[BtS] Rise of Mankind

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

;)

JosEPh

My first post and the guy who posted right after me stated very clearly what the issue was. Mentioning age was not necessary. Read more attentively next time.:p
 
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?

It is winter in Finland. That is different than winter in most other places. You can't run a 'puter in a sauna, and the vodka and ice baths make it hard to concentrate on coding. Plus, as I found out during a trip to Helsinki the sauna's are co-ed. Now even the worst geek is gonna have a hard time concentrating under these circumstances (Pun fully intended).
 
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?

I had same problem and I get it fixed. My game disk is Civilization IV complete and looks like install program is not working correctly. It do not add in registy correct install directory to Warlords and Beyond the Sword games.

Way to fix problem is to use regedit to add correct install direcetory to those games.

Way to do it:
1. Start -> Run
2. Type regedit
3. Find HKEY_LOCAL_MACHINE - Software - Firaxis games - Sid Mayers Civilizations IV - Beyond the Sword
4. Add right name INSTALLDIR (Right clik -> New -> String value)
5. Select it, right click -> modify
6. Type there correct directory eg. C:\Program Files\2K Games\Firaxis Games\Sid Meier's Civilization 4 Complete\Beyond the Sword

I had to make same to warlord. But not everything works, I see menus and could use option when mod is loaded.
 
Excellent idea, and one I'd like to see as well. Just how to do that is something I don't know.

Im not exactly an expert on this, but I would assume that the settler for each era has seperate data from the others. I dont know for sure, but thats how I assume it would be. Perhaps you could have the settler "upgrade" into the new one at the start of an era as a rifleman would upgrade into infantry. If someone with some knowledge of this could find out if this is possible or not; It would be very helpful. :)
 
My first post and the guy who posted right after me stated very clearly what the issue was. Mentioning age was not necessary. Read more attentively next time.:p


Why don't you make a mod to do those things that you want?

And my reading and comprehensive skills are fine thank you. :D

JosEPh
 
I am a big fan of Rise of Mankind, but I am curious as to why some of the religions are simply better than the others. This is espcially stark when considering the great buildings of other religions. Some of them provide bonuses above and beyond the standard +1 gold, while others don't. For balance purposes it seems a curious decision.
 
I'm having trouble with this mod. It loads fine, it starts a game fine. But.. when in game, units don't have any actions. And there's some buttons missing on the interface.

Help?

Edit: Problem was solved. I completely overlooked something. My fault.
 
It is winter in Finland. That is different than winter in most other places. You can't run a 'puter in a sauna, and the vodka and ice baths make it hard to concentrate on coding. Plus, as I found out during a trip to Helsinki the sauna's are co-ed. Now even the worst geek is gonna have a hard time concentrating under these circumstances (Pun fully intended).
That was very well said ;)

I'm still lurking here and I read everything you write to RoM thread/forum and all that affects the future versions of the mod. I just won't be replying much with the limited time amounts I have for modding. Keep in mind that it took 6 months last year before I even mentioned my mod first place and it was almost ready at that point.. so going same road again, new version will be released when it's ready (and being one man's project it might take a while). ;)

And if you're a capable modder and want to use RoM1.0 as a base for your own mod project, feel free to use my mod as you like. I don't mind at all. :)

I'll try to reply more often to this thread now that the year has changed and reply to all those questions about how things work in my mod.
 
And if you're a capable modder and want to use RoM1.0 as a base for your own mod project, feel free to use my mod as you like. I don't mind at all. :)

Glad to hear that:p , now have you found out anything on the late ingame crashes ???:confused:
 
Is there any way Zap that you can create terrorist units to blow them self up in other Civs major citys?
these should be Unique Units for Arabs countrys Or hijack planes and crash them into rival Civs City killing there population.
I'd say assassins/agents/terrorists have been used by most nations throughout history, not just arabs. One might consider CIA/KGB/MI5 agents as "terrorists" since they've done some horrible things too. You should also study some cultures, not just believe the propaganda your media feeds to you.

Does the caravan work correctly?
I have sent numerous units to establish trade routs and they all only give me +$135, and I don’t get a trade route with that city.

I am almost certain that some resources show up before I discover the needed tech. Like Stone and pearls, I think.
Caravans don't establish extra trade routes, they just provide some money when complete trade trip.

Isn't it quite obvious for stone to be available without tech? Kind of hard to miss all those rocks while walking in nature ;) Same with pearls, people probably have eaten the clams and found pearls but didn't value them until someone made some necklace out of them.. so having some resources available and making use of them are two different things. I hope this clears bit why I've made them the way they are now.

Check out that mod Zap, you really should include that amount of ethnic diversity in this mod. It would be fantastic like I said before. It would make this mod the best ever.

In addition I'll add that there are no existing future aircraft upgrading from stealth bombers and fighters, there should be.

i wonder where zap is and what he thinks of my idea.
Yes, I've had all the ethnic units sitting on my hard disk even before you suggested adding them to my mod. There was couple reasons why they didn't make it to v1.0: 1) I wanted to keep the mod size as small as possible (smaller download) 2) I prefer gameplay over graphics, so I rather spent my time with tweaking mod functions than added more ethnic graphics. Ethnic units will be added, they're just not my highest priority.

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 :(
Whenever anyone posts about crashes while playing the mod, try to add as detailed report about game settings and what you and AI players were doing in the last turn. Without those infos, it's quite impossible for me to find possible bugs in the mod (it's like finding needle from haystack).

2. What happened to the "culture" victory? ... 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?
Culture victory amounts were raised in this mod by 50% so with your settings, you'd need 75000 culture points. The change was made because of the new buildings and other changes that add lot more culture to cities and I felt it was too easy to get culture victory wins. I might raise them more if people still feel that it's too easy to get that victory type.

Im not exactly an expert on this, but I would assume that the settler for each era has seperate data from the others. I dont know for sure, but thats how I assume it would be. Perhaps you could have the settler "upgrade" into the new one at the start of an era as a rifleman would upgrade into infantry. If someone with some knowledge of this could find out if this is possible or not; It would be very helpful. :)
It's possible to make settlers "build" buildings to city when city is found - just needs some python coding. ;)

I am a big fan of Rise of Mankind, but I am curious as to why some of the religions are simply better than the others. This is espcially stark when considering the great buildings of other religions. Some of them provide bonuses above and beyond the standard +1 gold, while others don't. For balance purposes it seems a curious decision.
Religions were changed to make them more unique and I'm aware that some of them are bit more powerful than the others but I left them be like that in v1.0 since I had big list of religious changes to be added to the mod still. I wanted religions to be different from each other like they're in real world.

Glad to hear that:p , now have you found out anything on the late ingame crashes ???:confused:
Not yet, I'll need much more specific crash reports what happened in the last turns to get more clues where the problem might be.
 
Zappara, could you give us your opinion of Strat 84's post:
--------
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
 
Zappara, I got to give you two thumbs way up on your mod. It's the best one that I have found so far. Any plans on an update in the near future?

P.S. Just reread all the posts in this section of the forum. Please ignore my question about an update, but feel free to reread my praise for your mod again. LOL
 
Zap, we're glad you're back. I learned alot since start Civ 4/RoM from Civ 3. I want to thank you for putting together an incredible game. :)

I start with 'agressive barb's' that makes me concentrate on one city & one tile at a time, slowly building strong points and pushing my peremeter outward. Most excellent!

I raised some earlier ideas/points about future religion changes in the 'Religion 1.1'. After more playing, I have some concrete suggestions that would add a 'dangerous & dire element' to the game when changing/propigating religions. Will be posted soon.

Col. Mussbu
 
I think enough people already congratulated this mod.... Thumbs up :goodjob:

First, I am a great fan of loooong games that can scotch me to my screen for hours, days, weeks maybe. And I also prefer late era's (Industrial and modern). I am also a fan of MaxRigaMod therefore.

I've finished my third game in Epic / Huge map / 15 Civs / Prince difficulty (with some minor Maf issues ). And I've always got the same "disappointing" result at the end :

With the numerous amount of buildings giving you massive increase in production , science and cash, my cities (all @ 20+ citizens w/ the capital and first cities around 40+) build ICBM's in 2 turns, all techs are discovered in 5 turns with science set @ 0% / Culture 10% / Espionage 80% and I get 1700+ money per turn. If for 2 turns I reduce espionnage @ 0% I get more than 9000+ money per turn.

The consequence is that the game becomes too fast in the late eras and also quite boring ... you do not have the opportunity to play w/ your new units that you can already upgrade. You can buy anything and expedite constructions too easily.

I will try with faster games and increased difficulty to see if this can be avoided. The problem is that i really love loooong games in the modern era.

Does anybody else have the same feeling ? Do you think simply increasing the research values for the late era's techs and construction costs for units will make it work better ?
 
@ lolo@350: what difficulty are you playing on? if its less than Noble then what you said wouldnt suprise me. Upping the difficulty should give you more of a challenge even with all the added bonuses from extra buildings.

@ Zap: I dont know if you noticed Dale's combat mod, there are some really good combat features there, like bombing missions. Intergrating that sort of thing into the next update would simply be awesome. Have a look at it if you havent already.

Would it help if we uploaded our most recent savegame just before a CTD occurs, so you can see exactly what was going on in the game?

This might be a more efficient way for you to diagnose the problem.
 
hi guys

i'm new to this i have tried rom like 1 week and i love it (always tried it in huge map as i used to in original) so now i want to start playing on bigger map and more civ (since i think i want more challenge) so i start the game on giant or gigantic but the map i get is all the same it like a big map with river all over and no ocean at all it tried on maze, team_battleground, great_plain, oasis whatever it gave me the same result so can u guys give me some advise on this please

thank you in advance

(ps sorry for my bad english):eek:
 
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