View Full Version : Yet Another Merger


Duneflower
Nov 07, 2008, 10:57 PM
NextWar Tritium is live!

Current version: .95 (http://forums.civfanatics.com/downloads.php?do=file&id=13049)

Major Components

RevolutionDCM v2.15
A substantial percentage of CIV Gold (http://forums.civfanatics.com/showthread.php?t=165969) 5.2
Wirklichkeit's Confederate States of America (http://forums.civfanatics.com/showthread.php?t=148523) (Yes, I'm whistlin' Dixie here! :lol:)
Aranor's Makedonia (http://forums.civfanatics.com/showthread.php?t=271805) (sorry, I have issues with Alexander being a leader of Greece)


Pre-RevDCM/:bts:3.17 version: .9 (http://forums.civfanatics.com/downloads.php?do=file&id=11356)

Coming Soon: NextWar: Intrigue, the stripped-down multiplayer version of NwT.95! (with freaking huge thanks to glider!

jdog5000
Nov 08, 2008, 12:17 AM
Cool!

Post a link when you're happy with how it's working and have uploaded it and I'll add it to the mod list to get you some more downloads.

Duneflower
Nov 08, 2008, 12:24 AM
Errrrrr...I don't have anywhere to upload it. c.c; And I really don't wanna sign up for anything right now; is there some easy way to do it here? Never done it before...

O, another note: I'll prolly end up updating the thing a coupla times with edits; I've embellished (and in some cases authenticized) leader-names, and eventually intend on doing the same to city- and culture-names, along with putting cities in historical order of founding. I've also given the Next War leaders unique trait-pairs (hmmmm, there just happened to be four unused pairs...), and eventually plan on further differentiating them from the leaders/cultures they were cloned from by giving them actual UUs and UBs, most likely pulled from the Next War content itself. I also plan on eventually merging it with CIV Gold, so I gave it a derivative name: NextWar Tritium. Thoughts?

In related news, I've decided to start a major project that'll include Rev; read about it here (http://forums.civfanatics.com/showthread.php?p=7430420)! :deal:

Refar
Nov 08, 2008, 04:33 PM
You can upload to the database up to 10 MB i think.
Otherwise there are free hosters like Rapidshare or something.

jdog5000
Nov 08, 2008, 07:05 PM
Yeah, you should be able to load it here on CFC ... you should see an Add File link near the top of the download database (http://forums.civfanatics.com/downloads.php).

Your projects sound cool and ambitious! Modding takes a lot of time but is great fun.

Duneflower
Nov 12, 2008, 02:46 PM
Okay, I'm getting peeved...I did everything by the book - including copying over the interface art, which you forgot in your merger instructions, jdog - and got it working completely. Then, for no reason I could figure, it just stopped working - or rather, the mechanics still appear to work, but none of the main-interface mods are showing: No revwatch button, no "This is what's running and what's not" at the beginning of the game, and possibly a few other things. Any ideas?

jdog5000
Nov 13, 2008, 07:50 PM
Sorry about forgetting the art, I'll add that to the instructions.

What you're seeing means there's a Python error, all the missing features are controlled from Python. Do you have hide Python errors turned off in your CivilizationIV.ini file? It's in the My Games/.../BTS folder.

Duneflower
Nov 14, 2008, 06:07 AM
Okay, turned the Python reporting on and got these errors, in the reverse-chronological order presented by the game:

CvEventInterface, line 30, in onEvent
CvCustomEventManager, line 143, in handleEvent
" line 154, in _handleDefaultEvent
RevolutionInit, line 88, in onGameStart
" line 140, in onGameLoad
BarbarianCiv, line 96, in __init__
SdToolKitCustom, line 292, in sdObjectExists
AttributeError: 'list' object has no attribute 'has_key'


Glancing through the files in question, I feel like I'm on the verge of a solution but I'm not quite seeing it...

Edit: And in Notepad, some of those files look...messy.

jdog5000
Nov 20, 2008, 12:28 AM
Sorry to take so long to reply ...

I highly recommend a syntax knowledgeable editor like Notepad++, you will also want to set it so it shows what's a space and what's a tab since indentation matters in Python.

Now, for the error: my guess is one of the mods you're merging in isn't using the SdToolKit method for storing Python data in save games. The SdToolKit method makes life easy for mergers ... otherwise it can be hell. In a Python file somewhere there's a call to setScriptData on CyGame() which is directly writing a list to the script data instead of going through the SdToolKit. Search through the other Python files for setScriptData and you should find the culprit.

If you're up for it, you can then convert all of that file's setScriptData and getScriptData to the SdToolKit method ... or you can drop the file from the merge temporarily to see if that's the only problem.

Hope that helps.

Duneflower
Nov 20, 2008, 05:02 AM
Hm, the offender appears to be CvEventManager, and except for a couple of commands checking for whether you're playing the scenario or the mod so it knows whether or not to print the backstory, all of the get/setScriptData instances involve the possible EVERYBODY F#&$ING LOSES, MORONS!!! ending when too many nukes get thrown around, specifically the NumNukes variable and related things. I don't mind doing the conversion, but I'll need some instruction...

jdog5000
Nov 21, 2008, 12:15 PM
All these snippets are from BarbarianCiv.py. First you'll need to import the tool kit:


import SdToolKitCustom as SDTK


Then you need to initialize the dictionary of variables for this particular component. Here's what BarbarianCiv does:


if( not SDTK.sdObjectExists( "BarbarianCiv", game ) ) :
SDTK.sdObjectInit( "BarbarianCiv", game, {} )
SDTK.sdObjectSetVal( "BarbarianCiv", game, "AlwaysMinorList", [] )
elif( SDTK.sdObjectGetVal( "BarbarianCiv", game, "AlwaysMinorList" ) == None ) :
SDTK.sdObjectSetVal( "BarbarianCiv", game, "AlwaysMinorList", [] )


First it checks whether there's a "BarbarianCiv" entry in the SdToolKit table of saved mod data, if not it creates it. A {} in Python is an empty "dictionary" or look up table, you can also use dict(). I then add a variable to the "BarbarianCiv" collection of data if it doesn't already exist called "AlwaysMinorList" and give it an initial value of an empty list [], could also use list().

This handles setting up the contained for the variable, to get/set the variable later you can do something like:


alwaysMinorList = SDTK.sdObjectGetVal( "BarbarianCiv", game, "AlwaysMinorList" )
alwaysMinorList.extend( RevDefs.alwaysMinorList )
SDTK.sdObjectSetVal( "BarbarianCiv", game, "AlwaysMinorList", alwaysMinorList )


Hope that helps.

jdog5000
Nov 25, 2008, 01:46 PM
For the NextWar CvEventManager, I think the only things you need to worry about are the calls to gc.getGame().get and setScriptData. Local and global variables in CvEventManager shouldn't be a problem, just the information on the number of nukes fired which is stored using script data.

I haven't tried this file yet, just made the necessary changes, all marked with "jdog5000"
195296

There is also one other strange thing that NextWar is doing using script data ... there are several lines like:


if (CyMap().plot(0,0).getScriptData() == "Scenario"):


Most likely this is not a problem, it certainly won't interfere with Revolution as i don't mess with script data for plots.

These lines could also simply be replaced with

if( True ) :

if you always want the backstory and potential for the world to crack, etc (use False if you don't).

Duneflower
Nov 26, 2008, 12:18 AM
I didn't think the nuke loss was dependent on whether you were running the scenario or not. I also thought you could send stuff via PM. :hmm:

But regardless, it appears that you rule. :goodjob: So now, I believe I can declare NextWar Tritium officially completed! Which means it's time to start compiling [civ4] Diamond. :cool:

*sigh* Okay, looks like CF's attachment system hates all over Firefox, so let's see what else I can come up with...

Edit: Uploaded to GameFlood (http://www.gameflood.com/Mashup/Index.cfm?intModID=13606), complete with revolter codes for the Next War civs!

So, with Phase I of NWT/CIV Diamond complete, here's my to-do list:

Add CIV Gold civs and revolter code
Come up with and and implement a few breakaways from the Next War civs. A few possible ideas for this:

Kingdom of the Isles (Britain/Ireland)
South Pacific Commonwealth (Aus/NZ, possibly Indonesia et al)
The Titanium Horde (Mongol empire under the Great Khans, possibly Russia)
Iberia
Empire of the Rising Sun (resurgent Japan conquering southeast Asia)
Nile Hegemony (Classical Egypt and then some!)


Feel free to contribute revolter ideas. :D Hum, maybe this should be moved out of the Rev subforum at this point?

QwertyKey
Nov 29, 2008, 10:05 PM
I didn't think the nuke loss was dependent on whether you were running the scenario or not. I also thought you could send stuff via PM. :hmm:

But regardless, it appears that you rule. :goodjob: So now, I believe I can declare NextWar Tritium officially completed! Which means it's time to start compiling [civ4] Diamond. :cool:

*sigh* Okay, looks like CF's attachment system hates all over Firefox, so let's see what else I can come up with...

Edit: Uploaded to GameFlood (http://www.gameflood.com/Mashup/Index.cfm?intModID=13606), complete with revolter codes for the Next War civs!

So, with Phase I of NWT/CIV Diamond complete, here's my to-do list:

Add CIV Gold civs and revolter code
Come up with and and implement a few breakaways from the Next War civs. A few possible ideas for this:

Kingdom of the Isles (Britain/Ireland)
South Pacific Commonwealth (Aus/NZ, possibly Indonesia et al)
The Titanium Horde (Mongol empire under the Great Khans, possibly Russia)
Iberia
Empire of the Rising Sun (resurgent Japan conquering southeast Asia)
Nile Hegemony (Classical Egypt and then some!)


Feel free to contribute revolter ideas. :D Hum, maybe this should be moved out of the Rev subforum at this point?

It's not letting me download it... Any way you can upload it to rapidshare or something?

Duneflower
Nov 30, 2008, 06:04 AM
I'd really rather not sign up for another site at this point; do you have to for RS?

Also, does it say why it's not letting you download it?

jdog5000
Nov 30, 2008, 11:13 AM
Awesome!

I had to allow some scripts to get the gameflood download to work, but it worked fine for me.

Duneflower
Nov 30, 2008, 02:54 PM
Oyeah...one other thing I plan on doing with Tritium is giving the NW leaders truly unique UUs and UBs, with cues from the civs they're based on. Already got ideas like the PAPC Re-education Center and America Inc.'s Commercial Arcade; feel free to contribute.

Duneflower
Dec 02, 2008, 08:44 AM
Now linked from the DB (http://forums.civfanatics.com/downloads.php?do=file&id=11356).

David Smith
Dec 06, 2008, 05:25 PM
Link justs puts you into an endless loop unless you download their "Free downloader Manager":cry: Thanks, but NO Thanks! on the free softwear! Can you use another site?

Duneflower
Dec 07, 2008, 03:16 AM
I think you clicked the wrong link after choosing to d/l; I just tried and didn't have that problem. Make sure you click on "Download content without installing the Download Manager".

Edit: Hrm...I have confirmation of something like a compatibility problem with Chrome. Is that what you're using?

David Smith
Dec 07, 2008, 09:51 PM
Still doesn't work for me, tried Opera, SeaMonkey, Foxfire3 and EI7still nothing!:crazyeye::(:cry:

QwertyKey
Dec 11, 2008, 07:32 PM
I think you clicked the wrong link after choosing to d/l; I just tried and didn't have that problem. Make sure you click on "Download content without installing the Download Manager".

Edit: Hrm...I have confirmation of something like a compatibility problem with Chrome. Is that what you're using?

I'm having trouble with Opera...

Why not just upload it to rapidshare? Much easier.

Duneflower
Dec 12, 2008, 01:41 AM
:hmm: Okay...I thought you had to sign up for RapidShare, and signing up for new services makes me go :aargh:. I should have a link for it in a bit here.

RapidShare link. (http://rapidshare.com/files/172624140/NextWar_Tritium.rar.html)

Duneflower
Dec 12, 2008, 01:55 AM
Double-post for separate topic: jdog, have you ever tried going into the foreign-affairs screen when you don't know anyone? I'm not sure if it's a Rev problem or a NwT problem, but I accidentally did so a while back and Python barfed all over me. Didn't crash anything, but still possibly with looking into.

Also, about ChangePlayer: I just used it to change Wilhelmina of the Netherlands into Cunhambebe of the Tupi, and it worked quite well - in fact, the noted bug about the flag not changing did not occur; but oddly enough; the units' artstyle didn't change, though units produced subsequently were created with the new artstyle.

QwertyKey
Dec 12, 2008, 09:23 PM
Thanks :) It works!

jdog5000
Dec 12, 2008, 10:02 PM
Duneflower: Thanks for the heads up about the foreign screen, I'll check it out.

About change player and art styles ... did the city art styles change? I'll see what I can figure out to change the unit art styles but that may be tough.

Duneflower
Dec 13, 2008, 01:10 AM
Yes, the city-artstyle does change.

Hrrrm...how much work do you think it would be to repackage the Next War stuff in modular format?

Duneflower
Dec 20, 2008, 10:00 AM
Can someone tell me why this text-modifying XML isn't working?

<?xml version="1.0" encoding="ISO-8859-1"?>
<Civ4GameText xmlns="http://www.firaxis.com">
<TEXT>
<Tag>TXT_KEY_CIV_CELT_DESC</Tag>
<English>Gaulish Empire</English>
</TEXT>
<TEXT>
<Tag>TXT_KEY_CIV_CELT_SHORT_DESC</Tag>
<English>Gaul</English>
</TEXT>
<TEXT>
<Tag>TXT_KEY_CIV_CELT_ADJECTIVE</Tag>
<English>
<Text>Gaulish:Gauls</Text>
<Gender>Male</Gender>
<Plural>0:1</Plural>
</English>
</TEXT>
<TEXT>
<Tag>TXT_KEY_UNIT_CELTIC_GALLIC_WARRIOR</Tag>
<English>Gaulish Warrior</English>
</TEXT>
<TEXT>
<Tag>TXT_KEY_CIV_AMERICA_DESC</Tag>
<English>
<Text>United States of America</Text>
<Gender>Male</Gender>
<Plural>1</Plural>
</English>
</TEXT>
<TEXT>
<Tag>TXT_KEY_CIV_AMERICA_SHORT_DESC</Tag>
<English>The USA</English>
</TEXT>
<TEXT>
<Tag>TXT_KEY_CIV_AMERICA_ADJECTIVE</Tag>
<English>Union</English>
</TEXT>
</Civ4GameText>

QwertyKey
Dec 21, 2008, 06:50 PM
What do we do with the rebeltypes.py file?

QwertyKey
Jan 01, 2009, 07:38 PM
It appears nothing can be upgraded? I can not spend the money like usaual to upgrade my units?

Duneflower
Jan 04, 2009, 03:21 AM
Who are you playing, and what are you trying to upgrade to what?

Duneflower
Jan 16, 2009, 05:39 AM
Updated to v0.9! GameFlood has been updated, RapidShare in progress.

Duneflower
Jan 17, 2009, 01:19 AM
Crapple, I just found out my copy of Rev is out-of-date! :lol: Ah well, I'll include the new one in the next release.

Jdog, exactly what edits did you make to Civ4UnitInfos.xml?

jdog5000
Jan 20, 2009, 11:07 PM
There are no Revolution changes to Civ4UnitInfos.xml that I remember, but there was an unofficial patch change to make Conquistadors ignore city walls or something. I think that's all. You can always use this really great program called WinMerge to see exactly what's changed, I may not remember everything ...

Duneflower
Jan 22, 2009, 12:08 AM
Initial post edited!

Duneflower
Jun 23, 2009, 09:43 PM
Hokay, why is BUG breaking my CIV4GameText tweaks?

Edit: Finally got that crap sorted out...

Duneflower
Aug 17, 2009, 03:03 PM
Version .95 is live!!! (http://forums.civfanatics.com/downloads.php?do=file&id=13049) OP will be updated shortly.

New Stuff:

Rev updated to DCM 2.51
New button-style for flags
A whole lotta flags replaced (again)
PLAYERCOLORs shuffled to cut down on too-similar ones and match new flags better (experimental, will almost certainly reshuffle at least once as some of the current ones really suck)
New Civilizations added:

Gold 5 New-World Realignment implemented
Ainu
Assyria
Mexico
Poland
Goths
Huns
Olmec
Magyar/Hungary

Known Issues:

ChangePlayer seems to be broken
Irish UB


Also, a note on the way I re-rendered names involving diacritics, specifically the ones that use macrons (-, as in ō) and breves/carons (roughly like u/v above another letter, as in ă/š) above letters, which are mostly Mandarin vowels with tone-marks: The charset CIV uses doesn't have chars with those marks except for Š/š, so I substituted circumflexes (^, as in ô, which I've already seen in use for Japanese long vowels) for macrons and umlauts (:, as in ä) for breves/carons, which works because none of the languages in question uses both members of either pair. The lone exception to this rule is "Aššur-baani-apli" (Ashurbanipal); since Romanized Assyrian does use both a macron and a circumflex, I instead rendered "-bāni-" as "-baani-", since from what I could tell the macron just denotes a lengthened vowel.

A further note on the Mandarin names: They're not spelled in proper Hanyu Pinyin (ie "Qín Shǐhuáng") or Wade-Giles (ie "Ch'in Shih-huang") form at all; after a bit of research, I re-rendered them in the best way I could come up with to represent to myself how they're pronounced. YourMileageMayVary.

Hrrrm, I think it may be time to get my own subforum. How does one go about that?

edingess
Aug 20, 2009, 11:44 AM
@Dune flower
I apologize for posting a visitor message but I had not been able to find the thread until now. I start a game but there is no display.:aargh: Any suggestions would be welcome

Duneflower
Aug 21, 2009, 07:29 PM
"No display"? Could you be a little more detailed?

edingess
Aug 22, 2009, 10:02 AM
"No display"? Could you be a little more detailed?

The map appears with units but there are no advisors on the top or bottom and no mini-map.:( P.S. was the download supposed to have a civlopedia?

Duneflower
Aug 22, 2009, 08:41 PM
Yeah, the Sevopedia; it's part of RevDCM. Are you patched up to 3.19, and did you install it as a proper mod, not to CustomAssets?

edingess
Aug 24, 2009, 07:27 AM
Yeah, the Sevopedia; it's part of RevDCM. Are you patched up to 3.19, and did you install it as a proper mod, not to CustomAssets?

The sevopedia is not showing up and to answer your questions yes and yes.

Duneflower
Aug 29, 2009, 12:01 AM
Sorry about the delay.

Okay, one more thing that people often forget: In CivilizationIV.ini, do you have ModularLoading = 1 set?

If so, can you get standard RevDCM to work?

Duneflower
Sep 14, 2009, 10:20 PM
For anyone who's DLs v.95 before like now: I was informed of a couple of major (though not too difficult to fix) graphical errors, and a small class of things that I'd apparently forgotten to put in the initial version, so you might wanna re-d/l, particularly if you were having issues.

Duneflower
Feb 26, 2010, 04:21 AM
Thanks to glider, I'll soon (hopefully tomorrow) be able to upload a new multiplayer version of NwT, which I've christened NextWar: Intrigue, based on RevMP! Now RevMP currently doesn't include much if any of BUG and for the moment operates under the same restrictions as MP with oldskool Rev (since that's pretty much what it is), but it works!

Corvex
Apr 24, 2010, 06:37 PM
I've had a chance to play this a few times, and its a great merge; the only graphical issues that I've noticed is that a few civs seem to have their flags and colours distorted (for some reason, they are sideways and photonegative; so for example, Canada, whose flag is red and white and whose colour is red, for some reason now has a pale green and black, sideways flag with pale green as its colour). I'm not sure whether this is a problem with your mod, or whether it is just a problem with the latest version of CivGold; moreover, the custom diplomacy text and music from CivGold is missing (I'm not sure whether or not that was intentional).
Also: I'm afraid I haven't been following the development of the Revolution Modpack very closely: has the AI been modified to be able to deal with revolutions more effectively, or have I just gotten worse at playing?

Duneflower
Apr 24, 2010, 11:19 PM
I've had a chance to play this a few times, and its a great merge; the only graphical issues that I've noticed is that a few civs seem to have their flags and colours distorted (for some reason, they are sideways and photonegative; so for example, Canada, whose flag is red and white and whose colour is red, for some reason now has a pale green and black, sideways flag with pale green as its colour). I'm not sure whether this is a problem with your mod, or whether it is just a problem with the latest version of CivGold
To use an old and hackneyed phrase: It's not a bug, it's a feature. Entirely intentional - I remade quite a few of the flags from scratch, and several of them showed up a lot better when not crammed into the horizontal space of the banner - and I made sure they were hung according to proper flag protocol! :cool: Those that were basically bicolour - like Canada's - I made whiteflag=0 so the flags would go along with the colour they ended up with in the game...play another game with them and you'll likely see the flag in a different colour, most often red/white since IIRC that was their default palette.

moreover, the custom diplomacy text and music from CivGold is missing (I'm not sure whether or not that was intentional).
Yeah, I'm not sure what's up with the music. The diplotext is a known issue, and I think I know how to lick it; I just haven't really tried it yet.

Also: I'm afraid I haven't been following the development of the Revolution Modpack very closely: has the AI been modified to be able to deal with revolutions more effectively, or have I just gotten worse at playing?
Three words: Better BTS AI. ;) Relatively-new inclusion into RevDCM.

Duneflower
Jun 01, 2010, 01:15 AM
Oops, bit of an addendum to that: I had forgotten that I'd made some of the civs unusual colours so that there wouldn't be so many duplicate colour-schemes, or unique ones since far too many of the "unique" colour-schemes looked way too much like other ones, making it hard to tell them apart. So yeah, Austria and I think Canada and probably a few others look weird; I'm hoping to improve this in v1.0.