LoR SVN

I thought about that one for a while, but ultimately I wanted the leaderhead slot, and didn't think having Poland was worth it. I'm more in a "taking things out" mode right now, and Poland was the only civ I could remove, so it got the axe. As far as scenarios go, you can of course use Russia, and just change the names and such in the WBS file. If you want to have some special text definitions for your scenario that the WBS file would like to pull, just upload the XML text and I'll include it in the base mod, an extra text file or two that will make life easier on scenario makers is fine to include.

Just a note, Hitler, and El Cid will also be getting replaced by Gustav Adolph and Trung Trac. Germany already has 2 leaders and doesn't need a third (also the goal of this mod is to simulate a commercially viable expansion pack, and Hitler doesn't fit that concept), and I don't think El Cid is very good in terms of quality, plus with Charles V being included Spain has 2 leaders, so I'd rather give Vietnam a second leader.

Related to these changes, LoR does have another unused trait "Strategic", and I am seriously considering creating an expanded civs add on to use this trait which would bring back these recently cut leaders and Poland. My time is limited though, and I could really use help with this to get it done.
 
luckily that last change only broke the scenario because of the leaderhead change... quickly fixed that and am plodding on... so many cities to create in Europe on my huge mape >< oh well... anyways... no problem with .9.9 otherwise

although I notice that knights are buildable side-by-side with cuirassiers... i thought you mentioned making more things obsolete (rather than vice verse?)... will try to confirm this, since I haven't really checked it out

my goal for my scenario is a lack of mini-mod-(ish-ness) and more LoR open-ended-(ish-ness), so I don't care so much about the cilvization text, but thank you for the offer.

I was missing Poland at first, but now it's not a big deal... Russia does fill the 'Slavic' civ artstyle I need for Eastern Europe, as you mentioned... Sobieski was unique as a nice Hungarian/Slavic face (but his medieval armor wasn't the greatest for my use)... I am attempting to allow my 47 civilizations to be somewhat distinct on the diplomacy interaction :lol: I know, it's impossible... right now I am happy with 2-3 Washingtons for Protestant German states (Wurttemberg, Hesse-Kassel, Free Hanseatic cities) who are technically a part of the HRE (Washington has the look of that era with fake wig and all... looks like Frederick but leave Prussia distinct using Frederick alone), 2 Charles_V for Austrian vassals (Spanish Netherlands and Duchy of Tuscany... Charles_V is an AWESOME addition... looks great), 2 Charlemagnes for Catholic German states (Bavaria-Palatinate and Hannover), and 2 Bismarcks for Prussia-area more-or-less Protestant states (Saxony, Swedish Pomerania... Bismarck looks out of time and place, but will work for my purposes). Luckily, I figured out some good ways to fill the rest... I think I picked dark-haired Constantine to replace Sobieski... I would have prefered a mustache ;) but I'll live.

GREAT NEWS about Gustav :)
 
phungus420, I like LoR more and more. And I appreciate especially your concern to make it a commercially viable expansion pack. :) In that respect, however, I think the tech screen, or better the research paths/arrows, should stick a bit more to the original BtS (at least in the beginning and the middle ages). When Fireaxis added Aesthetics in their expansion pack they didn't change much more than fitting it in. LoR on the other hand overhauls the research paths quite a bit in the beginning, even though it adds only Seafaring. While the current LoR-tech screen might be historically more accurate, I think it deviates from what Fireaxis would have done, had they released LoR.
Regarding the modern age on the other hand, I do see that adding a more substantial number of techs needs more tweaking and thus changes. Anyhow, I really appreciate your work!
 
Thanks for reminding me of this. Most of the early game tech changes were a result of trying to get better behavior for religious founding (rather then have spain with 5 religions constantly). This issue is largely resolved with the new "Limited Religions" game option, so I probably could go back to a more stock early game tech tree. I'll take a look at it, after muskets though, all bets are off, and I'm actually really happy with the recent late game tech tree in the 0.9.9 SVN.
 
Sorry, my last comment was misleading. I didn't mean that you should change or tweak the late game tech tree. In that last comment I referred to the BtS-tech tree and that you had to tweak it when you added more techs for LoR. Actually, I like the LoR late game tech tree much more than the one from BtS (the LoR tech tree is more intuitive in the industrial and modern era, IMO).
I wanted to limit my comment to the early game tech tree only.
 
speaking of tech stuff:

Turret Design - what's up with that? ;) j/k but anyways, it just doesn't seem right, because it is far too specific and misleading for what it represents... it's like saying Assembly Line or even Cotton Gin instead of more abstract reference like Industrialization (although that one is quite a bit ambiguous on the other extreme ;))

Turret Design almost seems more important than Steel...

also, I don't understand why sooo many technologies and units are tied to Turret Design, under that name... it seems weird... so, please correct me in my ignorance... the timing / placement of the tech seems appropriate but the concept of what it means gets me.

Mechanization would be too innappropriate?
 
There are no practical differences in the official release of BUG/BULL from what is being used in LoR's SVN, as I updated the BUG component to their SVN a couple of weeks ago.

BetterAI 1.00 being incorporporated will wait on jdog5000 updating RevDCM, as he usually needs too modify some of the AI logic to work with Revolutions.
 
I don't understand why sooo many technologies and units are tied to Turret Design, under that name... it seems weird... so, please correct me in my ignorance... the timing / placement of the tech seems appropriate but the concept of what it means gets me.

I like the tech from a gameplay perspective, it makes the unit progression flow much better. I suppose it could use a new name though, but that name would need to be better then Turret Design.
 
How about "The Incredible Mechanical Revolution of DOOM!!!"

(sorry, too much Calvin and Hobbs...) :p
 
are the Musketeers (previous unique unit of France) going to be kept in the game [since its part of the Vanilla base?] but not used in-game? I see the Foreign Legion has 2 movement as a replacement (pretty cool actually), but I am wondering, because I don't want to place the Musketeers in the scenario if it might break later...
 
Hi Phungus420,

I've been informed by Jdog5000 that the missing pop-up asking if to abandon city or to install new governor for a flipped city has been fixed in the revolutions mod on svn revision, I hope to get it in your svn soon.

Thanks
 
@blitzkrieg80

Any future version of LoR (including what is on the SVN now), will be able to load any WBS that can be loaded by BtS. So if your save can be loaded by BtS, LoR will be able to load it. I think I went into the leaderhead changes too, so you should be good so long as you don't include Hitler or El Cid (as both of them will also be dropped that are currently on the SVN).


@LetMyPeopleGo

I am not sure when I'll get around to compiling a new gamecore with that bug fix, as I consider it a minor issue. The source is there though if you want to compile a working gamecore with the fix, just merge in jdog's changes to the RevDCM source into LoR. Obviously I'll get around to it eventually, but not sure when that is, there are other points of focus (such as the leaderhead issues discussed above), and I may want to wait until BBAI is fully ported into RevDCM before upgrading LoR's source. It's difficult to for me to know really, keep in mind this is a hobby of mine.
 
@LetMyPeopleGo

I am not sure when I'll get around to compiling a new gamecore with that bug fix, as I consider it a minor issue. The source is there though if you want to compile a working gamecore with the fix, just merge in jdog's changes to the RevDCM source into LoR. Obviously I'll get around to it eventually, but not sure when that is, there are other points of focus (such as the leaderhead issues discussed above), and I may want to wait until BBAI is fully ported into RevDCM before upgrading LoR's source. It's difficult to for me to know really, keep in mind this is a hobby of mine.

Hi Phungus420, if you can only let me know how it is done and what to download and what program to use to compile it, if I know what to use and how to run it I'll do it.

About leader heads, I don't know what you need but I have time to spare and I handle well all kinds of software.

Thanks
 
Here are the instructions on how to compile a gamcore for BtS:

http://modiki.civfanatics.com/index.php/How_to_Install_the_SDK

It doesn't take computer science expertise to do, I was compiling the SDK for RevDCM long before I understood what a C++ function was. Just be slow and deliberate when following the instructions, and keep in mine you need the makefile for LoR/RevDCM not the one linked on that wiki page.

To merge the source you'll also need to grab RevDCM's 2.8 SVN source files, and compare the CvPlayer.cpp and merge in the change that "looks" like it would fix the pop up issue you're having. For the most part Civ's source uses common sense names for variables and such, so you can sort of get the gist of what's going on by just looking at the code and using common sense, without really understanding what the code is saying.
 
Hi Phungus420, Jdog5000 informed me that the fixed file is: CvPlayer.cpp line 2920, and the fixed revision is on revolutions SVN

Any further help you can offer with that little more of knowledge I have ?

I'm learning now the How to Install the SDK from wiki.

Thanks.

Edit: Are there any parts from LoR compiled in CvGameCore.DLL too?

Edit: Sorry for nagging, I've downloaded revolutiondcm - Revision 505: /Trunk/SourceCode/CvGameCoreDLL, inside there are a 'makefile' file and a lot of 'cpp' and 'h' files, does it contain all that is needed for making CvGameCoreDLL.dll to be placed in LoR mod? (assuming the fixed CvPlayer.cpp file is there).

Many thanks again.

EDIT: I've followed the link - http://modiki.civfanatics.com/index....nstall_the_SDK

Downloaded all that is needed but PSDK-x86.exe will not instal on Win 7 x64, what can I do? are there any other options to make the CvGameCore.DLL? I've a friend programming with visual studio running on Win 7 x64, can I do it on his machine?

Last Edit for this Post:

If I understand the wiki link I should:
1. make a copy of CvGameCoreDLL located in BTS and delete the redundant files.
2. copy your CvGameCoreDLL from svn to the same directory overwriting same files.
3. copying over CvPlayer.cpp from jdogs svn (the fixed file) or just replace line 2920 in your CvPlayer.cpp with the correct one.
4. installing windows SDK for windows 7
4. installing Visual studio 2010 express of full package (SDK for windows 7 not recommended with Visual Studio 8, per MS)
5. installing VCToolkitSetup.exe
6. editing makefile to show path to VCToolkitSetup and Windows SDK for windows 7
7. try to compile and make a new working CvGameCore.DLL

If I'm not even remotely close to the process of compiling the CvGameCore.DLL, just say so and I'll wait for you to do it in your free time.

Thanks
 
The steps would be:

1)Follow the instructions, and compile an unaltered BtS gamecore to make sure everything is working right first (as per the instructions on the wiki)
2)Make a new folder in the same way as the unaltered one, but this time copy the LoR source files from the SVN, overwriting any files that need to be overwritten. Set up a project the same way you set up the unaltered project, this time with the added LoR source
3)Use winmerge to compare CvPlayer.cpp for LoR and RevDCM, merge the code you need from RevDCM into LoR.
4)Compile a new gamecore, and drop in the freshly backed CvGameCore.dll into LoR's assets folder, overwriting it's gamecore.
 
Thanks pungus420,

I'm going to do that, probably you will release version 0.9.9 including Jdog fix before I'll finish the compilation, but I must tackle it by my self once and for all.
 
The splash screen for the options tells me that there is a new version available when I tell it to look for updates, but as far as I know, I've got the most recent version (129 as of this post - I've updated via svn and it doesn't pull down any other changes...) Is there a newer version that I'm missing, or am I doing somehting wrong with the 'check for updates' button?
 
Are you talking about the BUG options thing that "searches for updates"? That was a BUG feature Emperor Fool tried to code for BUG a while back, that never was fully implemented properly. Thanks for bringing this back to my attention, I will hide it so that it does not cause confusion, as it doesn't work (and I forgot it was there...). If you mean something else, please let me know.
 
Back
Top Bottom