[BTS] Evolution

What would be ideal but may be not possible, is if Ripple still has the version of Evolution that did merge in K-mod, but before advanced diplomacy and cargo mods were added.

That would be the bench mark version needed if I were to ever release RevDCM 3.00

Cheers
 
Just curious glider, since you are from rev.
Any idea what the new boolean required for addnewplayer determines?
Since I guess most pple ran into that problem when they merge rev with my wb, at least good to know what true or false determines rather than trial and error :)
 
Hi platyping. I cannot find a single reference of that function in the RevDCM code and so cannot even begin to give an explanation. Excuse me if I am missing something I've been away from the game for a long time.

Cheers
 
Well, I made a new modcomp for WorldBuilder recently.
It works for vanilla BTS smoothly, but when a modder tried to merge it with RevDCM, he got this error when trying to add a new player. (Sorry my mistake, it should be addPlayer, not addNewPlayer) :)

As such, the only solution given was simply add a True to the original function, which will then fit into the new syntax.

But I guess it will be good to know what the boolean is supposed to do, rather than simply guess True or False.
 
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

Hi glider, K-Mod has a repository here: https://github.com/karadoc/Civ4-K-Mod

You can download previous versions using the Tags he has set.

I've learned a good lesson here: not too get too ambitious with each release. :)


What would be ideal but may be not possible, is if Ripple still has the version of Evolution that did merge in K-mod, but before advanced diplomacy and cargo mods were added.

That would be the bench mark version needed if I were to ever release RevDCM 3.00

Cheers

I don't, unfortunately, but it should be relatively easy to diff K-Mod 1.38 and K-Mod 1.40 using the link above.


I've narrowed down (at least I think) that the saved game crashing problem has something to do with Advanced Diplomacy, as the same issue is present in Advanced Diplomacy 2.3. I'm working with stolenrays to nail down the problem, I'll post a hotfix as soon as I've got it working.
 
I got this error when trying to change the prerequisites for Rifling in my Evolution-based mod to Rifling:

MSF6Paq.jpg


Every change I've tried (changing Military Tradition to an AND tech, replacing the TechChooser screen) only work about half the time. Is there any way to fix this permanently? Here are the UnitInfos and TechInfos files.
 
What limited modding I have done gives me a deep appreciation for the
massive amount of work that went into and is still going into making
this happen.

I am certain that once the bugs are ironed out your work will one day be in every civ game that I play.

From someone who still plays and enjoys civ 4 I wanted to say thanks.
 
I got this error when trying to change the prerequisites for Rifling in my Evolution-based mod to Rifling:

MSF6Paq.jpg


Every change I've tried (changing Military Tradition to an AND tech, replacing the TechChooser screen) only work about half the time. Is there any way to fix this permanently? Here are the UnitInfos and TechInfos files.

IIRC, in your other thread you determined this was not due to Evolution, correct?

What limited modding I have done gives me a deep appreciation for the
massive amount of work that went into and is still going into making
this happen.

I am certain that once the bugs are ironed out your work will one day be in every civ game that I play.

From someone who still plays and enjoys civ 4 I wanted to say thanks.

Aw, thanks! However, I am only building on the work of many others who have come before me. "If I've seen farther, it is by standing on the shoulders of giants." (Einstein?)

Will be in the next version the fix for Advanced Diplomacy 2.3?

Yes, and the next version, Public Beta 9, is now available. The only update is the saved game fix, and in order to make it work, stolenrays had to remove some AI code. So I would say at this point that Advanced Diplomacy is probably not ready for primetime just yet, and for optimal results I would probably recommend turning it off. I'm going to look at the issue myself and hopefully between the 2 of us we can get it solved soon.
 
Problem is that AI code and save game stability would have no relationship at all that I can think of. The only possibility is that some AI variable needed in the AI code was not being saved or loaded from the save game file. So by removing the AI code, the variable is no longer needed and therefore the save game bug is temporarily fixed.

Sounds like more work is needed. Early in this thread you mentioned that you could not find the problem inside CvInfos but save game data is streamed in other files as well for example CvUnit::read(FDataStreamBase* pStream).

Cheers
 
Okay, I'm trying this mod out and I'm having a bizarre issue; water tiles are unworkable, even with Fishing, and I can't trade over water tiles either. I can build workboats and other naval units just fine though.
 
Thanks for the report, Jabarto. This issue is fixed in Public Beta 10, which I am uploading right now.

Thanks for the quick fix. By the way, you're pretty much awesome for merging these two mods. I stopped using RevDCM a long time ago because, while I liked Tech Diffusion and Super Spies, I preferred K-Mod's speed improvements and culture mechanics. Now I don't have to choose between them.
 
When building my first city units I have added do not get properly renamed; I recieve this error message: Error in cityBuilt event handler <bound method BuildUnitName. on CityBuilt of <UnitNameEventManager.BuildUnitName object at 0x16B78C30.
 
I tried to merge Evolution with the Next War, but it either gets a COD or has no sound at all.
 
Would you like the woc module for Nextwar that does work with Evolution? I have a copy and have already tried it in both Evolution and RevolutionDCM 3.00 which I am working on at the moment.

Cheers
 
Oh. :blush:

By all means, yes.
 
Hi Farsight
Attached is the module for NextWar made compatible with Evolution and RevolutionDCM 3.00. Install instructions included.

The WoC modular loading was a great effort by the modding community back in 2007-9 to make installing extras simple.

There are a lot of excellent modules out there and they can all be added together without changing any code! The modders basically gave Firaxis the idea that modular loading was a good thing and so now you see it fleshed out in Civ5.

Among my favorites are:
  1. Resources
  2. Zoro religion
  3. Cultural City Styles
  4. Better Ship Scale
  5. Better flags
  6. Nextwar

But there are also ones for extra civs and units. Diversica by Mamba was the mod of all time for extending RevolutionDCM with great modules.

Once Evolution and RevolutionDCM 3.00 are officially released, hopefully Mamba will come back onto the scene and update the modules. If not, I'll see if I can pull my finger out.

The only reason the modules have to be updated at all is because K-Mod has changed the XML schema because it has a completely new concept for global warming.

Hopefully Ripple will copy across RevolutionDCM's modular loading controls to make installing NextWar easier still.

Cheers
 
Unfortunately, the COD still happens even after deleting the old mod and using the backup I created before I tried merging the Next War. Here's what's in the Python Debug:

Code:
11:10:24 INFO : BugCore - creating uninitialized mod StrategyOverlay
11:10:24 INFO : BugCore - creating uninitialized mod CustDomAdv
11:10:24 INFO : BugCore - creating uninitialized mod TechWindow
init-ing world builder screen

load_module CvWBPopups

load_module CvCameraControls

load_module CvAdvisorUtils

load_module InputUtil

11:10:24 DEBUG: BugUtil - extending BugEventManager.preGameStart instead CvAppInterface
11:10:24 DEBUG: BugEventManager - adding event 'PreGameStart'
11:10:24 DEBUG: BugEventManager - adding event 'BeginActivePlayerTurn'
11:10:24 DEBUG: BugEventManager - adding event 'SwitchHotSeatPlayer'
11:10:24 DEBUG: BugEventManager - adding event 'LanguageChanged'
11:10:24 DEBUG: BugEventManager - adding event 'ResolutionChanged'
11:10:24 DEBUG: BugEventManager - adding event 'PythonReloaded'
11:10:24 DEBUG: BugEventManager - adding event 'unitUpgraded'
11:10:24 DEBUG: BugEventManager - adding event 'unitCaptured'
11:10:24 DEBUG: BugEventManager - adding event 'combatWithdrawal'
11:10:24 DEBUG: BugEventManager - adding event 'combatRetreat'
11:10:24 DEBUG: BugEventManager - adding event 'combatLogCollateral'
11:10:24 DEBUG: BugEventManager - adding event 'combatLogFlanking'
11:10:24 DEBUG: BugEventManager - adding event 'playerRevolution'
11:10:24 DEBUG: BugInit - game not fully initialized
PY:OnInit

Deleting the Python and DLL and replacing them with the Evolution equivalent does nothing.
 
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