alireza1354
Emperor
- Joined
- Jun 11, 2001
- Messages
- 1,056
Was playing the game and suddenly when I clicked for next turn, the cursor just kept running and I never came to the next turn. 
Any ideas?

Any ideas?
This is a known bug, i think clicking on the minimap can fix it.
Has there been any work done to make RoM run a bit more smoothly? Maybe I just have a really crappy computer but everyone else either has these gaming titan machines or I'm missing something because so many posts have people talking about running these huge maps with 18+ Civs and I can barely get a game going without it crashing in the modern era or having to wait 2-5 minutes between turns and that's with the music turned off, on a small map w/the graphics set to low.
Am I missing something or is this mod something you can only play with a over-clocked, custom gaming machine?![]()
I haven't yet figured out a use for the UN troops yet. What are they supposed to aside from look pretty? The Peacekeepers load into the plane fine, but then what? The plane scouts. I don't quite get it.
I agree. I was a bit disappointed that when I airdropped UN troops in a vassal that was on the same land mass as an enemy, everything was fine...until any of those troops left the city and then suddenly my vassal would bash his units (he had a much lower tech level) against them which totally messed up the whole point of them being there (in that I wanted them there to help protect him.)
Are they only supposed to be used by putting them in cities and since no one seems to attack them, that it keeps the city from being taken via siege? I mean what was the developer's concept here?
Yeah, UN troops are pretty much only good to airlift (or load/rebase/unload with a Transport Plane) into a friendly city to attempt to protect it... After all, that's all they're any good for in real life either, to sit inside their fortified compound within a city, doing virtually nothing that actually helps things...
[Please note: in case you hadn't guessed, I'm not very fond of the UN.]
So true!
They sit inside their fortified compound telling everyone that there cars are going to destory earth.
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Same here.I dislike, it is the UN's organization, leadership, and stated goals that I find absolutely apalling. Anyway, off-topic...
This is known issue with RevDCM 2.5 which is merged to RoM. It should be fixed in next RevDCM version that I'll merge to RoM 2.8.I noticed on two games now that if an AI city experiences the "slave revolt" event, the revolt will continue indefinitely. I played about 40 turns later and the AI city was still in revolt.
Also, while exploring the territories of rival civs, I noticed that on at least 2 of the ones I explored, every city, including the capital, had only 1 population, even when surrounded by cornfields and pig pastures.
Another thing I'm wondering about, does the AI understand that you shouldn't send galleys into the ocean even though you can? I've seen some storms pop up where it looks like that happened.
I'll test the saved game later today. Next RoM version will be 2.8 and I don't have plans to make v2.72 patch.Hi zappara!
I move form 2.5.2 to 2.7.1 in the week. I get CTDs regularly even in early eras.In the attached save I get fix CTD 2 turns later. I hope it helps you to find and fix the problem. If you need details, please send a provate message.
2.7 serie will be patched or have to wait 2.8?
These sea random events have been tweaked for RoM 2.8 by allowing your ships to enter ocean plots inside your cultural borders without sinking. Barbarian ships should not sink and there's also the possibility that AI player's ship survives the ocean travel if he has several ships exploring oceans (not all of them sink in one turnHi!
Early water units now can enter to the ocean, but alway sunk after a turn. I know that the sunk is intentional, BUT when I order my ship to goto a ditant point the path calculator routine does not calculate with the shunk.
Also the barbarian ships (maybe AIs too) do not shunk on ocean.