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the great thing about RoM/AND is many options can be toggled so you can have as much or as little as you want

Does this mean it's up to the user to reprogram the AI to play competently under the unique ruleset that they define? And to tweak the game balance to account for the new strategies?

I guess my point is that it would be nice, for the sake of gameplay, to have a small enough set of options in order for the user to have confidence that however he configures the game, 1. unforeseen overpowered strategies aren't going to crop up, and 2. the AI will be able to play the flavor of game that he has defined.

I know that's asking a lot, but maybe it's a goal that can be kept in mind down the road?
 
@ The Boat - You make an excellent point. Great Commanders, Surround & Destroy, Divine Prophets and Advanced Diplomacy all have their problems. Mainly the problems revolve around the AI being bad at them and giving the human player an unfair advantage.
 
Does this mean it's up to the user to reprogram the AI to play competently under the unique ruleset that they define? And to tweak the game balance to account for the new strategies?

You seem to have some very demanding ideas about how quickly a Modder should develop their mod. Modding is a hobby not a job or a Game Patch. We are aware of most of these situations but finding and fixing them is Not as Easy as you might think or demand. Sorry but you're off base here.

I guess my point is that it would be nice, for the sake of gameplay, to have a small enough set of options in order for the user to have confidence that however he configures the game, 1. unforeseen overpowered strategies aren't going to crop up, and 2. the AI will be able to play the flavor of game that he has defined.

I know that's asking a lot, but maybe it's a goal that can be kept in mind down the road?

I suppose you think we don't have this in mind? Rather presumptive on your part my friend now isn't it?

If you can do SDK, Python, or C++ coding we would welcome your help to make this mod even better. If you can not help then you will have to wait as we try, to the best of our abilities, to correct these perceived problems.

JosEPh
 
Actually, I wasn't presuming anything... I didn't know whether or not this had been discussed, so I just threw it out there. I didn't mean to sound demanding or unappreciative. Like I said before, I think this mod has a LOT of great ideas in it.

As far as helping with the mod, it's a possibility. I am not a very experienced programmer, still in school, but maybe I'll start experimenting with the SDK and see what happens. I'll admit, though, that I typically go through periods where I'm really interested in civ4 for a month or two and then stop being interested for 1 or 2 years.
 
Actually, I wasn't presuming anything... I didn't know whether or not this had been discussed, so I just threw it out there. I didn't mean to sound demanding or unappreciative. Like I said before, I think this mod has a LOT of great ideas in it.

As far as helping with the mod, it's a possibility. I am not a very experienced programmer, still in school, but maybe I'll start experimenting with the SDK and see what happens. I'll admit, though, that I typically go through periods where I'm really interested in civ4 for a month or two and then stop being interested for 1 or 2 years.

Your suggestions are noted but as I'm currently busy in fixing bugs, CTD, OOS, etc, this feature will have to wait (if I'm able to implement something like that).
 
I have a problem with the installer. About 75% through I get an error message, log in the spoiler, and it stops installing. It doesn't lock up or crash but I tried just leaving it and after an hour nothing had happened. I've tried re-downloading but the problem remains.

Spoiler :
Error in action ExecuteAction

Error in action InstallSelectedFiles

bad end of central directory record
while executing
"crapvfs::mount $crapFile $mountPoint"
(procedure "installkit::Mount" line 2)
invoked from within
"installkit::Mount $temp $conf(vfs)"
(procedure "::InstallJammer::UnpackSolidArchives" line 64)
invoked from within
"::InstallJammer::UnpackSolidArchives 0"
(procedure "::InstallJammer::actions::InstallSelectedFiles" line 87)
invoked from within
"::InstallJammer::actions::$component $this"
while executing
"$obj execute"
(procedure "::InstallJammer::ExecuteActions" line 69)
invoked from within
"::InstallJammer::ExecuteActions $action -parent $id -conditions $eval"
(procedure "::InstallJammer::actions::ExecuteAction" line 35)
invoked from within
"::InstallJammer::actions::$component $this"
Error in action ExecuteAction

Error in action InstallSelectedFiles

bad end of central directory record
while executing
"crapvfs::mount $crapFile $mountPoint"
(procedure "installkit::Mount" line 2)
invoked from within
"installkit::Mount $temp $conf(vfs)"
(procedure "::InstallJammer::UnpackSolidArchives" line 64)
invoked from within
"::InstallJammer::UnpackSolidArchives 0"
(procedure "::InstallJammer::actions::InstallSelectedFiles" line 87)
invoked from within
"::InstallJammer::actions::$component $this"
while executing
"$obj execute"
(procedure "::InstallJammer::ExecuteActions" line 69)
invoked from within
"::InstallJammer::ExecuteActions $action -parent $id -conditions $eval"
(procedure "::InstallJammer::actions::ExecuteAction" line 35)
invoked from within
"::InstallJammer::actions::$component $this"
while executing
"$obj execute"
(procedure "::InstallJammer::ExecuteActions" line 69)
invoked from within
"::InstallJammer::ExecuteActions $id -when $when"
(procedure "::InstallJammer::RaiseEventHandler" line 93)
invoked from within
"::InstallJammer::RaiseEventHandler .wizard"
(command bound to event)
 
Is the "Full Installer" irreparably stuck at version 645? My downloads work (with cut and paste tweaking) but the game is the aforementioned version.

SourceForge did an update of projects and moved everything to a new repository; the previous repository (which I would guess is what the Full Installer points to) is v645 and read-only. I think you have to download the current version with TortoiseSVN. The first link in the first post in this thread has the correct download information.
 
SourceForge did an update of projects and moved everything to a new repository; the previous repository (which I would guess is what the Full Installer points to) is v645 and read-only. I think you have to download the current version with TortoiseSVN. The first link in the first post in this thread has the correct download information.

Followed the instructions (page one) and now down to step 3 of number 4 under the above " Select the 'export versioned items here' option".

I am not seeing this option. Any other pointer to where this may be?

Buck
 
The folder your 'exporting' should have a green tick over it. Right click (hold) and drag, and when u release the right mouse button the windows explorer options will appear - including the two svn options - svn export versioned items here & svn export all items here.

Don't know what else to tell u, make sure u do the right click drag properly, maybe thats where your messing up.
 
Thank you Sgtslick. Got past that and now, Step 4. Moved the results into Mods and renamed it as appropriate. Inside that new folder (now under Mods) there contains several other folders/files one of which is another Rise of Mankind- A New Dawn. The others are: Dll and Backup; Example; Overwriting Componets; Sources (all in addition to the ROM AND folder). There are also several files that unless needed I will omit here.

A game opening at this results results in a loop of BTS opening menu showing ROM AND as a mod. I then renamed that file and cut and pasted the within ROM AND to a separate Mod file. I now am able to run version 648.

My question is, can anyone give me a clue as to why I have these extra steps. An answer will not effect me, UNLESS, my extra steps fowls something else up, but others may benefit.

Buck

Note: My new Mod file does not contain the Dll-Backup. Example, Overwriting etc. Will this cause me problems?
 
No the "extra files" were added in by mistake and are for 45*38'Ns work on the mod.

JosEPh
 
How close to release of the newest version? Just wondering.

A new revision is coming this weekend I think. There will be a "No nukes" option, a couple of CTD fixes, and probably something about balancing the game. Don't know though what Vokarya's plans are and how far he is with his work on new buildings and his/Joseph experiments with religions.
 
How do I install this? With SDK I think right? I tried using SDK in the past and it would never install, kept saying checksum error or something..

Its ok I can wait for the official release, just sad everyone is trying these revisions(this or Realism invictus which also uses SDK) and I'm out of the loop lol.
 
Thank you Sgtslick. Got past that and now, Step 4. Moved the results into Mods and renamed it as appropriate. Inside that new folder (now under Mods) there contains several other folders/files one of which is another Rise of Mankind- A New Dawn. The others are: Dll and Backup; Example; Overwriting Componets; Sources (all in addition to the ROM AND folder). There are also several files that unless needed I will omit here.

A game opening at this results results in a loop of BTS opening menu showing ROM AND as a mod. I then renamed that file and cut and pasted the within ROM AND to a separate Mod file. I now am able to run version 648.

My question is, can anyone give me a clue as to why I have these extra steps. An answer will not effect me, UNLESS, my extra steps fowls something else up, but others may benefit.

Buck

Note: My new Mod file does not contain the Dll-Backup. Example, Overwriting etc. Will this cause me problems?

I have the exact same issue !!!!!
if icopy the whole original folder (the one i had from step 3), nothing is loaded : the mod is basically "empty" ie just the regular bts
if i copy just the subfolder called Rise of Mankind - A new down, than it loaads fine but when i start a new game, i don't see any user interface (just the map and units) !!!!
in the scrreen i see a list of "failure parsing c:\program files.....\rise of mankind\assest\config\init.xml at line 17???
help me :-)
 
I have the exact same issue !!!!!
if icopy the whole original folder (the one i had from step 3), nothing is loaded : the mod is basically "empty" ie just the regular bts
if i copy just the subfolder called Rise of Mankind - A new down, than it loaads fine but when i start a new game, i don't see any user interface (just the map and units) !!!!
in the scrreen i see a list of "failure parsing c:\program files.....\rise of mankind\assest\config\init.xml at line 17???
help me :-)

If you have trouble using Tortoise SVN, why don't you simply use the full installer? :confused:
 
45°38'N-13°47'E;12826551 said:
If you have trouble using Tortoise SVN, why don't you simply use the full installer? :confused:

Didn't want to do it because it takes 2 hours to download ;)
I did it though, and have the exact same issue. The mod loads fine, start a new game works perfectly, but the UI doesot show any thing but the map and units (no units action buttons, etc) and stll the same txt message written about not being able to parse init.xml ?!
 
Didn't want to do it because it takes 2 hours to download ;)
I did it though, and have the exact same issue. The mod loads fine, start a new game works perfectly, but the UI doesot show any thing but the map and units (no units action buttons, etc) and stll the same txt message written about not being able to parse init.xml ?!

Have you tried clearing your cache before loading the mod?
 
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