Rise of Mankind 2.8 Feedback and bug reports

just wanted to let Zap know that 2.8 is about 50% faster than 2.7
 
I am getting two error messages in the event space on the man screen. As far as I can tell, its not affecting the play of the game, but the messages appear multiple times each turn, and are distracting. The messages are:

Error in TechAquired event handler <bound method of BugEventManager. in TechAcquired of <BugEventManager.BugEventManager instance at 0x026AB558>>

and

Error in BeginPlayerTurn event handler <bound method of BugEventManager. in BeginPlayerTurn of <BugEventManager.BugEventManager instance at 0x026AB558>>

As far as I can tell, the errors apply to each civilization. That is, I get the TechAquired message when I discover a new technology and when another civilization discovers a new technology. I didn't get the BeginPlayerTurn error until after I had made contact with another civilization

Running WinXP SP3, 2.80Ghz, 1 GB RAM (yes, a new computer is on the Christmas list)

Thanks,

Michaelb
 
When I do "Barbarian World" on Hemispheres, all of the barbarian cities are ending up on the same continent. This isn't quite ideal, since half the AIs get a continent with 2 barb cities per player, and the other one is deserted.
 
But now here's our problem, ever since I installed version 2.8 multiplayering has become impossible for me and my friends. We play with three people and 7 AI. Now, each time any of us attack any sort of thing, a creature, barbarian, each other or the AI the game instantly goes out of sync. All players need to reconnect and it works again. Until something gets attacked again. Making the game impossible to be enjoyed.

The weird thing is that whenever we are being attacked, so, when one of our units has to defend, nobody goes out of sync.

We've gone back to the previous version. :sad:

I still hope there's gonna be a fix for this or perhaps some ideas on what we're doing wrong..

Thanks a bunch,
Snub :)
Well, glider said that he will be focusing on making RevDCM more compatible with multiplayer mode in his mod's next version while this RevDCM 2.6 which is now in RoM 2.8 was more about getting bunch of other mod components + speed improvements + BULL merged into a single mod. So I think we can expect that RoM 2.9 will have much better support for multiplayer mode. There isn't much that I could do now to improve this situation.

There seems to be something slightly off with the limit on inquisitors. You can't actually have more than 3, but you can attempt to build more, and you end up with the production converted to gold and an "unable to complete..." message. That's not much of an issue for me directly, but currently one of the AI civs has 11 of it's 14 cities all trying to build inquisitors at the same time.
Inquisition should be disabled for now from BUG options (ctrl+alt+o and there RevDCM page) as it's bugged in v2.8. I'll try to provide a fix for it this week. It's completely RevDCM's new code/files and I need to make some adjustments to those python files.

Zappara, I am curious as to why the Carrier (not the Nuclear Carrier, mind you) seems to require either Diesel OR Uranium. Shouldn't it be only Diesel, and NOT Uranium, since it isn't yet a Nuclear Carrier?
There isn't Nuclear carrier anymore, it was renamed to Modern carrier. The uranium is there for "what-if" type of scenarios - there could be carriers with nuclear plants if designers/military personnel had chosen that path...
 
Your Giant Earth Map doesnt work with 2.8, I think it is because of Henry VIII being in the scenario but not the mod. Where is Henry III? he was my favorite LH (Sci/Ind)
 
Has anyone else noticed that 2.8 seems much slower than the 2.8beta ?

First of all thank you very much ZAPPARA for great work.

I never tried 2.8 beta so I'm not allowed to compare, but at a first glance I would say that the game is running slow. I started a prince game, marathon, 15 civilizations on giant map (Core 2 Duo E7300, 2,66 GHz, 4 GB RAM, NVidia GeForce 9800 GTX+, Windows XP, 32 bit) and after playing just 10 percent of the game, the pause between turns is dangerously long. I don't even dare to think how it will be running late in the game. I think I need a good book for waiting time :)

Other thing is that I'm getting strange statements from the game, something like:
Error in city growth handler, blah, blah, blah quite often (Yes, I know, that this "blah" is important to decide what kind of error it is, but I don't remember exactly), which seems similiar to what other guys are reporting:

i.e. michaelb:

Error in BeginPlayerTurn event handler <bound method of BugEventManager. in BeginPlayerTurn of <BugEventManager.BugEventManager instance at 0x026AB558>>

EDIT: one more thing - game went dead when I tried to use "full of resources" map creator.
 
The only thing i want to know is how to turn off annoyed tree-chop warning :|.
I know Zap gave every body a new way to safe the forest, but in many ancient era start, saving forests isnt better than chop them and mass cottage :|.
Im playing a game with ~300 worker, so i feel very annoyed about the tree-chop warning, in most of times, it waste my in-group workers time :|.
 
Error in BeginPlayerTurn event handler <bound method of BugEventManager. in BeginPlayerTurn of <BugEventManager.BugEventManager instance at 0x026AB558>>

Had that one too. After re-installing BtS and patching it and then installing RoM it disappeared in my newest game. I guess it was that if you messed with the civconfig.ini earlier (before 2.8) it made this error then.

By reinstalling BtS you create a new my documents/games/beyond the sword folder, so all changed files there get replaced. Thats at least my theory.
 
The only thing i want to know is how to turn off annoyed tree-chop warning :|.
I know Zap gave every body a new way to safe the forest, but in many ancient era start, saving forests isnt better than chop them and mass cottage :|.
Im playing a game with ~300 worker, so i feel very annoyed about the tree-chop warning, in most of times, it waste my in-group workers time :|.

Press CTRL-ALT-O and in the bottom left you will see two options called "PreChop Forests" and "PreChop Improvements". If you uncheck those it should go back to behaving the way it did before.
 
Doesnt Work :|

i load the mod...run
i start a custom game with any map (tried Custom Continents, fantasy realm, earth2, perfect-world, smartmap...), gigantic size, i select 16-24 civilizations, barbarians mod, revolution mod, water riseing, barbarian civmod...
i launch the game
the loading screen appear and...freeze...
no message, no acustic signal
than, doing ctrl+alt+canc the application doesnt work...

i use win vista sp2 italian
what can i do?? Thanks
 
Doesnt Work :|

i load the mod...run
i start a custom game with any map (tried Custom Continents, fantasy realm, earth2, perfect-world, smartmap...), gigantic size, i select 16-24 civilizations, barbarians mod, revolution mod, water riseing, barbarian civmod...
i launch the game
the loading screen appear and...freeze...
no message, no acustic signal
than, doing ctrl+alt+canc the application doesnt work...

i use win vista sp2 italian
what can i do?? Thanks

As StormWind said, only mapscripts with the RoM_ prefix work.
 
As StormWind said, only mapscripts with the RoM_ prefix work.

i use only the map displayed in the custom game, only the first 3 miss RoM_ prefix.
the others doesnt work too

the gigantic size has always worked in my games since it was introduced
anyway ill try!
 
I am getting Very strange Errors while trying to play multiplayer with my brother. I dont know how to do the logging though.

Firstly, We both downloaded and installed in the exact same way RoM 2.8 Lite and Affores Beta8. Then i got an error report about the Folder: Modules/Jooyo/Sea Tunnels (In Affores Beta8) (I had have the rising sea levels option ticked which i think may have been part of the problem)
Spoiler :
Civ4ScreenShot0038.JPG


Understanding that Affores's Modmod may be the cause of the problem, we played a clean version of RoM 2.8 Lite, the only difference between our versions is that i have blue marle interface and he doesnt. I get the same problem as i had in 2.7 which got fixed. There are many weird icons above my city bar when i found a city; loads of 78's and 1 for each Religion spaced out. My religions screen is completely messed when i check it, and we get a OOS. As i said this happened in 2.7 (Not 2.71) but we fixed it by me leaving and rejoining, but now when i rejoin my PC crashes.

If you can tell me how to log the error then i can do that too.
 
Hi there,

thanks first for this gigantic and great mod. Gave me a lot of fun playing it.

When I was playing it, I had a CTD which was repeatable. Funny thing was, just happened when I was playing: religion Christianity and when I reached the technology Guilds or wanted to chose the building Guild hall. Had this with three different nations.

System and computer: Windows Vista Ultimate SP2, Intel Duo E8400 3 Ghz, 4 GB Ram, 32 bit

I attached the log file. If I can do something more, let me know.

Besides that, I had and error in the action log display (was mentioned before of other members).

These were the only bugs I found.

I hope you find out what it is.

Thanks in advance
 

Attachments

Anyone else getting a lot more random unreproducible crashes? I never got them in 2.7 but I them one out of every 20 turns in 2.8 and I crash virtually whenever I load (exception being when I first start up the game)
 
There isn't Nuclear carrier anymore, it was renamed to Modern carrier. The uranium is there for "what-if" type of scenarios - there could be carriers with nuclear plants if designers/military personnel had chosen that path...

Ah, I see. That makes sense, I was just confused because the XML still says "Nuclear Carrier" (vs plain "Carrier").
 
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