Version 2.6 discussion

Yes it works now!

Will inform you about CTD if there are any with playing but thanks for fixing the small ctd on loadup bugs:)
 
Those load errors are driving me crazy as I can't figure out what might be the cause for it. For me the beta works correctly after installing it to RoM 2.5. :confused: I'll have to test few ideas this weekend but there shouldn't be any problem with xml files as it works on my computer. 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\...

Now I have to wonder what, in all of the myriads of possibilities, is set differently on your computer than on mine - you can easily run the one version of 2.5 with the megapack, I can't as well as many whose computer ought to be able to run it, same with the 2.6 beta - I haven't tried the 2.6 alpha, I missed that it was out. Perhaps the difference is something set in Windows or something else esoteric. I'm pretty excited about 2.6 from reading the release notes, but we did just start a couple of games in 2.5 that will take a month to complete... hehe
 
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
Hmm, I pretty sure Teutonic Major chapter house was regular building in the mod I merged - all it does it gives +1 extra experience to land units so I think it was designed to work this way (need to check Holy Wars mod thread). All the units do have different modifiers/promotions as well. All these crusade buildings are for Christianity which is why I included them in modular format so players can disable them if they think those are overpowering christianity religion. Later RoM versions might include similar "crusade" systems for other religions but those have to be made from scratch (but we do have fine religion discussion thread here on RoM forum so that might help me a lot in designing those systems).

Yes it works now!

Will inform you about CTD if there are any with playing but thanks for fixing the small ctd on loadup bugs:)
Great! Let's hope it works now for everyone :)

And should you run into trouble with this version, please post the log files as that will increase the chance of locating those bugs faster.
 
@Kalimakhus

You don't need any patches in between, those are included in 2.6002. And the beta works only for regular 2.5, not for megapack... I'll have to patch extra civ addon / megapack once 2.6 patch is working properly.
 
Just got an CTD. Was playing as the Americans with Roosevelt.
Must say I had trouble finding a good enough leader to replace my dear beloved Bischmark:( Hmmm maybe I should just switch tactics? take over wonders instead of build them^^

But back to CTD where does my bug error log keep itself? And I know this question is a faq but I'm a bit lazy today to go forumsurfing.
 
I'll quote myself then about the logs:
BtS log files

To speed up finding possible causes for bugs, you can enable logging in BtS and attach zipped log files in this thread when you post about your findings.

To enable logging go to BtS folder and open Civ4Config. Check following options to these settings:

; Enable the logging system
LoggingEnabled = 1

; Overwrite old network and message logs
OverwriteLogs = 1

; Enable rand event logging
RandLog = 1

; Enable message logging
MessageLog = 1

Now when you start game, it logs everything to log files. When you exit the game, go to BtS folder, there should be Civ4logs, go there. Zip the log files in that folder and attach the zip file in your post so I can take a look at those files.
 
@Kalimakhus

You don't need any patches in between, those are included in 2.6002. And the beta works only for regular 2.5, not for megapack... I'll have to patch extra civ addon / megapack once 2.6 patch is working properly.

Thanks for the reply. I was actually making sure I got all my bases covered :).

With 2.6002 it seems that the CTD on load problem is over. I loaded mod, started a game, exited BTS, reloaded mod and my game twice. So I think the last bug haunt mission you went on was quite fruitful :goodjob:

I got some CTD that I can't reproduce and seems to be Barbarian Civ related: What happened was that Korea spawned as minor civ nearby. They sent a number of spears to my capitol and managed to take it (was defended by a lone warrior :blush:). Anyway on clicking for the next turn I got the message that Wang Kon DoW me along with the one telling me that he created the Korean empire. I was able to click ok and the message was removed but the wait cursor kept spinning with the "waiting for other civilizations" message flashing. I had to terminate BTS through the Task Manager. When I reloaded the game the Korean stack failed in taking my city so the train of events went in another direction.

On the other side, I am quite pleased with the recent developments of RoM. The game is becoming more challenging, and balanced. One thing I wished for since a long time is a longer Medieval era. There are many excellent middle ages units in the mod and I sure would like to have more time toying with them. I hope you look into this for a coming update.
 
Zappara, not only is it loading properly but I am also getting logs for the first time ever! I got a CTD but the logs compress to 28MB. Is there any particular ones that you don't need or do need to help solve problems?

Below is the lot except the MPlog.txt file.

Edit: I also got the "waiting for other civs" loop after the siam civ spawned. I got two messages saying so and then the waiting message. I was still able to select the main menu and save and exit. Reloading the saved file gave the same messages but destroyed the logs. Note to self - backup logs first then try the reload :)
 
I am still exploring the units' stats changes. So far I am still in the Medieval era so I have only seen the early units. I think there should be a thread dedicated to the units' over-haul. For the time being however I've got some notes:
1 - Spearmen were nerfed to 3str. Seems logical given the fact that they are available so early and they require no metals. However with the cavalry units getting buffed considerably, spearsmen are very much useless. Pikemen become available quite late so there is a long gap. What I think is that Pikemen or some intermediate pole-wielding unit should be available earlier. I never understood the ability of spearmen to attack and kill cavalry. In real life spearmen would be good against cavalry only in defense. So I think the modifier should be large (150%) and defensive only.
2 - Sowrdsmen can be upgraded to Macemen while the later can be available earlier. This causes their life-time to be non-existent. With Macemen buffed to 11 str they continue to rule over any other unit being the do it all unit.

Edit: I've just had a look at the excel sheet for units. It is an impressive piece of work in its own right. May I suggest that besides era you mention the tech/techs required. (BTW. one catch -> Knights' era stated Classical. While stirrups is a classical era tech, Knights also require guilds which is a Medieval era tech).
 
FYI, I can load the mod now also! Whatever you changed/fixed it looks like most if not all of us are able to start it now!

thanks!
 
I got some CTD that I can't reproduce and seems to be Barbarian Civ related: What happened was that Korea spawned as minor civ nearby. They sent a number of spears to my capitol and managed to take it (was defended by a lone warrior :blush:). Anyway on clicking for the next turn I got the message that Wang Kon DoW me along with the one telling me that he created the Korean empire. I was able to click ok and the message was removed but the wait cursor kept spinning with the "waiting for other civilizations" message flashing. I had to terminate BTS through the Task Manager. When I reloaded the game the Korean stack failed in taking my city so the train of events went in another direction.
Edit: I also got the "waiting for other civs" loop after the siam civ spawned. I got two messages saying so and then the waiting message. I was still able to select the main menu and save and exit. Reloading the saved file gave the same messages but destroyed the logs. Note to self - backup logs first then try the reload :)
I noticed this as well after I had fixed the xml load errors. I think this is python problem and this new bug appeared after the revdcm 1.00 was merged. I spent couple hours last night trying to figure out what is causing it. First tested if it was problem with Autolog as that has had conflicts with RevDCM before too - this wasn't the cause of the bug (I'm pretty sure about it now). Second thing I tested was to add 2 new future era civics since this category has fewer choices than other categories and Revolution code checks each civ's civics in several occasions. This didn't solve the problem. Third thing is new feature in RevDCM, when some minor civs turn into full civs, they start Golden age - so this is next thing on my check list. I'll also have to go through all RoM and RevDCM files with Winmerge to see if I have missed some code sections during the merge process.

In my own python logs there's very often line "Initializing civ civics" (or something like that) and after I had put debug messages to those code sections that should trigger this section which writes that civics debug message but seems that none of the new debug messages was triggered so I'm now puzzled what else might trigger that "init civ civics" section. It should be triggered only in RevCivicUtils.py and in RevEvents.py... So I'll have to go through merge process and see if I can find any mistakes from my 1st merge process.

Edit: One thing to test is to make games without RevDCM mod components and see if this bug occurs then...

Edit: I've just had a look at the excel sheet for units. It is an impressive piece of work in its own right. May I suggest that besides era you mention the tech/techs required. (BTW. one catch -> Knights' era stated Classical. While stirrups is a classical era tech, Knights also require guilds which is a Medieval era tech).
I wrote most of the unit era infos from memory there might be some mistakes. The sheets are missing moves, air range modifiers too so there's still some stuff left to do besides adding all the unit bonuses.
 
I am still exploring the units' stats changes. So far I am still in the Medieval era so I have only seen the early units. I think there should be a thread dedicated to the units' over-haul. For the time being however I've got some notes:
1 - Spearmen were nerfed to 3str. Seems logical given the fact that they are available so early and they require no metals. However with the cavalry units getting buffed considerably, spearsmen are very much useless. Pikemen become available quite late so there is a long gap. What I think is that Pikemen or some intermediate pole-wielding unit should be available earlier. I never understood the ability of spearmen to attack and kill cavalry. In real life spearmen would be good against cavalry only in defense. So I think the modifier should be large (150%) and defensive only.
2 - Sowrdsmen can be upgraded to Macemen while the later can be available earlier. This causes their life-time to be non-existent. With Macemen buffed to 11 str they continue to rule over any other unit being the do it all unit.
1. I had time only to change the strengths and costs so far. What's left to do is fine tuning and modifying the unit bonuses. In Spearman's case I was thinking to give it small (15%-20%) melee bonus so that the actually strength is 3.4 - 3.5. By the way Mounted units now have -25% attack to forest plot and -50% attack bonus to jungle plot so to use Spearman better, player has to think bit strategicallly ;) Why such bonus to mounted units one might ask - because forests were the thing that stopped The Huns from conquering the whole Europe ie. mounted units have the advantage on open fields.

2. I guess I'll have to check swordsman's upgrade paths and do some calculations with Macemen strength vs. other units.
 
One thing I really like about new BUG 3.6 features is the Strategyoverlay - it makes planning the city locations so much easier when you can place those dots on the map! If you don't know about this feature yet, you can enable editing mode with alt+x and with ctrl+x you can switch the overlay on/off.
 
Is there a reference guide anywhere which lists all the keyboard commands for BUG, as it seems most people aren't aware of all of them despite many (like the one mentioned above) being very useful.
 
Is there a reference guide anywhere which lists all the keyboard commands for BUG, as it seems most people aren't aware of all of them despite many (like the one mentioned above) being very useful.
Most of the keyboard commands are mentioned in civilopedia - look through Strategy, Hints and RoM Concepts pages. I've tried to include info about most of the keyboard commands but there are few still missing from the pedia pages, like this new strategy overlay feature which haven't been mentioned even in BUG mod's help files.
 
One thing I really like about new BUG 3.6 features is the Strategyoverlay - it makes planning the city locations so much easier when you can place those dots on the map! If you don't know about this feature yet, you can enable editing mode with alt+x and with ctrl+x you can switch the overlay on/off.

ILU ZAPP!!!!
Do you have any idea how many times I have just sat there pointing with my fingers and trying to remember where my cities are going to be a few cities ahead!? Just wishing for a future city planer! Btw you should add these shortcut to that infoscreen that comes up:goodjob:

-

Btw I also get the waiting for other civilizations thing that never ends. Tried to save and load at the same turn with no other luck than ctd. Then I tried to load a few turns before the bug and it worked fine untill I came to the same turn that the bug happend and I was stuck again.
 
hmm just for reference i had never downloaded 2.5 full i always had 2.4 then patched to 2.5 and got the load error when i tried to load the newer 2.6 but i just downloaded 2.5 full then patched and it runs fine
 
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