[Latest/Nightly Builds]

ShadesOfTime

Chieftain
Joined
May 3, 2012
Messages
31
Instructions
If you want to play with the latest changes the modders implemented, but you don't want to compile the project yourself, this is the place where you can find the latest RaR-dll.

To use the latest dll ( name is always CvGameCoreDLL.dll ) ...
  • Download it via the download link of the latest build. If the link has expired, write a reply to this thread and hope that a maintainer provides a new build.
  • Locate the folder of the RaR-mod.
  • Make a backup of the file "2 city plot/CvGameCoreDLL.dll"
  • Copy the downloaded dll in both the folders "2 city plot" and "Assets".
  • Start the game.

If you want to check, if the latest build listet here includes the latest changes made by the modders, compare the hash of the latest build listet here with the hash of the latest commit on this webside:
https://sourceforge.net/p/religion-and-revolution-git/code/commit_browser
If they are not the same, write a reply to this thread and hope that a maintainer provides an up-to-date build.

If you open the spoiler "Included commits" at a specific version, you can see what the modders wrote about their changes to the program, giving you an idea what are the latest changes to the mod.

Your feedback
If you want to get involved, we are always interested to get feedback (also if it is bug reports ;-). But please provide feedback like bug reports, suggestions, etc. ... in its respective forum thread or in a new thread, not here. Have a look around in the forum, you will find the proper place. Replies to this thread should be only about technicals about the nightly builds or requests for an up-to-date-build. Thank you!


Spoiler For maintainers :

The commit list for inclusion in this forum post, was made by using the following git command:
PHP:
git log --pretty=format:'[B]%h, %cd[/B] %B' --date=short <earliest commit to include tag|shortsha1|longsha1>..<latest commit to include HEAD|tag|shortsha1|longsha1>

eg:
git log --pretty=format:'[B]%h, %cd[/B] %B' --date=short b72a38c17fd664a720efd19f46b6c5bc1d82b7eb..HEAD
It already includes the bold tags for hash and date, recognized by this forums software.

Text snipped for a new build:

Latest
Version:
Build date:
Download link:
Download available until:
Short hash of latest included commit:
Link to latest included commit on SourceForge:
Spoiler Included commits :





Builds
Latest
Version: none assigned
Build date: 2018-09-14
Download link: https://wetransfer.com/downloads/30...1b8cc030bcbf85e0a93e6c8820180914173406/6f6feb
Download available until: 2018-09-20
Short hash of latest included commit: 7ea6d29
Link to latest included commit on SourceForge: https://sourceforge.net/p/religion-.../ci/7ea6d29497652550cb15884adbaade8636b9cdd8/
Spoiler Included commits :

7ea6d29, 2018-09-11 Change import/export threshold limits from 999 to 65535 (full 16 bit)

37e0fbe, 2018-07-30 Merge branch 'develop-2_7_1' of ssh://git.code.sf.net/p/religion-and-revolution-git/code into develop-2_7_1

c0ba2ba, 2018-07-27 BUG: colony traderoute settings maintainLevel and importLimitLevel got swapped in the network code

The code is also cleaned up for readability, like consistent naming of the same variables.
Freed up 12 bits in the network package for future expansions.

b40ca02, 2018-07-16 AI21: Prohibit the AI from ever exporting tools, blades, muskets and cannons to Europe. We can make the logic more refined in the future but for now the AI needs strict hand-holding

07af498, 2018-07-16 BUG41: Adapted from K-mod \ Unofficial patch. CvUnit::healTurns and CvUnit::canHeal - Now handles damage and healing from plot features (thanks LunarMongoose)

a633600, 2018-07-16 BUG40: Adapted from K-mod. Whenever we check the attitude towards our own team, we're always friendly :p

e434179, 2018-07-16 OPT6: Optimized and refactored CvSelectionGroupAI::AI_tradeRoutes / CvSelectionGroupAI::AI_getYieldsLoaded. Added a helper CvSelectionGroupAI::processTradeRoute

3a01c7f, 2018-07-16 BUG39: In EXP3 I forgot to make an exception for the case where the king is already at war with his colonies. In that case there should be no demerit for the player if the king asks him to declare on his (former) colony.

4dfb323, 2018-07-16 AI20: Added isProfessionalMilitary() mainly to prevent the AI from having units with GGs attached join cities.

f04b51a, 2018-07-13 BUG38: Adapted from K-mod, alberts2, DarkLunaPhantom. Various fixes concerning "Typos, order of operations mistakes, memory leaks, missing initialisers, style changes."

d41c222, 2018-07-13 BUILD2: Added version indicator to help players determine the DLL version. The tutorial tab may not be the best place for it though...

3150736, 2018-07-13 BUG37: Fix strange divide by zero bug in CvPlayerAI::AI_transferYieldValue. It's weird that this happened so I am adding an assert to help detect issues caused by variables unexpectedly having negative values!

b06422a, 2018-07-13 AI19: By mistake I had broken CvPlayerAI::AI_needsProtection by omitting to return true when a transport needed protection.

a3dd88d, 2018-07-13 OPT5: Adapted from K-mod. Blocked most python callbacks and recoded those who only had a python implementation in C++. The callbacks can be reenabled in XML.

478b2a9, 2018-07-12 OPT4: From K-mod: Disabled some obsolete BtS code.

CvUnit::setXY was doing some stuff for adjustent water plots for naval
units. This stuff was meant to support an effect where naval units would
automatically block all adjustent water plots.

That rule is not used in the game, and so the code was just wasting
time

9a44eed, 2018-07-12 AI18: Adapted from K-mod. AI explorers will now try to make contact with mapped but unmet players. Added missing const.

4c9a0f5, 2018-07-12 AI17: Restricting the UNITAIs considered by great generals / admirals

4025527, 2018-07-12 ACO1: Implemented a modified version of PieceOfMind's Advanced Combat Odds modcomp for BTS that supports the limited combat rounds feature in RaR

77d36c7, 2018-07-12 BUG37: Adapted from K-mod. Fixed the issue that causes the wrong odds (due to selecting the wrong defender) to be displayed if units from different players were on the same plot

b1d020c, 2018-07-12 EXP5: AI players fighting the revolutionary war will no longer consider a bribe to sign peace with their king. Also they will no longer reply with the "we'd love to, but you would have to ask them" nonsense :p

1514c3d, 2018-07-12 BUILD1: Added the "1 plot debug" configuration

bc08c1e, 2018-07-12 BUG36: Imported several fixes from K-mod:

Fixed potential pointer invalidation in CvSelectionGroup::groupMove

The selection group can be messed up when units move. eg. If a city is
captured, the change in culture could bump the remaining units.

To get around this, CvSelectionGroup::groupMove uses a copied list of
units rather than the live list of units.

Thanks to alberts2 and DarkLunaPhantom for the tip.

Fixed a problem in CvSelectionGroup::groupMove which prevented the move animation from starting correctly when units become ungrouped while moving.

Simplified the move conditions in CvSelectionGroup::groupMove.

This change should have almost no effect on gameplay.

pCombatUnit now moves first, so that grouped units don't get
unnecessarily left behind if they have the no-capture trait or something
like that. Also, I've removed some redundant checks.

MOVE_THROUGH_ENEMY previously set bCombat = true in groupMove, but this
had no effect on the game since all combat happens before groupMove is
called. So I've removed that combat flag to make it consistent with
other move flags.

a04740d, 2018-07-12 AI16: Block AI from producing YIELD_CANNON

ed16b08, 2018-03-04 GAME1: African slaves now have the same restrictions as native slaves with respect to allowed professions

67b262f, 2018-03-04 BUG35: We will no longer attempt to make peace with ourselves!

189753f, 2018-03-04 AI15: Tweak AI to produce less coastal transports and more wagons

8f1d1de, 2018-03-04 EVENTS3: The WHALING event is no longer recurrent since the event's logic cannot handle it correctly

229b901, 2018-02-13 BUG35: From K-mod: "Fixed a group pathfinding bug in the original bts code"

a434f11, 2018-02-13 BUG34: Attempt to fix the issue where a wagon carrying sheep exceeded the import limit of the city, causing the excess to be taken to the capital (which did not even import the yield in question)

161f9d6, 2018-02-13 AI14: Prevent the AI from purchasing smuggling ships when offered since it doesn't know how to put them to use

cd8aee3, 2018-02-13 EXP4: To receive revolutionary support, we now require the player to be on good terms with the potential supporter's king as well

5327e73, 2018-02-13 EXP3: If war is declared on another European nation, the aggressor will receive a major diplomatic attitude penalty with its king as well

05a714e, 2018-02-13 BUG33: Ships that enter the map after returning from a port will no longer risk being placed on impassable terrain (e.g. ice)

15f3a95, 2018-02-13 BUG32: The king will no longer offer civilians\colonists (e.g. doctors) when requesting military help

dbac6a8, 2018-02-13 EXP2: The cap on negative attitude from requesting military help from the king has been lowered to prevent players from permanently being able to buy discounted military units

1fd73dc, 2018-02-13 BUG31: Native players that are in a permanent alliance with Europeans will not be shown as the owner FFs

311943d, 2018-02-13 BUG30: The info screen demographics and graphs now only include the European players. The animals, church, kings and natives are excluded.

0bf60af, 2018-02-13 BUG29: Fixed issue that caused the foreign advisor screen to draw red lines even though the players were at peace

33861f4, 2018-02-13 BUG28: Adapted from K-mod. Fixed an issue in getBestDefender that could make the AI think that a unit inside a transport was a valid defender. Additional optimizations (by refactoring some of the functionality into a separate and more effective hasDefender()

1fff278, 2018-02-13 NOCHEAT1: Slaves and prisoners may no longer found cities (XML must be updated to disallow)

4db6b4d, 2018-02-13 BUG27: Fixed the coastal ship teleport / chain capture bug (units were allowed to jump to enemy cities)

540e173, 2018-02-13 BUG26: Fixed the city import/export dialog issue (the columns were switched)

2c5c9dc, 2018-01-13 OPT3: From K-mod: "Made some minor efficiency improvements to CvUnitAI::AI_promote"

24d44dc, 2018-01-13 BUG25: Disable the European peace DLL event if the game option always war is enabled

4e09c12, 2018-01-13 BUG24: Citizens will no longer seem to disappear if re-assigned (by double clicking) to a plot with no apparent economic value. Removed testing/debug code.

f5d7111, 2018-01-13 BUG23: Pirates and other non-animal "barbarians"/wild-animals will no longer result in a warning about animals

ed3d2e7, 2018-01-13 BUG22: We only allow ships to sail to Port Royal if all units in the group are allowed to do so

dc293b3, 2018-01-01 Corrected sizes of furniture maker and butcher in Europe

f913357, 2017-12-23 Size of prospector in Europe amended.

2.7
Version: 2.7
Build date: not available
Download link: http://www.moddb.com/games/civilization-iv-colonization/downloads/religion-and-revolution-27
Short hash of latest included commit: b72a38
Link to latest included commit on SourceForge: https://sourceforge.net/p/religion-.../ci/b72a38c17fd664a720efd19f46b6c5bc1d82b7eb/
 
Last edited:
Oh I didn't know that. Checked AoD and found it too simple, sticked with RaR. Checking WTP now.
 
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