Version 2.6 discussion

Kthx, Well Done. The rest of us must be doing something funny here. Did you install 2.6beta over blank 2.5, or over 2.5patched, or over 2.6alpha1 or alpha2?

Also Zappara:

'One thing you could test is to change what modules are loaded by default: move them from Rise of Mankind\Assets\Modules\... to Rise of Mankind\Assets\Unloaded Modules\...'

I put all the folders in the ...\Modules\ folder into the ...\Unloaded Modules\ folder, and tried again, and had the same problem.
 
Also tried the folderthingy but didnt work:(

KTHX could you just tell what version of rom you installed over and your system os and hardware?
May be a long shot but I want all info that can help solving this errorproblem:)
 
I can only get RoM 2.6beta to work if I delete the CivilizationIV.ini file. Start civ, load Rise of Mankind and then start a game.

-cut wrong statement-

If I make Rise of Mankind the default mod it then breaks
 
I've never had any problems with the alphas, nor with this latest beta. I installed ROM 2.5, then patched it in sequential order up to today's beta. I'm using Vista 64 bit for my OS.
 
I finally got it to work! It's great, by the way, and very stable.

I have no idea what I did right, but this was the process:

Deleted previous RoM folder from MODs
Installed RoM 2.5
(did not patch sequentially)
Installed Rom 2.6beta
Launched a different MOD (in my case FFH2)
Played a few turns of a game of that, then returned to main menu.
Pressed 'Load a MOD' button and selected RoM
Tada!
(note: I did not unload FFH2 mod and reload a new mod).

EDIT: This doesn't work second time around. I crashed to desktop early on, and can't reload. Extremely strange.
 
@Zappara

First of all I am so glad to see that you are continuing to make the mod even better (kinda tough provided how excellent a mod it already is). While I am not posting a lot I still follow the progress of RoM a step by step. Up to 2.6Alpha2 I never had any problems of any kind. I was using an old installation that had 2.4full as a base then patched to 2.5 -> 2.51 and 2.52 then the 2.6 alphas 1 and 2. When I applied the 2.6beta I was still able to load the mod and start a game. I then got a CTD some turns ahead. I decided to do a clean install of 2.5 (so far I haven't even downloaded 2.5full!!). I installed 2.5 then applied 2.6beta. I also deleted all cash files. Mod loaded then I got an empty tech adviser screen on exiting it I got no interface!! Thinking it is a python thing I turned python exceptions display. After doing so however the mod wouldn't load at all it will just CTD in xml loading phase. I performed a new clean install of 2.5 making sure this time that I use 7zip itself in extracting files (I usually use winrar). I patched to 2.52 then applied 2.6 but still had the same problem (CTD while loading). Well, I just tried something odd. I installed 2.4 full, patched to 2.5 then added 2.6beta. Now I am able to load the mod and start a game. I however once again got a weird CTD. It happened within my own turn when my city finished building a spearman. I've built a number of these guys so it can't be the issue. Also I got no new tech recently so it can't be the "what to build in this city" pop-up.

Anyway, I will now try to load the same game after clearing the cash and see if I will be able to go on without CTDs. I think once you release a full 2.6 some of the problems reported here will go away. Right now every single one has a different history of the version he has on his PC with patches and add-ons etc.

Keep-up the good work, and good luck.
 
Many thanks for posting the unit strengths spreadsheet zap. Interesting reading. :)

You said that it isn't complete yet, and looking through it, it appears that after the helicopter units section nothing really seems to get bonuses against other units anymore. Is this refelcted in game or will the new strengths only be implemented once the spreadsheet is complete?

Oh and thanks for the new release! (Where are my manners?) :blush:
 
Ok I tried moving the new modules to unloaded.

These modules loaded, it works with just the American, Babylon, Barbarian, Carthage, China and Viking Custom ArtStyles, UN mission and all UN units. As well as the three knight odrers and units. ;)

Arabia, Aztec, Byzantium, Dutch and Rome Custom ArtStyles give the NTDLL.DLL error on CTD. So are unloaded :cry:

So far this is just to get to the start of a Play Now! game. Don't know how long it will run yet. Will update over the weekend how it does.:goodjob:

Minor Update: Runs fine so far got through 150 turns without problems.
 
Hi and good morning!
I tried dancing hoskulds trick and deleted civilization.ini - file and beta2.6 loads just fine. Tried another time and got same old crash. Deleted civilization.ini again and game loads.. version is currently 2.4 patched to 2.5 and then beta 2.6 but i will try same with clean 2.5 version.
 
Still getting random CTDs while loading due to memory with 2.6. Have cleared my cashe in almost every way possible. Thinking it might be an XML issue, as it crashes during INIT XML.
 
Deleted cache and still no go.

And after the "CiV IV BtS exe has encountered...." when I click the Don't Send report (or even if I do) when my desktop reappears it's truncated and has to be refreshed. Same for the Taskbar, have to drop it down then bring back up to get all of it showing again.

I even went so far as to reinstall the DirectX from the Game CD. Thinking it's a graphic's problem.

I can still play 2.52 and 2.6alpha. 2.6alpha when it's loading does come up with a XML Tag:Barb_something_unit file was incorect. Twice in fact. I click Ok and it continues with it's loading, then plays fine. This game is at 1969 July and I finally have Destroyers, early Tanks, and Jeeps.

Just D/L'd 2.6beta, will try it out tomorrow. Hope it works for me.

JosEPh
 
A thought I had the other day, while meandering through the updates... Would it be possible (at this point, without getting into the debate about appropriate req's and upgrade paths) to create a "hidden nationality" promotion?

Also, whilst having to remove the food production penalty on the Oil Refinery building, why not replace it with extra unhealthiness? Making it +4 or so unhealthiness would certainly offset it :)
 
Ok I got it to load up by doing as advised by rtt4a and Dancing Hoskuld. I deleted the Civilisation IV.ini (configuration settings) file from the folder : My documents/My Games/Beyond the Sword, and I also deleted the shortcut to it in the C/Programs/Firaxis etc... /Beyond the Sword folder just to be thorough. Now it loads fine.

Update: No longer loads at all, despite using same process. Madness.
 
hey guys :>

so here are my specs hope they can help ->

installation order of rom:
rom 2.5
rom 2.52
rom 2.6alpha2
rom 2.6beta

i'm starting the mod with a shortcut i've created on my desktop like so:
shortcut->target : "D:\games\Civ 4\Beyond the Sword\Civ4BeyondSword.exe" mod= mods\Rise of Mankind

the os is win7. i run it on a q6600@2,4ghz, 9800gtx+, 4gb ram

hope that helps if you need something more specific, plz tell me.

kthx :D

@zap: new beta is very nice, i'm impressed :D


EDIT -> i even may have started of having a 2.4 install, cant tell that for sure, the archive is on my HD but i cant recall when i used it, is there anyway u can display the patch history?
 
Ok I got it to load up by doing as advised by rtt4a and Dancing Hoskuld. I deleted the Civilisation IV.ini (configuration settings) file from the folder : My documents/My Games/Beyond the Sword, and I also deleted the shortcut to it in the C/Programs/Firaxis etc... /Beyond the Sword folder just to be thorough. Now it loads fine.


hi Jack,
i only deleted the ini-file not shortcut. I also tried same trick with clean 2.5 instal (2.5 patched beta 2.6) and it also works fine. This is really strange..
 
Ok, after yesterday's reports I started going through the mod files after looking log files and I did find couple bugs that might have caused unexpected crashes when game was reading xml files. Who would have guessed that after adding extra resource requirement choice for railroad, you'll have to also edit gamedefines and set there number how many resource types maximum can enable that route type :rolleyes: After fixing that I checked units and buildings tech + resource requirements because those have similar gamedefines so I had to check I hadn't put too many requirements anywhere - while doing this I noticed there was typos in Manhattan project's resource xml modifier. This bug is probably in v2.5 (didn't check). I'll upload new beta today with those fixes. I'll let you know when it has been uploaded.

There is however one thing in python log that raises my suspicion: seems revolution does some sort of "initialization for civics" several times (5-10) after new city is found. This didn't happen when I tried RevolutionDCM so I think there might be some kind of conflict now with revdcm python + RoM civics. Didn't yet figure out what triggers that python init to run so many times after each city is found - by looking the code is looks like it should run only once?!? So this part needs more tests before we can say that it doesn't cause any problems during game...

You said that it isn't complete yet, and looking through it, it appears that after the helicopter units section nothing really seems to get bonuses against other units anymore. Is this refelcted in game or will the new strengths only be implemented once the spreadsheet is complete?
It's not complete - it takes waaaaayyyyy too much time to add all the bonuses for the units to those sheets so that far I had gotten before I uploaded them. Maybe the sheets will be complete once I have made v2.7 :lol: But atleast you can now use the sheets for your own purposes ;)
 
2.6 Beta
Bug: You have the Teutonic Major Chapter house as a generic building instead of a National Wonder like you have for the Templar & Hospitaliers

Suggestion: Add Mameluke Cavalry / Sergeant as an Islam Equivalent to the Chapter houses types above. http://en.wikipedia.org/wiki/Mamluk
 
Download 2.6beta (uploaded 7th march)

Version 2.6002 (changes since the previous beta)
Spoiler :


Game Defines
------------
- Fixed: Route OR resource requirement amount increased from 2 to 3 (was possible crash cause because railroad had 3 resource requirements?)

Buildings
---------
- Changed: AND tech requirement filled with NONE up to 4 techs on those buildings which use <TechTypes> xml modifiers
- Changed: <PrereqBonuses> filled with NONE up to 5 resources (as set in gamedefines) on those buildings which use this xml modifier
- Fixed: Manhattan project prereqbonuses had typos

Units
-----
- Changed: AND tech requirement filled with NONE up to 4 techs on those units which use <TechTypes> xml modifiers
- Changed: <PrereqBonuses> filled with NONE up to 5 resources (as set in gamedefines) on those units which have several resource requirements

Promotions
----------
- Changed: Loyalty promotion for Spies renamed to Loyal to avoid possible conflict with regular units' Loyalty promotion
 
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