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Old Sep 26, 2008, 12:08 AM   #1
phungus420
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[BtS] Wolfshanze's Revolution

Note: I have moved my focus in modding to Legends of Revolution. If you have enjoyed WolfRevolution you will likely very much enjoy Legends. I will continue to support WolfRevolution, in a limited capacity. Since Legends of Revolution follows my design goals and philosophy, WolfRevolution is having any changes I made to the Wolfshanze mod, and RevolutionDCM removed. The mod will be a pure merge now.


WolfRevolution



Instructions:

1) Make sure you have BtS 3.19, if not, get BtS and update it to 3.19!
2) Download WolfRevolution
3) Install.

WolfRevolution is packaged in an NSIS installer .exe. Installing is as simple as double clicking. On installation you will be given the option to create a shortcuts to the mod, so that you can easily play it by launching from the desktop and/or start menu. No need to load or alter your regular BtS game in any way. I designed WolfRevolution with stability being a core necessity, 99% of users with High End Computers will experience no more issues with WolfRevolution then default BtS. Though like any software, there have been some known machine specific issues, see known bugs in the second post below for troubleshooting information if any problems occur. Some of the unit art in WolfRev is system intensive though (high poly/textures), and will cause slow down in later eras for low and mid range machines and the occasional Memory Allocation Failure.


Download WolfRevolution v1.6.1<-easy install download


Introduced Concepts:
The concepts incorporated in this mod are introduced from the RevolutionDCM mod by glider1 and jdog5000 as well as those like Moctezuma, PieceOfMind, and EmperorFool who have produced the components that really bring RevDCM together. The intruduced concepts are toggleable in the custom games start up, you may enable or disable them as per your tastes.

Revolutions: Cities now have a revolution index. This is negatively effected by such things as distance from your capital, Non State religion, wars going poorly, high taxes etc. Revolutionary sentiment is quelled by troop garrisons, building of wonders, communication technology, culture spending, success in war, etc.
If a city or a group of cities gets frustrated with their empire's rule, they will demand independence; If refused they may openly rebel. This causes armed uprising, and entire new civilizations may spawn taking over sections of large sprawling empires. Balkanization can occur in empires that are not well maintained, or sometimes the rebels will topple the old regime completely. Well managed empires have no problems.

Barbarian Civ: Barbarian cities that develop high culture or get large may settle down, spawning entire new civilizations.

Start as Minor Tribes: Simulates the chaos we all know from history. All civs are treated by the game as barbarian (Unit color, flags and borders still show, you are aware of who is around you, they just cannot be peacefully interacted with) until they discover the technology of Writing, and may engage in diplomacy with other civilizations that have discovered writing.

Influence Driven War: Battles have an effect on the cultural depth of tiles. This means that in war the borders of empires become dynamic, and will shift according to those who succede in their war.


Unaltered Gameplay Enhancements:

Interface: The BUG mod is fully incorporated into WolfRevolution. The current version is 4.1.1 and BULL 1.0, The enhancements to the interface are too numerous to count. If you haven't tried BUG you will be blown away by how much easier it is to get information, and how well everything is displayed.

Better AI: Better AI v 0.81m has been incorporated. Making the AI much smarter, especially at warfare. You will probably need to drop a difficulty level from what you are used to in BtS when playing this mod.

Art: Ethnic Unit art has been expanded. Overall the game will look much prettier.

Units and Civs
The Unit art and civilizations in WolfRev are from the Wolfshanze mod. I used the Wolfshanze mod because the overall changes were small, but needed. Overall the core game is touched very little. 2 techs are added, as they were needed to smooth out the crunched early renessaince and early industrial period (Muskets and Air superiority). A few leaders, civilzations and a couple wonders have been added.

Overall the focus in the units has been in the industrial era, where the interesting tech progression and unit steps found in the Mideval era fell flat in BtS. With WolfRevolution, the unit progression stays paced like durring that period of gameplay through the Modern era.


I always enjoy receiving feedback, so please feel free to post and let me know what you think, and any ideas you have to improve this mod.

WolfRevolution 1.6.1 is a merge of the current versions of Wolfshanze2.85 and RevolutionDCM 2.61

Last edited by phungus420; Dec 03, 2009 at 08:52 AM.
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Old Sep 26, 2008, 12:12 AM   #2
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To get more in depth information on the mods that WolfRevolution is merged from visit the Wolfnshanze mod and RevDCM threads.

WolfRevolution and would not have been possible without the work of other moders. Many thanks to:

Wolfshanze
And those who he credits in his mod:
Refar, Elhoim, kodzi, Danrell, Hadrean, Snafusmith, Bernie, GeneralMatt, Houman, Zerver, asio and others

glider1:
And those who he credits in his mod:
jdog --The Creater of Revolutions--, Moctezuma--creater or IDW, Ruff_Hi--BUGmaster, Dale, Trojan Sheep, Solver, Dresden, and others.

I would also like to personally thank Refar, Zebra9, Dresden and EmperorFool who's help was essential in the creation of this mod. Also PieceOfMind deserves a shoutout for his Advanced Combat Modcomp, a great modcomp incorporated here (and the modcomp that actually motivated me enough to learn some C++).

Notes:
Updated to WolfRevolution 1.6.1 on 3 Dec 2009
*Save Game compatible with WolfRev 1.6.0
-Updated RevDCM component to 2.61
-Improved Installer, Vista and Windows 7 users should no longer need to launch as an adminstrator

Update to WolfRevolution 1.6.0 on 22 Oct 2009
-Updates RevDCM component to 2.60
--Includes BetterAI 0.81m
--Includes BULL, and BUG v 4.1.1
--Too many improvements to RevDCM core to list here (check RevDCM changelog in the docs folder of the mod)
-fixed longstanding issue from v 1.5.0 where the Project interdependencies did not work correctly, Apollo program will now allow spaceship parts correctly in 1.6.0

Version history
Spoiler:

Update to WolfRevolution 1.5.0 23 Jun 2009
-Updates RevDCM component to 2.50
--Includes BetterAI 0.78c
--Makes mod BtS 3.19 compliant


Updated to WolfRevolution 1.4.0 April 28, 2009
-Added Icon
-Updated RevDCM component to 1.02
-Removed all of my changes to Wolfshanze and RevolutionDCM base mods. I recommend trying the Legends of Revolution: Unofficial Expansion Project for those that enjoyed WolfRevolution. WolfRevolution is now a pure Wolfshanze and RevDCM merge
-Added 3 Scenarios compatible with WolfRevolution

Updated to WolfRevolution 1.3.3 April 12, 2009
Paching only, main WolfRev download not updated (not any real reason to, this is a minor patch)
-Updates WolfRev to RevDCM 1.01
-Added Examine City on Conquest option
-Rebuilt taxes Revolution index calculations, now bases taxburden on the ratio of total Empire expenses to total earned commerce types (all culture, gold, science and espionage earned throught the empire)

Updated to WolfRevolution 1.3.2 March 13, 2009
-Fixed Art Bug with Native American cities (WolfRevolution is now completely stable again, any issues experienced with WolfRev will, as far as is known now be machine specific)
-Updated RevDCM components with released RevDCM patches
-Rebuilt City Distance Calculation, and added a few tweaks to Rev numbers

Updated to WolfRevolution 1.3.1 March 7, 2009
*WolfRevolution 1.3.x is not 1.2.x or lower save game compatible, finish your old game before updating to 1.3.1
*Added Uninstaller. I didn't notice any problems by simply over installing old versions, but I was worried about old files conflicting. So if you have a previous version of WolfRev please install twice (this will allow the uninstaller to purge old files), wait for the uninstaller to finish before continuing with the installation (you can ignore the uninstall box, click next on the install pop up then go back and uninstall which will just remove the mod, so uninstall first)
-Updated RevDCM component to 1.00, this includes BUG (to 3.6) and Better AI (to 0.6h)
-DCM and other GlobalDefinesAlt options are no longer toggled via the XML. Toggle these off and on in game by opening the BUG options (ctrl + shift + o), under the RevDCM tab. You will need to save your game and restart WolfRev in order for the changes to take effect.
-Removed Arty tech req from Assembly line, never liked that being there, and since Wolf has disapeared, that had to go. This caused a few units to have their prereq techs altered. Very little effect on the Units will be noticed by this change, it just makes factories and such more in line with the rest of the flow of the game
-To make Start As Minors playable for people at or near my skill level (prince is just a cakewalk, and in Default BtS I play on emperor, but the archer rush was too hard to survive with start as minors int his mod), removed Archery tech from Monarch and Emperor level AIs. I will probably in the future add in a new difficutly level to smooth out the transition from Emperor to Immortal with the next release because of this. Feedback here would be welcome.
-Locked Custom Assets, you can now do whatever you want with custom assets, install BUG there make your own modding files whatever, they will no longer conflict with WolfRev

Updated to WolfRevolution 1.2.2 Dec 19, 2008
*Hopefully* fixed diplomacy bugs with 1.2.1 build

Updated to WolfRevolution 1.2.1 Dec 15, 2008 -Updated RevDCM component to 0.97
*WolfRevolution 1.2.1 is not 1.1.X versions save game compatible.
Inquisitions and Super Spies now included by default.
Fixed BUG display aesthetic bugs, WolfRevolution should look prettier in the interface, as BUG is now fully supported.
Fixed DCM missing tags in UnitInfos.xml DCM options are still off by default and must be toggled via the XML.
RevDCM 0.97 should have better Multiplayer support, most parts of the mod should function in multi. However the specific component of Revolutions is still not multi supported (though it will work, turning this on will significantly increase the chance of OSS errors as well as the fact other humans can see all human players Rev pop ups and Rev Idx information).
Significant improvements to Better AI, Unoficial patch, and Revolutions mod components with 0.97 RevDCM update. Please see the relevant Project and mod development forums for more information.

Updated to WolfRevolution 1.1.2 Nov 7, 2008 -Updated RevDCM component to 0.96
*1.1.2 is only save game compatible with WolfRevolution 1.1.X versions that applied a Super Spies Add On. If you did not apply a Super Spy add on, finish any game you currently are playing before updating to 1.1.2. If you did apply a Super Spy Add On, you may continue your saved games. However, remember to reapply the Inquisition add on if were playing with it.
-Super Spies Mod Component added by default (To remove download and install Wolfshanze Purifier Add on)
-Fixes Artillery bombard bug in friendly territory
-Fixes issue with Spy promotions text displaying incorrectly
-Updates Better AI, Unoficial patch, and Revolution versions to current builds
-Swapped Arty req with Rifling for Pre-Dreadnought, Per Wolfshanze request

Updated to WolfRevolution 1.1.1 Oct 31, 2008

This change was made due to increased downloads from adding the mod to the database, with very little downloads of the RevPython Adjust add on. IMO the default Rev Indexes are crippling and reduce the enjoyment of gameplay, so my changes have been added by default. For those wishing to play the WolfRevolution mod with the base Revolution indexes, download and install the Revolution Python Purifier Add on.
Changed default Wolfshanze mod base slightly, mainly to account for Early-Mid Renesaince Era Beelines of Fascism.
Fixed CTD issue with Inquisition AddOns
Added Steam Power tech req to Communism
Added Military Science and Tradition reqs to Fascism
Swapped Rifling req with Artillery Req for Pre-Dreadnought
Swapped Steel req with RailRoad Req for Ironclad Battleship
Tweak to corps-- Cereal Mills upped to +1 food per resource consumed
To restore WolfRevolution versions 1.1.X to Wolshanze 2.85 base; download and install the WolfRev Wolfshanze Purifier AddOn. This is not compatible with the optional add ons. Optional Add Ons may be applied after installing the purifier, but this will revert the WolfRevolution mod to a 1.1.1 configuration.

WolfRevolution Added to CivFanatics database Oct 31, 2008
WolfRevolution 1.1.0 Released Oct 28, 2008
Wolfshanze 2.85 is not 2.84 save compatible. This means WolfRevolution 1.1.X is not 1.0.X save game compatible. Finish your game before updating if you're currently in the middle of a 1.0.X game.
Adjusted Wolfshanze techs and units slightly:
Moved Engineering req from Gunpowder to Muskets--Added Engineering req to units this affected
To make gunpowder useful in it's own right, added Fireworks National Wonder (+1 Happy in all cities)
Added Education req to Chemistry
Added Literature req to Education
Removed redundant muskets tech from Cuirassiers (all variants)
Changed Hwacha to bombard replacement (Civilopedia says it's a gunpowder unit)
Turned off all DCM affects by default. To toggle these on adjust them in the GlobalDefinesAlt.xml file
Fixed Nuke Issue. Manhatten Project is back in the game, and nukes should work now.
Fixed a minor issue with the RevPythonAdjust AddOn, it now applies the building modifiers properly.

WolfRevolution 1.0.5 Released Oct 5, 2008
Fixed BUG options problem

WolfRevolution 1.0.4 Released Sept 27 2008
Fixed issue where WolfRevolution pulled info from RevDCM files. WolfRevolution now stands alone.

WolfRevolution 1.0.3 Released Sept 26, 2008
WolfRevolution Public Release



Installation:
WolfRevolution uses the NSIS installation program to install. So for most people there are no complex instructions to follow. The main Mod installer uses a script and follows the BTS registry, this means for 99.99% of people it will install properly. If your BTS files are in an odd place, make sure you account for this when installing though.


Known Bugs:
-Low end machines the High detail/poly count units introduced by the Wolfshanze mod can exhasperbate memory issues in default BtS. This obviously causes late game slow down, and in extreme cases can cause Memory Allocation Failure crashes. MAFs are not a problem with the code (unless you consider the gamebryo engine a problem), and so if you experience a MAF you can play on by simply reloading. The only real solution is to get more RAM or a better graphics card. High end machine users will experience no problems with this mod. *This issue has been adressed in Legends of Revolution, a mod also available in these forums, designed by the me.
-Rev DCM 2.60 is still not MP stable, but this is the next stage in development for RevDCM, next update should make WolfRev MP playable and entirely stable.

Last edited by phungus420; Dec 03, 2009 at 08:59 AM.
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Old Sep 26, 2008, 02:31 AM   #3
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Nice merge!
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Old Sep 26, 2008, 04:47 AM   #4
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Hehe, we're getting close to having identical merges out now, phungus!
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Old Sep 26, 2008, 09:15 PM   #5
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Yeah, it's close to yours Ninja, but you don't have Revolutions, and an installer program with shortcut desktop icon

I've fixed the issue that was forcing it to read RevolutionDCM files, was minor, but annoying me, so now it can stand alone.

Next goal is to get the Revolution Indexes to show their numeric value (Edit: Sweat Done Now in the Recommended python AddOn) without using cheatcode, and more importantly to get the Rev Indexes that are totally hidden to show up at all (still working on this). I have a few ideas of where to start, I've tried asking jdog, but I think he's busy, haven't gotten any help there. If anyone has any ideas, please share them.

Though this mod so far only has one download, so it might just be better to abandon it.
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Last edited by phungus420; Sep 26, 2008 at 09:58 PM.
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Old Sep 27, 2008, 04:20 AM   #6
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Glad to hear that you got it fixed. I think it is a really good idea, but I have done the work myself already so I didn't download yours . Wait for a while to see if the downloads pick up and if you need help, let me know. I have to keep my version up to date as well.
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Old Sep 27, 2008, 12:48 PM   #7
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Huge merge , and the combination we needed. I'm playing the version of this that you had up in another thread already. It's a good game to say the least.
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Old Sep 27, 2008, 02:09 PM   #8
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Well I for one am all for it Phungus.

Keep at it... if you build it, they will come.

I remember when Wolfshanze Mod v1.0 was a little-known mod for Civ4 that nobody cared about... now I seem to have achieved some sort of fan-club for the mod since v2.x and now folks are taking the mod and running-off with it on new merges and paths like yourself, Ninja and WorldWarWolfshanze.

Go for it... enjoy, and I'm sure others will latch-on to your version... I've had a lot of requests in the Wolfshanze Mod thread to merge it with Revolutions... so you should already have a built-in fanbase... they just need to realize what you've done.
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Old Sep 28, 2008, 12:58 AM   #9
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Quote:
Originally Posted by phungus420 View Post
Yeah, it's close to yours Ninja, but you don't have Revolutions, and an installer program with shortcut desktop icon

Though this mod so far only has one download, so it might just be better to abandon it.
Don't abandon it, dude! You just need to advertise around the place! I think it's a great merge, if only the whole revolutions mod could be an in-game option, I wouldn't think twice about including it. As for installers -- I prefer to do mod installing manually!
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Old Sep 28, 2008, 01:20 AM   #10
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Thanks for the kind words folks. I've changed the RevPythonAdjust file a bit, and am still tweaking it a little. When I set the CityDistModifier to scale with map size I had to completely abondon the original formula, and it's taking me a bit to get it back to where it should be. The versions that have been offered so far are probably a bit too tame. When I am satisfied with it (going to do some more testing now) the offered version I'll post in here to let people know a final version is ready; It will be a little harsher then what's out now.

As I said before the main thing with revolutions is to get it to show all Rev Effects. I've figured out the issue scanning through the Python Code. Unfortunately I'm not really sure how to fix it, and It's not something I can really just ask help on, as only jdog is familiar with his own commands. The issue is that the Rev effects are split into local city effects, and Empire wide effects. The Empire wide effects are then adjusted to each city through a feedback modifier. The empire wide effects are not being shown to the player, and I can't find exactly in the code where they are being applied to the cities, so I can't figure out how to get it to show in game. Anyway work continues on that, hopefully I'll figure something out soon. I really want the player to have all the information at their disposal. For a game a lack of transparency is seldom a good thing, and this is really the only flaw I find in jdog's Revolution's mod, which other then IDW is probably the single coolest modcomponent out there (But hiding the Empire wide Rev effects is a huge flaw! ). Well, I also didn't like his cityDistModifier formula, but that was easy to tweak, and a difference of opinion thing.

After I get that done, I'm going to start working more on my personal mod. I really want to expand the Information age units and add a couple techs in there. Wolf does a great job with the industrial era, I'd like to offer something similar for the Information age. And not the next war sci fi stuff, I'm just talking current unit types and developing techs (like Aquaculture, Air Assault, and giving Cold War era gunships an upgrade into modern era gunships, I personally think a Cobra would get owned by a Gazelle, and that needs to be offered in the game just like steamship navies). But first I really want to expose the Empire Wide rev effects to the player.

Quote:
Originally Posted by Ninja2 View Post
I think it's a great merge, if only the whole revolutions mod could be an in-game option, I wouldn't think twice about including it.
The revolution options are all in game options. They are on the same list as th Always War, and OCC options. In fact if you download the mod they are off by default and you have to enable them when you launch the game if you want to have Revolutions, Barbarian Civs and the like in your game. The only things that aren't in-game adjustable are IDW (which is "hardcoded" into the custom DLL and can't be turned off--though I'd have to ask why anyone who's played with IDW on would ever want to go back to the default--) and DCM options which are off by default and must be enabled through the config file.
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Last edited by phungus420; Sep 28, 2008 at 01:24 AM.
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Old Sep 28, 2008, 03:37 AM   #11
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Quote:
Originally Posted by Wolfshanze View Post

I remember when Wolfshanze Mod v1.0 was a little-known mod for Civ4 that nobody cared about...
I played it. The game was sad without the Wolf units.

phungus, did you change the distance modifier ? I usually set it lower than default so that the early game isn't so radical.

Edit ; I just actually read the first post. Revamped sounds good.

Last edited by mice; Sep 28, 2008 at 04:05 AM.
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Old Sep 28, 2008, 04:11 AM   #12
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Quote:
Originally Posted by mice View Post
phungus, did you change the distance modifier ? I usually set it lower than default so that the early game isn't so radical.
I completely re wrote the formula. Here is the code In the current reccomended Revolution Python Adjustment AddOn:
Code:
            # Distance to capital City Distance modified by communication techs and structures
            cityDistModifier = ( plotDistance( pCity.getX(), pCity.getY(), capital.getX(), capital.getY()) )*0.28
            if( not pCity.isConnectedTo(capital) ) :
                cityDistModifier = (cityDistModifier + 1)*3.3
            elif( gc.getTeam(pPlayer.getTeam()).isHasTech(self.iJetTech) and pCity.getNumRealBuilding(gc.getInfoTypeForString("BUILDING_AIRPORT")) > 0 ) :
                cityDistModifier = (cityDistModifier - 4)*0.7
            elif( gc.getTeam(pPlayer.getTeam()).isHasTech(self.iRadioTech) ) :
                cityDistModifier = (cityDistModifier - 3)
            elif( gc.getTeam(pPlayer.getTeam()).isHasTech(self.iRailRoadTech) ) :
                cityDistModifier = (cityDistModifier - 2)*1.3
            elif( gc.getTeam(pPlayer.getTeam()).isHasTech(self.iAstronomyTech) and pCity.getNumRealBuilding(gc.getInfoTypeForString("BUILDING_CARTHAGE_COTHON")) > 0 ) :
                cityDistModifier = (cityDistModifier - 2)*1.3
            elif( gc.getTeam(pPlayer.getTeam()).isHasTech(self.iAstronomyTech) and pCity.getNumRealBuilding(gc.getInfoTypeForString("BUILDING_HARBOR")) > 0 ) :
                cityDistModifier = (cityDistModifier - 2)*1.3
            elif( gc.getTeam(pPlayer.getTeam()).isHasTech(self.iEngineeringTech) and gc.getTeam(pPlayer.getTeam()).isHasTech(self.iHorsebackTech) ) :
                cityDistModifier = (cityDistModifier - 1)*1.7
            elif pCity.getNumRealBuilding(gc.getInfoTypeForString("BUILDING_CARTHAGE_COTHON")) > 0:
                cityDistModifier = (cityDistModifier - 1)*1.7
            elif pCity.getNumRealBuilding(gc.getInfoTypeForString("BUILDING_HARBOR")) > 0:
                cityDistModifier = (cityDistModifier - 1)*1.7
            elif( gc.getTeam(pPlayer.getTeam()).isHasTech(self.iWheelTech) ) :
                cityDistModifier = cityDistModifier*2.1
            else:
                cityDistModifier = cityDistModifier*2.7

            #cityDistModifier = self.civSizeModifier*cityDistModifier
            
            cityDistModifier = cityDistModifier - 2
            cityDistModifier = cityDistModifier/((( CyMap().getGridWidth()**2 + CyMap().getGridHeight()**2 )**0.5)*0.014)
This the current setup in the Reccomended Revolutions Python adjustments AddOn. It's a little to weak in that one IMHO, so I'm testing a slightly ramped up version. Also I've added a couple more lines (such as Astro + Lighthouse for early colonies, and HBR + Eng + Harbor/Cothon.

I get get good functionality from this, and it makes more sense to me, as distance becomes less important with techs and buildings related to technology.

Still though, if you're not using debug mode for rev (the Rev Python adjustment mod turns this on) YOu don't see the numeric value of the penalties. City Distance is a lot lower then you think if you check it's actual value. 1/2-3/4 of the Rev effects are hidden from view because they are Empire wide modifiers, so people assume what's hitting them is what they can see, which in many cases is only the City Distance penalty. It's not uncommon to have +200/turn RevIndex when city distance is only +12 or so, and all you can see in the negatives is City Distance so you assume it's that that's causing it, when in fact is a slew of Empire wide effects.

That's why the fact the Empire wide effects being hidden drives me insane, and why I'm trying to fix it. So far no luck though, I looks like it should be displayed. Here is what I mean:

Code:
                if( colonyIdx > 0 ) :
                    if( bIsRevWatch ) : negList.append( (colonyIdx, localText.getText("TXT_KEY_REV_WATCH_COLONY",())) )
The txt reference is obviously the "colony" penalty that shows up in the Rev Index bar. All local effects have something similar. If you remove this, the penalty is still applied, but it doesn't show in the bar with the Text Colony (or whatever value we are getting).

Now here is the thing, let's look at the Empire wide effects that are hidden:
Code:
            elif( sciPerc + cultPerc > 50 ) :
                taxesIdx += (sciPerc + cultPerc - 50)/4
                
                if( bIsRevWatch ) : posList.append( (taxesIdx, localText.getText("TXT_KEY_REV_WATCH_LOW_TAXES",())) )
For low taxes you get a bonus (and high taxes a rather large penalty) to your rev index. It doesn't show in the bad list though, it's a hidden effect, but trust me, it adds. But look, we have this line: if( bIsRevWatch ) : posList.append( (taxesIdx, localText.getText("TXT_KEY_REV_WATCH_LOW_TAXES",() )) ) So WTF is it not showing up in the Rev Index bar? It should be, this is driving me nuts. My theory is that it's an empire wide effect, that somewhere in the code is added to the cities, I know they aren't all added equally either, they are modified by the specific city, so I think jdog just flubbed the code and told it to print in the wrong place, but since it's not for a specific city the program doesn't know where to print it, so it just gets ignored. At least that's my current theory, Work progresses on the topic.
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Old Sep 28, 2008, 04:45 AM   #13
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The revolution options are all in game options. They are on the same list as th Always War, and OCC options. In fact if you download the mod they are off by default and you have to enable them when you launch the game if you want to have Revolutions, Barbarian Civs and the like in your game. The only things that aren't in-game adjustable are IDW (which is "hardcoded" into the custom DLL and can't be turned off--though I'd have to ask why anyone who's played with IDW on would ever want to go back to the default--) and DCM options which are off by default and must be enabled through the config file.
Well, it's been ages since I looked at the Rev forum, and a long time since I tried out the component. Maybe I should give it another go. I don't mind that IDW is not an option, since that is in my mod by default. It doesn't actually change the base game all that much - I find that it's extremely rare to have a plot switch sides due to combat. It happens, but not very often.
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Old Sep 28, 2008, 07:57 AM   #14
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I played it (Wolfshanze Mod v1.0). The game was sad without the Wolf units.
Yeah, but Wolf Mod v1.0 really just had some poor/low-quality filler units for the coal-fired navies, and I hadn't thought of the new naval classification system yet. The graphics got a huge boost in v2.0 and new naval system really took-off with v2.4.
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Old Sep 28, 2008, 11:23 PM   #15
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- I find that it's extremely rare to have a plot switch sides due to combat. It happens, but not very often.
I don't know about that Ninja. In my recent games the tiles were flipping left and right. What made it interesting was that one of the contested tiles held the only copper around.

Phungus, nice to hear that the code is being looked at. Do you have a dialogue with Jdog ? He'd be able to save you some time maybe.
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Old Sep 29, 2008, 04:09 AM   #16
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Maybe that I just haven't experienced a critical plot like that! It's a great mechanic, though.
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Old Sep 29, 2008, 12:21 PM   #17
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A more balanced RevPythonAdjust AddOn is up now. I've tested this one and it works well. The last one was far too tame, the distance penalty was just too weak, this has more teeth, but it's far better then the default formula. The communication Techs and Buildings that will lower the Penalty are Thechs: Wheel, Eng + HBR, Astro, RR, Radio; Buildingclasses: Lighthouse, Harbor, Courthouse (though this isn't really part of my code, it's always been there--it's applied further down), Airport.

Still working on getting the Empire wide rev effects to show.
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Phungus, nice to hear that the code is being looked at. Do you have a dialogue with Jdog ? He'd be able to save you some time maybe.
Nope, last I heard jdog was at a busy point in his life. Have only seen him make one or two posts in the past couple of weeks.
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Old Sep 30, 2008, 01:00 PM   #18
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Which version of Wolfshanze's mod is included in this mod?
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Old Sep 30, 2008, 02:11 PM   #19
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Ah, I didn't think to include the version numbers of the base mods. Sloppy of me, I will correct that.

They are currently up to date Wolf 2.84, and RevDCM 0.951 (really should be 1.03--since this is the third itteration of it being completely stable as a finished product, but that's how glider wants to version #)

Nice Avatar by the way. I hope one day they remake an Ur Quan Masters game. It had a really good sense of humor, alot like portal.

Edit: Fixed the Spy+Inq add on, it wasn't showing the colors right, leaving inquisitions red, when in fact it was active. It's fixed now, it looks green just like all the other active components.
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Old Sep 30, 2008, 05:04 PM   #20
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Thanks for that info. And thanks for the kind words on the avatar, no one has picked up on it before....

Looking forward to spending some time with your fine mod, we appreciate the effort you put into it.
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