Version 2.6 discussion

Hi Zap,

thanks for great mod! I tried to test (instal) alpha2 but game crash always while loading. Tried clean instal 2.5 and 2.5&2.52. Something to do with dll i think..

Any idea what to do? I never had any problem with RoM before and i have been playing since RoM 1 and always tested all patches and betas without any problems..
 
Try to clean out old cache files by holding down shift button during load. If that doesn't help, load regular BtS - it will load default xml files and that certainly will overwrite cached files. Then try reloading the mod.
 
Here's a little treat for you 2.6alpha2 testers. The attachment holds new Unitinfos.xml file which has now modified unit strengths and unit costs. I spent whole last weekend making excel sheets out of RoM units and then with the help of those calculations I made these unit changes. Up to this point the strength of units in RoM has been from 1 to 70 but with file included in the zip the strength goes now from 1 to 360! There's some other bonus changes as well but those are not yet complete. Unzip the file to Rise of Mankind\Assets\XML\units folder. Originally I had planned this change for v2.7 but decided to test it out now since it didn't take that long to make the sheets...

Sweet!

Any chance of seeing your spreadsheet so we can see at a glance the new unit strengths?
 
Try to clean out old cache files by holding down shift button during load. If that doesn't help, load regular BtS - it will load default xml files and that certainly will overwrite cached files. Then try reloading the mod.

Noup, tried both ways but still crash when loading:(
 
New Version! WooT!!!

:D

JosEPh
 
About naval upgrades:

I talked before about my opinion regarding armies and upgrades of it. I don't think it's fair to build a million warriors and just pay money to transform them in a million mechanized infantry units. I think they should need hammers to do that. And why a battle won gives experience for an army of thousand years later?

Look, this is an Civ IV feature, not an RoM feature, so I'm criticizing the game, not the mod. Just discussing possibilities.

But, I can understand a little more in the case of some units: pay money to change maces for muskets seems OK to me. It's just a change of equipment. But about ships... When we see an trireme unit, we imagine an entire fleet of triremes, right? Then how to justify pay some coins to transform it magically in a fleet of caravels?

Concluding, I propose the extinction of naval upgrades and the consequent downturn of its hammer costs. I'm open to counter-arguments.

Cheers,

Konrad

bah is real life they did just that tho...good example is aircraft carriers...the first ones were reconfigured battleships and such so why not take a wooden ship and like a trireme and transform to a caravel its cheaper and woulda been done in rl
 
[6001.812] ERR: InitWinApp() failed, exiting
[6001.812] ERR: CIV Init FAILED, exiting

Error log file.

Can't load new mod version. When trying to load Mod gets to "Loading XML (uncached)..." then a pop up appears stating BtS CIV 4 .exe has encountered a problem and must close. Then wants to send a report to Microsoft.

At 1st thought maybe I had un.rared it the wrong way so tried a 2nd time, replace files instead of overwrite files. Didn't make any difference.

JosEPh
 
bah is real life they did just that tho...good example is aircraft carriers...the first ones were reconfigured battleships and such so why not take a wooden ship and like a trireme and transform to a caravel its cheaper and woulda been done in rl

In order to do this, you would need to completely dismantle the trireme and build a caravel of wet wood. I'm not an naval engineer, but I think it's very difficult to do that. And what about a frigate becoming a iron frigate?
 
Noup, tried both ways but still crash when loading:(

If you installed my unofficial add on for wonder movies into 2.5 or 2.52 applying the 2.6alpha2 patch wont work. There have been some changes to the XML schema and my patch will cause problems. Make sure you are upgrading from zappara's original. I will be working on the movie add on once 2.6 comes out.

@Zappara - I have not been successful in loading a saved game yet! I just get a crash when loading - after the uncached xml I think.
 
About naval upgrades:

Concluding, I propose the extinction of naval upgrades and the consequent downturn of its hammer costs. I'm open to counter-arguments.

Cheers,

Konrad

The promotion thing you have to write off as; "an elite super well equipped unit by virtue of their past glorious history".


I second this, Vogtmurr. Any promotion can be considered several centuries later as special experience/knowledge passed down through the generations in a particular military school or unit. Or it may simply reflect a higher morale based upon former glory and achievements. After all, unit moral is the key to any military victory.
I say retain all promotions.
 
A few thoughts thus far: Mansa Musa with both Scientific and Financial seems a bit... much. On Marathon I was teching like I was on Epic or quicker. I noticed there's three leaders with Phi/Hum combo, Gandhi, Lincoln, and err one other. Bit late and having trouble thinking. Is this intended because the megapack will up the other trait combinations to have at least 3 per combo? Also, doesn't affect my gameplay any, but every time I've quit out, after the game dropped me at the desktop, Windows Vista says Civ4 has crashed.
 
If you installed my unofficial add on for wonder movies into 2.5 or 2.52 applying the 2.6alpha2 patch wont work. There have been some changes to the XML schema and my patch will cause problems. Make sure you are upgrading from zappara's original. I will be working on the movie add on once 2.6 comes out.

@Zappara - I have not been successful in loading a saved game yet! I just get a crash when loading - after the uncached xml I think.

Thanks for help but i loaded zapparas 2.5 clean without any addons (my previous version was 2.4 patched to 2.52). My error log is same that Josephs get and game crashes just the way he writes (crash while loading uncached xml..)
 
Any chance of seeing your spreadsheet so we can see at a glance the new unit strengths?
Perhaps bit later... it's still forming up as I add more stuff to it. I'll probably include it to v2.6 release.

[6001.812] ERR: InitWinApp() failed, exiting
[6001.812] ERR: CIV Init FAILED, exiting

Error log file.

Can't load new mod version. When trying to load Mod gets to "Loading XML (uncached)..." then a pop up appears stating BtS CIV 4 .exe has encountered a problem and must close. Then wants to send a report to Microsoft.
I installed today v2.5 + v2.6alpha2 and it did crash on my computer during the first load in xml phase which I tought it would do because of the old cache. Then I loaded another mod and after that again alpha2 and it worked just fine. You could try manually deleting the cache files but they're pretty well hidden in some system folders (for example c:\documents&settings\username\local settings\applications\beyond the sword\ or something similar on depending on your operating system)
 
Perhaps bit later... it's still forming up as I add more stuff to it. I'll probably include it to v2.6 release.

I installed today v2.5 + v2.6alpha2 and it did crash on my computer during the first load in xml phase which I tought it would do because of the old cache. Then I loaded another mod and after that again alpha2 and it worked just fine. You could try manually deleting the cache files but they're pretty well hidden in some system folders (for example c:\documents&settings\username\local settings\applications\beyond the sword\ or something similar on depending on your operating system)

Tried to manually deleting cache - crash,
tried to load another mod and then alpha2RoM - crash
 
Also, doesn't affect my gameplay any, but every time I've quit out, after the game dropped me at the desktop, Windows Vista says Civ4 has crashed.

Same here... everything else works fine. I'm on Vista x64. On 2.52 I never had this issue, even when process was using 2 GB of memory. Something like a mem unalloc issue?

something i noticed in my 2 test games..... In niether of my games was there any salt. First one was on arcepelago second on the 2 continent map. something to look into.

I never saw salt on SmartMap, but now I've started a Earth2 map and there's some just next to me.
 
Perhaps bit later... it's still forming up as I add more stuff to it. I'll probably include it to v2.6 release.

I installed today v2.5 + v2.6alpha2 and it did crash on my computer during the first load in xml phase which I tought it would do because of the old cache. Then I loaded another mod and after that again alpha2 and it worked just fine. You could try manually deleting the cache files but they're pretty well hidden in some system folders (for example c:\documents&settings\username\local settings\applications\beyond the sword\ or something similar on depending on your operating system)

Did a Fresh install of 2.5 to 2.52 to 2.6alpha2. Tried to load same error.

Next I loaded Final Frontier started a new game, saved and the using the Advanced /Load Mod attempted to load RoM2.6a2. At loading XML (uncached..) got same error msg as before. Can't load.

Next try, later tonight, I will attempt to Install the 2.6a2 patch over the working 2.6 alpha. I'll copy 2.6alpha 1st so I can come back to the current working game I'm playing under 2.6alpha.

Gotta go to a birthday party for my now 6 yr old Grandaughter at the moment. :D

JosEPh
 
Crashes for me too. Don't know what's going on here. Fixing it seems a bit difficult though, because of how it works...no real error message for me, just "Beyond the Sword has encoutered an error and needs to close. Oh, and it wants to beat your face in." :crazyeye:
 
Is there supposed to be 2 Rise of Mankind Config files?

Here's what shows up after the crash:

Code:
[CONFIG]

; Modular XML Loading
ModularLoading = 0

; Skip Main menu
SkipMainMenu = 0

; Custom Art from user folder is not loaded
NoCustomArt = 0

; Custom XML and Python from user folder are not loaded
NoCustomAssets = 0

; No Custom Scenario option in main menu
NoCustomScenario = 0

; No team play allowed
NoTeams = 0

; Read Game options from XML, not .ini
ForceGameOptions = 0

; Always start in the standard era
ForceStandardEra = 0

; Scenario file (Single player)
ForceScenario = 0

; This mod is only for single player games
SinglePlayerOnly = 0

; Allow public maps to be used with this mod
AllowPublicMaps = 1

; Mod Image file
ImageFile = 0

; Name of Mod
Name = Rise of Mankind2.6

; Description of Mod
Description = Rise of Mankind v2.52 for Beyond the Sword

And

Code:
[CONFIG]

# ; Read Game options from XML, not .ini
ForceGameOptions = 0

# ; Modular XML Loading
ModularLoading = 1

# ; Skip Main menu
SkipMainMenu = 0

# ; Custom Art from user folder is not loaded
NoCustomArt = 1

# ; Custom XML and Python from user folder are not loaded
NoCustomAssets = 1

# ; No Custom Scenario option in main menu
NoCustomScenario = 0

# ; No team play allowed
NoTeams = 0

# ; Always start in the standard era
ForceStandardEra = 0

# ; Scenario file (Single player)
ForceScenario = 0

# ; This mod is only for single player games
SinglePlayerOnly = 0

# ; Allow public maps to be used with this mod
AllowPublicMaps = 0

# ; Mod Image file
ImageFile = 0

# ; Name of Mod
Name = Rise of Mankind

# ; Description of Mod
Description = Rise of Mankind v2.6 for Beyond the Sword

One allows Modular loading the other doesn't.

???

JosEPh
 
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