Version 2.7 bug reports and feedback

@ Morphling:
Use English Language please, 2.8 will be the first RoM Version to support other languages.

@nitram15:
Did you load RoM from within BtS or with a dedicated shortcut ? Double checked the correct installation directory ?
 
Hi, This is my first post on the site. I loaded the mod and everything looked good when I loaded it up. I selected single player, and then went for a quick duel sized game. When I was finished and went to launch the game, the startup screen with the spinning earth froze, but the music continued for 2-3 minutes, then the program crashed. I have BTS 3.19 installed. I saw a similar issue for the 3.17 version mentioned in the FAQ... help! I attached the zip file of the log, hopefully I did that right.
Looks like you skipped one part of the Mega Civ pack's installation instructions. Go to 'Rise of Mankind\Assets\Modules' -folder and double click WoC_installer.jar. This java program merges the audio files from the new civs to the main mod files. After this your problem should be fixed.

cant wait to play the mod but when I start it this happens:
(BTS V3,19 ; RoMK V2.71)
unbenanntim.jpg


so there are no menu points...
RoM 2.71 works only with English language setting.

Oh, I've got 2 very strange problem!:mad:

-When I load the mod, the main menu is the Warlord's main menu, and the text: "Civilization 4 Rise of Mankind" doesn't shown up!:(

This is the smallest problem of all!:(

-When I try to start a new game, a lot of civs and LHs shown up (in another computer, RoM is run nicely, but the strange is that in the very more civ is that, in the other computer, there are fewer civs cca. 25 [or a little more:(])
Those civs aren't work (all civ, the old ones too), and Rise of Mankind find a crash!

What can I do?

Please help!
Without seeing log files from your game, it sounds like the mod wasn't installed correctly. Check that the mod is installed to folder 'Rise of Mankind'. Other folder names do not work with this mod. And if you can, post the log files so I can take a bit deeper look at your game settings.

new to using mods for CIV. Just loaded ROM 2.71 and everything works fine until i attempt to open tech tree. Game then crashes to desktop. Using BTS 3.19 without problems. Any Ideas?
Hmm, first time I hear about this problem. Could you post log files from your game?

Instructions how to enable BtS logging can be found from this post.
 
I'm getting crashes now too... It keeps crashing when i go to end the turn - the money updates, and so does the tech (just finished 1 and shows the icons at the top which i can now choose from)... but then crashes a few seconds after that.

I've tried switching the tech, lowering graphics... no new buildings are built that i have not yet built...I'm near the end of the tech tree at the arcology giving techs.

I've tried looking thru the log files but can't figure out what could be wrong. Several others are at war - but using the 'editor' i made them all declare peace with each to see if that would do anything... but no luck.

Not sure what else to try. Using 2.7.1.

I've attached the log files...inside is also another folder called 'my save' which shows a C++ exception in one of the files - but not in the files not in that folder.

Any suggestions? Or any other info required? Thanks.
 

Attachments

I'm getting crashes now too... It keeps crashing when i go to end the turn - the money updates, and so does the tech (just finished 1 and shows the icons at the top which i can now choose from)... but then crashes a few seconds after that.

I've tried switching the tech, lowering graphics... no new buildings are built that i have not yet built...I'm near the end of the tech tree at the arcology giving techs.

I've tried looking thru the log files but can't figure out what could be wrong. Several others are at war - but using the 'editor' i made them all declare peace with each to see if that would do anything... but no luck.

Not sure what else to try. Using 2.7.1.

I've attached the log files...inside is also another folder called 'my save' which shows a C++ exception in one of the files - but not in the files not in that folder.

Any suggestions? Or any other info required? Thanks.




......? anyone have any idea...?
 
can't find the file where all the mod files are under /Docs/etc

I did find it though in the original C:/ drive location where the game is... but no mention of those variables in there... I'm assuming there's another one that overrides the original one from Firaxis - but can't find it...probably in the gamecore.dll?

But I went into promotions.xml file and changed the transport 1 promo to require Combat5 (so that if ai was giving transport promo to a sea unit it wouldn't be able to anymore without combat5)... but still crashed. So that fix may not solve the problem., but not 100% on that.
 
Something really storage happened to me.

Yesterday i played and all was well... (2.7 the "vanila" ROM no rev and no barbciv) this morning when i loaded i noticed all my "unit buttons" are missing... and i cant select units that are inside cities. Vanila Civ and the other mods i have work fine. Just ROM has something against me, i was never able to Finnish a game due to some sort of bug... maybe u guys have an idea of how i can fix it.

http://www.dropshots.com/zoom.html?...shots.com/photos/638538/20091018/b_012855.jpg
 
Evening Zap I thought it was a guilds tech problem and it always happens if I research guilds. If I trade it in the game seems to run past this point for a few more turns until CTD.

Now since I have dowloaded this mod I have only once been able to get past this point which was ironically before my first CTD.

I have tried my going in different tech order but the CTD still happens I have attached a autosave just before it last happened and the log files.

I have noticed that other people have this crash too.

My machine is only 1 year old gaming rig built for Crysis so I am sure its not that unless its a Vista thing :rolleyes:

I thank you for you're time.

edit1 I just got past the guilds without christianity and without King Richards Crusade.

Does anyone know how to solve this? I'm having the same problem with 'Christianity' and 'Guilds'. I can research every thing before it and continue on fine but eventually I'm forced to research it due to it being the last tech on the list that I'm allowed to research at that point (bottleneck if you will). When that happens I crash within a turn.

It doesn't have to be the last tech on the list for this to happen though. There can be a number of other techs left if I research 'Guilds' before them I'll last a few more turns and then crash. If I switch from 'Christianity' to 'No Religion' before 'Guilds' is finished being researched then I don't get the crash.

Maybe it has to do with advancing past that era while being Christian?

Oh, and Hello everyone! I really love this mod Zappara!
 
Can anybody tell me what this error is about:
"Fatal error Memory allocation - exiting problem
reason: bad allocation"

also my game seems to crash more and more often but i guess this could be because my pc isnt good enough for playing the gigant earth scenario...

+can somebody tell me how i can remove the 4 world wonder limitation?
 
Can anybody tell me what this error is about:
"Fatal error Memory allocation - exiting problem
reason: bad allocation"

also my game seems to crash more and more often but i guess this could be because my pc isnt good enough for playing the gigant earth scenario...

+can somebody tell me how i can remove the 4 world wonder limitation?

RoM uses a lot of memory, due to having lots of buildings and units. Civ IV has some "memory leaks". These two combine to use up and fragment available memory. This is especially tru in the late game. Saving often and exiting and starting from a save is a way of working around the problem. Another is to apply the 3gigfix to Windows XP or upgrade to Vista or Windows 7. Also if your PC isn't good enough then perhaps more memory will help.

The number of world wonders and national wonders is set in an XML file in the assets\xml folder. It is called GlobalDefines.xml look for MAX_WORLD_WONDERS_PER_CITY and change the number from 4 to what you want. -1 for infinite, I use 12 since that keeps some challenge :). I also have national wonders set to 7.
 
Can't believe I hadn't really noticed this one before.

There seems to be an issue with the first person to research whichever tech it is that gives the Zoroastrian religion. For being first, you're supposed to get a free Oracle unit - the missionary for that religion.

However, it sure seems like they're getting a free Oracle. The wonder. That gives a free tech.

I'd fix it myself, but don't really know where to look.
 
RoM uses a lot of memory, due to having lots of buildings and units. Civ IV has some "memory leaks". These two combine to use up and fragment available memory. This is especially tru in the late game. Saving often and exiting and starting from a save is a way of working around the problem. Another is to apply the 3gigfix to Windows XP or upgrade to Vista or Windows 7. Also if your PC isn't good enough then perhaps more memory will help.

The number of world wonders and national wonders is set in an XML file in the assets\xml folder. It is called GlobalDefines.xml look for MAX_WORLD_WONDERS_PER_CITY and change the number from 4 to what you want. -1 for infinite, I use 12 since that keeps some challenge :). I also have national wonders set to 7.

thanks for the help...i finally got through he turn i will save every turn now since it allready takes 3-4 minutes to "wait for other civs"...

anyhow will it also change when i load a game? or only with a new?
 
thanks for the help...i finally got through he turn i will save every turn now since it allready takes 3-4 minutes to "wait for other civs"...

anyhow will it also change when i load a game? or only with a new?

Changing the wonder limit may break saved games, I can't remember.
 
Hmm, not a bug but possibly an oversight/balance issue.

The Makedonians get Hypaspistoi (hope I got that spelling right) as a replacement for swordsmen. Strength 11. Ok so far. However, they get them at iron working, when everyone else gets light swordsmen. I'm thinking they should be a replacement for swordsmen, at Guilds.

(I'm not sure if the Makedonians are default 2.71, or from the extra civ pack, but I have no 3rd party modmods, so they're there!)
 
I was playing 2.71 on terra and AI civs were building cities in the new world in classical times. I was wondering what files I need to change to prevent this from happening? Idk if its a unit promotion for naval units or what??
 
I'm using 2.71 plus most of Aforess ModMods. At turn 100 BC (epic) a whole lot of great persons showed up. Next turn, I get another. And so did the AI players. See the enclosed files.
 

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