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I'm busy this weekend (family) expect a patch by wend. Don't worry, RoM 2.91 changes basically nothing. It's basically a catch-up patch for bugs I found in RoM and already fixed. (You can tell by the patch notes, where Zap thanks me a couple times. ;) )

Busy too. Cleaned Church all day and just saw that 2.91 was out and also that AND 1.71 was available too.

Thought I would ask anyway.

Have a Good time with the family.

JosEPh :)
 
i've never had a problem downloading any other mod except this one. So unless my computer is allergic to this mod, I think the problem is, at least paritally, this mod.
 
i've never had a problem downloading any other mod except this one. So unless my computer is allergic to this mod, I think the problem is, at least paritally, this mod.

I don't understand your problem. You posted that you had an issue unarchiving the mod, but AND uses an installer, you shouldn't need to do anything. I must insist that the problem is on your end. I can try to help you, but not without more specific information.
 
i've never had a problem downloading any other mod except this one. So unless my computer is allergic to this mod, I think the problem is, at least paritally, this mod.

it's easy, i met the same problem as yours before, just change a browser, then you can download it, my firefox worked, but IE and chrome can not download this mod, the issue was caused by download accelerator plus.
 
I think the problem is, at least paritally, this mod.

Very doubtful. This is a very popular and intricate mod, Afforess wouldn't release a 'stable' version if the installer was having issues or any known major bugs remained. (Thats what the betas are for)

The issue is no doubt on your end. Make sure you turn UAC off if using windows 7/vista (or use 'Run as Admin", but you must do this everytime). as stated above DO NOT use any download accelerators. make sure your system is up to specs and everything is properly updated. Also make sure that you are installing the proper version of AND over the proper version of RoM over the proper version of BtS.

Now to Afforess:
Thanks for the new version. :bounce: Can't wait to load it up, but alas that must wait for tomorrow morning at the crack of noon.

My only question concerns:
"The City Radius Limit has been lowered to 2"
Does this mean no more workable tiles 3 squares away for influential cities? Or is it refering to something else?

Anyway thanks again Afforess, and Zappara too if you stop by here, and everyone else in the moding community that ultimately had a hand in one part or another. I couldn't imagine playing civ 4 without it

Merry Easter to all, and to all a good egg hunting :clap:
 
My only question concerns:
"The City Radius Limit has been lowered to 2"
Does this mean no more workable tiles 3 squares away for influential cities? Or is it refering to something else?

Something else.

What you are talking about is Larger Cities modmod that is still in the Install option if you use Custom.

What he meant was the city being spaced by tiles. It used to be 3 tiles before you can have a city for a short while. But people complained with a valid explanations why it doesn't work for either AI or us. So Zappara and Afforess returned it to default 2 tiles range between the cities.
 
Culturally Linked Starts - excellent addition, I asked for this a little while ago and it looks like you listened, thank you very much.
 
I'm busy this weekend (family) expect a patch by wend. Don't worry, RoM 2.91 changes basically nothing. It's basically a catch-up patch for bugs I found in RoM and already fixed. (You can tell by the patch notes, where Zap thanks me a couple times. ;) )


I understand that 2.91 is mostly bug fixes, but will those fixes work?!:confused: and what about

"Buildings
---------
- Changed: Slave market position in tech tree screen - now in Slavery tech. reqs still the same.
- Changed: Lighthouse gives +1 gold from sea plots instead of food
- Changed: Fisherman's hut gives +1 food from sea plots, no longer give food bonuses from seafood resources"

this looks good, but it doesn't work after installing 1.71... not sure about other changes, but doubt they work then... wish you manage it! :)))
 
well I gave you all the info I had. I checked the folder and it shows the New Dawn document in it. Perhaps thats because the installer worked fine, just the thing that uses java that is supposed to pop up afterward didn't work
I'm going to uninstall the whole thing and redownload ROM (which shouldn't be a problem) and I'll run as admin each time.
As for the accelerator, how do I turn that off?
 
I want first to thank you Afforess for your great modmod. It definitely adds alot of immersion and flavour to the game :D

Now, i'm having abit of a problem with your modmod and i hope you could help me. I can't seem to find the variable the modifies the tiles that one city can work (I was looking for the Larger Cities module, but i couldn't find it). I want to modify the maximum range from 3 to 5, so i can simulate a Megalopolis in the Modern Ages.

I have no experience in modding this game, so i would be grateful if you could help me :D
 
"Buildings
---------
- Changed: Slave market position in tech tree screen - now in Slavery tech. reqs still the same.
This one is just a cosmetic change. Slave market requires trade and slavery techs etc. as before. However because of the way they were put in the XML the building appeared on the Trade tech in the tech screen. Now it will appear on the slavery tech box instead.
 
My only question concerns:
"The City Radius Limit has been lowered to 2"
Does this mean no more workable tiles 3 squares away for influential cities? Or is it refering to something else?

In 1.70, the minimum range you could have your cities was 3 spaces apart, which was an oversight, and it has been corrected, so you can put cities 2 tiles apart.

I understand that 2.91 is mostly bug fixes, but will those fixes work?!:confused: and what about

"Buildings
---------
- Changed: Slave market position in tech tree screen - now in Slavery tech. reqs still the same.
- Changed: Lighthouse gives +1 gold from sea plots instead of food
- Changed: Fisherman's hut gives +1 food from sea plots, no longer give food bonuses from seafood resources"

this looks good, but it doesn't work after installing 1.71... not sure about other changes, but doubt they work then... wish you manage it! :)))

They are mostly bug fixes that I already fixed, and Zappara is just playing catch-up with me. ;)

Now, i'm having abit of a problem with your modmod and i hope you could help me. I can't seem to find the variable the modifies the tiles that one city can work (I was looking for the Larger Cities module, but i couldn't find it). I want to modify the maximum range from 3 to 5, so i can simulate a Megalopolis in the Modern Ages.

There isn't any such variable. The size of cities is hardcoded in the game; it takes C++ knowledge to alter it.
 
I want first to thank you Afforess for your great modmod. It definitely adds alot of immersion and flavour to the game :D

Now, i'm having abit of a problem with your modmod and i hope you could help me. I can't seem to find the variable the modifies the tiles that one city can work (I was looking for the Larger Cities module, but i couldn't find it). I want to modify the maximum range from 3 to 5, so i can simulate a Megalopolis in the Modern Ages.

I have no experience in modding this game, so i would be grateful if you could help me :D

You wouldn't be able to see the 4th or 5th ring unless you have a big screen and then you would have over a billion people in that city (plus being on the coast would suck
 
Aff, culturaly linked worked like a charm, and is a great addition:goodjob:
But in my last game, where i played as Pacal, and got Washington as my neighbor, which is right, geographically, but make no sense for me.
I think we shouldn't base the sequence to our geographical fact. Because your empire is located in an entire different dimension, when even your greatest great scientist doesn't know about our "earth".
For me, i think that the main reason of this feature is to got a feeling "whoa, i'm an asian, it would make a sense if my neighbor is asian too"
So, don't you think that sequence should be ethnically?
So leader with asian ethnic, would be grouped together. And caucasus one with the other.
I have crazier idea though. What if set that the east of native american ethnic, there should be caucasus ethnic, where in the south of it, the leader should be from african trait. East of it, there should be middle east one, then far east one.
 
But in my last game, where i played as Pacal, and got Washington as my neighbor, which is right, geographically

That is the entire goal of Culturally Linked Starts. I'm sorry you don't like it; but then don't play with it. I'm not a fan either, but I added it on request. Don't make it into something it is not.
 
Afforess I would like to post your modmod as a torrent on thepiratebay.org.
Would this be alright with you?
P.S. I will also be asking Zappara about uploading RoM, as it is not on the bay either
 
Afforess I would like to post your modmod as a torrent on thepiratebay.org.
Would this be alright with you?
P.S. I will also be asking Zappara about uploading RoM, as it is not on the bay either

Yes, on the condition that your provide a link to this forum, somewhere in the description, and installation instructions.
 
Thank you I will do that.
I am going to wait until Wednesday or so when 1.72 is out
 
bundle an up to date RoM with it
 
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