Version 2.x bug reports

Two issues:

1) I think the build limit on the Zoroastric Pantheon doesn't work. I'm pretty sure I can build as many as I want. They also appear rather early - before the tech giving Cathedrals is discovered - but that may be intentional.
Btw, what happened to Ziggurats? I thought they were the Zoroastric equivalents of temples or cathedrals.

2) The enclosed screenshot shows some misplaced Ankhs in the popup.

I'm using the IceBreaker addon but that shouldn't affect these issues.
 

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  • Civ4ScreenShot0004.jpg
    Civ4ScreenShot0004.jpg
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1) Pantheons appear earlier than cathedrals and they are cathedral replacement for few religions. Should be able to build one in every city just like cathedrals... Edit: I think Ziggurat was UU building for some Civ...

2) I know about that icon problem, just can't figure out what is causing it :D Must be those font files but i can't see anything wrong in them.
 
1) Pantheons appear earlier than cathedrals and they are cathedral replacement for few religions. Should be able to build one in every city just like cathedrals... Edit: I think Ziggurat was UU building for some Civ...
One in every city? That seems to be the way it works now. That's too many. But I think the Civilopedia says one per 6 temples. One per 4 temples seems reasonable to me. The cost keeps the number down at first, but that will eventually change.
 
I'm running at low settings now. Doesn't work.
So far you've been the only one to report this issue - if it was happening to lot more people it would be easier to track down what's causing it.

This is just a long shot but have you tried defragmenting your hard drive (maybe too long loading times)? How many times have you unzipped the mod? Tried to download and install again (might been corrupt file in zip)? Do you have any custom assets installed (might interfere with RoM and cause crash)? Cleared Civ cache by holding shift key down during start up?

I now get the missing icons for unit actions. ROM 1.x worked fine. Vista, English, 3.13 +Bhuric's patch.
Hmm, try copying CvPath.py file from RoM 1.03 and overwrite that file in RoM 2.0. Let me know if this fixes the issue. Seems it's almost impossible to make CvPath.py file that works in all possible operating systems / native alphabet sets. :( By the way Bhruic's patch is included in RoM 2.0.
 
It takes A LOT longer to load up the tech screen (F6) than it did in v1. I know you added some stuff, but that may not explain the significantly longer wait. Perhaps there's an unintentional side effect somewhere or perhaps you have hit some internal buffer or whatever forcing the game engine to go into overload. I know that's not helpful, but perhaps it triggers something in the back of your head.

The really annoying thing is that the game does not store the info, it recalculates it every time I hit F6. This could be a gamekiller for this version of RoM on my machine.
I probably hit some magical number for that tech tree algorithm when I made changes to tech tree. Sorting that many techs might take a while and I've tried to optimize it as much as I can by removing redundant AND and OR requirements from techs. I did add some more requirements for some techs in RoM 2.

Loading time for it could be perhaps reduced if I added all the button icons to single atlas files and make xml files to reference to those buttons instead of single button files (lots of them). Since tech tree has to load every button when you open it, it adds to the delay when you got lots of button files. Making those atlas files and adjusting xml files has enough work for several evenings/days for me so it might take a while before I make it.
 
Hello there man. Firstable, I love this MOD. You are really doing a great job :goodjob:

I got a little problem while playing RoM 2.0 (with patch 0.006). A great scientist was born on my Capitol and after that it's city screen got . .. .. .. .ed. I could see the unit and building icons but not the rest of it. It only happened on the capitol (where the scientist was born). And the units that are built on that city doesn´t show it's icons. I'll load the save file where the bug is already running. I'll also load the auto-save file before the scientist appears. I'll play another map and hope not to get the same problem. I'm not at home right now so I'll load the save files in about 6 hours. Hope you'll find that bug. :crazyeye::crazyeye:
 
This might not matter but, when you zoom out in world builder and can filter resources by type: Food, Luxuries & General (strategic) I noticed the following.

Oil, Coal, & Salt are considered "food" (salt may be a mater of opinion, Id class it as general)

Whale, Gems, Gold, Silver, Dye, Fur, Ivory, Silk, & Incense are considered general instead of luxuries.

The way resources are filtered follows a simple rule -> A resource that gives Happiness once improved and connected to a city is a Luxury resource. A resource that gives Healthiness in the same manner is a Food resources. A resource that is neither A nor B is a General resource. The luxuries you mentioned are listed as general because they give happiness only when you have some building or another in the city. Just connecting them gives no effect. I am a little confused by Oil, and Coal however unless they give negative health once connected in this case they follow the rule as well because Civ4 doesn't differentiate positive numbers from negative ones (Yea it is that dumb!).
 
Just some adjusting...

Moved Dualism after Polytheism... (Trying to find a suitable additional prerequistice as it is so close to Polytheism.)

Theology prerequistices seem to be all right now. Divine Right eased a bit (removed that Flintlock or Political Philosophy element). Perhaps it still needs a replacing, bit earlier prerequistice, however? I am against changing the trigger techs for Christianity and Islam, as they seem to be quite fine now.

Increased the cost of Great Wall to 500 shields and Oracle to 300 shields. Reduced the cost of Pyramids to 400 shields, Sphinx to 200 shields.

Added Mathematics as a prerequistice for Masada.

That issue regarding the Cavalry prerequistices still needs some additional testing...
 
Edison's Workshop completion screen is still Blank. No movie or even still pic as in RoM1.03. Just a Blue screen with Edison's Workshop as a header and a continue button at the bottom.

Am I the only one with this minor problem?

Also the Ank symbol for the different Arun am(sp?) *temples, Set, Isis, etc* descriptions are down 1 line from where they should be.

These are only cosmetic graphical inconsistentcies and are in No way gameplay bugs.

Love the Mod! Thanks again.

JosEPh
 
Ok ... I promised to load the save file a little later so here am I :mischief:. I've been checking the game and I discovered the bug ONLY appears when I choose to build a HORSE ARCHER. If I build a Horse Archer in one city, that city get´s the bug, but If I stop building that unit the bug disappears. The scientist is not the reason of the bug but the Horse Archer. Hope you can fix that man. I'll keep playing without building those ones. Hope nobody comes with catapults :rolleyes:
 

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Well ... I got some news. I entered the worldbuilder with the English civilization and started building a Horse Archer. No bug appeared. Then, I started another map with the Abyssinian civilization (the same I'm playing with in the save file I loaded) and did the same. The bug appeared again. So, I think the problem is with the abyssinian horse archer. I hope this will help you find a solution. I'll replaced the appearance of the african horsearcher on "\Rise of Mankind 2.0\Assets\XML\Civilizations\CIV4UnitArtStyleTypeInfos.xml" file with another one (south america). The bug has disappeard now that I'm playing that way. Already playing the same saved game. I'll tell you if there is another bug =)

And once again ... this is the BEST CIV4 MOD I'VE EVER PLAYED. I'll keep watching for news and updates. Good job man :goodjob:
 
Glad to see RoM 2.0 out. D/L'd and removed RoM 1.x as suggested in initial post. Mod loads but all controls, HUD and eye candy gone (mini map, F-Key icons and unit icons). It's definitly the mod as BtS works fine. Using Civ 4 and BtS with latest patches (1.74 & 3.13). Should I re-install Rom 1.x and copy the *.py file mentiond above or does that fix a different problem?
 
Glad to see RoM 2.0 out. D/L'd and removed RoM 1.x as suggested in initial post. Mod loads but all controls, HUD and eye candy gone (mini map, F-Key icons and unit icons). It's definitly the mod as BtS works fine. Using Civ 4 and BtS with latest patches (1.74 & 3.13). Should I re-install Rom 1.x and copy the *.py file mentiond above or does that fix a different problem?

Download and try CvPath.py file that is attached to this post. Unzip the file to folder "..\Mods\Rise of Mankind\Assets\Python\INIParser". Let me know if this fixes it.
 

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playing my firs 2.0 game i have found some graphics bugs:

first, the icon of the longbowman is the same as of the archer:
Civ4ScreenShot0012.JPG


and the indian swordman lack texture:
Civ4ScreenShot0011.JPG


still, having a lot of fun, good work zappara
 
Download and try CvPath.py file that is attached to this post. Unzip the file to folder "..\Mods\Rise of Mankind\Assets\Python\INIParser". Let me know if this fixes it.

Did as asked.. still no F-Key icons, Order icons, mini-map, or other visual aids, just main map and units (w/o unit data). I'll try a reinstall of Rom 1.x with Rom 2.0 over it and see what changes happen.

Since this doesn't seem to be rampent with other installs, might be a bad extraction. I'll let you know.

Again thanks for the quick response!
 
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