Version 2.5beta patch

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.
Can you post log files so I can trackdown the possible python errors?

tried all the posted fixes and still have no interface :(
Did you try the newer BugPath.py file (inside fix zip file) which was included in v2.501 patch?
 
I got a "Tag: UNIT_ARTSTYLE_BARBARIAN in Info class was incorrect Current XML file is: xml\Civilizations/CIV4CivilizationInfos.xml"

And I replaced the bug thingy but still no effect:(

2.51 beta patch that is.

I'm pretty sure this error is because you've changed the name of the mod directory from "Rise of Mankind".
 
@ Zap

I didn't have logging enabled.

After enabling logging, I've tried restarting from ~ 30 turns prior to the event, without the event repeating.

Maybe next time.
 
@Zappara

I have ungraded the missionary graphics patch I did to 2.501. It uses graphics from JARM for Amen-Ra, Hellenistic, Nagasim and Zorocatrerism. Should I post it here so you can include it, if you have the time. Or should I just wait for the full release and post it as an unofficial patch? It is just some graphics files and a few lines of xml in two files.
 
yeah and the one that someone else posted as well, no interface with both

Did u tried to move revolution.py from
Beyond the Sword\Mods\Rise of Mankind\Assets\Python\Revolution
to
Beyond the Sword\Mods\Rise of Mankind\Assets\Python\Revolution\Gameready

That worked out for me.
 
Quite enjoying this. The new civic choices are lots of fun, slavery is now quite potent.

I do find myself beeling Democracy to get a couple of civics that my people won't hate :) People seem eager to revolt otherwise, but that's all part of the fun. I haven't had time yet to play into the Modern age, but it seems stable so far.

The tech curve still seems a bit wrong when compared to standard BTS, as teching becomes progressively faster with all the exponential bonuses that come in from the mid game onward. I tweaked research costs, along with civic upkeep, maintenance, and inflation, upward in my own game, and it keeps the economic side challenging especially if you REX.
 
The new patch is great, it fixes many issues.

However, there is certainly more balancing to be done :)

Government Civics
  • Democracy- Many of the traits should be swapped with Republic. Democracy should have a more open society resulting in greater culture and commerce. There shouldn't be any espionage benefit within a democracy, in fact, I'd argue for a penalty to espionage defense!
    • Changes:
    • Remove +15% espionage (open society results in less intelligence benefits)
    • +3 :) in cities (Due to Democratic involvement)
    • +25% :gold: and :culture: (Greater economic and personal liberties)
  • Republic- Again, swap traits with Democracy. Republic, like Democracy should be a more open society and political process, however, it's not as open as a Democracy because you elect leaders who make decisions.
    • Changes:
    • +2 :) (Due to semi-democratic involvement)
    • +15 % :gold:, :culture:, and (espionage optional)
    • +1 military unit cost
    • +25% War :mad: (Due to unrest but not as great as Democracy)
  • Federal- I'd still suggest that you merge Presidential with Federal but I digress. A Federalist system should try to mix some elements of Democracy with Republic and then split the benefits with distance modifiers. A Federal system is all about splitting Federal and local (state) control within government and should be represented with this civic.
    • Changes:
    • Remove the +1 unit cost (non-military, especially if you intend this to be a semi-militaristic civic)
    • +15% culture
Power Civics
  • Patrician- Needs a little economic boost to represent itself more
    • Changes:
    • Maybe add a 10% :gold: per city bonus (Due to greater merchant authorities)
  • Bureaucracy- Its great but needs more incentives to use it other then to boost the capital.
    • Changes:
    • Some minor nationwide boosts
    • Something like +10 :hammers: per city
  • Senate- The Senate civic seems rather odd... why would a Senate gain 10% food per trade? It should be balanced more against Parliament because nobody uses it...
    • Changes:
    • Remove the 10% food from trade (Makes absolutely no sense whatsoever)
    • Add a +10% :hammers: or :gold: per city or the +10% :gp: rate
    • Add a +10% War :mad: (Senate's populations are still relativly anti-war, just not as much as a Parliaments)
    • Greater balance vs. Parliament
  • Presidential- Again, I'd suggest you merge this with something like Federalism or remove it altogether. I'd argue that a Presidential system really isn't that warlike. Examples like Lincoln, FDR, and Truman (argueably Bush as well) were circumstantial and related to foreign events. Lincoln was very anti-war but would do anything to "preserve the Union".
    • Changes:
    • Remove the -20% war :mad: (Presidential systems can be very anti-war. Look at the US now or during Vietnam, very anti-war)
    • Reduce or remove the +30 culture bonus (Why should a Presidential system be so cultural?)
    • Add some kind of a military production :strength: bonus and a :gp: bonus
    • Balance vs. Republic but with some strong point
  • Military support costs- I'd suggest that you add a +1 :gold: to military support costs for Republic, Parliament, and Presidential. Perhaps to make Parliament a non-militaristic government add a +2 :gold: cost.
Society
  • Bourgeois- Good but maybe a :hammers: bonus and reduction of :culture: bonus
    • Changes:
    • +10% :hammers: per city
    • 20% -> 10% :culture: per city
  • Feudal- Perhaps there should be some military bonus
    • Changes:
    • Bonus to military unit production :hammers:
    • Maybe a +1 exp
  • Marxist- This one has to be difficult to do... especially when it is virtually simular to Proletariat. Perhaps it should be removed or merged. Why is there such a large culture bonus? There's also very little bonuses, AI never uses it...
    • Changes:
    • 25% -> 15% :culture: bonus
    • +10-20% :hammers: per city (Added production from workers)
    • Maybe a -10% :gold: per city (Reduction in capitalism)
    • Balance vs. Liberalism, very simular to Proletariat
Welfare Civics
  • Subsidized- I think the penalties outweigh the benefits and I think the AI does too.
    • Remove or reduce the -20% :hammers: penalty
    • Maybe a -5% :hammers: penalty would suffice and not cripple the civic
  • Socialized- You have a good direction here but a simular problem, many benefits but huge penalties; AI doesn't use it...
    • Reduce the -25% :gold: penalty (Good start though)
    • Maybe a -10% penalty would suffice and not cripple the civic
Anyways, I hope this helps. As far as I'm concerned RoM is 100% better because of these new civics!

Keep up the good work!
 
Game Bug in UI: The statistics screen under info is blank. Can no longer get a list of # buildings built, units built, created, killed, lost, etc. Or is this info now located somewhere else?
 
@James009

I disagree with your view that Federal and President are the same thing but that is probably because I live in Australia where we have a government which is a Constitutional Monarchy, a Represenative Democracy and a Federation or Commonwealth as we used to call it.
 
Game Bug in UI: The statistics screen under info is blank. Can no longer get a list of # buildings built, units built, created, killed, lost, etc. Or is this info now located somewhere else?


Indeed. Got that bug also
 
:eek:I found missing UI problem windows xp kor ver.
rise of mankind 2.4 2.41. 2.51 missing ui problem( rise of mankind 2.3 good working)
1.BUGmod3.5 download
2.BUGMOd3.5 folder CustomAssets overwrite civ4bts customassets(backup)
3.civ4bts game run change language english etc(german. french)
4.return language change english
5.windows language english change
6.rise of mankind ini change
; Custom XML and Python from user folder are not loaded
NoCustomAssets = 1 ----------------------------------- nocustomAssets = 0 change
enjoy rise of mankind 2.4 2.41 2.51

but not perpect find
just game enjoy

rise of mankind goooooooooooooooooooooooooooood!! I love it
from korean fan

my english bad !! missing ui problem I Think windows language+bts language+rise ofmankind+bugmod crash
 
@James009

I disagree with your view that Federal and President are the same thing but that is probably because I live in Australia where we have a government which is a Constitutional Monarchy, a Represenative Democracy and a Federation or Commonwealth as we used to call it.

Oh, I have no doubt that they are separate entities but it's too difficult to put them into Civilization 4 like this. A Federal system is where you separate local, state, and national powers. It has nothing to do with Presidential systems, however, there's no good way to incorporate a Presidential civic within this system partly because it just minimizes the importance of Senate and Parliament.

I'm trying to look at ways that I think this mod and civics system could be more balanced and I think Presidential and Federal stand out. They are too weak, I don't know why anyone would choose either of those over a Democratic Parliament (AI certainly doesn't). I just think a combination the two could be a solution (and make some degree of sense).

Just look at the United States, we're a Democratic Republic Federation Senate and Parliament all in one! It's very complicated to conform real civilizations into these civic categories, especially without some bias!
 
The Welfare Civics should be closely related to what they give:

Subsidised followed by Socialised should give increasing health/beakers in exchange for maintainence per Hosptial, doctor / school, university.
 
@Zappara

I have ungraded the missionary graphics patch I did to 2.501. It uses graphics from JARM for Amen-Ra, Hellenistic, Nagasim and Zorocatrerism. Should I post it here so you can include it, if you have the time. Or should I just wait for the full release and post it as an unofficial patch? It is just some graphics files and a few lines of xml in two files.
Hmm, I think you should release them as unofficial patch. I can't put much more stuff to the patch or it will go over civfanatics site 10 meg file size limit (so I won't have to upload the patch to external website like filefront)

Game Bug in UI: The statistics screen under info is blank. Can no longer get a list of # buildings built, units built, created, killed, lost, etc. Or is this info now located somewhere else?
Any python errors in the log files? Cause I haven't seen this happen yet so I don't know what might be causing it - could be some kind of bug in the BUG mod files.

Subsidised followed by Socialised should give increasing health/beakers in exchange for maintainence per Hosptial, doctor / school, university.
Maintenance modifiers can't be changed for specific building classes via civic options - otherwise good idea but can't be implemented.
 
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.
Do you have Revolution mod component enabled in this game? I looked through DLL source files and seems Revolution mod component disables city flipping from culture if revolutions are enabled. For what reason this was done I do not know, most likely it would cause some issues with revolution functions... so this bug might be caused by this. If I understood the source code correctly, city flipping should work normally when Revolution mod component is disabled.
 
Is there anyway to change that? Because most of the time, the city never ends up revolting into their own empire anyways.
 
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