[BtS] Rise of Mankind

Zappara,

Nice job with this!! Must of taken 1000+ hrs easy.

Had a CTD around 1960..

Three civs where at war with one civ. One civ made peace and it crashed. I loaded a few turns before the crash and made peace between those civs. This fixed the problem. Prob. more than 1 civ declared peace. IDK.

Save game is attached.

One problem is too many buildings. I play on custom speed. Epic speed with TECH adjustment of 600. (Modded this myself). Buildings need to be obsoleted. No need to build ancient buildings in modern or future eras. Also Tech adjustments for buildings are to high. Even with 600 tech adjustment in future era, techs are taking 2 to 3 turns each. I think this should be spread out more. Either lowe tech bonuses on buildings or, prob. an easier way, just increase all tech costs in modern/future eras.
 

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mm... thank you for your support, but the content is too advanced for me. i will wait for a updated version of RoM hoping that it will provide compatibility, or simply not apply this mod. thank you anyways:)
I might now know what is causing it but I don't know how to fix it because it requires python skills.. I suspect the problem is in CvPath.py file which is used to determine your installation directories for the mod. Seems there's some bug when it's used with Complete Civilization.

I look forward to trying out a game with your mod loaded on a Giant map at Snail speed and 12 total civs. I have an new HP PC with 3GB of RAM, an AMD Phenom 9500 quad core processor with an NVIDIA 8500 GT graphics card (256MB). Should I be able to run the giant map with 12 civs without any problems? Thanks again!
Yeah, you should be able to run it. :)

Few pages back you mentioned the enhanced plot list mod. Actually a limited version of it is part of the BUG mod..
Thanks, I had only found warlords version so far and didn't know if it was possible to merge it to BtS mod.. problem got solved with BUG mod and RoM has now those plot list features, hopefully bug free too since I'm not good at python :D

One problem is too many buildings. I play on custom speed. Epic speed with TECH adjustment of 600. (Modded this myself). Buildings need to be obsoleted. No need to build ancient buildings in modern or future eras. Also Tech adjustments for buildings are to high. Even with 600 tech adjustment in future era, techs are taking 2 to 3 turns each. I think this should be spread out more. Either lowe tech bonuses on buildings or, prob. an easier way, just increase all tech costs in modern/future eras.
I'm looking ways to make settlers add basic buildings to city on later eras when city is found. Found one mod component that just did that but it isn't multiplayer compatible so I haven't added it yet. Tech costs were increased in v1.02, I assume you played this game on v1.0. Modern era tech costs were increased 50% and future techs' 100%.

The issue arises with modded flags only. Older RoM versions (before 1.0 as far as I remember) didn't have modded flags.
Yes, I combined some flag mod to v1.0 and if I recall now, there was used some setting whiteflag for those new flags. I'll have to check what it was.


Been wrestling with python today, besides adding plot list enhancements, I tried to add flavored tech colors based on what type of great people can find those techs but for some reason I can't get CvTechChooser.py to load correct setting from config ini file. Wanted it to be optional feature and off by default. It does work if set it on manually from python and I got pretty rainbow colored tech tree :D It also gave me clues what type of great people need more flavored techs... it's based on mod component that was made for warlords long time ago. Besides this feature I was thinking to distinguish different eras techs' by color coding them - would make it easier to see what you need to research to get to next era. This would be optional feature too and at the moment I'm not sure if I know how to make it.
 
Oh, I have a question about religion. The religions in this game seems kind of unbalanced. The temple of Solomon (which is the Jewish shrine, the 2nd oldest religion) gives +2 research and +1 gold per Jewish city while something like the shrine for Christianity only gives +1 gold or the Confucian shrine gives morale or the Tao Monastery gives martial arts. I tweaked around the values so that religions founded later on give more bonuses and spread easier (Islam has 90 as it's spread value and cities with it give +2 gold and +2 culture while Hinduism has 70 as it's spread value and gives +1 gold, +1 culture)

And 2 of your civics conflict, you can have capitalism and state property which are opposites. In a capitalist society the means of production are privately owned while in a society with state property everything, including the means of production are owned by the states

Also I think you tweak the traits, like make spiritual leaders build monasteries/missionaries faster, expansive leaders build settlers slightly faster and make protective leaders build archers/longbow men faster/get happiness from castles and walls and other stuff. And adding a third trait would make things more interesting (like productive, where tiles with 3 hammers get an extra one or seafaring, where naval units get like +10% strenght and +1 movement)

And if you change around the religious bonuses then you should find a way to increase the amount of gold needed (with like 1 or 2 religions you can easily be at 100% research bringing in like 100 gold a turn. Maybe increase matenence/inflation/civic upkeep)

Last thing, I'm not sure if you've changed this but you should make sacrifical alters require paginism or obsolete with like monotheism as in previous games I'd build them at like 1600 AD which doesn't make too much sense

Last last thing, maybe stop the AI from badgering you and asking for technologies after a certain point and stop them from asking you to declare war on your allies or stop trading with people as at harder difficulties it's quite a nuisence since diplomacy can be a major part of the game but there's no chance of like winning an election for the apostic palace if everyones either '-4 you refused to stop trading with our worse enemy' or '-4 you stopped trading with us'. So if someone asks you to stop trading with someone and you refuse there should only be a small hit to your relationship (like -2 but it's shortlived) and you accept there should be a bonus like '+2 you stopped trading with our enemies'
 
@Zappara
I can't find the quote, but I remeber you mentioning an issue where it would be nice if cities in later game came with certain improvements.

You may have already considered this, but do your remeber how there were multiple upgrades to the Settler Unit in RAR for Civ 3. If you implememted Settler upgrades, would it be possible to have the later Settler units programmed to Settle with certain improvements already built?


And on a seperate note, I'm not sure if you edited the random events in the current version of this mod, but if you did; you may want to know that though the "Hurricane" Random Event displays the two choices for a citizen to die or an improvement to be destroyed, the game will not allow you to pick the "dead citizen" option. (This ruined me last game when I got it in the first 30 turns, at my capitol, which ONLY had a lighthouse; so I lost a citizen as well as the building:eek: )

And on ANOTHER note, I think the problem I showed you earlier is an MAF isuue, Firaxis and their memory leak! :mad: I have reluctantly stepped down to "Large" maps........... :sad:

Anyways, keep up the good work! :king:
 
Can anyone advise on my previous post please ??
I've checked all the files which refer to that F86 unit and didn't see anything wrong with it (I don't get that error message). I'd suggest installing the mod + patch again and see if that fixes the problem.

Is there a separate mode for the Giant and Gigantic map sized and the Blitz and Snail game speeds?
Choose Start New game -> Custom game. There's options for map sizes and for all game speeds.

@Zappara
You may have already considered this, but do your remeber how there were multiple upgrades to the Settler Unit in RAR for Civ 3. If you implememted Settler upgrades, would it be possible to have the later Settler units programmed to Settle with certain improvements already built?
I do remember settler units from RAR and yes, settler upgrades will be on v2.0. Not entirely sure yet if I make them add some buildings to cities too when city is found but it's possible (there's multiplayer issue with it which makes players go out of sync and crash the game).

And on a seperate note, I'm not sure if you edited the random events in the current version of this mod, but if you did; you may want to know that though the "Hurricane" Random Event displays the two choices for a citizen to die or an improvement to be destroyed, the game will not allow you to pick the "dead citizen" option. (This ruined me last game when I got it in the first 30 turns, at my capitol, which ONLY had a lighthouse; so I lost a citizen as well as the building:eek: )
I did edit some events long time ago, merely adjusted tech requirements and added new resources to them. Don't like much editing them because that's easy way to get CTDs without any error messages. I think events is the last thing I'll add, probably just combine the most recent event mod. Anyway, I'll check that hurricane event.
 
@Sword_Of_Geddon
Yes, I had downloaded huge pile of flavor units some time ago so it didn't affect me much. I do have those flavor mods too so I can always check them if I can't find some units. :)
 
Have you considered absorbing some of the parts of my personally second favorite mod behind this one: Marnz Mod into your new update?
A broader range of Ethnically diverse units,
those extra civs
and so much more.
I think it'd make this mod ahead of them all, maybe included in an expansion
 
Have you considered absorbing some of the parts of my personally second favorite mod behind this one: Marnz Mod into your new update?
A broader range of Ethnically diverse units,
those extra civs
and so much more.
I think it'd make this mod ahead of them all, maybe included in an expansion

obviously you havint been playing this mod long...it does include more civs, a broad range of ethical diversity and much more that weren't included in this edition because we all wanted it out to be able to play it...hence the long wait for version 2 as that stuff is being added as well as other stuff


and zap cant wait for that version def the best mod out there
 
I meant like a downloadable Mod Component.
Oh, not yet but soon might.. ;) Since you asked for it I decided to check if it was easy to rip off those features from RoM and make a small stand alone gamespeed/world size mod and I got it now working on my computer. Though I'm too tired to test it more tonight to see if there's any bugs left. Might upload it soon. It has now Giant/Gigantic map sizes + Blitz/Snail game speeds + Bhruic's unofficial patch. Just give me a good name for that mod component ;)

Besides making that little mod component I today went through all BtS events and adjusted about 30 of them to work better with RoM stuff. Also combined JKP1187's Events mod but didn't have time to make modifications to those events so that they work better with RoM. And there's now working Colonist and Pioneer units which make bigger cities than settlers and which add basic buildings as well so you'll have little less buildings to build :)
 
Oh, not yet but soon might.. ;) Since you asked for it I decided to check if it was easy to rip off those features from RoM and make a small stand alone gamespeed/world size mod and I got it now working on my computer. Though I'm too tired to test it more tonight to see if there's any bugs left. Might upload it soon. It has now Giant/Gigantic map sizes + Blitz/Snail game speeds + Bhruic's unofficial patch. Just give me a good name for that mod component ;)


Thanks! :) and for the name.. uh "Map and Speed Mod Component" or you can add more features such as "no colony's" and more Sea levels and stuff and call it "Costum Game Mod" or something.. Just ideas, but before tackling a new project, how bout sticking with RoM a while? :)
 
Thanks! :) and for the name.. uh "Map and Speed Mod Component" or you can add more features such as "no colony's" and more Sea levels and stuff and call it "Costum Game Mod" or something.. Just ideas, but before tackling a new project, how bout sticking with RoM a while? :)
Yeah, I'm not getting on side tracks so I'm keeping that component just simple speed/world size mod. And I already got another mod project on design stage and will continue with that after RoM 2.0 is finished (it's fantasy mod) ;)
 
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