Version 2.8 discussion

Note for RoM modmodders

If you've done python changes to RoM's python files in your modmods you'll probably have to update your modmod if your changes were done into CvGameUtils.py or to CvEventManager.py. RoM 2.8 will not have those files anymore, instead there will be RoMGameUtils.py and RoMEventManager.py. However you shouldn't modify these but to create your own python files and then load them with BUG mod's xml config files (kind of modular python system).
 
Note for RoM modmodders

If you've done python changes to RoM's python files in your modmods you'll probably have to update your modmod if your changes were done into CvGameUtils.py or to CvEventManager.py. RoM 2.8 will not have those files anymore, instead there will be RoMGameUtils.py and RoMEventManager.py. However you shouldn't modify these but to create your own python files and then load them with BUG mod's xml config files (kind of modular python system).

I have already switched over to this system. The only issue I can see now is that every python mod is going to try to replace the init.xml file... And you can't have missing files for those entries like you can with the MLF files. I've already asked EF (see last posts) to see if he could make Python loading more modular-ized, but we shall see...
 
Note for RoM modmodders

If you've done python changes to RoM's python files in your modmods you'll probably have to update your modmod if your changes were done into CvGameUtils.py or to CvEventManager.py. RoM 2.8 will not have those files anymore, instead there will be RoMGameUtils.py and RoMEventManager.py. However you shouldn't modify these but to create your own python files and then load them with BUG mod's xml config files (kind of modular python system).

I always did it this way:) It just seemed more right, except for the init.xml stuff that is.

On another note - Naval Yard seems to be available too late. In my receint game I had stopped building naval units by then :(.
 
Same here, Im finding myself checking for it usually once before work, definatly once after work & sometimes during work, I heart my netbook & internet share over sprint/windows mobile : ).

Im even trying to find a good working version of either xp 64bit or better yet win7 64bit so Civ ROM hopefully runs better but to no avail, the xp is corporate & drivers are iffy at best w/ most stuff & cant get a non-beta win7 64bit key to save my life...Im not sure of this boards policy on such things so I wont get any deeper than just that but if anyone could point me in the right direction it would be greatly ( & I mean greatly ) appreciated, jmbailey-sprint@hotmail.com

Thanks again Zap & now team for all the hard work & before I forget, Afforess it seems like common sense but after installing your modpack to 2.71 my old stock ROM saves didnt load....Also couldnt find an uninstall for your modpack addon thing but I decided I liked your addon that much so Ill just start a new game but I didnt see it posted anywhere that old save games wont work, that may bother some of the " Me first " want to demand & be ungrateful types that come here....or maybe its just a rare error on my system but thought I'd give a heads up....

Just looked for 2.8....still no fix for me : /


Hi Zap -- no rush (since we're all so grateful for all you do!) -- but any updates on the ETA for 2.8? :D
 
Hi Zap -- no rush (since we're all so grateful for all you do!) -- but any updates on the ETA for 2.8? :D

Please check the RevolutionDCM thread. When the version 2.6 of that mod finally comes out, then be prepared to look toward Zappara for the next RoM version :D.
 
Please check the RevolutionDCM thread. When the version 2.6 of that mod finally comes out, then be prepared to look toward Zappara for the next RoM version :D.

Thanks OS79! I had thought I read on there that 2.6 was released over the weekend to the modders...but looking over the forum, I must have misread. Thanks for pointing me in the right direction!!! :D

Can't wait! :goodjob:
 
Now I have a different take... I'll be playing 2.71 for a while after 2.8 comes out, though I will download it and give it a test run. No matter how hard the modders work, there will be a few bugs that will need fixes before the mod is in its final form. Besides, playing MP means that we aren't too quick to try something new, we have a form of 2.71 that we've customized and are fine tuning for the way we play and what we want to do. Don't want to have to do all that again unless we find there are some significant improvements in stability and game play.
 
Hey there,

I seem to be experiencing a bug that concerns great people. Around midgame, all Civs seem to be getting a great person every turn. When I looked in one of the city screens, the great person bar is all filled up and a negative number appears on it. When I hover my pointer over it, it shows a really big number over the threshold.

I'm currently using RoM 2.8 with Aforesess's modmods.

Any help would be greatly appreciated, thank you.

EDIT: It's the same problem that Realitykey is experiencing.
Has anyone encountered these bugs?; I noticed it during the end of the medieval era and into the renasance. At first the AI's were getting "Lion was born in "cityX*"
(*i.e. London, Paris,etc,etc) and as I was gaining tech then started to get a actual lion and the great person bar was in the neg (example Boston (-21) ).
You can't move them or anything else for that matter so I wound up deleting them.
When I look in the city screen at the great person area I saw this sort of thing
(example -18474958/15600)

In a related issue when the city screen was opened up the area where the score/leaders names is didn't disappear.
 
Hey there,

I seem to be experiencing a bug that concerns great people. Around midgame, all Civs seem to be getting a great person every turn. When I looked in one of the city screens, the great person bar is all filled up and a negative number appears on it. When I hover my pointer over it, it shows a really big number over the threshold.

I'm currently using RoM 2.8 with Aforesess's modmods.

Any help would be greatly appreciated, thank you.

EDIT: It's the same problem that Realitykey is experiencing.


Can either one of you post a save?
 
Just a couple of thoughts. I haven't started playing 2.7 yet but I've played 2.6 and 2.62 quite a bit.

The game does rather whizz through the renaissance and I'm ending up with 19th century techs in what should be approximately the 17th century. I have some suggestions for new techs for this and the industrial era if they would be any help.

In the civics section under Labour, is it reasonable to add another option? My Anglo-Saxon history tells me that neither Vassalage nor Slavery fit the bill for this period for Britain between c600AD and 1066AD. Vassalage was a Norman concept introduced post-1066. The most useful link I can find online is this one:

http://en.wikipedia.org/wiki/Anglo-Saxon_law#Important_features

Finally, the naval techs might need a bit of bulking out - I have some excellent books on naval development from 690AD-1805AD which will help if you want the info.

Nearly forgot - awesome mod. RoM is the game I always wanted Civ to be. Thank you.
 
@Soddball
RoM 2.71 has many new techs and fixes compared to 2.6 so I suggest playing that first.
 
That means RoM's new release eeks closer! Head asplody goodness!
 
Absolutely! I'm logging on every day just to check. I speculatively think 2.8 will fix some issues that I personally feel 'broke' 2.71. While I'm not a programmer, I worked in a field that had a large amount of complexity and variability. I can only admire Zappara and Afforess for undertaking these tasks willingly for what can only be the joy of accomplishment.
 
I can only admire Zappara and Afforess

I'm not sure my minor accomplishments can even compare with Zappara's, but I appreciate the sentiment.

Also, I think when we look back on 2.7, it's going to be remembered as the buggiest version of RoM. How modmoding even survived, I don't know...
 
Also, I think when we look back on 2.7, it's going to be remembered as the buggiest version of RoM. How modmoding even survived, I don't know...

I cannot even get my 2.7 to work anymore, between random crashes, Runtime errors, and even a Direct X problem due to a Windows Update. Playing it with any modules felt like the whole thing was "duct tapped together."

Waiting for 2.8 seems like waiting for some kind of divine savior at this point.
 
Waiting for 2.8 seems like waiting for some kind of divine savior at this point.

"And Lo! Zappara did come from the heavens to the earth, and release RoM 2.8, and the people were saved."

I couldn't help myself.

I know what you mean though. I think for the last month, I've been answering bug reports with "I know about it already, it's already fixed for the next version, but your SOL for now."
 
I know what you mean though. I think for the last month, I've been answering bug reports with "I know about it already, it's already fixed for the next version, but your SOL for now."

I completely get that. That not even going into module compatibility "Does this work with 2.8 Beta or 2.71?" I am glad in a couple of weeks, all of this will be be fixed.
 
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