Version 2.8beta

A big bug......

Can't convert religion on hellenism or nagualism because in the religion screen don't appear the icons of these two religions.
There's not the bar under the religion's icon that allow to scroll.
 
An interesting thing - I upgraded 8 light swordsmen to swordsmen and I received almost 300 for doing so. They had been built in a city with The Art of War wonder. I thought I had seen this before in an earlier RoM but this time I confirmed it.

Also, the Ancient Temple resource is not becoming available when worked - as someone else reported.
 
Yes it is true, I've had that happen to me as well, it's a combination of wonders that causes this (although am not sure which) talk about corruption!:crazyeye:
 
A big bug......

Can't convert religion on hellenism or nagualism because in the religion screen don't appear the icons of these two religions.
There's not the bar under the religion's icon that allow to scroll.
This is known issue in the beta and was mentioned in the first post of this thread. There's also instructions how to solve the issue. Current work-in-progress version already has fully working new religion screen so the issue is already fixed for v2.8 release.
 
Hello Zappara and Vincentz,

I have a bug to report. I still can train Warlord Chief when I can train Warlord Captain.

I thought that after you can train a higher level of unit, you don't get to train lesser unit unless there is another unitclass waiting to be allowed. The problem is that Warlord Chief ONLY upgrades to Warlord Captain.
 
Hello Zappara and Vincentz,

I have a bug to report. I still can train Warlord Chief when I can train Warlord Captain.

I thought that after you can train a higher level of unit, you don't get to train lesser unit unless there is another unitclass waiting to be allowed. The problem is that Warlord Chief ONLY upgrades to Warlord Captain.

This isn't exactly a bug, more of an undocumented feature. If you've used up your capacity of a national unit, you can then resume building the lower unit. I think the same is true if you're building your last one of a national unit somewhere.
 
This isn't exactly a bug, more of an undocumented feature. If you've used up your capacity of a national unit, you can then resume building the lower unit. I think the same is true if you're building your last one of a national unit somewhere.

It may be undocumented feature but it is still a weird one anyway. We are speaking of national units going up the ranks as time passes...

I can still play the game, just ignoring the buttons for lesser Warlords but it can be a bit distracting at itme :lol:.

No big deal :). If you can't change that, then no worries. But if you can, it will be much appreciated!
 
I seem to have lost the game interface. Worked perfectly in 2.7, but not in 2.8beta. So I tried doing the CvAltRoot.py thing: changed the line in the file as per step 1 and copied the file to Rise of Mankind\Assets\Python and Beyond the Sword\Assets\Python, but the interface is still missing. I have some non-english characters in my username, btw.
 
Hey Zappara, Emperor Fool and I were doing some work in RoM's python, and we discovered a bug in BUG 4.0 (heh heh. bug in BUG.) I noticed that some of the python screens fail to load in 2.8 because of it. The fix is pretty simple.
 
Hey Zappara, Emperor Fool and I were doing some work in RoM's python, and we discovered a bug in BUG 4.0 (heh heh. bug in BUG.) I noticed that some of the python screens fail to load in 2.8 because of it. The fix is pretty simple.
Nice find. Will add the fix to 2.8 changes. :)
 
I seem to have lost the game interface. Worked perfectly in 2.7, but not in 2.8beta. So I tried doing the CvAltRoot.py thing: changed the line in the file as per step 1 and copied the file to Rise of Mankind\Assets\Python and Beyond the Sword\Assets\Python, but the interface is still missing. I have some non-english characters in my username, btw.
Can you post python logs? Those would help me find out why the CvAltroot is not working for you.
 
Zappara, I'm not at all trying to give you grief, but let me tell you what happened to me last night playing as Bizmark.

I always play archipelago. I destroyed the Spanish right away. As I explored in a galley with two scouts, I headed South along a chain of islands, where I met the nation of Siam who immediately attacked and destroyed my galley. No problem.

I started building triremes, and securing the sea lanes along coasts coming up from the South.

The Siamese sent a fleet of 6 galleys up, probably loaded with troops, I noticed them two tiles from my boundary, as I was keeping my ships inside my boundaries to keep costs down. They moved two North on their turn, and moved into an ocean tile. I then jumped on them with my 3 triremes that were close enough, knowing that not all of them would die, but I would likely kill 3 and the ocean tile kill one.

I killed two. Lost a trireme. That was enough to deter them apparently, they turned for home, moving 3 of their ships out of the ocean tiles and back into coastal waters. I have no idea why, but one stayed in the ocean tile while the others moved off. Valiant sacrifice, I guess. It worked, because I jumped on it with one trireme, which lost because it was damaged. The second trireme jumped on it as the galley had a small sliver of red left. The trireme won, moved into ocean tile in my territory, and promptly sank spawning a storm.

The AI didn't spawn a storm, or sink over two turns. I not only sank in a storm, I did it in my own waters. This makes it very difficult to protect fisheries when the barbarians are playing, which is why I now leave barbarians turned off.

You're calling the shots, and I'll play your mod no matter what you do with the ocean tile thing. But the argument that ancient people colonized by sea isn't a very strong one. Yes, they did colonize by sea, but it was such a rare event that civilizations shouldn't be able to capitalize on it as a method of expansion. Not only that, but the colonization by sea that went on before the Renaissance really resulted in a group of people in a new land that had no contact with their homelands. This is true of the Polynesians, the Phonecians, and to some extent the Vikings. The Viking colonies were either self sufficient, or the colony died as the colony in Greenland did.

Good work, though! Your dedication is astounding.
 
Hi Everyones! Is there a list of changes that specifically show what is or will be included in 2.8 yet? I've only found bits and pieces of changes or new versions being included into ROM 2.8 around the forums.
 
Hi Everyones! Is there a list of changes that specifically show what is or will be included in 2.8 yet? I've only found bits and pieces of changes or new versions being included into ROM 2.8 around the forums.

See here for Zappara's latest notes on upcoming 2.8 version :).
 
First of all I'd like to let you know how much a enjoy playing this mod. It is really a great peace of work.

But the beta proved to on me to be impossible to play. Civ always freezes when I try to start a new game when it enters the "setup map" stage. I tryed different sizes and types of maps but the outcome remained the same. I also played civ 4 vanilla and everthing worked fine.
Additionally the menu reacted very slowy compared to usual.
Before playing I exchanged the religion-screen with the not updated one. Haven't tryed yet if that changes anything. But I doubt it.

Maybe the install-exe got corrupted some way and I have to redownload it? Thou the download seemed to proceed just fine.
 
I think this might be a bug?
I build walls, which enables me to build Groove (requires walls). But if I upgrade to High Walls before I build the Groove, I cannot build the Groove.

Since high walls are an upgrade, shouldn't groove still be allowed to be built?
 
I think this might be a bug?
I build walls, which enables me to build Groove (requires walls). But if I upgrade to High Walls before I build the Groove, I cannot build the Groove.

Since high walls are an upgrade, shouldn't groove still be allowed to be built?

This is a problem with my modmod. (See: Bueatification Project.) Please report bugs in my modmods to my thread.

I have fixed this and the fix will be in the next update of Afforess's Addons.
 
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