Newbie looking for suggestions for modmodding RoM

Ziltodi

Chieftain
Joined
Jan 15, 2012
Messages
5
Location
Finland
Hi, new to Civ IV mods and found this RoM to be most popular normal game enhancement mod. Now the issue with it i have is Future Era, which i feel screws up endgame for me since i don't suddenly want laser shooting fantasy units and mechs.

Found out A New Dawn mod that seems to deepen RoM in nice ways and also add option for No Future(Fantasy) Eras. All looked good until found out here on forums AI doesn't seem to be able to handle aerial warfare in it, so i don't wanna play Marathon speed Huge game that last ages all the way to nearing it's end just to find AI breaks there. Refering here: http://forums.civfanatics.com/showthread.php?t=449610

So still looking for most stable RoM type of experience that is balanced, has working AI and option to end in modern days, instead of pewpew-sharks-with-lasers era. But if no such exists... then i guess i could compromise and do my best to win my games before it gets past modern era i guess.

Anyways, amazing work all you modders :thumbsup:, made Civ IV exciting again with all these mods that enrich and deepen it. Just want to find build of mods and submods that would suit me best, with working AI. So all suggestions and feedback would be welcome from more experienced mod players here.

ps. Civ V has nothing on good old Civ IV
 
AND will be getting an update so the mythical aerial combat problem will get looked into.

If you can Mod, then RoM 2.91 with these integrated mods updated: REV, BUG, and BBAI, would be real welcome to the RoM fanbase. :)

JosEPh
 
Sounds good, liked AND additions to the game. And nope, unfortunately not into modding myself.

Anyways, ended up playing just plain RoM (latest version), but my game crashed at 120AD after several hours, when pressing next turn, it just jammed on AI's turn waiting phase, i could still move the cursor that was the rotating globe used to show its loading.

-edit: Civ IV playing on hold until AND is fixed, RoM seems too unstable to be worth it.
 
Hey, I am also a newbie. I played RoM several times, and I felt it is a great mod. However, I'd like to do some finetuning on it.

I have no experience with modding, but I studied the XML files carefully, understood the logic. However, I have a question:

Even I've studied Civics, Buildings and BuildingClass files very carefully, I never saw a line mentioning that for instance Paved Roads costs 25% less when you have the civic Public Works. Where is that code? Is it in an XML file under the Assets, or anywhere else?
 
\Rise of Mankind \Assets\XML\GameInfo\CIV4CivicsInfos, I think is the right one.

JosEPh
 
I couldn't find it. Here, take a look:

<CivicInfo>
<CivicOptionType>CIVICOPTION_WELFARE</CivicOptionType>
<Type>CIVIC_PUBLIC_WORKS</Type>
<Description>TXT_KEY_CIVIC_PUBLIC_WORKS</Description>
<Civilopedia>TXT_KEY_CIVIC_PUBLIC_WORKS_PEDIA</Civilopedia>
<Strategy>TXT_KEY_CIVIC_PUBLIC_WORKS_STRATEGY</Strategy>
<Help>TXT_KEY_CIVIC_PUBLIC_WORKS_HELP</Help>
<Button>,Art/Interface/Buttons/Civics/PublicWorks.dds,Art/Interface/Buttons/RoM_Civic_Atlas.dds,3,6</Button>
<TechPrereq>TECH_CITY_PLANNING</TechPrereq>
<iAnarchyLength>1</iAnarchyLength>
<Upkeep>UPKEEP_HIGH</Upkeep>
<iAIWeight>0</iAIWeight>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
<iStateReligionGreatPeopleRateModifier>0</iStateReligionGreatPeopleRateModifier>
<iDistanceMaintenanceModifier>0</iDistanceMaintenanceModifier>
<iNumCitiesMaintenanceModifier>0</iNumCitiesMaintenanceModifier>
<iCorporationMaintenanceModifier>0</iCorporationMaintenanceModifier>
<iExtraHealth>1</iExtraHealth>
<iFreeExperience>0</iFreeExperience>
<iWorkerSpeedModifier>25</iWorkerSpeedModifier>
<iImprovementUpgradeRateModifier>0</iImprovementUpgradeRateModifier>
<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
<iBaseFreeUnits>0</iBaseFreeUnits>
<iBaseFreeMilitaryUnits>0</iBaseFreeMilitaryUnits>
<iFreeUnitsPopulationPercent>0</iFreeUnitsPopulationPercent>
<iFreeMilitaryUnitsPopulationPercent>0</iFreeMilitaryUnitsPopulationPercent>
<iGoldPerUnit>0</iGoldPerUnit>
<iGoldPerMilitaryUnit>0</iGoldPerMilitaryUnit>
<iHappyPerMilitaryUnit>0</iHappyPerMilitaryUnit>
<bMilitaryFoodProduction>0</bMilitaryFoodProduction>
<iMaxConscript>0</iMaxConscript>
<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
<iExpInBorderModifier>0</iExpInBorderModifier>
<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
<iLargestCityHappiness>1</iLargestCityHappiness>
<iWarWearinessModifier>0</iWarWearinessModifier>
<iFreeSpecialist>0</iFreeSpecialist>
<iTradeRoutes>0</iTradeRoutes>
<bNoForeignTrade>0</bNoForeignTrade>
<bNoCorporations>0</bNoCorporations>
<bNoForeignCorporations>0</bNoForeignCorporations>
<iCivicPercentAnger>0</iCivicPercentAnger>
<bStateReligion>0</bStateReligion>
<bNoNonStateReligionSpread>0</bNoNonStateReligionSpread>
<iStateReligionHappiness>0</iStateReligionHappiness>
<iNonStateReligionHappiness>0</iNonStateReligionHappiness>
<iStateReligionUnitProductionModifier>0</iStateReligionUnitProductionModifier>
<iStateReligionBuildingProductionModifier>0</iStateReligionBuildingProductionModifier>
<iStateReligionFreeExperience>0</iStateReligionFreeExperience>
<YieldModifiers/>
<CapitalYieldModifiers/>
<TradeYieldModifiers/>
<CommerceModifiers/>
<CapitalCommerceModifiers/>
<SpecialistExtraCommerces/>
<Hurrys/>
<SpecialBuildingNotRequireds/>
<SpecialistValids/>
<BuildingHappinessChanges>
<BuildingHappinessChange>
<BuildingType>BUILDINGCLASS_COURIER_SYSTEM</BuildingType>
<iHappinessChange>1</iHappinessChange>
</BuildingHappinessChange>
<BuildingHappinessChange>
<BuildingType>BUILDINGCLASS_GREAT_DAM</BuildingType>
<iHappinessChange>1</iHappinessChange>
</BuildingHappinessChange>
</BuildingHappinessChanges>
<BuildingHealthChanges>
<BuildingHealthChange>
<BuildingType>BUILDINGCLASS_AQUEDUCT</BuildingType>
<iHealthChange>1</iHealthChange>
</BuildingHealthChange>
<BuildingHealthChange>
<BuildingType>BUILDINGCLASS_PONT_DU_GARD_AQUEDUCT</BuildingType>
<iHealthChange>1</iHealthChange>
</BuildingHealthChange>
<BuildingHealthChange>
<BuildingType>BUILDINGCLASS_BATH_HOUSE</BuildingType>
<iHealthChange>1</iHealthChange>
</BuildingHealthChange>
<BuildingHealthChange>
<BuildingType>BUILDINGCLASS_WATER_TREATMENT_PLANT</BuildingType>
<iHealthChange>1</iHealthChange>
</BuildingHealthChange>
</BuildingHealthChanges>
<FeatureHappinessChanges/>
<ImprovementYieldChanges/>
<!-- Revolution Mod Start -->
<iRevIdxLocal>-1</iRevIdxLocal>
<iRevIdxNational>-1</iRevIdxNational>
<iRevIdxHolyCityGood>0</iRevIdxHolyCityGood>
<iRevIdxHolyCityBad>0</iRevIdxHolyCityBad>
<iRevIdxSwitchTo>-30</iRevIdxSwitchTo>
<fRevIdxNationalityMod>0</fRevIdxNationalityMod>
<fRevIdxBadReligionMod>0</fRevIdxBadReligionMod>
<fRevIdxGoodReligionMod>0</fRevIdxGoodReligionMod>
<fRevIdxDistanceMod>0</fRevIdxDistanceMod>
<fRevViolentMod>0</fRevViolentMod>
<iRevReligiousFreedom>0</iRevReligiousFreedom>
<iRevLaborFreedom>0</iRevLaborFreedom>
<iRevEnvironmentalProtection>0</iRevEnvironmentalProtection>
<iRevDemocracyLevel>0</iRevDemocracyLevel>
<bCommunism>0</bCommunism>
<bFreeSpeech>0</bFreeSpeech>
<bCanDoElection>0</bCanDoElection>
<!-- Revolution Mod End -->
<WeLoveTheKing/>
</CivicInfo>
 
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