New version 1.35 will be posted once the EasyUpload system comes back on line ... To whet your appetite, the cool new features expand the use of minor civs:
- Option in RevConfig section of Revolution.ini to have all civs start as minor civs and settle down into full civs when they discover writing (defaults to off). This really changes the Ancient era in interesting ways, no real diplomacy is possible before Writing is discovered anyway. I definitely recommend trying it out.
- Revolutions will now also occur in minor civs (previously was disabled while I figured out how to make it work well). Works well in conjunction with above setting, plus now civs in the new world are not immune to revolts before settling down.
Full change list:
Change Log
Version 1.35bts
Added RevInstances.py to hold instances to mod classes for later use in other modules
SDK
- Commented all code changes (a lot!) in the WOC style in preparation for merge
- Minor civs now name cities in the same order as full civs
- setIsMinorCiv( False ) no longer bumps units when making peace to allow for continued war under the right circumstances
- exposed CvMap::verifyUnitValidPlot to Python in CyMap, use to bump units after making peace
- Fixed issue causing "Regenerate Map" option not to show up at beginning of game
- Fixed bug causing new minor civs to start with inappropriate contact to vassals under certain conditions
BarbarianCiv
- New method of settling minor barbciv: if they lose a city to another player, they will settle militaristically and seek revenge (settling subject to New World Policy and tech prereq ...)
- When minor civs settle into full civs they can now automatically contact any full civs they met as a minor
- When barb civs settle into full civs, their name now changes at the right time
- Updated to support changes to RevolutionInit
- Added function to allow other modules to declare a new (rebel) civ is descended from a barbciv
- Fixed rare bug in declaring war on foreign civs
- When civ settles in a barb city, they now rename the city to one of their names
- When civ settles in a barb city, they now gain control of the barb units near the city as well
- Two new options for limiting minor settling based on the minimum number of contacts the civ has, default to 0
- Raising the MinPopulation option now also raises the bar for turning into a full civ based on population
- Fixed minor bug with announcements having an extra ", " at the end
- Now supports the any leader for any civ option
- Fixed rare bug when a minor civ could have lost all their cities but not been declared dead yet since the check for whether they should settle happens right before their turn.
- NewWorldPolicy setting #2 is now the default, new world won't settle until contact with old world civs
- Improved new world scenario detection, settling into full civs in the face of weak/intermittent explorers
Revolution
- Fixed bug where a civ type that failed a revolt and then respawned as minor barb civ could then have the cities revolt for them again, even though their new incarnation had never met the motherland civ.
- Improved support for minor civs in a couple small cases
- Messages declaring violent revolutions in other nations now accompanied by d.o.w. horns
- Minor civs now supported by Revolution, will suffer revolts like other players
- Rebels spawning from minor civs will carry the minor tag, plus be added to the alwaysMinorList if their parent civ is on it
- Rebels spawning from BarbCivs will also inherit that tag. Fixes potential bug with NewWorldPolicy after revolts.
- Fixed rare bug where, while waiting for the player to respond to a revolution popup, the slot that the rebel was going to use is claimed by a barb civ and then the rebels join them.
- Now supports the any leader for any civ option
- Temporary solution to barbarian revolts when civ has Great Wall: will spawn as non-barbs whenever possible, no chance of slave type revolt. Long term I'll create a "rebel" civ which will use the same unit art as barbs in a predefined slot.
RevUtils
- Added new option in RevConfig (defaults to off) to start all civs as minor civs and only transition to full civs when they discover writing. Leads to far more early fighting, you will "meet" other leaders once you're both full civs. (suggested by BobTheTerrible)
- Added checkMinorCivs function to implement above
DynamicCivNames
- Updated to support starting all civs as minors feature
- Updated to support changes to RevolutionInit
RevolutionInit
- Changes to support "Custom Game" screen configuration of running mod components (not in yet ...)
- Changes to support RevInstances
CvMainInterface
- Updated to use RevInstances
RevDefs
- Added alwaysMinorList which can be used to keep minor civs in scenarios as always minor (otherwise they may be promoted)
CvCustomEventManger
- Changed addEventManager so that it will never add duplicate functions
RevolutionText.xml
- Tiny fix to text spacing
BarbarianCiv.xml
- Added TXT_KEY_BARBCIV_DISCOVER_WRITING