Download link and version info

This weekend is the plan ... partly waiting to be sure there were no bugs reported in BBAI or the new unofficial patch, but doesn't look like anything was introduced.

Since you asked so nicely Caesium, I've got a few AI changes to city build decisions for rebels I've been plotting while working on BBAI that I'll add. Right now rebels build buildings first when capturing a city like everyone else ... but they desperately need units. Barbarians also build buildings first, which also doesn't make much sense but I fixed that in BBAI.

Couple Python bug fixes too ... 1.65 should be a very stable release that will stay up while all the new changes in the next versions get debugged and balanced over the next several months.
 
I apologize for being eager for news. :blush:
In compensation for this, I translated the RevolutionInit.py.
You'll have to merge it with your code, because for my mod I had to change parts of the origin code.
 

Attachments

You guys were a little to quick to thank me ... I forgot to include the Python and XML edits from the Unofficial Patch. Better BTS AI is an SDK mod in my mind so when I merged it over I plain forgot about the other files.

1.65 has been re-uploaded now with all of the unofficial patch changes. Sorry everybody. The change list in the second post contains what has changed from yesterday's version. Don't want to eat up all your bandwidth glider so the new/changed files are attached :)
 

Attachments

Is it just me or is something a bit funky w/ 1.65? I can't see my cities Revolution Index (within the City Info or via CTRL+SHIFT+W).
 
It's working fine for me ...

If you're not seeing the Revolution bar in the city screen and Ctrl+shift+w or x aren't working then the Python portion of the mod is not functioning. Most likely something is goofed up with your installation of 1.65, check that your installation has the following path Mods/Revolution/Assets/Python
 
Alright, a third version of 1.65 is up now ... Jean Elcard noticed I had switched the polarity when trying to add support for the no espionage option. Kind of embarrassing now, three versions of a small update up :crazyeye:

Just four real simple changes to Revolution.py for you mergers out there, see the bug reports thread for more info to save yourself a download.
 
Ahh.....those little pesky last minute release hitches. Hours and hours of concentrated work and organisation all to be screwed by taking one's eye off the ball in the last thirty seconds before release! I do not feel alone anymore. Modding is beginning to be more and more like "cricket"....or should I say "baseball" for all you great Americans out there :goodjob:
Cheers.
 
If anyone is interested, have done a new version of Revolution Inquisitions for Revolutions 1.65. If nothing else play a game of Revolutions with only the "limited religions" option. If you don't want Inquisitors or Inquisitions, this mod can turn them off leaving straight Revolutions (AI will not use them but they will still appear in the human interface).

Personally, I find Revolutions games with limited religions are very interesting and it is well tailored to seven stock religions. It certainly seems to add another dimension to this game. Perhaps the "limited religion" option should be in the stock release of Revolutions as an option in my opinion.

Limited religions means that a civ can only found one religion depending on whether it arrives first at the required tech. The next civ that does not have a founding faith may grab another by being the first to get to the required tech in competition with all other civs that do not yet have a founding faith. In this way, if there are eight civs, seven may found their own faith and the eigth will have to conquer, assimilate or negotiate for a holy city.

Of course all the normal Revolutions problems exist for holy cities, especially if more than one holy city is "acquired". There are also options in this mod for holy city respawning and holy city status control both of which I'm personally not that keen on. Religions will spread from civ to civ as per normal and civ's will choose civic options appropriately as per normal.

Revolution Inquisitions:
http://forums.civfanatics.com/downloads.php?do=file&id=9128

Enjoy.
Cheers.
 
Hey, just started playing civ 4 beyond the sword again, and I have to say again that your mod and the mods using your mod (most recently Overlord 2) are the only mods I play for Civ 4, and have extended the life of this game almost indefinately for me. I've tried plenty of other mods, but they are all far too easy, as is vanilla. I look forward to future releases and additional progress on the "to do" list in the readme file.

Without revolutions this game would have ended up on my shelf much sooner than it did and remained there indefinately (which it didn't). Much obliged.
 
How big is the BtS non-Solver's pack? It says <3mb, but doesn't that seem a bit low for a mod this... meticulous (just found this word on dictionary.com:king:)? This looks like it includes VD but VD for RFC is like >400mb.
 
Back
Top Bottom