai seems to be very fond of patrol dogs
 
Have 2 suggestions, add the mech warriors to the civilizopia :P they are missing.

And have the faq or something tell people that missing the interface means they need to uninstall blue marble. it seems it isnt compatible with this mod :)

ANyways, good mod, gonna play it multiplayer with my friend next, see how we do.
 
Actually I can run Blue Marble and Civ Scale both with ROM and haven't had any issues with them either....I 'spose ya never know with 'puters...lol
 
Perhaps its the fact BM was installed before the mod. Im not sure. But when i removed BM all problems stopped... :crazyeye:
 
Is there anyway to add the larger city radius mod as an option? Love those cities that work more squares as they grow. Great Mod btw!!!
 
....
2. Consider making some civs unavaiable even with the wonders. Globaly economy for instance.
...

Yep, I also think it's a good idea. I played Emperor Level, and building the Pyramids, and the two wonders that gives all Economic and Religious civics is just too big of an advantage
By the way, an impressive Mod, great job man :goodjob:
 
As I mentioned before in my private message to you, Zappara, there should be some optimization about the religion prerequisite techs. I've been using xml that rises the price of code of laws, philosophy, theology and divine right. I added some extra prerequisites for philosophy and theology, they both now require alphabet, plus theology requires also calendar and drama. Eased the requirements for the divine right (standard theology and monarchy, perhaps should add fundamentalism or something?) This is to delay the appearance of religions in the marathon games. Also, most of the ancient wonders are built before the middle ages. (Lowered the required number of buildings for those, too.)

I lowered the cost of Pyramids and Sphinx, increased the cost of Stonehenge and most of the late ancient wonders (e.g. Colossus and Temple of Artemis).

Removed the unhappiness penalty from the contradicting civics like Emancipation and Contracting. Only Emancipation and Universal Antidote now cause unhappiness for civs without them, and the rate of this effect is lowered to a one quarter of the original.

I would like to see more use of the Snafusmith's wacky units and perhaps some additional civs appearing in e.g. Sevomod. The most intriguing challenge is with the religions, however. According to the first message in this chain, future versions of the mod will include even more religions. So far the modifications for the existing religions have been very satisfactory, keep up the good work.

One thing that is bothering me about the religions is their order of foundation. It has been quite strange since the first vanilla of Civ IV. The correct order should be Hinduism, Judaism, Buddhism, Confucianism/Taoism, Christianity and Islam. I see steps towards the "correct" order in the design of this mod's tech tree. I hope that the future versions will include not only new religions with their unique traits, but some improvement to the tech tree regarding them.

Most of the tech tree has been very well designed, balanced and "realistic" (if I can use such term with Civ.) :) So is the case with the units, also. Thus, so far I've been very pleased about this mod. It is clearly the successor of the Sevomod in my books for the best mod so far.

(At the moment, I study abroad in Japan, and I've spent many nights playing Civ...) :D

I don't recall this kind of addiction to the game since/besides the appearance of the very first Civilization during 90's, Civ II Axis and Allies scenario, and Civ III Joppek-mod and IV Sevomod hectic multiplayer games. In a word: "Thanks!"
 
A couple of things, dont know for sure if its intended or not?

1. When ancient temples are accessed and when explore temples are founded, you can find whats inside? see attached pic?

2. Is there anyway to get the "dogs" to upgrade to something, i have them even when tanks are available? see pic
 
Well first time I tried RoM today. Usually a RFC mod user but lately RFC feels too damn scripted to my likings.

So being a fan and sole user of Earth maps I downloaded that one meant and designed for RoM.
Well it was quite an experience let me tell you. First off the mod is pretty damn good.

On a sour note I probably won't use it heading forward for the following reasons which perhaps people can shed some light on.

The Rom 18civ earth map is VERY slow like considerably slower than the RFC earth map and considering my computer is pretty decent 1GB Ram, 2.8Ghz Dual Core etc it shouldn't take 10 odd seconds for a turn to complete before i've even hit the modern era.

The other part which was both great and really disturbing at the same time I noticed that there was a LOT of fighting between the European powers and I thought wow this is cool very real world.
I also slowly started to notice it wasn't just isabella declares war on frederick and we all wait to see what happens 20 odd turns down the track.
Rather it was very surprising *groups* of countries that would simultaneously declare war on a target.
Like Rome, Spain, Germany would go declare war on Greece all at the same time and over time people would jump in on Greece's side. Pretty good but never seen that before its like the whole "Mr X will you help us by declaring war on the evil greeks?" And the computers seem to have agreed. But not seen it before.

What i DID however see was playing as England i hear warhorns only to find that no less than 4 civs all declared war on me in a single turn. The mod seems to mimick what went on in Europe quite well but it can be prone to the gang-bang effect.

And on a final note of query what gives with the various government, social etc options you can choose?
Like Its great to have tons of options I agree we need more than vanilla but whats with Hereditary Rule?
Why on EARTH would you use it over despotism when every military unit you've got is going to cost you +1 buck?

I had to ditch any option that said +1 military support. And I noticed there are quite a few options that have that penalty which begs the question why? With that penalty alone it pretty much makes them unusable.

A simple change from Hereditary rule back to Despot gave me 40 extra ducats a month. Thats not how it should work.

But aside from what I said above a very interesting mod. If anybody has some advice about the speed on that 18 mapper or anything else much appreciated.
 
I think I missed your point, What is inside it?

BTW High Elf Worker????

OH, Fantasy War. sorry
 
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