[UXP] Legends of Revolutions

Is modular loading supported?

I've tried BobTheTerrible post #302 -



I've copied the added civ&leader module into Custom Civilization folder in the LoR\Assets\Modules\Custom Civilizations and also as per BobTheTerrible suggestion, i.e LoR\Modules\Custom Civilizations, neither works, I also executed woc_installer.jar so to add sound.

Any suggestiones?

Thanks

Have you changed the MLF (I guess not). There is a difference between WoC and its incarnation in RevDCM in that an MLF is required by the latter to load subdirectories of the Modules dir.
 
I never needed to change the MLF to load my modules in revdcm. Perhaps for some specific modules.

LetMyPeopleGo > Is it possible to have a look at the files you are trying to add ?
 
Thanks mamba, yes you are right, there is a file MLF_CIV4ModularLoadingControls.xml which differs from the module file with the same name.

Thanks JujuLautre, I'm trying tp add Israeli Civ from RoM2.8MegaCivPack1.7.rar which is a collection of modular civs which are ment to be copied to Custom Civilizations folder in a different Mod but it looks much like WOC modules.

Thanks
 
Phungus,

I just ran into a curious issue that may be isolated to me but I'm not sure. I got a new system last week and I finally got Civ on it, and seeing as my machine was new I went with the full installation with enhanced graphics, which I'd never done. When I went into the game everything looked great, but I noticed when I hopped into another turn that a diplomatic menu popped up but it didn't have any options for me. All I could do was escape out of it. I confirmed that this could be repeated in different instances. I also checked and regular civ didn't do this, nor did LoR without enhanced graphics.

This could be some kind of system error, but it seems strange that all the graphics worked perfectly except this one error.
 
This was reported by another user. The problem seems to be that Windows 7 is blocking the proper uninstallation of any old version of LoR still on your computer, which means when LoR is updated there are a couple files which should have been removed that are left in the mod's folder. LoR's installer is set up so that if it detects itself, it runs the uninstaller before executing the installer, this used to always take care of this, but Windows 7 seems to have some overzealous security protocol that is blocking the installer executable from executing the uninstaller and removing any old versions of LoR. You need to run LoR's uninstaller manually I guess, then install the new version, at least it was reported in the bug reporting thread in LoR's forum that this worked. LoR's uninstaller is in the main LoR folder, and also the start menu shortcut folder should have a link to it if you chose to install a start menu shortcut, also like any other program you can access LoR's uninstaller by going into the Windows add/remove program menu.
 
I'll try this right now, but I think I may have run the uninstaller before I did anything because I accidentally installed an old version of LoR first and I was aware of it so I got rid of it. I'll try again, and make sure I get rid of all traces of LoR in my game folders.
 
For whatever reason, this particular uninstall/reinstall combination actually was a success. I'm now getting the diplo screens just like I should be, so it looks like you were right.
 
This was reported by another user. The problem seems to be that Windows 7 is blocking the proper uninstallation of any old version of LoR still on your computer, which means when LoR is updated there are a couple files which should have been removed that are left in the mod's folder. LoR's installer is set up so that if it detects itself, it runs the uninstaller before executing the installer, this used to always take care of this, but Windows 7 seems to have some overzealous security protocol that is blocking the installer executable from executing the uninstaller and removing any old versions of LoR. You need to run LoR's uninstaller manually I guess, then install the new version, at least it was reported in the bug reporting thread in LoR's forum that this worked. LoR's uninstaller is in the main LoR folder, and also the start menu shortcut folder should have a link to it if you chose to install a start menu shortcut, also like any other program you can access LoR's uninstaller by going into the Windows add/remove program menu.

All you have to do is modify UAC to be less Fascist and you're good to go. Mine's on medium level security, not too light (no viruses) not too heavy (no flight attendant blocking Arabs)
 
I noticed an interesting piece of combat logic (running the c version rather than the latest d version) where an enemy destroyer attacked my stack which was a destroyer and The Bismark. All units were at full strength (Bismark may have been down to about 32 of 36 actually). The enemy destroyer faced my destroyer first, rather than The Bismark, and sank it.

Is there some logic routine where destroyers get to attack weaker units in the stack rather than the strongest defender? I couldn't find anything about it in the 'pedia.

Great mod, by the way. Can't wait for v1 to fix the multiplayer issues so my wife and I can play hotseat coop again!

-M-
All Round Good Egg
 
Legend Units, like The Bismark in your example are world wonder units. BtS uses a pretty complex function getBestDefender() to select the unit that defends a stack when the stack is attacked. This function is not simple, it's pretty complex actually, and part of what it does is reduce the value for world wonder units (I'm a bit surprised Firaxis included code for this, as there are no world wonder units in the base game; I think they might have done this specifically for Fall From Heaven actually), so Legendary units wol't defend unless they have significantly better odds then regular units in the stack. I could go in and change this, but I think it's good, better to have a random unit in your stack die, then have a Legend defend at 60% because it has 5% better odds then some other unit in the stack.

As far as MP goes, you should try 0.9.8d. Some people are unable to connect, or get some weird religion glitch when the game starts, but most seem to be able to connect and play OK. If you can connect and play it, turning Revolutions off will take care of most other issues as well. See the 0.9.8d release notes for more info on it. But anyway, it's worth it to try LoR in MP if you want right now, it very well might work.
 
That's interesting stuff. I had a humble spearman I stuck a Great General to and turned into the ultimate healer, but he ended up being the first unit mauled in every stack he was in - which was very frustrating since he wasn't the best fighter of course. In future I should make sure I get someone like Sacred Band and attach the GG to him to make the super-healer. Then he'd avoid getting creamed every time.

Very interesting.

As for MP, my wife and I tried it tonight and found that it loads fine and seems to work. The only glitch so far has been that she keeps getting told that her cities have shrunk at the start of her turn when they're the same size as the previous turn. Looks like the game keeps track of cities in the order they were built and is getting mixed up between us two human players - if my number one city (my capital) is size 7 and her capital is only size 6, she gets a notice that her city has shrunk to size 6 at the start of her turn. Same with the city she founded second versus the city I founded second. EDIT: Just went to check. It works both ways, in fact. If I have a smaller city, I get a notification.

In other ways so far it seems solid, at least for those of us hotseating on a single laptop. So thanks for the advice!

-M-
All Round Good Egg
 
Cool bug. This is definitely caused by the BUG mod, I'm surprised it hasn't been reported before or fixed, I suppose there probably aren't that many people playing hotseat on the same computer. Anyway just access the BUG options, and turn off the city shrinking notifications; I'll forward the report to the BUG team.

That's interesting stuff. I had a humble spearman I stuck a Great General to and turned into the ultimate healer, but he ended up being the first unit mauled in every stack he was in - which was very frustrating since he wasn't the best fighter of course.
We plan on incorporating the Lead from Behind modcomp into RevDCM at some point, most likely sooner rather then later. So Warlord led units will eventually get a similar reduction in defender value as well; but for now LoR uses BtS's code in that function.
 
Hello.

I am not sure wether this is LoR-related or not, but strangely the AI seems to ignore techs that would seem critical to the human player, especially Civil service.
In my last game, it was the Renaissance era, and beside me, only ONE civ (out of ten) had researched Civil service. The other ones were researching techs as Guilds, Astronomy, Divine right or Banking, but skipping Civil service altogether. This can't be good for them, can it?

(I am playing 0.98c+)
 
I don't think BBAI has improved tech selection much. What you're pointing out is pretty common in Civ4. Play a BtS game and see how many civs skip rifling, for instance. It's especially obvious if you play without tech trading on, some of the AIs will go thousands of years before researching basic techs. If anything this problem isn't as bad in LoR, but I concede it's a problem with the Civ4 AI in general. Look in the BetterAI forums, there is some discussion on this problem there.
 
Is it possible to integrate Fixed borders mod into LoR? I think that cultural-depending borders are not realistic.

That is a modmod of RoM for anyone who doesn't know.

Anyway, it is only about 3 or so months (he latest version at least) in use so give the users of that modmod time to test it out and try to break it before it be introduced into Phungus' stable-focused mod :), if he even wants it.
 
As for MP, my wife and I tried it tonight and found that it loads fine and seems to work. The only glitch so far has been that she keeps getting told that her cities have shrunk at the start of her turn when they're the same size as the previous turn.

I recently updated several of the Civ4lerts to handle Hot Seat games, but it looks like I missed some. I just did the city-based ones tonight (was pretty easy) and will test for a bit before committing the code for modders to use. It may be a while before I tackle the Worst Enemy and Refuses to Talk alerts, but I will eventually get to them.
 
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