The Royal Tournament national wonder requires stables ONLY. It means that if you have built knights' stables, you can't build it anymore, as its upgrading path completely removes the regular stables.
There's a couple of these in RoM - unfortunately there's no easy way to fix it so I've left them as they are. Besides I was more concerned about getting the mod working with BtS 3.19 as soon as possible and worry about small bugs later.
I notice that incense is still considered useless by the AI so it does not work it, and now we have alcohol which no one will buy because of the unhealthiness of it
Every nation has their own beers etc, don't they?
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
I adjusted it in Revolution.ini from 1.0 to 0.5 which should halve minors unit amount.
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
That's good to hear
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
Thanks, will check it for v2.71.
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

), I'll put it online as soon as I am able to check this is OK in game.
I did make some changes to those eras units and yes I did read about the -80% defense idea but didn't implement that yet because of there was already so many changes that I wanted to see how the balance is with current changes.
I miss the blue frame around units in a stack that can be promoted.
See BUG options -> Plotlist page (ctrl+alt+o). I turned off few plot list features to improve main interface speed.
i don't know if this counts as a bug, but all the scenario's do not have the new recources included in 2.7. would this be easy to do? because if so i can give it a go if you would like. i have wanted to make some changes to GEM in ROM as Rome and Maya dont even start with settlers and the ottomans start in central asia.
Scenarios and maps have not yet been updated to new resource changes - I had no time for that and I hope mapmakers will help me with this.
Teutonic Chapter House is not National Wonder currently because of this:
In Teutonic_CIV4BuildingClassInfos.xml,
Code:
<iMaxPlayerInstances>-1</iMaxPlayerInstances>
Templar Chapter House & St. John's Chapter House are National Wonder because of this:
In Templar_Civ4BuildingClassInfos.xml and Hospitaller_CIV4BuildingClassInfos.xml,
Code:
<iMaxPlayerInstances>3</iMaxPlayerInstances>
Is it intentional?
Intentional - at least that's how those buildings were in the original Holy Wars mod which I merged. I only made adjustments to tech and resource requirements.
But i see that the unti overhaul topic has not got the attention. It was suggested there a weak defender bonus for siege units ( due to their nature ).
link to topic :
http://forums.civfanatics.com/showpost.php?p=8169427&postcount=123
Btw i saw a thingy in 2.63 with a minor civ never turning to full one. Could it be the Civilization limit ( i use the DLL limit) or something else ? But this is probably a revolution module problem than RoM i think...
As said above, let's first try with the current settings and then think about the suggested ideas if it still feels necessary to nerf those siege units more.
Minors can remain minors for long periods of time - I think - not sure about the exact requirements set for settling in Barbarian civ component.
@Vincentz,
*smile* Yeah, ->AI<-, poor thing *lol*.
Anyway, I have two things that I think are strange but may be just OK.
1. The Canal Systems Civipedia was a bit weird because it said in Special Abilities that "-Can TXT_KEY_BUILD_REMOVE_SWAMP".
2. Secondly, I noticed that I did not have iron resource so I can't build light swordsman. OK, I accept that. But when I get Smithing, I get swordsman! It says that it required EITHER iron or copper. Obviously, I have copper but not iron. But that is weird because light swordsman UPGRADES to swordsman.
1. Yes, seems that one text element is missing or there's typo. Will be fixed in v2.71
2. Ups, resource requirements should be swapped... I hadn't noticed it.
Edit - double checked the download zip. The switch is misspelled in the 2.7 (archive fixed upload) download file.
You checked it from python files as the modifier is read in there? If there's mistake then there's bug also in revdcm as I haven't written that ini file...
Have a bug - in city build screen "Zoroastrian Fire Temple" icon is pink square and if I click it, game crashes into desktop with error.
Attach log`s from "_Civ4Logs"
In Savopedia all icon`s Unique buildnigs for Zoroastrianism is pink

but clicking on them not crashing game
sorry for my english, I`m not good in it
Sounds like a bad download ie. the mod didn't extrac correctly. Try downloading the mod again from AtomicGamer's site and see if that fixes the problem.
Sorry about not answering for couple days: We got the best weather of the year here (30 celsius degrees and sunshine) so I've been enjoying swimming and sauna. I've taken the liberty to have some freetime from RoM modding
