SCENARIO: Rise of Mankind 2: Colonization

You can most definitely create events that work only in your scenario without too much trouble. You'll need to copy the random event files into your scenario (xml and py files). This will allow you to create events that are triggered after a certain calendar date, and that would give native American civs horse resources. Likewise, random events can trigger "reinforcements" for the European civs (ships, troops, settler, missionaries, etc). Among reinforcements, you can have "supply ships" that can be converted into production hammers when they reach a port, which would help colonies finish big projects (wonders for example).
Yes, I know that. :) The problem is when player stops playing this colonization scenario and starts normal Rise of Mankind game - with scenario event files included now in the mod files, he would get colonization events and soon he'd be asking here on forum how to fix it. If the mod was purely built just for this specific scenario, adding colonization events would be easy task. There are few ways to blend those colonization events into main mod by making them into more general format - so that they can happen in both normal RoM game and in scenario game.


Now that Kalimakhus's had updated RevolutionDCM addon, this scenario might become even more fun... got to try it soon. :)
 
Yes, I know that. :) The problem is when player stops playing this colonization scenario and starts normal Rise of Mankind game - with scenario event files included now in the mod files, he would get colonization events and soon he'd be asking here on forum how to fix it. If the mod was purely built just for this specific scenario, adding colonization events would be easy task. There are few ways to blend those colonization events into main mod by making them into more general format - so that they can happen in both normal RoM game and in scenario game.


Now that Kalimakhus's had updated RevolutionDCM addon, this scenario might become even more fun... got to try it soon. :)

Yes, I forgot about the mod-mod part... Would it be possible to include a feature on the map that would not normally be available in the original mod itself -- then use that feature as one of the conditions to trigger the event?
 
Apparently this scenario doesn't work with RevolutionDCM addon enabled. You'll get "you have been defeated" message on the first turn which probably is caused by some revolution mod's victory condition check.
 
The "You have been defeated" message is received usually when the number of civs in the scenario doesn't match the one in the DLL. RevDCM DLL supports 34 civs if this is the number of players (active+non-active) in the scenario file then it should work. BTW Revolution doesn't add any new victory conditions.

Edit: I made a quick trial. Unfortunately adjusting the number of civs doesn't seem to get the scenario to work with RevDCM. :sad:
 
1624 spring, whippets are starting to roll thru S. America. Jeeps are good recon but Capac's Grenadiers are a match for them.

The only unit left to Louis is a galleon in Isabella's Madrid on the Cuba Isle. William is there too but with 3 land units and no seafaring vessel to transport his last settler to another land mass. So they are really both just confetti and Isabella will dipose of them in due time.

Jao is a vassal,..... little weasel always wants to trade fish (I have 7) for ammunition or steel. Very annoying, wish I had turned Vassalage off.

Sitting Bull is on the NW Canadien Reservation now.

Pacal has lost his capital to me and about 5 other cities.

Consolidated central Brazil (Jao has the eastern seaboard) and making a push into the Andes against Capac from the tip of S. America.

I control the seas with early destroyers and battlecruisers against frigates and galleons mostly.

Have early fighters but more importantly Airports. Dropping those whippets, Jeeps and artillery into the captured cities of Capac and Pacal sustain the push against both.

Ragnar is gone, he had a fine capital in Newfoundland.

Boudica has 2 islands and the Ghana city still.

The scenario is almost over.

JosEPh :)
 
I have spent about an hour a night for the last three trying to get this scenario working.

I have v 2.2 of RoM and have put the 40 civ .dll in both the mod's asset folder and the BTS asset folder.

I still get the instant "you have been defeated." Tried several "reinstalls" of each component. What else can I try?
 
I never used the 40 CIV .dll.

Just RoM 2.2 with Solver's 0.19 UOP.

Nor do I have Revolutions/DCM add-ons. Straight RoM if you please with no chasers. ;)

JosEPh
 
I started a game with the Spanish civ.! Liked it very much, really good made!

Just one point is that after some turns there start to spread the "other" holy cities for buddhism, hinduism, etc. in different cities.

Is that supposed to happen, or has a reason? I think with advanced start this happens.
IMO it would be better if this could be avoided in some way.

Anyway: Very good made!:-)
 
I started a game with the Spanish civ.! Liked it very much, really good made!

Just one point is that after some turns there start to spread the "other" holy cities for buddhism, hinduism, etc. in different cities.

Is that supposed to happen, or has a reason? I think with advanced start this happens.
IMO it would be better if this could be avoided in some way.

Anyway: Very good made!:-)
Hmm.. only way to "disable" holy cities from popping would be to give each religion's missionary at start for european civs... at least I think this would do the trick.
 
Yes, that may work, haven´t thought of that!;-) Maybe that would effect the gameplay in a positiv way, because then every european colony would have another religion and that would increase rivalry between each other.

Just my thoughts!;-)
 
I don't find the link for 40 civ, where can i download it?

Thanks for this great mod and greate experience with CIV4
 
I don't find the link for 40 civ, where can i download it?

Thanks for this great mod and greate experience with CIV4
It doesn't need it anymore, this scenario works just fine with RoM 2.4, max players is 34 with the dll that is included in RoM. Though you can reach that civ limit only if you have Revolution mod components enabled.

edit: updated my post in main RoM thread about this scenario and deleted that dll requirement info bit as it's no longer needed.
 
This must be among the best Civ Scenarios that I've ever played. I started my game about an week ago with British troops. During the first two turns I sank the French civilization with my galleons and other ships. After that I slaved the Iroquise. Then I destroyed the Spanish civilization and caused Celts to collapse in a civil war (they became Germans). After that I've destroyed the Vikings and other spawning civilizations. Now I have booted Mayas out of North America and soon the Aztecs will become extinct. I have also populated the Caribbean islands during the game. It seems that settler production is so slow that there's not much point to create cities on your own.
 
Apparently this scenario doesn't work with RevolutionDCM addon enabled. You'll get "you have been defeated" message on the first turn which probably is caused by some revolution mod's victory condition check.


Has been this solved? I have this error with v2.53 :(
 
Found the problem: Since max number of civs was increased from 34 to 50 in RevDCM DLL, the barbarians were on wrong team number in this scenario and caused the defeat message on start. I'll try to get fixed version uploaded this week (not at home now) and it will be included in next version as well.
 
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