Version 2.8beta

I'm having constant CTDs about 1760 in 2 different games. Somebody having the same problem?

I've played a couple of game 2.8b games and had 2 so far come to a halt cuz it kept on crashing after ending turn. My impressions about 2.8b so far is it's more unstable than 2.71.
 
notes on beta:

AI ramped up. I now have to care about diplomacy.
Speed is good, but no real naval units out yet (Classical Age)
As for TCs, I think the AI uses them to explore. In 2.7 I saw the same caraval meandering around into the modern period. I was just wantering for millenium. I imagine it was set to explore.
No CTDs yet, but i didn't in 2.7 either. My system is pretty buff, not spectacular. Oh and Civ does use all my quads.
Ok, haven't used TC and now won't for testing purposes.
I do use police, or had in 2.7, because of the horde of spies sent my way. Every turn i'd catch an average of 2 spies. I hope they helped. Strategy-wise, how do they work? Are they cummulative?
 
After half a game of plain vanilla 2.8 beta, I decided I couldn't stand the graphics anymore and added an old zip of Jooyo's "Improved Graphics" addon.

This is not modular.

Is this safe for me to do?
 
I've played with that graphics mod on 2.7 and didn't run into any kinds of performance problems, but I've found it not to my liking because the new graphics are just too dark.
 
Is it a bug or a feature that the KI is cheating with barbarian units?
edit: i just noticed that the civic upkeep is zero. I made a screenshot of it.
 

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Noticed that as I progress thru the game (mid-Classical Age [had to add in modmods and modify stuff to my personal preferences, etc]), that when I research my preferred techs, I can also get some techs for free? Is that how TechDiffusion is supposed to work? Because there were few techs that I just neglected as irrelevant at that time and I eventually got them anyway.
 
I got the 'Herbalist have discovered a new plant ...' event. However the choices are:
+1 happy for 10 turns,
1 unhappy,
2 unhappy

All three choices are selected by default.
 
When playing i NEVER ever use Trade Caravan, Freight, and Entertainer.
Or these:
Adventurer
Bazooka
Flak
Lightaa
Humvee
RollsRoyce
Seaplane
Early Battleship
Hydra
Automatons
Cyborg
Assault Mech
BTR 80
Bazooka
Flamethrower
Guided Missile
Genetic and Super Soldier
Medic
Mercenary Infantry
Police
Seaplane
Special Forces
UN Vehicles

I have tons of excitement without these units. And each time i play, i play a different kind of style. But again without those mentioned above.
Plus i have been playing lately about three hours a day every day.

What he said. Except for Special Forces - they are a beating! I like to build my allowance then gift them to an ally who is behind in tech to help them hold off attacks from my competitors before building another set of my own.
 
There won't be another beta version so if you want to test it you should download this one. Most RoM modmods should work with this beta as there haven't been any changes how the modules are handled.


About Trade Caravan

Thanks for good posts about them. I'll have to tweak them somehow or remove them if I can't find good solution soon.

Now, for testing v2.8beta, could you all play the game as if there isn't Trade Caravans at all so I could get some feedback about mod's balance when those units are not used (consider them as exploit/cheat)? One random event does give 1 Trade Caravan so that's an exception for the above request.

No need to eliminate them, just tweak the formula. Overall gold reduced (I'd like to see them give a lump sum of commerce, actually), and up the distance modifier (with, say, max three in play at a time), so you have to work for the gold you get. Obviously, mutual benefit would add some nice strategic depth as well.

As for balance, the overall maintenance load seems pretty heavy, perhaps that's a result of the slower growth, which is what led me to build hundreds of TC's in the first place.

I.e. even after switching to Monarchy to turn off the Tribalism penalty, it was tougher to get the bills paid on even a modest army (I build to ward off attacks, not to make them) than previous versions. This was with Colossus and Great Lighthouse too. On Deity it should be a tough test. Get back to you on that in about a week.
 
I've also played my last couple games with the Vincentz mods which are each outstanding, with the best being his Guilds. The framework he has set up for implementing them is really beautifully executed (there are three main categories of guilds, and you can only choose one in each category, leaving the other four for the AI) -I'd like to see Corporations operate on the same model to keep the human player from monopolizing them.

As for the Guilds themselves, there is a lot of design space available to build on Vincentz' framework. I'd like to see each guild have a building that can only be constructed in cities that have the guild resource within that city's workable tiles, and that produce manufactured goods that can be traded, and are required for constructing the most powerful units/buildings/wonders.

Some guilds/corporations already produce manufactured goods, but these are not tradeable, which limits the interactivity that increases the replayability of the game.

One other suggestion would be a special Thieves Guild available as a World Wonder founded by a Great Spy that opens up several nasty options.
 
<snip>
About Trade Caravan

Thanks for good posts about them. I'll have to tweak them somehow or remove them if I can't find good solution soon.

Now, for testing v2.8beta, could you all play the game as if there isn't Trade Caravans at all so I could get some feedback about mod's balance when those units are not used (consider them as exploit/cheat)? One random event does give 1 Trade Caravan so that's an exception for the above request.

I don't think they need removed or tweaked. I NEED them now to keep my cities and my Empire bank acct from going Broke! and I make it a point to build Every Bldg, and Wonder to get gold/commerce. Thank God for the Spiral Minaret Wonder. Once I research and build it I can get some breathing room from bankruptcy. Especially since Banks 50% Gold increase was reduced to 30% (yeow ouch!)

Before version 2.71 I rarely if every built trade caravans. They seem to be a necessity now.

I think for Testing This version should be played "as is". With out any ModMods, so as to get a true feel for how it plays and an understanding of it's balance. IMHO throwing in any ModMod defeats the Test purpose. Now if you are not testing but just want to play the New version then ModMod away.

JosEPh
 
Please, Zappara, please put up another download mirror. I cannot download from Atomic Gamer. I have no idea how anyone can because seriously, always waiting 5 minutes to download a file that will freeze long before it's finish is bad...

Can you please send it to any other website? What's wrong with FileFront?
 
For some reason the game is very unstable in the early turns. Every time fog is popped, the game hesitates deciding whether to crash. This also happened in my first game, but things smoothed out after all the initial fog was explored.
 
I've became quickly a Rise of Mankind fan. It's cool how it adds new features but at the same time tries to make a balanced and realistic game, not just throwing everything they can just to say they have it. I was even planning about making a Story using it, but my plans had to go to a halt.

I just decided i'll have to stop playing RoM until the CTDs are addresses or otherwise i'll never finish any game.

Don't take this as a request or something like that, i'm thinking that saying this will make you guys release a new beta faster or anything like that, it's just that i felt the need to express how my experience with this mod has been. And it has been great thus far.
 
Another problem? Circus Maximus has no sound.
Also I think you should be able to build workshops/ Industry/cottage on Marsh terrain. As it is they are pretty useless and no way of terraforming unless they have fresh water.

I don't think it will unbalance the game considering there were no marshes before ROM and you could build that stuff on plain/ grass anyway
 
Hi, I can reiterate the comments about the new Trade Caravan unit AI settings. The computer players use them to scout indefinitely from what I have seen. This was useful for a while to see beyond my closed borders, but after a while they were opened and the caravan still continued to wonder around my territory (and got into some unescorted scrapes with barbarians).

I am currently a couple of hundred turns into a Large Perfect World epic game, and have had no stability problems whatsoever. I am playing unmodified 2.8b, with the exception of Jooyo's Improved Terrain graphics mod.

A brief question, is there any way to avoid the great general thresholds being shared among teammates in team games? My teammate went on an early warmongering spree and has monopolised the great generals. I started warring later but have seen plently of action and have yet to receive my first! I appreciate that the buildable generals in 2.8 are relevant to this, but in addition is this configurable?

I'm very much looking forward to the 2.8 release, Civ was a great game on release but it has come so far in the years since then thanks to mods like this one.
http://forums.civfanatics.com/member.php?u=52090
 
I tweaked Caravan/Freight a bit and made them use by default UNITAI_MERCHANT. Then tested in game by giving few to AI players and they did send those units to other players' cities right away. Before those were using EXPLORER AI by default.

Last night I also added again some module work that is missing from beta. I had small "accident" with modules just before releasing beta and for beta I had restored files from backup and those were missing some of the changes I had made for modules (russian unit art style, 1 leader, schema updates etc.).

Another thing I did last night was to add some BUG mod changes from their SVN version. Now I have scrolling religion screen again. :)

Please, Zappara, please put up another download mirror. I cannot download from Atomic Gamer. I have no idea how anyone can because seriously, always waiting 5 minutes to download a file that will freeze long before it's finish is bad...

Can you please send it to any other website? What's wrong with FileFront?
I tried uploading 4 times the beta (2 times to filefront) and one time was successful. So I'll spend 2 evenings for uploading when I get v2.8 release ready and I don't want to upload beta to elsewhere at this time.

Noticed that as I progress thru the game (mid-Classical Age [had to add in modmods and modify stuff to my personal preferences, etc]), that when I research my preferred techs, I can also get some techs for free? Is that how TechDiffusion is supposed to work? Because there were few techs that I just neglected as irrelevant at that time and I eventually got them anyway.
Yes, that's how that mod component works. Each turn certain amount of science points is added to techs that you can research if you are behind in the tech race.

I got the 'Herbalist have discovered a new plant ...' event. However the choices are:
+1 happy for 10 turns,
1 unhappy,
2 unhappy

All three choices are selected by default.
Known issue with RevDCM 2.5 which is in this beta. Next RevDCM version should have this issue fixed and it will be merged to RoM 2.8 (no RoM release before this).
 
How about making a Core RoM, and then a addon pack (or call it Part II) with all the added movies/new leaders (from2.71, not the Megapack)/selected modmods and new sounds.
That would :
a. make it possible for low end machines to run RoM without too much hassle.
b. make it possible for low bandwidth internetusers to download it.
c. make it possible for you (Zappara) to not have to use hours upon hours to upload a 450MB file with the repeated corruptions in installerfile/rar. My guess is it would give a lot more succesrate to upload 4x100MB files or 2x200MB files than 1x400MB file.
d. make it possible for the player to customize RoM to a better degree.

Just a suggestion ;)
 
I've noticed that AI galleys are still plying the high seas, with storms in their wake. Any chance of fixing this in 2.8?

Had a nice Deity game going - the economics are a little tight, think you might want to look at the extra unit upkeep of Monarchy, as it makes keeping any significant army in the field prohibitive (and the default civic's maintenance penalties make building more than three/four cities pretty tough too). Noticed AI disbanding armies just to eke out some research.

Anyway, Genghis went from 0.7 on the strength meter to 1.3 on a turn when he wasn't at war with anyone, then genius attacks me when I have (light) swords and he doesn't have axes yet, so I take out his whole empire (something this builder rarely does), which leaves me at 15% research for a good long while even with a minimal army. Thx to deft diplomacy, I manage to survive, when a scouting galley from Degawida comes from out of nowhere, or, more specifically, the ocean tiles that my galleys don't get to go on, and I know what's coming, as his strength rating is 0.5 and he's well ahead on tech.

Sure enough, the convoy arrives 15 turns later and decimates my core.

This, this is uninteresting. I had no time to build relations with Degawida, and few options, since we couldn't trade over ocean tiles. I guess war boats can go where merchant ships fear to tread. Pls return to the old no oceans for galleys pls.
 
@vincentz

Loading Rom2.8beta + your guilds results in the font file errors we had ages ago, where the symbols are out of sync. For example, the "bread" icon being used for fortification, and the happy/unhappy and healthy/unhealthy no longer working.

I substituted your Font files from the /res/fonts folder in ROM 2.71 directory and the problem did not go away.

I then removed Guilds from the /Modules folder, and the problem resolved.

I know you're somewhat pushed for time with the commitments to the Monkey House (a commitment oddly echoed in my own life, I take over a bar here in France in a couple of months), but I thought you would want to know.


I poste here, because I thought maybe Zappara could include your "fixed" font files in his 2.8 core releases?
 
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