RevolutionDCM for BTS

Would there be interest in pre-made RevDCM scenarios? While I'm not capable of modding the SDK or python, I'm more than capable of handling WorldBuilder stuff and would be happy to build some maps that use RevDCM as a core.

Things like a "Europe" map or an "Earth" map are very possible if there is enough interest.
 
Would there be interest in pre-made RevDCM scenarios? While I'm not capable of modding the SDK or python, I'm more than capable of handling WorldBuilder stuff and would be happy to build some maps that use RevDCM as a core.

Things like a "Europe" map or an "Earth" map are very possible if there is enough interest.

What about using these vanilla maps as your "copying" object and make the map exactly like them but with RevDCM as a foundation? I especially want 18 civs Rhye map.
 
That's one of the ones I had planned on doing ;)

But I also have a version of an earth map with all the non-American civs in place (IIRC, been a while) which works nicely with BarbarianCiv so that the Meso-Americans are behind technologically.

I'm thinking of doing a few Earth-maps (a few size variations), a Europe map, and possibly a "Colonization"-type scenario with Americans + Spanish starters.
 
With that in mind, allow me to offer you the first Earth option. This RecDCM compatible Earth features: 18 Civs

India, Egypt, China, Carthage, Rome, Persia, Japan, Holy Roman, Mongol, Ethiopia, Arabia, Spain, England, Russia, Zulu, Byzantine, Viking, Khmer Empires.

Empty Americas, suitable for BarbarianCiv.

You'll need to "Play Custom Scenario" to enable all Revolution and BarbarianCiv options. Future versions will have options specified.

Edit: http://www.filefront.com/14874131/EarthRevDCM.rar

(Forgot the link :blush: )
 
But I also have a version of an earth map with all the non-American civs in place (IIRC, been a while) which works nicely with BarbarianCiv so that the Meso-Americans are behind technologically.

I've been thinking it would be a cool attribute of Barbarian Civ for scenario makers if BarbCiv did a name check on the city, and if it returned a name in a list for city names in CivilizationInfos it would return that civilization type as the civilization it would spawn (assuming that civilization isn't currently alive). I know this is definitely possible to do, and might get around to adding such functionality myself; however I'm not a proficient coder by any means so this may be difficult for me, and also I'm not sure such a feature would see too much use.
 
I wouldn't worry about that too much, since BarbarianCiv renames the starting city to the primary starting name of that civ.

But I can see how it could be cool in some situations.
 
Would it be possible to create some scenarios that emphasize certain aspects of the mod? Like a scenario with a large empire that is likely to fall to both inside and outside pressures (Rome), or a rise of the barbarian scenario (Mongols), or a revolution "wave" (French Revolution). Historic scenarios could work, but personally I would prefer non-historic because it allows for more flexibility. I've been trying to do something like this myself, but I've been extremely busy. Thanks!
 
http://www.filefront.com/14880943/Tiny Europe 7 civs.rar

This one gets a little wild. If anyone was to invite me into a Pre-Alpha meeting for Civ5 saying "What features, if added to Civ4, would have made you have wet dreams?", one of the things I would say is being able to disable or limit religions directly from a scenario/map file without having to make it a separate "mod".

This is a "tiny" version of Europe (I believe the original map was hacked from Rhys' full map) with 7 defined Civs. This leaves plenty of room for BarbarianCiv.

Again, please use "Play Custom Scenario" and set options to your liking. (As I forgot to set them again :blush: )

Before we go too much farther into this process, I'd like to give credit:

Many of the maps I'll be uploading were originally created by others, and where that information is available (noted in the file or in the filename) I will happily give credit. I'm not even remotely claiming that these are all 100% my work, and I hope that those who originally created the maps can feel the love I'm sending them through the virtual intertubes.
 
Secondary side note... Any chance we could get a sub-forum, or move this into the old Revolutions forum? This thread can get unwieldy, and things like "How to actually get the beta from sourceforge" get lost. I still haven't figured it out, mainly because I'm new to sourceforge, but also because I haven't bothered hunting the thread for instructions. The only files I can see on sourceforge are a "1.0" version of RevDCM
 
Secondary side note... Any chance we could get a sub-forum, or move this into the old Revolutions forum? This thread can get unwieldy, and things like "How to actually get the beta from sourceforge" get lost. I still haven't figured it out, mainly because I'm new to sourceforge, but also because I haven't bothered hunting the thread for instructions. The only files I can see on sourceforge are a "1.0" version of RevDCM

The "old" Revolution forum in projects forum is now RevolutionDCM forum, even if it doesn't have the name on it. So go ahead and post a thread there :).
 
RevDCM modders:

The source code on SVN has been updated with the latest UP and BBAI (with slight modifications since they were released as well). The Makefile needed some new files added to it for the BBAI logging code.

So, please check it out and see if you can compile it with your setup.

BTW, with the last couple source code updates there's been a small change in how the comments indicating BBAI/UP/RevDCM changes are done. While small and in the comments, the change did occur in some 4000 places ... if you don't want to winmerge through all that, here's a trick:

1) Search and replace all "/** " with "/* "
2) Same as above, but with a tab after instead of a space (you can copy a tab from the editor and paste it in where you need it)
3) Find one of the long /****************/ lines and copy it. Then, search and replace all of those with the same thing but with one * removed.

That's what I did, so it should have you some winmerge time. In case you're wondering why in the heck I would inflict this on myself and you, well the Doxygen code commenting style interprets "/** BETTER_BTS_AI " as a special kind of comment to show up in documentation. Having a few thousand of those in documentation is not very useful, so the change to "/* " was needed.

Let me know how compiling goes.
 
1) Search and replace all "/** " with "/* "
2) Same as above, but with a tab after instead of a space (you can copy a tab from the editor and paste it in where you need it)
3) Find one of the long /****************/ lines and copy it. Then, search and replace all of those with the same thing but with one * removed.

That's what I did, so it should have you some winmerge time. In case you're wondering why in the heck I would inflict this on myself and you, well the Doxygen code commenting style interprets "/** BETTER_BTS_AI " as a special kind of comment to show up in documentation. Having a few thousand of those in documentation is not very useful, so the change to "/* " was needed.

Let me know how compiling goes.

Ugh, I noticed that. I'll have to update all the comments I added too then? Oh well.

How do the Doxygen comments work?
 
Any way to fix the "<>has decided to give up their independence and join <>" bug?
 
Have to, no ... and you can put it off and do it later if you prefer. If you don't do it then should you choose to produce Doxygen documentation for your code you'll get extra stuff.

Doxygen does three things: First, it scans your code and extracts the structure, so functions and classes and stuff like that. Second, it creates a series of html pages so you can browse around your code, see what the methods of say CvUnit are and what arguments different functions take. Third, any comments you put in with certain special comment formats will show up in the html documentation for the function/class.

If you do a search for \brief you'll see the small number of places I've started marking things up. You can read more about Doxygen at: http://www.stack.nl/~dimitri/doxygen/
 
Have to, no ... and you can put it off and do it later if you prefer. If you don't do it then should you choose to produce Doxygen documentation for your code you'll get extra stuff.

Doxygen does three things: First, it scans your code and extracts the structure, so functions and classes and stuff like that. Second, it creates a series of html pages so you can browse around your code, see what the methods of say CvUnit are and what arguments different functions take. Third, any comments you put in with certain special comment formats will show up in the html documentation for the function/class.

If you do a search for \brief you'll see the small number of places I've started marking things up. You can read more about Doxygen at: http://www.stack.nl/~dimitri/doxygen/

That could prove very handy. Good Idea, Jdog5000.
 
I'm currently playing RevolutionDCM, or trying to, but about ten or so turns into the game I keep getting a python exception along the lines of "can't find enum type for type UNIT_INQUISITOR."

I think it's happening after I check the revolution status of my cities...
 
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