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RoM Latest Version

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

  1. quibing

    quibing Warlord

    Joined:
    May 1, 2009
    Messages:
    107
    Location:
    Москв
    I am a little confused. That these leaders in CUSTOM LEADERS adds 2.71? Or is it a modmod?

     
  2. zappara

    zappara Mod Designer

    Joined:
    Dec 19, 2003
    Messages:
    2,781
    Location:
    Finland
    Originally they were part of the Mega civ pack but I moved them into the main RoM because one of the goals is to get at least 2 leaders for each civ. So RoM 2.71 full mod has those leaders included.
     
  3. quibing

    quibing Warlord

    Joined:
    May 1, 2009
    Messages:
    107
    Location:
    Москв

    Ok. Thank you. This means that basic hosting where you have filled in the modification, I downloaded 2 times its incomplete form. These leaders was not. Perhaps the problem with me. Thank you for your reply.
    And 1 question, Do you plan to trim or change the power units in the modern era in 2.8?
     
  4. zappara

    zappara Mod Designer

    Joined:
    Dec 19, 2003
    Messages:
    2,781
    Location:
    Finland
    Version 2.8 notes:

    Spoiler :

    Mods
    ----
    - Updated: BUG 3.6 to 4.1
    - Updated: RevDCM 2.5 to 2.6
    - Added: BULL 1.0
    - Added: Global Warming mod

    Victory types
    -------
    - Added: Scientific victory


    Promotions
    -----
    - Added: Combat AI 1.0 - 4.0
    - Added: Self-Destruct
    - Added: Land Warrior I-III
    - Added: Stealth I-III
    - Added: Super Cavitation
    - Added: Electro-Magnetic Armor MK I-III
    - Added: Rapid Deployment
    - Added: Shielding I-III
    - Added: Fusion Power Source
    - Added: Defensive Protocols 1.0-3.0
    - Added: Power Source Upgrade MK I-III
    - Added: Jump Sets
    - Added: Armor Upgrade I-III
    - Added: Reinforced Structure
    - Added: Automatic Repairs MK I-III
    - Added: Weapon Upgrade MK I-III
    - Added: Fuzzy Logic
    - Added: Quantum Algorithms
    - Added: Global Awareness
    - Added: Heat Seeking
    - Added: Laser Guidance
    - Added: Global Positioning System
    - Added: Small Diameter Bomb
    - Added: Offensive Protocols 1.0-3.0
    - Added: Guardian 1.0-3.0
    - Added: Terrain Analysis 1.0-3.0
    - Changed: Combat I-VI no longer available for Robot units
    - Changed: March no longer available for Robot and Assault Mech units
    - Changed: Trench I-III no longer available for Robot units
    - Changed: Sensors I OR requirement Combat AI Mk 3.0 added
    - Changed: Sentry I-III no longer available for Robot, Hi-Tech and Assault Mech units (they can use Sensors I-III)
    - Changed: Pinch I-III no longer available for Robot units
    - Changed: Cover I-III no longer available for Robot and Hi-Tech units (they already got huge bonus vs. archers)
    - Changed: Shock I no longer available for Robot and Hi-Tech units (they already strong vs. melee)
    - Changed: Formation I-III no longer available for Robot and Hi-Tech units (they already got huge bonus vs. mounted)
    - Changed: Woodsman I-III no longer available for Robot units
    - Changed: Flanking I-III no longer available for Robot units
    - Changed: Nanoids OR requirement Combat AI MK 4.0 added
    - Changed: Arctic Combat no longer available for Robot units
    - Changed: Desert Combat no longer available for Robot units
    - Changed: Fieldsman I-III no longer available for Robot units
    - Changed: City Garrison I-III no longer available for Robot and Assault Mech units
    - Changed: City Raider I-IV no longer available for Robot and Assault Mech units
    - Changed: Heal no longer available for Robot units (Nanoids replaces this promotion)
    - Changed: Medic I-III no longer available for Robot units
    - Changed: Blitz no longer available for Assault Mech units
    - Changed: Fanatic no longer available for Robot and Assault Mech units
    - Changed: Kamikaze no longer available for Robot and Assault Mech units
    - Changed: Drill I-IV no longer available for Robot and Assault Mech units
    - Changed: Guerilla I-III no longer available for Robot units
    - Disabled: Transport I-III because of CTD issue with these promotions

    Sounds
    ----
    - Added: Construct sounds for 90 building types
    - Fixed: Weapon sounds for some Transhuman era units

    Units
    ---
    - Added: Modern Workboat, upgrades to Constructor Ship
    - Added: Constructor Ship
    - Added: Hybrid Gunship, upgrades to Dropship
    - Added: Precision Attack Missile
    - Added: Littoral Combat Ship
    - Added: Seaplane Tender
    - Added: Early Carrier
    - Added: Global Hawk (Drone)
    - Added: Nanite Swarm
    - Added: Assault Droid
    - Added: Siege Droid
    - Added: Anti-Air Halftrack
    - Added: Javelineer
    - Added: Yumi Samurai for Japan, replaces Longbowman
    - changed: Anti-Tank Infantry str 65->50, bonus vs. wheeled/tracked 75%->50% (has Ambush I so total bonus is 75%), unit is now about 30% better than Bazooka vs. those unitcombat groups
    - changed: Mercenary Infantry str 34->40 (with bonus vs. gun the str is 60 against other infantry units), extra cost 50->20 per turn
    - Changed: Carrier -50% str on coast
    - Changed: Nuclear Carrier -50% str on coast
    - Changed: Fusion carrier -50% str on coast
    - Changed: Workboat upgrades to Modern Workboat
    - Changed: Caravan has now Explore AI type, AI Weight 0->10, GOLD and PRODUCTION flavors added
    - Changed: Freight has now Explore AI type, AI Weight 0->10, GOLD and PRODUCTION flavors added
    - Changed: Dropship moved to Warmachines, can enter ocean, str 125->150, paradrop range 10->20
    - Changed: AH64 Gunship upgrades to Hybrid Gunship instead of Dropship
    - Changed: Extraction Facility requires Nanotubes instead of Steel
    - Changed: Submerged Town Platform requires Nanotubes
    - Changed: Adventurer no longer have flat movement cost
    - changed: Motorcycle no longer have flat movement cost
    - Changed: Aegis Cruiser upgrades to Littoral Combat Ship instead of Fusion Cruiser
    - Changed: Fusion Cruiser gets 25% attack bonus vs. Stealth Submarine
    - Changed: Trireme can use now ASSAULT_SEA AI in case Transport Promotions are given to it
    - Changed: Viking Longboat can use ASSAULT_SEA AI
    - Changed: Sloop can use ASSAULT_SEA AI
    - Changed: Privateer can use ASSAULT_SEA AI, cargo 2 -> 0
    - Changed: Torpedoboat can use ASSAULT_SEA AI
    - Changed: Stealth Torpedoboat can use ASSAULT_SEA AI
    - Changed: Early Destroyer can carry only missiles if given Transport promotions, can use MISSILE_CARRIER_SEA AI
    - changed: Destroyer can carry only missiles if given Transport promotions, can use MISSILE_CARRIER_SEA AI
    - changed: Modern destroyer can carry only missiles if given Transport promotions, can use MISSILE_CARRIER_SEA AI
    - changed: Pre-Dreadnought can use ASSAULT_SEA AI, carries Troops if given Transport promotions
    - changed: Dreadnought can use ASSAULT_SEA AI, carries Troops if given Transport promotions
    - changed: Battlecruiser can use ASSAULT_SEA AI, upgrades to Seaplane Tender, carries Seaplanes if given Transport promotions
    - Changed: Battleship can use MISSILE_CARRIER AI
    - Changed: Modern Battleship can use MISSILE_CARRIER AI
    - Changed: Submarine no longer has MISSILE_CARRIER AI, can use now SPY_SEA AND MISSIONARY_SEA AIs
    - Changed: Nuclear Submarine can use MISSILE_CARRIER AI, no longer has SPY_SEA AND MISSIONARY_SEA AIs
    - Changed: Fusion Cruiser can use MISSILE_CARRIER AI
    - Changed: Seaplane str 25->30, +50% against Sea units, bombard 5%->10%
    - Changed: Cruiser can carry only 1 Seaplane
    - Changed: Heavy Cruiser can carry only 1 Seaplane
    - Changed: Nuclear Carrier renamed to Modern Carrier, moved to Modern Warfare, carries 7 fighters
    - Changed: Carrier moved to Jet Propulsion, requires Radar, str 35->40, carries 5 fighters, cost 525->650
    - Changed: Remote Controlled Bombers button
    - Changed: Anti-Personnel Mech requires Nanotubes, requires Mech Assembly Plant
    - Changed: Scout Mech requires Nanotubes, requires Mech Assembly Plant
    - Changed: Assault Mech requires Nanotubes, requires Mech Assembly Plant
    - Changed: Dropship requires Nanotubes
    - Changed: Walker Droid requires Semiconductors and (aluminum or nanotubes), no longer start with Blitz
    - Changed: Power Armored Infantry requires aluminum or nanotubes, requires Mech Assembly Plant
    - Changed: Hi-Tech Robot requires Semiconductors and Nanotubes
    - Changed: Sentinel requires Semiconductors and Nanotubes
    - Changed: V1 no defensive bonuses, can be captured
    - Changed: Guided Missile no defensive bonuses, can be captured
    - Changed: Biological Warfare Missile no defensive bonuses, can be captured
    - Changed: Catapult can be captured (note that it will defend itself before this)
    - Changed: Trebuchet can be captured (note that it will defend itself before this)
    - Changed: Bombard can be captured (note that it will defend itself before this)
    - Changed: Cannon can be captured (note that it will defend itself before this)
    - Changed: Light Artillery can be captured (note that it will defend itself before this)
    - Changed: Artillery can be captured (note that it will defend itself before this)
    - Changed: Flak88 can be captured (note that it will defend itself before this)
    - Changed: Light Anti-Air Gun can be captured (note that it will defend itself before this), upgrades to Halftrack AA instead of Mobile SAM
    - Changed: Sentinel str 200->220, cost 1700->2000
    - Changed: All Early Fighters and Fighters have 50% bonus vs. Early Bombers
    - Changed: All Jet Fighters have 100% bonus vs. Early Bombers and 50% bonus vs. Bombers
    - Changed: Stealth Fighter has 100% bonus vs. Early Bombers and 50% bonus vs. Bombers
    - Changed: Modern Fighter has 100% bonus vs. Early Bombers and 50% bonus vs. Bombers
    - Changed: Scramjet has 100% bonus vs. Early Bombers and 50% bonus vs. Bombers
    - Changed: Orbital Fighter has 100% bonus vs. Early Bombers and 50% bonus vs. Bombers
    - Changed: Spearman units moved to Metal Casting, bonus vs. mounted 100%->50%, no longer gain production bonus from Stone or Obsidian
    - Changed: Pikeman bonus vs. mounted 100%->50% (str 9 vs. mounted archer's 8 str)
    - Changed: Heavy Pikeman bonus vs. mounted 100%->50% (13.5str vs. mailed knight's 14 str before promotions), moved to Armor Crafting
    - Changed: Trade Caravan uses UNITAI_MERCHANT by default, base trade 50->30, TradeMultiplier 10->2 (total gold 30 + 2* capital city Trade profit = 30 + 2*((base trade profit*total trade modifier)/10000) ), total sum is affected by gamespeed iUnitTradePercent modifier, basehurry modifier 12->15 (1/4 of unit's cost converts to hammers when used hurry option in other cities)
    - Changed: Freight uses UNITAI_MERCHANT by default, base trade 100->200, trademultiplier 10->2, basehurry 30->100 (1/4th of unit's cost), new graphics
    - Changed: Conscription units reordered, this might have solved rare CTD issue
    - Changed: iPower recalculated for all units (str^1.3 now), based on discussion on Better AI forum
    - Changed: Mounted Infantry can use UNITAI_CITY_DEFENSE and UNITAI_CITY_SPECIAL (unit is the only horse unit which gest defensive bonuses and is fast moving)
    - changed: Medic can use now UNITAI_CITY_SPECIAL (valued more for healing promotion abilities)
    - Changed: Police can use now UNITAI_CITY_COUNTER and UNITAI_CITY_SPECIAL (valued more for revolt protection), by default uses UNITAI_CITY_SPECIAL
    - Changed: Guarddog can use now UNITAI_CITY_SPECIAL (valued more for spy reveal)
    - Changed: All unit with intercept chance can use now UNITAI_CITY_SPECIAL (valued more now)
    - Changed: All Assault Mech units can use UNITAI_CITY_COUNTER because they can get collateral damage protection promotions
    - Changed: All Robot units can use UNITAI_CITY_COUNTER because they can get collateral damage protection promotions
    - Changed: All Siege units can use UNITAI_CITY_COUNTER because they can get collateral damage protection promotions
    - Changed: All Wheeled units can use UNITAI_CITY_COUNTER because they can get collateral damage protection promotions
    - Changed: All Clone units can use UNITAI_CITY_COUNTER and UNITAI_CITY_DEFENSE
    - Changed: Crusader free promotions Crusader and Lead by Warlord, city attack bonus removed since it's included in the promotion
    - Fixed: Stealth Bomber can now carry out all DCM air bomb missions
    - Fixed: Remote Controlled Bombers can now carry out all DCM air bomb missions


    Unit Art Styles
    --------
    - Added: Russian unit art style, uses European style as base
    - Added: Japanese unit art style, uses Chinese style as base
    - Added: Mailed Knight for Asian style
    - Added: Mailed Knight for Chinese style
    - Added: Swordsman for Asian style
    - Added: Infantry for Asian style
    - Added: Infantry for Chinese style
    - Added: Infantry for Middle East style
    - Added: Infantry for Arabian style
    - Added: Infantry for Babylon style
    - Added: Heavy Swordsman for African Style
    - Added: Heavy Cavalry for African Style
    - Added: Cuirassier for African Style
    - Added: Carrier (US) for South American Style
    - Added: Carrier (US) for Native American Style
    - Added: Carrier (US) for Meso American Style
    - Added: Carrier (US) for American Style
    - Added: Carrier (German) for Viking style
    - Added: Carrier (Soviet) for Russian style
    - Added: Modern Carrier for Russian style
    - Added: Javelineer (Assyria) for Middle East style
    - Added: Javelineer for Babylon style
    - Added: Javelineer (Assyria) for Arabia style
    - Added: Javelineer (Nubia) for African style
    - Added: Javelineer for Roman style
    - Added: Javelineer (Rome) for Holy Roman style
    - Added: Javelineer (Phoenicia) for Asian style
    - Added: Javelineer (Phoenicia) for China style
    - Added: Archer for Japanese style
    - Added: Axeman for Japanese style
    - Added: Chariot for Japanese style
    - Added: Crossbowman for Japanese style
    - Added: Cuirassier for Japanese style
    - Added: Light Cavalry for Japanese style
    - Added: Mailed Knight for Japanese style
    - Added: Heavy Swordsman for Japanese style
    - Added: Arquebusier for Japanese style
    - Added: Light Swordsman for Japanese style
    - Added: Swordsman for Japanese style
    - Added: Infantry for Japanese style
    - Added: Cannon for Japanese style
    - Added: Cavalry for Japanese style
    - Added: Grenadier for Japanese style
    - Added: Machine Gun for Japanese style
    - Added: Rifleman for Japanese style
    - Added: Early Carrier for Japanese style
    - Added: Early Carrier (Japan) for Asian style
    - Added: Rifleman for Asian style
    - Added: Rifleman (asian) for Chinese style
    - Added: Arquebusier for Asian style
    - Added: Arquebusier (asian) for Chinese style
    - Added: Explorer for Asian style
    - Added: Explorer (Asian) for Japan style
    - Added: Explorer (Asian) for China style
    - Added: Grenadier (China) for Asian style
    - Added: Light Cavalry (china) for Asian style
    - Added: Heavy Cavalry (china) for asian style
    - Added: Mounted Infantry (china) for Asian style
    - Added: Musketman for African style
    - Added: Anti-Tank Infantry for African style
    - Added: Elephant Rider for African style
    - Changed: All Barbarian style schema files updated
    - Changed: All USA style schema files updated
    - Fixed: US Infantry was overriding the default infantry graphics
    - Fixed: US Longbowman was overriding the default longbowman graphics


    Gamedefines
    -----
    - Changed: BASE_SPY_STEAL_PLANS_COST 100 -> 1000
    - Changed: BASE_CITY_GROWTH_THRESHOLD 25 -> 30
    - changed: CITY_GROWTH_MULTIPLIER 2 -> 10 (cities grow slower)
    - Changed: ROUTE_FEATURE_GROWTH_MODIFIER -50% to -25% (forests have higher chance to spread even when plots have routes)
    - Changed: OVERSEAS_TRADE_MODIFIER 100 -> 50
    - Changed: FOREIGN_TRADE_MODIFIER 150 -> 100
    - Changed: TECH_COST_KNOWN_PREREQ_MODIFIER 20 -> 8 ( define * OR tech preregs), example if tech has 3 OR prereqs, knowing all those three before researching this tech gives 3*8% = 24% bonus to research speed. At maximum this is now 5*8% = 40% (Monarchy) instead of 100% as it was with default BtS value
    - Changed: TECH_COST_TOTAL_KNOWN_TEAM_MODIFIER 30 -> 50 ( (define * how many met alive rivals know this tech) / the amount of all alive civs = added to research modifier), example: (50*5 known civs) / 10 alive civs = 25% bonus to reseach speed. What this means is that techs already known by others can be now researched faster making it harder to get ahead of other civs in tech race (effect is about twice as much as with default BtS value)
    - Changed: WAR_SUCCESS_CITY_CAPTURING 10->25, AI now feels more like it's winning/losing based on city gain/loss
    - Changed: UNIT_UPGRADE_COST_PER_PRODUCTION 3->1, upgrading unit costs now less



    Improvements
    -----
    - Added: Vertical Farm
    - Added: Command Center (Future Bunker), 100% defense bonus
    - Added: Windtrap
    - Fixed: Modern Mine hills make valid set to 1 (can be built now on all hills)
    - Changed: Lumbermill moved to Machinery tech
    - Changed: Lumbermill gives +10 production to city when improvement is built (one time bonus) to help AI players build them more (improvements do not have AIWeights)
    - Changed: Fort increases defense by 50% (was 25%) ie. now as much as Forest
    - Changed: Bunker increases defense by 75% (was 50%) ie. now as much as Forest+Hill
    - Changed: Windmill no longer gain bonuses from Environmental Economics and Wireless Electricity (Windtrap is its future replacement)
    - Changed: Cutting down forests is now enabled with Iron Working (classical era) instead of Bronze Working (ancient era). Historically cutting down systematically large areas of forests started on classical era (Roman empire etc).


    Buildings
    -----
    - Added: Communications Satellite
    - Added: Military Satellites
    - Added: Mech Assembly Plant
    - Added: Utility Fog
    - Added: Zero G Sports Arena
    - Added: Aerospace Complex, upgrades Military Airbase
    - Added: Matter Decompiler
    - Added: Body Exchange Clinic
    - Added: Communication Tower, upgrades Broadcast Tower
    - Added: Network Node, upgrades Communication Tower
    - Added: Cannery, upgrades Artesian Well
    - Changed: Nanite Lab requires Nanotubes
    - Changed: Fisherman's Hut AIWeight 10 -> 100
    - Changed: Butchery AIWeight 0 -> 100
    - Changed: All religious Temples give happiness only from State religion
    - Changed: Meeting Hall 1 unhealthiness from Alcohol
    - Changed: Armourer has new graphics
    - Changed: Tannery obsolete with Assembly Line instead of Plastics
    - Changed: Military Airbase gives +3 experience for Helicopter units (since they belong to DOMAIN_LAND group and not DOMAIN_AIR)
    - Changed: iPower value adjusted for some production buildings (AIs should consider to build these more often)
    - Changed: Bakery button
    - Changed: Walls fVisibilityPriority 1 -> 1000 so that they should remain visible around the city all times
    - Changed: High Walls fVisibilityPriority 1 -> 1000
    - Changed: Barbwire Fence fVisibilityPriority 1 -> 1000
    - Changed: Castle button
    - Changed: Observatory cost doubled, doesn't require Glass, built faster with Glass
    - Changed: Bath House visibility reduced to 1.0
    - changed: Cannon Forge obsolete at Automatic Weapons
    - Fixed: Supermarket build sound define typo
    - Fixed: Sid's Sushi Restaurant build sound define typo
    - Fixed: American Mall build sound define typo
    - Fixed: Hypermarket build sound define typo
    - Fixed: Shopping District build sound define typo
    - Fixed: Convention center build sound define typo
    - Fixed: Security Center reduces Air damage by 25% (not increase)


    Great Wonders
    -----
    - Added: Carhenge
    - Added: Ascension Gate, required for Scientific Victory
    - Added: Nanite Defuser, disarms all nuclear weapons from all players (one time effect)
    - Changed: The Space Elevator double production speed with Nanotubes instead of Aluminum
    - Changed: Silicon Valley produces x amount of Semiconductors
    - Changed: Royal Tournament requires Knight's Stable instead of Stable
    - Changed: Edinburgh castle button


    National Wonders
    -----
    - Added: Rubber Plant, produces Synthetic Rubber
    - Added: Fertilizer Plant, produces Fertilizers
    - Added: Research Hospital, produces Smart Medicine
    - Added: Replicator Plant, produces Replicators
    - Changed: Brewery can built only once and it will produce more than 1 alcohol resource
    - Changed: Treasury graphics
    - Changed: Medical Clinic moved to Replacement Organs tech
    - Changed: Nano Research Department requires Coal
    - Changed: Chemical Plant produces Chemicals instead of Synthetic Rubber, moved to Refining tech, requires River (oil+sulphuric acid+water = chemicals)
    - Changed: Supercollider graphics


    Resources
    ----
    - Added: Nanotubes
    - Added: Semiconductors
    - Added: Replicators, reduces unit upgrade costs by 50%
    - Added: Smart Medicine
    - Added: Biofuel
    - Added: Chemicals
    - Added: Fertilizers
    - Changed: Ivory from group Rush to Luxury (placed more now?)
    - Changed: Stone can appear now on Grass, Plains, Desert, Tundra and Snow terrains
    - Changed: Alcohol no longer cause unhealthiness (this modifier is moved to buildings)


    Python
    ---
    - Added: RomGameUtils (previous CvGameUtils) overrides the default CvGameUtils functions which BUG uses. Init in RoMSettings.xml (load mod in init.xml)
    - Added: RoMEventManager replaces previous CvEventManager changes ie. CvEventManager is no longer modified by RoM (preferred method with BUG mod), init in RoMSettings.xml
    - Fixed: Buccaneers random event help function
    - Fixed: Civic screen no longer try to show help info for Democracy civic
    - Fixed: Air Defense modifier is shown now in Improvements if they affect it (bug in BtS prevented it from showing)
    - Changed: Scoreboard shows now Dynamic Civ names
    - Changed: CvUtil has now some functions that were before in CvGameUtils
    - Changed: CvEventManager allows now National Wonders to play movies
    - Changed: SevoPediaBuilding shows resource requirements now the same way as unit pages do ie. with AND and OR messages
    - Changed: Demolishing obsolete buildings from city gives only half the gold amount
    - Changed: Civic screen shows new building happiness modifiers for President and Liberal civics
    - Changed: SettlerEventManager removed and functions merged to RoMEventManager
    - Changed: MAC support added to all python files that use BugUtil module
    - Changed: Abandon city no longer show Free buildings in the list


    Civics
    ---
    - Changed: Slavery AIWeight -10 to -50 (AIs should abandon this civic more likely as the game advances)
    - Changed: Communist gold bonus -25% to -60% in all cities
    - Changed: Caste has now -50% improvement upgrade rate, AIWeight 0 -> -20, no longer give hammer bonus for Modern Mine
    - Changed: Vassalage +1 gold from Forts
    - Changed: Proletariat +1 hammer from Lumbermill
    - Changed: Public Works +1 happiness in largest cities
    - Changed: Church building production bonus in cities with state religion 10% -> 25%, GP rate with state religion 0 -> 20%
    - Changed: Subsidized health in all cities 4 -> 6
    - Changed: President great general 10% -> 20%, free experience 1->3, +1 happiness from Broadcast Tower, National TV Station, Info Net, +2 happiness from Communication tower, +3 happiness from Network Node, decreases local rebelliousness
    - Changed: Green adds +1 hammer/gold from Lumbermills (think of it as for each cut down tree you'll plant a new one to keep forests renewing = used in Finland), -2 hammer from Workshop
    - Changed: Feudal gives +1 gold from farm instead of +2
    - Changed: Liberal +2 happiness from Communication tower, +3 happiness from Network Node


    Events
    ---
    - Changed: Sea Storm 3 and Sea Storm 4 ships no longer sink if they are inside player's cultural borders and there's small random chance that they survive on unowned ocean plots

    Techs
    --
    - Changed: Androids requires Rapid Prototyping
    - Changed: Cybernetics requires Rapid Prototyping
    - Changed: Steam Power req. Scientific Method is now AND requirement instead of OR (prevents players from advancing to Industrial era without certain key Renaissance techs), requires Physics (AND req.)
    - Changed: Marxism has now AND reqs. Corporation and Steam Power
    - Changed: Artillery requires Steel instead of Physics
    - Changed: Wearable electronics renamed to Wearable Computers
    - Changed: Chivalry requires Armor Crafting
    - Changed: Realism button
    - Changed: Modern Seismology button
    - Changed: Applied economics requires Representative Democracy
    - Changed: Globalization requires Applied Economics
    - Changed: Economics requires Algebra
    - Changed: Thermodynamics requires Algebra
    - Changed: Siege Warfare requires The Wheel
    - Changed: Crop Rotation requires Agriculture
    - Changed: Agricultural Engineering requires Crop Rotation and Agricultural Tools
    - Changed: Modern Sanitation requires Sanitation
    - Changed: Guided Weapons requires Automatic Weapons
    - Fixed: Fermentation can be traded
    - Fixed: Horse Breeding can be traded
    - Fixed: Mounted Archery can be traded
    - Fixed: Cold Fusion is now entirely disabled (cost -1 and advanced start cost -1)
    - Fixed: Communism flavor for military had typo

    Gametext
    ----
    - Added: Artificial Life pedia
    - Added: Teleportation pedia
    - Added: Artificial Evolution pedia
    - Added: Wearable Computer pedia
    - Added: Smithing pedia and quote
    - Added: Telegraph pedia and quote
    - Added: Crop Rotation pedia and quote
    - Added: Algebra pedia and quote
    - Added: Quantum Computing quote
    - Added: Modern Health Care pedia
    - Added: Armor Crafting pedia and quote
    - Added: Microprocessor pedia and quote
    - Added: Biofuels pedia and quote
    - Added: Fermentation pedia and quote
    - Added: Vassalage pedia and quote
    - Added: Quantum Teleportation pedia and quote
    - Added: Caste System pedia and quote
    - Added: Replacement Organs pedia and quote
    - Added: Orbital Flight pedia and quote
    - Added: Aristocracy pedia and quote
    - Added: Anatomy pedia and quote
    - Added: Strategy Overlay pedia to RoM Concepts
    - Added: Advanced Combat Odds pedia to RoM Concepts
    - Added: Scientific Victory pedia to RoM Concepts
    - Added: No Building Graphics -module pedia to RoM Concepts
    - Added: Flak Tower pedia
    - Added: Brewery pedia
    - Added: Movie Theatre pedia
    - Added: Casino pedia
    - Added: Radio telescope pedia
    - Added: Opera House pedia
    - Added: Garrison pedia
    - Added: Humanism quote
    - Added: Flamethrower pedia
    - Added: Dreadnought (ships) pedia
    - Added: MIG21 pedia
    - Added: BF109 pedia
    - Added: FW190a pedia
    - Added: Butchery pedia
    - Added: Fisherman's Hut pedia
    - Added: School pedia
    - Added: Convention Center pedia
    - Added: World Bank pedia
    - Added: Amusement park pedia
    - Added: Einstein's Laboratory pedia
    - Added: Irrigation Canals pedia
    - Added: Nanotubes pedia
    - Added: Carhenge pedia
    - Added: Cement Mill pedia
    - Added: Central Bank pedia
    - Added: Commercial Airport pedia
    - Added: Military Airbase pedia
    - Added: Commnications Satellite pedia
    - Added: Computer Network pedia
    - Added: First Cloned Mammal pedia
    - Added: Edinburgh Castle pedia
    - Added: Food Processing plant pedia
    - Added: Foundry pedia
    - Added: Water treatment pedia
    - Added: Hypermarket pedia
    - Added: International Space Station (ISS) pedia
    - Added: labor union pedia
    - Added: Supercollider pedia
    - Added: Manufacturing pedia
    - Added: Mind Storage pedia
    - Added: Nano factory pedia
    - Added: pharmacy pedia
    - Added: Pont du Gard pedia
    - Added: Potala Palace pedia
    - Added: Press Agency pedia
    - Added: Advanced Quality Control pedia
    - Added: Radar Station pedia
    - Added: Shipyard pedia
    - Added: Silicon Valley pedia
    - Added: Sun Tzu's Art of War pedia
    - Added: Theory of Everything pedia
    - Added: Theory of Evolution pedia
    - Added: Edison's Workshop pedia
    - Added: Toll House pedia
    - Added: Royal Tournament pedia
    - Added: TV Station pedia
    - Added: Universal Translator pedia
    - Added: Telephone Network pedia
    - Added: Vacation resort pedia
    - Fixed: ranged bombard typo
    - Updated: Civ Changer pedia in RoM Concepts now mentions the feature works only in cheat game mode
    - Updated: Better BtS AI pedia in RoM Concepts, now contains all AI changes up to v0.78 (total of 26 pages so remember to read it all!)
    - Updated: Limited Religions pedia in RoM Concepts
    - Updated: Archer Bombard pedia in RoM Concepts
    - Updated: Inquisition pedia in RoM Concepts
    - Updated: Civic Specific Buildings pedia in RoM Concepts


    BUG options
    -----
    - Changed: Scoreboard shows maximum of 30 civs at a time, if number of civs exceeds this amount the scroll slider for scoreboard will be shown


    Modules
    ----
    - Added: Abu Bakr leader for Arabia
    - Added: Vincentz's Jungle Camp (Modules\Builds), fixed to work with Clone worker
    - Added: Vincentz's Warlords (Modules\Custom Units)
    - Added: Vincentz's Spy units (Modules\Custom Units)
    - Added: Vincentz's Industry (Modules\Builds), fixed to work with Clone worker
    - Updated: Afforess' Realistic Diplomacy to latest version
    - Updated: many schema files
    - Changed: MLF control file in Modules directory contains now info from Universal MLF control forum thread

    Languages
    -----
    - Added: Mod supports now French, Germany, Spain and Italian but the translations are incomplete (new object texts shown in English). Bug: Python exception at start about ascii characters (BugUtil, UnitUtil and DynamicCivNames) - what's the cause???



    Movies
    ---
    - Added: Amusement Park
    - Added: Center for Disease Control
    - Added: Central Bank
    - Added: Hubble Space Telescope
    - Added: Labor Union
    - Added: Supercollider
    - Added: Theory of Everything
    - Added: Secret Army Base
    - Added: Silkroad
    - Added: Theatre of Dionysus
    - Added: Treasury
    - Added: Circus Maximus
    - Added: Adam Smith
    - Added: Marco Polo
    - Added: Newton's College
    - Added: SDI
    - Added: Edinburgh Castle
    - Added: Einstein's Lab
    - Added: Encyclopedie
    - Added: Forbidden Palace
    - Added: National Sports League
    - Added: International Space Station

    Gamefonts
    ------
    - Updated: Vincentz's latest gamefonts which include more corporation and guilds icons

    PlotLSystem
    ------
    - Added: Vertical Farm defines
    - Added: Windtrap defines
    - Added: Desert Windmill defines


    Projects
    ----
    - Added: Eden Project
    - Changed: SDI cost 1000->2000
    - Changed: Internet cost 2000->3000
    - Changed: SS Cockpit cost 1000->5000
    - Changed: SS Life Support cost 1000->5000
    - Changed: SS Statis Chamber cost 1200->6000
    - Changed: SS Docking Bay cost 2000->10000
    - Changed: SS Engine 1600->8000
    - Changed: SS Casing 1200->6000
    - Changed: SS Thrusters 1200->6000

    Hints
    ---
    - Added: 1 new hint

    Gamespeeds
    ------
    - changed: Snail iUnitTradePercent 600%->500%, iUnitGreatWorkPercent 600%->500%

    Civilizations
    ------
    - Changed: Barbarians no longer have access to certain buildings and units

    Terrain
    ----
    - Changed: Storm growth rate 400->500

    Routes
    ----
    - Changed: All route types have new button graphics

    Game Options
    ------
    - Added: Barbarian World, barbarians start with a free city for every civ in the game
    - Added: Rising Seas, global warming can raise sealevel
     
  5. Afforess

    Afforess The White Wizard

    Joined:
    Jul 31, 2007
    Messages:
    12,239
    Location:
    Austin, Texas
    Thanks Zap, that really bugged me.
     
  6. Hydromancerx

    Hydromancerx C2C Modder

    Joined:
    Feb 27, 2008
    Messages:
    16,281
    Location:
    California, USA
    So that's why its so much harder. Your cities don't grow as fast and your techs take longer to research (at least to get ahead). You're a sly one Zap. ;)
     
  7. Flay

    Flay Prince

    Joined:
    Apr 9, 2009
    Messages:
    346
    I tried to look for it but didn't found it ( not very smart indeed).
    What are the difference between 2.8 and 2.8 lite ? :blush:
     
  8. zappara

    zappara Mod Designer

    Joined:
    Dec 19, 2003
    Messages:
    2,781
    Location:
    Finland
    Lite doesn't have new wonder movies and new (modular) leaders. Otherwise it's exactly the same mod.
     
  9. Flay

    Flay Prince

    Joined:
    Apr 9, 2009
    Messages:
    346
    was 2 late
     
  10. Grunthex

    Grunthex Prince

    Joined:
    Oct 21, 2001
    Messages:
    366
    Location:
    Calgary, Canada
    Quick question, since I wanna finish my 2.71 game before I play this.

    Did the BTR80 change make it live in 2.8? You had tried it out, and I thought I read somewhere that it wasn't gonna stay in, but it's still in patch notes.
     
  11. cr0ws

    cr0ws Prince

    Joined:
    Aug 29, 2008
    Messages:
    571
    Ahhhh 2.8 is finally out! At least 1 thing went good today! thanks Zappa!

    Good idea using torrent for downloading, these corrupt files issue was a bugger in itself.
     
  12. Preytor

    Preytor Warlord

    Joined:
    Oct 21, 2006
    Messages:
    116
    Location:
    Canada
    Question:
    Do the all the scenarios in Rise of Mankind\PrivateMaps work with RoM2.8?
    In particular Earth 18 preset civs, Huge?
     
  13. zappara

    zappara Mod Designer

    Joined:
    Dec 19, 2003
    Messages:
    2,781
    Location:
    Finland
    That change didn't make it to the live version. Patch notes corrected.

    They should as nothing has changed from v2.71 to v2.8 that would affect those scenarios. Though I haven't tested them out so if you find any problems please report them in the v2.8 feedback thread.
     
  14. quibing

    quibing Warlord

    Joined:
    May 1, 2009
    Messages:
    107
    Location:
    Москв
    Zap! 1 question. Units have been set up under 2.71 will work under 2.8? Or need to re-copy-paste settings from new CIV4UnitInfos.xml?
     
  15. Supercheese

    Supercheese Zeppelin Commander

    Joined:
    Aug 2, 2009
    Messages:
    378
    Location:
    Idaho
    Well, the <iPower> tags for basically all units have been re-calculated for 2.8, so any 2.71 units will need to have them changed accordingly.

    New formula for iPower is: (old)iPower ^ 1.3 = (new)iPower, IIRC.
     
  16. blade117

    blade117 The Unburnt

    Joined:
    Apr 10, 2009
    Messages:
    387
    Location:
    The Ether
    Torrent question, Could someone possibly upload the mod without a torrent, because I find torrents to be incredibly slow and also my laptop rarely has internet (only during academic day) so that would slow it down even more. Otherwise, any help?
     
  17. Supercheese

    Supercheese Zeppelin Commander

    Joined:
    Aug 2, 2009
    Messages:
    378
    Location:
    Idaho
  18. quibing

    quibing Warlord

    Joined:
    May 1, 2009
    Messages:
    107
    Location:
    Москв
    Ok. Thx.
     
  19. zappara

    zappara Mod Designer

    Joined:
    Dec 19, 2003
    Messages:
    2,781
    Location:
    Finland
    Actually the new formula is Str ^ 1.3 = iPower.
     
  20. blade117

    blade117 The Unburnt

    Joined:
    Apr 10, 2009
    Messages:
    387
    Location:
    The Ether
    Thanks
     

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