Version 2.7 bug reports and feedback

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. :cry:

Any ideas?
 
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? :confused:
 
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? :confused:

tell me about it, on a gigantic map map with like 40 living civs, the game slooooooooows to 5 minutes a round after I hit the industrial era
 
I noticed that the AI players get access to units that require sulfur, even if they have no access to sulfur. I spent 200 turns and made two wars to access sulfur for myself and cut off the supply to the AIs that had access to it in my latest game. When they came around to sulfur required units in their technological level, the AI just started producing them as if it had access. I was playing on noble to cut my teeth. Is this a bug, or a feature?

I also noted an exploit with guerrillas. If you load them into transports and the drive around an AI's lands with open borders, you will end up capturing their workers and the AI can't/won't do anything to you. You can do the same by unloading, pillaging, reloading the guerrillas. Not sure if anything is to be done about this, except not be cheap while playing. I hear diplomacy coding is difficult, but I would say if the AI can see you unload guerrillas on their land, you should at least get a diplomacy hit. It is kind of a fun and realistic idea, but cheap and exploitative in practice.

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.
 
can anyone tell me which file i have to edit to prevent galleys and other early ships from entering ocean squares?
 
anyone else seen the ai use civics it doesnt have the required tech for? seen it happen with intolerant and free church on deity.
 
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?
 
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.]
 
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.]
:lol:So true!:lol: They sit inside their fortified compound telling everyone that there cars are going to destory earth.;)
 
:lol:So true!:lol: They sit inside their fortified compound telling everyone that there cars are going to destory earth.;)

Yep, so true.

Although, to be fair, it is not the UN soldiers and commanders I dislike, it is the UN's organization, leadership, and stated goals that I find absolutely apalling. Anyway, off-topic...
 
Hello!
I come back after while to play BtS and RoM but I still have problems. The biggest one is that I still missing UI elements (all of them). I did everything from FAQ but still missing UI.:sad:
Another problems are errors during loading.
XML Load Error Failed loading XML file modules Custom\ArtStyles\American\Units\US_Axeman_civ4artD efines_unit.xm; Looad XML call faild for modules Custom\ArtStyles\American\Units\US_Axeman_civ4artD efines_unit.xml and the same two for crossbowman.
I'm attaching the log files...
PLEASE HELP!!!!:(

Sorry, forgot about logs files:crazyeye:
 

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I dislike, it is the UN's organization, leadership, and stated goals that I find absolutely apalling. Anyway, off-topic...
Same here.:goodjob:

@Moneo did you put it in the My Documents folder?
 
No, i put it in the Program Files folder, CivIV, BtS, Mods... Folder name Rise of Mankind...
I'm downloding RoM again,I tested the file by winrar and it seems that it is corupted...maybe it solves the problem...
 
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.
 
Hi zappara!

I move form 2.5.2 to 2.7.1 in the week. I get CTDs regularly even in early eras. :cry: 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?
 

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Hi!

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.
 
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.
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.

Hi zappara!

I move form 2.5.2 to 2.7.1 in the week. I get CTDs regularly even in early eras. :cry: 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?
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!

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.
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 turn ;)).
 
when i end my turn, it will pop out saying that BTS is not working.
I am using vista 32. Ram 4GB.
I am using ROM 2.71 + jooyo addons.
 

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