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RoM Latest Version

Discussion in 'Civ4 - Rise of Mankind' started by zappara, Sep 13, 2007.

  1. JosEPh_II

    JosEPh_II TBS WarLord

    Joined:
    Jun 20, 2007
    Messages:
    16,250
    Gender:
    Male
    Location:
    Western IL. cornfields
    Must play English Version. Not translated for other languages.

    JosEPh :)
     
  2. saladino93

    saladino93 Chieftain

    Joined:
    Aug 8, 2008
    Messages:
    22
    Location:
    Algarve, Portugal
    it is english :S
     
  3. zappara

    zappara Mod Designer

    Joined:
    Dec 19, 2003
    Messages:
    2,781
    Location:
    Finland
    Version 2.61

    Spoiler :
    Python
    ------
    - Changed: BugPath.py module uses only mod folder when looking for ini or asset files, custom assets are ignored to avoid possible conflicts if BUG or any other mod is installed to that location
    - Changed: Barbarian Civ component does not init units with preset Unit AIs (does not fix 'waiting' bug)
    - Changed: Revolution component does not init units with preset Unit AIs (does not fix 'waiting' bug)
    - Changed: Sevopedia's Religion pages now show units and buildings associated with specific religions (ignores modular buildings/units??? and Palace of Potala, why?!?)
    - Fixed: BugUtil.py log to file function converts message to string. Fixes issues on some operating systems

    Mapscripts
    ----------
    - Fixed: RoM_Smartmap should save config file to Rise of Mankind folder, places now correctly Bauxite instead of Aluminum when certain conditions are met
    - Fixed: RoM_RandomScriptMap should work now correctly


    Game Options
    ------------
    - Changed: Barbarian Civ option visible again in Custom game menu so that it can be enabled, off by default

    Promotions
    ----------
    - Changed: Waidan no longer require Leader -> Promotion now useful for Taoism


    Routes
    ------
    - Added: Cart Path (2 moves)
    - Added: Paved Road (req. stone, 4 moves)
    - Added: Highway (req. oil products, 6 moves)
    - Added: Electric Railroad (req. steel and copper, alternative for Railroad, req. Electronics, 10 moves for all units)
    - Added: Maglev (req. copper, req. Maglev tech, 20 moves for all units)
    - Added: Jumplane (can be built on water as well, does not allow land units to go through oceans but speeds up ships), req. Advanced Shielding, 40 moves for all units
    - Changed: Road gives now 3 moves, no longer get multiple speed improvements, just one from Motorized Transportation (4 moves)
    - Changed: Railroad requires steel


    Units
    -----
    - Changed: Spearman str set back to 4 so that Barbarian civ component doesn't set Archers for city attack (which causes infinite loop)
    - Changed: all worker units can build new route types
    - Changed: all Wheeled units have now 1 gold / per turn upkeep cost (extra cost)
    - Changed: all tracked units have now 1 or 2 gold / per turn upkeep cost (cost depends on how advanced unit or if it's light/heavy)
    - Changed: all non-infantry Hi-Tech units have now 3 gold / per turn upkeep cost
    - Changed: all helicopter units have now 1-3 gold / per turn upkeep cost
    - Changed: all Steam ships have now 1 gold / per turn upkeep cost
    - Changed: all Diesel ships have now 1 gold / per turn upkeep cost
    - Changed: all Nuclear ships have now 2 gold / per turn upkeep cost
    - Changed: Jet Planes and later planes have now 1 gold / per turn upkeep cost (except Remote controlled bombers)
    - Changed: all Nukes have now 5 gold / per turn upkeep cost
    - Changed: Mobile artillery and Rocket artillery have now 1 gold / per turn upkeep cost
    - Changed: Trebuchet str reduced to 8
    - Changed: Pikeman str reduced to 6, cost reduced to 50
    - Changed: Heavy Pikeman str reduced to 9, cost reduced to 75
    - Changed: Light Swordsman default UnitAI set to ATTACK_CITY
    - Changed: Swordsman default UnitAI set to ATTACK_CITY
    - Changed: Heavy Swordsman default UnitAI set to ATTACK_CITY, str reduced to 13, cost reduced to 110
    - Changed: Crusader str reduced to 15
    - Changed: Maceman str reduced to 10, cost reduced to 85, unitAI PILLAGE added to list
    - Changed: Traineddog default UnitAI set to COLLATERAL
    - Changed: Wardogs default UnitAI set to COLLATERAL
    - Changed: Guarddog default UnitAI set to COLLATERAL
    - Changed: Automatons cost halved (all clone units' were suppose to be cheap military)
    - Changed: Genetic Soldier cost halved
    - Changed: Super Soldier cost halved
    - Changed: Axeman unitAI PILLAGE added to list
    - Changed: Warrior unitAI PILLAGE added to list (should help Barbarian civ)
    - Changed: Amun-Ra Missionary renamed to Scribe, requires monastery building type
    - Changed: Zoroastrian Missionary renamed to Magi, requires monastery building type
    - Changed: Nagual Missionary renamed to Tlenamacac, requires monastery building type
    - Changed: Taoist Missionary renamed to Alchemist
    - Changed: Confucian Missionary renamed to Gentleman
    - Changed: Hindu Missionary renamed to Yogi
    - Changed: Buddhist Missionary renamed to Bodhisattva
    - Changed: Jewish Missionary renamed to Rabbi
    - Changed: Christian Missionary renamed to Priest
    - Changed: Islamic Missionary renamed to Imam
    - Changed: Hellenic Missionary renamed to Oracle, requires monastery building type


    Improvements
    ------------
    - Changed: bonuses from route types adjusted for some improvements
    - Changed: Bunker uses new graphics
    - Fixed: removed few doubled improvement art defines

    Events
    ------
    - Changed: Interstate event builds now Modern Roads instead of Roads and triggered with Mass Transit (req. for Modern Road)
    - Changed: Mother Lode event can happen with all new route types
    - Changed: Washed out event can happen with all new route types except Maglev and Jumplane
    - Changed: Farm Bandits event can happen with all new route types except Maglev and Jumplane
    - Changed: Farm Bandits Again event can happen with all new route types except Maglev and Jumplane
    - Changed: Blizzard event can happen with all new route types (need to check that all suitable improvements are listed too?)
    - Changed: Jade event can happen with all new route types
    - Changed: Clunker coal event can happen with all new route types
    - Changed: Running Bulls event can happen with all new route types
    - Changed: Horseshoe event can happen with all new route types
    - Changed: Holy Ritual event can happen with all new route types (need to check temples list too)
    - Changed: Farm plows event can happen with all new route types
    - Changed: Marble Statues event can happen with all new route types
    - Changed: Hamburger Joint event can happen with all new route types
    - Changed: Fashion event can happen with all new route types except Cart Path
    - Changed: Thoroughbred event can happen with all new route types
    - Changed: Girl's best friend event can happen with all new route types, Jewellery added to building check list
    - Changed: Banana Split event can happen with all new route types except Cart Path
    - Changed: Golden Buddha event can happen with Cart Path and Paved Road (event obsoletes before other route types available)
    - Changed: Sandstorm event can happen with all new route types
    - Changed: Hiyosilver event no longer place Road to plot (event can place 1 route type only and we can't be sure what choices player has available at this time and event can be triggered before player can build Roads)
    - Changed: Antelope event no longer place Road to plot
    - Changed: Impact Crater event triggered with Quantum Physics instead of Physics since this event places Uranium to plot, no longer place Road to plot
    - Changed: Pasture built event no longer place Road to plot
    - Changed: Spicy event no longer place Road to plot
    - Changed: Wining monks event no longer place Road to plot

    Config
    ------
    - Changed: ForceGameOptions = 1, mod game options are read from xml always, not from CivilizationIV.ini. If player plays several different mods (or other RoM versions) which add new game options, this ensures that RoM will read from xml the default settings for it

    Mod settings
    ------------
    - Changed: Super Spies are enabled by default. This option should not be turned off as Trait Deceiver requires that Spies can gain promotions

    Diplomacy
    ---------
    - Changed: First Contact has now better support for modular civs (this is for Extra civ addon pack). If modular civ is added without merging its first contact info to main mod, the mod picks each time random first contact text for that civ. Problems might arise if modular civ requires some new sounds so better to use modular civs that use only BtS default sounds

    Religions
    ---------
    - Changed: Amun-Ra renamed to Kemetism
    - Changed: Nagualism renamed to Naghualism

    Buildings
    ---------
    - Changed: Temple of Jaguar renamed to Temple of Quetzalcoatl
    - Changed: Pyramid of Eagle renamed to Temple of Tlaloc
    - Changed: Tikal renamed to Teotihuacan (Naghual Holy shrine)
    - Changed: Bazaar graphics
    - Changed: Butchery graphics and button
    - Changed: Filling factory graphics and button
    - Changed: Aluminum factory graphics and button
    - Changed: Oil refinery graphics and button
    - Added: Calmacec (Naghual Monastery)


    Wonders
    -------
    - Changed: Palace of Potala no longer increase gold and culture in all cities Buddhism (that's what Buddhist Shrine is for...)
    - Changed: Alhambra no longer increase gold in all cities with Islam

    Civics
    ------
    - Changed: Folklore no longer give +1 happiness in largest cities (AIs use this civic too much and don't develop religions)
    - Changed: Secular civic percent anger removed
     
  4. Agent327

    Agent327 Observer

    Joined:
    Oct 28, 2006
    Messages:
    16,102
    Location:
    In orbit
    Cool! Will check ASAP.:thumbsup:
     
  5. Agent327

    Agent327 Observer

    Joined:
    Oct 28, 2006
    Messages:
    16,102
    Location:
    In orbit
    Noticed something odd trying the 18 civ map: I founded Hinduism and it even spread to my 2nd city, but I was unable to convert to it. I checked the BUG settings and changed some (like Choose Religion), but it made no difference.
     
  6. Domino369

    Domino369 Warlord

    Joined:
    Mar 16, 2007
    Messages:
    102
    Are there still ctds with the revDCM enabled?
     
  7. zappara

    zappara Mod Designer

    Joined:
    Dec 19, 2003
    Messages:
    2,781
    Location:
    Finland
    Yes but with v2.61 you can't enable revolution, barbarian civ or start as minors components. Dynamic civ names and Tech diffusion components are available as those seem to work without problems and all other RevDCM options can still be enabled/disabled from BUG options screens (ctrl+alt+o).
     
  8. Carwyn

    Carwyn Prince

    Joined:
    Apr 2, 2004
    Messages:
    462
    Have you researched Mysticism and changed to the civic Prophets? That is necessary before you can convert to a religion. Took me a while to figure it out - doesn't seem to be well covered in the Civilpedia.
     
  9. Kobasa

    Kobasa Chieftain

    Joined:
    Sep 26, 2008
    Messages:
    4
    Hello, just wanted to point out a little mistake you made with leaders:)

    Teuta wasn't the ruler of Albania, she was ruler of Illyrs, yes her kingdom extended to Albania, but I think it would have been better to put Illyrs as seperate civ, because they were alot more sea oriented than Albania, and put Teuta as their leader.

    Just a suggestion:)
     
  10. vogtmurr

    vogtmurr Emperor

    Joined:
    Dec 31, 2008
    Messages:
    1,249
    Location:
    my crib
    I actually like the idea that civilizations occupying the same geographical space and sharting similar origins are combined.

    A: There's too many already.
    B: The Albanians are descendants of, among others, Illyrians.
    C: You could have a unique culture, and leader for each era.
    D: ie: Greece
    Minoan -> Mycenaean -> Classical -> Macedonian -> Byzantine -> Greek
    Minos -> Agamemnon -> Pericles -> Alexander -> Alexius ->Eleftherios Venizelos
    Greek Bireme (galley, carry 1), Cretan Archer -> Hoplite (spearman, +melee, city defense, 5), peltast (-> Trireme (vs. galley), Spartiate (heavy spearman, +melee, vs. archers, 6) -> Companion (medium cavalry), Phalanx (pikeman) -> Dromon (galleass, Greef Fire), cataphract (knight)-> Evzone (rifleman), Averoff (armoured cruiser)

    For albania/Illyria maybe we would have to combine with Epirus:
    Illyria -> Epirus -> Albania
    Teuta -> Pyrrhus -> Skanderbeg
     
  11. zappara

    zappara Mod Designer

    Joined:
    Dec 19, 2003
    Messages:
    2,781
    Location:
    Finland
    Version 2.62 patch notes:
    Spoiler :


    Mods
    ----
    - Added: Abandon city component, CTRL-A brings up the popup in city screen
    - Changed: Revolution can be enabled for custom game
    - Changed: Barbarian civ can be enabled for custom game

    Units
    -----
    - Changed: Traineddog collateral damage removed, no longer have collateral UnitAI, seems to have been the cause for waiting -bug, are the collateral SDK changes the real cause because the unit doesn't have flanking or bombard values, only collateral values?
    - Changed: Wardogs collateral damage removed, no longer have collateral UnitAI, possible cause for waiting -bug
    - Changed: Guarddog collateral damage removed, no longer have collateral UnitAI, possible cause for waiting -bug

    Python
    ------
    - Changed: AutologEventManager, applied RevDCM fixes
    - Changed: CvUtil, applied RevDCM fixes
    - Changed: Abandon city component now gives also Settlers if player has required techs and city size is above 10, demolishing buildings give 20% of building's cost back to player as gold (note: AI players do not know how to use this component)
    - Changed: Civics screen does not show Rebelliousness info if Revolution component is off
    - Changed: GameUtils small code adjustments
    - Changed: BugPath has been modified to find CvAltRoot.py file from also Beyond the Sword installation folder (was previously looking only from Documents folders)
    - Fixed: Barracks->Garrison upgrade path, Barracks can't be built again after city has built Garrison

    Pythoncallback defines
    ----------------------
    - Changed: CannotSpreadReligion to 0 (not used)
    - Changed: CannotResearch to 0 (not used)

    Espionage
    ---------
    - Changed: city poison water default amount 12->5 (spy promotions increase it)
    - Changed: city unhappiness default amount 12->8 (spy promotions increase it)

    Ini
    ---
    - Changed: Revolution.ini is set to default RevDCM settings

    Config
    ------
    - Changed: RevDCM xml config set to default RevDCM settings

    Buildings
    ---------
    - Changed: Statue of Champion uses now different graphics
    - Changed: River port uses LSYSTEM_RIVER instead of LSYSTEM_2x2 (places building near River)
    - Changed: Hellenic Gymnasia gives Pankration promotion for units built in the city
    - Changed: Hellenic buildings graphics
    - Changed: Zoroastrian buildings graphics
    - Changed: Naghual buildings graphics
    - Changed: Pyramid of the Magician graphics
    - Changed: Movie Theatre graphics
    - Changed: Garrison graphics
    - Changed: Nanofactory graphics
    - Changed: Android factory graphics
    - Changed: National Sports League graphics
    - Fixed: Hittite Iron Forge had duplicate art defines, removed one
    - Fixed: Modern granary had duplicate art defines, removed one

    PlotLSystem
    -----------
    - Fixed: Lemon plantation should use now correct plantation rack and grinder art defines when the plot is worked

    CityLSystem
    -----------
    - Added: LSYSTEM_GARRISON, swaps Garrison graphics for Modern and Future eras

    Effects
    -------
    - Fixed: New missionaries use now other BtS missionaries' effects

    Sounds
    ------
    - Fixed: New missionaries have now new sounds

    Leaderheads
    -----------
    - Fixed: Suppiluliuma's nif reads texture sim2.dds correctly

    Promotion
    ---------
    - Changed: Pankration (Hellenic) moved to Special tech so that this promotion is available only from Hellenic Gymnasia

    Religions
    ---------
    - Changed: New religions have new sounds when religion is founded

    Improvements
    ------------
    - Changed: Ancient temple has new graphics

    Bonus classes
    -------------
    New classes should help AI players and make them value more resources as they want resources from all bonus classes, General class had many resources so AI did not value them much if they already had access to 1 or more of those resources. Adding more classes also affects Mapgenerator because it decides to place resources based on what bonus class they belong to and same type resources usually aren't close to each other. This should help to problem where maps were generated without some important resources.

    - Added: Luxury, Unique 8 (=minimum range between this type resources)
    - Added: Fuel, unique 6
    - Added: Manufactured, unique 0 (these don't appear on maps, produced by industry)


    Resources
    ---------
    - Changed: Copper appears with Metal Casting
    - Changed: Gold belongs now to Luxury class
    - Changed: Fur belongs now to Luxury class
    - Changed: Gems belongs now to Luxury class
    - Changed: Silk belongs now to Luxury class
    - Changed: Silver belongs now to Luxury class
    - Changed: Salt belongs now to Luxury class
    - Changed: Coffee belongs now to Luxury class
    - Changed: Pearls belongs now to Luxury class
    - Changed: Tobacco belongs now to Luxury class
    - Changed: Ivory belongs now to Rush class (AIs without Horses should rush to Elephant units if they are also missing copper and/or iron)
    - Changed: Coal belongs now to Fuel class
    - Changed: Oil belongs now to Fuel class
    - Changed: Uranium belongs now to Fuel class
    - Changed: Oil products belongs now to Fuel class (even though it's manufactured)
    - Changed: Aluminum belongs now to Manufactured class
    - Changed: Glass belongs now to Manufactured class (could also be luxury resource?)
    - Changed: Ammo belongs now to Manufactured class
    - Changed: Steel belongs now to Manufactured class
    - Changed: Vulcanized rubber belongs now to Manufactured class
    - Changed: Synthetic rubber belongs now to Manufactured class

    Civics
    ------
    - Changed: Slavery no longer gain food bonus from farms or apple orchards (still need further changes?)
    - Changed: Senated can do elections modifier set to 1 (affects revolutions and dynamic civ names)
    - Changed: Parliament can do elections modifier set to 1 (affects revolutions and dynamic civ names)
    - Changed: President can do elections modifier set to 1 (affects revolutions and dynamic civ names)
     
  12. Carwyn

    Carwyn Prince

    Joined:
    Apr 2, 2004
    Messages:
    462
    In what order should we install for 2.62? Thanks, I'll give it a try today!
     
  13. zappara

    zappara Mod Designer

    Joined:
    Dec 19, 2003
    Messages:
    2,781
    Location:
    Finland
    Install v2.6 or v2.5 and then v2.62 patch. The new patch has all the changes from other previous patches as well. Or you can download full v2.62 mod if you want to skip patching.. ;)
     
  14. waywardclam

    waywardclam Chieftain

    Joined:
    Dec 10, 2007
    Messages:
    48
    Loving this mod, anxiously awaiting the update of the other civilizations to the latest patch.

    Great stuff, Zappara. Thank you.
     
  15. DavidB1111

    DavidB1111 Not-so-smart Man

    Joined:
    Oct 29, 2008
    Messages:
    662
    One thing that struck me as odd.
    Maglev and Jumplane, they shouldn't really be affected by some random events. Blizzards. I mean, we don't have Maglevs now, much, and JumpLane seems like it uses jets or mass drivers to transport you around the planet. :)

    Doesn't seem like a Blizzard would stop a mass driver...then again, it's hard to transport something at 15,000 miles an hour....

    Anyhow, I'll play this 2.62, and I'll let you know if anything weird pops up. Besides the whole, 4 wonders per city limit. :)

    Thankfully, that's very changeable. Also, you're fired. :)
     
  16. KingYosef

    KingYosef Warlord

    Joined:
    Feb 27, 2008
    Messages:
    148
    Location:
    Israel
    Zappara, Did you add Israel to the 2.62 mod? Please do if you have not. I speak Hebrew and I already created the sound files for a Israel mod. All you have to do is check my uploaded files and they are free to download. Please add Israel.

    BTW, awesome mod so far!
     
  17. waywardclam

    waywardclam Chieftain

    Joined:
    Dec 10, 2007
    Messages:
    48
    Oh yeah, had to change the four wonders per city limit myself as well... NOT an acceptable change for any mod I play LOL :D
     
  18. Ogaburan

    Ogaburan Warlord

    Joined:
    Sep 11, 2008
    Messages:
    211
    Location:
    Laanisport
    I second that.... Please add Israel.
     
  19. zappara

    zappara Mod Designer

    Joined:
    Dec 19, 2003
    Messages:
    2,781
    Location:
    Finland
    Israel has been in extra civ addon pack so you can play with it once I update that pack to v2.62 settings. Just give me a couple days to update it...
     
  20. little_cyclone

    little_cyclone Loyal Civ4 & C2C mod player

    Joined:
    Mar 12, 2004
    Messages:
    339
    Gender:
    Male
    Location:
    The Deep South
    Shouldn't Oil Products be in the Manufactured category as well?
     

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