Rise of Mankind - Addons (by Jooyo)

Yes You don't need DLL. Is clean RoM working? If yes just install one modmod per time and check is RoM work and describe here what modmod making this crash. If there is any error please post screenshot.


Yes maybe this is good idea ;) I will think about it


Ok I will maybe today upload 2nd version.


There are 7 Culture Levels:

Cult.Lev (plots in 3 plot mod)
----------
None (1 plot)
Poor (1 plot)
Fledgling (2 plot)
Developing (2 plot)
Refined (2 plot)
Influential (3 plot)
Legendary (3 plot)

So what do you think?
But in game is only 5 culture level :/ In the file 7...

Can you give me coding instructions on changing it to level developing instead of refined if you follow Vincentz's vote. Thanks!

EDIT: Forget it. I found it, in the first file in that module, the one about culture info. I modded it myself. Again thanks for that awesome mod! I am using both Vincentz and your mods because they are like Vincentz loves to say, "Simple as that!" *lol*
 
I reinstalled. Everything works except the Brown Interface v.1.0
I have tested Brown Interface and it work even on clean RoM. I can't make this erros so can you tell me: What OS you are using?, Did you use other mods (I mean not my)? Did you use Blue Marble or other interface mods in Civ4?

Jooyo I was wondering what the you changed from rom's dll?
Thanks
I have added new attributes to this dll. These new attributes are described below mods.



I have uploaded new 3 Plot Radius modmod. I have just make it in 2 versions (in one archive). "Balanced" is work on last 2 culture levels, "Early" after city's culture expand. Are everyone happy? :)
 
yep. just chanced my mind. started a new game where all the planned cities had some nice extra resources in 3rd range. might be using "Early" ;)

One thing I really like about the mod is ocean resources. Before they would "stick" with the coast or 1 plot from coast. That way you could know if there was an island before you saw it. With your mod the resources goes "off shore" meaning they can be found in the middle of the ocean making it impossible to predict an unseen island/continent.
 
With your mod the resources goes "off shore" meaning they can be found in the middle of the ocean making it impossible to predict an unseen island/continent.
I don't know that :D

What about future plans? I want to week fix all bugs, next I will add new attributes for civics (like enslavement chance for defeated units and food consumption per population, maybe more) and convert my old Bridge mod (maybe I will change it a bit) :)
 
Best way to explain is with pictures.

First picture. In "old" times having those resources would mean that there was some land to the right of them (or top or bottom). resources just didnt show up in the middle of the ocean, but was connected to coast or coast+1 making it faily easy to predict the presense of another island or continent.
attachment.php


Well. That has changed now. First time I experienced it I was like : What?! No!? Uh?! What the ... ?! ...................... NICE !

Second picture. (World builder) shows no traces of another continet or island :D
attachment.php


They are still connected to the mainland (in this case the mohawk land) but with coast +2 making it impossible to "see" other continents before you get caravels.
 
Thanks for reply but this is spin-off effect for some DLL changes... This may appear also when you don't use 3 plot radius so I must fix this somehow...
 
I dont see this in any way being a bug. even with the <no 3plot radius> there will still be coast and coast +1 resources, and I personally would have a lot of resources not being used by cities because of location in "old" times. Now you just cannot count on them anymore to show you "hidden" islands/continets.
 
Here is a proposition for you master modmodders :D!

I don't ever use Slavery civic. Why? To me, it is stupid to strip my own citizens into slavery to hurry build stuff. In first place, it is arguable not realistic because historically slaves came from foreign POWs. Of course, there were slaves owing to going ino debts but that stripping of citizens presently in the game don't remotely resemble that.

So, I propose that you look at Total War mod and look for the code to do that, capturing an enemy and turning them into slaves or mercenaries. TW has it for slaves only but I like Vincentz's Warlord II idea too so I want both.

How about that? :D:D:D It can be COOL to have useful! Slavery civic.
 
@Jooyoo, I have blue marble already...but I had that prior to this version of RoM. Was your brown interface compatible previously, but not anymore?
 
Here is a proposition for you master modmodders :D!

I don't ever use Slavery civic. Why? To me, it is stupid to strip my own citizens into slavery to hurry build stuff. In first place, it is arguable not realistic because historically slaves came from foreign POWs. Of course, there were slaves owing to going ino debts but that stripping of citizens presently in the game don't remotely resemble that.

So, I propose that you look at Total War mod and look for the code to do that, capturing an enemy and turning them into slaves or mercenaries. TW has it for slaves only but I like Vincentz's Warlord II idea too so I want both.

How about that? :D:D:D It can be COOL to have useful! Slavery civic.

I dont know how total war works, but I stumbled over some slavery python code that look VERY interesting a couple of days ago. It was something like : you have x% chance of capturing a unit if slavery civic enabled. This new unit could be a weak worker that disappears after work. I too almost never uses the "sacrifice half the population to get an archer" button. I havent tried it yet, but as it is now when an AI captures a settler he will dispand it, so maybe too with the slaves (though they seem to keep my warlords)

Edit : I hope you dont mind, and not feeling like I'm stepping on your toes Jooyo, but I took the liberty to make a small mod, as I wanted to have "normal" city view until I got the 3rd range. Its a GlobalDefins.xml mod but only changes 1 define which makes it the absolut smallest mod I ever made (less than 1 kb). It can be taken in and out of the mod folder as the standard define is already there (not adding anything). Let me know if you want to take a look at it ;). It could be usefull instead of describing how to change the cityzoom.
 
Here is a proposition for you master modmodders :D!

I don't ever use Slavery civic. Why? To me, it is stupid to strip my own citizens into slavery to hurry build stuff. In first place, it is arguable not realistic because historically slaves came from foreign POWs. Of course, there were slaves owing to going ino debts but that stripping of citizens presently in the game don't remotely resemble that.

So, I propose that you look at Total War mod and look for the code to do that, capturing an enemy and turning them into slaves or mercenaries. TW has it for slaves only but I like Vincentz's Warlord II idea too so I want both.

How about that? :D:D:D It can be COOL to have useful! Slavery civic.

This is the stuff I have been working on and off for the past couple of months. I was aiming for getting the Civ 3 piracy (capture ships) back. It is based on the zEnslavement mod. However real life keeps getting in the way.
 
I dont see this in any way being a bug. even with the <no 3plot radius> there will still be coast and coast +1 resources, and I personally would have a lot of resources not being used by cities because of location in "old" times. Now you just cannot count on them anymore to show you "hidden" islands/continets.
Yes you have right. But this mean that some of resources will be out of range and never used. So if I can fix it I'll fix it. But this is very minor "bug" so maybe it will stay like it is ;)

It can be COOL to have useful! Slavery civic.
I have wrote some post ago:
" (...)I want to week fix all bugs, next I will add new attributes for civics (like enslavement chance for defeated units and food consumption per population, maybe more)(...)"
So I will release Better Slavery Civic Modmod (I don't know how name it :P) .

@Jooyoo, I have blue marble already...but I had that prior to this version of RoM. Was your brown interface compatible previously, but not anymore?
I don't know is it compatible for previous versions (It's made for RoM2.7 or above), but try unninstall Blue Marble. I haven't more idea for your problem...

I hope you dont mind, and not feeling like I'm stepping on your toes Jooyo, but I took the liberty to make a small mod, as I wanted to have "normal" city view until I got the 3rd range. Its a GlobalDefins.xml mod but only changes 1 define which makes it the absolut smallest mod I ever made (less than 1 kb). It can be taken in and out of the mod folder as the standard define is already there (not adding anything). Let me know if you want to take a look at it ;). It could be usefull instead of describing how to change the cityzoom.
Of course you can make whatever you want :). But this mod is interesting and can I look at it ? Maybe this will solve some of my problems ;)
 
There you go. I just tested it again and it works like a charm on saved games even though I didnt put it from the beginning. Could be usefull to put 2 versions in your mod : a Standard (4200) and a Widescreen (5000). Ofcourse it would be optimal that the cityscreen "knew" when it could use 3 range, but I think that would be impossible. This way I start out with the standard size, and when the time comes, I put the mod in Modules folder ([Balance] but can be everywhere) and vupti, I can see 3 range.
 
I don't even know this xml is modable... But thanks for advice. :) Now, when I know that, I can convert also my old better nuke mod (which nukes ability to destroy small cities) :D And if you don't mind I will add your minimod to my 3 city radius mod.
 
Enslavement modmod is nearly complete. I need more testing but I think this will one of the best modmods :D
 
Enslavement modmod is nearly complete. I need more testing but I think this will one of the best modmods :D

I hear that, i convinced Zebra9 to do it in the first place, but i cant get him to remake it:confused: so at least thx for trying, and if getting it done, thx alot.;)
But again, pls no dll/sdk stuff.
 
The three plot radius is fun, but has some sideeffects worth noting. First off, the AI doesn't use the concept. Their cities are placed too close together to really benefit from the increased radius. I recommend you alter the files that effect city placement, and increase the minimum from two tiles apart for cities to three tiles. Also, I find that size 25+ cities become more common, while this alone is not a bad thing, it forces players to do more micromanagement and it is nearly impossible to keep cities completely happy or health. For reference, I'm playing with the third level radius available at refined culture.
 
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