RevolutionDCM for BTS

@GatlingGun
Might be worth to double check the fix yourself in case I missed something. :goodjob:

Cheers.

Hi Glider,

Thanks for turning this around so quickly! :) Tile bombing works now... and it doesn't seem to break save-game compatibility. I like it.

Best,
\gg
 
@Gatling, It might take a minute before I update this into WolfRev and BST, I want to get the opening image and icon for BST, and touch up a few things. Also I'd like to get the fix for the legend units as well, before I update it. And WolfRev will be updated at the same time as BST. There are only two alterations I've made to the WolfRev build over standard RevDCM's gamecore though, and they are minor - a change to the ACO display, and added examine cities on conquest. So long as you're OK with reverting ACO back to 0.4 and loosing examine cities on conquest, you can just copy this fixed RevDCM core and overwrite WolfRevs to fix it in your game. So that way you wol't have to wait on me.
 
@Gatling, It might take a minute before I update this into WolfRev and BST, I want to get the opening image and icon for BST, and touch up a few things. Also I'd like to get the fix for the legend units as well, before I update it. And WolfRev will be updated at the same time as BST. There are only two alterations I've made to the WolfRev build over standard RevDCM's gamecore though, and they are minor - a change to the ACO display, and added examine cities on conquest. So long as you're OK with reverting ACO back to 0.4 and loosing examine cities on conquest, you can just copy this fixed RevDCM core and overwrite WolfRevs to fix it in your game. So that way you wol't have to wait on me.

It's ok... actually I already copied the fixed dll into my wolfrev folder and fired up a new game this morning... so far so good...

I'm truly impressed with the efficiency of all the code maintainers here at CFC... you guys rock... :goodjob: I used to work for a large embedded systems manufacturer... and when I'd find a bug, it could be weeks before I got a fix.
 
America has been the strongest, and most influential nation on the planet in the post WW2 world (and arguably post napoleonic). It also pretty much invented the modern notion of liberal government, over 100 nations constitutions are modeled on the US. Hell the very notion of a constitution sealing the social contract was created by the United States, before the American Revolution any so called constitution was between a Sovereign and some other entity claiming protectorship of The People. To deny America's influence in history, it's significance, and it's Greatness as a World Class Empire, is to deny reality.

I'm not saying America shouldn't be in the game, it is definitely one of the major civs and to leave it out of the game would be silly. It just always bothered me when America starts the game in 4000 BC just like everyone else. The Barb civ and Revolutions mods go a big step in remedying the "all start at 4000 BC" thing, but I would just like to have the ability to make America only emerge when a nation forms a colony.
 
Ah, OK Bob. I thought you were one of those people claiming the US was too young or something to be a proper civilization to be included in Civ. I've never understood that argument. And was thus responding to it, I guess this wasn't what your point was though... So just ignore it, lol.

@glider New version of ACO up, 1.0 is released:
http://forums.civfanatics.com/showthread.php?t=310415

Any chance 1.02 RevDCM is nearing release? There are quite a few things currently done I want to include in the next update for WolfRevolution and Bronze Steam and Tears (fixed maxglobalunits and reinforcements issue, GG's tile bombing bug fix, and hopefully ACO 1.0)
 
I used to work for a large embedded systems manufacturer... and when I'd find a bug, it could be weeks before I got a fix.

@GatlingGun
Know the feeling having worked in a similar enviro doing similar things. Intuition and love for this great game guides CivFanatics when fixing faults, while fear of being sued and loss of revenue guides these companies. One is cautious without fear, the other is cautious while consumed by fear it seems.

@Phungus
Thanks for the lead on advanced combat mod 1.0. If you think that "Examine city on conquest feature" is simple and can go in, could you point me to the link for it or supply the simple mod as an attachment? As for jCulture, where is the link for that? My ISP download tally is sinking fast like the titanic. A big monopoly corporation runs my ISP service and they charge what they like fearlessly.

Cheers.
 
OK, Here is the relevant src merged with RevDCM. I'm actually not sure if you ever edited this SDK file anyway... But if you do it's now merged in this (if not, it's the default download, same effect, just drop it into your working gamecore files and recompile the core, basically I just merged in the code with the working gamecore files I use for compiling, which outside of GameTextManager are identical for those used for RevDCM).
 
@Phungus
Thanks. "Examine City" is well written and good quality and will probably go into RevDCM at some point.....

Only one problem.

It's bugged I think. Maybe you could double check it as well. Problem is that if you capture a city but want to hand it back to it's former owner, the city is razed instead. It's probably just a very simple slip. Will check it out over coming days.

By the way once this issue is resolved, who do I give credit for it to? Thanks for the effort, good judgement, and it's a good idea, nice and simple.

Cheers.
 
@Smeagolheart
Thanks for that yes agree it will not be much at all. If it goes into RevDCM, you will get full credit for this. :goodjob:

EDIT:
Here is the defect, a very tiny miss any human eye easily misses and only revealed by the debugger:
Code:
gDLL->getInterfaceIFace()->popupAddGenericButton(pPopup, szBuffer, NULL, [B]3[/B] [I](was 2)[/I], WIDGET_GENERAL, 3, eHighestCulturePlayer);

Cheers.
 
Well done GatlingGun! Nice find and thanks again for the save game which cut debug time down by a third and made it heaps easier for me. The bug is traced back right to the origin of the DCM mod itself. It was a very deceptive bug indeed. Without DCM airbombing turned on, bombing plots with aircraft appeared to work perfectly except for a 0% success rate. With DCM airbombing turned on, behaviour was always normal.

Wait, so you're saying this is a bug from DCM? Maybe it would be worth it to either tell Dale there's another bug (the first one being the bombardment bug from friendly territory) in his mod, or just fix the code and upload a pure fixed DCM somewhere?
 
@Ninja
Yes Ninja, a small bug in DCM for players trying to bombard plots with aircraft in the case where DCM air bombing has been turned off. You are correct that the good thing to do would be to spread this knowledge to whomever utilises DCM in contexts other than RevDCM. I will try to do that.
Cheers.
 
Hey, I've been a long fan of RevDCM and am having a great game of it at the moment. I set the revolution index to be twice as strong, to make things really interesting.
I'm having a problem though, I'm Egypt and based on an island, but recently launched an invasion onto the mainland. Now a lot of my "Colony" is rebelling, which is understandable as I don't have much culture there. The problem though is that I get the dialog about "Your cities want to join the Malinese Republic and will fight you" etc etc, and when I click reject they go into disorder. The next turn it says "The rebels join Mali and rise up against you!" but no units appear? This happens a lot, in fact I rarely actually have any units to fight against, and I think it happens to the AI as well. If it is an extinct civ (for example, Inca) it says Inca rises up against me and then on the same turn says Inca has been destroyed, with nothing actually happening. The real problem with this is that if Mali would just rise up and fight me, I could successfully fend off the attackers and IDW would mean I would gain more control over my cities. As it is though my cities are just in perpetual disorder.
Is this a known issue?

Thanks for the great mod :D
 
Shakey
Thanks for the feedback. It could well have to do with single tile islands being a problem but who knows. Do you have a save game? Do you know how to turn on autosaves for every turn? It's a good idea because autosaving every turn costs little space on the hard drive these days and no CPU time, but makes debugging turn around 100% easier and faster.
Cheers :goodjob:
 
Okay, here is my latest saved game if you want to have a look at it. I do know how to change autosave settings but currently they are just on default.

I did also change the following in Revolution.ini, not sure if this would affect it or not. I can't say if this problem occured in previous games as I didn't usually get rebellions (which is one of the reasons why I increased it).

Spoiler :
; Adjust rate of rev index accumulation, additional options for human (offset adds that value to each city per turn, keep it small)
IndexModifier = 2.0
IndexOffset = 0
HumanIndexModifier = 2.0
HumanIndexOffset = 0

; Adjust chance of revolution, strength of violent rev, strength of rebel reinforcements
ChanceModifier = 2.0
StrengthModifier = 2.0
ReinforcementModifier = 2.0

; Adjust influence of various factors in inciting a revolution
HappinessModifier = 1.0
ColonyModifier = 1.0
DistanceToCaptialModifier = 0.5
 
@Shakey-Lo
First up brilliant save right at the moment before the problem :goodjob:

When I play through a turn, I get Kumbi Saleh and Timbuktu rebelling. Apparently what is going on is that two rebels rise up against you. Incan rebels and Malinese rebels. While the turn is elapsing, your own units automatically engage the incans and kill the uprising off altogether. However the malinese uprising remains. Three infantry and a marine are pillaging the countryside around Timbuktu and an infantry and tank units are causing mayhem around Kumbi Saleh. Is this happening to you?

Perhaps you have "show enemy moves" turned off and are therefore not seeing the engagement with the enemy during the elapsing turn. Also, If you were to turn on espionage, the Incans may have survived via a spy. I'm not sure. It is too much to go into how many rebel units get spawned in this discussion, but the point I think is that you did not see any units emerging is that correct?

By the way, really nice thought and part of the reason Jdog likes IDW in the Revolutions context too:

the real problem with this is that if Mali would just rise up and fight me, I could successfully fend off the attackers and IDW would mean I would gain more control over my cities. As it is though my cities are just in perpetual disorder.

It's a nice struggle eh.
Cheers.
 
@Shakey-Lo
First up brilliant save right at the moment before the problem :goodjob:

When I play through a turn, I get Kumbi Saleh and Timbuktu rebelling. Apparently what is going on is that two rebels rise up against you. Incan rebels and Malinese rebels. While the turn is elapsing, your own units automatically engage the incans and kill the uprising off altogether. However the malinese uprising remains. Three infantry and a marine are pillaging the countryside around Timbuktu and an infantry and tank units are causing mayhem around Kumbi Saleh. Is this happening to you?

No, I see no combat against the Incans or the Malinese and no units appear. I do have show enemy moves on. The game log also shows no combat against anybody. This is all I get:

civ4screenshot0000c.jpg


I get that pretty much every turn. As for Kumbi Saleh and Timbuktu, all I get is a message saying "The rebels join the Malinese Republic in their war against you" but nothing actually seems to happen.

As an experiment I tried changing the Revolution variables I mentioned back to their defaults and reloading the same saved game, but still got the same problem.

This reminds me of another somewhat similar problem I've been having for a while though. Early in the game when fending off Barbarians, sometimes the Barbarian units will approach my borders and then disappear. Between turns they will move into a square near my borders and then disappear off the face of the earth. Not all Barb units will do it though, it only happens from time to time. Maybe that is related? I don't know. For what it's worth I got that same bug in WolfRevolution.
 
Nice, 1.02 is out. Will update some mods again, just did it two days ago, lol.

Are all the most recent updates from the SVN included? I need to ask because there was a fix for spawning multiple maxglobalinstance units for barb civs/rebels that jdog said he uploaded to the SVN, and just want to make sure that's in here.

Edit: While going through and merging, I'm pretty sure it is :)

Question:
Why did you incorporate my changes to RevDefs and RevUtils, but not incorporate the changes to Revolution.py itself? As far as I'm aware my changes to RevDefs and RevUtils wol't do anything without the follow up code in Revolution.py.

Edit2: Is it normal to loose save game compatibility with 1.02? I can't find any bugs, after merging it in, but I've only ran through about 1/2 hour of testing so far. And was surprised to have lost save game compatibility. The behavior is also strange, it doesn't just straight crash like normal when save game is lost, It takes me to the scenario screen and lists 3 American Civs with Sid Meier as leader to select. After I select one of the American Civs and choose to be Sid, it crashes when trying to load the save, like normal behavior. But why does it take me to the scenario screen and list 3 American civs with Sid Meier as Leader (regardless of the save game file it does this)? Never seen that before.
 
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