Rise of Mankind 2.8 Feedback and bug reports

Zappara, RevDCM 2.61 was released today.:) It is savegame compatible and I think it fixes the problems with some of the events.



Or maybe Afforess can merge it.;)
 
No. I will probably get this thread renamed. A New Dawn will have the fixes to the RoM slowdown, of course.

As for features, I created an entirely new civilopedia section just for A New Dawn, with articles explaining them all. You'll see. Patience. ;)

New Dawn - sounds nice :) OK, you told enough. Keep up your great work, and taking what you've done so far into account, we can expect something really great. :goodjob:

http://img44.imageshack.us/img44/928/errorzy.jpg - I'm also using Affross's mod pack, but since it doesn't seem to mention that in the error message I'm posting it here.

?????!!!! 5000 BC, 20 cities, over 10000 gold - what is this about???
 
New Dawn - sounds nice :) OK, you told enough. Keep up your great work, and taking what you've done so far into account, we can expect something really great. :goodjob:

Thanks.


?????!!!! 5000 BC, 20 cities, over 10000 gold - what is this about???

I believe that's called "Fun with the WorldBuilder"
 
Zappara, RevDCM 2.61 was released today.:) It is savegame compatible and I think it fixes the problems with some of the events.



Or maybe Afforess can merge it.;)
Good to know. I've been sick whole week so I'm bit out of the loop at the moment.. but trying to catch up real fast by reading most posts... :)
 
update:

with a few times try/error i could go on a few rounds. now i am in round 114 :rolleyes:

following message appears when windows closes the app:

AppName: civ4beyondsword.exe AppVer: 3.1.9.0 ModName: ntdll.dll
ModVer: 5.1.2600.5755 Offset: 00011980

maybe its useful

I have the exact same error in the early game, using RoM_Hemispheres, non-custom map. I am running the following:

-RoM 2.8 + Hotfix 3
-Afforess' Mods 1.50Beta1
-General Staff's building pack
-Early Buildings 1.91
-Dancing Hoskuld's trade caravan graphics

Save game attached. Playing it for several turns always results in a CTD. Log files don't appear to contain anything useful, even after enabling manual logging.

Any help would be much appreciated :)


PS - I also noticed that using the "fortify until healed" button causes units to be woken up by nearby enemy units like the "sentry until healed" function is supposed to do. I haven't tried the sentry until healed button yet, but am thinking maybe they're reversed or something?
 

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Hi! I've been a RoM2 fan for a long time, and RoM 2.8 looks great to me. Thanks Zappara! But I have 2 Issues:

1) On a 2GB NB with Windows7, on trying to singleplay the Gigantic Earths Map Scenarios, I get a BTS.EXE Runtime Error (see attached jpg, which tells us nothing in fact). Playing smaller Scenarios in SinglePlayer seems to work.

2) (and much worse!): When trying to create a multiplayer game, I get this leader head tag class stuff error (see above). I know RoM2 doesn't officially support Multiplayer, but multiplaying RoM 2.5 was possible and over the time grew VITAL to me. Is it true, that above 2.6, no more MP is possible at all? Please, someone DO something about this! *whine* Some kind of hotfix, some kind of workaround! All you Modders out there, plz someone help us in the "unofficial" Rom2 Hotseat Multiplayer "fraction". My Gratitude will be endless and eternal!!! PLZ Show you have a heart, oh ModGod Zappara. Make RoM at (least "unofficially") "tolerate" Multiplaying again.


MIRROR for the Download of RoM 2.8 ("Rise of Mankind 2.8 full"),
Including the #3Hotfix (-> "2.803"):

http://netfolder.in/WjSKgaV/ROM%202.803%20for%20BTS%203.19

I have no problems in starting a multiplayer (hotseat/internet) game in RoM2.8 on my Notebook with GeforceGo GC; on my other Notebook, with an ATI Express ?1200 Chipset, I get the error
"
Tag: LEADER_WILHELMINA in Info class was incorrect
Current XML file is: modules\Custom
Leaderheads\Wilhelmina\Wilhelmina_CIV4DiplomacyInfos.xml
"

with a crash to desktop. The Software configuration is exactly the same, I even mirrored the Civ4 directories.... In BTS 3.19 without all works just fine. Won't someone plz HELP? Any possibility to fix this? Whats this error about? Why does it work with the GeForce chip? Whats this about? - I've included a crashdumpfile for those Xperts among you:

http://netload.in/dateiijMIzJlxlm/Civ4BeyondSword.exe.dmp.htm

///
MIRROR for the Download of RoM 2.8 ("Rise of Mankind 2.8 full"),
Including the #3Hotfix (-> "2.803"):

http://netfolder.in/WjSKgaV/ROM%202.803%20for%20BTS%203.19
 
Spoiler :
The Focke Wulf 190a is a Celtic and Viking UU(which makes no sense seeing how the Scandanavians, not the Vikings though, used it only when the German occupation began and the Celtics never really made it into the part where fighters were even used, unless you count the Irish as Celtics, which still doesn't seem realistic), and should be a German UU.


Is this Correct, or should it be changed???:confused:
 
The Caste civic says it affects cottage growth, -50% growth, and I never could tell if that was good or bad, but in my limited isolated test, it doesn't seem to have any effect either way. 2.8mega+hotfix3.
 
The rollover text on the plant forest button says that it will destroy the modern mine I just built. I'm ever so slowly approaching the tech that allows me to plant forest, and the prospect of destroying all those modern mines I just spent 50 turns (snail) building kind of depresses me. I think if we can build mines and such on forests without disrupting the trees, we ought to be able to plant trees around a facility. Just my $.02

[Just to clarify for anyone else reading this, I'm running the modmod soon to be known as A New Dawn and should have mentioned it in Afforess's thread. Sorry for any confusion.]
 
The rollover text on the plant forest button says that it will destroy the modern mine I just built. I'm ever so slowly approaching the tech that allows me to plant forest, and the prospect of destroying all those modern mines I just spent 50 turns (snail) building kind of depresses me. I think if we can build mines and such on forests without disrupting the trees, we ought to be able to plant trees around a facility. Just my $.02

This is probably only the 10000th time one of my features got mixed up with RoM core features. :lol:

I'll see what I can do to fix this.
 
The rollover text on the plant forest button says that it will destroy the modern mine I just built. I'm ever so slowly approaching the tech that allows me to plant forest, and the prospect of destroying all those modern mines I just spent 50 turns (snail) building kind of depresses me. I think if we can build mines and such on forests without disrupting the trees, we ought to be able to plant trees around a facility. Just my $.02

Alright, I changed this so it no longer does this anymore. Newer releases will include this. ;)
 
Alright, I changed this so it no longer does this anymore. Newer releases will include this. ;)

My future games thank you. As for my current modern mines...*sob* goodbye, cruel world!

Um, I'm sure you probably already thought of this, but just in case, I think there are other things that can be built in forests and you may have to fix the code for them, too. Workshops, I think. I just never build anything other than farms, cottages, mines, and now industry, unless a resource requires it, so I haven't really noticed.
 
Um, I'm sure you probably already thought of this, but just in case, I think there are other things that can be built in forests and you may have to fix the code for them, too. Workshops, I think. I just never build anything other than farms, cottages, mines, and now industry, unless a resource requires it, so I haven't really noticed.

What I did was add a new check to see if building the new feature or terrain wiped out the old improvement. Nothing else. However, this might be a bit exploitable, since players could build a jungle over farms...
 
I have the exact same error in the early game, using RoM_Hemispheres, non-custom map. I am running the following:

-RoM 2.8 + Hotfix 3
-Afforess' Mods 1.50Beta1
-General Staff's building pack
-Early Buildings 1.91
-Dancing Hoskuld's trade caravan graphics

Hate to reply to myself, but... :p

I think I found my issue. I tried starting a new game with a different map type and have only had one CTD after many hours of playing. So this would seem to imply that the RoM_Hemispheres map may have something wrong with it.
 
ok so i downloaded perfectworld 2 and put it in to my Sid Meier's Civilization 4\Mods\Rise of Mankind\PrivateMaps folder, but it does not show up as a map option in game. what am i doing wrong?
 
I don't know if this issue has been commented by others, but I have observed this thing sometimes: "fortified caravels"...
 

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I don't know if this issue has been commented by others, but I have observed this thing sometimes: "fortified caravels"...

Ships can travel through forts on land. They act as a canal. This is a feature. ;)
 
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