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Version 2.7 bug reports and feedback

Not a bug. Just a suggestion.

How about changing the size of a barb city becoming a minor from 2 to 3.
I thought I had everything under control, but then disaster stroke.
The greeks emerged from a size 2 barb city after I build my second city,
and went imediately on a rampage.
3 turns later my city was lost, and they marched on towards my capital.
End game.

It was around BC3000, and I didnt even have archery.

BarbCiv has been like that for sometime now. If you don't actively seek out nearby barb huts and eliminate as many barb units in your area as possible from game start well........trouble big time will head your way.

I've posted some examples to zap and the forum about the number of units a Minor gets. It is supposed to be looked into. But I doubt seriously if zappara had time to address it with this compatible version to the official 3.19 Patch. And it may have to be relayed to the REVDCM crew.

JosEPh
 
Maybe I have to change strategy/difficulty level or turn off aggr barbs, (after the disappering barb bug was fixed they just overrun me and the other civs) So right now I'm struggling just to keep my capital standing, not cruising around the countryside looking for a fight ;)
 
I've felt your pain!

So I learned to be more aggressive early. Which goes against my Builder grain. :p

I currently only play Noble for these test versions. And I Never use Aggressive barbs...oi vay...are you ever asking for it! :crazy: :lol:

JosEPh :)
 
I actually kind of enjoyed getting a serious beating in the first couple of games. This is how I remember RoM being. In test2 they (barb & AI) seemed "tame", but that has certainly changed. I'm stepping down to monarch and trying again :king:
 
The file "Rise of Mankind\Assets\XML\Text\RoM_Methane_Civ4GameText.xml" should change the line

Code:
<?xml version="1.0" encoding="UTF-8"?>

on

Code:
<?xml version="1.0" encoding="ISO-8859-1"?>

Because of processing XML fly with an error because the characters in the file are not included in the UTF-8 encoding
 
I've restarted a game on RoM 2.7.
Nothing interesting to notice up to now but:
- Something has to be done for Lead. This ressource is actually more a pain than a bonus ressource as you have to bear the 2 sick faces for the whole game while the only (few) benefits come in the late game.
- I keep getting CTDs regularly after 3000 BC, then reload, play a few more turns and CTD again. I'm about to install windows XP 64 + 2 more Gb of memory, let's see if it helps.

I'm also doing a modification to better balance units from Ancient Times to Renaissance (as it seems Zappara doesn't share my opinion about this :D), I'll put it online as soon as I am able to check this is OK in game. :)
 
Make sure you disabled file and XML caching in your civ4config file.
 
Few questions/problems:

Revolution Component
I played first with Revolution component and the same problems happened as with others
Originally Posted by Jabarto
Is something wrong with the Revolution component? I just had a city TWO TILES from my capital get plunged into rebellion because of "distance penalties" and nothing else.


Religion spread
Started a new game on Gigantic map without Revolution component and Religion seems to be spreading very quickly. At the moment (very early in the game) only two religions have been founded but most of the civilisations have chosen one of them already as their state religion and the others will probably convert as soon as they get the civics....

Trade caravan profits
Trade Caravans seem to earn a lot of cash too, 420 gold only 12 squares away to a small capital of a rival. It seems to be more than before? So I can keep churning out trade caravans and have less money worries.

If these are not intentional (I did not try the test versions so not too sure if these are improvements?) I wonder if they are linked by some bug about distance?
 
Few questions/problems:

Revolution Component
I played first with Revolution component and the same problems happened as with others

I think I found the variable that changes this, if you're inclined to do so. Open up "Revolution.ini" and look for a line called "CloseRadius" about halfway down. I set it to 30 and am getting much better results.
 
Few questions/problems:



Trade caravan profits
Trade Caravans seem to earn a lot of cash too, 420 gold only 12 squares away to a small capital of a rival. It seems to be more than before? So I can keep churning out trade caravans and have less money worries.

Hey now, this is a feature, not a bug. :lol: At least its my strategy.
 
I made a testgame in later eras to test my warlords, and the AI was actually quite happy about building them (the caravans that is (they were crazy about building warlords, but thats another story ;) )), though I never had an AI using them in my city. I think their AI state must have be <recon> or something like that coz they just wandered around. I'm experimenting with giving AI different "Orders" (<UnitAIs> & <UnitAIs>) in unitinfos.xml. Hopefully they will use them right so it will level it out.

@ Jabarto

30 you say. Will do. Just making another testgame and by the year of 400BC there has already been 6 revolutions (on a large map with 9 starting civs and barbcity become minor civ when size 5 (last is very recomendable if you think the barbciv spams to many civs (thereby slowing down AI turns) could also be 4.)
 
Im missing building pics mostly from the industrial era. The problem is that whenever I go to build one a pink square shows up in stead of the pic. This when clicked crashes my game.
 
Im missing building pics mostly from the industrial era. The problem is that whenever I go to build one a pink square shows up in stead of the pic. This when clicked crashes my game.

Redownload ROM 2.7. The first one (on filefront) got corrupted, but the one on atomic gamer is working.
 
Another testgame : large map, epic, agg barbs/civs+all the RoM stuff, 9 start civ.
changed barbcity2minorciv to size 5 and closeradius to 30

after 200 turns (900BC) there has been 1 revolution and 5 barb2minor totalling 15 civs.

Ofcourse this is a personal preference, but as can be seen on minimap, there is still some undiscovered land (which wouldnt be there with the old settings.)

Hope the info was usefull. If not then I just shuffle back to my corner (VincentzView ;))
 
The herbalist random event where you're asked whether to experiment on your own citizens looks like its bugged. Usually it the options are +1 happy for 10 turns, -1 happy for 10 and X% percent chance of permanent +1 health bonus, or -2 happy for 10 turns and x% percent chance for permanent +2 health bonus.

Now the options just read +1, -1, and -2 without the possibility of health bonuses.

I wish I could be more specific about the random event, but I didn't copy a picture.

Best,
 
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