RoM Latest Version

I'm having a problem with this mod. Since I downloaded version 2.7 and downloaded realistic diplomacy into the mod folder, every time I try and load this mod or load a game I was already playing, my computer says that civ 4 has stopped working and must shut down. It doesn't do this with the normal civ 4 game.

Also I just discovered that I can't load any mod I downloaded recently. For example I can load the rhyes and fall mod but I can't download the Rhyes and Fall RAND mod I just downloaded. I've been merging files with the old version, could that be the problem?

I realized that I couldn't download the new patch, so in addition to deleting my current Rhyes and Fall RAND and Rise of Mankind, I downloaded the unofficial 3.19 patch from this forum. I downloaded it by putting it in the patch file, then taking the file in the compressed folder, copying, and putting it the patch section and then deleating the compressed folder.

Also in the patch folder it has patch 3.19 despite the fact that when I bring up the game under about this build it says I'm running 3.17

So I redownloaded the Rhyes and Fall RAND and I got the same problem despite at least trying to download the new patch and deleating my old folder. I presume that since I've had the same problem with the two mods I'm going to also have a problem with Rise of Mankind. Also when I clicked on about this build in the advanced menu it said I still had the 3.17 version despite the fact that I downloaded the new patch. Did I download the new patch wrong?

Ok so I tried something new. I found the official patch and I downloaded it into the patch section. Nothing changed. The about this build thing still says I have 3.17 and RAND (and I presume then Rise of mankind also) doesn't work.
 
... Also when I clicked on about this build in the advanced menu it said I still had the 3.17 version despite the fact that I downloaded the new patch. Did I download the new patch wrong?

Ok so I tried something new. I found the official patch and I downloaded it into the patch section. Nothing changed. The about this build thing still says I have 3.17 and RAND (and I presume then Rise of mankind also) doesn't work.

Did you run the 3.19 patch file? You have to actually run that file to patch the game, it is a program, not like the files you use to patch the mods themselves. From your post I'd say you don't have your BTS properly patched to 3.19 and that is you problem. :)
 
When you download the patch, you need to run it (it's an executable file). Just downloading the installer won't change anything!
 
Is the 2.71 megapack out yet? Anyone provide a linky? Thank you ever so much.:king:
 
Yep, go here cr0ws:

http://forums.civfanatics.com/downloads.php?do=file&id=12829

Now, can anyone tell me whether RoM 2.71 includes RevDCM 2.51? I don't think it does which is odd as I thought Zap was waiting for it to be released before uploading 2.71.

Thank you munger, but unfortunately I think Zappa uploaded the wrong megapack (2.6), So I'll just keep waiting. And as for RevDCM, not sure but I thought I had glimpsed Zappa say he'll include it in 2.72.
 
Yep, go here cr0ws:

http://forums.civfanatics.com/downloads.php?do=file&id=12829

Now, can anyone tell me whether RoM 2.71 includes RevDCM 2.51? I don't think it does which is odd as I thought Zap was waiting for it to be released before uploading 2.71.
It doesn't include RevDCM 2.51 because I hadn't that when I already was packing the RoM version. Also the RevDCM didn't fix the most major bugs so there's not much point to make new RoM just to include newest RevDCM and some of those same things in new RevDCM I had already fixed for RoM v2.71.

Thank you munger, but unfortunately I think Zappa uploaded the wrong megapack (2.6), So I'll just keep waiting. And as for RevDCM, not sure but I thought I had glimpsed Zappa say he'll include it in 2.72.
I uploaded correct Mega civ pack (1.6), see the mega pack's readme file for change log (it has own version numbering). Version 1.6 megapack is meant for RoM 2.71 and you need to install RoM v2.71 before using the civs from the megapack ie. you need to download both.
 
Ah right, thanks Zap.

Out of interest, what are the most major bugs still left in RevDCM? I've been tracking that thread for a while and it seems to be fairly solid/stable now.
 
Ah right, thanks Zap.

Out of interest, what are the most major bugs still left in RevDCM? I've been tracking that thread for a while and it seems to be fairly solid/stable now.
See RevDCM's Known issues. That's quite long list... the most major issues are these:

Spoiler :
*IMPORTANT ISSUE FOR MODDERS ONLY*: Project interdepencies in the XML reading phase are currently broken and thus custom project interdependencies are not possible at this time. Currently a hardcoded interim patch is in place that allows the project interdependencies of the vanilla space race to work correctly and vanilla functionality for all projects is thus normal. This bug is illusive at present but is being worked on. It stems from a problem filling the m_piProjectsNeeded array with project interdependency information and thus CvProjectInfo::getProjectsNeeded() always returns zero. See this function in the SDK for details of the interim patch. The interim patch consists of one additional line of code that fills the array with the required interdependency information. The issue has been traced to the array being filled with interdependency data correctly during game initialisation, but once the game has loaded, the array pointer is corrupted in the CvProjectInfo object. This could be a compiler or c++ issue.
- *IMPORTANT ISSUE FOR MODDERS ONLY*: Independent Random Events do not work probably for the same reason as project independencies. For now these 7 out of 300 events have been disabled.
 
I see you have a GEM in 2.71. When I last updated to 2.62 there was not a GEM in the scenerios, but by going through the files through the C: I found one on a list of maps and loaded it from there. I haven't had any problems, although it doesn't seem to include some of the newer resources for 2.62.
My question is, does the GEM for 2.71 allow Revolutions, or only the RoM content? It plays just as well without Revolutions, don't get me wrong, but I imagine there could be game-speed issues involved with running the Revolutions on such a large map.

Love all the changes, btw, and I'd like to update soon. What you have going on with sea-travel looks pretty cool, especially as Civ4 has more or less allowed for ridiculously early circumnavigation.
 
Version 2.71 has been uploaded. See the first post in this thread for download link.

Version 2.71 patch notes:
Spoiler :
Sevopedia
---------
- Changed: unit infos now show if unit Ignores Building Defense when attacking (BtS doesn't show this info)
- Changed: unit infos now tell how many units collateral or flanking damage will hit (maximum)
- Changed: unit infos now tell if unit can be drafted
- Added: Module - Holy Wars pedia to RoM Concepts


Python
------
- changed: Main interface now show if unit Ignores Building Defense when attacking (BtS doesn't show this info)
- Changed: Main interface now tells how many units collateral or flanking damage will hit (maximum)
- Changed: Main interface now tells if unit can be drafted
- Changed: GameUtils.py small tweaks to optimize code
- Changed: SettlerEventManager.py sends now ModNetMessages when Pioneer or Colonist is used to build city (fixes OOS error for these units?!?)
- Changed: BarbarianCiv.py disabled all UnitAI changes (SDK handles them all now for AI units), should prevent 'waiting for player' -problems
- Changed: Revolution.py disabled all UnitAI changes (SDK handles them all now for AI units), should prevent 'waiting for player' -problems
- Fixed: CvEventManager registers Pioneer and Colonist ModNetMessages correctly
- Fixed: RevUtils.py getGameSpeedMod function did not use 1.0 value correctly with Epic speed, also changed the function to use RoM turn amount for Epic speed
- Fixed: GameUtils.py AI players no longer should be able to build more than 3 Inquisitors
- Fixed: Revolution.py distance to capital calculation modified to RoM's routes' movement rates (the effect was negative value while it should have been positive modifier)
- Fixed: RevCivicsUtils.py bug that caused list of civics to be initialized every turn causing overflow eventually


Great Wonders
-------------
- Added: National Shield
- Added: Himeji Samurai castle
- Changed: Pyramids gives free Irrigation Canals instead of Granary (Egypt had irrigation canals in use at the time when Pyramids were built). Note that this benefits only cities with rivers and that this way you get early access to Irrigation Canals


Modules
-------
- Changed: MLF Module Loading Controls modified, by default now loads Modules_RoM defines (in Rise of Mankind.ini file Modular loading must be 0 for WoC module loading system). Modules must be in subfolders defined by MLF Module Loading control file (if subfolder doesn't exist but is defined in MLF, subfolder can be manually created and modules placed inside it)
- Changed: St John's Chapter House national wonder limit decreased from 3 to 1 (so cities do not get filled with these)
- Changed: Templar Chapter House national wonder limit decreased from 3 to 1 (so cities do not get filled with these)
- Changed: Teutonic Major Chapter House is now National Wonder instead of regular building
- Changed: Krak des Chevaliers no longer require St John's Chapter Houses (on Gigantic map sizes player could not meet the building amount requirement)
- Changed: Al-Aqsa Mosque no longer require St John's Chapter Houses (on Gigantic map sizes player could not meet the building amount requirement)
- Changed: Montfort Castle no longer require St John's Chapter Houses (on Gigantic map sizes player could not meet the building amount requirement)
- Added: Custom Artstyles MLF control files
- Added: Custom Buildings MLF control files
- Added: Custom Units MLF control files
- Added: Holy Wars MLF control files
- Added: NoBuildingGraphics MLF control files
- Added: Leaderpack 1 which adds 22 new leaders for various civs
- Added: Custom Civilizations MLF control files (for extra civ pack)
- Updated: UN APC schema files
- Updated: UN Diplomat schema files
- Updated: UN Motorized Infantry schema files
- Updated: UN Fighting Vehicle schema files
- Updated: UN Transport Airplane schema files
- Updated: UN Transport Helicopter schema files
- Updated: UN Peacekeepr schema files
- Updated: UN Mission schema files
- Updated: NoBuildingGraphics module tweaked so that cities should look better (no huge empty areas), included new v2.7 building art defines, schema file updated
- Updated: Realistic Diplomacy now fully in WoC format, added files for Leaderpack 1 leaders, depencytypes added to those files so that if specific custom leader is removed from mod, the realistic diplomacy isn't loaded for that leader anymore since he doesn't exist. This prevents errors when loading and running the mod
- Updated: Static leaders schema file
- Updated: Holy Wars building and unit schema files


Gametext
--------
- Fixed: Drain Peat Pog text entry from Canal Systems tech
- Fixed: xml define UTF-8 changed to ISO-8859-1 in several xml text files
- Added: Oil Refinery help about River Requirement
- Added: Hydro Plant help about River requirement
- Added: River Port help about River requirement
- Added: Three Gorges Dam help about River requirement
- Added: Levee help about River requirement
- Changed: many civics strategy to match new effects


Promotions
----------
- Changed: Air Defense promotions give bonuses vs. Helicopter units
- Fixed: Flower war gives bonus also in Battlefield Forest and Battlefield Jungle (requires Battle effects on)
- Fixed: Gentleman -25% bonus also in Battlefield Forest and Battlefield Jungle (requires Battle effects on)
- Fixed: Woodsman I-III gain bonuses in Battlefield Forest and Battlefield Jungle (requires Battle effects on)


Units
-----
- Fixed: Light Swordman units require Copper OR Iron
- Fixed: Swordsman units require only Iron, no longer Copper
- Changed: Galley can enter Ocean again (note that this is highly dangerous on early eras due to storms that sink ships)
- Changed: War Galley can enter Ocean again (note that this is highly dangerous on early eras due to storms that sink ships)
- Changed: Trireme can enter Ocean again (note that this is highly dangerous on early eras due to storms that sink ships)
- Changed: Siege Quinquereme can enter Ocean again (note that this is highly dangerous on early eras due to storms that sink ships), moves 1->2
- Changed: Arquebusier all extra unitcombat bonuses removed (use promotions instead), bonus production speed with Lead
- Changed: Pikeman units no longer defend 1st against Mounted
- Changed: Inquisitor team instance count set to 3 (each player is team), value used in python checks.
- Changed: Crusader tech req. Fundamentalism (just prevents one exploit ;), str 20->15
- Changed: Musketman bonus production speed with Lead (bullets)
- Changed: Automatons str 44->70, cost 180->350 (better than any gunpowder unit and also cheaper)
- Changed: Cyborg str 65->95
- Changed: Guarddog helps thwart enemy spies
- Changed: all worker units belong now to Worker unitcombat group
- Changed: all missile units belong now to Missile unitcombat group
- Changed: all settler units belong now to Settler unitcombat group
- Changed: all nuke units belong now to Doom unitcombat group


Unit Artstyles
--------------
- Updated: American schema file - removed unnecessary defines from American_Civ4CivilizationInfos.xml, now in WoC format
- Updated: Arabia schema file - removed unnecessary defines from Arabia_Civ4CivilizationInfos.xml, now in WoC format
- Updated: Aztec schema file - removed unnecessary defines from Aztec_Civ4CivilizationInfos.xml, now in WoC format
- Updated: Babylon schema file - removed unnecessary defines from Babylon_Civ4CivilizationInfos.xml, now in WoC format
- Updated: Barbarian schema file - removed unnecessary defines from Barbarian_Civ4CivilizationInfos.xml, now in WoC format
- Updated: Byzantium schema file - removed unnecessary defines from Byzantium_Civ4CivilizationInfos.xml, now in WoC format
- Updated: Carthage schema file - removed unnecessary defines from Carthage_Civ4CivilizationInfos.xml, now in WoC format
- Updated: China schema file - removed unnecessary defines from China_Civ4CivilizationInfos.xml, now in WoC format
- Updated: Dutch schema file - removed unnecessary defines from Dutch_Civ4CivilizationInfos.xml, now in WoC format
- Updated: Rome schema file - removed unnecessary defines from Rome_Civ4CivilizationInfos.xml, now in WoC format
- Updated: Viking schema file - removed unnecessary defines from Viking_Civ4CivilizationInfos.xml, now in WoC format


Routes
------
- Changed: Cart Path button
- Changed: Road button
- Changed: Paved Road button, shortcut changed to shift+R
- Changed: Highway button
- changed: Electric railroad now gives 12 moves instead of 10 making it slightly better than regular Railroad (because AI builds these anyway, there needs to be some sort of benefit), cost reduced from 20 to 12, shortcut changed to shift+R
- Changed: Jumplane shortcut changed to shift+R

Terrain
-------
- Changed: Flood Plains can appear now on Plains next to river (was before only on Desert plots next to rivers)
- Changed: Ocean movement cost 3->2 (random events take care of sinking)
- Changed: Coast movement cost 2->1
- Changed: Storm damage increased 10%->20% (must be over natural healing rate of units?)
- Changed: Fallout damage increased 10%->20% (must be over natural healing rate of units?), yield changes from -3 to -5 (due to higher yields in RoM), has chance to spread now (wind spreads it)

Events
------
- Changed: Sea Storm event can sink now Galleys, Wargalleys, Triremes, Siege Quinqueremes, places Storm on the plot, has higher chance to occur
- Added: Sea Storm 2 event makes Storms appear on seas so that maps don't run out of storms
- Added: Sea Storm 3 event sinkS ancient/classical era ships on ocean plots (getting across ocean should be dangerous as in Civ 3)
- Added: Sea Storm 4 event bit less dangerous event for ancient/classical era ships on ocean plots but does sink them

Audio
-----
- Changed: New religions' audio volume adjusted

Gamedefines
-----------
- Changed: Siege Towers have been disabled due to late game eras' unit changes (siege tower was shown with some modern units)
- Changed: Max civic options (categories) increased from 8 to 14 so that modmod makers can make more new categories
- Changed: Max tech AND/OR requirements increased from 5 to 6

Resources
---------
- Changed: Tea enabled with Calendar

INI Files
---------
- Fixed: DistanceToCapitalModifier typo in Revolution.ini, didn't affect anything since mod used value 1.0 anyway if it didn't locate this modifier
- Changed: Revolution.ini Minimum population needed for a barb city to settle 2 -> 4, Minimum number of contacts (with any and full civs) to settle 2 -> 0, MilitaryStrength 0.5 -> 0.33 (barbs get 1/3 amount of units from RevDCM default). Barbarians settle now later and fewer new civs is formed

Buildings
---------
- Updated: Building schema file
- Changed: Cement Mill no longer give hammer bonus, build limit 5->1, provides x Cement resources, where x depends on different factors
- Changed: Chemical Plant no longer give hammer bonus, build limit 5->1, provides x Synthetic Rubber resources, where x depends on different factors
- Changed: Filling Factory build limit 5->1, provides x Ammo resources, where x depends on different factors
- Changed: Rubber Factory no longer give hammer bonus, build limit 5->1, provides x Vulcanized rubber resources, where x depends on different factors
- Changed: Steel Mill is again regular building (part of Forge upgrade path)
- Changed: Jewish cathedral +15% production speed with Lead
- Changed: Christian cathedral +15% production speed with Lead
- Changed: Hindu Mandir +15% production speed with Ivory
- Changed: Buddhist Stupa +15% production speed with Gold
- Changed: Confucian Academy +15% production speed with Stone
- Changed: Taoist Pagoda +15% production speed with Lead
- Changed: Hellenic Pantheon +15% production speed with Marble
- Changed: Zoroastrian Pantheon +15% production speed with Marble
- Changed: Temple of Mut +15% production speed with Marble
- Changed: Temple of Tlaloc +15% production speed with Gold
- Changed: Islam cathedral +15% production speed with Stone
- Changed: Port moved to City Planning tech, requires also Seafaring
- Changed: Commercial Port moved to Compass
- Changed: Alhambra graphics scaled down

Fonts
-----
- Fixed: Gamefont and Gamefont_75.tga should display icons correctly next to city name (thanks Vincentz!)

Improvements
------------
- Added: Modern Mine
- Changed: Gheotermal factory button
- Changed: Aquatic Forcefield button
- Changed: Aquatic Anti-Air Defense button
- Changed: Mine no longer gain bonuses from Nano Mining, Mag Lev or Jumplane (these bonuses do apply for Modern Mine)
- Changed: Shaft Mine no longer gain bonuses from Nano Mining, Mag Lev or Jumplane (these bonuses do apply for Modern Mine)

Civics
------
- Changed: civics that give bonuses to Shaft Mine give now same bonuses for Modern Mine
- Fixed: Democracy no longer say that it is required to build Agora, instead this info is now shown correctly with Republic civic

Maps
----
- Fixed: Colonization scenario map has now new 2.7 resources
- Fixed: Eurasia map (200x80) has now new 2.7 resources
- Fixed: Eurasia medium map (114x51) has now new 2.7 resources
- Fixed: Giant Earth Map (GEM) has now new 2.7 resources. Marsh and Peat Bogs added
- Fixed: Huge European map has now new 2.7 resources
- Fixed: Australia and New Zealand map has now new 2.7 resources
- Fixed: Demographica, huge Mediterranean map has now new 2.7 resources
- Fixed: Earth with 28 preset civs has now new 2.7 resources
- Fixed: Earth with 12 preset civs has now new 2.7 resources
- Fixed: Mars has now new 2.7 resources
- Fixed: Mars colonization has now new 2.7 resources
- Fixed: Antarctica has now new 2.7 resources
- Changed: Orion randomizes resources always
- Changed: Sirius randomizes resources always


Techs
-----
- Changed: AITradeModifier 10->0 for many techs (usually non-military techs)
- Changed: AITradeModifier 0->10 for some military techs

Unitcombats
-----------
- Added: Worker units group
- Added: Settler units group
- Added: Missile units group
- Added: Doomsday units group

Traits
------
- changed: Scientific science bonus per city 15% -> 10%

Yeah... and all this just the day before I have some friends over for LAN :D
 
I have been playing the Rise of Mankind 2.71 for a bit now and founded Naughalism and Confusianism religions. Naughalism has spread to many other civilizations and they have adopted it as their state religion but I cannot adopt either religion as my state religion, what is stopping me from being able to have a state religion?
 
DrCord - you need to change to prophets (and probably later religious civics would be ok too).
 
Love the game and all the improvements made. Would like to see a leader with the Charasmatic and Financial traits although I like the Scientific and Financial traits of Mansa Musa. I play Monarch and need to step up to the next harder level as I keep winning domination victories before I get tanks. Keep up the good work...
 
I'm relatively new to CFC so I don't know if all of those individual mods design to add civilizations under the modpacks download for RoM are included in the 2.71 download?:confused:
 
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