[BtS] Rise of Mankind

Hello, after the last crash I started a new game ad this time the game crashes on January 1994. It is really annoying even not to know why. Is there some way to find out? I do not want to start another game which will end up like these two :(
 
I'm really enjoying this MOD but I'm wondering if it is still being worked on. I'd like to see the Mig 15 removed from the American (and indeed any other western allied nation) fighter jet list and replaced with the F86 as it should be. I had to 'tweak' the boats a bit as they were to slow in my eyes plus I like to have large # of units per boat as it makes the computer naval invasions much more difficult to deal with, especially late in the game. I've not encountered any crashes yet and I'm hoping that I won't experience a major slow down in the later years of the game (currently on a gigantic world with about 18 civs).
 
I've tried to start another game, seeing that another revision was out.

Up to now i've noticed 2 problems :

1°) According to the civilopedia the most advanced pikeman has the wrong model (Papal guard instead of renaissance-like pikeman), so i assume it is the same in the game. But that's a minor issue.

2°) More important, the trade is still broken. As I told several months ago all the new ressources like coffee, sugar or cotton must have a basic bonus coming from the building that harvest them, not just bonuses coming from buildings in the city. With the current bonuses the computer gives these ressources for free, or doesn't give anything for them.
That completly broke my game, i'm sitting on a mountain of valueless cotton :(

edit: I got borred, i went into the XML to add the basic bonus and ... My bad, that's not the answer to the problem, the IA still trade those items for free ... the problem is somewhere else :mischief:
 
I love the mod, but I have a few complaints.

1. Don't obsolete wonders that give free buildings. I suddenly have to build aqueducts that I would have built earlier (but couldn't) when the Ponte de whatever is obsoleted.

2. Obsolete wonders shouldn't count against the 4 wonder cap in the cities. If I don't get a benefit, they shouldn't count. I don't know if this ispossible to mod though.

3. Wonders that provide free buidling in the future are kind of pointless, but you have to build them first so you do. The Supreme Court wonder that provides free local courthouses is the one I am specifically referring to.
 
I also love this mod a lot. I have a cople of suggestions though:

1. I agree with everything jefmart1 has said above.

2. If we build a city in the late game, say industrial, there are a number of buildings we have to build and deal with, which is kind of boring. Certain buildings should just be created as you found the city, according to the era you're in. For example, butcher's, garrison, forge, fisherman's...

Other than that, great mod! :goodjob:
 
I also love this mod a lot. I have a cople of suggestions though:

1. I agree with everything jefmart1 has said above.

2. If we build a city in the late game, say industrial, there are a number of buildings we have to build and deal with, which is kind of boring. Certain buildings should just be created as you found the city, according to the era you're in. For example, butcher's, garrison, forge, fisherman's...

Other than that, great mod! :goodjob:

I suggested just having the settlers upgrade with each era, as they do in a later start. So, when you get to the modern age, youre settlers become just like if you had started in the modern age. Higher cost, but some starting buildings. Thats what I'd like to see.:)
 
Maybe you all should place these suggestions about the mod in Zappara's Thread for RoM version 2.0?

He's taking suggestions there and considering them for the direction he wants RoM 2.o to go.

I personally wouldn't change anything in Version 1.0. As to buildings being boring? That's a matter of opinion. It's also a part of the game for city development and readiness for the next Push or War. Come late game when your running a food shortage and you don't have Food Factory yet or Skyscraper that Butchery or Fisherman's Hut can save the day and city pop.. I really don't think you've played the mod enough if you don't or havn't come to this realization. Maybe you're playin' on too easy a level?

JosEPh
 
When I start a new game the UI isn't there, just the map.

I can play some on knowledge of hotkeys and popups, but I can't go far.

I can't open the options, even in starting menu, or see the UI when zoomed into cities.

What could the problem be?
 
When I start a new game the UI isn't there, just the map.

I can play some on knowledge of hotkeys and popups, but I can't go far.

I can't open the options, even in starting menu, or see the UI when zoomed into cities.

What could the problem be?

Do you have BtS Official 3.13 patch applied? Must have to play RoM1.0.

Did you place RoM1.0 in this path:
C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods ?

JosEPh :)
 
I'm in the process of playing my first Age of Man game and have a couple of questions regarding it that I hope that someone can answer:

1. Why can't you trade luxuries to other civilizations? While I have no problem trading ammunition, glassware, or hit singles, the other civs seem almost offended when I offer them such goodies as fur, silk, or wine, telling me that they see no way that a trade could be performed. What gives on this?

2. What happened to the "culture" victory? In my game, for whatever reason, the Ethiopian leader (playing the Zulu culture) is rapidly pulling away from me. This is something I don't completely understand since I have more land and more great works; he's barely ahead of me on population and military. A couple of times in the game he made HUGE freakin' leaps in the score -- the first time by 300 points and the second by 500 (boggled my mind how this could happen). So... I figured the only way that I was going to be able to win was either by culture or the spaceship (again, he's slightly ahead of me militarily). I anxiously watched as my cities approached 50,000. Finally my third city hit the big 50000 and I anticipated the next turn giving me a culture victory. Well... No dice!!!! Was the culture victory removed from the game?

Thanks.
 
When I start a new game the UI isn't there, just the map.

I can play some on knowledge of hotkeys and popups, but I can't go far.

I can't open the options, even in starting menu, or see the UI when zoomed into cities.

What could the problem be?

You have to switch your language to english in the options. The mod works only for the english revision of Civilization ;)
 
I say it's boring having to build ancient age buildings in modern cities, not that those constructions are useless. I just think they should be there as we found a city after renaissence, that's all, for I like to start my games from this age on. And yes, I've played the mod quite a lot. Maybe you haven't gotten my point?
 
<snip>
...And yes, I've played the mod quite a lot. Maybe you haven't gotten my point?


Most likely since you omitted that you like starting of the game in the renaissance period. :p

;)

JosEPh
 
I suggested just having the settlers upgrade with each era, as they do in a later start. So, when you get to the modern age, youre settlers become just like if you had started in the modern age. Higher cost, but some starting buildings. Thats what I'd like to see.:)

Excellent idea, and one I'd like to see as well. Just how to do that is something I don't know.
 
Maybe you all should place these suggestions about the mod in Zappara's Thread for RoM version 2.0?

He's taking suggestions there and considering them for the direction he wants RoM 2.o to go...

Perhaps you could provide us with a link to this thread? I've looked over this forum and can't find thread for this RoM version 2.0 anywhere.

I'm under the impression that Zappara has left the building and won't be returning.

Perhaps we should pick up the gauntlet and try to fix it?
 
Back
Top Bottom