Rise of Mankind - Addons (by Jooyo)

Ok I'll try fix this.

For now I rewrited all terrafoming and sea bridges code. Modules are optimized and fast. Some python code is also rewrited to c++ for speedup. Now is possible to setting range for sea bridges! :) Also some new Terraforing options are added.

I planning to merge Terraforming, Bridges and Sea Colonies directly to RoM (no more folders in Modules) to speedup loading time and better compatibility. Turning off this modules will be possible by editing GlobalDefinesAlt.xml file.
I think this is easier and better solution ;)
 
Hello Jooyo!

First off, I love this mod and I think it should be permanently integrated into ROM, especially the terraforming feature.:goodjob:

Secondly, I've found a little graphical glitch in the Polish caravel model animation, It leaves a purple water trail as it moves.

 
I planning to release new version of Better Gameplay this week. Now I testing and fixing issues.

CHANGELOG:
Spoiler :
RoM2.6 - Better Gameplay v1.2 (for RoM2.62)

Sea Colony
===============
STATUS: BETA (AI don't found Sea Colonies yet)
CHANGED: Biodome model
CHANGED: SeaFarm model
CHANGED: Better button for Sea Settler
CHANGED: Better button for Sea Worker
CHANGED: New button for Tunnel
CHANGED: Sea Colonies can't build: Aqueduct, Observatory, Arcology, Military Airbase, Commercial Airport
CHANGED: Sea Colonies can't be found on Coast
FIXED: Rewrited moving on Tunnels code
FIXED: AI now correctly moving on Tunnels and can attack enemy's Sea Colonies
FIXED: Biodome model now correcly appearing on Sea Colonies plots (centered)
FIXED: No other routes than Tunnels appearing on Sea Colonies plots
ADDED: New Global Define 'SEA_COLONY_ENABLED' in GlobalDefinesAlt.xml (default on)
ADDED: New Global Define 'SEA_COLONY_MAX_DISTANCE' in GlobalDefinesAlt.xml (default 10)
FIXED: AI for Sea Worker is working correctly
CHANGED: Sea Colony Mod is now integrated with RoM (no longer module)
CHANGED: Biodome provide for Sea Colony bonus (+1/+1/+1) on water tiles
FIXED: Biodome no longer available for build and during advanced start
FIXED: Founding Sea Colonies (also during advanced start) is available only after discover 'MEGASTRUCTURE ENGINEERING' tech.

Bridges
===============
STATUS: ALMOST COMPLETED (AI don't build bridges yet; no move bonus)
ADDED: Bridges now connecting resources
FIXED: Rewrited moving on bridges code
FIXED: AI now correctly moving on bridges
CHANGED: Rewrited all bridges code for optimizing and future changes
ADDED: New Global Define 'BRIDGES_ENABLED' in GlobalDefinesAlt.xml (default on)
ADDED: New Global Define 'BRIDGES_RANGE' in GlobalDefinesAlt.xml (default 2)
CHANGED: Bridges Mod is now integrated with RoM (no longer module)
FIXED: Bridge improvement no longer available during advanced start

Terraforming
===============
STATUS: COMPLETED
CHANGED: Rewrited all terrafoming code for optimizing and future changes
REMOVED: Code for terraforming in Python
FIXED: Workers now correcly ending tasks
ADDED: Some new terrafoming paths
ADDED: New build option - Raise Elevation
ADDED: New build option - Lower Elevation
ADDED: New Global Define 'TERRAFORMING_ENABLED' in GlobalDefinesAlt.xml (default on)
CHANGED: Terraforming of plots takes more time.
CHANGED: Terraforming is now integrated with RoM (no longer module)
FIXED: AI should use simple Terraforming

Polish Civilization
===============
FIXED: Graphical glitch in Caravel

Other changes
===============
ADDED: MAP: 'ADDON - RFC18 (enlarged Europe)' - with Preset Civs and Bonuses
ADDED: Examine City on Conquest (Mod)
ADDED: Customized Civic screen (Mod)
REMOVED: Missionary Sounds (RoM2.62 have it already)
 
@jooyo, isn't examine city on conquest in RoM 2.7?

BTW that screen I posted above was from an advance start game. When I continues playing, to test some stuff I am working on, I noticed that the AI had started with many cities off the coast.
 
Yes Examine city is in RoM2.7. I have added it some time ago, when I don't expect it in RoM.
 
New RoM - Better Gameplay 1.2 is available to download (in first post).

CHANGELOG:
Spoiler :
RoM2.63 - Better Gameplay v1.2

Main Changes
===============
CHANGED: Converted to work with RoM 2.63

Sea Colony
===============
STATUS: BETA (AI don't found Sea Colonies yet)
CHANGED: Biodome model
CHANGED: SeaFarm model
CHANGED: Better button for Sea Settler
CHANGED: Better button for Sea Worker
CHANGED: New button for Tunnel
CHANGED: Sea Colonies can't build: Aqueduct, Observatory, Arcology, Military Airbase, Commercial Airport
CHANGED: Sea Colonies can't be found on Coast
FIXED: Rewrited moving on Tunnels code
FIXED: AI now correctly moving on Tunnels and can attack enemy's Sea Colonies
FIXED: Biodome model now correcly appearing on Sea Colonies plots (centered)
FIXED: No other routes than Tunnels appearing on Sea Colonies plots
ADDED: New Global Define 'SEA_COLONY_ENABLED' in GlobalDefinesAlt.xml (default on)
ADDED: New Global Define 'SEA_COLONY_MAX_DISTANCE' in GlobalDefinesAlt.xml (default 10)
FIXED: AI for Sea Worker is working correctly
CHANGED: Sea Colony Mod is now integrated with RoM (no longer module)
CHANGED: Biodome provide for Sea Colony bonus (+1/+1/+1) on water tiles
FIXED: Biodome no longer available for build and during advanced start
FIXED: Founding Sea Colonies (also during advanced start) is available only after discover 'MEGASTRUCTURE ENGINEERING' tech.

Bridges
===============
STATUS: ALMOST COMPLETED (AI don't build bridges yet; no move bonus)
ADDED: Bridges now connecting resources
FIXED: Rewrited moving on bridges code
FIXED: AI now correctly moving on bridges
CHANGED: Rewrited all bridges code for optimizing and future changes
ADDED: New Global Define 'BRIDGES_ENABLED' in GlobalDefinesAlt.xml (default on)
ADDED: New Global Define 'BRIDGES_RANGE' in GlobalDefinesAlt.xml (default 2)
CHANGED: Bridges Mod is now integrated with RoM (no longer module)
FIXED: Bridge improvement no longer available during advanced start

Terraforming
===============
STATUS: COMPLETED
CHANGED: Rewrited all terrafoming code for optimizing and future changes
REMOVED: Code for terraforming in Python
FIXED: Workers now correcly ending tasks
ADDED: Some new terrafoming paths
ADDED: New build option - Raise Elevation
ADDED: New build option - Lower Elevation
ADDED: New Global Define 'TERRAFORMING_ENABLED' in GlobalDefinesAlt.xml (default on)
CHANGED: Terraforming of plots takes more time.
CHANGED: Terraforming is now integrated with RoM (no longer module)
FIXED: AI should use simple Terraforming

Polish Civilization
===============
FIXED: Graphical glitch in Caravel

Other changes
===============
ADDED: MAP: 'ADDON - RFC18 (enlarged Europe)' - with Preset Civs and Bonuses
REMOVED: Missionary Sounds (RoM2.62 have it already)


EDIT: I have also added source files to first post
 
I'll be making v2.63 patch for regular RoM and for Megapack soon - just been busy with barbeque parties last couple days that I haven't had time to make and release those. ;) WoC Lite version is for now an alternative RoM version and it might contain some unfound bugs from the merging process. I do not yet know if I'll use WoC Lite in RoM v2.7 or will I keep using RevDCM as a base - it depends on what glider decides to do with his mod...
 
Jooyo, any chance of a version of Better Gameplay for Zap's new 2.7 test version?
 
@Zappara
I thought this RoM 2.63 WoC lite is new RoM version so I maked addon to this new release...My mistake ;)

@Munger
If I'll have some time - yes. But 2.7 is only test1 release so I don't planning to make any upgrade patch for addon.
 
Brown interface doesn't work with WoC Lite.. (missing some button the screen has been reformated...)

Just wanted to point it out
 
I got xml error messages when computer loaded xml files for starting game. :crazyeye:
One message mentioned 'code <bfoundsea>1<bfoundsea/>' related problem.
and Other messages (so many messages) mentioned CIV4UnitArtStyleTypeInfos.xml and CIV4UnitInfos.xml had problem..
 
@climat Did you using BG v1.20? If yes, maybe you replaced CIV4UnitSchema.xml file in RoM/Assets/xml/units/ folder ?
 
Hey Jooyo, any news on a possible version of Better Gameplay for 2.7test1? I've got a dilemma as I love Better Gameplay but I also love the changes so far in RoM 2.7!
 
I can't make addon for RoM2.7test1 because there are too much changed source files in newest addon and this will be big step backward... If RoM2.7test2 will incorporate RevDCM v2.0 I'll make it for this version :) Why? Because RevDCM2.0 have incorporated some of WoC Lite functions.
 
You think you'll soon be able to convert the brown interface for Rom woc 2.63?
 
Woohoo "happy dance"
 
Graphic Pack addon updated.

Graphic Pack 1.01
Changes:
- brown interface is disabled by default (see readme how to enable it)
- converted to work with WoC like modular loading
 
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