1. We have added a Gift Upgrades feature that allows you to gift an account upgrade to another member, just in time for the holiday season. You can see the gift option when going to the Account Upgrades screen, or on any user profile screen.
    Dismiss Notice

Version 2.5beta patch

Discussion in 'Civ4 - Rise of Mankind' started by zappara, Nov 14, 2008.

  1. zappara

    zappara Mod Designer

    Joined:
    Dec 19, 2003
    Messages:
    2,781
    Location:
    Finland
    I have now uploaded v2.5 patch. This patch requires v2.4 or v2.41. The patch includes v2.41 patch changes too, so you don't need to install that one.

    Download v2.5 patch

    Because this patch changes the whole civic system, some testing is needed to balance all the modifiers and for final patch version I might still make some civic changes. With beta patch we can also find out the last lurking bugs.. if there are any left ;)

    The civics are mostly based on discussion in this forum section so huge credits to Lawrie, Big Heb and others. When I was modifying civics, I looked through DLL source files to see how AI players decide what civics to use - to my surprise it doesn't consider at all some civic modifiers (like health changes from buildings or changes to improvements!!!) so I had to get little creative to get the AIs use new civic options... this of course increased complexity quite a bit and that's what we are now testing.

    So far I have managed to get crash with this patch only with MAF error (Memory Allocation Fault) when my poor old graphics card ran out of memory during late game (I had all revolution components on).

    Revolutions have been tweaked a lot - with new civic settings and with revolution settings, so less revolutions should occur during game. The question is that are those now happening too few times? Finding good balance for this component is vital too and I will look into it once I get some feedback reports.

    I went through all map scripts and all pre-made maps. Though some mapscripts are unable still to place Marsh terrain but at least they all should work correctly. Giant and Gigantic map sizes don't work correctly on some scripts (and there's nothing I can do about it now since it requires DLL change).

    If you experience Missing UI problem with this patch, there's inside the patch zip file another zip file that includes BugPath.py from BUG mod v3.0. Replace RoM file with that one and it should fix this problem (if not, then there must be some other problem).

    Version 2.501beta patch notes:
    Spoiler :
    Version 2.501beta
    ------------------

    Mod Components
    --------------
    - Merged: RevolutionDCM 0.961
    - Fixed: Start as Minors, moved patch file to correct folder so it overwrites old file

    Python
    ------
    - Changed: Exotic Foreign advisor, changed civic category names
    - Changed: Autolog (BUG mod feature) should work correctly if enabled (event onChangeWar was causing errors)
    - Changed: Rebeltypes (revolution mod) includes now new 5 civilizations: Abyssinia, Assyria, Iroquois, Hittites, Siam
    - Changed: Sevopedia civic's pedia shows info if civic is required to build certain buildings or units, shows info about rebelliousness
    - Changed: Civic screen shows now info if certain civic allows you to build certain buildings (f.ex. Manor) or train certain units (Inquisitor), shows info about rebelliousness
    - Changed: Sevopedia Building's pedia page show info if building is part of building upgrade line
    - Changed: Sevopedia Building's pedia page show info if building requires hills within city radius
    - Changed: Sevopedia Building's pedia page show info if Great Wonder can not be built in same city which has already certain Great Wonder
    - Changed: Sevopedia Building's pedia page show info if building requires certain active civic
    - Fixed: Main interface division by zero error in getMaxRow. The following functions also seem to be "bugged" as they use MaxCol when actually it should be using MaxRow but when fixed, unit icons on main screen get aligned incorrectly?!? These code segments are part of BUG mod's Plot List Enhancements...


    Buttons
    -------
    - Changed: removed mipmaps from all buttons in the patch (they don't resize or get blurry anymore when using low graphics level)

    Civics
    ------
    - Fixed: Prophets allows now State Religion
    - Fixed: Folklore removed laborfreedom modifier (revolution mod) and changed it to religion freedom
    - Fixed: Secular no longer give happiness from state religion, there's bug in the game engine and can't enable modifiers State religion = 1, state religion happiness > 0 and non-state religion happiness > 0 at the same time, happiness penalty with civs without Secular
    - Changed: Communist gets +1 hammer from workshop
    - Changed: Republic available now at Philosophy tech (same as Senate)
    - Changed: Chiefdom gets now +25% distance modifier from palace to maintenance
    - changed: Despotism -20% science bonus
    - Changed: Bureaucracy available now at Civil Service tech
    - Changed: Vassalage Great People negative modifier removed, moved to Constitution
    - Changed: President, removed number of cities maintenance cost and war weariness modifier changed from +20% to -20%, +1 free experience, moved to Representative Democracy
    - Changed: Keynesian renamed to Regulated
    - Changed: Corporatist gets +1 trade routes, -50% corporation maintenance costs and 2 unhappiness in largest cities, increases now revolution indexes (unhappiness)
    - Changed: Intolerant has now -9 religious freedom modifier (was -7) to enable DynamicCiv names on Theocratic nation (Holy prefix)
    - Changed: Oligarchy removed free experience modifier
    - Changed: Aristocracy moved to Bronze Working, +1 free experience
    - Changed: Patrician +1 happiness from Bazaar, Market, Treasury, +10% war weariness
    - Changed: Senate +1 happiness from Agora, largest city happiness +1
    - Changed: Proletariat +25% corporate maintenance modifier added, +1 health in all cities instead of -1, Happiness from Agora 2->1, +1 happiness from Colosseum, Guildhall and School, available now with Democracy
    - Changed: Bourgeois -1 happiness from Agora, happiness from Slave market 3->1, +1 happiness from Brothel, Factory and Casino
    - Changed: Caste system -20% science removed, -10% culture, production bonus 20%->10%
    - Changed: Barter maintenance modifiers removed
    - Changed: Feudal added AIWeight = 5 (calculation multiplies it with number of cities) to help AI players choose this civic (since improvement modifiers have both positive and negative values and AI sums them up)
    - Changed: Church moved to Meditation tech (this tech enables Monasteries too)
    - Changed: State Church gives happiness from Spiral Minaret, University of Sankore, no longer give happiness from Chichen Itza, unlimited priests
    - Changed: Slavery production and worker bonuses removed, improvements' modifiers added
    - Changed: Planned moved to Communism, corporations have no effect, production bonus in all cities lowered from 50% to 30%
    - Changed: Corporatist decreases corporation maintenance, production bonus removed, commerce bonus from Well, Offshore Platform and whaling boats, +1 hammer from workshop
    - Changed: Divine Cult -25% war weariness, gives happiness from Palace, Forbidden Palace, Pyramid (it's a tomb), Mausoleum of Mausollos (tomb also), Taj Mahal (tomb) and Pyramid of the Magician
    - Changed: Intolerant gives +3 happines from King Richard's Crusade
    - Changed: Atheist gives +2 happiness from Theory of Evolution, +1 happiness from Einstein's laboratory, -2 unhappiness from University of Sankore
    - Changed: Survival no upkeep
    - Changed: Charity no upkeep
    - Changed: Private moved to Usury tech (currency is full), corporation maintenance modifier from -15% to +5%, +1 happiness from Arena, Colosseum and Movie Theatre, Broadway and Hollywood, +2 happiness and health from Red Cross
    - Changed: Public works high upkeep, +1 health from Pont du Gard, +1 happiness from National Courier System and Three Gorges Dam
    - Changed: Subsidized +1 happiness from Hospital, School and University
    - Changed: Socialized +15% maintenance costs from distance to capital and from number of cities (30% total)
    - Changed: Corporate moved to Assembly Line, +15% research in all cities, +25% maintenance from number of cities, all Corporations' HQs give +2 health to city


    Techs
    -----
    - Changed: Philosophy made cheaper, cost from 800 to 500

    Units
    -----
    - Changed: Workboats no longer use ATTACK_SEA, ESCORT_SEA, RESERVE_SEA and ASSAULT_SEA unit AIs because AI players are stupid and build them even if there's barbarian ships near (though not sure if this helps to this problem)
    - Changed: Mounted Infantry uses now COUNTER, CITY_COUNTER and RESERVE unit AIs
    - Changed: Light Cavalry uses now COUNTER unit AIs
    - Changed: Heavy Cavalry uses now COUNTER unit AIs


    Pedia
    -----
    - Changed: Liberal
    - Changed: Proletariat

    Gametext
    --------
    - Fixed: in BuildingclassInfos Obelisk class was referring to text element Obelisk instead of Monument which is actually the default name
    - Changed: civic specific buildings' strategy texts
    - Changed: Event text elements refer now to new civic names
    - Added: Many building and unit strategy texts

    Other
    -----
    - Changed: "BugPath (MissingUIFix).zip" includes newer BugPath.py file

    ==============================================================================


    Version 2.5beta patch notes:

    Spoiler :
    Mod components
    --------------
    - Updated: Revolution 1.64b (python 1.65c)
    - Updated: Better BTS AI 0.41B (includes Solver's Unofficial Patch 0.21)
    - Updated: Super Spies 1.3
    - Updated: RevolutionDCM (bombard fixes)

    Missing UI Fix
    --------------
    - Added: in Rise of Mankind -folder there's 'BugPath (MissingUIFix).zip' which contains older BUG mod's BugPath.py file. If you are experiencing Missing UI problem when running the mod, unzip this file and overwrite the BugPath.py file in 'Rise of Mankind\Assets\Python\BUG\' -folder with the file inside the zip

    Civics
    ------
    - Changed: categories renamed to new settings
    - Changed: Government civics, Majority Rule and Corporatism removed
    - Changed: Removed Martial Law option from Power category
    - Changed: Power civics (previous Legal category)
    - Changed: Society civics (previous Labor category)
    - Changed: Welfare civics (previous Healthcare category)
    - Changed: Future civics (previous education category)
    - Changed: Religion civics
    - Changed: Corporatist allows training of Executive units without Corporation Headquarters building ie. you can build them in all cities instead of one city (like Missionaries without Monastery)

    Leaders
    -------
    - Changed: all leaders who had Nationhood as favorite civic, swapped to Nationalist
    - Changed: all leaders who had Emancipation as favorite civic, swapped to Liberal (adjusted in future)
    - Changed: All leaders who had Free Speech as favorite civic, swapped to President
    - changed: all Universal Suffrage -> Federal
    - Changed: all Police State -> Despotism
    - cHANGED: all Theocracy -> Divine Rule
    - CHANGED: all Free Market -> Laissez Faire
    - Changed: all State Property -> Planned
    - changed: all Free Religion -> Secular
    - changed: all Representation -> Republic
    - changed: all Organized Religion -> State Church

    Gametext
    --------
    - Changed: in traits pedia, all Nationhood links swapped to Senate (will be changed later)
    - Changed: in traits pedia, all Representation links swapped to Republic (will be changed later)
    - Added: Improvements pedia to RoM concepts
    - Added: Religions pedia to RoM concepts
    - Added: Strategy text for many units
    - Added: Mapscripts pedia to RoM concepts
    - Added: Civics pedia to RoM concepts
    - Changed: "can build Missionaries without..." changed to format "can build special units without..." because the civic option uses same text entry for both Missionaries and Executives no matter what the specialbuilding type is set in civic option

    Python
    ------
    - Changed: city screen bonus columns adjusted slightly so that overlapping with scroll bar or with Citizens doesn't occur
    - Changed: Tried to reduce Marsh plot generation from Mapgenerator
    - Changed: in random events Emancipation replaced with Liberal (need to check later?)
    - changed: in random event billion and billion Free Speech swapped to President civic
    - changed: in random event billion and billion Theocracy -> Divine Rule
    - changed: in random event carnation revolution Universal suffrage swapped to Federal
    - changed: in random event Fiat money Decentralization to Barter
    - changed: in random event THE_GENERALS_PUTSCH Police state -> Fascist
    - changed: in random event CURE_FOR_CANCER Theocracy -> Divine Cult
    - changed: in GameUtils should AI use inquisitor Theocracy -> Intolerant
    - changed: in random event Napalm Bombs Pacifism civic check disabled since it no longer exist in mod
    - changed: in random event Darwin's voyage Free religion -> Secular
    - changed: in random event Carnation Representation -> Republic, State Property -> Planned
    - changed: in random event Free Enterprise Free Market -> Laizzes Faire
    - changed: in random event Noble Knights Organized Religion -> State Church
    - changed: Civic screen settings adjusted
    - Fixed: BUGMilitaryAdvisor, Military advisor screen now shows Strategic Advantages correctly (wasn't showing them at all)

    Events
    ------
    - Changed: Partisan event uses now Liberal instead of Emancipation
    - Changed: Electric Company uses Liberal instead of Emancipation
    - Changed: Nuclear protest uses President instead of Free Speech
    - Changed: Laboratory event uses President instead of Free Speech
    - Changed: Interstate Universal suffrage -> Federal
    - Changed: Too close to call Universal suffrage -> Federal
    - changed: Charismatic event Police state -> Fascist
    - changed: Controversial Philosopher Theocracy -> Divine Rule
    - changed: Heresy Theocracy -> Divine Rule
    - changed: Rogue Station State Property -> Planned
    - Changed: Federal Reserve Free Market -> Laissez Faire
    - changed: Freedom Concert Free Religion -> Secular
    - Changed: Crisis in Senate Representation -> Senate
    - Changed: 40 thieves Organized Religion -> State Church


    Civilizations
    -------------
    - Changed: Starting civics swapped to new civic options
    - Changed: Vikings use now viking unit artstyle

    Voting
    ------
    - Changed: Emancipation swapped to Liberal civic
    - Changed: Free speech swapped to Parliament
    - Changed: Universal suffrage swapped to Democracy
    - Changed: Free Religion swapped to Secular
    - Added: Vote for Welfare civic option (Socialized)

    Eras
    ----
    - Changed: All eras train and construct (building) costs stay now at 100%
    - Changed: Renaissance research % from 70->75
    - Changed: Industrial research % from 60->70
    - Changed: Modern research % from 50->65
    - changed: Future research % from 40->60

    Buildings
    ---------
    - Changed: Factory production changed from 25%->15% and with power from 50%->35%
    - Changed: Manufacturing production changed from power 50%->40%
    - Changed: Nanofactory production with power changed from 75%->25%
    - changed: Steel mill production from 25%->15% and with power from 20%->10%
    - Changed: E-Bank gold bonus from 50%->25%
    - Changed: Manor requires now Aristocracy
    - Changed: Irrigation Canals no longer require Granary (because Granary is part of building upgrade line)
    - Changed: Glassmith no longer require Forges (the building itself usually has the required furnace)

    Great Wonders
    -------------
    - Changed: Sphinx obsolete at Architecture
    - Changed: Parthenon can be built still on medieval era (was set to classical)
    - Changed: Silicon valley no longer give commerce or culture bonuses in all cities, gives +20% research in all cities
    - Changed: Edison's Workshop science bonus 100% -> 50%
    - Changed: Isaac Newton's College science bonus 100% -> 50%
    - Changed: Copernicus Observatory science bonus 100% -> 50%
    - Changed: Platos' Academy science bonus 100% -> 50%
    - Changed: Universal Translator all commerce bonuses 25% -> 15%
    - Changed: All Corporations belong now to Specialbuilding Corporation Headquarters group (to allow more complex corporate civic option)

    Units
    -----
    - Added: Flamethrower
    - Added: Longboat UU for viking, replaces Trireme
    - Added: Great people names (scientists, merchants, engineers)
    - Changed: Trade Caravan trade mission profit increased (does AI player ever build these?)
    - Changed: Freight trade mission profit increased
    - changed: Inquisitor requires Intolerant civic
    - Changed: Caravel units bonus against Galley and War Galley dropped from 50% to 25%
    - Changed: Galley may pass Ocean once player has discovered Astronomy
    - Changed: War Galley may pass Ocean once player has discovered Astronomy
    - Changed: Trireme may pass Ocean once player has discovered Astronomy
    - Changed: V1 upgrades to Guided Missile
    - Changed: Executives can now built only in cities with corporation headquarter building unless you have active Corporatist civic


    Unit artstyles
    --------------
    - Added: Viking artstyle
    - Added: Viking Frigate
    - Added: Viking Galleon
    - Added: viking Ship of the Line
    - Added: Viking warrior
    - Added: viking archer
    - Added: viking Arquebusier
    - Added: viking Axeman
    - Added: viking chariot
    - added: viking crossbowman
    - added: viking longbowman
    - added: viking heavy pikeman
    - added: viking pikeman
    - added: viking mounted infantry
    - added: viking swordsman
    - added: Native American Cannon
    - added: Native American Cavalry
    - added: Native American Chariot
    - added: Native American Crossbowman
    - added: Native American Cuirassier
    - added: Native American Grenadier
    - added: Native American Horse Archer
    - added: Native American Infantry
    - added: Native American Knight
    - added: Native American Longbowman
    - added: Native American Machinegun (south and Meso-american styles use this now too)
    - added: Native American Marine (south and Meso-american styles use this now too)
    - added: Native American Arquebusier
    - added: Native American Pikeman
    - added: Native American Heavy Pikeman
    - added: Native American Elephant Rider (used for South America and Meso american style too)
    - added: Native American Light Swordsman
    - added: Native American Rifleman



    Resources
    ---------
    - Changed: Coal may appear on Marsh plots
    - Changed: Deer may appear on Marsh plots
    - Changed: Silk +1 happiness (should affect AI players to value this resource?)
    - Changed: Dye +1 happiness (should affect AI players to value this resource?)

    Terrain features
    ----------------
    - Changed: Ice provides freshwater source

    Improvements
    ------------
    - Changed: Treefarm +2 bonus to all yields (balanced to other late game improvement yield rates)
    - Changed: Hybrid Forest +4 bonus to all yields (balanced to other late game improvement yield rates)
    - Changed: Desert windmill gets bonus from Weather Control tech +1 hammer, +2 gold
    - Changed: Quarry gets bonus from techs Explosives (+1 hammer) and Civil Engineering (+1 gold)

    Routes
    ------
    - Changed: building Road costs now 2 gold
    - Changed: building Railroad costs now 10 gold

    Promotions
    ----------
    - Added: Looter

    Mapscripts
    ----------
    Note! Use only mapscripts that start with text 'RoM_', all default Civ 4 and BtS mapscripts most likely won't work correctly with Rise of Mankind mod. All 'RoM_...' mapscripTs can be found from Single Player->Custom Game page.

    - Changed: Arboria renamed to RoM_Arboria, added init fractals for Marsh and Desert
    - Changed: Archipelago renamed to RoM_Archipelago
    - Changed: Balanced renamed to RoM_Balanced
    - Changed: Big_and_small renamed to RoM_Big_and_Small
    - Changed: Boreal renamed to RoM_Boreal, added some Marsh plots to map and prevented some tropical resources from appearing in the plots
    - Changed: Continents renamed to RoM_Continents
    - changed: Custom_continents renamed to RoM_Custom_continents
    - Changed: Donut renamed to RoM_Donut, added init fractal for Marsh
    - changed: Earth2 renamed to RoM_Earth2, script can now use marsh terrain (still could use some adjustments on Marsh placement)
    - Changed: Fantasy_realm renamed to RoM_Fantasy_Realm, added RoM resources to script, added init fractal for Marsh terrain
    - changed: Fractal renamed to RoM_Fractal
    - Changed: Global_highlands renamed to RoM_Global_highlands
    - Changed: Great_Plains renamed to RoM_Great_Plains, made the mapscript to put new RoM resources to map
    - changed: Hemispheres renamed to RoM_Hemispheres
    - changed: Highlands renamed to RoM_Highlands, script can now use marsh terrain
    - changed: Hub renamed to RoM_Hub, added init fractal for Marsh
    - changed: Ice_Age renamed to RoM_Ice_Age
    - changed: Inland_sea renamed to RoM_Inland_Sea
    - changed: Islands renamed to RoM_Islands
    - Changed: Lakes renamed to RoM_Lakes
    - changed: Maze renamed to RoM_Maze
    - changed: Medium_and_Small renamed to RoM_Medium_and_Small
    - changed: Mirror renamed to RoM_Mirror
    - changed: Oasis renamed to RoM_Oasis, added init fractal for Marsh
    - changed: Pangaea renamed to RoM_Pangaea
    - changed: Rainforest renamed to RoM_Rainforest, added init fractal for Marsh, slight changes to resource placement
    - changed: Randommapscript added init fractal for Marsh
    - changed: Ring renamed to RoM_Ring, added init fractal for Marsh and for Swamp
    - Changed: Shuffle renamed to RoM_Shuffle
    - changed: Team_Battleground renamed to RoM_Team_Battleground
    - changed: Terra renamed to RoM_Terra
    - changed: Tilted_Axis renamed to RoM_Tilted_Axis
    - changed: Wheel renamed to RoM_Wheel, added init for Marsh and swamp
    - Added: Tectonics mapscript (renamed to RoM_Tectonics), added marsh terrain init but script doesn't know yet how to place that terrain type
    - Added: PerfectWorld mapscript (renamed to RoM_PerfectWorld), added marsh terrain init but script doesn't know yet how to place that terrain type
    - Added: Smartmap mapscript (renamed to RoM_Smartmap), generates terrain with Marsh

    Mod settings
    ------------
    - Changed: NoCustomAssets = 1 in Rise of Mankind.ini (prevents possible conflicts with custom assets, like older BUG mods)
    - Changed: NoCustomArt = 1 in Rise of Mankind.ini (prevents possible issues with custom graphics mods)
    - changed: AllowPublicMaps = 0 in Rise of Mankind.ini (only maps/mapscripts specifically made for Rise of Mankind will be shown in game setting lists)
    - Changed: Revolution.ini, BarbarianCivs NewWorldPolicy = 1 (was 2), this change makes barbarians settle to full civs on New Worlds (ie. on continents without other starting civs)
    - Changed: Revolution.ini, 10% chance to odds that civs accept rebel offers (all was 0%)
    - Changed: Revolution.ini, IndexModifier = 0.8, this should make revolutions happen little bit less to AI players than to human players (human can cope with revolutions better than AI)
    - Changed: Revolution.ini, increased slightly turn amounts between revolutions TurnsBetweenRevs = 12 (was 8), DeniedRevs = 9 (was 5), AcceptedTurns = 14 (was 10), AcquiredTurns = 14 (was 10), BuyoffTurns = 14 (was 10)
    - Changed: Religious victory requires now 75% religion percent (was 85%)

    Maps
    ----
    - Changed: All pre-made maps updated to v2.5 civic changes


    Do not use extra civ addon pack with this patch! The civs in it won't work with the new civic system until I have made patch for the addon as well!

    Please post in this thread your feedback regarding this patch. What also helps me is screenshots from Foreign Advisor's info page about what civics your opponents are using (see example picture in this post).
     

    Attached Files:

  2. Nemesys

    Nemesys Chieftain

    Joined:
    Jan 26, 2008
    Messages:
    73
    Location:
    Italy
    great work once again, Zappara, I salute you!!

    Hopefully with this patch the game will make the ultimate step towards perfection...
    I just have one question for you. Does this patch is compatible with version 2.41 saved games?? I am currently trying to reach a religious vistory, now I'm at 77% stable and when I red you lowered the target at 75% of world influence I though I had victory at sight if only I could upgrade my game to 2.5!!!

    Awaiting your reply,
    all the best

    nemesys
     
  3. zappara

    zappara Mod Designer

    Joined:
    Dec 19, 2003
    Messages:
    2,781
    Location:
    Finland
    Umm, the game probably won't load your saved game file with v2.5 due to all xml changes.
     
  4. zappara

    zappara Mod Designer

    Joined:
    Dec 19, 2003
    Messages:
    2,781
    Location:
    Finland
    Just downloaded RevolutionDCM version 0.961 (this beta patch has v0.96b included so it's almost same) and I'll merge it to balanced v2.5.
     
  5. Black Whole

    Black Whole Dancing Condor

    Joined:
    Dec 21, 2005
    Messages:
    534
    Location:
    Theatre of Dreams
    I have a problem with the UI. I tried the original file and I had no interface. I used the fix too and I have still no interface. What should I do?
     
  6. Amom

    Amom Chieftain

    Joined:
    Mar 12, 2006
    Messages:
    30
    Gender:
    Male
    Location:
    España
    I have same problem too.
     
  7. Big Heb

    Big Heb Warlord

    Joined:
    Mar 23, 2008
    Messages:
    266
    Do the old map files work with the patch?
     
  8. LordGek

    LordGek Prince

    Joined:
    Aug 22, 2002
    Messages:
    519
    Hey Zappara,

    While bringing the Extra Civs up to 2.5 compatibility could you go through them and make sure all of the "First Contact" XML stuff is correct? In the v1.2 version many places where the New Civ's Diplomacy XML should have said "AI_DIPLO_FIRST_CONTACT" said instead "AI_DIPLO_FIRST_CONTOUR". I counted at least 4-5 instances of this if not more.
     
  9. little_cyclone

    little_cyclone Loyal Civ4 & C2C mod player

    Joined:
    Mar 12, 2004
    Messages:
    339
    Gender:
    Male
    Location:
    The Deep South
    I still say we need a military civics ;) But I'll give this a try and hopefully it'll resolve my missing interface problem :(
     
  10. Freakwave

    Freakwave Warlord

    Joined:
    Jun 9, 2006
    Messages:
    263
    Location:
    Deventer, The Netherlands
    Exellent and much sooner than expected

    first findings:

    Can't convert to a religion until 3rd religion civic. It makes second one useless imo. Firsly since you cant convert but only spread and the third civic that does enable conversion is not far behind so why waste anarchy time.

    Civs dont seem to go for 3rd reli option(so they can convert) fast. Having a holy city has it advantages.

    Government civics have a late start. Monarchy comes close after despotism so just wait for revolution. Since by that time you are expanding and want to get rid of the distance modifier.

    bureacracy, slavery and monarchy(i think) is 80% more hammers in capital
    altough less science overall. If you convert the capital to science city you can get over that i think more testing needed.
     
  11. wrestler235

    wrestler235 Chieftain

    Joined:
    Apr 1, 2008
    Messages:
    70
    Quick question that I asked in the Civic Mini Mod thread, but I'll ask here. Does this include changes to the dynamic civ names or is that after we've got the civics testing down?
     
  12. wrestler235

    wrestler235 Chieftain

    Joined:
    Apr 1, 2008
    Messages:
    70
    I have no UI. Even with the new BugPath. Also, when I start up a game, it says in the event screen BugInit failed - Cannont find XML file for init. Is that part of the problem?
     
  13. Big Heb

    Big Heb Warlord

    Joined:
    Mar 23, 2008
    Messages:
    266
    zapp would you mind posting the civic effects on the web for me to see? I'm not able to open the game right now to see them and would like to give my second draft input.
     
  14. Dancing Hoskuld

    Dancing Hoskuld Deity

    Joined:
    Jul 5, 2004
    Messages:
    23,317
    Gender:
    Male
    Location:
    Canberra, Australia
    Why does the Religion civic "prophets" both not allow a state religion and give a 20% bonus to great people for a state religion?

    I have founded Amen-Ra but can not convert because neither Folklore or Prophets allow a state religion.
     
  15. Freakwave

    Freakwave Warlord

    Joined:
    Jun 9, 2006
    Messages:
    263
    Location:
    Deventer, The Netherlands
    I had exaclty the same thing, you have to wait for "Divine cult" to convert.

    Also this civic doesnt allow religion spread, thats prob why the AI waits to adopt this once it has a religion within its borders. This makes spreading your religion much more important early on this can be a hazardoes task because of the distances between civs without road and barbarians. Big positive is that almost all civs have their unique religion, the ones that are lowest on the score list are adopting others religions.

    I spread amun ra to mansa musa. He didnt convert immediately wasnt sure he had divine cult but didt pursue it either later on he founded confucianism himself and converted.
     
  16. CMKMStephens

    CMKMStephens Serious.

    Joined:
    Jan 25, 2006
    Messages:
    372
    Location:
    New Zealand
    Did you eat Total Realisms civics? I think that's where I've seen them before?
     
  17. Jeanluccresson

    Jeanluccresson Chieftain

    Joined:
    Oct 10, 2008
    Messages:
    3
    Ciao tutti!

    I know were talking about beta release here, but has anyone else wondered what the heck happened to the actual in-game interface...? Meaning that at least I don't see any menus, no info screens nor maps. The terrain itself looks rather different as well, but I guess that's just a feature. But to play the game without any manus os info screens seems a bit weird...

    Or maybe it's just me...

    :confused:
     
  18. Sync

    Sync Warlord

    Joined:
    May 28, 2008
    Messages:
    101
    Location:
    Warrington, England
    I am getting no UI either. I've tried the fix too.
     
  19. Smint

    Smint Chieftain

    Joined:
    Aug 31, 2007
    Messages:
    6
    No UI for me too I'm afraid :(. I tried the fix but it just looks the exact same.

    When the game loads up I get a message in the events screen "BugInit - init() already running". This happens both with and without the fix.

    Any ideas or suggestions are welcomed.
     
  20. Jeanluccresson

    Jeanluccresson Chieftain

    Joined:
    Oct 10, 2008
    Messages:
    3
    I tried that fix as well and it did actually do something. Now at least I get this starting screen showing my civ and that head in the beginning after the game creates a terrain and I can access those info screens with f keys... Still, no map nor any other important stuff...

    Before the fix I found this: "UnicodeEncodeError: 'ascii' codec can't encode character u'\xe4'" from one of those log files. I disappeared after I applied the fix.
     

Share This Page