Version 2.7 bug reports and feedback

I think the way ocean traveling was in RoM 2.7 should be reinstated. The random event way has drawbacks and can be gamed by humans but not the AI. Worse yet, I am playing a game where I turned off random events (some are still bugged, like the slave revolt. The AI gets in an infinite loop where it keeps "bumbling the crackdown.") to avoid that, but then I discovered that you can use ships to get across the ocean, no problems. In fact, a civilization "was the first to circumnavigate the world" at about 4000BC.
 
nice to know. i thought about turning off events as the ones i get are either bugged or negative (loose this, burned that, pirates there, barbs here :(

But then again, maybe its just my bad luck. when i start a new game i always loose my scouts/warriors even though the animals have 5-15% chance of winning. which brings me a question : does the AI have the same advantage of winning battles in the beginning on higher difficulties as the human player has on lower difficulties (i think the first 3 or 4 attacks are automatically won on noble)
 
I would like the ocean traveling the it was in RoM 2.7 back to. The sinking events don't seem to firing for me even though I did not turn random events off.
 
Second time I've played ROM 2.7 & 2.71 on the Huge Europe map. Things are just starting to get interesting, then I save the game and try to continue the next day. The save loads fine but I get a CTD after clicking end turn - just as the AI phase has finished and the game's about to return control to the player - BLAM :cry:
I've attached the log files and really hope someone could take a look? The line "OWN TYPE - dependency not found: (null), in file: "NONE"" in XmlDependencyTypes.log looks a bit odd to me (and it has the latest timestamp).

Intel Core i7 940 @ 2.93GHz
6GB RAM
Vista Ultimate x64
ATI Radeon HD 4870 X2
 

Attachments

right click on the units OR
close your eyes. imagine how the Great Babylonian Earthquake in xxxx BC/AD completely destroyed two cities. Open again, and continue playing ;)


HAHAHA thx I've found the tip in the manual so there will be no GREAT BABYLONIAN EARTHQUAKE from the year 320AD :lol:
those folks are blessed
 
I would like the ocean traveling the it was in RoM 2.7 back to. The sinking events don't seem to firing for me even though I did not turn random events off.
I've tweaked this particular random event now for v2.8. It will be safe to travel inside your cultural borders even on ocean plots and there's now a small random chance that the ship does not sink when travelling on ocean outside your borders - it feels now bit more like Civ 3 system and not all AI ships no longer sink because of this event. I just had to put some python coding for this tweak.

Not sure what to say but it happens every few turns, no real pattern. :cry:
Have you had ctd problems without those extra civs? Have you tried reducing graphics settings, used No Building Graphics module, used Static Leaders module, disabled Civ specific unitartstyles to reduce the amount of graphics etc?

Second time I've played ROM 2.7 & 2.71 on the Huge Europe map. Things are just starting to get interesting, then I save the game and try to continue the next day. The save loads fine but I get a CTD after clicking end turn - just as the AI phase has finished and the game's about to return control to the player - BLAM :cry:
I've attached the log files and really hope someone could take a look? The line "OWN TYPE - dependency not found: (null), in file: "NONE"" in XmlDependencyTypes.log looks a bit odd to me (and it has the latest timestamp).

Intel Core i7 940 @ 2.93GHz
6GB RAM
Vista Ultimate x64
ATI Radeon HD 4870 X2
Logs didn't indicate any exact problem so I'll have to test your save game soon. Last info bit in python logs was that Barbarian civ component aborted civ creation due to lack of available civs, which might be one possible cause.
 
Thanks Zapp - I'll try going into the WB tonight and deleting a few barb cities and a couple of other civs to see if that fixes it. I'll post back here later.....
 
Any time a lesser civilization decides to become part of a greater civilization, a % sign shows instead of the civilization(s) name(s).

Running English version, BTS 3.19, Windows Vista Ultimate, only Rise of Mankind Mod and Blue Earth 4.50
 
Hi Zapp - thanks for the pointer. I commented out a section of BarbarianCiv.py (the last 3 lines of checkBarbCities) and my game is working again. I can't quite figure out what the problem is - all the error checking seems to be sound. But my native language isn't python! I guess I'll either leave this section out or uncomment it and only disable it when I hit this problem again. I did go into WB and counted 40 civs, which I seem to remember is the limit?
 
Think I spoke too soon - the CTD is back. Must have just been a lucky one off.
 
2.8Ghz
4 g Ram
nvidia gt9800 gtx
Win xp pro

Do you think its still a graphic problem?
 
Any time a lesser civilization decides to become part of a greater civilization, a % sign shows instead of the civilization(s) name(s).

Running English version, BTS 3.19, Windows Vista Ultimate, only Rise of Mankind Mod and Blue Earth 4.50

This is a small known bug in the revdcm mod. It is nothing to worry about.;)
 
Do I need anything else installed? All that I have is the mod in the mod folder. And those modules you are talking about, do I need to download them? Sorry I'm newbie at this.
 
@wade69 you do not need anything else installed. All the modules are optional. It is alright to be a newbie as we all have to start sometime don't we?:)
 
I've only just downloaded this mod to give it a try - and I must say it looks and sounds quite promising. :)

A few things baffles me though. Dunno it this is the right place to post them, but here goes. Firstly, why is Bronze Working (and the much sought-after ability to chop wood) placed after Metal Casting in the tech tree?

Not only does Metal Casting reveal copper (instead of the more logical and traditional choice of Bronze Working) it also completely circumvents the sound, old strategy of beelining to BW/Priesthood, chopping your way to the Oracle and thus gaining the free option of either Code of Laws (a religion) or Metal Casting (normally a quite expensive tech). Now the apparently best options are Monarchy or Iron Working - not quite the same in my book...

Also, it simply strikes me as odd that these fledgling civilizations are able to build massive forges (which require wood to burn) before they are able to chop said wood for burning... ;)

Secondly, it seems a bit wrong that Code of Laws and Theology are placed so close to each other. Granted, in the classic tree it is also a religon-tech that leads to Theology - but it's a long leap there and the beakers required is four times the numbers of the tech preceeding it (making it quite a gamble to focus on), while here in RoM it's hardly a double up. My guess is, that if you reach Code of Laws as the first here, you wont think twice about heading on to Theology, thus easily granting two religions in the process to whoever gets there first...

I guess my point is, that the tech-tree here seems so full of technologies that it might actually work counter-productive to a more competitive and high stakes tech-race. Perhaps, if I may be so bold, I can suggest taking a look at the expanded tech-tree in the good, old Sevomod - it managed to cram a whole bunch of new technologies in there, while still maintaining a high degree of flexibilty/options for beelining.

Finally, I would like to repeat that this is only based on initial impressions of the first part of the tech tree - and further stress that this is purely meant as constructive feedback. I am truly impressed by the amount of work put into this mod and is looking forward to exploring it - keep up the good work! :thumbsup:
 
Another loop in custom game :mad: , 1445 AD. I try to change somethings (declare war for example) before start new turn but nothing. Is there a solution for this problem?
 
Zappara, with Random Events OFF, I get Storms appearing all over the sea and spreading like wildfire. With Random Events, I have no such problem. Why is this?
 
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