[BTS] Evolution

Wow, awesome work glider1! I've merged your changes into my current version, and lo and behold, BarbarianCiv is working again, and the Python exception that Revolutions was throwing up seems to be gone too!

I will be releasing Public Beta 8 in the next 24-48 hours. It brings K-Mod up to 1.40 and includes glider1's fixes and some other goodies as well.

I will say it wasn't easy to merge in K-Mod, but it is such a step forward for Civ4 modding that it was worth the time and effort. I have no issues with you taking this work and releasing RevDCM 3.00. Maybe throw a K in front of the name to acknowledge karadoc's major contributions? KRevDCM? Just a suggestion.

Anyways, as time permits, there will be more to come. I agree completely with glider1 that there is still more that can be done, and its amazing that almost 8 years after release that Civ4's modding community is still doing great things.

Many thanks again, glider1, for tracking down and squashing these bugs!!!
 
Will this update fix the BarbarianCiv problem?
 
and its amazing that almost 8 years after release that Civ4's modding community is still doing great things.

Yep barbciv is fixed.

Boy it has been that long hasn't it since BTS release. That's a wake up call! The thing is that with mods, BTS has not aged in the slightest it is comparable to something like Fallen Enchantress I'd say. The graphics engine is great too. I was really impressed that BTS graphics were not heating up my graphics card as much as Civ5 and when you minimize BTS in Windows7, it puts the CPU and Graphics to sleep and uses less memory. Also just love the way that in BTS you can load up a save straight from the desktop without going through those menus like in Civ5. Also it was such a relief not to have to move dozens of units around on the map, but can move them in a combined stack. The pther problem is that Civ5 loads up so slowly that it is a real chore to mod unlike Civ4 which on my machine will load up in seconds with really quick turn times too.

By the time Civ6 comes out, I'd say that will be the day that BTS might finally be put to rest.

A few weeks from now I'll do a new version of RevDCM-Kmod 3.00 which will follow up on the Evolution release. When I get the time I'll fix that stupid little bug where auto-play is interrupted by Revolutions events.

Just a question, how badly is the AI affected by the cargo mod? Sounds like it's a lot of extra complexity for an AI to handle. Also I hear rumors that the AI is pretty weak on advanced diplomacy as well.

Cheers
 
hey guys,

well glider,
i once tried to do some merge of revdcm parts into kmod, but it was too messy,

when i found out ripple has done this... well, i was indeed "awed" by this increddible job.

the man has done some heavy wight work with this platfrom :)

imglad to see you pitch in on this.


p.s

im not sure civ4 will be put to rest in the coming years, for now its the bext civ for both players and modders. some rare games survive the text of time despite sequels popping in the years after.

only if civ6 will be a civ4 improved version, it will be an alternative, the way i see it - the civ5 concept is here to stay. personally from first look on c5, i didnt like the graphic change, civ4 looks betetr and playes better.

so let the modding continue!

good work u guys.
 
Agreed with everyone above
Civ IV modding forever!! ;)
I'm also eagerly waiting for this mod to come alive (come out of Beta)
Also great news about a possible revdcm 3.0! :goodjob:
 
The thing that amazes me is that there are no Youtube's on RevolutionDCM/Evolution. The mod is so dynamic with Revolutions it's certainly entertaining enough! I'm thinking the reason is probably because BTS came out before the Youtube generation exploded in popularity.

Can you play Giant Multiplayer Robot games with Civ4? Imagine playing a Giant Multiplayer Robot game with 50 human players and Revolutions turned on! Maybe knock it back to 40 human players which would leave 10 barbarian civs to form. Later in the game you would get AI revolutions occurring it would be impressive.

http://www.youtube.com/watch?feature=player_embedded&v=P62Hf8a0YFQ
http://multiplayerrobot.com/

Cheers
 
When will the next beta be released?
 
Wow, thanks for posting that, Red Key! I'll look over that and get those fixes in this upcoming beta as well.

I ran into some RL issues this week that prevented me from finishing up the remaining work to get the next beta out. I should be able to tidy all this up over the weekend, so (fingers crossed) expect a release by end-of-day Sunday.
 
OK, Public Beta 8 has been uploaded! This is a big one, the major outstanding bugs have been fixed and some big updates to K-Mod and Advanced Diplomacy.

Public Beta 8 (released 5/9/13)

Added Platy World Builder by platyping
Added Advanced Cargo 1.1 by Thomas_SG, stolenrays
Added 3 new promotions increasing Accuracy for DCM Ranged Bombardment, old Accuracy promotion has been renamed Salvo
Fixed the BarbarianCiv and Revolution Python bugs (thanks, glider1!)
Fixed AIAutoplay bug where it would stop during Revolutions (code borrowed from Tholal's More Naval AI FFH2 modmod)
Updated K-Mod to 1.40
Updated Advanced Diplomacy to 2.3

So where do we go from here? I'd like to focus on cleanup work and get this thing out of beta before adding any new mod comps/features. I know the Diplomacy screen under the BUG Options screen needs to be fixed up, I'll probably tackle this next.
 
OK, Public Beta 8 has been uploaded! This is a big one, the major outstanding bugs have been fixed and some big updates to K-Mod and Advanced Diplomacy.

Public Beta 8 (released 5/9/13)

Added Platy World Builder by platyping
Added Advanced Cargo 1.1 by Thomas_SG, stolenrays
Added 3 new promotions increasing Accuracy for DCM Ranged Bombardment, old Accuracy promotion has been renamed Salvo
Fixed the BarbarianCiv and Revolution Python bugs (thanks, glider1!)
Fixed AIAutoplay bug where it would stop during Revolutions (code borrowed from Tholal's More Naval AI FFH2 modmod)
Updated K-Mod to 1.40
Updated Advanced Diplomacy to 2.3

So where do we go from here? I'd like to focus on cleanup work and get this thing out of beta before adding any new mod comps/features. I know the Diplomacy screen under the BUG Options screen needs to be fixed up, I'll probably tackle this next.

A few things I noticed from a brief playthrough.

The Religion Issue I mentioned earlier seems to be present.
1st religion was founded on turn 39. (Usually its always a given that its within the first 10, I have noticed).

As far as cleanup goes, the BUG/RevDCM adviser screens could help (i.e. the vertical civic screen), and the icons for buildings that appear on city hover.
 
I think there may be a problem loading saved games it crashes for me. Usually because some (new) variable has been written to the stream but not loaded, or visa versa.
Cheers
 
Great to see these great mods being merged. :goodjob:

ripple01, I appreciate that you consider focusing on cleanup work next and abstain from overloading this wonderful mod with tons of features before it has a polished core.

Regarding Edgecrusher's comment on the civic screen I would like to draw your attention to the fact that the horizontal screen provides a better overview because the player can see all the important information at once. :)
 
1 thing you will want to take note...
Rev modified some python functions such that they no longer function when used in default BTS syntax.
addNewPlayer is one example which requires an additional boolean to work.

So you may want to play around with the WB to see what works and what's screwed.
 
A few things I noticed from a brief playthrough.

The Religion Issue I mentioned earlier seems to be present.
1st religion was founded on turn 39. (Usually its always a given that its within the first 10, I have noticed).

As far as cleanup goes, the BUG/RevDCM adviser screens could help (i.e. the vertical civic screen), and the icons for buildings that appear on city hover.

Thanks for reporting these. I agree that seems way late for 1st religion to be founded. Will look into it.

super great job ripple.

Thanks, keldath! I appreciate it.

I think there may be a problem loading saved games it crashes for me. Usually because some (new) variable has been written to the stream but not loaded, or visa versa.
Cheers

Unfortunately, I can confirm this issue as well. As this is pretty much a showstopper I will put fixing this bug at highest priority and get a bugfix release out ASAP. Good news is that I know exactly how to fix it, bad news is that it can be a bit tedious looking over all those read/writes.

Great to see these great mods being merged. :goodjob:

ripple01, I appreciate that you consider focusing on cleanup work next and abstain from overloading this wonderful mod with tons of features before it has a polished core.

Regarding Edgecrusher's comment on the civic screen I would like to draw your attention to the fact that the horizontal screen provides a better overview because the player can see all the important information at once. :)

I think the civic screen is a case where we have a few different good options to choose from, and I would like to see if it is possible to set an option to select from those options so people can use the one they like best.

1 thing you will want to take note...
Rev modified some python functions such that they no longer function when used in default BTS syntax.
addNewPlayer is one example which requires an additional boolean to work.

So you may want to play around with the WB to see what works and what's screwed.

I've been following your thread and I've added the extra boolean in Public Beta 8 so addNewPlayer at least should be working correctly. I'll keep an eye out for any other functions that have been changed.
 
Great to see these great mods being merged. :goodjob:

ripple01, I appreciate that you consider focusing on cleanup work next and abstain from overloading this wonderful mod with tons of features before it has a polished core.

Regarding Edgecrusher's comment on the civic screen I would like to draw your attention to the fact that the horizontal screen provides a better overview because the player can see all the important information at once. :)

The Civic Screen is probably a person aesthetic preference. I remember in RevDCM 2.9, the effects on rev index was displayed for each civic, having the vertical screen helped limit the "clutter. To each his own :).

With that said though, deliberately abstained from founding a religion or building wonders to see what the AI would do.
I tried another game, (played first 100 turns). The first two religions appeared on turns 40 and 41 (nothing after that), and the first wonder (Stonehenge) got built on turn 80.

Generally speaking though, I used the same setup as I use when I play RevDCM 2.9, and as I mentioned earlier, usually see different results (religions founded quicker).
The wonders I cannot remember, That may be right.
 
Using a game with this mod (though I haven't patched to the new version...), I can say it's awesome! One request: Could you add the Actual Quotes mod? It doesn't affect gameplay, but it's nice to see leaders using their actual quotes.
 
Well, I've gone over the CvInfos.cpp file with a fine toothed comb, and I can't for the life of me find any read/write discrepancies that would be causing saved games not to load. Maybe I'm missing something obvious. The only classes where there have been changes from Public Beta 7 are CvTechInfo, CvUnitInfo, and CvLeaderHeadInfo. If anyone else wants to help me look at this, I'd be much obliged. I can attach the .cpp file from Public Beta 7 to diff if that would help.
 
I could help Ripple if you could do me a favour. Can you tell me where I can get a copy of K-Mod 1.38 that was in Evolution beta-7? I could then compare K-Mod 1.38 with K-Mod 1.40 and that would tell me what has changed in Evolution for beta 8. I would love to get a copy of the out-dated K-Mod 1.38 you used in Evolution beta-7 for this purpose.

If it is not K-Mod that is the problem in beta 8, it must be Advanced diplomacy of cargo mod that you added at the same time (best not to change more than one thing at a time).


Cheers
 
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