RevolutionDCM for BTS

I've tried this mod seperately and I really liked it. It combines two very good mods. Personally I also liked some more diverse units and unitclasses, so I tried to merge this with some mods on which add units here on the board (like Wolfschanses mod with my personal changes and additions). Unfortunatly this didn't really work well and BtS with the mod didn't even load. I tried to merge the xml-files with WinMerge going line by line, but it still doesn't seem to work. Does anyone know exactly which files should be changed and which can just replace original files? I think it is only civs, buildings and units that the other mod adds. Thanks for the help and keep up the good work :goodjob:
 
glider,

First off, I want to thank you for this mod. It has saved me a lot of time in creating my next version of CivFusion because I am using it as a base. I have one suggestion for you to make life a little easier on modmakers: Could you include only the changed SDK files with your download and not the entire SDK in your next version?

Cheers,
ripple01
 
@Glider

The new RevolutionDCM for Rise of Mankind is out. I hope RoM players will provide helpful feedback about stability. I should indicate that I am so pleased with the new RevolutionDCM 0.87. Getting Stack Attack back is indeed a great plus for the mod.

Thanks again for your hard work that makes our own work much easier. :goodjob:
 
Personally I also liked some more diverse units and unitclasses...I tried to merge the xml-files with WinMerge going line by line

Winmerge should be able to achieve what you are looking to do. I tried doing a personal build of VD with RevDCM and gave up because I kept getting myself into trouble with missing all the small details in WinMerge. Suggest you could take the easier path and just play RoM with RevDCM built in. That way you get all the units and more.

Cheers.
 
Getting Stack Attack back is indeed a great plus for the mod. Thanks again for your hard work that makes our own work much easier. :goodjob:

The last build was hard after working with Jdog to find some annoying bugs. This version looks good including barbciv ;) Have you tried ctrl-shift-p?

Thanks for your help on using MVC++2005 for debugging. I can't download it until I get my next batch of data with my ISP on June 28 unfortunately. I am absolutely itching to delve into the stack attack "crashes" more thouroughly. I'm 99% confident of being able to get rid of the "loss of interface" issue and 50-75% confident that the CTD issue can be fixed too. It definetly is an intriguing instability issue in stack attack that is luckily not too serious in the meantime. For the moment stack attack could be used like this:

1) Stack attack in unit categories like all seige then all riflemen
2) If there is a high probability that the stack attack will result in the complete elimination of the opponent from the attack square, make sure that the last attack prior to elimination is done as a single unit attack. This seems to reduce the chance of the interface going down.

The thing that has to be kept in mind about stack attack is that it is a lot of fun but not the optimal way of attacking. It is most useful for those situations where specific details in the attack are not critical. For example 2xArcher, 1xAxe, 1xSword verses a single combat-II archer in a city might not be able to capture the city in stack attack but can be captured in a single unit attack.

I think that the attack logic in stack attack is a meld of AI attack strategy with the extra capability of DCM logic like archer bombardment. So in the above example, a stack attack could trigger the archers to try bombardment before the axeman and swordsman go in for the final kill (not sure on this). But if archer bombardment fails (good chance) the entire attack fails.

Cheers.
 
we posted VD files before. i've been playing with VD on RevDCM and aded my own stuff. All the VD files should be in this thread.

Yeah I remember now. I'm not sure that there is actually a clean build of VD and RevDCM officially up as a mod. There was one called VDRN but that seems out of production. Merging in VD is a pretty big job that takes a lot of patience. :goodjob:
 
I think that the attack logic in stack attack is a meld of AI attack strategy with the extra capability of DCM logic like archer bombardment. So in the above example, a stack attack could trigger the archers to try bombardment before the axeman and swordsman go in for the final kill (not sure on this). But if archer bombardment fails (good chance) the entire attack fails.

Cheers.

All bombardment capable units take part in combat (by range bombarding) even if they are not grouped with the attacking stack. The failure of bombardment doesn't necessarily cause the entire attack to fail. Some time the bombardment alone can kill the enemy unit so it disappears without an attacking unit taking its tile. This looks really odd when it happens. It is more likely in modern era when airplanes also take part in attacks from within a city.

In some cases SA will get you a result impossible in normal combat mod while it actually makes sense. I was able to capture a city with 2 War Chariots killing 3 Warriors in one turn. In one on one combat you will need two turns to take the city. It makes sense however that two regiments of Chariots will defeat 3 regiments of warriors in one battle.
 
Glider any chance you will be adding Super Spys to the DCM mod? It looks very cool, but has it's own dll so I don't know how to add it. Also how do you go about combining two mods that have different gamecore.dll files? Any chance you could point me toward a tutorial on this? The only coding I've ever done (outside text/xml tag edits) is in the past 2 days in python. Working on tweaking the Distance Modifier from revolutions, been very succesful at it, I think I have a working mod right now that behaves the way I like it, need to test it more, then I'll put it up in the regular rev thread and see if jdog prefers it to how it works now. So I have no knowledge of C++/SDK editing, but something like combining dll I think I could figure out if pointed in the right direction.
 
Try these two threads:
http://forums.civfanatics.com/showthread.php?t=196283
http://forums.civfanatics.com/showthread.php?t=166933

You can then get the source files for the two mods you want to merge. You need WinMerge (google for it) to merge the modifications the mods do to the same file. If you are lucky the mods will change different functions so you won't need to understand every single line of code to do the merge. If successful put the modified files into a full SDK sources overwriting the original files. You then can compile and build a DLL using either of the methods in the mentioned threads. If it goes without errors you will have a working DLL to inserts into the Assets folder of your merged mod. You will need to merge any python or xml files in common between the merged mods. That should be all.

I don't say it is an easy task. It can be with some luck. However you can learn from failures if you have enough determination.
 
is there an easy way to reenable dales civ custimizer
 
@phungus420
Thanks for the tip on "Super Spies". If it is a good thing then I can't see why it shouldn't be added to RevolutionDCM. That is because it would seem to fit well with Revolutions, DCM and IDW at first glance and it adds some extra AI capability and strategy. It just needs others like Kalimakhus to give their opinions because RevolutionDCM mod is being used in other mods like RoM.

@Forsaken
Dales customiser doesn't exist in this mod even at the code level. All customisation is now being done by Revolutions. Take a look at what Revolutions can do including the new customisation feature CTRL-SHIFT-P. If more people want's Dale's customiser back in I could try to add it back in but prefer not. Dales mod is a battle enhancement mod to me, not a game customiser mod.

Cheers.
 
@phungus420
Thanks for the tip on "Super Spies". If it is a good thing then I can't see why it shouldn't be added to RevolutionDCM. That is because it would seem to fit well with Revolutions, DCM and IDW at first glance and it adds some extra AI capability and strategy. It just needs others like Kalimakhus to give their opinions because RevolutionDCM mod is being used in other mods like RoM.


glider,
If you opt to add superspies I hope you keep a RevDCM version posted. Some us like to keep it pure (except for adding VD). I'd hate to see this grow into another mod with too many features I don't want :( (i.e. VDRN, etc)
 
glider,
If you opt to add superspies I hope you keep a RevDCM version posted. Some us like to keep it pure (except for adding VD). I'd hate to see this grow into another mod with too many features I don't want :( (i.e. VDRN, etc)

Good point. Super spies might become so good "eventually" as to be "irresistible" to us RevolutionDCM players but often there's a hidden catch like bugs, imbalances, crashes, logic mistakes, version 1.0 problems etc. It'll take some time to find all of that out .... and agree that "bloat" is bad.

Cheers.
 
Yeah had another look at Super Spies. I am certainly interested in it. Once I get my next batch of ISP data (June 28) I'll do this with RevolutionDCM:
1) Re-enable IDW active resistance as an option
2) Attempt to fix stack attack
3) Include Super Spies as an addon to RevDCM like what I did with Inquisition.
4) Fix the Revolutions minor civ interface issue
5) Add an improved foreign relations screen (see the Revolutions forum)

However none of this will happen until then. For the moment I'm stranded in mid water like a galley verses a galleon, unable to do anything except read emails until my ISP hands out more data.

Cheers.
 
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