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.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\...
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).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
Great! Let's hope it works now for everyoneYes it works now!
Will inform you about CTD if there are any with playing but thanks for fixing the small ctd on loadup bugs![]()
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.
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). 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.
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.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 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.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).
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 strategicalllyI 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.
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.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.
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.