RevolutionDCM for BTS

@Afforess and Duuk
I'll keep an eye open and no testing was done on duel size maps by me, perhaps by Jdog. It looks really nice on standard type map sizes and overall there is no reason that I can think for this affect you are seeing that I can think of, other than normal situational effects.

@NBAFan
The event bug code has been updated to latest so feel free to re-enable any events and test the effects. I did not do this because it is very time consuming to check the events system when there are many other things to check. Better just to leave it the way it was. If you can check and report back here at some stage, that would be good.

Cheers.
 
I don't play with Aggressive AI on.

You'd think that the AI would be *more* likely to go to war on duel sized maps than *less* due to "Our close borders spark tensions" and lack of room to expand.

Keep in mind I usually play a duel-size map (recommended players: 2) with 5 civs. Everyone has 2-3 cities before the borders are locked in place, and still few wars happen.
 
AFAIK, current civics are used in "wisely chosen your civics" with a boost for favorite civic (where you see a +5 if all civics match including favorite)

IIRC this is the case in vanilla bts as well.
 
Thanks for all of your work on this! I hope that eventually some way can be found to bring JCultureControl up to the standard of RevolutionDCM and LoR so it can be included at some future point. It certainly won't stop me from ejoying these mods as they are right now. I can't imagine the game without them any more.
 
Ok, I just played through another game, this time stepping up to a tiny map.

BarbarianCiv on, so the map fills up pretty quickly. The AI *did* declare 3 wars. 2 of them were Montezuma on me, though he had to ignore his weak neighbor to the north and sail across an ocean to hit me.

One Kublan Khan on Monty (who was at war with me and my defensive partner Cyrus), even though Kubli was *2 continents away* and only had 3 cities, bypassing all his neighbors.

The AI needs to learn that attacking neighbors is how you become stronger. They did this in BTS 3.19, so something in the newer BetterAI code is breaking that logic. The AI should weight proximity as the A NUMBER ONE reason to go to war. It makes no sense for the AI to plan complex intercontinental wars when we all know they're barely functional in war anyway. If the AI knew to conquer their neighbors first, they'd be more difficult to beat.

In other words: Aggressive civs should be trying to steamroll their neighbors, not send piles of units off to die over a 10 turn sailing trip.

Side note: Ship movement should really be vastly faster, but that's an issue for a later time. In my personal mods (currently running base RevDCM 2.6) I always double or even triple ship movement.
 
@Simpa
To convert your woc module for RevolutionDCM, double click on the woc_converter.jar file. Make sure you have Java installed. The schema's are what need to be updated so click the schema tab and fill in the appropriate paths. The first path is to the RevolutionDCM/assets/xml location and the second path is to the RevolutionDCM/assets/modules folder where your woc modules are kept. There is other things you can do with the utility. Also there is a woc_installer.jar which at the moment just installs sound xml into RevolutionDCM so that sound works for your woc module.

@Jujulautre
Tried to load your save but it won't load. Perhaps you have customized your version of RevDCM in some way. I can't think off the top of my head what is causing your observation but I'm sure Jdog or Phungus could.

@VicTiz
Thanks for the appreciation especially for Jdog's work which is by far the biggest contribution.

Cheers.
 
@Jujulautre
Tried to load your save but it won't load. Perhaps you have customized your version of RevDCM in some way. I can't think off the top of my head what is causing your observation but I'm sure Jdog or Phungus could.

There is something fishy in here o_O I did not change anything to the mod. Just took the archive from the OP, extracted it into my mod folder and started a game. I double-checked again and the mouse-over shows BetterAI 0.81, so that should be the correct version of RevDCM right ?

Anyway, I took some screens, here they are
Spoiler :
attachment.php

That is the latest RevDCM release, no problem

attachment.php

Sitting Bull has +2 to Kublai for civics

attachment.php

While his favourite civic is environmentalism.


AFAIK, current civics are used in "wisely chosen your civics" with a boost for favorite civic (where you see a +5 if all civics match including favorite)

IIRC this is the case in vanilla bts as well.

Well, as far as *I* know, the only situation in which you should have a "favourite civic" bonus is when you and said leader are both running his favourite civic. And same for AI-AI relations. I honestly do not think I am wrong, but if that is the case please feel free to show me otherwise.

Of course, unless something is changed in Rev DCM, but then I am not aware of that.
 
hey glider,

i have a couple of questions -
have you and jdog500 used parts of car mod?

and if i want to turn off global warming - should i just change the 20 percent of global warming to 0?
besides that, youve done massive changes from 2.5 to all the files, it wasnt easy to merge it with dune wars, but it was worth it :)

just for the record - i to had a problem with the modules - didnt know how - so i unmoduled it.


thanks alot buddy.
 
RevDCM 2.6 is awesome, although I have experienced more problems with the multiplayer (not using the revolutions component) than with previous versions of RevDCM - particularly more instances of the game desyncing.

Also, one minor bug:
- When a player founds a city and names it differently from the default, Civlerts still reports the default name in the city founded notification and not the player-specified name.
 
Non MP suggestions to put on the Todo list:

  • Scale % probability of Barbarian Civ to full civ conversion with gamespeed (currently Barbarian Civ causes way faster settling in relative terms on longer gamespeeds)
  • Add civic required array to UnitInfos so the Inquisitor will no longer need to be hardcoded in the SDK, and the CannotTrain callback can be fully removed, also will add a modding tool
  • Add Gameoption tag in UnitInfos for unit trainability (reasons same as above, probably best to set it up so when selected a unit cannot be trained, this would mean Inquisitions would be on by default and the Inquistions gameoption would need to be No Inquistions)
  • Incorporate Lead from Behind modcomp, once it's finalized (it's currently being developed)

Everything else I can think of is already on the updated todo list.
 
I have a quick question - when I am playing with revolutions on, sometimes I get the "financial trouble" indicator on my general revolution notification. What exactly causes this? I had thought that keeping my science at or above 50% was enough to avoid this, but it doesn't seem to be the case. Any ideas?
 
I have a question about Advanced Combat Odds. I've just integrated RevDCM 2.6 into HephMod, and my ACO display no longer displays the Strength vs. Strength value with the list of modifiers below it (+10 Strength, etc.).

I'd like to change it back to the old ACO display. Could someone please tell me how to do this?
 
I tried using the source code but something has gone wrong.

Code:
-------------- Build: Final_Release Win32 in RevolutionDCM ---------------

CvArea.cpp
c:\Users\Nathan\Downloads\Sources\CvGameCoreDLL.h(17) : fatal error C1034: windows.h: no include path set
Process terminated with status 2 (0 minutes, 1 seconds)
1 errors, 0 warnings
I added the Python24 file and Boost-1.32.0 from the Beyond the Sword DLL folder to the RevDCM source folder.
Normally i dont have to change the build options but i had to fill them in this time :/
Only made 2 changes on the source code that i know it will compile.

What have i done wrong... lol... Stress!


EDIT- Could someone just post a quick tip how to use this source code. I previously added code to the standard bts source files and compiled from there...
 
Voltage, hi.

do this:
1. copy the bts original sdk's(cvgamecoredll files) to a separate folder - say "1"
2. copy the revdcm source files into the new folder - "1" and replace .

3. make sure the in the makefile file you remember to change the two directories of the sdk and the second directory which i cant remember at the moment to where you installed you installed those stuff (Microsoft sdk and the second).

4. compile.

shouldn't be hard.
 
2. copy the revdcm source files into the new folder - "1" and replace .

Just the .h and .cpp files? Because theres also

CxImage folder
CvGameCoreDLL.rc
FVariableSystem.inl
InterfaceDirtyBits.inl
RevolutionDCM.vcproj (In this "1" Folder there would be RevolutionDCM.vcproj and CvGameCoreDLL.vcproj, which would I open to compile?)

I done a compile with everything except RevolutionDCM.vcproj and used CvGameCoreDLL.vcproj from vanilla source code and at the very end of the compile it give a bunch of errors about python.

EDIT - Still not got it working. Im using code blocks and the RevolutionDCM.vcproj has no build options. Can anyhelp or post source code that is good to go with codeblocks?
 
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