Rise of Mankind 2.8 Feedback and bug reports

I got the enclosed event (See Explosion 1). I like the event in itself, but I dislike the fact that the unhappiness resulting from it lasts 75 turns (See Explosion 2), That's 40-50 years, which is a very long time in the modern era.

Please keep the event, but reduce the time the unhappiness effect lasts.

Og, and I didn't have enough money for the two other results. The rebuilding effort cost some 13000 :eek:

Btw, I wonder about the stuff under the ======= in the second screenshot. It seems to show the predicted effect of happiness buildings that I haven't built yet. Is that correct?
 

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Minor bug:
Tech: City Planning
Building: Forbidden Palace
Requirements: min. 8 cities AND 9 courthouses....

(Addtion: when playing with gigantic maps)
 
I'm playing my save as the Americans on 18 Earth Civs and I've made contact with the Arabs. But everytime Saladin wants to conduct diplomacy, i get a CTD. Guess i need to activate the "Cease Bothering us!".
 
Currently up to 1700 on a Giant map. IT'S CRAWLING. 3 minutes a turn.

This is on a computer with an AMD 945 Quad 3.0, 4890 Graphics card, 4gb DDR3 RAM, etc.

At 1900 now, the turns aren't taking any longer, but the game immeditately CTDs if I try to view the world map
 
View attachment 233242

It's not a CTD, but annoying. Every turn I get a message about an error in the event manager, plus some gibberish. It doesn't kill the game, so I'm going to keep playing, but if someone could tell me how to get rid of it, I'd appreciate it.

I'm using RoM 2.8 with the hotfix and Afforess' modmods
 
Btw, I wonder about the stuff under the ======= in the second screenshot. It seems to show the predicted effect of happiness buildings that I haven't built yet. Is that correct?

Yep, I think that's the new BULL mod that's integrated, since you're looking at happiness, it's showing you what you could build to affect it. Science and gold work similarly. And culture. And espionage. You get the idea.
 
vincentz, I'm guessing your production 'bug' is 3 overflow production from a previous build. You can see it next time you start a new building by holding your mouse over the production number next to the progress bar. (The 32, in your posted pic)
 
Obsolessence is of buildings by design. Yes it is annoying to not be able to build a bakery just because you built the adv granary before the granary. The bakery goes obsolete a few techs later as well.

The Bakery never goes obsolete. It is merely replaced later with the Food Processing Planet.
 
Bug???

attachment.php


Hammers 26+3=32

I saw that discrepancy earlier. If I recall, it's because the 32 (which is correct) takes into account production coming from trade routes, which the 26 does not. Probably because un-modded civ never had food or production from trade routes, so they never thought to add a line to reconcile it there.

It is purely cosmetic though. You're getting the amount you should.
 
Hello,

This is a great mod, but I'm getting an interesting message at the beginning of each first game on RoM's startup.

"BugOptions - failed creating INI file," and then lists off several options, including things like Advanced fighting or Mapfinder. I am unsure if this is a good or bad thing, because as far as I can tell, it doesn't seem to impact my game at all, no CTDs or anything.

Just thought I'd toss that out there, but it's only happened with 2.8 with the hotfix attached.

Thanks!
 
I'm getting more and more CTD's as I move into the 21st century. The enclosed one comes when you pick Human Genome Project in the second build popup. I picked another build, and a few turns later I get one when hitting OK on the SuperCollider popup (after finishing it).

I'm using standard 2.8, except for a couple of XML changes:
I allow 6 wonders and 6 national wonders in a city.
I changed the storm (dis)appearance settings.
I don't think those changes have anything to do with the CTDs.
 

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Here is the save and logs for the CTD after building the SuperCollider. Just hit End Turn and hit OK when the video pops up.

This won't do. I'll install some modmods and start another one.

Edit: Just to be sure that it isn't memory related, I rebooted and started Civ4 with little else running. I still get the CTD.
 

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CTD - early game, Monarchy not researched yet. Single player
ROM_Tectonics, Standard size, Mediterrean
Revolutions ON, default options
BarbarCIV ON
Rising Seas ON
Standard 2.8, hotfix installed.

Comp: winXP, i7-920, 4GB ram, gfx260
 

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I have a question - how long takes the passing turn in the modern era? Somewhere, say at 1970 N.E? Because compared to the older version is much longer "

I have a 45-50 second! :( (Map is Big, 15 civs and level Prince)

That is a lot better than 3 min someone reported.
 
Question: How do I go about disabling storms in general? They annoy me, but the rest of the events, I like.
 
At 1900 now, the turns aren't taking any longer, but the game immeditately CTDs if I try to view the world map

Ok, at 1950, it starts crashing randomly. Freezing animations, lowering graphics to medium.

*edit*

This has been an EXTREMELY satisfying game though.

-The teching seems to be relatively on par time wise (at Marathon speed)
-A world war effectively happened (and is still going on) around 1920-1950. Currently I'm fighting on multiple fronts around the world, my land armies are dealing to the Sumerian's (second highest player) lands, though mostly taking stuff they took from the Ottomans. A second force is picking off their colony cities. A third force has just finished wiping out one of their smaller vassals, and a fourth force is busy in a seperate war, France declared war on one of my Vassal (Holy Romans) on the other side of the world and a mostly airlifted force is taking back Holy Roman cities that France has held for a long time.
 

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Question: How do I go about disabling storms in general? They annoy me, but the rest of the events, I like.

Go into EventTriggersInfo.xml in Rise of Mankind/Assets/XML/Events and search for SEA_STORM or somethink=g like that.
Then search for something called gamechance and change the percent to 0. Do the same for second and third Storm events in there.

Lazy to verify the above-mentioned info, but I'm basing it on the number of your posts here and assuming your expertise in XML modifications is high enough to catch what I'm saying :).
 
What mapscript/difficulty is that CMKM? I'd love to have a game stay that competitive in the early-modern age, where it seems you are, and though it's hard to tell from the minimap, seems you have a mostly land based game where the water is still relevant/fun.
 
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