[BtS] Rise of Mankind

Hey!

That extra stuff work with new version?
It should work, it will only miss the 2 new units (Modern Marine and Modern Paratrooper) from 1.0.1 and crusader and police squad will go back to 1.0 state - rest of the stuff should work and no conflicts with the patch as far as I can now see after checking the files. The install order would be:

1. RoM 1.0
2. RoM 1.0.1 patch
3. Extra stuff for 1.0

I'll see if I got enough time tomorrow to take another look at that Extra stuff and make a 1.0.1 fix for its unit file.
 
@Zappara

Glad to see a new update for RoM. I can't wait to try the new Snail speed. I do love loooong games.

@Everybody

I updated the extra stuff download and merged the modifications of UnitInfos file for 1.0.1. I haven't tested it yet though there shouldn't be any problems.
 
@Zappara

I am getting an odd error with 1.0.1. It has something to do with setTimeText function in CyMainInterface.py line 2002. The exception causes the main interface not to display properly. City screen in particular is totally missed up. I can't figure out what could be the problem as the mentioned code is same as it used to be. Actually it is vanilla code. I don't know what python modifications you made in 1.0.1 so I can't figure out if they have something to do with this.
 
@Zappara

I am getting an odd error with 1.0.1. It has something to do with setTimeText function in CyMainInterface.py line 2002. The exception causes the main interface not to display properly. City screen in particular is totally missed up. I can't figure out what could be the problem as the mentioned code is same as it used to be. Actually it is vanilla code. I don't know what python modifications you made in 1.0.1 so I can't figure out if they have something to do with this.
Any python changes shouldn't cause it since I only added that one new building upgrade path. CyMainInterface wasn't updated at all and as you can see it's not in zip file. I had the same problem ie. interface messing up when using snail game speed but I didn't see any problems in xml files: copy&paste marathon mode and then changed new values. I didn't get that exception eather. So at the moment I'm assuming it has something to do with some setting in snail speed mode, setTimeText suggests it's caused by Snail mode's GameTurnInfos in CIV4GameSpeedInfo.xml. I halved all month amounts and doubled turn amounts from Marathon mode to make that game mode twice as long. I'm thinking that the game can't handle 12.5 year turns correctly at the start of the game. I'll calculate those month amounts again so that they'll be exactly full years and see if that fixes the problem.

Edit: It turned out to be caused by those iMonthIncrements in CIV4GameSpeedInfo.xml. Vanilla civ code can't handle 12.5 year long turns. :D Will upload 1.02 fix patch soon.

Edit: v1.02 uploaded with working Snail game speed mode. :)

Fun fact: if you use 10minutes per turn average in Snail game mode (fast turns at start, slow in the end), it will take 30 000 minutes to complete the game ie. 500 hours ie. 125 days if you play 4 hours per day.. that's pretty long game ;)
 
@Zappara

Thanks for the fast fix! I think the problem is iMonthIncrement is expected to be an integer value (actually this is what the i stands for).
It was integer value (150 months) but when you divide that with 12 to get year amount, you get float value (12.5 years) and that was probably what caused the bug. It's odd though since if turn last less than 12 months there isn't this bug.
 
Well, I'm relatively new to using mods for Civ and so far I've really enjoyed this one. In fact, I've been playing it multiplayer with a friend. We started a game using 1.0 and really didn't want to start over, so question is... to benefit from 1.02, we would have to start over, right? Or would the changes work even in that game?
 
Well, I'm relatively new to using mods for Civ and so far I've really enjoyed this one. In fact, I've been playing it multiplayer with a friend. We started a game using 1.0 and really didn't want to start over, so question is... to benefit from 1.02, we would have to start over, right? Or would the changes work even in that game?
Yes, you'll have to start from beginning if you update the mod. I suggest that you continue playing your previous game to the end and then update the mod. Changes from patch wouldn't apply to your old game and there would probably be conflicts that might cause game to crash.
 
Zapp,

I love this mod. Have been playing for a few days now on a huge map.

I was wondering if anyone could recall the Warlords mod that allowed you to manipulate large stacks of units. You could arrange by unit type, injured units, etc. Sure would love to see that added back in!

Thanks again!
 
@BoneDoc
You probably mean Plotlist enhancements mod? I was looking for it yesterday to see if it was updated to BtS from Warlords and if I could add it to my mod. Unfortunately there doesn't seem to be yet working BtS version... Would like to add it to RoM :)
 
I think it has a problem too. XML errors all over the place. Note that it says it is for 1.0 not the latest patch
It's actually updated even though download page says it's for 1.0. Check the file dates in the zip file.

I wonder if you plan on adding any more of the final frontier units for upgrades to existing units.
Maybe I could use them for cultural flavors? ;) What kind of units would you like to see as upgrades? Those ships appear pretty late in the game and there's not much room for new units in current tech tree. Not that I mind putting more scifi techs on tech tree but the tech tree is pretty long already...

Most of the errors appear to be mis-matches in building types.:sad:
What kind of errors more specifically and do these errors only appear when you use extra stuff?
 
I meant fighters, bombers and such, air units mostly, if they aren't in already, its been awile since I've played and my memory is faulty...:blush: Instead of using the Stealth Bomber graphics for the Drone plane, you could use the Space Fighters from Final Frontier for example, and call the unit, Fighter Drone Squadron, or Fighter Drones.
 
@Sword_Of_Geddon
Remote controlled bombers currently use Predator UAV graphics, it was changed in v1.01 :) I had those Fighter drone units from FF in some test version but discarded them since they looked rather silly in the water. Can't really use them for planes unless someone changes their nif files so that their height relatively to ground is much greater so that they look like planes and not hi-tech units stuck on ground/water.
 
there is a HUGE problem with the update!! now RoM won't accept the saved game from the previous version! I'll have to stop this game and re-start anew :(
Aye, saved games contain information about RoM v1.0 files and when you update the mod, there will be conflicts which often cause crashes. If you want to finish up game from previous, you'll have to install v1.0 again and not add patch to it. After completing that game, you can apply the patch and start fresh game with the new changes. :)
 
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