View Full Version : Download link and version info
jdog5000 Jun 05, 2007, 11:06 PM What is Revolution?
If you're looking for information about what's in this modpack, check out the Welcome to Revolution (http://forums.civfanatics.com/showthread.php?t=226034) thread which describes the different components. For a more "what's it like in the game?" perspective, check out the Stories and Screenshots (http://forums.civfanatics.com/showthread.php?t=251414) thread. There's also an FAQ thread (http://forums.civfanatics.com/showthread.php?t=226031) and a thread for information for modders (http://forums.civfanatics.com/showthread.php?t=226037) looking to use Revolution in their own creations.
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Installation
This mod should be placed in (civ install directory)\Beyond the Sword\Mods\Revolution\. Any other path may cause the game to be unable to find the Revolution.ini file, and then any changes you make to Revolution.ini will not appear in the game. Still confused, check out the step-by-step instructions (http://forums.civfanatics.com/showpost.php?p=5464858&postcount=1191) (thanks glider).
Any files you have placed in your (username)\Application Data\My Games\Beyond the Sword\Custom Assets folder may cause the game to crash or not function properly. You should remove these files unless you know how mods work.
Clear out your cache! Delete folder (username)\Application Data\My Games\Beyond the Sword\cache.
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Main BTS 3.17 version
The BTS 3.17 version with Solver's unofficial changes:
Revolution 1.63bts (http://forums.civfanatics.com/downloads.php?do=file&id=1442)
The sources for this version are available here (http://forums.civfanatics.com/downloads.php?do=file&id=8670).
Maps and Scenarios for Revolution
Check out what's available in this thread (http://forums.civfanatics.com/showthread.php?t=259824) and contribute some of your own!
Other BTS versions
The following are DLLs are available here (http://forums.civfanatics.com/downloads.php?do=file&id=8671):
- 48 civ DLL for those with more civ types defined
- 18 civ DLL for use with custom maps, though Revolution works better with more civs so updating maps to support 34 civs would be better when possible.
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Last Warlords version
for Warlords 2.13
(Updated post hack)
Revolution 1.00w (http://forums.civfanatics.com/downloads.php?do=file&id=8737)
This version comes with the 24 civ dll standard.
Last Vanilla version:
Revolution 0.6a for Vanilla 1.61 (http://forums.civfanatics.com/uploads/38534/Revolution_0.6a.zip) Note that this may not work for the latest version of Vanilla, it's for 1.61. (link works despite hack ... it's that old)
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Other Mods with Revolution:
HephMod
Created by Hephaistion, HephMod adds a few well-tested pieces particularly for the medieval period. Link (http://forums.civfanatics.com/downloads.php?do=file&id=6911)
Overlord 2
Created by keldath, lots of new features and mods including Revolution Inquisition. Link (http://forums.civfanatics.com/showthread.php?t=236605)
NextWar: Revolutions
Created by jkp1187, combines jkp's Next War mod and Revolution. Link (http://forums.civfanatics.com/showthread.php?t=264935)
RevolutionDCM
Created by glider1, combines Revolution with Dales Combat Mod. Link (http://forums.civfanatics.com/downloads.php?do=file&id=8322).
VDRN
Created by Echo of Celts, combines Revolution with Dales Combat, Varietas. Link (http://forums.civfanatics.com/downloads.php?do=file&id=8227).
Beginning
Created by Roamty, combines many mods together including Revolution. Link (http://forums.civfanatics.com/showthread.php?t=238932)
History in the Making:
Created by Grave, it combines many mods with lots of new units and other changes. The BTS version doesn't have Revolution in it yet, but it will soon. Link (http://forums.civfanatics.com/showthread.php?t=226568)
Amravolution:
(For Warlords 2.00 only ...)
Compiled by skylined, this combines Revolution with Amra's mod, bringing the total number of civs to 49! Check it out in the Download section here. (http://forums.civfanatics.com/downloads.php?do=file&id=2759)
jdog5000 Jun 05, 2007, 11:10 PM Change list: (month/day/year version was released)
Version 1.63 07/30/08
Merged in Better BTS AI 0.35
StartAsMinors
- Fixed bug which occured when DynamicCivNames was not running
BabarianCiv
- Fixed bug which occured when DynamicCivNames was not running
AIAutoPlay
- Espionage sliders now divided by 10 at end of automation to make resetting easier
CvMainInterface
- Merged in Raw Yields from Bug 3.0 to replace old Raw Commerce
- Fixed bug where RevStatus bar in city screen was not updated to use new trend method
Version 1.62 07/12/08
Merged in Solver's unofficial patch 0.19
Merged in Better BTS AI 0.21
SDK
- Moved python notification of victory to support stopping automation in time to see end of game screens
- Moved python notification of first contact to before opening diplomacy window to improve appearance of war declarations on first contact
- In CvPlayer::setIsMinor, an ex-minor civ now meets all civs they had already encountered during the game
StartAsMinors
- Switch from minor to full now checked when tech acquired instead of at start of turn (fixes bug reported by Tboy)
- Changes due to improvements in SDK CvPlayer::setIsMinor
BarbarianCiv
- Changes due to improvements in SDK CvPlayer::setIsMinor
AIAutoPlay
- Automation now cancels when somebody wins the game so you can see the replay etc
- Fixed issue with end of automation when your civ dies in automation then is reborn as rebels
MainInterface
- Fixed RevWatch button not showing (reported by keldath)
Version 1.61 06/25/08
Merged in Solver's unofficial patch 0.17
Merged in Better BTS AI 0.2
SDK
- War weariness now decays faster (like if at peace) if enemy has no military units (typically a rebel with only spies)
- Created CvTeam function to return number of military units of member players
- Fixed important bug in handling of AreaAI in the presence of minor civs the player hasn't met
- Changes to debug mode output
Version 1.6bts 06/22/08
Updated to BTS 3.17
Added Solver's unofficial patch from 6/21
Updated the merging and SDK documentation ... long overdue
SDK
- Changes to how wars between minors are handled when changing minor status
- When a minor civ becomes full they may now choose to keep an existing war active, and other players may also choose to keep wars active (human player can choose to declare war in the "nice to meet you" diplo screen)
- Partially moved militaristic barb civ war declaration choices into SDK, now based more on current war plans, history between players, and uses a better measure of proximity plus integrates with above StartAsMinors feature
- Added CvGame::changeHumanPlayer which transfers all player options (requested by TheLastOne36)
- Added CvCity::getRevIdxAverage and related functions which contains a rolling average of the cities revIndex
- Added stability index, average for CvPlayer and exposed to Python
- Modified debug mode output for various forms of testing
- AI: Fixed Firaxis bug in CvPlayerAI::AI_playerCloseness using Fix A from Better BTS AI discussion thread
- AI: Added several other changes to how closeness is handled from Better BTS AI due to above fix
Revolution
- RevWatch religion category now split into good State Religion and bad Non-state Religion
- RevWatch trend of improving/worsening now based on comparison to rolling average, not just sum of local factors
- Beginnings of implementation of civ stability index
- Nerfed city distance effects a little in .ini
- Reduced not connected to capital penalty, capped it for later/larger cities
- Fixed debug assert failing when state religion is -1
BarbarianCiv
- Improved support for Start As Minors option, barbs without writing can now get settling benefits without becoming full civs
- Added new variable to determining when to attack the first civ they can contact
- Changed order of checks when determining whether a barb civ can build a unit to satisfy debug asserts
- When giving barb civs units that are intended to be attackers, unit AI now forced to be something other than city defense
- Minor barb civs now get more attack units, particularly in later eras, higher levels
- Minor barb civs don't get free scouts in the new world
- If you control a militaristic barb civ when it settles into a full civ, you now control war declarations
StartAsMinors
- Added conversion for new class of settled but still minor barbs
RevEvents
- Changed order of checks when determining whether a player can build a unit to satisfy debug asserts
- Fixed bug in logic canceling all wars on death, no longer cancels wars against minor civs
RevUtils
- Reworked messy functions for determining what rebel types to spawn
- Added debug wrappers for above functions
- Rebels spawning in countryside now get more attack units, fewer defense units
- Modified changeHuman to use new SDK method
RevolutionInit
- Fixed bug causing StartAsMinors to only work if DynamicCivNames was also enabled plus show incorrectly in active components popup (reported by Cybah)
CvMainInterface
- Improved scoreboard mod so that by clicking on the bottom string you can alternate between long and short scoreboard display. Bottom string now says 'More' if there are undisplayed civs, 'Less' if it can shrink based on your settings
- Changed artwork for RevWatch button (thanks to Ekmek)
- RevWatch button now uses a blank style so it doesn't switch to fist when rolling over
RevolutionText.xml
- Added several new tags for RevWatch
RevolutionScreenText.xml
- Added two new tags for scoreboard mod
Version 1.52bts 06/02/08
SDK
- Fixed bug with placement of some team init logic causing save loading problems
- Fixed unit flags and other art not updating when changing a living player's civ, many thanks to jojoweb for the code! You can now successfully change the civ type and leader for any player in the game using Ctrl+Shift+P
DynamicCivNames
- Added function to reset a player's name to default to support new ability to change players mid game
RevUtils
- Changes to support changing players mid game
Version 1.51bts 06/01/08
Game options no longer forced from XML, will now be remembered from game to game. The first time you start up with 1.51 things may be weird though, so choose a Custom Game to straighten out options.
Added Bhuric's 1.21 unofficial patch
SDK
- Removed repetitive war declarations by barbs on new players
- Changes to debug output of warplans
- AI: Updated civic religious rev index effect calculations (by ocitalis and jdog5000)
- AI: When Start As Minors is selected, AI will now weight open borders tech (Writing) increasingly high as it meets more full civs
- AI: Rebels remember and celebrate war success more, will make them more willing to continue the fight
- Fixed multiple issues with war plans for minor civs and barbs against other players
- A minor civ being spawned no longer cancels sneak attack plans for other players
- Split up some large blocks of Revolution code with comments so that changes to sections can be more easily dated
- Updated comments for CyUnit::setFortifyTurns, is not actually used by AIAutoPlay anymore
- Moved Revolution game options to end of list, fixes gold trade bug (reported by BobTheTerrible and others)
- Fixed bug where a BarbarianCiv would not settle into a full civ in reaction to losing its capital because capital was originally built by barbs, loss of capital in this circumstance now counts as a lost city
- Improved handling of break for war-weariness for rebels, now works as if they are never on truly foreign soil
- Added AIAutoPlay tweaks by mrgenie
Revolution
- Fixed rare bug with 1 tile island rebels when there are no actual rebels to spawn (reported by glider1)
- Rebels now use WARPLAN_TOTAL, now will not accept peace as readily
- Fixed bug in choosing revolt type when a holy city has been destroyed
- Added starving rev index increase for when drawing down granary stores, much smaller than the huge effect when pop shrinks
- Reduced colony effects for single city islands, especially when anywhere near capital
- Increased brightness of rev index strings, now more a bit easier to read
BarbarianCiv
- Fixed rare bug when cleaning up barb units near a newly formed minor civ (reported by glider1)
- Main BarbCiv attacks now use WARPLAN_TOTAL, now will not accept peace as readily
- Lowered bar for later era minor barb civs to settle based on population
- If city has culture, new minor civ gets some culture in city and plot
- Improved allocation of culture when barb city was originally built by someone else, captured by barbs
CvMainInterface
- In debug mode all minor civs show up in scoreboard now
- Reworked scoreboard display logic to support new config option for max lines to show in scoreboard loosely based on Zebra9's Top Scores mod comp
- Added new config option in Addon.ini to control how many lines to show in scoreboard, defaults to 20
- Fixed overflow of building list onto rev index bar in city screen
- Improved check for when to show Revolution add-ons
RevEvents
- Improved detection and removal of rebellions with no cause
- If a rebel has only spies remaining, there's now a 10% chance a spy will die every turn so they disappear a little faster
CIV4GameOptionInfos.xml
- Moved Revolution game options to end of list
Version 1.5bts 05/23/08
Merged in Bhuric's 1.2 unofficial patch
Added StartAsMinors.py to handle the start as minors feature
SDK
- Added two new types of city anger, one for when RevIndex is high and/or worsening and temporary anger (like for whipping) for when you reject rebel requests
- Updated the mouseover scoreboard player attitude popup text showing who's at war with who
- Added mouseover scoreboard player attitude popup text showing who's whose worst enemy
- Added mouseover leader face attitude popup showing at war with/ who's worst enemy
- Moved game options for rev mod components down on list as work around for hardcoded expected position of Unrestricted Leader option in Custom Game screen (reported by StormLord-711-)
- Quieted civic adoption messages for minor civs
- Made several Revolution get functions const
- AI: motherlands now hate their rebels more strongly, will make rebels their worst enemy much more often
- AI: a high rev index now leads player to consider city threatened and increase defenses
- AI: players whose only war is against their rebel more likely to adopt Crush AI, should cause motherland to hunt down and destroy rebels quickly when they have the advantage and extra troops
- AI: rebels much more likely to adopt the Dagger AI strategy (real focus on city attack, military)
- AI: the AI now considers the Revolution Index effects of religious civics when deciding which civics to adopt (code by ocitalis)
- AI: AIs will build fewer transports when engaged in a land war or when their best transports cannot enter ocean terrain, should reduce largely useless galley spam
- AI: Decreased adoption of AI strategies GetBetterUnits and Peace for minor civs since they're always at war, should make them a bit more aggressive in the early game and when they don't have many resources
- Fixed bug in CvCityAI::AI_neededDefenders (see unofficial path thread for more info)
- Added some Revolution specific debug info when game is running in debug mode
Revolution
- Updated local rev index calculation such that new RevIndex induced unhappiness doesn't count strongly towards unhappiness induced increases in rev index, breaking a potentially vicous cycle
- LocalRevIndex updates (and therefore so does Improving/Worsening) when you open RevWatch so it will now respond to changes during your turn
- Added replay messages for when a violent revolt breaks out
- Fixed bug with a couple uses of old python-based LocalRevIndex
- Added rev index debug output to RevWatch when game is running in debug mode
- All revolt data now held in data structures stored in CyPlayer script data, revolts are now launched from this stored data and it will allow much better handling of subsequent revolts
BarbarianCiv
- Added replay messages both for creating minor civs and settling to full civ
- Fixed bug where barbcivs counted contact with dead players, caused improper settling when minor status was stripped from dead rebels
- Lowered population for early cities settling in new world under new world policies 1 and higher
- Decreased odds of barb city settling in new world scenario in early eras
- Last few barb cities in a large new world will now stay barb much longer
RevUtils
- Added function to standardize penalty for denying a peaceful rebel request
RevEvents
- Moved all city acquired handling here from Revolution
- Created two functions to handle the different aspects of city acquisition, one for bonuses for successful rebels and the other for propogating rev index effects
- Fixed bug with timing of recording current civics for human player, human player's name changes and other civics driven effects will now occur correctly
- Moved Start As Minors pieces to new file
DynamicCivNames
- Added handling to avoid redundancy in names like "Roman Empire of Rome" (reported by Arwon)
- Fixed bug in naming when civ's capital name has multiple words
- Added config option to leave a custom civ name for human player alone
- Updates to provide more interesting names in Ancient and Classical Eras: start as Tribe, more use of City State (suggested by johny)
- Added messages to alert you when your civ name changes
StartAsMinors
- Removed explicit references to tech Writing, minor status instead hinges on ability to sign Open Borders
- At the begining of a normal game, all players start with an extra warrior for defense
AIAutoPlay
- Merged in mrgenie's changes from WoC version
RevolutionInit
- Changes to support new StartAsMinors module
RevDefs
- Removed definitions of python data containers moved to SDK (like RevIndex)
- Removed Writing, no longer needed
CvMainInterface
- LocalRevIndex now updates if you make relevant changes in city screen, so improving/worsening bar and text now change during turn
RevolutionDLLText.xml
- Added TXT_KEY_REV_REQUEST_ANGER, TXT_KEY_REV_INDEX_ANGER, TXT_KEY_REV_SUCCESS_HAPPINESS
Version 1.42bts 04/13/08
Added RevCivicsUtils.py to mod files
Added RevEvents.py to mod files to handle events necessary for the support of Revolution
Updated all mod components to remove event handlers when launching a new game or loading a save. Fixes bug reported by Cybah with Revolution etc running when not selected in Custom Game screen under certain circumstances.
Revolution
- Moved assimilation logic to RevEvents
- Moved other event logic (city lost, religion founded, etc) to RevEvents
- Removed obsolete config options that are no longer really supported
- Removed config options for rev index constants which are not really meant to be changed
RevUtils
- Moved civic functions to RevCivicUtils
- Moved events handling to RevEvents
- Sorted remaining utility functions into more coherent groups
RevEvents
- Attitude decays from Revolution events now scale with game speed
AIAutoPlay
- Some minor code cleanup
RevDefs
- Added section to hold RevIndex constants
Version 1.41bts 04/12/08
Added Revolt.py to mod files, currently a place holder for a future class for keeping track of revolts
Added RevolutionDLLText.xml to mod files for game text used by the DLL
Added Civ4GameOptionInfos.xml to mod files to support use of in game options
Added RevolutionScreenText.xml to mod files
Mod now has modular loading enabled by default
SDK
- Contact civ help text (mouseover scoreboard) now also tells you which other players a civ is at war with. Very useful when civs come knocking askin about becoming your vassal!
- Added official game options for the four main Revolution mod components (default to on), plus the start as minors feature (defaults to off). These can now be enabled/disabled in the Custom Game screen.
Revolution
- Improved check for maxCivs, now allows revolts to join players already alive
- Added config option to place Rev Watch button at the left of the line of advisor buttons, WatchButtonInLine in Revolution.ini defaults to False
- Fixed bug with text in Rev popup when offering peace in exchange for surrender of cities
- Fixed bug where minor civ rebels could offer peace in exchange for cities
- Fixed crash when attempting to bribe a city when you didn't have any cities (reported by keldath)
- Fixed a couple small bugs blocking assimilation to player slot 0 (normally the human player ...)
BarbarianCiv
- Fixed bug where maxCivs setting was ignored (reported by Serak)
- Fixed bug where wild animals could be taken over by barb player in some circumstances (reported by BobTheTerrible)
DynamicCivNames
- Added special naming for teams and permanent alliances (requested by rene-ryou)
- Added config option to disable team-based naming
RevolutionInit
- Added support for game options
RevUtils
- Added support for start as minors game options
CvMainInterface
- Added support for option to move Rev Watch button to in line with other advisor icons
- Score board now shows which civs are rebels using the red fist icon
CvExoticForeignAdvisor
- Fixed bug where Glance and Change tabs would error when all civs are minor civs
- Fixed bug where naming your leader "jdog+5000" would cause Glance tab to show relations improved by 5000
- "Change" tab label now comes from XML
- Shrunk size of tab labels since there are now so many
CvPath
- Reversed some changes which caused game to fail to find mod files in Russian version of Windows (reported by Deon)
RevolutionText.xml
- Moved TXT_KEY_REV_CONTACT_MINOR to RevolutionDLLText.xml
Version 1.4bts 03/13/08
Added CvDomesticAdvisor.py by glider1, CvEspionageAdvisor.py by Almightix to mod files
Added Civ4lerts.py, Civ4lerts_CIV4GameText.xml from the BUG mod (originally written by DrElmerGiggles)
Added Addons.ini to house config options for customizable screens, Civ4lerts
Switched to CvPath.py from the YAUGMod
Moved readmes into a new docs folder
Mod now comes with GNU Public License (which it should have basically from the beginning based on the CustomEventManager)
BarbarianCiv
- Fixed potential error when all civ/leader types were taken
Revolution
- Fixed bug in violent cultural revolts where revolting cities were trying to rejoin their cultural owner. Now works properly if owner and cultural owner are already at war.
- Fixed bug where a minor civ would be labeled a rebel for having its cultural cities revolt against their occupiers.
RevUtils
- Changes to MinorUntilWriting config setting after the first turns of the game will be ignored
CvExoticForeignAdvisor
- Added new "Change" tab by glider1
CvMainInterface
- Added the raw commerce/production mod by Sevo/EmperorFool
Civ4lerts
- Fixed bug in discardCity, use 'pop' for dictionary instead of set only method 'discard'
- Fixed issue causing errors after reloading Python modules mid-game
CustomEventManager
- Added Civ4lerts initialization
Version 1.36bts 03/7/08
SDK
- Fixed issue in CvTeam::declareWar causing minor civ war declarations to inappropriately effect relations after settling to full civs
For older changes, see the ChangeLog in the download.
jdog5000 Jun 11, 2007, 11:25 PM Update to 0.90w complete.
Major bug fixes in Revolution, fixing both reported problems with popup handling and turns not ending after a revolution. Turned down the small revolts feature, and you can also now turn it off if it's annoying you. Also, significant improvements and additions to the DynamicCivNames logic. See the full change list above for more details.
Aeven Jun 13, 2007, 09:03 AM Great new update. Will try it out soon :) Just wondering: did any of my naming suggestions make it into the update?
jdog5000 Jun 13, 2007, 07:00 PM Great new update. Will try it out soon :) Just wondering: did any of my naming suggestions make it into the update?
Quite a few naming suggestions made it in, although I don't remember who they came from ... :crazyeye:
Let me know what you think of the improvements.
jdog5000 Jul 01, 2007, 04:57 PM Update to 0.95w complete.
This is a major upgrade with quite a few big changes (the full list is in the second post):
- Delayed revolts, where rebels spawn after the turn when they make their demands and the to strike first
- Rebel units will always spawn outside of cities and have to fight for them
- Improved culture initially given to successful rebels so their cities won't starve as often in late game
- Added ability to bribe rebellious cities at any time, not just when they approach you, so you can head off rebellions if you're wealthy enough
- New option to leave barbarian cities alone on unexplored continents, so on Terra maps there will be empty space with BarbarianCiv
- Fixed the obnoxious cities drawing as ruins bug that's been around forever
- And a whole lot more ...
Caesium Jul 01, 2007, 06:04 PM Just completed the implementation of your mod's version 0.9 into mine. :D
Now I know what to do tomorrow :)
jdog5000 Jul 01, 2007, 11:10 PM WARNING!!! The first version of 0.95w posted had some debugging logic turned on that will cause your game to hand you control of any civ about to under go a revolution ... while this can be fun if you're expecting it, it's not the normal way to play :crazyeye:
This has been corrected as this post, if you downloaded it earlier you should get the new version (or change the True on line 2130 of Revolution.py to False).
Fosse Jul 04, 2007, 10:03 AM The changes look great. I hope somebody will update the RevAI to .95. I don't enjoy playing with the default AI anymore so I'll either be sticking with .90 or waiting for the next version.
jdog5000 Jul 04, 2007, 01:35 PM Personally, I'm basically just waiting for BTS new AI ... the way some people (Kael, Solver at Apolyton) have talked about it, playing in Warlords almost feels like like a cheap knock-off now. If it was just Firaxians then I'd take it with a grain of salt, but when hardcore fans are saying it too ... we'll see I guess, but it should at least be a step up from the BetterAI mod which is saying something!
Fosse Jul 04, 2007, 02:13 PM True. I have expected the BTS AI to be at least on-par with a bug-free version of the latest Better AI (the latest one that Blake worked on, anyway), and hope it's even better. It should alleviate the need to release a RevAI to keep picky people like me playing. ;)
Aeven Jul 06, 2007, 01:26 PM I truly hope the BTS AI is indeed that much better. Will the .95 version be a significant gameplay change?
jdog5000 Jul 07, 2007, 01:33 PM Yes, version 0.95 has several significant changes (see above for full list) but the one's that effect gameplay directly: delayed revolts (rebels get first move) and the ability to bribe any city at any time to keep it from rebelling.
Caesium Jul 15, 2007, 10:58 AM Finally released v2.3 of The Caesium Mod (http://forums.civfanatics.com/showthread.php?t=231385).
Fully included Revolutions, BarbCivs, Tech Diffusion and AI Autoplay.
blunt3d Aug 02, 2007, 08:38 AM does .95 work with warlords 2.13?
Aeven Aug 02, 2007, 09:13 AM Yes, it does.
jdog5000 Aug 05, 2007, 10:32 PM 0.95 does not include the many changes in the SDK for 2.13, but since there were no XML formatting changes it still works. There will be one more Warlords version in the next week or so before the first BTS beta version.
jdog5000 Aug 07, 2007, 11:05 PM Version 1.00w for Warlords 2.13 posted! This will be the last Warlords version. Change log posted above.
jdog5000 Aug 15, 2007, 11:07 AM Version 1.01bts posted! Note that it's for 3.02, hasn't been tried with the little update Firaxis sent out yesterday. My bet is it still works, but it doesn't include any changes from that.
It should be considered beta, there may be bugs in pieces of code that don't fire frequently but it does properly settle barbcivs and launch revolutions :cool:
I'd be particularly interested to hear it those with CivGold have a smooth experience. I adjusted some pieces from the prior version so that they might now work for Golders, but I can't test it ... let me know.
BobTheTerrible Aug 15, 2007, 11:25 AM jdog, you are amazing. There goes my afternoon (too bad I have to work tonight.. aahhh)
Pfeffersack Aug 16, 2007, 02:33 AM Version 1.01bts posted! Note that it's for 3.02, hasn't been tried with the little update Firaxis sent out yesterday. My bet is it still works, but it doesn't include any changes from that.
It should be considered beta, there may be bugs in pieces of code that don't fire frequently but it does properly settle barbcivs and launch revolutions :cool:
I'd be particularly interested to hear it those with CivGold have a smooth experience. I adjusted some pieces from the prior version so that they might now work for Golders, but I can't test it ... let me know.
Does this beta version include the fixes of Solvers unofficial patch?
gegabitelord Aug 16, 2007, 03:19 AM Does this beta version include the fixes of Solvers unofficial patch?
I also would like to know this:scan:
jdog5000 Aug 16, 2007, 09:15 AM Does this beta version include the fixes of Solvers unofficial patch?
No, it does not. Solver's list is compelling though, so I may be able to post an updated DLL in a day or two.
jdog5000 Aug 16, 2007, 09:32 PM Solver's patch DLL link added to first post. Has not been thoroughly tested ...
Pfeffersack Aug 17, 2007, 02:43 AM Solver's patch DLL link added to first post. Has not been thoroughly tested ...
WoW...and even a 48 civ.dll for it :) Can't wait to start a game...
jdog5000 Sep 14, 2007, 06:23 AM A patched 34 civ DLL has been posted in the first post which fixes the mid-game crashing that's been reported ... many thanks to Markus_cz for his sleuthing! It includes Solver's unofficial patch as well. Simply replace the dll in your Revolution\Assets folder with that one. It should be save game compatible, but I haven't tested that, check the bug reports thread to see if others have had success.
jdog5000 Oct 05, 2007, 07:51 PM Version 1.15 for BTS 3.03 or 3.02 released. First real BTS release, rebels now get espionage points and more spies. Also addressed balance issues with rebelliousness caused by enemy spy missions.
Many other improvements and changes to both Revolution and BarbarianCiv, see the fatty change list above.
As mentioned in another thread, a 3.13 version will be released sometime in the next week or so (once unofficial fixes for the issues settle down and seem reliable).
Enjoy.
NOTE: Known issues to be addressed:
- rebel player colors do not always come out properly, though all get unique colors
- players whose turns come after a new or reincarnated player get one extra turn just after spawn (usually just barbarians)
skallben Oct 05, 2007, 08:27 PM Is 1.15 savegame compatible?
jdog5000 Oct 06, 2007, 05:35 AM Is 1.15 savegame compatible?
Yes, it should be. The DLL is exactly the same as the prior version, and some of the new Python bits should notice the missing data structures and create them. Post if you have any difficulties.
That said, this is a vast improvement over the prior version, which wasn't well tied to BTS espionage systems, so if you're not engrossed by your existing game, I'd recommend starting a new one.
skallben Oct 06, 2007, 06:49 AM Why start a new game? Will the new features not overlap into my current if I patch it?
jdog5000 Oct 06, 2007, 10:57 AM They will be folded in just fine and the game should proceed with all the new features working. It's more, I guess, that knowing how much has been tweaked, the prior Warlords-based version feels obsolete ... but really the mod will pick up from the current point and go forward with the new rules, so it's not really an issue.
skallben Oct 09, 2007, 03:13 AM I just had "Disorganized rebels" in the Middle Ages, 1.15 does not include more Civs?
jdog5000 Oct 09, 2007, 05:48 PM I just had "Disorganized rebels" in the Middle Ages, 1.15 does not include more Civs?
Disorganized rebels will also show up if the rebellion doesn't have a lot of support. Typically would be one or two cities that are unhappy/starving but haven't gotten near the violent threshold yet. Does that fit?
skallben Oct 10, 2007, 12:19 AM Yeah that sounds like it. I was just surprised by the decrease in rebellions in general allthough it's a good thing :goodjob:
Still, I have found no Barbarians since initial settlement and now spamming my galleons all over the new world (Terra Map). Allthough that might just be a randomness about Barb-spawns it still feels pretty strange. The only barbs Ive seen now are camped on old Goodie Huts, they also still have only Archers, not even Axemen while the rest of the world got Longbowmen, Macemen and Knights. This means that less Civs spawn from them aswell. Know anything why this is?
jdog5000 Oct 10, 2007, 05:43 AM My guess for the barb units is that they all spawned long ago in the new world and nobody killed them. New barb units can't spawn once there are a certain number of units already for the number of tiles not visible by anyone IIRC.
As for the barb cities, probably just luck of the draw ... they can often be quite large and even generate culture more frequently in BTS (now will build monuments sometimes). Barb units in cities will auto-upgrade when barbs can start producing a better defender.
skallben Oct 10, 2007, 02:14 PM Allright, I just found it odd. Don't think I've seen that many Warriors in Industrial age before.
Btw, I had the Barbs build Pyramids one time when playing warlords, that city had mega-culture :crazyeye:
jdog5000 Oct 12, 2007, 11:01 AM Version 1.16 for BTS 3.13 posted!
Includes all of Bhuric's 1.07 SDK changes from the unofficial patch, plus his two python changes (one of which brings back the glance tab).
Also fixes the two bugs introduced in 1.15, now all civs should get their normal colors and no one gets an extra turn when a dead rebel respawns ...
Enjoy!
skallben Oct 12, 2007, 11:34 AM Kool stuff Jdog. 1.15 was really good! Really looking forward to try the new one.
Another thing, I got a random idea while playing.
In my current game, Ethiopia got a few cities in the New World but mr ZZ aint running them very well. They are both unhealthy and unhappy so I plan to liberate them from the opressor that he is! (I semi-roleplay to give myself more interesting objectives in the game.
Now, what if the citizens would remember how terrible their lives were under the Ethiopian opression and a part of the population actually welcomed me (or any other Civ) as a liberator. Just a random idea.
BobTheTerrible Oct 12, 2007, 12:11 PM Version 1.16 for BTS 3.13 posted!
Includes all of Bhuric's 1.07 SDK changes from the unofficial patch, plus his two python changes (one of which brings back the glance tab).
Also fixes the two bugs introduced in 1.15, now all civs should get their normal colors and no one gets an extra turn when a dead rebel respawns ...
Enjoy!
Aaaaahhhh! Why couldn't I have gone home this weekend rather than last... (my laptop won't run civ, but my desktop at home will). Looking forward to thanksgiving when I'll have a whole week to play this mod.
Cybah Oct 12, 2007, 01:12 PM great. love u. :D
jdog5000 Oct 17, 2007, 07:08 AM Patch DLL for Bhuric's 1.09 changes added to first post. It is completely save game compatible, so no problems continuing on with an existing game. No actual Revolution changes.
An 18 civ DLL is also now available if you want to try the mod out on custom maps (maps and DLL must have same number of players/teams defined, even if many start out empty). Updating maps to support 34 civs is fairly straight forward and will allow Revolution to create more rebels ...
A 48 civ DLL will be added shortly (when it finishes compiling).
lwarmonger Nov 03, 2007, 05:29 PM Hey, I just started playing your mod, and I absolutely love it (and am looking forward to the improvements that you are talking about like a national revolt system that distinguishes between local and regional revolts, confederations, ect), but I have a couple of questions.
First, in the first post it says that this mod has been integrated with the "History in the Making" mod, which is a great mod as well. However I have recently started playing that mod, and I don't see Revolutions in it at all. That is a shame, because a combination of these mods would be absolutely fantastic (really a combination of this mod and any other mod would be great). So is there something I have to do to activate this mod in "History in the Making," or is integration just planned for the future.
Also, do you know if any of the other major modpacks are planning to integrate your mod into them, or if any that haven't been named have done so?
artemisarrow Nov 06, 2007, 01:17 AM OK i love your mod, i combined it with extra 2.7 and large scale formations mod and everything is working just fine, question though, is there anyway you can combine the dll from your mod with the 3 tile radius mod or if there is a mod that already has the two in it??? i tried and i am utterly failing!
please help...
artemisarrow Nov 06, 2007, 01:18 AM Lwar, the rev mod isnt in HitM, i asked and he said not yet =(
jdog5000 Nov 07, 2007, 07:16 AM Hey, I just started playing your mod, and I absolutely love it (and am looking forward to the improvements that you are talking about like a national revolt system that distinguishes between local and regional revolts, confederations, ect), but I have a couple of questions.
First, in the first post it says that this mod has been integrated with the "History in the Making" mod, which is a great mod as well. However I have recently started playing that mod, and I don't see Revolutions in it at all. That is a shame, because a combination of these mods would be absolutely fantastic (really a combination of this mod and any other mod would be great). So is there something I have to do to activate this mod in "History in the Making," or is integration just planned for the future.
Also, do you know if any of the other major modpacks are planning to integrate your mod into them, or if any that haven't been named have done so?
It was in for the Warlords beta version of HitM, I imagine Grave will eventually add it to the BTS version, but merging is a lot of work so he may very well be waiting for another version or had some difficultly and decided to put it off for a bit.
As for other mod packs, I haven't really looked around ... right now Revolution is somewhat difficult to put into a mod pack because the player has to know about the keyboard shortcuts to open the RevWatch, there's a ton going on behind the scenes that a someone who's downloaded a big modpack might not be aware of. The prime goal for the next version is to increase the visibility and availability of information about revolutions, which will hopefully make the mod more attractive to be included in other mod packs as well.
lwarmonger Nov 17, 2007, 10:02 PM Alright, glad to hear it. This mod really improves the replayability of the game so much, I think it is an important addition to any mod.
Aeven Nov 18, 2007, 04:23 AM jdog, it's been ages since I check your progress, but I like what I see :) I'm just wondering if the 48 dll is also with Bhruics 1.09 changes?
Also, perhaps you should update to Bhruic's 1.11 version?
jdog5000 Nov 18, 2007, 11:41 AM Good to hear from you again! No, the 48 civ dll hasn't been updated, I'm about to release a big update with a lot of new SDK stuff and I will make other dlls for the new version.
It will also included 1.11 :)
Grave Nov 18, 2007, 04:47 PM It was in for the Warlords beta version of HitM, I imagine Grave will eventually add it to the BTS version, but merging is a lot of work so he may very well be waiting for another version or had some difficultly and decided to put it off for a bit.
I didn't forget about ya, jdog! :D
The plan is to eventually put Revolutions in with HiTM, however as you and I both know, it'll take alot of time in order to do so. I've been spending most of my time squashing minor bugs of my own, so once I get comfortable with where HiTM is at, I'll add Revolutions.
jdog5000 Nov 18, 2007, 05:27 PM I didn't forget about ya, jdog! :D
The plan is to eventually put Revolutions in with HiTM, however as you and I both know, it'll take alot of time in order to do so. I've been spending most of my time squashing minor bugs of my own, so once I get comfortable with where HiTM is at, I'll add Revolutions.
Great to hear! It's hard enough getting my own code working the way I want, I can only imagine how much effort it can take to combine so many other components as well ... :goodjob:
jdog5000 Nov 18, 2007, 05:55 PM Version 1.2 for BTS 3.13 has been posted to the FP!
Several important changes are included in this version: mod data has been added into the SDK and a couple improvements have been made to the user interface. There's now a button to launch the Revolution Watch screen in the main interface, as well as a Revolt Status bar in the city screen. Moving the cursor over the bar brings up specific text info the city, clicking on the bar opens the bribe city popup!
Beyond this, several other enhancements have been made to most of the mod components, see the change list in the second post. Bhuric's 1.11 changes are also included. This version is NOT saved game compatible with prior versions.
Enjoy!
Hangly Man Nov 20, 2007, 03:46 AM I played this mod for 300 turns and nothing happened. Did I do something wrong? Am I stupid?
Is the mod supposed to be 1.2 mb zipped or did I do something wrong?
jdog5000 Nov 20, 2007, 04:42 AM I played this mod for 300 turns and nothing happened. Did I do something wrong? Am I stupid?
Is the mod supposed to be 1.2 mb zipped or did I do something wrong?
I think you may have downloaded just a custom DLL? The full mod is available through the Revolution 1.2 (http://forums.civfanatics.com/downloads.php?do=file&id=1442) link and is ~1.7MB and called Revolution_1.2bts.zip. The folder called Revolution inside this will have a lot of files and a folder called Assets in it. I'll clarify the first post so it's more clear which is the main link.
Hangly Man Nov 20, 2007, 05:50 AM Thanks!
(message too short, la la la la la)
Roamty Nov 20, 2007, 02:13 PM Revolution 1.2bts I got this when I made a dll with your new version
jdog5000 Nov 27, 2007, 06:03 AM Version 1.25 for BTS 3.13 with Bhuric's 1.11 changes has been posted! All extra DLLs updated as well.
Fixed graphical bugs reported by Cybah and SDK issue reported by Roamty. The most interesting change in this version is the expanded usage of events in a city to change the odds of a revolt occurring ... now, if you capture the enemy capital, any rebellious cities have very high odds of launching a rebellion next turn (previously cities just got a big bump in rev index, which they still do but now the odds of a revolt are more directly increased). Same goes for starvation in a city and the "support city revolt" espionage option. Revolts are also more likely to occur near when you switch civics in a 'bad' direction (ie, Representation -> Police State), less likely when you switch the other way. Civics changes no longer effect all cities equally either, if a city has religious issues and you switch to Free Religion, that city will have a much large decrease in rev index that one that was fine before.
Other improvements in the integration with the Espionage system, you will now be alerted if a city you have visibility in by espionage makes a rebel request and whether it was accepted. Finally, keeping cities you've captured from a civ that eventually capitulated to you will now be much easier though it will still take some effort.
Tarquelne Nov 28, 2007, 07:35 AM Version 1.25 for BTS 3.13 with Bhuric's 1.11 changes has been posted! All extra DLLs updated as well.
Great mod! I especially like all the UI changes ("Rightfully" my ass!), and here's a belated "Thanks" for all the additional improvements (The New World stuff, for example) that have been around awhile but I hadn't noticed until rooting around in the ini file just now. :)
lwarmonger Nov 29, 2007, 03:38 AM Fantastic! Downloading now.
jdog5000 Nov 29, 2007, 06:45 AM Great mod! I especially like all the UI changes ("Rightfully" my ass!), and here's a belated "Thanks" for all the additional improvements (The New World stuff, for example) that have been around awhile but I hadn't noticed until rooting around in the ini file just now. :)
You're welcome :)
jdog5000 Jan 07, 2008, 08:37 PM Version 1.26 has been posted to the FP. The one major change is that the mod has now been translated into French by Fabrysse, which is awesome. Beyond that, the two outstanding bugs were fixed and several small suggestions have been folded in.
Aeven Jan 08, 2008, 12:56 PM Nice stuff :D Would it be possible (see the module I made with C.Roland, Charles Quint) to prevent the game from having multiple of the same leaders for two different civs, who just happen to able to select the same leader? Or... even cooler! They could form a single team when this happens.
SlimDuece Jan 28, 2008, 10:41 AM Can anyone one point me to merging guide? I am trying to merge this one with Wolfz WWI units and techs and I have no idea how. The only file the two mods have in common is the game core. Thanks all!
jdog5000 Jan 29, 2008, 01:29 AM For a DLL merge, you will probably have to combine the source code and recompile the DLL. It depends on what changes Wolfz has made in the DLL ... if there are new fields in the XML files for units or techs, then a merge is necessary. If Wolfz just increased the civ could or put it out with Bhurics patch, then you can just use the Revolution DLL.
If merging C++ source code and recompiling the DLL is new to you, there are quite a few threads out there to get you started ... search for either CodeBlocks or Microsoft Visual Studio Express (I use this one) for instructions on how to work with the SDK. After that, there shouldn't be any code conflicts so a program like WinMerge can make it fairly easy to combine the source code to create a combo DLL.
Hope that helps get you started ...
jdog5000 Feb 07, 2008, 12:37 AM Updated to version 1.3, with the biggest change being that BarbarianCiv now spawns one city minor civs first, then settles them down into full civs when they accomplish something good.
Quite a few other changes, check out the full list in the second post.
It is recommended that you start a new game with this version if the map for your current game is not full already. I think this version will be save compatible with 1.26 but the big change in BarbCiv functionality and in barbarian spawning in general mean you'll get a more consistent experience starting from scratch.
Shqype Feb 07, 2008, 11:22 AM Looks sweet, I'll need to take a closer, in-depth look at it and test it out, but looks very useful.
I have a request:
Can you put (maybe a spoiler in the first post) a list of EVERYTHING this mod adds and changes, including new commands exposed to python, etc? You have a version changelist, but I'm looking for a master list of everything different in this mod than from vanilla. I want to know what new functionality I'll have with this mod, how the game is changed, what new goodies are available, etc.
:)
jdog5000 Feb 07, 2008, 01:59 PM I think all the info in the Welcome to Revolution (http://forums.civfanatics.com/showthread.php?t=226034) thread might be part of what you're looking for ... presented in paragraphs, not bullet points but with changes of this kind I think explanation is important.
As for what fellow modders might be able to use from the DLL, I need to recompile that list ... there's an old text doc in the download on what's in the SDK, but it's sorely out of date.
trotty Feb 11, 2008, 09:22 AM Beginning
Created by Roamty, combines many mods together including Revolution. Check it out here. (http://forums.civfanatics.com/showthread.php?t=238932)
Hi, my compliments for this superb mod, i'm playing your mod in Beginning but i cannot find the revolution.ini to decrease the number of maximum civs (i think 25 would be the best for my pc!).
Thanks for the help
jdog5000 Feb 11, 2008, 10:06 PM Most likely there's another .ini file in the Beginning mod folder which contains sections for Revolution and BarbarianCiv, so look around.
If you can't find one, contact Roamty and ask him where the Revolution settings are in his mod pack. Glad you like it!
Cybah Feb 12, 2008, 05:53 AM edit..........
jdog5000 Feb 14, 2008, 01:46 AM Version 1.31bts has been posted. This is a major bugfix release to clean up some issues with the new minor civ mechanisms in BarbarianCiv. You'll now see the minor civs at the bottom of the scoreboard and stuff like that too.
Should be savegame compatible with 1.3, but it won't retroactively fix some of the errors from minor civ setup from 1.3 ... none are crash causing or particularly bad, just inappropriate contacts available between former minor civs and things like that.
Check out the full change list in the second post.
Ardryn Feb 27, 2008, 03:25 PM Not sure if you're aware of this, or simply haven't gotten around to it yet, but the 48-civ .dll download link is broken.
Just a heads up. :)
jdog5000 Feb 28, 2008, 03:02 PM Fixed link. My copy & paste skills aren't what the used to be :p
BobTheTerrible Feb 28, 2008, 03:26 PM Question about the 48 civ dll:
Do I need exactly 48 or more civs in order to use it, or if I added a few civs but still less than 48, would it hurt the game (i.e. if I have 40 civs, if 40 civs are currently in the game, will it crash trying to search for the 41st civ if a revolution occurs, or will it recognize that there are no more useable civs?)
jdog5000 Feb 28, 2008, 09:58 PM Should work fine, it will search for a new civ type and determine there isn't a possible one and spawn Barbs. That said, it's not something I've tested much ...
If you want to use a premade map, then the number of player slots defined by the map must match the DLL. There's no need for the number of civ types in XML to match the number of player slots in the DLL.
Fierabras Feb 29, 2008, 01:28 PM Is it possible to configure the mod that it always spawns barbs, instead of civs? Or that the minor civs stay minor?
jdog5000 Feb 29, 2008, 04:13 PM To always spawn barbs in rebellions, set MaxCivs in the Revolution section of the .ini to 1.
There is currently no way to keep all minor civs created by BarbarianCiv as minors forever. I could easily add that if it'd be of use.
The current version (1.31 and earlier for that matter) will not effect minor civs that are defined by a scenario, only those created by BarbCiv, in case that's what you're thinking about. The next version, because of a new feature to start all civs as minors until they discover Writing, there'll be a safe list for civs not to change the minor status of which you could add to for scenarios.
BobTheTerrible Feb 29, 2008, 08:21 PM There is currently no way to keep all minor civs created by BarbarianCiv as minors forever. I could easily add that if it'd be of use.
Any chance you could set it as a percent, where 0 would mean no minor civ turns into a full blown civ and 1 would mean all barbarian civs are capable of turning into a full civ? That way, someone could set it at .95 or something for the off-chance that a barb civ can't become major. And perhaps the same thing for a barbarian city turning into a minor civ, so there'd be the option to allow some player-defined % of barbarian cities to remain barbarian until conquered (That way, you're not guaranteed a civ spawn, so the player has to make a gamble whether to let that barb city near his borders go unchecked). I plan on drastically increasing barbarian city appearance and I'd very much like to allow some to stay barbarian, so that there'd be a near-even mix of "old" civs, barb minor/full civs, and barbarian cities.
Also, I was thinking maybe an option that requires a minor civ to have contact with, say, 2-4 or more civs in order to achieve full civ status? That way some old world barb civs who may be on the fringes of civilization will remain "barbaric" until contact with enough civs.
Fierabras Mar 01, 2008, 09:12 AM The next version, because of a new feature to start all civs as minors until they discover Writing, there'll be a safe list for civs not to change the minor status of which you could add to for scenarios.
Will this 'safe list' also apply to the rebels? What I want, is that when there is a split-off with a rebel civ, the rebel civ remains minor forever (and also does not have their own split-offs).
BobTheTerrible Mar 01, 2008, 11:04 AM Will this 'safe list' also apply to the rebels? What I want, is that when there is a split-off with a rebel civ, the rebel civ remains minor forever (and also does not have their own split-offs).
Currently (as far as I know) minor civs only emerge from barbarian cities, so a rebellion will spawn a full civ (unless you set it so only spawn barbs).
jdog5000 Mar 01, 2008, 05:21 PM Key word being "currently" ... the next version will allow revolts in minor civ territory, and yes they will spawn minor civs. I'll make it so that if the motherland is on the safe list, the rebel will be as well.
For your previous question, I can definitely make it so there's a minimum number of contacts for settling into a full civ. Seems sensible, if you're all alone then there's less impetus to pull together.
As for achieving a desired full/minor/barb split in terms of cities, there are lots of ways it could be done. I'd think the most natural way would be to raise the bar on what's necessary to make the transition to the next stage ... there's already MinPopulation setting for barb cities to have a chance to go minor (set at 2 now). Raise that to 4 and you'd see many more barb cities hang around until captured. I'll make sure the odds of settling when the city is at the MinPop are the same no matter what the value is so that things scale well.
Then, for the minor -> full transition, it's a little less obvious how to go. You could raise the bar needed to transition for the different achievement types I suppose. Adding the number of contacts variable will help a bit, as would increasing the MinorHalfLife variable (though it only applies in the new world). I could also make the half-life effect old world barb civs too ...
A % based system like you were suggesting just seems artificial to me ... it'd certainly be possible to say that, if less than 10% of world cities are barb cities, then none will form minors. Similarly, if less than 20% of all cities are in the hands of minors, don't settle. It just seems like you'd want those percentages to drop over time, and that's effectively what you'd get by slowing down the transitions.
Fierabras Mar 01, 2008, 05:39 PM Would it be possible to make a rebellion spawn a minor civ, instead of a full civ (preferably through ini) in just the Revolution part of this modpack?
Edit: just to make clear, I am not talking about BarbarianCiv. I have it turned off in my scenario.
BobTheTerrible Mar 01, 2008, 10:37 PM A % based system like you were suggesting just seems artificial to me ... it'd certainly be possible to say that, if less than 10% of world cities are barb cities, then none will form minors. Similarly, if less than 20% of all cities are in the hands of minors, don't settle. It just seems like you'd want those percentages to drop over time, and that's effectively what you'd get by slowing down the transitions.
Well, what I was suggesting was that say you set the variable to .9 -- that means when a barbarian city is created, it rolls a random number between 1 and 100, if it's anywhere between 1 and 89 the city will be allowed to form a barbarian civ if the conditions are met, but if it rolls between a 90 and 100 then there is no chance it will ever form a barbarian civ; that way there may be one or two permanent barbarian cities scattered throughout.
jdog5000 Mar 02, 2008, 02:51 PM Would it be possible to make a rebellion spawn a minor civ, instead of a full civ (preferably through ini) in just the Revolution part of this modpack?
Edit: just to make clear, I am not talking about BarbarianCiv. I have it turned off in my scenario.
Yes, it would be possible. Currently BarbarianCiv handles all settling down for minor civs, but I can move the parts that aren't BarbarianCiv specific into RevUtils. That said, there would need to be some new conditions where the rebel would settle down into a full civ, which would otherwise be automatic for any minor civ (not on the always minor list) who discovers writing. I guess those conditions could be the same as the current ones for turning off the isRebel tag. That said, having rebels be minor civs in all circumstances removes what I consider to be a very interesting part of gameplay: as a 3rd party you can choose sides or remain out of a rebellion entirely (at least until the opportune moment). This is an aspect I intend to increase in the future. Beyond that, if rebels are at war with everyone, they may decide to strike a weaker neighbor instead of the civ they rebelled against ...
jdog5000 Mar 02, 2008, 03:00 PM Well, what I was suggesting was that say you set the variable to .9 -- that means when a barbarian city is created, it rolls a random number between 1 and 100, if it's anywhere between 1 and 89 the city will be allowed to form a barbarian civ if the conditions are met, but if it rolls between a 90 and 100 then there is no chance it will ever form a barbarian civ; that way there may be one or two permanent barbarian cities scattered throughout.
This could be done by storing a "can settle" boolean with each barb city, but it still seems artificial to me ... this city might grow to size 8, build cultural buildings, etc (happens, though rarely, on Terra maps), why cut it off arbitrarily? If you still want to implement this mechanism then PM me if you'd like my input on how it might be done in Python, I just feel you'll get more sensible gameplay results and still have barb/minor cities hanging around by making transitions harder.
Fierabras Mar 02, 2008, 03:02 PM I agree that you should keep it the way it is, but I was just wondering if it could be an option, mostly for historical scenario purposes. I'll post my scenario soon in the scenario thread, so you can get a better idea of what I am going for.
jdog5000 Mar 02, 2008, 03:04 PM Alright, look forward to seeing it.
jdog5000 Mar 03, 2008, 05:13 PM New version 1.35 will be posted once the EasyUpload system comes back on line ... To whet your appetite, the cool new features expand the use of minor civs:
- Option in RevConfig section of Revolution.ini to have all civs start as minor civs and settle down into full civs when they discover writing (defaults to off). This really changes the Ancient era in interesting ways, no real diplomacy is possible before Writing is discovered anyway. I definitely recommend trying it out.
- Revolutions will now also occur in minor civs (previously was disabled while I figured out how to make it work well). Works well in conjunction with above setting, plus now civs in the new world are not immune to revolts before settling down.
Full change list:
Change Log
Version 1.35bts
Added RevInstances.py to hold instances to mod classes for later use in other modules
SDK
- Commented all code changes (a lot!) in the WOC style in preparation for merge
- Minor civs now name cities in the same order as full civs
- setIsMinorCiv( False ) no longer bumps units when making peace to allow for continued war under the right circumstances
- exposed CvMap::verifyUnitValidPlot to Python in CyMap, use to bump units after making peace
- Fixed issue causing "Regenerate Map" option not to show up at beginning of game
- Fixed bug causing new minor civs to start with inappropriate contact to vassals under certain conditions
BarbarianCiv
- New method of settling minor barbciv: if they lose a city to another player, they will settle militaristically and seek revenge (settling subject to New World Policy and tech prereq ...)
- When minor civs settle into full civs they can now automatically contact any full civs they met as a minor
- When barb civs settle into full civs, their name now changes at the right time
- Updated to support changes to RevolutionInit
- Added function to allow other modules to declare a new (rebel) civ is descended from a barbciv
- Fixed rare bug in declaring war on foreign civs
- When civ settles in a barb city, they now rename the city to one of their names
- When civ settles in a barb city, they now gain control of the barb units near the city as well
- Two new options for limiting minor settling based on the minimum number of contacts the civ has, default to 0
- Raising the MinPopulation option now also raises the bar for turning into a full civ based on population
- Fixed minor bug with announcements having an extra ", " at the end
- Now supports the any leader for any civ option
- Fixed rare bug when a minor civ could have lost all their cities but not been declared dead yet since the check for whether they should settle happens right before their turn.
- NewWorldPolicy setting #2 is now the default, new world won't settle until contact with old world civs
- Improved new world scenario detection, settling into full civs in the face of weak/intermittent explorers
Revolution
- Fixed bug where a civ type that failed a revolt and then respawned as minor barb civ could then have the cities revolt for them again, even though their new incarnation had never met the motherland civ.
- Improved support for minor civs in a couple small cases
- Messages declaring violent revolutions in other nations now accompanied by d.o.w. horns
- Minor civs now supported by Revolution, will suffer revolts like other players
- Rebels spawning from minor civs will carry the minor tag, plus be added to the alwaysMinorList if their parent civ is on it
- Rebels spawning from BarbCivs will also inherit that tag. Fixes potential bug with NewWorldPolicy after revolts.
- Fixed rare bug where, while waiting for the player to respond to a revolution popup, the slot that the rebel was going to use is claimed by a barb civ and then the rebels join them.
- Now supports the any leader for any civ option
- Temporary solution to barbarian revolts when civ has Great Wall: will spawn as non-barbs whenever possible, no chance of slave type revolt. Long term I'll create a "rebel" civ which will use the same unit art as barbs in a predefined slot.
RevUtils
- Added new option in RevConfig (defaults to off) to start all civs as minor civs and only transition to full civs when they discover writing. Leads to far more early fighting, you will "meet" other leaders once you're both full civs. (suggested by BobTheTerrible)
- Added checkMinorCivs function to implement above
DynamicCivNames
- Updated to support starting all civs as minors feature
- Updated to support changes to RevolutionInit
RevolutionInit
- Changes to support "Custom Game" screen configuration of running mod components (not in yet ...)
- Changes to support RevInstances
CvMainInterface
- Updated to use RevInstances
RevDefs
- Added alwaysMinorList which can be used to keep minor civs in scenarios as always minor (otherwise they may be promoted)
CvCustomEventManger
- Changed addEventManager so that it will never add duplicate functions
RevolutionText.xml
- Tiny fix to text spacing
BarbarianCiv.xml
- Added TXT_KEY_BARBCIV_DISCOVER_WRITING
jkp1187 Mar 03, 2008, 06:52 PM No fair! Why not upload it to a third-party server while you're waiting...? :D
Like this one: http://www.filefront.com
Ardryn Mar 03, 2008, 07:14 PM The 48civ .dll link still doesn't work for me, I can't get it to work in either Opera or Firefox, even IE has no luck. Here's what the error says:
The requested URL /uploads/38534/48_civ_dll_for_Rev_1.31bts.zip was not found on this server.
Additionally, a 404 Not Found error was encountered while trying to use an ErrorDocument to handle the request.
jkp1187 Mar 03, 2008, 07:28 PM The site was hacked, and anything uploaded within the last 7 months has been lost.
BobTheTerrible Mar 03, 2008, 07:41 PM I can't wait until I can finally play this on Friday.
jdog5000 Mar 04, 2008, 02:24 PM The site was hacked, and anything uploaded within the last 7 months has been lost.
Wow :eek: didn't see the news ... thought this was just a temporary problem. I'll upload the mod another way then. The EasyUpload system was so ... easy. Oh well.
It'll take a little while for all the different extras (DLLs, maps, sub-parts of the mod) to be updated, I'll have the main mod up soon.
BobTheTerrible Mar 04, 2008, 03:09 PM Wow :eek: didn't see the news ... thought this was just a temporary problem. I'll upload the mod another way then. The EasyUpload system was so ... easy. Oh well.
It'll take a little while for all the different extras (DLLs, maps, sub-parts of the mod) to be updated, I'll have the main mod up soon.
If you are looking for good file hosts, www.megaupload.com is a good free filehost.
Fierabras Mar 04, 2008, 03:27 PM Why not add it to the downloads database? That's not using the Easy Upload system, is it?
jdog5000 Mar 04, 2008, 03:46 PM Version 1.35 posted!
Still hosted here at CFC, official downloads pages have another upload mechanism that's different from the disabled EasyUpload ... I guess I'll create new downloads for some of the extras (sources, other DLLs, maps) that used to just come from the EasyUpload system.
Anyway, as mentioned up thread there's a really interesting new option (MinorUntilWriting) to start all players as minor civs until they discover Writing. It defaults to off because it's new and I didn't want to catch too many people by surprise, but definitely try it out and post your thoughts.
Soon that setting and the enable/disable of different components will be done through the Custom Game config screen in game, which will be nice ...
jkp1187 Mar 04, 2008, 04:38 PM Cool. Eagerly awaiting the SDK files so I can update NextWar.
P.S. It's JKP1187, not JPK... ;)
jdog5000 Mar 04, 2008, 07:21 PM P.S. It's JKP1187, not JPK... ;)
Fixed! Sorry ... :crazyeye:
The sources are up, I'll update the link in the FP momentarily.
The pack of maps for Revolution has also been updated ...
jdog5000 Mar 07, 2008, 12:39 PM Version 1.36 posted ... perhaps the smallest update I've ever released, but it fixed a bug multiple people were running into using the new MinorUntilWriting feature with their relationships later in the game inappropriately showing effects from declarations of war when they were minor civs. The DLL pack and sources were also updated.
Definitely save game compatible, but won't fix any such relationship issues that already exist in the game ...
jdog5000 Mar 14, 2008, 12:54 AM Version 1.4 has been posted. Major change is the inclusion of the Civ4lerts component which will warn you of pending issues in your cities. Also included several improvements to screens by glider1 and the BUG mod team which should make playing with Revolution easier. Only a couple of bug fixes to the Revolution part of the code.
Definitely save game compatible back to 1.35.
TheLastOne36 Mar 14, 2008, 10:18 AM awesome. Does it fix the minor civ to writing "you declared war on us" bug?
Fierabras Mar 14, 2008, 11:26 AM Just reporting that my map (http://forums.civfanatics.com/showthread.php?p=6581811#post6581811), which wasn't working in 1.36, works in 1.4 (It did work in 1.35).
jdog5000 Mar 14, 2008, 01:14 PM That was my bad ... it seems like the 1.36 download somehow had the 48 civ dll instead of the 34. Good news is I've now tested the 48 civ dll and it works great now even with fewer than 48 civ types defined ... ah, the silver lining.
jdog5000 Mar 14, 2008, 01:16 PM awesome. Does it fix the minor civ to writing "you declared war on us" bug?
That was fixed in 1.36, so yes :) It doesn't retroactively fix it in games already in progress, but it won't happen again.
TheLastOne36 Mar 14, 2008, 04:11 PM oh i didn't even notice 1.36 was realesed lol.
jdog5000 Mar 14, 2008, 04:51 PM Just reporting that my map (http://forums.civfanatics.com/showthread.php?p=6581811#post6581811), which wasn't working in 1.36, works in 1.4 (It did work in 1.35).
I just got a chance to check out your map, looking good! It plays pretty well, definitely looking forward to seeing your full scenario :goodjob:
Aeven Mar 15, 2008, 12:42 PM I keep getting GFC errors when launching. Any idea why? :)
jdog5000 Mar 15, 2008, 06:39 PM Well, I've never seen a GFC error before ... I did a little surfing and found out a few things. These errors can occur if you haven't placed the mod in the expected place (ie, the DLL is at \Prog Files\Civ4\BTS\Mods\Revolution\Assets). Hopefully that's the case. Other times it seems to be fixed by reinstalling BTS ... basically, there doesn't seem to be an obvious catch-all solution. Here's a couple other people who've run into this:
http://forums.civfanatics.com/showthread.php?t=251332
http://forums.civfanatics.com/showthread.php?t=265892
http://forums.civfanatics.com/showthread.php?p=6530004
Aeven Mar 16, 2008, 05:55 AM Thanks jdog :) I'm trying a reinstall though. Strangely, when I disabled Revolution it worked, but then again I plugged many modules into Revolution, so that may be a problem.
Cybah Mar 17, 2008, 09:01 AM what's "Change" on the foreign advisor screen? I don't know that.
and is there a chance to translate this in any way? it's the only English word when I play with German settings. :D
jdog5000 Mar 17, 2008, 11:23 AM The "Change" tab that glider1 created shows you how relations between other players have changed since the last time you looked at it. The first time you open it it will be full of 0's as it initializes, but the next time it will show things like -6 between two civs who have declared war, or +3 for civs who have grown closer due to religion.
If you can think of a good word in German to use for this I can absolutely make it translate.
Cybah Mar 17, 2008, 12:25 PM "Veränderung" would be the German word which fits.
the problem is German words are often longer than English words.
http://home.arcor.de/cyberaser/Civ4ScreenShot0002.JPG
as you can see, there are now two problems. the first one: "B" is missing (Beziehungen)
jdog5000 Mar 17, 2008, 09:16 PM Alright, I'll see what I can do.
Tarquelne Mar 20, 2008, 02:32 PM Major change is the inclusion of the Civ4lerts component which will warn you of pending issues in your cities.
Woot!
Woot woot woot!
jdog5000 Apr 12, 2008, 03:51 PM New version 1.41 posted, a lot of small fixes and tweaks really that I thought would be good to get out while I'm working on bigger things. Most significant feature is that now which mod components are running as well as whether all civs start as minors is now configurable from the Custom Game menu!
Full change list in the second post of course.
EDIT: 1.41 is not save game compatible ...
Cybah Apr 12, 2008, 10:30 PM your new version is bugged ;) see bug thread.
Ekmek Apr 13, 2008, 10:07 AM jdog,
i have a fire icon for your revolution button, but i couldn't find where the game gets the fist. Is it the one on GameFont.tga or is there another source for the buttons?
jdog5000 Apr 13, 2008, 02:34 PM jdog,
i have a fire icon for your revolution button, but i couldn't find where the game gets the fist. Is it the one on GameFont.tga or is there another source for the buttons?
I don't really know the answer to that ... I just mimicked the code for the Victory advisor button, which passes "Button_HUDAdvisorVictory_Style" to CyGInferfaceScreen as the style for the button. This class isn't in the SDK, so I can't look up how it works internally ...
I got the idea for the button and how to place it from the Unit Statistics mod, which has it's own custom button icon. One way to go would be to copy what they did, which is basically just place the DDS somewhere in the art folder and then change lines 157-165 of CvMainInterface.py to:
# < Revolution Mod Start >
# Appears name must have a one at the end to register mouseover events ...
if (revConfig.getboolean("Revolution", "WatchButtonInLine", False)):
screen.setImageButton("RevWatchButton1", "Art/Interface/Buttons/Highscores/RevolutionButton.dds", xResolution - 277 - 25, 27, 28, 28, WidgetTypes.WIDGET_GENERAL, -1, -1 )
else :
screen.setImageButton("RevWatchButton1", "Art/Interface/Buttons/Highscores/RevolutionButton.dds", xResolution - 28, 56, 28, 28, WidgetTypes.WIDGET_GENERAL, -1, -1 )
#screen.setStyle( "RevWatchButton1", "Button_HUDAdvisorVictory_Style" )
screen.hide( "RevWatchButton1" )
# < Revolution Mod End >
in case you want to try it out.
StormLord-711- Apr 13, 2008, 05:35 PM Jdog, do you think you could put the date of each patch next to its version number in the second post? It's sometimes a lot of info to sort through if you're just trying to figure out which post did what, but a lot of times its easier if you know the date. (I've been looking through different mods that incorporate Revolutions, but each one uses a different version of it and I'd like to see how outdated they might actually be in age. Thanks! :goodjob:
jdog5000 Apr 13, 2008, 06:05 PM Version 1.42 released, all Revolution components now properly reinitialize if you change games and settings while playing. Contains other code structure changes I was working on which don't really effect gameplay.
StormLord: Done for several most recent. If you need an older one, check for date of post announcing it being uploaded.
Ekmek Apr 14, 2008, 12:02 PM I don't really know the answer to that ... I just mimicked the code for the Victory advisor button, which passes "Button_HUDAdvisorVictory_Style" to CyGInferfaceScreen as the style for the button. This class isn't in the SDK, so I can't look up how it works internally ...
I got the idea for the button and how to place it from the Unit Statistics mod, which has it's own custom button icon. One way to go would be to copy what they did, which is basically just place the DDS somewhere in the art folder and then change lines 157-165 of CvMainInterface.py to:
# < Revolution Mod Start >
# Appears name must have a one at the end to register mouseover events ...
if (revConfig.getboolean("Revolution", "WatchButtonInLine", False)):
screen.setImageButton("RevWatchButton1", "Art/Interface/Buttons/Highscores/RevolutionButton.dds", xResolution - 277 - 25, 27, 28, 28, WidgetTypes.WIDGET_GENERAL, -1, -1 )
else :
screen.setImageButton("RevWatchButton1", "Art/Interface/Buttons/Highscores/RevolutionButton.dds", xResolution - 28, 56, 28, 28, WidgetTypes.WIDGET_GENERAL, -1, -1 )
#screen.setStyle( "RevWatchButton1", "Button_HUDAdvisorVictory_Style" )
screen.hide( "RevWatchButton1" )
# < Revolution Mod End >
in case you want to try it out.
The code you had up there didn't work but I pythoned around and got it working with this code:
# < Revolution Mod Start >
# Appears name must have a one at the end to register mouseover events ...
screen.setImageButton("RevWatchButton1", "Art/Interface/Buttons/revbtn.dds", xResolution - 28, 56, 28, 28, WidgetTypes.WIDGET_GENERAL, -1, -1 )
screen.setStyle( "RevWatchButton1", "Button_HUDAdvisorVictory_Style" )
screen.hide( "RevWatchButton1" )
# < Revolution Mod End >
Picture attached (from a previous version of Revolution 1.4 - I play RevolutionDCM). Also something struck me on the drive to work and I opted for Che Guevara instead of fire. I'm not a pinko but thought that would match the revolution flavor better than fire :D
PS - when I mouse over it goes back to the fist. Why is that?
jdog5000 Apr 14, 2008, 12:59 PM I think the returning to fist is because of setting the style to Button_HUDAdvisorVictory_Style, I'll mess around and see if I can get it to not do that.
Awesome button!
EDIT: So, using "Button_HUDEndTurn_Style" instead of the victory advisor style sorta worked ... it didn't replace the face, but the end turn button is bigger than the others. Looks like Dale and Grave (http://forums.civfanatics.com/showpost.php?p=6329107&postcount=5) have run in to this issue before. I wish there was a generic button style ... there must be, but it's trapped inside the EXE currently.
Ekmek Apr 14, 2008, 03:14 PM hmmm. I tried placing my button in place of the victory button and it got rid of the background. maybe its the hide issue?
jdog5000 Apr 14, 2008, 03:50 PM If you comment out the setStyle line or otherwise don't set the style for RevWatchButton1, it just draws the face with no background. Hide makes the whole button disappear, you'll notice the other advisor buttons have this too. I'm not entirely sure, but it may be necessary to restart civ to see the effects of changes ...
jdog5000 May 23, 2008, 01:29 AM Version 1.5 has been posted! (Edit: Will not be save game compatible with prior versions!)
Biggest changes you'll see are the new Revolution sources of anger and happiness for cities, dynamic name changes for the human player now too. Quite a few AI tweaks have been made as well, the most visible being that rebels and motherlands should be each others worst enemies much more frequently (which will have great ripple effects). Oh, and mousing leader heads in diplomacy now tells you who that player is at war with, who has them as their worst enemy.
The annoying block on Unrestricted Leaders and been sidestepped, plus you can now run Start As Minors without running Revolution if you want. You also will get a free bonus Warrior at the beginning of a Start As Minors game so you won't get victimized in the first handful of turns.
Let me know what you think!
Full change list:
Merged in Bhuric's 1.2 unofficial patch
Added StartAsMinors.py to handle the start as minors feature
SDK
- Added two new types of city anger, one for when RevIndex is high and/or worsening and temporary anger (like for whipping) for when you reject rebel requests
- Updated the mouseover scoreboard player attitude popup text showing who's at war with who
- Added mouseover scoreboard player attitude popup text showing who's whose worst enemy
- Added mouseover leader face attitude popup showing at war with/ who's worst enemy
- Moved game options for rev mod components down on list as work around for hardcoded expected position of Unrestricted Leader option in Custom Game screen (reported by StormLord-711-)
- Quieted civic adoption messages for minor civs
- Made several Revolution get functions const
- AI: motherlands now hate their rebels more strongly, will make rebels their worst enemy much more often
- AI: a high rev index now leads player to consider city threatened and increase defenses
- AI: players whose only war is against their rebel more likely to adopt Crush AI, should cause motherland to hunt down and destroy rebels quickly when they have the advantage and extra troops
- AI: rebels much more likely to adopt the Dagger AI strategy (real focus on city attack, military)
- AI: the AI now considers the Revolution Index effects of religious civics when deciding which civics to adopt (code by ocitalis)
- AI: AIs will build fewer transports when engaged in a land war or when their best transports cannot enter ocean terrain, should reduce largely useless galley spam
- AI: Decreased adoption of AI strategies GetBetterUnits and Peace for minor civs since they're always at war, should make them a bit more aggressive in the early game and when they don't have many resources
- Fixed bug in CvCityAI::AI_neededDefenders (see unofficial path thread for more info)
- Added some Revolution specific debug info when game is running in debug mode
Revolution
- Updated local rev index calculation such that new RevIndex induced unhappiness doesn't count strongly towards unhappiness induced increases in rev index, breaking a potentially vicous cycle
- LocalRevIndex updates (and therefore so does Improving/Worsening) when you open RevWatch so it will now respond to changes during your turn
- Added replay messages for when a violent revolt breaks out
- Fixed bug with a couple uses of old python-based LocalRevIndex
- Added rev index debug output to RevWatch when game is running in debug mode
- All revolt data now held in data structures stored in CyPlayer script data, revolts are now launched from this stored data and it will allow much better handling of subsequent revolts
BarbarianCiv
- Added replay messages both for creating minor civs and settling to full civ
- Fixed bug where barbcivs counted contact with dead players, caused improper settling when minor status was stripped from dead rebels
- Lowered population for early cities settling in new world under new world policies 1 and higher
- Decreased odds of barb city settling in new world scenario in early eras
- Last few barb cities in a large new world will now stay barb much longer
RevUtils
- Added function to standardize penalty for denying a peaceful rebel request
RevEvents
- Moved all city acquired handling here from Revolution
- Created two functions to handle the different aspects of city acquisition, one for bonuses for successful rebels and the other for propogating rev index effects
- Fixed bug with timing of recording current civics for human player, human player's name changes and other civics driven effects will now occur correctly
- Moved Start As Minors pieces to new file
DynamicCivNames
- Added handling to avoid redundancy in names like "Roman Empire of Rome" (reported by Arwon)
- Fixed bug in naming when civ's capital name has multiple words
- Added config option to leave a custom civ name for human player alone
- Updates to provide more interesting names in Ancient and Classical Eras: start as Tribe, more use of City State (suggested by johny)
- Added messages to alert you when your civ name changes
StartAsMinors
- Removed explicit references to tech Writing, minor status instead hinges on ability to sign Open Borders
- At the begining of a normal game, all players start with an extra warrior for defense
AIAutoPlay
- Merged in mrgenie's changes from WoC version
RevolutionInit
- Changes to support new StartAsMinors module
RevDefs
- Removed definitions of python data containers moved to SDK (like RevIndex)
- Removed Writing, no longer needed
CvMainInterface
- LocalRevIndex now updates if you make relevant changes in city screen, so improving/worsening bar and text now change during turn
RevolutionDLLText.xml
- Added TXT_KEY_REV_REQUEST_ANGER, TXT_KEY_REV_INDEX_ANGER, TXT_KEY_REV_SUCCESS_HAPPINESS
keldath May 23, 2008, 05:17 PM oh...man...wish i waited a bit with my overlord release.....
also thanks alot for naming the files you changed,
anyway. great job!!!!
oh..
can you add my mod to you first thread? "mods with revolution? :)
jdog5000 May 23, 2008, 10:49 PM Sure thing ... I try to keep tabs on mods with Revolution, but there's just never enough time.
glider1 May 24, 2008, 12:52 AM Thanks for 1.5. It looks great. I'm tired and eyes are poking out of head but I think not all Bhruic's 1.2 changes are in 1.5 for example:
CvGameTextMgr.cpp void CvGameTextMgr::setEspionageMissionHelp
CvGame.cpp void CvGame::normalizeAddRiver()
However it could simply be my imagination.
Cheers.
Amra May 24, 2008, 05:07 AM Thanks for 1.5. It looks great. I'm tired and eyes are poking out of head but I think not all Bhruic's 1.2 changes are in 1.5 for example:
CvGameTextMgr.cpp void CvGameTextMgr::setEspionageMissionHelp
CvGame.cpp void CvGame::normalizeAddRiver()
However it could simply be my imagination.
Cheers.
@jdog & Glider
I think Bhruic came out with a version 1.21 that included those changes a few days after version 1.2
jdog5000 May 24, 2008, 09:39 PM Ah, dernit ... will update soon.
Aeven May 25, 2008, 02:46 AM Muh, my game crashes all the time, probably a broken module. Will dissect the beast and then test/play :)
Duuk May 26, 2008, 09:36 PM And does this patch include Inquisition?
jdog5000 May 26, 2008, 11:24 PM No, I turned the reigns of Revolution Inquisition over to glider1 ... I believe his RevolutionDCM mod has both though.
glider1 May 28, 2008, 05:05 PM And does this patch include Inquisition?
You can only find Revolution Inquisition merged with Revolution 1.42 at the Revolution Inquisition forum below or with RevolutionDCM 0.6. It's a cool idea but is only in it's infancy. I will permanently add it too RevolutionDCM once it can be turned on and off in an ini file or screen option.
As for the logic of it, already the code within it contains some very interesting possibilities for the future and even now it is stable ;) I'm starting to examine it more closely and thinking of ways to make it compliment Revolutions and to make the AI use it for it's betterment in a way that is consistent with real history.
If you want to discuss it, head out to the Inquisition forum: http://forums.civfanatics.com/showthread.php?t=271507&page=2 which is currently only in it's infancy.
Ideas are good. The implementation is the hard bit.
Cheers.
Ekmek May 28, 2008, 05:13 PM Is it an SDK version of the python inquisition code? If so may recommend that also be set up for the lawyer unit - removing corps would be nice :D
Gladdig_Kaga May 30, 2008, 03:10 PM Are you going to make it possible to play multiplayer or is it already?
jdog5000 May 30, 2008, 04:11 PM I'm making some changes which will make it more likely to work in multiplayer ... whether it ever actually will or not I'm not sure.
jdog5000 Jun 01, 2008, 04:11 PM Version 1.51 has been released!
Largely a bug fix release but there are a few AI improvements and other tweaks as well. The fix for the gold trade bug involved changing the order of game options, because of this 1.51 is not savegame compatible with 1.5. You will have to start a new game in 1.51.
In addition, you will probably want to pick Custom Game the first time at least because of the change in order of game options.
The full change list:
Version 1.51bts 06/01/08
Game options no longer forced from XML, will now be remembered from game to game. The first time you start up with 1.51 things may be weird though, so choose a Custom Game to straighten out options.
Added Bhuric's 1.21 unofficial patch
SDK
- Removed repetitive war declarations by barbs on new players
- Changes to debug output of warplans
- AI: Updated civic religious rev index effect calculations (by ocitalis and jdog5000)
- AI: When Start As Minors is selected, AI will now weight open borders tech (Writing) increasingly high as it meets more full civs
- AI: Rebels remember and celebrate war success more, will make them more willing to continue the fight
- Fixed multiple issues with war plans for minor civs and barbs against other players
- A minor civ being spawned no longer cancels sneak attack plans for other players
- Split up some large blocks of Revolution code with comments so that changes to sections can be more easily dated
- Updated comments for CyUnit::setFortifyTurns, is not actually used by AIAutoPlay anymore
- Moved Revolution game options to end of list, fixes gold trade bug (reported by BobTheTerrible and others)
- Fixed bug where a BarbarianCiv would not settle into a full civ in reaction to losing its capital because capital was originally built by barbs, loss of capital in this circumstance now counts as a lost city
- Improved handling of break for war-weariness for rebels, now works as if they are never on truly foreign soil
- Added AIAutoPlay tweaks by mrgenie
Revolution
- Fixed rare bug with 1 tile island rebels when there are no actual rebels to spawn (reported by glider1)
- Rebels now use WARPLAN_TOTAL, now will not accept peace as readily
- Fixed bug in choosing revolt type when a holy city has been destroyed
- Added starving rev index increase for when drawing down granary stores, much smaller than the huge effect when pop shrinks
- Reduced colony effects for single city islands, especially when anywhere near capital
- Increased brightness of rev index strings, now more a bit easier to read
BarbarianCiv
- Fixed rare bug when cleaning up barb units near a newly formed minor civ (reported by glider1)
- Main BarbCiv attacks now use WARPLAN_TOTAL, now will not accept peace as readily
- Lowered bar for later era minor barb civs to settle based on population
- If city has culture, new minor civ gets some culture in city and plot
- Improved allocation of culture when barb city was originally built by someone else, captured by barbs
CvMainInterface
- In debug mode all minor civs show up in scoreboard now
- Reworked scoreboard display logic to support new config option for max lines to show in scoreboard loosely based on Zebra9's Top Scores mod comp
- Added new config option in Addon.ini to control how many lines to show in scoreboard, defaults to 20
- Fixed overflow of building list onto rev index bar in city screen
- Improved check for when to show Revolution add-ons
RevEvents
- Improved detection and removal of rebellions with no cause
- If a rebel has only spies remaining, there's now a 10% chance a spy will die every turn so they disappear a little faster
CIV4GameOptionInfos.xml
- Moved Revolution game options to end of list
The Navy Seal Jun 01, 2008, 04:23 PM I'm definitely checking this out! :thumbsup: And is this scenario compatible?
jdog5000 Jun 01, 2008, 04:33 PM No, not scenario compatible ... Revolution requires quite a few new variables saved with each city which is really what break scenario compatibility I think.
It must be theoretically possible to design a converter which would insert these variables into a save though. It would be awesome to have a version of some of your scenarios for this mod ...
ripple01 Jun 02, 2008, 02:00 PM Hi jdog5000, the changelog doesn't specify so I wanted to ask:
Does 1.51 include the 1.21 version of Bhruic's patch?
Cheers,
ripple01
jdog5000 Jun 02, 2008, 02:27 PM Yes it does! I'll add to log.
jdog5000 Jun 02, 2008, 07:35 PM Posting version 1.52 ... will update when complete
glider1 Jun 02, 2008, 07:46 PM Posting version 1.52 ... will update when complete
Thanks Jdog! I just say it again, thank you for your efforts. :goodjob:
May I say this about developing code:
The computer does not care for our logical constructs in the slightest. It is completely indifferent to them. Yet at the same time, the computer is totally unforgiving of them as well. Thus the developer faces a paradoxical dilemma when working with computers, that they are indifferent and also unforgiving.
Cheers.
jdog5000 Jun 02, 2008, 08:00 PM Version 1.52 has been posted.
Fixes the problems with loading saves. You should be able to load saves from 1.51 in 1.52.
Also many thanks to jojoweb for figuring out how to force unit flags to update in game!!! You can now change any player's civ type and leader mid game and all the art seems to update correctly. Check it out with Ctrl+Shift+P, it's kind of cool ... one note, because of the way updating is done if you change your civ type you will get era change popups. You haven't actually gone into the future, it's just a neat way to force updates to graphics. A big round of applause for jojoweb!
Enjoy
glider1 Jun 02, 2008, 09:37 PM big round of applause for jojoweb!
Enjoy
And a big round of applause to you Jdog. ;)
Cheers.
The Navy Seal Jun 04, 2008, 11:05 AM No, not scenario compatible ... Revolution requires quite a few new variables saved with each city which is really what break scenario compatibility I think.
It must be theoretically possible to design a converter which would insert these variables into a save though. It would be awesome to have a version of some of your scenarios for this mod ... That would be awesome if you could write up a program that added the necessary changes to the World Builder file! :thumbsup: Yea, I was thinking of incorporating this MOD into my scenario's with pre set events that help the Revolutions to take place at the right time periods!
Ekmek Jun 04, 2008, 01:41 PM I saw you included the revbtn but its not called in the python so here is the modified code
# < Revolution Mod Start >
# Appears name must have a one at the end to register mouseover events ...
if (revConfig.getboolean("Revolution", "WatchButtonInLine", False)):
screen.setImageButton("RevWatchButton1", "Art/Interface/Buttons/revbtn.dds", xResolution - 277 - 25, 27, 28, 28, WidgetTypes.WIDGET_GENERAL, -1, -1 )
else :
screen.setImageButton("RevWatchButton1", "Art/Interface/Buttons/revbtn.dds", xResolution - 28, 56, 28, 28, WidgetTypes.WIDGET_GENERAL, -1, -1 )
screen.setStyle( "RevWatchButton1", "Button_HUDAdvisorVictory_Style" )
screen.hide( "RevWatchButton1" )
# < Revolution Mod End >
jdog5000 Jun 22, 2008, 08:10 PM Version 1.6 for BTS 3.17 has been posted!
Includes Solver's unofficial patch plus changes from the Better BTS AI project. The StartAsMinors feature has matured and plays really well, I recommend checking it out. The start of the game is now very dynamic as all civs start at war and as they settle the AI will often choose to maintain an active war it thinks it can win.
Other things you'll notice in the interface are the ability to switch between top 20 civs and all civs on the scoreboard and the days of the second red fist as the RevWatch button are done. Also added glider's changes to the Foreign Advisor to help manage high numbers of civs. In the RevWatch the Improving/Worsening calculation is much improved and depends on a new rolling average of the cities RevIndex.
There's lots more ... enjoy!
Version 1.6bts 06/22/08
Updated to BTS 3.17
Added Solver's unofficial patch from 6/21
Updated the merging and SDK documentation ... long overdue
SDK
- Changes to how wars between minors are handled when changing minor status
- When a minor civ becomes full they may now choose to keep an existing war active, and other players may also choose to keep wars active (human player can choose to declare war in the "nice to meet you" diplo screen)
- Partially moved militaristic barb civ war declaration choices into SDK, now based more on current war plans, history between players, and uses a better measure of proximity plus integrates with above StartAsMinors feature
- Added CvGame::changeHumanPlayer which transfers all player options (requested by TheLastOne36)
- Added CvCity::getRevIdxAverage and related functions which contains a rolling average of the cities revIndex
- Added stability index, average for CvPlayer and exposed to Python
- Modified debug mode output for various forms of testing
- AI: Fixed Firaxis bug in CvPlayerAI::AI_playerCloseness using Fix A from Better BTS AI discussion thread
- AI: Added several other changes to how closeness is handled from Better BTS AI due to above fix
Revolution
- RevWatch religion category now split into good State Religion and bad Non-state Religion
- RevWatch trend of improving/worsening now based on comparison to rolling average, not just sum of local factors
- Beginnings of implementation of civ stability index
- Nerfed city distance effects a little in .ini
- Reduced not connected to capital penalty, capped it for later/larger cities
- Fixed debug assert failing when state religion is -1
BarbarianCiv
- Improved support for Start As Minors option, barbs without writing can now get settling benefits without becoming full civs
- Added new variable to determining when to attack the first civ they can contact
- Changed order of checks when determining whether a barb civ can build a unit to satisfy debug asserts
- When giving barb civs units that are intended to be attackers, unit AI now forced to be something other than city defense
- Minor barb civs now get more attack units, particularly in later eras, higher levels
- Minor barb civs don't get free scouts in the new world
- If you control a militaristic barb civ when it settles into a full civ, you now control war declarations
StartAsMinors
- Added conversion for new class of settled but still minor barbs
RevEvents
- Changed order of checks when determining whether a player can build a unit to satisfy debug asserts
- Fixed bug in logic canceling all wars on death, no longer cancels wars against minor civs
RevUtils
- Reworked messy functions for determining what rebel types to spawn
- Added debug wrappers for above functions
- Rebels spawning in countryside now get more attack units, fewer defense units
- Modified changeHuman to use new SDK method
RevolutionInit
- Fixed bug causing StartAsMinors to only work if DynamicCivNames was also enabled plus show incorrectly in active components popup (reported by Cybah)
CvMainInterface
- Improved scoreboard mod so that by clicking on the bottom string you can alternate between long and short scoreboard display. Bottom string now says 'More' if there are undisplayed civs, 'Less' if it can shrink based on your settings
- Changed artwork for RevWatch button (thanks to Ekmek)
- RevWatch button now uses a blank style so it doesn't switch to fist when rolling over
RevolutionText.xml
- Added several new tags for RevWatch
RevolutionScreenText.xml
- Added two new tags for scoreboard mod
Ekmek Jun 22, 2008, 10:44 PM jdog I tend to play glider's RevDCM. I see that for barbcivs you can set a limit, but there isn't a similar option for breaway civs so you still run into the issue of the massive number of civs slowing down the machine. Any chance you can add a breakaway limit in a later revision, i think maybe if the limit is reached then increase the odds of the leadswitching function to occur to compensate for the lessening of breakaways.
thx for the awesome (RevDCM is the only way I play!)
jdog5000 Jun 23, 2008, 03:33 PM You can also set a limit on civs for Revolution (they don't have to be the same), search for MaxCivs ... there are a lot of options in the Revolution section so they can be hard to find.
I'll definitely keep you idea about adjusting Revolt behavior near/at the cap in mind when I'm rewriting the Revolt launching code in the near future.
Ekmek Jun 23, 2008, 04:51 PM You can also set a limit on civs for Revolution (they don't have to be the same), search for MaxCivs ... there are a lot of options in the Revolution section so they can be hard to find.
AH, i see there are 2 maxciv lines. thanks!
Ekmek Jun 24, 2008, 09:22 AM I'll definitely keep you idea about adjusting Revolt behavior near/at the cap in mind when I'm rewriting the Revolt launching code in the near future.
I just thoughht of another idea. besides switching leaders if there is a chance of |