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#1 |
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Deity
Join Date: Mar 2003
Posts: 6,296
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![]() Unofficial Expansion Project The Goal of Legends of Revolution is to simulate a "commercially viable" expansion pack. What makes LoR unique is the attention to detail throughout the mod, and it's unprecedented stability. Legends of Revolutions is built around the RevolutionDCM core (the core component used in most "expansion" themed mods), and I have been a RevolutionDCM team member for a couple years now. RevolutionDCM adds the following optional concepts and improvements (all of which the AI has been made aware of):
Legends of Revolution expands on the RevolutionDCM gamecore by adding the following features:
Installation is easy, simply download and install. If the installer refuses to install and tells you that your copy of Civilization IV: Beyond the Sword is not up to date, then you need to download and install the official Firaxis 3.19 patch (the in game automatic updater usually does not work with this patch as it is too large, must users need to install it manually). The Official 3.19 patch for Beyond the Sword can be found here: http://forums.civfanatics.com/downlo...=file&id=12576 Thanks for checking out Legends of Revolution. Feel free to provide any feedback. If you enjoy this mod, please rate it and let your friends who play Civilization IV know about it. I taught myself how to Code C++, and much more in order to produce it and have spent thousands of hours on this project as well as the RevolutionDCM core. It is my hobby, and I am happy sharing this work with other civfanatics, my only hope is that players enjoy it.Feel free to use anything in Legends of Revolution on your own projects. When installing you can set the installer to also install the source code to work with. My only request is that if you use my work, please give me credit. Last edited by phungus420; Nov 17, 2010 at 02:21 AM. |
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#2 |
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Deity
Join Date: Mar 2003
Posts: 6,296
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A Picture Is Worth a Thousand Words Unit Upgrade Chart: Spoiler:
ACO: Spoiler:
Leonardo's Workshop: Spoiler:
Revolutions!!!: Spoiler:
Legends: Spoiler:
More Civilopedia shots Spoiler:
FAQ Q: I know I patched BtS, why wol't the installer let me install this mod? A: The installer is correct, your copy of BtS is not patched to 3.19. Probably what has happened is you have used the in game automatic updater; this thing often fails, then lies to the user and tells them that BtS has been patched when it has not! You need to install the patch manually; you can find the patch here on Civfanatics in the downloads section, also the installer gives you a link that will automatically download the patch from Firaxis's website. Q: Can I play LoR in multiplayer? A: LoR 0.9.9 works in MP. However we the RevDCM team are not able to put in as much work on Multiplayer as we'd like. While the game runs flawlessly in Single Player, and we have fixed all known issues with Multiplayer in the last update to the RevDCM core, there may be some sync issues that occur. If you play Multiplayer, and experience issues, please let us know in the RevolutionDCM development thread, with a description of what occurs and give us a save file to check out. There simply has not been enough feedback, and I am unable to test RevolutionDCM or LoR in multiplayer to know if it is fully functional, though I know it is functional. One major note though, to play Multiplayer games, you must have your custom assets folder cleared of all files, otherwise it will break. Q: Why do you call this an unofficial expansion pack, aren't there a lot of those? A: Sort of. The goal of this mod is not to add content for contents sake. Most of the expansion based mods are filled with lots of things, dozens of new leaders, civs, units, etc. This Mod definitively adds a couple of these things, but they are tempered. The additions are in line with what you'd see in a commercially available expansion pack. Further this mod is very stable, there are no known bugs in it. And finally it includes all the known common sense modcomps that have been created by the community, such as BUG, and Better AI. Q: I downloaded this mod before, and saw there was an update, so I downloaded it and installed. When I updated to the new version diplomacy texts stop working, I can't interact with other civs at all (or any other bug noticed right after updating to a new version)? A: You have windows 7, and the security settings are set to be crazy and overprotective. Not much I can do here from my end, and having your Windows 7 security protocols set that high is going to break other software on your computer when you update. Basically alot of software, including this mod, is set up so that it's installer checks for any previous versions of itself when running, if a previous version is detected the installer will execute the uninstaller for the software so that the old version is completely removed and there are no errant files left over that cause issues with the update. Unfortunately if Windows 7 has it's security settings selected to be a fascist it blocks the uninstaller from actually doing anything, yet it allows it to execute, basically lying to the user and making them think everything is working right. Then when the installer runs and installs the files from the new version, all the old errant files that aren't directly overwritten are still around and breaks the update. This will definitely happen with LoR and will occur for other software applications. For LoR you can get around this by running LoR's uninstaller manually before updating, so that the old version is completely removed, rather then relying on the installer to auto-execute it. Also you should consider toning down your Windows 7 security settings to be more sane. Q: The art looks all messed up, I mean really bad, there are multiple unit models, and they switch to new ones, and the buttons are all blurry, and even though I run the game in frozen animations mode some models like the worker still animate. What's a matter with the unit art? A: The main mod cannot be run in frozen animation mode. The Ethnic art just wol't work in the frozen mode. You must turn animations on for this mod to work correctly in the full mod. Q: Does this mod run slower then standard BtS, I hear that happens with alot of big mods? A: Firstly, this mod has been built around performance. I have taken great care to only use reasonably sized textured and poly count models, more so then any other modpack available, bar none. Poly count and texture size is the #1 cause of slowdown and MAF crashes (memory allocation failures), in fact the model standards for Legends of Revolution isn't that much different then BtS. In previous version of LoR there were some other attributes that would cause slow down. Mainly the betterAI component, a smarter AI has more to think about, and if the computer resources are already being overloaded, this can cause the game to stall longer in between turns. However since LoR 0.9.6, and higher, the CAR mod has been incorporated in BBAI, no significant slow down has been noted in the new versions of BBAI (testing showed somewhere around a 4% increase in turn time, which is negligible and not noticeable for humans). BUG does introduce a feature which can cause slow down: Plot List Enhancements. These can be used to more quickly gain information from unit stacks, etc. Unfortunately the code for them is all in python, and is a bit overloaded, IMHO, that said alot of people will only play with the PLE. If you are noticing slow down and reduced performance accessing the BUG options (press Ctrl + Alt + O), and disabling the Plot List Enhancements (or PLE) options will definitely improve things. Lastly because this is meant to simulate an expansion pack and has come out more then 2 years after BtS, the poly count and texture size limit is slightly larger then Stock BtS. All of these combined really don't add to much, but it is still slightly more resource intensive then Beyond the Sword is. The main ways to improve performance are to reduce your map size, or get more RAM for your computer. Q: Why does the Perfect World map script freeze, isn't this a critical bug? A: Perfect World takes about 5 minutes to generate a Standard Size map on my computer (My computer is old though, it only takes about a minute to build a Huge map on a modern computer, I think I timed it once and it took about 100 minutes to build a huge map on this old thing I use ). It basically runs a tectonics and then a meteorological simulation to generate a realistic looking map; this takes a while. My guess is it's not freezing, you're just not giving it enough time to finish.Here is a link to to the Perfect World map script thread if you want to read more information on it: http://forums.civfanatics.com/showthread.php?t=310891 Q: Is there anyway I can help out the project? A: There are quite a few ways, for sure. Just downloading it and playing it good; those of us who built this mod just like knowing it gets played. If you enjoy it, please also rate it The biggest help in my mind would be to spread the word, let people know about the mod. LoR has been released considerably later then most mods, and as such doesn't have a very large fanbase. Getting it more exposure would help quite a bit. Word of mouth and just telling people about the mod is good, and there are other ways to improve it's exposure; such as starting a succession game, I'd personally love to read one; writing down a story in an interesting format in the stories and tales forum would be cool also. If you're a fan of civilization these are interesting to read sometimes, especially the succession games which can have very novel approaches to playing civ; the succession games and stories and tales forums can be found here:Civilization IV: Succession Games Forum Civilization IV: Stories and Tales Forum GoodGame's LoR Screenshot Album Spoiler:
CREDITS The main developers of Legends of Revolution are: phungus420 and achilleszero Other moders or team members have helped in the development, by either being part of the Legends of Revolution Team, and helping with civilopedia entries, translations, etc, or are modders themselves and have helped build the core components of the mod: Alsark, Merri, jdog5000, glider1, EmperorFool, PieceOfMind Legends of Revolution would not have been possible without the work of other moders. Many thanks to: EmperorFool, Good Game, and Snarko. These three have made it possible to expand the mod beyond it's humble begginings in WolfRevolution. EF for all his help in the Python SDK forum, Good Game for making it possible to clean up the Wolfshanze high poly units, and Snarko for helping me on IRC late night when I was coding things above my level (self taught C++ and Python here). 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++). I also greatly appreciate the help and feedback from nudden, The Capo, Refar, Zebra9, Dresden and others for providing me with useful feedback and help essential to the building of Legends of Revolution. Edgecrusher for his compilation of Heros Units (though I did have to abandon his code, and write my own for it, I still Let me know if I am leaving anyone else out... Legends of Revolution was originally built out of WolfRevolution, a merge of the Wolfshanze mod and Revolution DCM. To get more in depth information on the mods that Legends of Revolution was built from, check out these links: Wolfshanze's Revolution thread Wolfshanze mod thread RevolutionDCM thread Those who created RevolutionDCM and the Wolfshanze mod also deserve credit, without them Legends of Revolution would not have been possible: Wolfshanze And those who he credits in his mod: Refar, Elhoim, kodzi, Danrell, Hadrean, Snafusmith, Bernie, GeneralMatt, Houman, Zerver, asio, The Coyote and others glider1 & jdog5000: And those who he credits in his mod: Moctezuma--creater or IDW, Ruff_Hi, Dale, Trojan Sheep, Solver, Dresden, Orion Veteran and others.
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Do not PM me with questions about modding. I will not answer. If you want help with something, start a thread on it, or post in a related existing thread. Last edited by phungus420; Nov 17, 2010 at 01:35 AM. |
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#3 |
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Deity
Join Date: Mar 2003
Posts: 6,296
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Changelog and Version History Changelog: 0.9.9b
0.9.9a
0.9.9
Version History Spoiler:
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Do not PM me with questions about modding. I will not answer. If you want help with something, start a thread on it, or post in a related existing thread. Last edited by phungus420; Nov 28, 2010 at 01:47 AM. |
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#4 |
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Emperor
Join Date: Jul 2002
Location: Japan
Posts: 1,344
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What's UXP? And is this going to be Age of Legends merged with Revolutions?
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#5 |
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Lt. of Mordor
Join Date: Jan 2008
Location: St.Petersburg, Russian Federation
Posts: 2,814
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Oh nom you haven't credited me for the icon
.Joke . I am glad to see you announcing an official thread.
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My Buildings For Civilization"Give a man a fish and you feed him for a day. Teach a man to fish and you feed him for a lifetime." - Lao Tzu |
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#6 |
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Venite, videte, audite
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I guess you're in "and others".
![]() Keep it up, phungus!
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MOD MOO2Civ SCENARIOS 1250 BC for BtS/1250 BC for HitM 2.01/1000 BC for BtS/1000 BC for CIV Gold BtS/600 BC for BtS/600 BC for CIV Gold BtS/300 BC for BtS/300 BC for CIV Gold 5.2/50 AD for BtS/750 AD for BtS/750 AD for CIV Gold BtS/1000 AD for SevoMod/1066 AD for BtS/1066 AD for CIV Gold BtS/1066 AD for Thomas' War/1066 AD for Amra BtS/The Crusades !/The Crusades! for CIV Gold BtS/The Crusades! for Esnaz's Mod/1600 AD for CIV Gold BtS/1790 AD for CIV Gold BtS/1862 AD for CIV Gold BtS/Star Trek scenarios MAPS Amra 18 civs BtS/Random Religions 18 civs BtS/RoM 2.3 Huge Earth 18 civs/Thomas' War 2.8 Huge Earth 18 civs/HitM 2.01 Huge Earth 18 civs/GEM 5.3 Ancient 26 civs/Map pack for Chiyu's Extra mod |
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#7 | |
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Deity
Join Date: Mar 2003
Posts: 6,296
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Quote:
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Do not PM me with questions about modding. I will not answer. If you want help with something, start a thread on it, or post in a related existing thread. |
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#8 |
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Great Engineer
Join Date: Nov 2005
Location: Denmarkia
Posts: 1,142
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Congrats on the new thread!
I think you should introduce the legend units as a new concept, given the mod title. Are those legend units optional, by the way? And what about DCM, that's still included (optional) too, right?
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Merged Mod: A combination of Wolfshanze's 1850-1920 mod, Dales Combat mod, Influence Driven War and GIR's Partisan mod, all built on top of the Better AI! Download "The memory of spectacular failure eclipses that of enduring success."
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#9 |
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Deity
Join Date: Mar 2003
Posts: 6,296
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Done Ninja. And yes, DCM is in, since this was built around the RevolutionDCM core. I have not made Legends an optional component though... I suppose I could, but it will be hard...
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Do not PM me with questions about modding. I will not answer. If you want help with something, start a thread on it, or post in a related existing thread. Last edited by phungus420; Apr 28, 2009 at 06:21 AM. |
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#10 |
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King
Join Date: Aug 2006
Location: Massachusetts
Posts: 906
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Looks good,
I will have to try it out. When I actually play I use the Revolutions mod, but never tried the DCM, and other items. also FYI, the bug in regards to the pedia, I believe is SDK related. I was never able to jury-rig it to work correctly using python. Kael told me that the Pedia interacts with the SDK. |
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#11 |
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Yeah! Still!
Join Date: Jun 2003
Location: California
Posts: 514
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Oh dang! Phungus has a "new" mod! I've been eagerly anticipating this sucker. Once the major issues get dealt with, I'll be in like Flynn!
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This IS my Reich! I'm the Rubik's cube of the human genome. |
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#12 | |
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Deity
Join Date: Mar 2003
Posts: 6,296
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Quote:
Anyway my point is that there is no sense in sticking with WolfRevolution and waiting on Legends to get out of beta, since in all reality Legends fixes many of the core issues in WolfRevolution (mainly insanely high poly unit models), and any issues Legends has are also found in WolfRevolution.
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Do not PM me with questions about modding. I will not answer. If you want help with something, start a thread on it, or post in a related existing thread. |
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#13 |
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General Guy
Join Date: Oct 2008
Location: Los Angeles
Posts: 5,529
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#14 |
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Le Conquérant
Join Date: Mar 2002
Location: European Union
Posts: 1,944
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Downloaded ! And playing : i find that this mod is very nice...
What about a non random earth map ? With only "Revolution" and no "barbarian civ" since barbarians shouldn't only strategically placed cities ? What about enabling once for all the impossibility to raze cities ? since the fact should be not reversable... I suggest two epochs for themed earth maps : 100 AD and 1000 AD since it has revolution enabled... Nice idea you think, anybody ?
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Very Civ Fan since 1996 ![]() Civilization, i'm lovin' it ! ![]() Excuse me by advance if i don't employ well the english words... Thanks I don't know all faux-ami words
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#15 |
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Chieftain
Join Date: Mar 2009
Location: United States, Pennsylvania
Posts: 27
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I'll guess I'll download it again...
Also I have a possible solution for having civs going off the screen. If you can code this.... Make it act like the start menu of windows when you hit the orb or start button ( in this case in game it will be world. Then you got to program files(would be renamed Regions) then a bunch of ways you could organize it. So insted of programs showing up you could have like Europe, Asia, North America and so on. Or You know how you can make all the names vanish cept' your own when you click your name in game? Same Idea Have it like: World: Civ 1 Civ 2 Civ 3 Civ 4 Civ 5 Civ 6 Civ 7 Old World: Civ 1 Civ 2 Civ 3 Old World Southern Hemisphere: Civ 3 Then when you click World it would show up like this: World: Old World: Old World Southern Hemisphere: If you get where I am going, I might be a little confusing because one I am sick and two it is 90 degrees here..... |
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#16 | |
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Venite, videte, audite
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Quote:
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MOD MOO2Civ SCENARIOS 1250 BC for BtS/1250 BC for HitM 2.01/1000 BC for BtS/1000 BC for CIV Gold BtS/600 BC for BtS/600 BC for CIV Gold BtS/300 BC for BtS/300 BC for CIV Gold 5.2/50 AD for BtS/750 AD for BtS/750 AD for CIV Gold BtS/1000 AD for SevoMod/1066 AD for BtS/1066 AD for CIV Gold BtS/1066 AD for Thomas' War/1066 AD for Amra BtS/The Crusades !/The Crusades! for CIV Gold BtS/The Crusades! for Esnaz's Mod/1600 AD for CIV Gold BtS/1790 AD for CIV Gold BtS/1862 AD for CIV Gold BtS/Star Trek scenarios MAPS Amra 18 civs BtS/Random Religions 18 civs BtS/RoM 2.3 Huge Earth 18 civs/Thomas' War 2.8 Huge Earth 18 civs/HitM 2.01 Huge Earth 18 civs/GEM 5.3 Ancient 26 civs/Map pack for Chiyu's Extra mod |
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#17 |
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Chieftain
Join Date: Mar 2009
Location: United States, Pennsylvania
Posts: 27
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I'm not needed then. =]
BTW guys JEELEN's map says "... for Bronze spears and tears" Or w/e might want to change it to the current name. =] |
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#18 |
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Warlord
Join Date: Feb 2009
Posts: 181
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The legendary units idea is pretty cool, but I don't think they're implemented so well. From a flavor perspective, there's a vast difference between the SAS, and e.g. the 300 spartans. Or even comparing the 54th infantry to 300 spartans; the spartans gained their fame through an epic feat of combat, whereas the 54th gained it more from their political and historical significance than their fighting skill (not that they were bad soldiers, but the story behind them isn't one primarily of epic combat), and the SAS really feels more suitable as a UU unless there is something I don't know. I'm unsure what to think of the king's yeomanry, since google doesn't give any description of them at all. Requirements would ideally include taking on overwhelming odds, and/or being something people would recognize specifically from stories about them. Also, names should be more flavorful to evoke their uniqueness (101st airborne maybe cuts it, but I'm American so it's tough to judge. In general though simply giving the outfit number of a division that fought well in a historic battle seems to fall short). More suitable legendary units might include
- the light brigade from the charge of the light brigade - defenders of Rorke's Drift (or some other suitable name?) - the flying tigers - Enola Gay - the knights of the round table even... debatable from a historical perspective, but from a legendary perspective it would certainly be flavorful if you want to take that bent (actually, this gives me an interesting idea for a mod). Then again, some of the wonders in the game are of debatable existence (e.g. hanging gardens) so this wouldn't be a major crime either way. Obviously not a comprehensive list, but I think it gives a good idea of the kind of direction flavor-wise that I think legendary units might be more suitable as. |
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#19 |
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Lt. of Mordor
Join Date: Jan 2008
Location: St.Petersburg, Russian Federation
Posts: 2,814
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I too find it a bit too much for a serious mod to have "300 spartans" as maya.
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My Buildings For Civilization"Give a man a fish and you feed him for a day. Teach a man to fish and you feed him for a lifetime." - Lao Tzu |
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#20 | |
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Emperor
Join Date: Jun 2006
Location: Biloxi, MS USA
Posts: 1,426
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Hey LoR's got its own forum!!
Phungus, Still working on the J-10A. Got it under 2000 poly but now I gota redo the skin. Several problems with it like the texture being 512x256. Anyways I should have all that fixed and uploaded later today. In the mean time, here's a whole crapload of buttons. 99% of them were just getting rid of mipmaps so that they display clearly. Only 3 of them actually got totally redone so they are all pretty much the same dds files as before with same name and everything. Quick way to check if dds is 64x64 is if it is 17kb (or 16.1kb, my computer likes to round up) except for a few promo buttons they should all conform to those numbers. Half of the unit buttons are unused art left over from wolf but they got redone any way. So now hopefully every button should have a gray frame, rounded corners and not be blurry. Attachment 212384 2 new legend buttons for bismark and SAS: Attachment 212386 Oh yeah, 3rd one that got redone was Jeep. Old button was actually a Jeep cherokee or some other Jeep product. ![]() Also found a MiG-15 model for cold war/warsaw pact bloc nations. It comes in two textures, and is way below 2000 poly. Thats the only soviet jet from that era I can find. Attachment 212385 Quote:
Last edited by achilleszero; Aug 10, 2009 at 02:16 AM. |
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