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All I can say is either delete some civs from Custom Civilizations or just don't play with Megacivpack.

I understand where whas my misate, Extra Mega Civ Pack of Zap have is hown Patch 2.8 --> 2.81 and i was using the one for the full version; silly am i. Everything good now, thanks for answer.:goodjob:
 
A New Dawn 1.61 is out. This patch requires a clean install; you must delete the rise of mankind folder and install over a new one. This update IS SAVE COMPATIBLE Provided you select exactly the same install options as your last installation.

1.61 Changes:
  • Ruthless AI no longer causes OOS errors in MP
  • Multiple Research has been fixed
  • Updated to BULL 1.1
  • Updated to RevDCM pre-2.70 release
  • Loyalty Promotion now increases garrison value in Revolutions Mod (Had no effect before)
  • Wheelright obsoletes at Machinery
  • BasketWeaver obsoletes at Metal Casting
  • The AI will not be able to trade for other AI's to declare war inside the 10 turns of forced peace
  • Player's Difficulty Level appears when hovering over your name in the scoreboard.
  • Lead spawns less often; all other resources, more often.
  • Difficulty Level changes mid-game (Flexible Difficulty) will affect your cities free happiness and health.

Enjoy. ;)
 
Wow. You are prompt, Afforess. Well done!
 
ok I found it for those who want to know:

Current 2.7 changelog:
Updated BUG and BULL components to current versions (BUG 4.3, and BULL 1.1)
Swapped out old Civic Screen with RoM's Civic Screen, removes needed SDK functions and is much simpler
Fixed bug with tech diffusion and AI's trade denials (thanks Afforess)
Normalized Loading of Revolution.ini with other BUG components (fixes user specific loss of interface bug)
Added Afforess's Python callbacks (should improve performance)
Fixed Python Error "newCividx is not defined"
Packed art into fpk
Added HasMet check to Worst Enemy trading penalty
Added many, many translations; RevDCM should be nearly entirely translated in German, and well polished in Italian (Thanks Snophru & Gaplus)
Updated Credits screen in the BUG options tab to reflect this is RevDCM, and not BUG
Removed WoC UnitResource Icons
Update to BBAI 0.84 (fixes CTD in v 0.83)
Updated IDW AI so that AIs can now raze cities when IDW enabled
Created new GDA value which modifies the IDW effect on tiles with cities. Default is 0.2, so that city tiles are effected 1/5th as much as regular tiles by IDW influence
Improved Tech grant for Barb civs, new World Barbarian civs shouldn't be so advanced: http://forums.civfanatics.com/showthread.php?t=345290
Movies defined for any building now work correctly. Designed with big mods in mind: Wonder splash only occurs for buildings that have a movie defined, and World Wonders. -updated to be a BUG module (thanks Lemon Merchant)
Added Scenario Modcomp that allows loading of BtS scenarios that have less defined players then the dll (default BtS scenarios now playable with RevDCM) -Thanks Tamudjin!
Changed all inquisitor code to a Softcoded format handled in the XML (see UnitInfos for relevant tags). Fixed many bugs in Inquisitions code.
Inquisitions moved entirely into the SDK (thanks Afforess)
Wrote install script for RevDCM, tested. Waiting on final Release for packaging it.
Allows easy installation for all users, and insures correct intallation
Eliminates need for "launch as admin", and elimnates some rare user specific crash to desktops
automatically tests for 3.19 patch
allows creation of easy to use shortcuts for easy accessibility to the mod
Created New Installer options, moved a few RevDCM default components into being optional
Dale's Nuclear changes, such as the chain reactor and atomic bomber; brings RevDCM in line with default BtS
Better Ship Scale WoC module; makes it so launching as admin is not necessary with new installer, since WoC modules require admin privlages to work correctly
Choose Religions; multiple confirmed bug reports caused by conflicts with the Pick Religions gameoption, and this python component
Added a few XML tags to make things easier on mod modders and necessary for new inquisitions code to work
FeatureInfos:
GrowthSound: allows modders to set a specific sound for feature growth, rather then always getting the forest sound
CivicInfos:
Cloned bUpgradeAnywhere tag (allows units to upgrade outside national borders, introduced in previous RevDCM version) from TraitInfos
bAllowInquisitions: Defines a civic as enabling inquisitions
bDisallowInquisitions: Defines a civic as disabling inquisitions (overrides all other conditions)
UnitInfos:
bForceObsoleteTech: makes a unit untrainable when a defined tech is learned
bInquisitor: Unit can run inquisitions missions if inquisitions conditions are met
bStateReligion: State relgion required in city to train unit
PrereqGameOption: If set, gameoption required to be enabled in the game for the unit to be trained
NotGameOption: If set, the unit may not be trained if the specified gameoption is selected
PrereqOrCivics: If set, the unit my only be trained if the player is running one of the specified civics
PrereqBuildingClasses: If set, the unit may only be trained if specified buildingclasses have been built in the city
 
But stil:

We are planning a huge MP over 3 days. so I would like to know what is the more secure to go with.
Please . . .
 
Hy again serial ModModers !

For os79 : --> My System is strong enough to take the control of Cap Canaveral +
Pentagone + NSA at the same time. :mischief: :mischief: :mischief:
Without joke, it's over the the recommended specs.
OS is windows vista 7.

WOW strong system indeed ;) I think that now you have clear picture, how complicated RoM/AND is.....


For Afforess : --> FAQ read man, as english is not my native language, I still doubt on the
process order.

So am i right ?

1° ROM 2.8
2° Patch ROM 2.81
3° AND 1.60
(This process works perfectly, thanks again for all the wonderfull job)

Stay the MegaCivPack of Zap, my trouble is here, if he put it in 4°step = COLLAPSE !

Thanks for help .

It seems that you already figured out that you should take fourth step as first one :)
 
I have a question about uninstall:

I can´t uninstall the modules folder because of a greek unit... I have 10 betabuilds laying around my mod folder which I just can´t get rid of. How do you guys handle this?

thx in advance!
 
But stil:

We are planning a huge MP over 3 days. so I would like to know what is the more secure to go with.
Please . . .

Secret: Updating to the latest RevDCM (pre-2.70) was just a bunch of python changes. There were very few SDK changes. (Mainly because I wrote most of RevDCM's SDK changes) MP should be good, and you can use Ruthless AI with MP now too.

I have a question about uninstall:

I can´t uninstall the modules folder because of a greek unit... I have 10 betabuilds laying around my mod folder which I just can´t get rid of. How do you guys handle this?

thx in advance!

What do you mean you can't delete the old folders? It's your computer, you should be able to manage all the files.
 
Secret: Updating to the latest RevDCM (pre-2.70) was just a bunch of python changes. There were very few SDK changes. (Mainly because I wrote most of RevDCM's SDK changes) MP should be good, and you can use Ruthless AI with MP now too.


Thanks Afforess.:)
 
a new dawn 1.61 is out. This patch requires a clean install; you must delete the rise of mankind folder and install over a new one. This update is save compatible provided you select exactly the same install options as your last installation.

1.61 changes:
  • ruthless ai no longer causes oos errors in mp
  • multiple research has been fixed
  • updated to bull 1.1
  • updated to revdcm pre-2.70 release
  • loyalty promotion now increases garrison value in revolutions mod (had no effect before)
  • wheelright obsoletes at machinery
  • basketweaver obsoletes at metal casting
  • the ai will not be able to trade for other ai's to declare war inside the 10 turns of forced peace
  • player's difficulty level appears when hovering over your name in the scoreboard.
  • lead spawns less often; all other resources, more often.
  • difficulty level changes mid-game (flexible difficulty) will affect your cities free happiness and health.

enjoy. ;)

thanks!!!
 
...MP should be good...

Me and a friend are experienceing OOS still... once when a barbarian wolf attacked me and then the game wouldn't re-load for my friend.

Second game went OOS as soon as it loaded.

We'll try once more but after that it's back to 2.71 I'm afraid. :(

Edit: Tried setting up a new game again and immediately OOS again. Damn.
 
Me and a friend are experienceing OOS still... once when a barbarian wolf attacked me and then the game wouldn't re-load for my friend.

Second game went OOS as soon as it loaded.

We'll try once more but after that it's back to 2.71 I'm afraid. :(

Edit: Tried setting up a new game again and immediately OOS again. Damn.

Your set up is bad then, MP works fine. To be sure, delete your ROM Folder, reinstall 2.80, then the patch to 2.81, then install AND 1.61 with the Recommended MP settings. Copy your Rise of Mankind folder to any other players. Then play. ;)
 
Great Mod Afforess! I really like 1.60 changes so far its good to see resources last longer now. Quick question though will a 1.60 save be compatible with 1.61? Also just a suggestion that maybe cottages are a little OP in the early game since farms only give one food and cottages give one food, one gold and develop fairly quickly so there's no reason to build farms. Maybe cottages should not give food at the start (added later by a tech) and early game civics could slow their growth say by 2-5% per civic so it would take time to get rid of the growth penalty. I think this is simillar to what's been done with the Revolutions mod where most early game civics give stability penalties that take time to reduce. I think this would help prevent early economies from growing too quickly.
 
Great Mod Afforess! I really like 1.60 changes so far its good to see resources last longer now. Quick question though will a 1.60 save be compatible with 1.61? Also just a suggestion that maybe cottages are a little OP in the early game since farms only give one food and cottages give one food, one gold and develop fairly quickly so there's no reason to build farms. Maybe cottages should not give food at the start (added later by a tech) and early game civics could slow their growth say by 2-5% per civic so it would take time to get rid of the growth penalty. I think this is simillar to what's been done with the Revolutions mod where most early game civics give stability penalties that take time to reduce. I think this would help prevent early economies from growing too quickly.

Saves are compatible between 1.61, provided you install exactly the same components.

I know Cottages no longer will produce food with RoM 2.9, so that will be a feature rather soon. ;)
 
I just installed the recommended MP setup for 1.61 so we can play later and started a SP game and was wondering why storms were included in this setup? Minor issues but have storms adds just that little bit of lag that can kill late age MP games.
 
The Recommended MP option doesn't turn on storms. What happens is the mapscript still spawns storms at the start of the game, but they all vanish after the first turn.

It isn't the storms themselves that slow the game down, but the AI pathfinding. So if you were playing a MP with only humans, turning on storms would have no real effect.
 
Afforess, I think you may have missed my question with everything else going on. I have a question on the new model for resource depletion. If I have 2 of a resource hooked up will they both be depleting at the same rate if I am using them for just one thing? For instance, if I am building Stonehenge and I have 2 stone, will both deplete some or will just one of them deplete?

Also, a second question, if I trade a resource to another civ, does that resource deplete as they use it?
 
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