[UXP] Legends of Revolutions

You mean it's crashing while in World Builder? If so, that's probably a bug with the mod, I'd like to fix. Could you be more specific, or upload a save (also ensure you still get the crash, as there was an LSystem bug that caused such crashes in 0.9.7 that has been fixed in 0.9.7b). If you mean it crashes when loading a WBS, that's different, though I'd still like to take a look at the WBS you created, if you created it in LoR (not if you got it from somewhere else though).
 
I'll specify, and upload a Save later today because I'm on a school computer. What happened the first time I had this crash was I was loading WorldBuilder when it froze, and then the game quit and it told me that, "Sid Meier's Civilization IV: Beyond the Sword has stopped working..." The second time was as I was leaving WorldBuilder after adding units and vassals to some of the starting Civs. If it's fixed in 0.9.7b then I should be okay, I had to cancel the download last night because the internet's slow after 2300. I'm going to do a test run again on 0.9.7, then if it crashes, I'll download 0.9.7b again, and then if it persists I'm going to post a save file. :)
 
I want to report a minor issue. Let's say I have a city London which is size 5. Let's suppose that if it grows to size 6, it becomes unhappy. I would usually let that city's food stock grow until it needs only one turn to grow to size 6. I then change the population configuration to keep the city at size 5, until I gain access to luxury resources, or build a temple, etc. The minor problem is that every turn I get the message "London will become unhappy on the next turn".

I suppose that the method that checks whether the city will grow doesn't understand that the population will actually remain stable, and that therefore, the city will not become unhappy on the next turn.
 
I want to report a minor issue. Let's say I have a city London which is size 5. Let's suppose that if it grows to size 6, it becomes unhappy. I would usually let that city's food stock grow until it needs only one turn to grow to size 6. I then change the population configuration to keep the city at size 5, until I gain access to luxury resources, or build a temple, etc. The minor problem is that every turn I get the message "London will become unhappy on the next turn".

I suppose that the method that checks whether the city will grow doesn't understand that the population will actually remain stable, and that therefore, the city will not become unhappy on the next turn.

That or it's a case of "off by one" or "let's add a 1 to make sure we don't divide by zero". :mischief: (I don't actually know - just guessing)
 
I want to report a minor issue. Let's say I have a city London which is size 5. Let's suppose that if it grows to size 6, it becomes unhappy. I would usually let that city's food stock grow until it needs only one turn to grow to size 6. I then change the population configuration to keep the city at size 5, until I gain access to luxury resources, or build a temple, etc. The minor problem is that every turn I get the message "London will become unhappy on the next turn".

I suppose that the method that checks whether the city will grow doesn't understand that the population will actually remain stable, and that therefore, the city will not become unhappy on the next turn.

Confirmed. I have forwarded your issue to EF in the BUG mod's bug reporting, as this is a problem with the BUG UI. It's pretty minor though, probably wol't make EF's priority list, but it'll eventually be fixed. My report can be found here:
http://forums.civfanatics.com/showpost.php?p=8597489&postcount=2000

Woot ..plays great ...even the WorldWarWolf happy camper now :D
Glad you're enjoying it :)
 
New version up. It is save game compatible, still a 0.9.7 version. Mainly repackaging and re-releasing the whole chebang because of the red blob issue with Troopers (flanking infantry units for Mech infantry), and a bug with ACO causing combat modifiers not displaying in the combat hover pane. Both these bugs were major enough to warrent a complete new download, so that new users didn't download a bugged version. The next update will incorporate the updated BBAI, and UP releases by jdog in a week or so, and this will be released as a patch as no major bugs will be fixed in it (barring any new bugs being uncovered, I'm crossing my fingers).

Changelog:

Version 0.9.7c Released 1 Nov 09
  • Fixed ACO component. Combat modifiers now correctly show in ACO hover display.
  • Fixed bad path in the art defines file for the Mech infantry flanking infantry units (troopers), fixes "red blobs"
  • Fixed civilization button in Leader Head screen in the civilopedia. The button now links to the correct civ, instead of always directing to the Zulu
  • Fixed top 5 wonders/Cities screen in the Info Screen section. Built Wonder list now properly generates.
  • Fine tuned Start as minors starting units code (was granting unequal number of starting defensive units for some AIs on high difficulty with start as minors selected)
  • Some minor fixes to BUG UI issues (stagnant city with 1 food left calculating it would grow next turn), and Inquisitor AI logic (AI was not aware it was maxed out with 3 inquisitors and attempted to get more, no real effect to LoR, but a waste of processor time)
  • Tweaked Techs:
    • Theology now requires Lit instead of Aesthetics (spread rate of christianity increased, as well as granted extra missionary to compensate)
    • Changed chemistry pre req from Military Science to Gunpowder, units enabled by Chemistry have had Military Science Req added (Grenadier, Ship of the Line). This change should allow more user options in the early Industrial tech selection, while not signicantly changing unit progression
    • To facilitate above change, Steel now requires Military Science. Cannon moved to Steel, instead of Chemistry.
  • Tweaks to Units:
    • Removed +10% bonus to archery units for heavy footmen. Pikeman -10% to city attack.
    • Cavalry now ignore first strikes
    • Swapped Retreat promos on Barbary Corsairs (gets Damage Control), and 54th Infantry (recieves commando, and still gets flanking1).
    • King's Yeomanry gets +50% strength in Forests and Hills, looses some first strikes (1-2, instead of 2-4). +100% bonus to Knights and Heavy Footman, instead of just defensive bonus.
    • Barrage promotion line opened up to Naval Units (only effects Bismark), Bismark swaps Drill2 with Barage1 promotion.
 
# Tweaked Techs:

* Theology now requires Lit instead of Aesthetics (spread rate of christianity increased, as well as granted extra missionary to compensate)
* Changed chemistry pre req from Military Science to Gunpowder, units enabled by Chemistry have had Military Science Req added (Grenadier, Ship of the Line). This change should allow more user options in the early Industrial tech selection, while not signicantly changing unit progression
* To facilitate above change, Steel now requires Military Science. Cannon moved to Steel, instead of Chemistry.

# Tweaks to Units:

* Removed +10% bonus to archery units for heavy footmen. Pikeman -10% to city attack.
* Cavalry now ignore first strikes
* Swapped Retreat promos on Barbary Corsairs (gets Damage Control), and 54th Infantry (recieves commando, and still gets flanking1).
* King's Yeomanry gets +50% strength in Forests and Hills, looses some first strikes (1-2, instead of 2-4). +100% bonus to Knights and Heavy Footman, instead of just defensive bonus.
* Barrage promotion line opened up to Naval Units (only effects Bismark), Bismark swaps Drill2 with Barage1 promotion.


Did I miss the discussion of all of this somewhere?

It seems to me (no offence please) that all of this stuff is kind of major stuff - why so close to final release are things like this being changed?
 
Extremely minor thing to mention:
You forgot to update your Searchstring text file in your source code folder to include SHAM :).
 
I've always marveled at how the way the mod is set up makes it look like a new version of Civ, not just a new mod :goodjob:
 
Did I miss the discussion of all of this somewhere?

It seems to me (no offence please) that all of this stuff is kind of major stuff - why so close to final release are things like this being changed?
In nearly every update there is a changelog note such as "Tweak to Techs, or Tweaks to units", I just itemized them here as they were more comprehensive then usual. The mod is currently in beta development, so there will be unit and tech changes up until the release of 1.0 (at which time, there will not be any changes, barring user found exploits, such as the type that caused Firaxis to nerf the Cossack with a patch). In fact the 0.9.9 development cycle will most likely include a few significant adjustments in terms of units, as there will invariably be some rebalancing caused by standardizing all civs to have either 2 UUs or UBs.

Extremely minor thing to mention:
You forgot to update your Searchstring text file in your source code folder to include SHAM :).
I usually update the SDK from RevDCM, so it's possible this wasn't added to the RevDCM search strings. Don't really pay attention to that file, as I've never used it, but I'll make sure I update it next time. If RevDCM doesn't have the SHAM references in it's search strings file, I'll prod glider to add it next time I submit some code for RevDCM. I should be doing this soon, as I have a function I told afforess I'd get done yesterday I need to do, and I'd like to merge in TLO's civic unit req XML tags (which will make it so RevDCM, and thus LoR, wol't need to hardcode the Inquisitor unit in the dll).

Was this your fix or did you get it off Revdcm's svn?

Great work on this mod!:goodjob::king: It looks very professional.
It's in the RevDCM svn. Jdog did a rush release on the ACO fix because it was a pretty big deal. I also kept requesting it in the rev forum as I found this to be a major bug that really needed immediate fixing. Because of it there will be an official 2.61 update to RevDCM, but it'll be a few days as jdog wants to incorporate the new BBAI and UP improvements as well. Yeah though, the ACO fix is on the SVN now.

I've always marveled at how the way the mod is set up makes it look like a new version of Civ, not just a new mod :goodjob:
Thanks. This is definitely the goal of the project, in fact this is why LoR exists, really wanted to make something that fit this niche, as I felt no other mod had a similar design goal. We are not totally there yet, but getting very close. Achilleszero has some new art that's going in, which includes some high quality professional polish, like adding damage states to all the mechanized units, and we need to get MP working. Yeah though, it's getting close.
 
I noticed this mod still includes an old version of ACO. Is this because it's based on what RevDCM does?

Two issues in the following save:
First, I notice the combat modifiers are in a confusing order - this would be fixed with ACO 2.0 I think.

Second, when I capture the city, I meet Byzantium. I don't know how though, because his archer is on the southern tile (indicated) and is not visible even after I capture the city.
Is this a BtS bug, a LoR bug?

Spoiler :
strangemeetinglor.jpg


version is v0.9.7c
 

Attachments

BTW, are you planning to incorporate Multiple Production and Lead from Behind modcomps in future?

Or are you strictly sticking to what RevDCM creators decide to incorporate?
 
I noticed this mod still includes an old version of ACO. Is this because it's based on what RevDCM does?

Two issues in the following save:
First, I notice the combat modifiers are in a confusing order - this would be fixed with ACO 2.0 I think.
I use what's in RevDCM, which in turn uses what's in BULL :lol:

So it takes a while for your new updates to trickle down.
Second, when I capture the city, I meet Byzantium. I don't know how though, because his archer is on the southern tile (indicated) and is not visible even after I capture the city.
Is this a BtS bug, a LoR bug?
Hmm, well it's pretty minor. In fact I'm not sure it's a bug. I'll take a look at it, and try to conclude if it's a bug or not. Assuming it's a bug, I'll try to replicate this with BtS, and if so it will eventually make it into the UP, which will get into RevDCM, and eventually incorported in LoR. If it's not reproduceable with BtS, I'll have jdog take a look and figure out what is causing you to meet the civ if you shouldn't be able to see it's unit.

BTW, are you planning to incorporate Multiple Production and Lead from Behind modcomps in future?

Or are you strictly sticking to what RevDCM creators decide to incorporate?
I generally try to get my code changes and modcomp mergers incorporated into RevDCM, so I'm not sure if it's LoR trying to stay in line with RevDCM, or me trying to get RevDCM in line with LoR. If there is something glider and jdog wol't include in the RevDCM core that I want and have the skills to incorporate in the mod, I will do so. There are a few changes in the LoR and RevDCM source. You can compare them if you're interested.

As far as the specifics. Lead from Behind will definatly go into LoR at some point. For the time being though it is still being developed, and I'm not sure it's at a stage yet to be high enough quality for inclusion in LoR. I'm also fairly confident Lead from Behind will be going into RevDCM once it is finalized anyway, at least I intend to push for it. I don't know what the Multiple Production mod is, so I can't comment on it.
 
I have an explanation for the stuff with the archer, because I have observed it some time too. In standard BTS (or before, I don't remember). When you capture the city, you get for a brief amount of time culture in it, perhaps just before it goes into revolt. At this moment, you have culture on the hill just one SE of the city, which means you have visibility on the tile on which the archer is.

Anyway, since it's pretty minor I never bothered filing a bug report or anything.
 
I have an explanation for the stuff with the archer, because I have observed it some time too. In standard BTS (or before, I don't remember). When you capture the city, you get for a brief amount of time culture in it, perhaps just before it goes into revolt. At this moment, you have culture on the hill just one SE of the city, which means you have visibility on the tile on which the archer is.

Anyway, since it's pretty minor I never bothered filing a bug report or anything.

I agree it's minor. It just confused the heck out of me when a new face popped up when I captured the city - at first I thought I'd spawned a new civ or something, but after that I couldn't find the unit either.
 
I have an explanation for the stuff with the archer, because I have observed it some time too. In standard BTS (or before, I don't remember). When you capture the city, you get for a brief amount of time culture in it, perhaps just before it goes into revolt. At this moment, you have culture on the hill just one SE of the city, which means you have visibility on the tile on which the archer is.
Thanks, you just saved me a bunch of time.

@PoM, I have reproduced this in BtS, and hence forwarded a report in the Unofficial Patch forum.
 
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