RevolutionDCM for BTS

Glider1 - sounds great, I've been holding off starting a new game until the next version is out. I've been meaning to post an actual save of the barbarian "stop" behavior occurring, but in the past few days Civfanatics hasn't been allowing me to post attachments for some reason. So, in case it's still useful, here's a save where a barb civ (Korea) has some units 2 tiles above my capital but refuses to attack. They stayed that way until I made peace with them many turns later. (Mod version is latest RevDCM with Nextwar + Inquisitions)

As far as the contact AI, one of the changes in Seven05's World Piece mod is that AI #1 will not try to get you to sign an embargo/bring you into a war vs AI #2 unless your relation with AI #1 is better than your relation with AI #2. I think incorporating that into this mod would be very useful (after all, it's stupid for an AI that is Annoyed with you to contact you and expect you to go to war with an AI that you're Friendly with.
 

Attachments

As far as the contact AI, one of the changes in Seven07's World Piece mod is that AI #1 will not try to get you to sign an embargo/bring you into a war vs AI #2 unless your relation with AI #1 is better than your relation with AI #2. I think incorporating that into this mod would be very useful (after all, it's stupid for an AI that is Annoyed with you to contact you and expect you to go to war with an AI that you're Friendly with.

Sounds like a nice idea.

Also, i noticed that in the current build, opening up the bug screen doesn't work. (ctrl-alt-o) perhaps that's just me? It's also possible that the problem is fixed now as the next time i play it would be "restarted" but i haven't checked yet, and i'm just posting so, since i'm here.

Also i haven't seen you guys for a long time, thought i'd drop in and say hi. It seems like rev has improved greatly since i last played. And if i'm not mistaken, an even newer version is coming out shortly, am i right?
 
BUG screen works fine for me, although there's somewhat of a delay before the screen opens. There is a new build coming out soon, although mostly to update to the latest BetterAI and BUG versions.

EDIT: I can't find a way to actually download the stuff on sourceforge, but browsing through the hint file I saw something about rebel civs which consist of only spies - I don't know if this has been fixed, but I remember someone somewhere in one of the merger mods finding a bug where if a rebel civ which consisted of only a spy successfully completed an espionage mission, the game would CTD because there is no Palace for the rebel spy to return to.
 
@TheLastOne
Yep, new version next few days. Not sure what is going on with the CTRL-ALT-O issue you have. Can you check the python error log or is it fixed? I'm going to update to BUG 3.6. Perhaps this is the best way to go for you.

@Bob
Did a quick check of Seven 05's World Piece mod but it didn't seem to make mention of diplomacy. Was probably looking in the wrong place. Whatever. Thanks for the save game. I'll see if I can compare barb civ before and after to see if it's improved. It's probably all I'll get a chance to do before release.

Cheers.
 
Glider, Not sure when PeaceOfMind is going to release the official v 0.5 of the Advanced Combat mod. This code is a merge of the updated 0.5code PoM posted in his thread, with some of my bugfixes, and merged with the last version of RevDCM. Please use this instead of v 0.4 when you build the final version of the gamecore, 0.5 has some nice improvements.

Edit: Oh and make sure to comment out the old default victory and retreat odds that gets printed when you finish it. I haven't done that in this version, as I was still kind of debugging it. Just look at the top of the v 0.4 ACO code, and compare to see how to do that, though you can probably figure that out easily.

Hopefully the official v 0.5 comes out before then, but if not, use this instead of v 0.4 ACO.
 
@Bob
Did a quick check of Seven 05's World Piece mod but it didn't seem to make mention of diplomacy. Was probably looking in the wrong place.

Taken from this link:

Seven05 said:
The AI diplomacy has been adjusted with the major change in determing if they'll ask you to join a war or stop trading with another civ. In the case of joining their war they'll only ask you if their elations with you are better than your relations with their enemy. Their requirements to ask you to stop trading are based on your relationship with them, this value can be different per leader and mirrors their required attitude before they'll accept a request from you to stop trading with another civ.

Can't wait for the next version!
 
@Bob
Thanks for that. I'll have to can this diplomacy change for the time being. It could change the game too much and I'm not sure my master Jdog would approve either. The big problem I have is how can the AI know what my attitude is towards them?
Their requirements to ask you to stop trading are based on your relationship with them
The good news is that RevDCM 1.00 passed a pretty rigourous set of tests after BUG 3.6 has been merged in and it has gotton the big tick for release next day or two I'd say.

@Phungus
Ok will now merge in "Advanced Combat Odds" as per your suggestions and keep the fingers crossed that it does not deteriote the stability of RevDCM now that it's nearing release.

Cheers.
 
I only posted the updated CVGameTextMng.cpp file, you'll need the rest of the files from the official ACO mod. There is some art and a couple other source files it needs (The other source code files merged with the RevDCM 0.97 source easily with winmerge, had to add in the textmanager code manually though). Anyway, it's stable, it will merge fine.
 
The latest Inquisition modcomp version includes a terrible mechanic that forces the AI into war, while leaving the human the ability to ignore the same rule. It's simply a terrible and broken design, and should not be included.
 
Eh Keldath
You will need another hanuca day I think, if you want to have the time to merge in RevDCM 1.00. This will make for plenty of sore typing fingers by weekend's end for you, Phungus, Zappara, Kali and others once RevDCM is released soon. Take it easy though because in the end does it matter if it takes an extra few days or a week, if you want to get something right?

As for Inquisitions, if you are talking about Orion Vet's inquisitions, it's too divergent for RevDCM and it's balance is a nice experiment but could well be broken. Orion Vet is thinking more in terms of playing human to human I'd say. Revolutions Inquisitions keeps it much tighter. It's there to complement Revolutions by toning it down from blood red to a bright orange colour, and not dominant the overall game.

Cheers.
 
hey brow,
well, thanks for the answer, indeed i will awate for another hanuca day..hehe.

the reason im bugging you, is cause i wanna create another version of my mod, so im waiting for the release.

anyways,
im sure your working hard for everyoe to enjoy your great work,
keep it up,
your freindly k
 
Will the upcoming release include a new city distance rev Idx modifier, so it scales by techs/buildings, rather then the way it functions in 0.97 and below (where it is based on empire compactness)? I know jdog said it was on his list, so I'd like to know if it made it into this release or not.
 
Thanks glider1.

Question, I've been leaving all DCM options off by default in WolfRev (since the majority of users wol't ever mess with the XML, that's the way most will play the game). This is because I'm under the impression DCM options are either buggy and/or unbalanced/not understood by the AI. Are there any specific DCM options you consider balanced, stable and understood by the AI at least as well as any regular cIV mechanic?

Edit: Also was multiplayer adressed in this build, or is Revolutions specifically still considered unsupported?
 
@Phungus and Keldath
Thanks good people. Enjoy and hope it's working well.

@Keldath
The source files are visible from the same sourceforge link. 69 files in total. It should compile for you unless there is an issue with the make file. The Better BTS AI is 0.60N which is the latest (unless someone other than Jdog is working on Better BTS AI). Remember that Jdog the master is working with RevolutionDCM from the ground up now. I am covering the DCM AI and interface elements though.

@Phungus
Yeah must admit the DCM AI was lagging badly with the Better BTS AI. The only confirmed options that are good with Better BTS AI is ranged bombardment and battle effects. You will see that naval bombardment has been seperated out from ranged bombardment and has it's own independent AI which is still at DCM 1.7 level. Recommend keeping that off as the naval AI is way behind Better BTS AI. It won't hurt having it on, just that the AI will not play as well with it on.

Basically, RevolutionDCM 1.00 installs with the most AI compatible DCM options enabled by default. The ranged bombard AI no longer hesitates any more at city capture. Now the seige at the rear hit the city defenses taking them down as primary purpose and may attempt a range bombard hit on the city defenders towards the end when the city defenses are almost down anyway. At that point the stack will go for it and will not wait around anymore. Enjoy. You can now also activate stack attack and know that stack attack automation is in keeping with the standard BTS battle mechanic. It's a lot of fun and I use it all the time now.

Multiplayer has no support as it's never been tested properly in that environment at least not by me. I'd say that it would work if you get the right combinations of options. I don't know.
Cheers.
 
What I forgot to say but should have said, is that you now enable all options in the game interface at CTRL-ALT-O RevDCM tab. There is no need to modify GlobalAltDefines.xml any more except for detailed configuration variables you might be interested in experimenting with.
Cheers.
 
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