Version 2.7 bug reports and feedback

Just a few last minute notes. I wanted to write down everything I found odd, but forgot so the list is incomplete. maybe I edit some more into it later ;)

Encyclopedia : 2 civs knowing a tech and you'll get it too? IMO it should be 4. 3 the least.

Arena : Obsolete by realism? I'm pretty sure there's a lot of soccer/football/baseball/rugby, hell even monstercars/smackdown wrestling etc fans that would disagree. Maybe even give it happiness bonus with mass media. (unless I oversaw a Stadium building or something simular)

Guild Hall : Req Gold? Why? Cannot see any connection between guilds and gold as a resource.

Brothel : No bad health?

Iron Frigate : Req Steam and Steel, but Steel req Steam so steam req is unnecessary

Stone : Stone is a very rare resource in RoM (at least on the maptypes I play) but is it really that difficult to obtain stones? There is however plenty of lead everywhere....

Lumbermill : Req Paper? Shouldnt it be machinery?

Well, thats all for now. All of it minor changes as everything seems to work nicely with the fixes already mentioned in this thread.
(Just survived a 4 civs combined attack including around 200 wooden ships loaded with troops. Damn that was tough :D)

Will upload another gamefont tomorrow with the 5 extra guilds.
 
I think there should be a switch from how they're handled. I don't think Cathedrals should be linked to the amount of temples. While a temple should be necessary in the city where the cathedral is to be built. I think it should be the population size of the city that determines if a cathedral is needed.

The same could be done with other "large" buildings like Steel Mills or Food factories etc. I never really saw how a small city of could support industry thats really required of a steel mill.
 
Download Rise of Mankind v2.71!

Note that version this does not contain fixes to the known RevDCM bugs in the event system etc. I've decided to release this version now as there is no given date when next RevDCM version is available so I'll have to wait for it and merge it to the v2.72 patch. Also I needed this version out before I can upload the Mega Civ pack, which is also now ready and zipped but the upload process for it will have to wait to tomorrow. I don't have time now to update all the necessary posts about this new version, will have to do that also tomorrow or on weekend.

I hope it works alright, it's been tested on normal speed to about 50% of game length so far.
 
No patch? We have to redownload? Aw...

Oh and Zappara, you should have your Addon's and Scenarios on your sig redirect to both forums. Maybe split them up so Addons brings people to the Modmod's forum and Scenario's goes the the Scenario forum. Your current link is out of date.

EDIT: I noticed that you made your custom leaders enabled by default. Is that going to be the new standard. I have no problem with it, it just means I have to reconfigure a few modules.

EDIT2: Also, you missed my latest Realistic Diplomacy update, which fixes the issues with the diplomacy music. Oh well.

EDIT3: Here's the changelog for those who care:
Spoiler :
Version 2.71
------------

Sevopedia
---------
- Changed: unit infos now show if unit Ignores Building Defense when attacking (BtS doesn't show this info)
- Changed: unit infos now tell how many units collateral or flanking damage will hit (maximum)
- Changed: unit infos now tell if unit can be drafted
- Added: Module - Holy Wars pedia to RoM Concepts


Python
------
- changed: Main interface now show if unit Ignores Building Defense when attacking (BtS doesn't show this info)
- Changed: Main interface now tells how many units collateral or flanking damage will hit (maximum)
- Changed: Main interface now tells if unit can be drafted
- Changed: GameUtils.py small tweaks to optimize code
- Changed: SettlerEventManager.py sends now ModNetMessages when Pioneer or Colonist is used to build city (fixes OOS error for these units?!?)
- Changed: BarbarianCiv.py disabled all UnitAI changes (SDK handles them all now for AI units), should prevent 'waiting for player' -problems
- Changed: Revolution.py disabled all UnitAI changes (SDK handles them all now for AI units), should prevent 'waiting for player' -problems
- Fixed: CvEventManager registers Pioneer and Colonist ModNetMessages correctly
- Fixed: RevUtils.py getGameSpeedMod function did not use 1.0 value correctly with Epic speed, also changed the function to use RoM turn amount for Epic speed
- Fixed: GameUtils.py AI players no longer should be able to build more than 3 Inquisitors
- Fixed: Revolution.py distance to capital calculation modified to RoM's routes' movement rates (the effect was negative value while it should have been positive modifier)
- Fixed: RevCivicsUtils.py bug that caused list of civics to be initialized every turn causing overflow eventually


Great Wonders
-------------
- Added: National Shield
- Added: Himeji Samurai castle
- Changed: Pyramids gives free Irrigation Canals instead of Granary (Egypt had irrigation canals in use at the time when Pyramids were built). Note that this benefits only cities with rivers and that this way you get early access to Irrigation Canals


Modules
-------
- Changed: MLF Module Loading Controls modified, by default now loads Modules_RoM defines (in Rise of Mankind.ini file Modular loading must be 0 for WoC module loading system). Modules must be in subfolders defined by MLF Module Loading control file (if subfolder doesn't exist but is defined in MLF, subfolder can be manually created and modules placed inside it)
- Changed: St John's Chapter House national wonder limit decreased from 3 to 1 (so cities do not get filled with these)
- Changed: Templar Chapter House national wonder limit decreased from 3 to 1 (so cities do not get filled with these)
- Changed: Teutonic Major Chapter House is now National Wonder instead of regular building
- Changed: Krak des Chevaliers no longer require St John's Chapter Houses (on Gigantic map sizes player could not meet the building amount requirement)
- Changed: Al-Aqsa Mosque no longer require St John's Chapter Houses (on Gigantic map sizes player could not meet the building amount requirement)
- Changed: Montfort Castle no longer require St John's Chapter Houses (on Gigantic map sizes player could not meet the building amount requirement)
- Added: Custom Artstyles MLF control files
- Added: Custom Buildings MLF control files
- Added: Custom Units MLF control files
- Added: Holy Wars MLF control files
- Added: NoBuildingGraphics MLF control files
- Added: Leaderpack 1 which adds 22 new leaders for various civs
- Added: Custom Civilizations MLF control files (for extra civ pack)
- Updated: UN APC schema files
- Updated: UN Diplomat schema files
- Updated: UN Motorized Infantry schema files
- Updated: UN Fighting Vehicle schema files
- Updated: UN Transport Airplane schema files
- Updated: UN Transport Helicopter schema files
- Updated: UN Peacekeepr schema files
- Updated: UN Mission schema files
- Updated: NoBuildingGraphics module tweaked so that cities should look better (no huge empty areas), included new v2.7 building art defines, schema file updated
- Updated: Realistic Diplomacy now fully in WoC format, added files for Leaderpack 1 leaders, depencytypes added to those files so that if specific custom leader is removed from mod, the realistic diplomacy isn't loaded for that leader anymore since he doesn't exist. This prevents errors when loading and running the mod
- Updated: Static leaders schema file
- Updated: Holy Wars building and unit schema files


Gametext
--------
- Fixed: Drain Peat Pog text entry from Canal Systems tech
- Fixed: xml define UTF-8 changed to ISO-8859-1 in several xml text files
- Added: Oil Refinery help about River Requirement
- Added: Hydro Plant help about River requirement
- Added: River Port help about River requirement
- Added: Three Gorges Dam help about River requirement
- Added: Levee help about River requirement
- Changed: many civics strategy to match new effects


Promotions
----------
- Changed: Air Defense promotions give bonuses vs. Helicopter units
- Fixed: Flower war gives bonus also in Battlefield Forest and Battlefield Jungle (requires Battle effects on)
- Fixed: Gentleman -25% bonus also in Battlefield Forest and Battlefield Jungle (requires Battle effects on)
- Fixed: Woodsman I-III gain bonuses in Battlefield Forest and Battlefield Jungle (requires Battle effects on)


Units
-----
- Fixed: Light Swordman units require Copper OR Iron
- Fixed: Swordsman units require only Iron, no longer Copper
- Changed: Galley can enter Ocean again (note that this is highly dangerous on early eras due to storms that sink ships)
- Changed: War Galley can enter Ocean again (note that this is highly dangerous on early eras due to storms that sink ships)
- Changed: Trireme can enter Ocean again (note that this is highly dangerous on early eras due to storms that sink ships)
- Changed: Siege Quinquereme can enter Ocean again (note that this is highly dangerous on early eras due to storms that sink ships), moves 1->2
- Changed: Arquebusier all extra unitcombat bonuses removed (use promotions instead), bonus production speed with Lead
- Changed: Pikeman units no longer defend 1st against Mounted
- Changed: Inquisitor team instance count set to 3 (each player is team), value used in python checks.
- Changed: Crusader tech req. Fundamentalism (just prevents one exploit ;), str 20->15
- Changed: Musketman bonus production speed with Lead (bullets)
- Changed: Automatons str 44->70, cost 180->350 (better than any gunpowder unit and also cheaper)
- Changed: Cyborg str 65->95
- Changed: Guarddog helps thwart enemy spies
- Changed: all worker units belong now to Worker unitcombat group
- Changed: all missile units belong now to Missile unitcombat group
- Changed: all settler units belong now to Settler unitcombat group
- Changed: all nuke units belong now to Doom unitcombat group


Unit Artstyles
--------------
- Updated: American schema file - removed unnecessary defines from American_Civ4CivilizationInfos.xml, now in WoC format
- Updated: Arabia schema file - removed unnecessary defines from Arabia_Civ4CivilizationInfos.xml, now in WoC format
- Updated: Aztec schema file - removed unnecessary defines from Aztec_Civ4CivilizationInfos.xml, now in WoC format
- Updated: Babylon schema file - removed unnecessary defines from Babylon_Civ4CivilizationInfos.xml, now in WoC format
- Updated: Barbarian schema file - removed unnecessary defines from Barbarian_Civ4CivilizationInfos.xml, now in WoC format
- Updated: Byzantium schema file - removed unnecessary defines from Byzantium_Civ4CivilizationInfos.xml, now in WoC format
- Updated: Carthage schema file - removed unnecessary defines from Carthage_Civ4CivilizationInfos.xml, now in WoC format
- Updated: China schema file - removed unnecessary defines from China_Civ4CivilizationInfos.xml, now in WoC format
- Updated: Dutch schema file - removed unnecessary defines from Dutch_Civ4CivilizationInfos.xml, now in WoC format
- Updated: Rome schema file - removed unnecessary defines from Rome_Civ4CivilizationInfos.xml, now in WoC format
- Updated: Viking schema file - removed unnecessary defines from Viking_Civ4CivilizationInfos.xml, now in WoC format


Routes
------
- Changed: Cart Path button
- Changed: Road button
- Changed: Paved Road button, shortcut changed to shift+R
- Changed: Highway button
- changed: Electric railroad now gives 12 moves instead of 10 making it slightly better than regular Railroad (because AI builds these anyway, there needs to be some sort of benefit), cost reduced from 20 to 12, shortcut changed to shift+R
- Changed: Jumplane shortcut changed to shift+R

Terrain
-------
- Changed: Flood Plains can appear now on Plains next to river (was before only on Desert plots next to rivers)
- Changed: Ocean movement cost 3->2 (random events take care of sinking)
- Changed: Coast movement cost 2->1
- Changed: Storm damage increased 10%->20% (must be over natural healing rate of units?)
- Changed: Fallout damage increased 10%->20% (must be over natural healing rate of units?), yield changes from -3 to -5 (due to higher yields in RoM), has chance to spread now (wind spreads it)

Events
------
- Changed: Sea Storm event can sink now Galleys, Wargalleys, Triremes, Siege Quinqueremes, places Storm on the plot, has higher chance to occur
- Added: Sea Storm 2 event makes Storms appear on seas so that maps don't run out of storms
- Added: Sea Storm 3 event sinkS ancient/classical era ships on ocean plots (getting across ocean should be dangerous as in Civ 3)
- Added: Sea Storm 4 event bit less dangerous event for ancient/classical era ships on ocean plots but does sink them

Audio
-----
- Changed: New religions' audio volume adjusted

Gamedefines
-----------
- Changed: Siege Towers have been disabled due to late game eras' unit changes (siege tower was shown with some modern units)
- Changed: Max civic options (categories) increased from 8 to 14 so that modmod makers can make more new categories
- Changed: Max tech AND/OR requirements increased from 5 to 6

Resources
---------
- Changed: Tea enabled with Calendar

INI Files
---------
- Fixed: DistanceToCapitalModifier typo in Revolution.ini, didn't affect anything since mod used value 1.0 anyway if it didn't locate this modifier
- Changed: Revolution.ini Minimum population needed for a barb city to settle 2 -> 4, Minimum number of contacts (with any and full civs) to settle 2 -> 0, MilitaryStrength 0.5 -> 0.33 (barbs get 1/3 amount of units from RevDCM default). Barbarians settle now later and fewer new civs is formed

Buildings
---------
- Updated: Building schema file
- Changed: Cement Mill no longer give hammer bonus, build limit 5->1, provides x Cement resources, where x depends on different factors
- Changed: Chemical Plant no longer give hammer bonus, build limit 5->1, provides x Synthetic Rubber resources, where x depends on different factors
- Changed: Filling Factory build limit 5->1, provides x Ammo resources, where x depends on different factors
- Changed: Rubber Factory no longer give hammer bonus, build limit 5->1, provides x Vulcanized rubber resources, where x depends on different factors
- Changed: Steel Mill is again regular building (part of Forge upgrade path)
- Changed: Jewish cathedral +15% production speed with Lead
- Changed: Christian cathedral +15% production speed with Lead
- Changed: Hindu Mandir +15% production speed with Ivory
- Changed: Buddhist Stupa +15% production speed with Gold
- Changed: Confucian Academy +15% production speed with Stone
- Changed: Taoist Pagoda +15% production speed with Lead
- Changed: Hellenic Pantheon +15% production speed with Marble
- Changed: Zoroastrian Pantheon +15% production speed with Marble
- Changed: Temple of Mut +15% production speed with Marble
- Changed: Temple of Tlaloc +15% production speed with Gold
- Changed: Islam cathedral +15% production speed with Stone
- Changed: Port moved to City Planning tech, requires also Seafaring
- Changed: Commercial Port moved to Compass
- Changed: Alhambra graphics scaled down

Fonts
-----
- Fixed: Gamefont and Gamefont_75.tga should display icons correctly next to city name (thanks Vincentz!)

Improvements
------------
- Added: Modern Mine
- Changed: Gheotermal factory button
- Changed: Aquatic Forcefield button
- Changed: Aquatic Anti-Air Defense button
- Changed: Mine no longer gain bonuses from Nano Mining, Mag Lev or Jumplane (these bonuses do apply for Modern Mine)
- Changed: Shaft Mine no longer gain bonuses from Nano Mining, Mag Lev or Jumplane (these bonuses do apply for Modern Mine)

Civics
------
- Changed: civics that give bonuses to Shaft Mine give now same bonuses for Modern Mine
- Fixed: Democracy no longer say that it is required to build Agora, instead this info is now shown correctly with Republic civic

Maps
----
- Fixed: Colonization scenario map has now new 2.7 resources
- Fixed: Eurasia map (200x80) has now new 2.7 resources
- Fixed: Eurasia medium map (114x51) has now new 2.7 resources
- Fixed: Giant Earth Map (GEM) has now new 2.7 resources. Marsh and Peat Bogs added
- Fixed: Huge European map has now new 2.7 resources
- Fixed: Australia and New Zealand map has now new 2.7 resources
- Fixed: Demographica, huge Mediterranean map has now new 2.7 resources
- Fixed: Earth with 28 preset civs has now new 2.7 resources
- Fixed: Earth with 12 preset civs has now new 2.7 resources
- Fixed: Mars has now new 2.7 resources
- Fixed: Mars colonization has now new 2.7 resources
- Fixed: Antarctica has now new 2.7 resources
- Changed: Orion randomizes resources always
- Changed: Sirius randomizes resources always


Techs
-----
- Changed: AITradeModifier 10->0 for many techs (usually non-military techs)
- Changed: AITradeModifier 0->10 for some military techs

Unitcombats
-----------
- Added: Worker units group
- Added: Settler units group
- Added: Missile units group
- Added: Doomsday units group

Traits
------
- changed: Scientific science bonus per city 15% -> 10%


EDIT4: Gah! you changed the MLF loading controls on us, messing up over half of our addons! Time to go release more updates.
 
Something I just noticed in the German civilization, it says that the Mailed Knight is a unique unit replacing the Mailed Knight....
 
For anyone using custom addons for Rise of Mankind, please download this fix. Otherwise, they will not load. They should fix all of my modules, all of Jooyo's (I think, I may have missed some) and all of Vincentz and Xionns. I don't use Aaranda's stuff, so it won't fix those.

View attachment 221202

Zappara, can you make this fix standard in the next patch?
 
Is it just me or is this version 2,70 slower than earlier versions, because, i am getting very long wait between turns and pretty early. So has there been major changes in 2,7 or what?
 
Thank you zappara for the 2.71!

JosEPh :D
 
I captured the holy city of Naghualism and used my next great prophet to build Teotihuacan.I receive the gold and culture bonus but no free specialists, despite owning several quarries, though none are within the holy city's radius. I checked cities with quarries and no free specialists there either. How does this bonus work? BTW, my state religion is christianity.
 
Oh dear! In RoM 2.71 early exploration by sea no longer happens now that galleys and triremes can enter the ocean. The AI is not smart enough to explore along coasts first so their ships head straight out into the ocean only to sink :(
 
WIll 2.71 fix some of the graphical crashes to desktop I keep getting?
Graphics settings are not full on, although all except terrain detail is set to high, movies to medium.
I regularly get 2 different crashes.
One says it's a graphics memory thing, and the other keeps saying something about bad allocation.
Either way the result is the same, crash to desktop.
Relaunching (after making sure there is nothing active in processes by using the good old-fashioned 3 finger salute of CTRL/ALT/DEL) always "fixes" the problem.
It cannot be graphical memory - I have a 512Mb NVidia chip on the laptop. GE Force GO7600.
I have a dual core CPU & 2Gb RAM.

Should be sufficient, and the BtS normal never, ever crashes.
 
WIll 2.71 fix some of the graphical crashes to desktop I keep getting?
Graphics settings are not full on, although all except terrain detail is set to high, movies to medium.
I regularly get 2 different crashes.
One says it's a graphics memory thing, and the other keeps saying something about bad allocation.
Either way the result is the same, crash to desktop.
Relaunching (after making sure there is nothing active in processes by using the good old-fashioned 3 finger salute of CTRL/ALT/DEL) always "fixes" the problem.
It cannot be graphical memory - I have a 512Mb NVidia chip on the laptop. GE Force GO7600.
I have a dual core CPU & 2Gb RAM.

Should be sufficient, and the BtS normal never, ever crashes.

You only have half a gig of graphical memory:eek:. RoM has many many more graphic stuff in it than BtS, I have one or two gig of video memory and still get some graphical memory problems late in the game. Try using the "static leader heads" and the "no building graphics" modules that Zappara supplied with RoM they should reduce the graphics overload somewhat.
 
It cannot be the graphic memory. I run full graphics until early industrial and I only have 128mb (Nvidia 8400G) If you have Vista/XP then its a must to use this ;)

For Vista :
(Now we need to make Windows Vista (32-Bit) ready to support more than 2 GByte.
- Open a command prompt with Administration rights. You find it under "Programs->Accessories->Command prompt" click right and select "run as administrator".
- Enter "bcdedit /set IncreaseUserVA 3072" (without quotes) in the command window and press enter.
After that restart windows)



It solved everything for me (Vista). Havent had a memory crash since. Without it I cannot run RoM at all. Hope it works.
 
It cannot be the graphic memory. I run full graphics until early industrial and I only have 128mb (Nvidia 8400G) If you have Vista/XP then its a must to use this ;)

For Vista :
(Now we need to make Windows Vista (32-Bit) ready to support more than 2 GByte.
- Open a command prompt with Administration rights. You find it under "Programs->Accessories->Command prompt" click right and select "run as administrator".
- Enter "bcdedit /set IncreaseUserVA 3072" (without quotes) in the command window and press enter.
After that restart windows)


It solved everything for me (Vista). Havent had a memory crash since. Without it I cannot run RoM at all. Hope it works.

In addition, download CFF Explorer, then use it to change the .exe of BtS to address more than 2gb of memory. That's it.
 
No patch? We have to redownload? Aw...

Oh and Zappara, you should have your Addon's and Scenarios on your sig redirect to both forums. Maybe split them up so Addons brings people to the Modmod's forum and Scenario's goes the the Scenario forum. Your current link is out of date.

EDIT: I noticed that you made your custom leaders enabled by default. Is that going to be the new standard. I have no problem with it, it just means I have to reconfigure a few modules.

EDIT2: Also, you missed my latest Realistic Diplomacy update, which fixes the issues with the diplomacy music. Oh well.

EDIT3: Here's the changelog for those who care:

EDIT4: Gah! you changed the MLF loading controls on us, messing up over half of our addons! Time to go release more updates.
1. Custom leaders was added to enhance Revolution mod's choice of leaders when revolts happen. Though there's still few civs with only 1 leader but one of the goals has been to have at least 2 leaders per civ.

2. I guess I missed that update, will have to add it in v2.72.

3. thanks for posting the changelog :)

4. Yes, WoC modular system had to be enabled to avoid possible issues with the BtS modular system which was not designed for WoC style modules. The unfortunate downside is that MLF control files are needed now to load any modules and that most custom modules need updates - but eventually this benefits all of us.

For anyone using custom addons for Rise of Mankind, please download this fix. Otherwise, they will not load. They should fix all of my modules, all of Jooyo's (I think, I may have missed some) and all of Vincentz and Xionns. I don't use Aaranda's stuff, so it won't fix those.

Zappara, can you make this fix standard in the next patch?
Sure I can. Note that modmods can hold those MLF control files as well, so I don't actually have to include them for all the possible subfolders defined in the MLF file in Modules folder. If several modmod maker wants to use same subfolder, you should work together a bit to avoid possible conflicts if several modmaker adds custom stuff to same folders. Anyway I'll try to add good variety of load controls for different subfolders (requests for subfolder names accepted) so that we can keep conflict amount in minimum.

Oh dear! In RoM 2.71 early exploration by sea no longer happens now that galleys and triremes can enter the ocean. The AI is not smart enough to explore along coasts first so their ships head straight out into the ocean only to sink :(
Actually they might get lucky and survive few turns ;) but yes, you're right about AI stupidity. However the high sink probability applies only early game which seems realistic to me.
 
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