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Old Jun 15, 2007, 12:42 PM   #1281
jdog5000
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Quote:
Originally Posted by thadian View Post
ok, im going to download it and rate it then... Is there a way to combine mods?

What if i wanted to run revolution with total realism? (another mod i looked at with serious downloading intent but hesitate)
For large mods like this and total realism, you would have to merge source code and recompile the DLL, in addition to making sure both sets of Python code work and merging XML changes. It's would be a serious time investment.

Enjoy the mod!
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Old Jun 15, 2007, 12:51 PM   #1282
QwertyKey
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I may have said it before, but this is my all time favorite Civ 4 Mod.
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Old Jun 15, 2007, 04:46 PM   #1283
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Originally Posted by QwertyKey View Post
I may have said it before, but this is my all time favorite Civ 4 Mod.
Agreed - excellent addition to Civ 4.
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Old Jun 15, 2007, 05:40 PM   #1284
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Glad you like it!
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Old Jun 15, 2007, 05:56 PM   #1285
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Quote:
Originally Posted by jdog5000 View Post
For large mods like this and total realism, you would have to merge source code and recompile the DLL, in addition to making sure both sets of Python code work and merging XML changes. It's would be a serious time investment.

Enjoy the mod!


I can personally vouch for this statement.



JDog5000, I have a question though. Sorry if it was already covered in the 65 pages of this thread, but I've been running into this problem.

Say your citizens are upset so much so that they rebel against you. A Leaderhead will popup and you hear the war trumpets, and a new Civilization seems to pop up to go to war with you.

However, immediately after this it'll say "So-and-so Civilization has been destroyed!"

This event will keep happening every othe turn or so every time there is a rebellion uprising, yet the new Civilization never really "takes form" as it seems they're thwarted the very same round they're supposed to spawn.

Is that supposed to happen... or is there something that I'm missing?
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Old Jun 15, 2007, 11:12 PM   #1286
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@Grave:

Check your PM.
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Old Jun 16, 2007, 04:34 AM   #1287
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Might be interesting for me too, 'cause I implemented your mod into mine.
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Old Jun 16, 2007, 12:23 PM   #1288
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@Caesium:

Grave's mod had some python bugs in a couple custom rebel unit selection functions, which resulted in no units being given to the rebels. With no units or cities, the game then kills them off on the next turn.

So, if you see this behavior now you know what's going on ...
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Old Jul 01, 2007, 05:28 PM   #1289
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Update to 0.95w has been complete, check out the Revolution sub-forum.

This is a major upgrade with quite a few big changes (the full list is in the second post):

- Delayed revolts, where rebels spawn after the turn when they make their demands and the to strike first
- Rebel units will always spawn outside of cities and have to fight for them
- Improved culture initially given to successful rebels so their cities won't starve as often in late game
- Added ability to bribe rebellious cities at any time, not just when they approach you, so you can head off rebellions if you're wealthy enough
- New option to leave barbarian cities alone on unexplored continents, so on Terra maps there will be empty space with BarbarianCiv
- Fixed the obnoxious cities drawing as ruins bug that's been around forever
- And a whole lot more ...
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Old Aug 04, 2007, 05:10 AM   #1290
fannarh
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Hi. Haven´t read through all the replays here so this might have been posted by some one else.
in marathon games in the 3 on 24player earth scenario, axemen turn up way to quick. around 1400bc they turn up in force and by 800bc the chines had been eliminated and the hord was at my door. It would be great if you could push the advanced barbarian units until later in game, at least for marathon games.

Also there are no pop ups. when I get new tech from villagers there is no pop up and i already checked the settings. there is also no pop movies for wonders or new religions. I check my setting and it was not turned off. The game works in vanilla and other mod just fine on my computer so it must be something with this mod.
node I did not have raging barbarians turned on.

there is also something that prevents me to chance the names on my city´s. (there is also a no pop up to letting you chose name)

thanx for a good mod.
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Old Aug 07, 2007, 10:45 PM   #1291
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When the popups don't show up, it means there's an error with the Python files. My advice would be to reinstall the mod using the new version I'm about to post, making sure you follow the installation directions. If it's still a problem, post again and I'll tell you how to turn on the Python error messages so we can sort out what's going wrong.
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Old Aug 07, 2007, 11:13 PM   #1292
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Version 1.00w for Warlords 2.13 posted here. This will be the last Warlords version.
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Old Aug 12, 2007, 12:53 AM   #1293
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Are you going to make BTS version?
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Old Aug 13, 2007, 10:32 AM   #1294
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Yes, work is well underway on a BTS version! If you haven't already, check out the sub-forum for more regular updates and discussion about what's going on.
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Old Aug 15, 2007, 11:09 AM   #1295
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Beta version 1.01bts posted over in the sub-forum. Check it out!
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Old Aug 15, 2007, 11:01 PM   #1296
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can you make a mini-mod with just the rebellion, barbarian civ, and a 40 civ dll or larger for BtS?
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Old Aug 16, 2007, 09:07 AM   #1297
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It is very easy to remove unwanted components from the mod, so you can create your own version of it. If you didn't want ChangePlayer for example, you could either turn it off in the config or delete ChangePlayer.py and remove the references to it on three lines of RevolutionInit.py. Same for TechDiffusion, DynamicCivNames, and AIAutoPlay.

I take requests for DLLs with a custom number of civs if you're going to release whatever mod you're brewing up to the community.
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Old Aug 16, 2007, 05:15 PM   #1298
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well...I can't say it's going to be released any time soon...I need to learn a bit more about sdk before it's even close to ready, same goes for python. Also, I'll need to look into contacting some of the modmakers about ubdating there components, especially Navy Seal. Found out the "favorite religion" mod doesn't work with BtS after encountering well over a hundred errors; half of them I hadn't a clue how to fix...
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Old Aug 16, 2007, 10:22 PM   #1299
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I added a 48 civ dll for the new version of the dll with Solver's patch applied, as well as source code.
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Old Aug 17, 2007, 08:31 AM   #1300
domino36963
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alright! thx

for future refrence, in order to add civs for a >30 civ dll, do you use just the CvDefines.h or is it more complex than that?

also, are the sources for just the solvers patch or for the solvers + revolution

...and what is the effect calculator.ods?

..........."AND" when you compile where does the new DLL get created?

Last edited by domino36963; Aug 17, 2007 at 08:59 AM.
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