Rise of Mankind v2.0 discussion

Nope, avoiding Vista like the plague too.

Will stick with XP Pro as long as I can.

JosEPh
 
do u guys have stack attack installed in the ROM games u r playin? im tryin to figure out why my game is crashin and have read this might be the cause.
 
Nope, avoiding Vista like the plague too.

Will stick with XP Pro as long as I can.

JosEPh

no, i mean the Vista version of Civ, not Vista itself... the Vista version of civ is more compatible with anything... even XP than the XP version itself :lol: the XP version was made before a few of those Service Pack updates came out. and since the SP updates are trying to get the XP computers to be more like Vista, the game wont be as compatible unless its Vista version... BTW, have you looked into the compatibility tab of the properties section for Civ BTS? that'll help if you hadnt
 
Didn't know that Civ Fuehrer. Thanks for the info. :thumbsup:

tonedog, I play straight RoM with none of the addons (sorry kalimakus). And I don't have any CTDs.

JosEPh
 
Okay, I've been playing around with 2.12 for a few days now (playing without RevDCM, just for the more stable gameplay experience), and I've been enjoying it greatly. I just have a few observations and suggestions I'd like to make.

First, the civilopedia entries for improvements don't list the bonuses that improvements receive from roads or railroads. Including this information, while not critical, would really help people get a better idea of how the different improvements stack up at different points in the game.

Secondly, I've always been a little disappointed with the fact that mounted units can only be upgraded to helicopter units. With the introduction of wheeled units in RoM, maybe you could include an option to upgrade the last mounted unit to some type of wheeled unit? Maybe the Jeep? After all, motorized vehicles were used as the modern equivalent of cavalry, particularly with their rapid deployment.

Aside from those two minor points, I really don't have any complaints about this mod. I'm really looking forward to seeing what you do next, but there's no rush. I'd like to try getting all the way through a game on marathon first.
 
First, the civilopedia entries for improvements don't list the bonuses that improvements receive from roads or railroads. Including this information, while not critical, would really help people get a better idea of how the different improvements stack up at different points in the game.
I've noticed this about 6 months ago when I was trying to figure out why those bonuses weren't shown in pedia. There's a bug in Beyond the Sword's system that prevents showing those road/railroad bonuses to pedia page if those same improvements gain other bonuses from techs.

Game also has problem showing correctly icon for road movement increases in tech page - it actually works with "wrong" values ie. with -10 point increases it works but doesn't work with corret values -10, -5, -3 etc. Unit's road movement is calculated by default 60/30 = 2 plots, first tech increase changes it to 60/(30-10) = 3, next 60/(30-10-5) = 4, then 60/(30-10-5-3) = 60/12 = 5. With "wrong" -10 values that show icon it would go like this: 60/30 = 2, 60/20 = 3, 60/10 = 6, 60/0 = CTD. :lol:

Secondly, I've always been a little disappointed with the fact that mounted units can only be upgraded to helicopter units. With the introduction of wheeled units in RoM, maybe you could include an option to upgrade the last mounted unit to some type of wheeled unit? Maybe the Jeep? After all, motorized vehicles were used as the modern equivalent of cavalry, particularly with their rapid deployment.
That's good point. Of course wheeled units would be logical upgrade path for mounted units. I think BtS follows the road what happened in the USA where mounted units were "promoted" to air cavalry.

Aside from those two minor points, I really don't have any complaints about this mod. I'm really looking forward to seeing what you do next, but there's no rush. I'd like to try getting all the way through a game on marathon first.
During summer there won't be major patches to RoM so have fun playing the current version without rush :) Well, maybe few minor patches might appear, like fix for those bugged font files and patch for extra civ addon pack and few more map scenarios but I'll try take some "vacation" from modding during summer (hot summer -> go out, cold winter -> stay in and mod ;)).
 
Has anyone installed the New Official BtS 3.17 patch and then attempted RoM 2.12?

And if someone could host the New Official Patch as the Ingame Updater is extremely slow.

JosEPh (old and slow........and not very patient anymore!)
 
Has anyone installed the New Official BtS 3.17 patch and then attempted RoM 2.12?

And if someone could host the New Official Patch as the Ingame Updater is extremely slow.

JosEPh (old and slow........and not very patient anymore!)

you can just go to Downloads section and DL it there when it's set up
 
I tried that too with no success until the CFC.net site was added.

I have the patch and I have it installed.

But I have yet to resume my current RoM 2.12 game. Was wondering if RoM will be broken by 3.17 as there are reports that it broke other Mods.

Especially those that had Python changes.

JosEPh
 
Well, RoM2.x and RevDCM both have Python and SDK files so yes, you won't be able to continue with your game unfortunately until a RoM patch comes out, or you can downgrade back to 3.13
 
Once I removed RoM2.12 CvGameCoreDLL.dll I could play it again.

Same as well for RoM2.0 or any version in between. (yes I keep them all ;P)

JosEPh:)
 
:wallbash:Playing a game on Giant and Snail pace, and i was starting to come out on top with my Crusader and War Elephant armies. I saved, then zoomed out to globe view, then received a CTD. My guess is that the planet was too large to register in globe view.:cringe:
 
I have a question regarding the special wonders for the religions. Would it be possible to set them as a Project, or not have them count towards the 4 wonders per city? I should have realized that it counted as a wonder, but I got my religion fairly late and the religion city already had 3 wonders, and I totally forgot about the religion wonder and went ahead and built a 4th wonder in that city as it was a kickass city, plus, some of the religion wonders come require lots of research to get them.

Other than that, love the MOD, keep up the good work everyone!

EDIT - I checked and was able to build it in another city, thought it was only able to be built in the city that founded it, as I checked a few other cities and they could not build it, maybe because they had other religions as well? Anywho....this is some good crack!!
 
zappara or kalimakhus,

How will Solver's UOP affect RoM 2.2?

Was it incorporated?

JosEPh

RoM Rocks! :respect: :heart: :cool:
 
@JosEPh_II

Solver's unofficial patch for bts 3.17 should work without problem in RoM, just put Solver's CvGameCoreDLL.dll file to 'Rise of Mankind\Assets' -folder

I didn't know he had made such patch so soon so I couldn't include it with RoM zip. Will add it to future patches (or other DLL that has Solver's patch + support for 40 civs included).
 
I have a question zappara concerning Number 3 of your install instructions;

IF YOU HAVE VERSION 1.x or 2.x (any previous version) INSTALLED, PLEASE RENAME "Rise of Mankind" FOLDER TO SOMETHING ELSE (in case you want to continue playing that version too) OR DELETE IT BEFORE CONTINUING

Is it difficult for you to Name RoMX.x from a modding stand point?

I ask because I'm curious, and I'm sure I'm not the only one that has kept multiple versions of your GREAT Mod. So if you have RoM 2.2 as the latest why can't the mod be Rise of Mankind 2.2 instead of just Rise of Mankind?

Is it because BtS gets confused if there are multiple versions of a Mod in the Mod folder?
:scratchhead:

JosEPh :)
 
Is it difficult for you to Name RoMX.x from a modding stand point?

I ask because I'm curious, and I'm sure I'm not the only one that has kept multiple versions of your GREAT Mod. So if you have RoM 2.2 as the latest why can't the mod be Rise of Mankind 2.2 instead of just Rise of Mankind?

Is it because BtS gets confused if there are multiple versions of a Mod in the Mod folder?
:scratchhead:

JosEPh :)

well, a couple things, if a mod, say 2.1 - 2.2 (the only things that changed were things in python) had different names, you wouldnt be able to continue the game with the new mod because Civ treats the mods with different names like completely different mods. He names them this way also for updating and time convenience, but also states somewhere else in a different post that you may rename it, but must change a line in Cvmodname.py in order to make it work properly.
 
He names them this way also for updating and time convenience, but also states somewhere else in a different post that you may rename it, but must change a line in Cvmodname.py in order to make it work properly.
For those reason yes and some python files point to config files and I would have to edit all of them each time I make new folder name for mod - forget to change one and configs stop working for certain features in mod. This happens also when you rename 'Rise of mankind' folder to something else and then run the mod from that folder - config file is discarded (not found actually) and default settings from python files is used instead.

I have most RoM versions in my mods folder at the moment because people have been playing different versions and report bugs from all of them. I just rename the version I need to use to 'Rise of Mankind' by removing version number from folder's name and start BtS. My BtS is set to load 'Rise of Mankind' mod always (in civ4config) - it's easier this way for me. If I were to use different folder name for each version, I would have to upload full mod each time I update the mod ie. no small patches then. BtS doesn't get confused with mods as each subfolder in mods folder is just one mod, it doesn't mix and match them.
 
The latest release of Solver's patch includes Python and XML modified files. The one I am quite sure that is not compatible with RoM is Civ4PromotionInfos.xml.

It is not recommended that anyone just extract the patch into RoM 2.2 folder as it will miss things up. I can't be sure if the DLL alone would work or not. A compatibility patch may be needed anyway.
 
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