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Welcome to Rise of Mankind

Discussion in 'Civ4 - Rise of Mankind' started by zappara, Sep 13, 2007.

  1. zappara

    zappara Mod Designer

    Joined:
    Dec 19, 2003
    Messages:
    2,781
    Location:
    Finland
    Welcome to Rise of Mankind forum. Rise of Mankind is a mod project for Civilization IV: Beyond the Sword expansion. On this forum you can discuss about the mod, give feedback and suggestions and share your strategies of conquering the world in this mod.

    About the mod

    This mod is my attempt to enhance Civilization 4 to a whole new level. Ever since Civilization 1 I've liked this series a lot but during Civ 3 I found mods Double Your Pleasure and bit later Rise and Rule which made the game be so much more fun than before that when finally Civ 4 was released, I felt slightly disappointed as it didn't offer as much as did DYP or RAR. Civ 4 had some great new elements like religion and civic system (like in Alpha Centauri) but I wanted more techs, more units, more complexicity so I began working on my own mod. I started by going through most of the popular mods and check what's been done already and then by using those mods loosely as my guide, I created this mod.

    This mod is specifically designed for myself and I continue to make changes to the direction that I feel like is correct and which make me like more this game. Aim of the mod is to be more accurate historically which is why the whole tech tree has been redone and many new techs has been added. Some tech changes are still in consideration. New techs meant much more room for new buildings and for new units and adding those was my next step. Once I had added most techs, units and buildings it came clear to me that I need to redo unit categories, promotions and change many unit abilities so that more modern units are really superior to older unit types. Note that now you must consider more carefully what to build in city because the number of different buildings has increased so much and because you are now limited to 4 World Wonders per city.

    I used most of my freetime past eight months to make this mod so there are numerous changes compared to original game but I didn't keep record of every little change - you'll have to check Civilopedia entries for all the changes. There are still many balancing issues left - I just haven't had enough time to test my mod more than couple times since the whole game takes so long on marathon mode.

    Near future techs also require some attention, that is the part of tech tree that I'm not 100% done yet as it's been bit difficult to do research on what might be really discovered during the next 100 years. In this part I used Galactic Civilization and Alpha Centauri games as guides so if you've played those games you'll notices similarities. To keep it bit more realistic, I've gone through dozens of science articles and science websites to look info about near future techs.

    I recommend playing this mod on Marathon game speed and on huge map size. I prefer making custom game and use Smartmap (you need to download it) mapscript for making good continental maps.

    No other language support than English at the moment. If you try this mod on any other language than English, you will notice that most new object names have english text.

    Credits

    I'd like to thank fellow modders since they've worked hard for creating all those new graphics and python coding.

    If there wasn't these guys/girls this mod wouldn't have seen the daylight

    0100010 - Feedback and tech adjustment recommendations
    anhu - water graphics
    asioasioasio - unit graphics, wide city bar, new buildings
    baal_isidro - unit graphics
    Bakuel - unit graphics
    bernie14 - unit graphics
    bhruic - unofficial patch
    bmarnz - Inquisition - Limited Religions
    Chamaedrys - building graphics
    Chugginator- unit graphics
    danrell - unit graphics
    Duke van Frost - building graphics
    Eusebius - for Eusubius World Religion mod
    FK2006 - button graphics
    GarretSidzaka - unit graphics
    GeneralMatt - unit graphics
    GeoModder - Ethnic Diverse Citystyles mod
    Gillmer J. Derge - Civ4lerts and configparser
    Grave - unit graphics
    Grave, Jeckel - Enhanced Tech Conquest mod
    hrochland - Longer techbar in techscreen
    JKP1187 - events mod
    johny smith, Jeckel - Religion and Corporation Screens
    Johny smith - Palace of Potala, python, terrain graphics
    Kal-El + others - RAR mod for CIV3
    Kalimakhus - for helping with the font files & feedback+suggestions
    Keldath, Mrgenie, TAFirehawk, Rockinroger - for Visa mod
    LunarMongoose - civic buttons
    Lt. Bob - DLL that supports 34 civs (Bhruic's patch included)
    Master Lexx - for Greenmod
    Mentat99 - for Improved Leaders & Civics
    Nautil - for air units mod
    Rabbit, White - Sphinx Wonder
    Refar - unit, building graphics
    Rufus T. Firefly - for Civ3 icon graphics
    sakhr - unit graphics
    Sevo - building graphics
    Sevo, Vovan, Progor, Gaurav, Fitchn, LunarMongoose - for sevopedia mod
    Sharick - Future Tank model
    siam - unit graphics
    Snafusmith - for Modern Warfare Units
    Snipperrabbit!,Yodapower, Storm Grunt, Sniraxis, Frenchman, Chamaedrys, ohcrapitsnico - new button graphics
    Splinter13 - building graphics
    TheLopez - Specialist Stacker
    Theo - Better espionage screen
    The_Coyote - unit graphics
    Thorn, Bad Ronald - BtSFlagMod
    TR Team - for Total Realism mod
    White Rabbit - for Ethnically Diverse Units
    woodelf, winddelay - Alhambra graphics
    Zerver - unit graphics
    Zebra 9 - zCivics
    Woodelf - building graphics
    -sr - custom maps
    Commander Bello, Maatissi, 0100010, RobO, Oatse, Lomion, Otto.Davila, baha, Dewion, ersner, d_beauch, cuteunit - feedback

    All the various authors who made the new fantastic graphics

    Plus all the other respective authors who have helped in mods mentioned above.
     
  2. Kalimakhus

    Kalimakhus Chieftain

    Joined:
    May 8, 2007
    Messages:
    1,249
    Congratulations !!!

    Just about time I think. You know how I think of RoM but again this is one of the best mods for civ4. Good luck for you and for the mod.
     
  3. Nihilista

    Nihilista Chieftain

    Joined:
    Sep 10, 2007
    Messages:
    10
    Congrats , yes this will be the best mod for civ4 , if it's not already the case :D
     
  4. enaceo

    enaceo Chieftain

    Joined:
    Sep 3, 2007
    Messages:
    15
    Awesome mod - can't wait to see what you do with it further!
     
  5. Spearthrower

    Spearthrower Thrower of spears

    Joined:
    Mar 20, 2003
    Messages:
    1,607
    Location:
    Bangkok
    Oh! Just spotted this subforum!

    Congratulations - you weighed in with a very full on mod! It was a pleasant surprise! :)

    Cheers
     
  6. xbeanerx

    xbeanerx Chieftain

    Joined:
    Dec 21, 2006
    Messages:
    278
    Location:
    los Angeles, Cali ,U.S.A
    Greatest Mod of all time hands Down!!
    Thank you for this Mod.
    When i played this mod for the first time it brought me to tears in how great this mod really is.I also took 2 weeks of work I would only get up to answer the front door for My Pizza and to go to the rest room plus i sent my wife to her moms house to visit so i can Play for days with out stop.
     
  7. xbeanerx

    xbeanerx Chieftain

    Joined:
    Dec 21, 2006
    Messages:
    278
    Location:
    los Angeles, Cali ,U.S.A
    I would like to Request Zap if its ok with you the axis of evil Mod with Iran,North Korea,Nazi Germany,Iraq all with their Unique Weapon and Units.
     
  8. rockinroger

    rockinroger WoC Team Member

    Joined:
    Feb 6, 2006
    Messages:
    1,312
    Location:
    Overland Park, Kansas
    Your mod looks good, good luck. I also loved DYP and RaR in civ 3.
     
  9. strategyonly

    strategyonly C2C Supreme Commander

    Joined:
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    Location:
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    Anything new coming, haven't heard from you in a month?
     
  10. quantumbeer

    quantumbeer Chieftain

    Joined:
    Nov 16, 2007
    Messages:
    6
    Location:
    Land of 10,000 flakes
    Events that would mark the rise of mankind and civilizations would have to be

    1) the wheel

    2) last but not least, alcohol, the accidental discoveries of wine and beer. Large amounts are obviously bad; but in small, moderate amounts, alcohol is a brain stim and enhances the creativity needed to create civilizations in the first place.
     
  11. xbeanerx

    xbeanerx Chieftain

    Joined:
    Dec 21, 2006
    Messages:
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    Location:
    los Angeles, Cali ,U.S.A
    I totaly agree with you You can never Drink enough alcohol!!
    we also need cocoa plants Opium puppies for trade in the black market of Civ4 that needs to be added.
     
  12. zappara

    zappara Mod Designer

    Joined:
    Dec 19, 2003
    Messages:
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    Location:
    Finland
  13. Peter1501

    Peter1501 Chieftain

    Joined:
    Nov 9, 2006
    Messages:
    54
    Location:
    Austria
    Awesome Mod! A totally new Game-experience with Civ4!
     
  14. Komunyst_Indian

    Komunyst_Indian Chieftain

    Joined:
    Aug 1, 2008
    Messages:
    68
    Location:
    Kevingrad
    Gj man!! this mod rocked!. its fun palying civ 4 now .. not the repetitive drudge it woz
     
  15. WRL07

    WRL07 Chieftain

    Joined:
    May 22, 2008
    Messages:
    33
    So far I love this mod, I used to be a big TR player, and I like how a good bit of that was incorporated into your mod, great stuff. Ever think about incorporating the unit promotions in from TR? They're very good, and add depth to promoting units... Anyhow, great work, and thanks for sharing.
     
  16. zappara

    zappara Mod Designer

    Joined:
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    Location:
    Finland
    I haven't had much time to check other mod projects and the versions I checked were about year ago when I started converting my Epic mod to RoM so there's probably been lots of changes to those other modpacks since.
     
  17. strategyonly

    strategyonly C2C Supreme Commander

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    How do i get this to NOT show up?
    The little blue sock.

    EDIT: Also where do i control the size of it also??
     
  18. Kalimakhus

    Kalimakhus Chieftain

    Joined:
    May 8, 2007
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    1,249
    To turn it off:
    1 - Ctrl+Alt+O for BUG options dialog box.
    2 - Go to Plot List tab.
    3 - In the bottom left section (Indicators) last check box is "Mission Tag" uncheck the box.

    I don't think there is a way to control its size.
     
  19. beaunerslavje

    beaunerslavje Chieftain

    Joined:
    Aug 1, 2009
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    Location:
    Ottawa
    are lenin and any other communist leaders on this mod ?

    (currently downloading i hope they are)
     
  20. Afforess

    Afforess The White Wizard

    Joined:
    Jul 31, 2007
    Messages:
    12,239
    Location:
    Austin, Texas
    Zappara, a while back, I made an image of the entire 2.71 tech tree. It had to be split into two parts due to limitations at CFC. You might want to link to it in the OP, or somewhere.

    Part 1
    Part 2
     

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