Rise of Mankind 2.9 feedback and bug reports

Ref above, those civ's i had there were the ROME civ and something else that is there already, i forgot cause i deleted the pics lready, and the Civ i am playing didnt have anything to do with the civs i had the pics of.

I am getting these red blots and pink stuff?
 
Ever since I installed the most recent RoM, and added the latest New Dawn beta, my graphic and profile settings were reset to defaults.

I know to just lower the quality to Medium and change resolution, but it does not remain permanent. How can I make my preferred Graphic settings permanent?
 
when i load it, it only shows that it's rom in the left upper corner, but everuthing else is like bts, no new civs, units, etc.
 
Ever since I installed the most recent RoM, and added the latest New Dawn beta, my graphic and profile settings were reset to defaults.

I know to just lower the quality to Medium and change resolution, but it does not remain permanent. How can I make my preferred Graphic settings permanent?

It is due to new options in the Options (CTRL+O one, not the BUG one). Afforess had been adding some cool options there. So the game didn't know that you are entering the game for umpteenth time, not the first time :). Ask Afforess about it. Describe that and he will figure it out. Otherwise, after you install AND once and enter the game once, it will stay the same after that :).

Zappara, comments on Warlord:
Leave them be. I like them having hidden Nationality because with Automated Hunt, I can send it(them) off to cause carnage and distress to rivals' military :lol:. So please leave them be. Just my opinion. For other players with attacking Warlords incoming, just be better at defensive strategies next time. Even better advice: get A New Dawn modmod and use its automated buttons (beta now but official in few weeks :)).
 
Ref above, those civ's i had there were the ROME civ and something else that is there already, i forgot cause i deleted the pics lready, and the Civ i am playing didnt have anything to do with the civs i had the pics of.

I am getting these red blots and pink stuff?
Just checked those and they are shown correctly in my computer. Perhaps there's something wrong with RoM installation in your computer? Have you added some modmods that might mess up those? Rome civ seems to work ok on my computer too.. no missing city art. Plus I checked whole bunch of civs' city art on modern era to see if there's any glitches - found none.
 
Just checked those and they are shown correctly in my computer. Perhaps there's something wrong with RoM installation in your computer? Have you added some modmods that might mess up those? Rome civ seems to work ok on my computer too.. no missing city art. Plus I checked whole bunch of civs' city art on modern era to see if there's any glitches - found none.

I bet it was that darn UM Modders/Hashishim UNinstallation then that messed everything up, it took things from different area's for some reason.

I just dont like things in my Control Panel is all.

Thx for checking, i guess i will have to start from scratch again, PHEW!!:( Just when i finally had a darn good copy working great all the way to the Future.:cry:


EDIT: Are you or anyone else having PROBLEMS with the Pakbuild its now working with Window 7 correctly for me??

Also if you have the NEW Windows Grep can i PLS fet a copy i cant find it anyplace??
 
This is less a bug and more of a suggestion for events, but some of the later "barbarian units spawn" events might want to be adjusted. In my current game, the event where the Musketeer units spawn w/Gunpowder happened, but no one had Flintlock so they couldn't build Musketmen. Fortunately, waves of Mailed Knights with Flanking III can deal with those. Similarly, one of the pirate events spawned an East Indiamen vessel, since the tech from BTS was available, but no one had the ability to build the equivalent vessels. Maybe moving it to Naval cannon or similar would work?
 
This is less a bug and more of a suggestion for events, but some of the later "barbarian units spawn" events might want to be adjusted. In my current game, the event where the Musketeer units spawn w/Gunpowder happened, but no one had Flintlock so they couldn't build Musketmen. Fortunately, waves of Mailed Knights with Flanking III can deal with those. Similarly, one of the pirate events spawned an East Indiamen vessel, since the tech from BTS was available, but no one had the ability to build the equivalent vessels. Maybe moving it to Naval cannon or similar would work?

I'd like to actually build upon this one by saying its odd that when advanced prototypes are developed for the first time by a nation its already not only in the hands of the barbarians/pirates but they horde up and rampage with a pile of it. Perhaps if these events were timed with the middle of the pack of nations that acquire it then it wouldn't be such a sucker punch to the already falling behind nations. Unless of course these groups are spawned purposely close to the nation that unleashed them but so far at least with the ships I've found the pirates just devastate the less advanced naval nations and actively avoid my own who actually stand a chance.
 
heyy guys ... at first : GREAT mod
i hope noone has asked my question yet but i was too lazy to read all these 31 pages so
wht to do
at the start of some turns theres a error message : error in begin player turn event handler < bound method DynamicCivNames.on begin player turn of <DynamicCivNames.DynamicCivNames instance at 0x4A0800918>>
its german version with affores a new dawn and united modders
its no prob which "destroys" the games... so no crashes but i get fed of this message and the dynamic civnames mod istn workin correctly
im glad bout any help ^^
 
I'd like to actually build upon this one by saying its odd that when advanced prototypes are developed for the first time by a nation its already not only in the hands of the barbarians/pirates but they horde up and rampage with a pile of it. Perhaps if these events were timed with the middle of the pack of nations that acquire it then it wouldn't be such a sucker punch to the already falling behind nations. Unless of course these groups are spawned purposely close to the nation that unleashed them but so far at least with the ships I've found the pirates just devastate the less advanced naval nations and actively avoid my own who actually stand a chance.

Actually, that last part does fit the strategies of pirates everywhere: go for the easy targets. :mischief:
 
Nothing much to say other than if I end my turn it will get hung on Waiting for other players... logs and save game provided.

BTS 3.19
RoM 2.92
no other stuff
 

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@Zappara

Over the last 2 versions of 2.9 has the research speed been adjusted?

Trying to finish a 2.91 game, date is 2004AD, I lead all nations in research and I have just finished Electricity. Game speed is Epic.

Earlier versions (pre RoM2.9) I would be well past this point by now. I'm still using riflemen, cannons, and frigates.

This 2.91 game has performed well except for this tech slowdown.

JosEPh
 
@Zappara

Over the last 2 versions of 2.9 has the research speed been adjusted?

Trying to finish a 2.91 game, date is 2004AD, I lead all nations in research and I have just finished Electricity. Game speed is Epic.

Earlier versions (pre RoM2.9) I would be well past this point by now. I'm still using riflemen, cannons, and frigates.

This 2.91 game has performed well except for this tech slowdown.

JosEPh

A quick winmerge will reveal that there have bee no changes to gamespeeds or dates in ROM for quite a few versions now.

However, I rewrote the way Normal speeds and slower are compared to dates in AND, using a formulaic method instead of the older, guesswork everyone else used, and it seems to work much better at getting the dates close to reality.
 
@Zappara

Over the last 2 versions of 2.9 has the research speed been adjusted?

Trying to finish a 2.91 game, date is 2004AD, I lead all nations in research and I have just finished Electricity. Game speed is Epic.

Earlier versions (pre RoM2.9) I would be well past this point by now. I'm still using riflemen, cannons, and frigates.

This 2.91 game has performed well except for this tech slowdown.

JosEPh
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.
 
There is a problem with Guilds in 2.92. You can build 3 but you can only have one in any city. this means that with automated missionaries/CEO's on the guild masters will spread their guild to the same city over and over. Guild 1 spreads there, then guild 2 spreads there removing guild 1 so guild 1 spreads there again and so on and on and on!
 
Can someone explain to me what happens when this message is shown ("fishing boats is built")? I never noticed any new fishing boat so far.
 
I have a question about something that's been bugging me about RoM lately.

Since the changes to the fisherman's hut/lighthouse (which i agree with), the fisherman's hut has lost the food bonuses from fish/shrimp/clam/crab.
However the butchery still has them, so right now having a pig is better than having a fish, which i think should not be the case.

I think all food resources should either yield some sort of benefit (like the pig/cow/deer/sheep do ) or none at all. Having only half give a bonus is inconsistent and just doesn't feel right.

I have been modding my butchery to give food bonuses (and have prereqs) for all of the food resources (basically added fish/clam/shrimp/crab to the already existing cow/pig/deer/sheep, buildable if your empire has any of those).

I feel this is the best way to go about it (having seafood only accessible to coastal cities while "land"food was available to all was another inconsistency this solved, imho).

EDIT: I also wanted to make the butchery available with either fishing or animal husbandry as a result of the other changes, but couldnt figure out how (only managed to make it require both techs which wasn't what i wanted) so i just removed any tech prereqs.

Also the fisherman's hut shouldn't have a health bonus from salt anymore and it shouldn't need any seafood to be buildable (since it works like the old lighthouse now)
 
Anyone know where I can download the CvGameCoreDLL source? (the version used for RoM 2.92)

Thanks
 
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