Version 2.5beta patch

First of all, thanks for listening and applying some of my suggestions. I'll test the 2.5 version this week, write down my feedbacks and orderly ;-) provide it along with my ideas.


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)

I liked the previous civics system, but this one, after long discussion, seems to be great. What about the idea i gave about civics been changed without intervention of the player (new type of Rev), and the Great Revolutionary? Do you think it's possible?

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)

Yes!!! I think the tech and WW production race will be more fair from now on.

- Changed: Trade Caravan trade mission profit increased (does AI player ever build these?)

I've seen the AI using these sometimes. I, on the other side, never... They were totally useless, let's see how they stay now.

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?)

Gathering all my ideas about resources:

- Chicken (like cow, pig, sheep)
- Soy
It is one of the more planted grains in the whole world at these days. The main function today is to feed animals (aprox. 70% of the world produce goes to animals' stomach). More than that, like Civ Fuehrer told, soy is used commonly for dairy replacement beverages and food, feeding humans too. Instances: soy milk, soy juice, soy meat, shoyu sauce.
That said, i think soy is a essential resource for Civ 4 and RoM 2.5.
It can be related with the animals resources, giving more food bonus to cow, pig, sheep and chicken. Or just a new food resource. Accepting ideas here! I just think that soy can't be out of Civ.

- Alcoholic Beverages
With a technology named "Destilation and Fermentation Techniques", a building named "Drink Factory" or something like that could be constructed.
This way it goes:

Sugar Cane (in substitution of Sugar)-->"Drink Factory"-->Alcoholic Beverages
Grapes (in substitution of wine) -->"Drink Factory"-->Alcoholic Beverages
Rice and others -->"Drink Factory"-->Alcoholic Beverages

This resource would be exactly the same of wine, only more abundant.

Also:

- Sugar Cane --> Sugar Refinery -- Refined Sugar
- Sugar Cane, Corn --> Oil Refinery (simplification) --> Ethanol (Standard Ethanol Corp. can be deleted)
- Chicken
- I think vulcanized and synthetic rubber (and its buildings) can be deleted. I consider it unnecessary complexity to the game. Just rubber would do the job, gaining more bonus as the game progresses.

- Horse should be obsolete, or lose its bonus, at certain point, maybe Mass Transit.
- Obsidian should be obsolete, or lose its bonus, at certain point.

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

I came with this idea, that i think it's realistic, but Domino369 spoke with wisdom about early game economy slowing. We need to compensate this somehow. Any ideas, guys?

--------------------------------

About the frequency and Rev conditions, i think it was fine the way it was. I just dislike the unrealistic power of the rebels, gaining more and more units. That's could be a more fair way of easy the AI's pain.

Konrad
 
I have found that playing with snail speed and all options active on a big map (GEM for 2.5) will crash to desktop during loading with a MAF error. Playing with marathon speed instead will allow the game to begin, however I still get the missing UI error.

EDIT: Fixed the missing UI problem by doing that StartAsMinors.py exchange thing that Badabing told us about.

Also, I'm running XP and I don't use the complete edition.
 
Ok, here's the logs and a screenshot of what appears everytime I start a new game. I tried what BadaBing said, but that didn't work. I also have tried runnign it with Start as Minors turned off, but same thing everytime.
 

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Double post courtesy of Verizonwireless
:/

JosEPh
 
wrestler235,

Your screen shot clearly shows Advanced start. You have 9900 gold to use to place cities and units and improvements with. Once you place and use as much of the 9900 gold as you wish THEN the game starts with all the menus and other UI.

If you want a regular game Don't Check Advanced Start!

Or add in the cities, units, etc. for the Advanced Start.

Have you played CIVIV or BtS very long?

:/

JosEPh
 
That was an accident. I've played BTS for a while, thank you very much. I only took the screenshot then because otherwise that message at the top disapears. I don't know how advanced start got pushed. All the other times I tried normal games, the same no UI happened. I'm not an idiot. And that same game as the screenshot, I did finish putting cities, units, ect. and still had no UI.
 
That error occurs when BUG can't find the files it needs to set up the UI. However, it shouldn't have that problem...

Have you completely deleted the entire Rise of Mankind folder, unzipped 2.4 back into the mod folder, then put in the patch?

If you have, I am utterly lost as to what's causing the problem, being as the python files telling BUG where to find stuff have already been set for Rise of Mankind...
 
Keeping my fingers crossed as so far, I am 5 for 5 in completing AI Autoplay games. I think only Zap can really comment that it has been "fixed", it is just that everything seems more stable than before.

About to start my "real" game to test the civics balance.

g
Seems those modern time CTDs got fixed with this patch - reason for this fix is "unknown" :lol: Mod component updates or civic changes must have been the cause for the fix.

I fixed the missing UI problem by replacing \Rise of Mankind\Assets\Python\Revolution\StartAsMinors.py with \Rise of Mankind\Assets\Python\Revolution\Gameready\StartAsMinors.py
That's a good find. It should be in the Gameready folder.

2.5
updated and started a new game shortly after completing previous game: as before, everything on except stackattcak, battleeffetcs and start as minors. Custom game, using RoM Big and Small map, epic speed: currently around 1280 without any kind of problems, great...just a quick note: in 2.5 I noticed an outstanding reduction of Revolutions among various empires, compared with previous versions...this makes the game a little more boring since revs added new situations which could also be exploited by human player...by the way, do you know if there's somewhere in config files where I can set how easily revolutioin can take place?? this is the only thing I would look after, the rest is greast already!
I reduced revolutions quite a lot. In my current game I've had one revolution in my own empire and English had change of leadership before year 500BC but in that game I know about half of the civs so far. Seems bit more realistic now but of course more reports are needed before we can say that revolutions are happening balanced - this is related to new civic system too as each civic can affect revolution indexes and those values need to be tweaked if not enough revolutions happen.

You can tweak some values from Revolution.ini file (see release notes what I changed there).

I came with this idea, that i think it's realistic, but Domino369 spoke with wisdom about early game economy slowing. We need to compensate this somehow. Any ideas, guys?
In my current game building roads has caused small impact on my gold amount but hasn't slowed the process at all (just that I didn't have gold to pay to mercenaries and had to survive their attack afterwards... :D). AIs seem to be building fewer roads at start which is good thing I guess, building roads on ancient times should be huge feat from any nation.

Thanks for Big Heb once again for posting those modifier suggestions, I'll look through them and make some changes...
 
There is a bug in the event messages to do with weddings. If the religion is Amen-Ra then the message ends " ... in the tradition." the ankh symbol is not being displayed.

I am also finding that there are to few revolutions.

There appear to be to many glass works again. I think I am building one per every two cities. This makes for much money.

... AIs seem to be building fewer roads at start which is good thing I guess, building roads on ancient times should be huge feat from any nation....

The real problem is that the Civ trade model requires roads whereas in reality trade came first then eventually roads were built. The real problem is we need some way of separating the trade and millitary uses of roads.
 
That was an accident. I've played BTS for a while, thank you very much. I only took the screenshot then because otherwise that message at the top disapears. I don't know how advanced start got pushed. All the other times I tried normal games, the same no UI happened. I'm not an idiot. And that same game as the screenshot, I did finish putting cities, units, ect. and still had no UI.

Never meant to question your intelligence just your time spent with BtS/CIV IV.

Those here that know my posts know I try to help not belittle. RoM has taken 1st place in my gaming time, surpassing MoO3 (I can hear the gasps now...you played MoO3?!!).
So you have my apology if I demeaned you wrestler.

Enjoy.

JosEPh :)
 
Anyone else getting a blank "Statistics" screen (units & buildings built/killed, etc.) ? A little bug that's slipped into 2.5 maybe?
 
Patrician:
(>) Available with Trade
I think this is too early (4000BC) for this civic

Again, good tech choice but not correct historical time (in-game)

Divine Cult: (Think Roman Imperial Cult and Egyptian worship of pharaohs rather than Mayan sacrifice cult.)
(>) Available with Slavery ("I am the Pharaoh! I make the Nile River flood, so you must worship and obey my commands!")
This is too early in-game - zero religions have been found at this point. In Egypt they worshipped Sun (god) and other deities and it was around the time of Queen Nefertiti (if I recall) when they turned Amun-Ra religion to worship Pharaoh as a God so basically religion was founded before Divine Cult. So it should be available 2000BC-1000BC. For Mayans this happened much later (500AD-1000AD+?).

State Church:
(+) +1 unhappiness from non-state religion in each city
This was left out because the game engine is bugged and doesn't calculate correctly the combination of State religion = 1 and negative non-state religion happiness (with this combination it sets happiness with state religion to 12000+).


- Chicken (like cow, pig, sheep)
- Soy
It is one of the more planted grains in the whole world at these days. The main function today is to feed animals (aprox. 70% of the world produce goes to animals' stomach). More than that, like Civ Fuehrer told, soy is used commonly for dairy replacement beverages and food, feeding humans too. Instances: soy milk, soy juice, soy meat, shoyu sauce.
That said, i think soy is a essential resource for Civ 4 and RoM 2.5.
It can be related with the animals resources, giving more food bonus to cow, pig, sheep and chicken. Or just a new food resource. Accepting ideas here! I just think that soy can't be out of Civ.

- Alcoholic Beverages
With a technology named "Destilation and Fermentation Techniques", a building named "Drink Factory" or something like that could be constructed.
This way it goes:

Sugar Cane (in substitution of Sugar)-->"Drink Factory"-->Alcoholic Beverages
Grapes (in substitution of wine) -->"Drink Factory"-->Alcoholic Beverages
Rice and others -->"Drink Factory"-->Alcoholic Beverages

This resource would be exactly the same of wine, only more abundant.

Also:

- Sugar Cane --> Sugar Refinery -- Refined Sugar
- Sugar Cane, Corn --> Oil Refinery (simplification) --> Ethanol (Standard Ethanol Corp. can be deleted)
- Chicken
- I think vulcanized and synthetic rubber (and its buildings) can be deleted. I consider it unnecessary complexity to the game. Just rubber would do the job, gaining more bonus as the game progresses.

- Horse should be obsolete, or lose its bonus, at certain point, maybe Mass Transit.
- Obsidian should be obsolete, or lose its bonus, at certain point.
I use chicken and soy in cooking to make some delicious meals :p but with Civ4 the problem is the lack of resource graphics (or at least has been) which has prevented me from adding some new resource types (f.ex. glass is still made from "incorrect" materials). I haven't looked recently what kind of resources community here has released recently. Obsidian I made myself from WoC's Diamond resource as it was quite easy to just retexture it - plan was to make Obsidian more useful with modern healthcare (surgical knives) but I didn't find yet good way to implement it.

Another thing to consider with adding new resources is that will it cripple AI players more - too many resources and too complex resource system is something that we should avoid and that's one reason I'm now reluctant to add anymore new resources (50 or so resources now in the mod). I actually had made icons few months ago for alcohol, chemicals, cheese, clothes, fertilizers, meat, milk, paper, plastic to be used with more complex resource system - though only bauxite and rubber was added at that time. By the way, "Drink Factory" = Distillery ;)

Yet another problem with more resources on the map is that when mapscript places them some resources might actually be left out from entire maps because there's too many resources to be placed and it gets really bad if your map is missing some strategic resource like coal, sulphur or horses...

Good ideas nevertheless :)


I'll try to post some progress report later this week - at least StartAsMinor problem is fixed (just patch file in wrong folder) and I've made some adjustments to civics pedia and civics screen (yay for my first own python code segments :lol:) so that they display some info about civic specific buildings/units and info about how civics affect rebelliousness. Most of the civics have gone through changes and added few tweaks here and there.
 
I think this is too early (4000BC) for this civic
True. How about Currency? Mathematics doesn't seem to fit with how the wealthy class rose to power over the militaristic aristocracy.

Again, good tech choice but not correct historical time (in-game)
True. But since differences in terrains and choices will slow or quicken how soon technologies get researched and thus make them get researched in unhistorical times anyway, wouldn't it be better if the civics are available with the technology that allowed them to develop in history?

"This is too early in-game - zero religions have been found at this point. In Egypt they worshipped Sun (god) and other deities and it was around the time of Queen Nefertiti (if I recall) when they turned Amun-Ra religion to worship Pharaoh as a God so basically religion was founded before Divine Cult. So it should be available 2000BC-1000BC. For Mayans this happened much later (500AD-1000AD+?)."

The intent I saw with Divine Cult was not state religion, but rather the literal worship of the rulers. Amun-Ra had worship of the sun god and saw leaders as gods, but the Roman imperial cult was not really based on any specific religion and was used as justification for secular power. Other religions will exist, but the imperial cult (divine cult) will be supreme over the other religions, which is the situation I see in the Divine Cult civic. Divine Cult should have no state religion allowed.

This was left out because the game engine is bugged and doesn't calculate correctly the combination of State religion = 1 and negative non-state religion happiness (with this combination it sets happiness with state religion to 12000+).
That's too bad. It's a good idea.
 
Version 2.501 beta uploaded.

Version 2.501beta patch notes:
Spoiler :


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

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

I think we're getting closer to the final release. Next week glider is adding new Inquisition mod component to RevDCM and I intend to merge it to v2.5 final release candidate so you got about two weeks time to test the new settings and give feedback about them before final update version is released. ;)
 
I'm playing v2.5beta (not the new one) and the Heroic Epic is only buildable with Barracks. Since this building obsoletes, it should be still buildable with Garrison or so. I was shocked that I couldn't build it after researching Leadership.
 
Currently playing 2.501. Suleman is offering Edrine, which has been in revolt for several turns. However, I don't have any options available on the trade screen.

All other screens are behaving normally, so far.

One other minor thing; If you are unfortunate enough to pop the glorious "map" from goodie huts (I had 4 of 4 in the last game I started), you will be unable to connect resources, until you establish an income.
 

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