[BTS] Evolution

In the middle of building it. There won't be anything special about it since it will just be Evolution without advanced diplomacy and cargo mod but I will be trying to fix outstanding bugs that are still in Evolution. Yesterday managed to fix range bombard finally which is currently bugged in Evolution as well. I'm putting in a couple of hours a day so it will be in my interest to release otherwise all the work will be for nothing.

As for NextWar, not sure what's going on, but definitely will check it out when the time comes since I use modules myself.

Cheers
 
Hi Ripple. What I'll do is zip you all the files that I think need some changes. There are not many. I'll include modular loading and any other bugs I find like Rbombard. You should then be able to compare that with your own build and port across the changes quite easily.

Basically RevolutionDCM and Evolution are the same thing but it's good to have cross fertilization between them as there is more than just one developer working on the project which is really nice let me tell you.

Cheers
 
Can anyone help me with that CTD? I want to fix that more than the Next War.
 
Hi Farsight. I just trialed it again. This is what I did:
  1. I downloaded Evolution latest beta 10
  2. I dragged Evolution into the program files mods folder
  3. I changed CivilizationIV.ini to load Evolution mod
  4. I downloaded the Nextwar module I posted here before a few posts up
  5. I dragged the Nextwar folder into Evolution/assets/modules
  6. I dragged the MLF_Modular_Loading_Controls.xml into the same folder and replaced the existing file.
  7. I ran Evolution and checked that the Civopedia entries for NextWar were there
  8. I then autoplayed through a game until it CTD'ed for reasons not related to Nextwar (Evolution is in beta).

Hope that helps.
Cheers
 
That's not what I'm concerned about. What I'm concerned about is how it keeps CTD even without the Next War module.
 
The thing is, the Next War isn't the only thing I've added: I've added several new civs, leaders, traits, and modified the techs, not counting the modules.
 
Looked over the changelog for K-Mod today.
Now I am even more happy about this merge.

Thanks again for making this happen.
 
As it turns out, the Next War modules are incompatible with my mod only: I loaded it up in regular Evolution and it loaded without incident, yet it causes a CTD when I load it with my mod. :hmm:
 
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?)

That was Newton who said that and don't be so modest you have done something really great here.

Can anyone post the next war module (or a link) that is comparable with evolution again? I want to try it out and I can't seem to find it above.
 
Can anyone post the next war module (or a link) that is comparable with evolution again? I want to try it out and I can't seem to find it above.

Here you go Chronis I don't know what happened to the link it dropped off for some reason. The install instructions are a few posts up.

I've stopped working on a build of RevDCM+Kmod1.40 for now. I have of uploaded the test build to RevDCM sourceforge. The build includes a very nice fix of ranged bombardment.

There are a few CTD issues with Revolutions and KMod which requires me to build up some motivation to fix. At the moment the enthusiasm has dried up but usually comes back in fits and starts. I think those same issues exist in Evolution but *I'm not sure*.

With testing various Revolutions events, they cause random CTD's a few turns afterwards.

Cheers
 

Attachments

Thanks for the link. I can't download it this second because I am in the middle of a move and the computer is packed away but I will definitly grab it soon.

Like all hobbies its best to do them when motivated or they quickly become work and not fun.

What exactly did you change with range bombard by the way. Its been a while since I used it but I seem to remember it working.
 
There are a few CTD issues with Revolutions and KMod... I think those same issues exist in Evolution but *I'm not sure*.
With testing various Revolutions events, they cause random CTD's a few turns afterwards.

Ripple01 do you know if these same issues exist in the latest beta of evolution?
 
What exactly did you change with range bombard by the way. Its been a while since I used it but I seem to remember it working.

There were logical tests in the code that were bugged so that the AI was blocked from using RB in many cases. People since RevDCM 2.90 tried to fix it (and I can see their attempts in Evolution) but their attempts were insufficient. Now the AI is actually expressing itself more often (it is less blocked) without diminishing the quality of the AI's play much because the AI decision code is conservative and reasonable. The code is in the RevDCM sourceforge repository (and is commented as well). If Evolution is close to completion I'll see if I can upload the changes to this project somehow.

I was also warming up to the idea of unifying RB of cities with standard bombard of cities so that there is just the one icon when RB is enabled. However that is more work than it seems and I'm a little rusty on the interface code.

Cheers
 
For some reason, when I turn Dynamic Civ Names on in my mod, the civ names are just "Unknown". Is there any way to fix this?

Spoiler :
dNSqCK2.jpg


7FOknPt.jpg
 
Ripple01 do you know if these same issues exist in the latest beta of evolution?

I'm unsure if these CTD issues are present in Evolution or not. I'm going to look into it further.


Here's a file that CTDs reliably if you need bugged saves.

Thanks much for posting this. Unfortunately, I couldn't get it to CTD. I autoplayed about 60 turns and played myself for about 15.


For some reason, when I turn Dynamic Civ Names on in my mod, the civ names are just "Unknown". Is there any way to fix this?

Spoiler :
dNSqCK2.jpg


7FOknPt.jpg

I can't seem to reproduce this on the standard settings, Farsight. Do you have any other options enabled that could possibly be affecting this?


I am preparing to upload Public Beta 11 shortly. Here is the change log:


Added Culturally Linked Starts 1.1.3 by Jean Elcard
Added back most of AD 2.3 code (internal change)
Added Platy Foriegn Advisor
Added glider1's Ranged Bombard fixes from RevDCM 3.0
Changed Advanced Diplomacy tech buttons to show only if AD option selected
Cloned UnitUpgradePriceModifier tag from Buildings to Civics
Updated Platy World Builder to 2.0.0
Updated K-Mod to 1.41
 
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