[BtS] Rise of Mankind

aha
thanks
isn't that ridiculously unbalancing though???
those AIs had size 22 cities and not even knights yet
oh, and like 10-20 more health/happyness to grow
 
All the extra :) is from the brothel building. Each gives 1 :) for each barracks, port or harbor in all cities. EX. if you built 13 brothels, each barracks would give 13 :).

So Utopia is based on sex after all? We should take a new look a what Eve is getting a bad rap for!:lol:
 
I want to thank everyone involved in creating of this ModPack. I am Civ Fan since the first release of civilization. This Mod is just something, that I was looking for ;).

I always play deity on small and normal map with maximum (18) rivals. With Inca, I always conquest the whole world <1750 AD. Somehow it seems to be too easy on deity level. Do you plan any changes in this was?
 
Yes I know :), I didn't want to say its easy.

My favorite is Peter. I just meant, that with Inca it is pretty easy with many rivals. It's harder to play with another Civ/Leader on lower level, than with Inca on deity level, especially with many rivals, so Inca's can use at maximum their Quechas. And if you find as first (like with The Oracle) Alphabet and you have 3-5 cities, conquered by Quechas, then the game is practicly done, you just have to be aggresive.

I always play Space Race and I love huge maps (my pc doesn't :( ) with maximum of civilizations. In one of your prevois releases (or with older civ patch), I could play against more than 30 rivals (some of them were double). Thats what I also miss (I know it's a hell work to create 10-20 new Civs).

This Mod is my favorite :), again sleepless nights&days in a row :)
 
Is the sdk available?
There's no SDK files in v1.0 since this mod is purely xml/python based. Kalimakhus' extra stuff mod component does add sdk changes and for the source of those files, you'll need to ask him. :)

Hello!

Can you please add the BLITZ mod, otherwise MP games are pure torture:

http://forums.civfanatics.com/showthread.php?t=187312

Thank you!

JohnYoga
Yes I can. ;)

ive added about 30 extra civilizations to your mod, can i upload it as an extra (giving full credit to the rest of the mod to yourself of course?)
Yes, publish it please. I'm sure many would love to have more civilization choices. Just curious, did you remember to add the required changes to starting civics for those new civs? As it is, normal BtS civ additions won't work directly with mod unless they are modified to the changes that are in my mod.

Happy birthday, Zappara. [party]
Thanks, I'm beginning to feel old now :D

is it possible to make it so that when you change ages you dont have to rebuild ancient buildings? i have had to rebuild every aqueduct,bazaar, jewelery, and ceremonial alter in every one of my cities. also i am in the future age and the heavy pikemen unit is still a construction option along with the normal tank and modern armor which are all redundant with the t95 tank now available and it really clutters up the menu.
Also is it possible to make a future equivalent of marines and paratroopers? i have no one with amphibious attacks or parachuting other than the obsolete marines and paratroopers
This has been mentioned several times before and changes are made for future version so that you won't have to build all the really old buildings again on later eras. Marines and paratroopers are getting upgrades as well.

All the extra :) is from the brothel building. Each gives 1 :) for each barracks, port or harbor in all cities. EX. if you built 13 brothels, each barracks would give 13 :).
That building has been real pain to modify, due to limits of xml tags in BtS it has caused such silly issues. :crazyeye:
 
Hi, Zappara! I've been trying your excellent mod, but I am encountering a few failures which I hope you can tell me why they are happening:
- Recently, there have been a few cities in which I have been building a building (:lol:) and suddenly it tells me that I can't keep constructing that building when it is obvious that I can. Then, when I try to find other buildings to build, there are none, it only lets me build units. Why?
- I had the Apostolic Palace and a few turns ago Gandhi was able to build the Apostolic Palace. Why could him do it and not I?
 
hey Zap, please include Dale's Combat Mod! I know ranged bombardment is in already, but the combat mod itself is quite funky, adding more combat variety to the mix.

Also, a rough estimate ETA for the next patch would be much appreciated, I understand you cant give an exact time, but a general rough figure would be cool.

Thanks!
 
At the moment I'm waiting 1.0 release of World of Civilization as I'm going to combine my mod with it so that I can include Dale's combat functions, inquisition, vertical scrolling civic screen, extended city radius, unit statistics, 36civs, bruic's patch and so on to my mod (all those most requested features). I'm digging into earlier version of WoC and trying to learn all this modular stuff. Once WoC 1.0 is available, would assume it takes couple weeks of my freetime to make RoM ready with it.

Meanwhile I also started doing "little" separate update for RoM 1.0 to fix few issues and include few new things to it (2 new game speeds) and add new balance for tech costs. Might later make another update for building/unit costs after seeing how tech balance affected gameplay. Feedback from tech cost update will also help me to adjust them better for v2.0 too. Haven't had time play test 1.01, will do it tonight and if it runs smoothly, I'll pack it and upload.
 
Hey Z ! Love the mod !

Not really ROM-specific but I only play ROM now and this made me laugh !

So I quickly scan his cities and decide his grenadiers and cuirassiers are no match for my tanks and infantry until my prize bunch of 20 or so units are attacked by a single stack of :eek: 120+ grenadiers, 90+ cuirassiers countless guard dogs and a few riflemen for good luck !!

Guess who didn't check the numbers in those damn brackets at the bottom of the list of enemy units !!
 
I hope your future plans include more flavor units? That would be the icing on the cake.
Yes, tons of new flavor units have been added to v2.0 (one reason why this is taking so long) so that there's civ specific unit artstyles. I couldn't combine any unit artstyle mod directly because they change just the original unit types.. so I've been figuring out which of the new awesome units here on database could be used for each of my new unitclasses and it's been slow process.

Here's example pic of chinese flavor units from ancient/medieval times:

Chinese flavor units Archer, swordsman, heavy swordsman, mounted infantry, light cavalry, heavy cavalry, pikeman, heavy pikeman, grenadier, War Elephant...

I've now uploaded patch 1.0.1 which fixes few issues in v1.0 and adds 2 new gamespeed modes. Snail speed does have one bug which I couldn't figure out yet what's causing it. Every 2nd turn some interface buttons goes missing but they'll get back on next turn. Please report if you're having same issue.. maybe it's just my old computer which can't keep up with calculations for those huge speed modifiers in that game speed mode :P Blitz game speed mode seemed to work just fine, it was originally 205 turns, but I added 10 more turns to it so that time frame keeps correct with my mod (game starts at 6000BC instead of 4000BC).

New game speed modes are only available when you start Custom Game. Check this thread's first post for download link and 2nd post for version history.

Edit: I haven't had time to test those new tech costs. So I would like to get some feedback about them once you hit those eras. ;)
 
An Update WooHoo!!!

I'm of the same opinion as Pilotis. RoM #1! :king:

JosEPh :D
 
Just uploaded 1.0.1 update again because the zip file was missing 2 python files. If you had downloaded patch already, please download it again and install it so that you get those updated python files too.
 
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