ADDON :Revolution & DCM for Rise of Mankind

I was lucky as a work meeting was canceled this evening giving me a good chance to work on this Add-On. So the new updated version is now available for download here: http://forums.civfanatics.com/downloads.php?do=file&id=9087

This version works with RoM 2.1.

It would have been ready two hours earlier if Zappara didn't rearrange the gigantic BuildingInfos file :cry: I am however quite pleased he did so as this makes the building list better arranged. It is worth two extra hours and a terrible pain in my index :D

The new version is updated to include RevolutionDCM 0.87. This new update has Revolution 1.51. Also thanks to Glider's hard work both Stack Attack and IDW work side by side. You feedback about stability will help Glider further fine-tune the mod to be CTD free.

Thanks a lot for your support I hope you all enjoy the new version.:)
 
@Kalimakhus

Yeah, that building file is huge and it took "while" to rearrange it - still not perfect though, I think there's still some National Wonders and Great Wonders in the end of list that haven't been rearranged yet... but at least all regular buildings should have now better order ;)

I was expecting your addon to updated on weekend - now I have to start new game since you got it ready today. :lol:
 
now im gunna have to step up and get that addon of mine going on this new version, ive been taking a long vacation from civ...
 
@Everybody

The current Add-On version is compatible with both RoM2.1 and 2.11. If by any chance any of you has installed the Add-On over 2.1 he/she doesn't need to download RoM2.11 as the Add-On already includes the fixed file.
 
To set on "Revolution Inquisition" and "IDW active city resistence" whitch file i must change? i don't find nothing into Revolution.ini.

Bye
 
Revolution Inquisition is not there because RoM already has inquisition. IDW active city resistance is disabled from within the DLL because it is still incompatible with Stack Attack in DCM. I hope glider can find a way around this because this feature is one of my favorites. I actually think it is more realistic than cultural borders change due to combat and pillage.
 
IDW active city resistance is disabled from within the DLL because it is still incompatible with Stack Attack in DCM. I hope glider can find a way around this because this feature is one of my favorites.

Oh I agree it's good. I don't think it's compatible with stack attack (not sure). The problem is that it seems to encourage a nasty infinite loop situation which I'm still tracking down. An AI will attack a city of another AI in the fog of war invisible to humans, and the active resistance spawns, is defeated, spawns, is defeated indefintely. It doesn't happen all the time and is probably even very rare but it is ugly when you see it happening. Actually come to think of it, the only real time I have seen it is a single knight trying to capture a city actively resisted by an injured maceman. That was an infinite loop for sure and very ugly.


Active resistance could also be an issue with Revolutions, if a city rebels in the midst of an attack?
Cheers.
 
@Glider

I've never run into this infinite loop with IDW. The probable cause may be that the section of code responsible for recalculating the city resistance index is never reached so there seems to always be enough resistance to spawn a new defender. If it is not clear how this happens I would suggest that you turn it on again so you can get more CTD saved games for further investigation.

About Revolutions I am sure it can't happen that a city rebels while being attacked. A city can only rebel within the turn of its owner the attack is resolved in another player's turn. Actually the way Revolution works makes more likely that rebels will raise when the war is over and several cities are lost. While the war is still going your people will still hope that you would emerge victorious.
 
does it still cause loss of interface focus though?

Thats all I care about. Made it completely useless in multiplayer
 
Unidentifiable C++ exception on line 417 in BarbarianCiv.py. To reproduce sign a permanent alliance with Saladin II and end the turn. If you don't sign the alliance it doesn't happend.

Perhaps it's trying to reuse the now unused team but not all information has been reset?
 

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hi kalimakhus,

any chance u could have a look at my save and logs files to why why im gettin a ctd? zappara thinks it maybe possible it could be problem with the revolutions mod.

any help would be great as my civ game is in limbo until i figure out why its crashing.

thanks in advance

heres my post from his thread

hate to say it but in my first game of ROM 2.12 ive laready had 2 ctd's. the 1st one happened last night after 200 oddd turns. i reloaded and played another 20 odd turns without any problems and it ran fine so i juts put the ctd down to a one off.

however when i loaded it today, as soon as i clicked end turn it crashed again!

im usin windows xp english with ROM 2.12 and the revolution mod addon.
im also usin the largest map size and 17 civs, i have a good system thogh so dont see why thus would be the problem.
 

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I've just found a problem : there is no way to bombard city defences with a catapult, the button simply doesn't display. Using the ranged bombardment doesn't hurt the walls, just the defenders.
And that's a little bit stunning as i remember that using ranged bombardment actually hurt the walls in a previous version :mischief:
 
Followed the installation instructions exactly (newly installed full version of RoM 2.12 & RevDCM for it) I am unable to open the Civilopdia from the main menu, and in-game all interface screen fail to display (including the main game interaction interface)

I've played with the RomRevDCM with prior verions and never had this problem. RoM 2.12 works fine by itself. (I can see the interfaces & civilopedia normally)
 
@tonedog

I will look into the save. In the main time you may try starting another game with a huge map and see if you still get CTDs so often.

@Start_84

Cats does bombard defenses. Actually they won't start range bombard defenders till city defense is down to 0 as expected. The problem is that it takes a longer time to get defenses down to 0 for Cats have a low bombard accuracy.

@0100010

I guess you just forgot to delete the Python folder. Try to delete it and reinstall RevDCM.
 
No I deleted it, followed all instructions as I said. Sill do not get an interface. I am using Vista, if that makes any difference.
 
@0100010

If RoM 2.12 worked properly for you before installing RevDCM then it can't be the CvPath.py issue. I am quite sure that RevDCM doesn't cause interface disappearance unless the installation process somehow went wrong. Please have a look into the folders on your PC and make sure they are in the right arrangement. Also to quickly verify that the python folder is not missed up count child folders and files in this folder they should be 6 folders and 15 files.
 
Still nothing. There are 6 folder & 15 files as expected. Have you tried a direct full install of RoM 2.12 and then the full install for the RevMod, maybe there is something that was left out of the package. Anyone running this on Vista have it working/not working?
 
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