Rise of Mankind 2.9 feedback and bug reports

For v2.92 I increased some research modifiers so it should be slightly faster to gain techs in this version. The addition of new guilds/corporations may also affect tech speed and I'll be monitoring research rates and will adjust it again if it still is bit too slow ie. if years <> techs do not follow yet historical timeline.

Another factor to this is that during this 2.91 game getting enough money to raise the research % above 30% has been Much more difficult. Previous versions I can normally run 40-50% research early game, but not any more, nor can the AI it would seem. Late game I was always able to run 60% +.

The reduced gold from various techs, tile improvements, and buildings has a profound effect upon the available funds that can be allocated to research for player and AI. This all contributes to a slowed down research rate by all. Even with the cottage development line and money generated from it, it's just not enough money for research to keep pace with timeline.

Some food for thought.

JosEPh
 
Anyone know where I can download the CvGameCoreDLL source? (the version used for RoM 2.92)

Thanks

This mod use RevolutionDCM (find its thread in Modpacks forum) dll so you can go there and download its sources :). Also, may I invite you to download and try out Afforess' A New Dawn? It is in in its own sub-forum of this forum. Afforess himself is a strong SDK coder and have his modmod set up with many, many SDK changes :D.
 
Changelog for v2.92
----------------------
(...)

Terrain
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- Changed: Coast gold yield changed from 2 to 1 (because Lighthouse adds gold for all sea plots)

I really enjoy this great mod but I'm not a big fan of this particular change. What file would I need to edit to change it back to the way it was before?
 
I've just downloaded RoM 2.92 after a long break on Civilization and ... I have a problem.

I found that catapults cannot use bombardment (according to various messages it seems normal) but it is also the case for trebuchets. Is that intended ?

If it is intended, could you please tell me which is the first artillery unit with a "bombardment" button that can actually use it ? Thanks. :)
 
I've just downloaded RoM 2.92 after a long break on Civilization and ... I have a problem.

I found that catapults cannot use bombardment (according to various messages it seems normal) but it is also the case for trebuchets. Is that intended ?

If it is intended, could you please tell me which is the first artillery unit with a "bombardment" button that can actually use it ? Thanks. :)

I use trabs for bombardment all the time. Which type of bombardment? I use them against city defences. There does appear to be a problem with ranged bombardment in the RevDCM version used by the current RoM version.
 
That's really weird because Archer's ranged bombardment still works fine. :crazyeye:

P.S: I'm wondering, is there an easy way to reverse on the previous working RevDCM version ?
 
Hi, love the mod, but my game keeps crashing at 580 AD. . I've tried to replay games from 20-30 turns back, with no difference.

I'm not too good at any of this stuff, so I attached the logs. Is there anything that I can do different to avoid this error?
 

Attachments

Hi,

first of all, I love your mod. I've played the older versions since now.
I've started a new game with the 2.91 Version now. There is just one question about the balance between warriors & scouts against animals.
It seems a bit weird to me, if a warrior with the power 2 gets killed even by a horse or a deer with the power of 3. That's not like real life.
I mean - horses, elephants or deers (or mooses) normally don't attack humans. They aren't interested in them. Most of them would flee normally. Even some of the predatory animals would leave humans normally alone.
And Warriors or even Scouts were trained to fight (and to hunt). So, normally it was exactly the other way. Warriors, hunters or archers killed animals, especially deers or mooses and also horses, mostly because of food. Also humans normally acted in a group. Most of those animals don't act as a group, especially when it comes to a fight. That makes a big difference.
Maybe, you should rethink the rule of some animals a bit.
At the moment many of the animals are really overpowered a bit. And especially the herbivorous animals are much to agressive.
 
Hi,

first of all, I love your mod. I've played the older versions since now.
I've started a new game with the 2.91 Version now. There is just one question about the balance between warriors & scouts against animals.
It seems a bit weird to me, if a warrior with the power 2 gets killed even by a horse or a deer with the power of 3. That's not like real life.
I mean - horses, elephants or deers (or mooses) normally don't attack humans. They aren't interested in them. Most of them would flee normally. Even some of the predatory animals would leave humans normally alone.
And Warriors or even Scouts were trained to fight (and to hunt). So, normally it was exactly the other way. Warriors, hunters or archers killed animals, especially deers or mooses and also horses, mostly because of food. Also humans normally acted in a group. Most of those animals don't act as a group, especially when it comes to a fight. That makes a big difference.
Maybe, you should rethink the rule of some animals a bit.
At the moment many of the animals are really overpowered a bit. And especially the herbivorous animals are much to agressive.

You are using a mod pack, probably mine, since horses don't appear in basic RoM. I am doing some modifications to it but not on the strength side as even sheep were deadly in the stone age! As to change their agressiveness, I don't see how that can be done, and wouldn't the effect be that you would never see horses or deer so it would be just like removing them from the game. As to whether or not elephants or other herbivours attack, depends on the season and what you have done to annoy them. Which reminds me of a book by David Attenborough (sp?) when in the Amazon (I think) he heard a commotion in the forest and all his assistants headed for the nearest trees and began climbing shouting out "pigs". To make a long story short, from his vantage point up a spiny tree he saw the pigs tear apart (and eat) a jaguar whose tail dipped within reach of the pigs.
 
Hey Zappara. I was looking forward to playing ROM after I updated to windows 7. I installed Civ 4, Warlords and BTS, and updated everything. I'm using version 3.19. Ok I start BTS and load ROM. BTS starts up again and almost instantly I get NUMEROUS XML errors and the game won't load. I have installed the mod in the following directory

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\

I'm not sure what I may be doing wrong. But I am confident you will have the answer.
 
Hey Zappara. I was looking forward to playing ROM after I updated to windows 7. I installed Civ 4, Warlords and BTS, and updated everything. I'm using version 3.19. Ok I start BTS and load ROM. BTS starts up again and almost instantly I get NUMEROUS XML errors and the game won't load. I have installed the mod in the following directory

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\

I'm not sure what I may be doing wrong. But I am confident you will have the answer.

I believe that in windows 7 you need to Civ run in administrator mode for RoM to work.
 
Hi Hoskuld,

you're right, I'm playing with your modpack.
About the pigs... you're right about them. The funny thing is, as I wrote my first post I thought really about making a comment to add them as animals. Especially boars could be dangerous even today...
And you're right about the issue regarding "the season and what you have done to annoy them".
But at the moment every scout and many warriors gets killed even in the wood, if any animal attacks them. They have to be on a hill with wood to have a chance to survive. And deers or horses attack suddenly from out of the sight.
Maybe, you should even the odds a bit, if there is no way to change the aggressiveness of the herbivorous animals. At the moment scouts and even warriors are nearly useless to the game.
 
Ok I tried that and same thing. Multiple XML errors.

I've had the same problem. Check that language is set on English. It is said in changelog that RoM is German and French compatible but it seems wrong in fact.
 
Oh that's why I couldn't find it. I can't even get ROM to get to the loading screen I have tons of XML errors. I suppose I could check to see if I keep closing the error boxes if ROM will get to the loading screen. Yeah I'll try that when I get back home. I'll let ya know if that works.
 
Oh that's why I couldn't find it. I can't even get ROM to get to the loading screen I have tons of XML errors. I suppose I could check to see if I keep closing the error boxes if ROM will get to the loading screen. Yeah I'll try that when I get back home. I'll let ya know if that works.

You should not be getting any XML errors when loading RoM. Depending on their nature they imply a bad or corrrupted install. Are you just using RoM or are you also using some mods? Postinc a pic of the message may help someone identify what the "real" problem is.

Hi Hoskuld,

you're right, I'm playing with your modpack.
About the pigs... you're right about them. The funny thing is, as I wrote my first post I thought really about making a comment to add them as animals. Especially boars could be dangerous even today...
And you're right about the issue regarding "the season and what you have done to annoy them".
But at the moment every scout and many warriors gets killed even in the wood, if any animal attacks them. They have to be on a hill with wood to have a chance to survive. And deers or horses attack suddenly from out of the sight.
Maybe, you should even the odds a bit, if there is no way to change the aggressiveness of the herbivorous animals. At the moment scouts and even warriors are nearly useless to the game.

OK, I have not had that particular problem. Warriors and scouts should have 50% plus chance against the animal units. I will look at reducing both their strength and the chance of capture to compensate.

Horses and deer have a movement of 3 and 2. I have not seen a pig unit, there is a "flaming pig" in one mod. I tried adding the camel unit but for some reason it works in game but not in the pedia.
 
Oh that's why I couldn't find it. I can't even get ROM to get to the loading screen I have tons of XML errors. I suppose I could check to see if I keep closing the error boxes if ROM will get to the loading screen. Yeah I'll try that when I get back home. I'll let ya know if that works.

You don't need to load RoM for language change, just load the vanilla BTS. But it's not sure your problem comes from language if the xml errors happen during RoM loading. Mine happened when a new game was created, the mod itself loaded fine. ;)
 
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