Rise of Mankind 2.8 Feedback and bug reports

I think you are right.:)

Maybe every pop. should cost two unhappy/unhealthy, or every five or eight pop. should give +1:yuck::mad:.

IMHO 1.25:yuck::mad: per pop, so every fourth pop causes that much
 
IMHO 1.25:yuck::mad: per pop, so every fourth pop causes that much
All happiness and healthiness are expressed as integers, not floats, so you would get a CTD if you tried that. Changing them would not be trivial.
 
Further to my posting of Nov. 14, the next game I tried also crashed -- at about turn 323. I attach the associated game log. (N.B. log attached to earlier posting is invalid.)
Since I have had games crash on two different machines and have never had crash problems with vanilla BtS or even early versions of the RoM mod on either, I suspect that the problem is somehow connected with the 2.8 mod.
Somebody, anybody, help!
 

Attachments

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 :).

Are those national wonders? Otherwise one could just build 10 landfills and be free of penalty in those cities. The 1% for satellites seemed pretty lame until I realized I could build them everywhere.

I kind of think the availability of health and happiness is pretty necessary. I've been maxed out on trade routes for a while and before I got the satellites I was down to about 15% science rate. I have 80 cities and all those +% maintenance buildings have my cities with corporations paying 1800 gold/turn upkeep. All those specialists that eventually get assigned as merchants are necessary.

I tried to switch to socialism (from Afforess's modmods) to get a few extra engineers in my less developed cities, and I completely destroyed my economy (costs well exceeding what I could pay at 100% gold output). The obvious snark aside, that's not really a playable option. I think the limit on trade routes needs to be increased. It's apparently more involved than changing GlobalDefines, my game stopped working when I fiddled with it.
 
Are those national wonders? Otherwise one could just build 10 landfills and be free of penalty in those cities. The 1% for satellites seemed pretty lame until I realized I could build them everywhere.

I kind of think the availability of health and happiness is pretty necessary. I've been maxed out on trade routes for a while and before I got the satellites I was down to about 15% science rate. I have 80 cities and all those +% maintenance buildings have my cities with corporations paying 1800 gold/turn upkeep. All those specialists that eventually get assigned as merchants are necessary.

I tried to switch to socialism (from Afforess's modmods) to get a few extra engineers in my less developed cities, and I completely destroyed my economy (costs well exceeding what I could pay at 100% gold output). The obvious snark aside, that's not really a playable option. I think the limit on trade routes needs to be increased. It's apparently more involved than changing GlobalDefines, my game stopped working when I fiddled with it.
Looks like some people in Washington should play this.;)
(Sorry could not resist.):lol:
 
One way to deal with the surplus of happiness and health could be to add happiness and health penalties to some of the initial civics. It would give you an extra incentive to get out of them, but it wouldn't affect the classical and middle age much.
 
an other issue about getting much happy/healthy bonusses is the size of your empire. I have a large empire and more resources in my country. small countries have less resources and a more difficult position in getting their empire happy /healthy.

My conclusion is if it could be coded to give large and huge empires extra unhealthy/unhappy bonusses. and small countries are free of this negative bonusses.
 
I tried to switch to socialism (from Afforess's modmods) to get a few extra engineers in my less developed cities, and I completely destroyed my economy (costs well exceeding what I could pay at 100% gold output). The obvious snark aside, that's not really a playable option. I think the limit on trade routes needs to be increased. It's apparently more involved than changing GlobalDefines, my game stopped working when I fiddled with it.

I think that I and other guys from Central-Eastern Europe can tell you more about it :p
I can assure you that this is not playable option in real world either. Good work Afforess, your socialism really mirrors the reality, then.....:lol:
 
Are those national wonders? Otherwise one could just build 10 landfills and be free of penalty in those cities. The 1% for satellites seemed pretty lame until I realized I could build them everywhere.

They are national wonders. ;)

I tried to switch to socialism (from Afforess's modmods) to get a few extra engineers in my less developed cities, and I completely destroyed my economy (costs well exceeding what I could pay at 100% gold output). The obvious snark aside, that's not really a playable option. I think the limit on trade routes needs to be increased. It's apparently more involved than changing GlobalDefines, my game stopped working when I fiddled with it.

Extreme and radical political views have no place on earth, and not in civilization either. Did ?you even look at the upkeep. (Hint, It said "Upkeep Astronomical". What does Astronomical Mean?)

Equally, switching to Objectivism may well destroy the happy/healthy balance work so hard to achieve, causing a lot of chaos if one is playing with Revolutions.

Looks like some people in Washington should play this.;)
(Sorry could not resist.):lol:

Unlike Civ, Washington can print money. ;)

I think that I and other guys from Central-Eastern Europe can tell you more about it :p
I can assure you that this is not playable option in real world either. Good work Afforess, your socialism really mirrors the reality, then.....:lol:

That was my goal.
 
Corporation spam with objectivism and corporate (welfare) works well. If you're using socialism, you can't have corporations ;)
 
Looks like some people in Washington should play this.;)
(Sorry could not resist.):lol:
Canada apologizes for running 90% research for decades...
I think that I and other guys from Central-Eastern Europe can tell you more about it :p
I can assure you that this is not playable option in real world either. Good work Afforess, your socialism really mirrors the reality, then.....:lol:

that is COMMUNISM not SOCIALISM! :cry: when will people learn

@trade routes; I wish it could get upped to 32 (sticking with binary numbers)
 
Extreme and radical political views have no place on earth, and not in civilization either. Did ?you even look at the upkeep. (Hint, It said "Upkeep Astronomical". What does Astronomical Mean?)

Equally, switching to Objectivism may well destroy the happy/healthy balance work so hard to achieve, causing a lot of chaos if one is playing with Revolutions.
The actual upkeep number on the civics screen didn't seem so bad. I'm running Objectivism without problem, except for the fact that I'm not getting all the trade routes I'm due because of the cap.

On those resource producing buildings (copper mines and such) have you considered making those national wonders, in addition to the vicinity requirement? If the upkeep on corporations is influenced by the bonus they give, that might be why I'm paying 2500 gold per turn in my capital.

On a separate question, how much memory is being eaten up by tracking the culture on tiles? Does the game keep a value for every civ in a given game, or would it save space to zero them out? Specifically I was thinking maybe some culture every turn could be spent towards negating 'other' culture on a tile, the same way Influence Driven War *appears* to work (to a layperson like me).
 
I seem to have somehow stumbled onto some type of bug I hadn't encountered before. I had previously installed another mod on a whim (yes, yes, with RoM, why go elsewhere), and afterwards when I tried to install/play RoM with the hotfixs, I got a plethora of error messages whenever I started a new game. I tried a variety of quick fixes I thought should resolve the problem with no success. I finally broke down and completely uninstalled then reinstalled Civ4:GE/Bts/Rom (with no hotfix's). However, I'm still receiving the same error messages whenever I start a new game, regardless of map/nation/size/etc. Apparently the other mod was not the offender.. I d/l'd RoM from the direct website thats listed in the d/l thread (not the torrent one, the other) and I haven't had any out of the ordinary problems before. As you can see from the screen shot it appears that BUG has failed to create some files. Beyond that I'm not sure what the problem or solution is..

wtf20000.jpg

=======================================================================
UPDATE
Disregard post, I located the problem. I'd lately been going into the .rar file directly and pulling the RoM folder out, then putting it directly into the Mod folder. Apparently the correct way to unzip/rar/whatever the file is to just right click and use the "extract to..." command.
 
DISREGARD, PROBLEM SOLVED, SEE ABOVE POST.
======================================================
The mod folder is named "Rise of Mankind" and is located in OS (C:)/Program Files/2k Games/Firaxis Games/Sid Meier's Civilization 4 Gold/Beyond the Sword/Mods/Rise of Mankind
 
Back
Top Bottom