Rise of Mankind 2.8 Feedback and bug reports

The swordsmen quest is actually a "light swordsmen" quest. last time I got it I tried to get swordsmen but it expired before you can build them. This time I built light swordsmen and fulfilled the quest.
 
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?

Version 2.8 already have PW2 in its own PrivateMaps.

Btw, if you want to add new mapscripts, go to Rise of Mankind/PrivateMaps and drop it there.
 
I'm starting to merge the new RevDCM 2.61 to RoM so there will be v2.81 patch some time soon. I'm also going to tweak some values in order to fix some game balance issues.

I've been thinking about the Warlord units and I think these units should require building before you could train them. Buildings could be Barracks, Garrison and Military Academy.
 
I'm starting to merge the new RevDCM 2.61 to RoM so there will be v2.81 patch some time soon. I'm also going to tweak some values in order to fix some game balance issues.

I've been thinking about the Warlord units and I think these units should require building before you could train them. Buildings could be Barracks, Garrison and Military Academy.

Do you know if the OOS in MP are gone now ?
 
@Flay

Don't know but I'm assuming they are still occurring ie. no fix for that bug yet.

Last time I ever bothered looking through RevDCM thread, Glider1 said that 2.7 is the version that will be MP fix. Don't quote me though :).
 
what's in 2.61 ? or fixed.
Spoiler :

RevDCM
--------
- Updated to Better BTS AI 0.82J and Unofficial Patch 1.31
- Fixed issue with combat odds display
- Barbarian Civ settling now scales better with game speed
- Fixed a couple bugs in RevInquisition
- Fixed a couple issues with BUG and RevDCM
- Updated to BUG 4.2
- Updated to BULL 1.00 official
- Fixed project interdependency bug
- Fix to choose religion option
- Fixed plot combat help issue, now shows modifiers correctly
- Added Rom's extra inquisitor checking code
- Fix to allow the sevopedia to show leaders of multiple civs
- Fix bug in the RevDCM info screen where RevDCM was returning -1 for a playerID

- Formatting changes for code comments
- modified makefile for BULL compiler options
- New organization of GlobalAltDefines.xml for BBAI 0.82 options
- integer division issues in Revolutions calculations fixed
- Python and XML changes from UP and BBAI
- Remove duplicate xml tag, to fix "give up their independence" bug
- "Financial stability" text displayed when revolution watch finances are positive


BUG 4.2
---------
CHANGES

New Features:

- SevoPedia
Technology page shows Civilizations that start with it

Improvements:

- Great Person Progress Bar
Added hover text displaying full details
- Info Screen [F9]
Made colors optional on WONDERS list
Added hover help text to WONDERS tab buttons
- Option Shortcut Reminder
Message turns itself off the first time you open the Options screen
If you turn it back on in the System tab, it will remain on as before

Bug Fixes:

- City Screen
Fixed display of food bar text when city is already over threshold
- Customizable Domestic Advisor
Fixed options on Advisors tab
Fixed Zoom to City Button Details option title
- AutoLog
Pillaging entries work and show correct gold amount
Peace offer entries work
- AutoSave
Fixed invalid save file names when starting from a scenario
- Civ4lerts
Growth, happiness, and health alerts correctly detect when a city will grow next turn
- General
Added missing 3.19 change with liberating cities during war-time
- Mac
Fixed reverse list sorting in GPUtil
Fixed random crash when using Strategy Layer


MODDING

New Features:

- Events
playerRevolution(ePlayer, iAnarchyTurns, leOldCivics, leNewCivics) [BULL]
- CityUtil
Use willGrowThisTurn() and willShrinkThisTurn() instead of CyCity.getFoodTurnsLeft()

Improvements:

- Options
Shortcut Reminder message uses CvModName.modName instead of "BUG Mod"

Bug Fixes:

- GameUtils
Fixed problem when using <callback> element to define new callbacks
New <callback>s no longer require a default value (omit both "type" and "default")


Better BtS AI 0.82J
-------------------
Merged in UP 1.3
Added files BetterBTSAI.h and BetterBTSAI.cpp
Small change (in many places) to code comment format to prepare for Doxygen documentation
Reorganized GlobalDefinesAlt.xml

Bugfix
- Fixed bug in AI valuation of techs which enable their favorite religion

City AI
- AI now will not build workers in pop 1 capital at start of game
- Higher production/population cities will fill more of worker need
- Inland cities will now produce settlers to support colonization of other continents/islands
- AI now considers value of mine/lumbermill + railroad when picking tile improvements whether railroad is in place or not

Diplomacy AI
- AI less likely to vote for/propose votes for peace if it's in an early/evenly matched war
- AI vote for/proposing votes for city exchange now based on teams, not players
- Added AI logic so that it will more correctly consider whether to accept human players as vassals in mods that allow that

War Strategy AI
- AI will now consider starting additional wars if it has huge power advantage over current target
- AI will now end wars which have been going on for a while but there has been no fighting and it has no plans
- AI now considers current would-be-enemy power when switching WARPLAN from PREPARING_TOTAL to TOTAL
- When outgunned in an area, AI more readily adopts defensive strategy
- Fixed issue where AI would not declare war on capital area enemy because it didn't have large enough attack force in shared colony areas

War Tactics AI
- Exposed several magic numbers for when the AI decides to attack/bombard cities in GlobalDefinesAlt.xml
- Fixed issue where attack city stacks would sometimes waste time by moving together to a staging city before merging

Espionage AI
- Unified decisions on what missions AI spies will run based on attitude and warplans
- On Aggressive AI, AI spies will now go after rivals civ is pleased towards
- Spies now move before other units (so revolt city can have an effect)
- Spies positioned in enemy cities will now cause revolts to lower defenses when attackers are in position
- Greatly reduced AI spies pillaging random improvements
- AI spies will now go after bonus tiles, very rarely target non-bonus improvements
- Spies now will move to and wait in cities which AI is targetting for conquest
- Added consideration to have spies pick different target cities/plots
- AI now will more likely steal enemy treasury if itself or enemy is in financial trouble
- AI will now consider using unhappiness mission in cities close to happy cap, not only those already over it
- Spies will now steal techs more often when AI is behind in tech, including stealing techs from friends when necessary
- Fixed issue blocking AI from using the steal treasury spy mission
- Poison city mission now valued based on producing food shortages, not just producing unhealthiness

Missionary AI
- AI will now build missionaries to push holy city religions when in free religion
- AI now gives higher weight to building non-state religion missionaries for any holy city religions is has, especially with a shrine
- Improved AI decisions on when to build missionaries

Tech AI
- Added new function AI_techValue, moved existing tech valuation code there

General AI
- AI now values gifted units much more highly, in line with other gifts
- Gifted obsolete or non-combat units are not valued as highly as current combat units

AI Logging
- Added logging system for easily tracking AI decision making (requires Release or Debug build)

CIV4GameInfoSchema
- New era tech cost modifier field no longer required, will be set to 0 for all era for mods that don't specify them instead of failing to load XML

 
City AI
- AI now will not build workers in pop 1 capital at start of game

But the player can.

Is that fair?

JosEPh
 
But the player can.

Is that fair?

JosEPh

Read BBAI forum somewhere. They discussed it. It turned out that the reasoning behind it is that pop 1 cities sometimes can be massively long to get to pop 2, plus if AI wait for few techs to get under their belts, so to speak, their workers will have more options. Remember AI is fundamentally incapable of thinking long-term as we understand it.

Someone who reads BBAI forum more extensively, correct me if I'm wrong :).
 
But the player can.

Is that fair?

JosEPh

Read BBAI forum somewhere. They discussed it. It turned out that the reasoning behind it is that pop 1 cities sometimes can be massively long to get to pop 2, plus if AI wait for few techs to get under their belts, so to speak, their workers will have more options. Remember AI is fundamentally incapable of thinking long-term as we understand it.

Someone who reads BBAI forum more extensively, correct me if I'm wrong :).

No, your spot on Os79. I've also noticed the AI doing more dastardly actions with spies. I actually had some gold stolen, those greedy *%$^#*. :lol:
 
when playing Rise of Mankind,i noticed that it is very easy to get your people happy and healthy from the medieval,classical and Ren.area.
You get a lot of happy and healthy bonusses.Perhaps later in the game it's more difficult.

About barbarian mod. Since the city growth is slower inthis game , i think less or no minor civs are emerging.

Perhaps this has to do with playing on a standard map (monarch)
 
when playing Rise of Mankind,i noticed that it is very easy to get your people happy and healthy from the medieval,classical and Ren.area.
You get a lot of happy and healthy bonusses.Perhaps later in the game it's more difficult.

About barbarian mod. Since the city growth is slower inthis game , i think less or no minor civs are emerging.

Perhaps this has to do with playing on a standard map (monarch)

You bring up good points. With the slower growth, to balance, I think barbarian cities should turn into minor nations at size 3 instead of 5.

Also, healthiness and happiness is quite a bit easier to maintain now. Perhaps early civics should give lots of unhealthiness?
 
In the ancient area it could be difficult to get your people happy/healthy.
The area's later it's easy. perhaps you make some resources as lemons less common onthe map.

Alforess ,i have to admit that your mod give also a lot of happy/healthy bonusses, but some parts are so nice to play with.
 
I
Alforess ,i have to admit that your mod give also a lot of happy/healthy bonusses, but some parts are so nice to play with.

Have you seen the NIMBY stuff, in my latest beta? Lots of unhappy/unhealthy. ;)

Of course, I'm always open to suggestions to balance stuff.
 
I played the other (tested version).
I think the vinicity -mod to make three copper out of one makes the game unbalanced. the scarcity of this vital resources makes the game more interesting to play.
The castle mod and real diplomacy are very good for game-play.
Could you tell something about NIMBY,or is this not the right place to discuss modmod stuff ?
 
I played the other (tested version).
I think the vinicity -mod to make three copper out of one makes the game unbalanced. the scarcity of this vital resources makes the game more interesting to play.
The castle mod and real diplomacy are very good for game-play.
Could you tell something about NIMBY,or is this not the right place to discuss modmod stuff ?

Your not the first to complain about Vicinity. I will probably replace it, eventually. Dancing Hoskuld had some good ideas for it. It's a rather old modmod, dating back to RoM 2.70, which is why it isn't balanced anymore.

NIMBY is in my latest 1.51beta2. It adds a Maximum Security Prison, Landfill, Garbage Collection Agency, and a few other NIMBY items. The landfill gives +10 :yuck:, but as you research more technologies, it gives less and less. It gives :health: to all other cities, in return for polluting the city it's in. Max Sec. Prison gives a big :espionage: boost, but costs :).
 
I'm starting to merge the new RevDCM 2.61 to RoM so there will be v2.81 patch some time soon. I'm also going to tweak some values in order to fix some game balance issues.

I've been thinking about the Warlord units and I think these units should require building before you could train them. Buildings could be Barracks, Garrison and Military Academy.
I think you are right.:)

when playing Rise of Mankind,i noticed that it is very easy to get your people happy and healthy from the medieval,classical and Ren.area.
You get a lot of happy and healthy bonusses.Perhaps later in the game it's more difficult.
Maybe every pop. should cost two unhappy/unhealthy, or every five or eight pop. should give +1:yuck::mad:.
 
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