Download Rise of Mankind v2.8->v2.81 patch (For Full and Lite versions, should work with Mega version too but breaks Mega version's building upgrade lines for modular civs). This patch updates Rise of Mankind 2.8Lite and 2.8Full versions to v2.81. Make sure you have installed one of those versions before applying this patch. Unzip the patch to ...\Beyond the sword\Mods\ -folder and overwrite files if asked to. The patch updates several mod components to newer versions: RevDCM 2.6->2.61, Better BtS AI 0.81M->0.82J, BUG 4.1->4.2, Unofficial patch 1.3->1.31 and BULL 1.00 official. The patch contains also various bug fixes and tweaks to RoM. Full changelog v2.8->2.81: Spoiler : Mods ---- - Updated: RevDCM 2.6 -> 2.61 - Updated: BUG 4.1 -> 4.2 - Updated: Better BtS AI 0.81M -> 0.82J - Updated: Unofficial Patch 1.3 -> 1.31 - Updated: BULL 1.00 official Python ------ - Fixed: RevInqUtilities.py isInquisitionConditions now uses RoM settings - Fixed: RevInquisition.py AI players no longer start training more Inquisitors when they have maxed out this unitclass already - Fixed: RevDCMReligionControl.py isReligionExist call works now correctly, this should fix Choose Religion and Limited Religion game options - Fixed: RoMGameUtils.py Artesian Well no longer can be built after city has built Cannery - Fixed: ReligionUtil.py now identifies correctly RoM's religious building types (fixes Religion screen's building marks) - Fixed: RevEvents.py PyPopup bug - Fixed: CvMainInterface.py disabled Inquisitor code block that was referring to non-existing game feature (OC_FOREIGN_INQUISITIONS) - Fixed: RoMGameUtils.py Arcology or Anti-Missile Batteries no longer can be built if civ has National Shield wonder - Fixed: RoMEventManager.py Arcology or Anti-Missile Batteries no longer can be built if civ has National Shield wonder - Fixed: Revolution.py bug in processRevolution function (line 5507) - Changed: cPickle optimization to all python files that had only import pickle line (cPickle can be 1000 times faster) - Changed: RoMEventManager.py crusader check is now made only if the civ has the tech that allows the wonder which trains crusaders (speed improvement for early game) - Changed: RevInquisition.py disabled CanTrain codeblock (CannotTrain function does the same thing for Inquisitor so this was duplicate check) City screen ----------- - Changed: Shows only present religions and corporations (BUG options) Buildings --------- - Fixed: Paradise Garden button when hovering mouse over city - Fixed: Armourer button when hovering mouse over city - Fixed: Vacation Resort shows now info that it requires coastal city - Fixed: Fisherman's Hut shows now info that it requires coastal city - Fixed: Lighthouse shows now info that it requires coastal city - Fixed: Harbor shows now info that it requires coastal city - Fixed: Port shows now info that it requires coastal city - Fixed: Commercial Port shows now info that it requires coastal city - Fixed: International Port shows now info that it requires coastal city - Fixed: Toll House shows now info that it requires coastal city - Fixed: Customs House shows now info that it requires coastal city - Fixed: Shipyard shows now info that it requires coastal city - Fixed: Naval Academy shows now info that it requires coastal city - Fixed: Drydock shows now info that it requires coastal city - Fixed: Naval Yard shows now info that it requires coastal city National Wonders ---------------- - Fixed: Secret Army's Base button when hovering mouse over city - Fixed: Moia Statues shows now info that it requires coastal city Great Wonders ------------- - Fixed: Petra button when hovering mouse over city - Fixed: Universal Translator button when hovering mouse over city - Fixed: Sun Tzu's Arts of War button when hovering mouse over city - Fixed: Colossus shows now info that it requires coastal city - Fixed: The Great Lighthouse shows now info that it requires coastal city - Fixed: Magellan's Voyage shows now info that it requires coastal city Modules ------- - Fixed: UN Mission button when hovering mouse over city Terrain ------- - Changed: Storm growth 500->400, defense +25% -> -25% (so that AIs no longer end turns on storms) Resources --------- - Changed: Ancient Relics can be traded - Fixed: Manufactured resources no longer cause CTD when placing them to plots in Worldbuilder Improvements ------------ - Changed: Oil Well requires now Refining instead of Combustion Pythoncallbacks --------------- - Disabled: CanTrain callback, no longer used in the mod (performance increase) - Disabled: CannotTrain callback, no longer used in the mod (performance increase) Traits ------ - Changed: made visible to xml all the new RevDCM modifiers to all traits (unused modifiers, can these be used?) - Changed: Seafaring double production speed for Fisherman's Hut Config ------ - changed: Advanced Scoreboard no longer shows dead civs by default because RevDCM can regenerate same civs again during the game Promotions ---------- - Changed: Transport I-III enabled again (CTD problem with them has been fixed) Gametext -------- - Fixed: Space Tourism strategy entry - Fixed: Algebra strategy entry - Fixed: Applied Economics strategy entry - Fixed: Orbital Flight strategy entry - Fixed: Lead german translation - Fixed: Weaving german translation Units ----- - Changed: Entertainer trader multiplier 10->1 (Trade Caravan is now better choice) - Changed: Praetorian str 9->8 - Changed: Berzerker (Viking UU) gets now Mobility promotion instead of Amphibious (because Seafaring trait already gives Amphibious) - Fixed: Inquisitor now shows info that it requires Intolerant Civic and State Religion Techs ----- - Changed: Nationalism AND req. Divine Right removed (already included in Leadership req.) - Changed: Representative Democracy AND req. Liberalism removed (already included in Social Contract req.) - Changed: Assembly Line AND req. Replaceable parts removed (already in tech path) - Changed: Electricity AND req. Replaceable parts and Scientific Method removed (already in tech path) - Changed: Screw Properller AND req. Replaceable parts removed (already in tech path) - Changed: Railroad AND req. Replaceable parts removed (already in tech path) - Changed: Theory of Relativity AND req. Physics removed (already in tech path) - Changed: Refining AND req. Scientific Method removed (already in tech path) - Changed: Combustion AND req. Explosives removed (already in tech path) - Changed: Compulsory Eduction AND req. Physics removed (already included in Thermodynamics req.) - Changed: Nuclear Power AND req. Modern Physics removed (already included in tech path) - Changed: Space Tourism AND req. Globalization removed (Already included in Communication Networks req.) - Changed: Psychology AND req. Scientific Method removed (already included in tech path) - Changed: Fission AND req. Refining removed (already included in tech path) - Changed: Flintlock AND req. Divine Right removed (already included in tech path) - Changed: Fusion AND req. Superconductors removed (already included in tech path) - Changed: Ecological Engineering AND reqs. Recycling and Genemanipulation removed (already included in tech path) Game defines ------------ - Changed: Max amount of trade routes increased from 12 to 16 (now possible to make use of all trade route increases) Events ------ - Fixed: Elite swords quest now correctly says that you need to build Light Swordsman - Fixed: Noble Knights quest tech requirements Leaders ------- - Changed: Alexander weights Soylent Green facility for desert plots - Changed: all leaders who weight farms now weights Vertical Farms more than Farms - Changed: all leaders who weight Windmills now weight Windtrap more than Windmill Sevopedia --------- - Changed: Techs now show their strategy info (infos will be updated in v2.9) Traits ------ - Changed: Seafaring gives now Amphibious promotion to various unit combat groups instead of Navigation I (trait more useful now) Civics ------ - Changed: Vassalage +10% production and +10% gold in capital, can draft 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 Please post bug reports and feedback from v2.81 to this thread. About bug reporting: 1. If you find bug in the mod try to describe it in detail when you post about it. This helps me to locate it more accurately and faster. 2. About missing UI problem: Please post what Windows type and language version you are using. Also tell which one you are using, Beyond the Sword or complete Edition. 3. CTDs ie. Crashs To Desktop, try to provide as much information as possible what happened just before it occurred. Even better if you can upload save game file so I can take a look at it. If you are experiencing CTDs in late game, try reducing graphic settings, BtS is known to have crashes when saved games get big and when there's lots of stuff in late game - most common reason for CTD is that Civ 4 can't find enough free memory. 4. Some Civ4 Map scripts can not make maps for Giant or Gigantic map sizes. BtS log files To speed up finding possible causes for bugs, you can enable logging in BtS and attach zipped log files in this thread when you post about your findings. To enable logging go to BtS folder and open Civ4Config. Check following options to these settings: ; Enable the logging system LoggingEnabled = 1 ; Overwrite old network and message logs OverwriteLogs = 1 ; Enable rand event logging RandLog = 1 ; Enable message logging MessageLog = 1 Now when you start game, it logs everything to log files. When you exit the game, go to BtS folder, there should be Civ4logs, go there. Zip the log files in that folder and attach the zip file in your post so I can take a look at those files.