RevolutionDCM for BTS

I've been playing this one merged with RoM, I am getting CTD the turn after a Barbarian city spawns a Civ. Looking over the notes & threads for Revolution, it was stated that a bug in this area was fixed in v1.51 or v1.52, is is possible that this fix was left out?
 
I don't know if this is the proper place to post this but I have tried this mod seperately and really liked it, but I also wanted Wolfschanzes mod in this so I decided to merge them. It was all xml merging mostly and there was one file: cvEventManager.py which was in Wolfschanzes mod but not in RevolutionDCM. I used the dll of RevolustionDCM but it crashes while loading the mod. If I check the logs it gives the following log for python but to be honest I have no idea what the problem is. Does anyone have any idea? Thanks for the help, I included the error log for python.
 
Berenthor, normally you want PythonErr.log, not PythonErr2.log

All I can say is that merging Python is not as simple as being able to drop in files which don't appear in the other mod ... there are all different variations of event manager and they usually conflict ... it is not like the xml.
 
Thanks frekk for the quick response. For some reason there is no PythonErr.log only this one. If a python file does not appear in the python folder of a mod (so the original is used from BtS right?) and you add the file to the modfolder, it should still work I think? In the log file, is there a way to see where it goes wrong, because I can't seem to see that it says were the error is.
 
I've been playing this one merged with RoM, I am getting CTD the turn after a Barbarian city spawns a Civ. Looking over the notes & threads for Revolution, it was stated that a bug in this area was fixed in v1.51 or v1.52, is is possible that this fix was left out?

Rev 1.52 is inside RevDCM 0.87 current build. I know what you are talking about in previous versions except that the CTD was random definetly not consistent. I spent almost a week tracking the CTD down with Jdog. So not sure what's going on there. So far I have not even had one CTD in RevDCM 0.87 with Rev 1.52 and that's with barb civ turned on. That doesn't mean that it is fixed of course, it's just circumstantial evidence in favour.

If you are still getting CTD's then simplify down if you have not already tried it. Auto-play through 200 turns and run straight Revolutions and see whether you get the CTD. Then do RevDCM with DCM turned off and see again. Then do RoM and check again.

I'll keep an eye on it myself because I hate CTD's too.
Cheers.

PS) Kalimakhus made a brilliant find with barbciv CTDing inconjunction with a permanent alliance if that's any help.
 
ok, a few quick questions, because I feel too bad to play this mod, as I always get hammered.

what real ways are there to stop secessionist tendencies? I mean, my first founded town always (slowly) slips into the danger zone and eventually declares independence. why? because of distance. at some point the 'small city' bonus is lost obviously, but apart from giving them money or waging offensive wars the only way to stop it was to pic another government form, monarchy I believe. so, question is: early on, is there any other way to stop those revolutions? I had a few games so far and permanent revolutions kept me so busy that I finally crumble when barbarians or other civs decide to give me the rest.

I like the idea (obviously, else I wouldnt have searched for and installed the mod) and I like the execution, but I feel it kicks in too early, too fast and, in particular, I cant see any way to combat it. yes, that's my main issue. I know something is going wrong, but I have no idea what to do about it, except for temporal solutions proposed in the game (such as a war or bribing the city, both of which cannot be permanent options).

so, any help, so that I too can enjoy this apparently great and polished mod.

ps. I play the mod on prince which is where I usually play and win in bts unmodded. thus, maybe the problem is that the mod is just so much more difficult than the normal game. someone mentioned something along those lines.

thx again for any help.
 
I play on Noble, so I might just be having an easier time in general, but I never let my cities become unhappy, and I always try to found a religion and spread it to all my cities. Those 2 things seem to keep my empire stable.
 
I've been playing this one merged with RoM, I am getting CTD the turn after a Barbarian city spawns a Civ. Looking over the notes & threads for Revolution, it was stated that a bug in this area was fixed in v1.51 or v1.52, is is possible that this fix was left out?

I'm looking more into this bug. I have discovered it occuring in RevDCM too but not sure whether it reproduces in Revolutions 1.52.

Even if I track it down and fix whatever it is, I have no data left with my ISP and hence cannot upload until Jun 28. Anyway, the whole context of BTS and Revolutions has changed quite a bit since the "closeness" bug (see Bhruic forum) was found so in the meantime I suggest you play test the Better BTS build and help the people over there:
http://forums.civfanatics.com/showthread.php?t=274529&page=2

Once Jun28 comes I should have whatever is causing the bug sorted and a new build of RevDCM with Better BTS as well.

Cheers.
 
ok, a few quick questions, because I feel too bad to play this mod, as I always get hammered.

Keep at it, Revolutions makes the game more difficult no question but the ultimate enjoyment factor is greater too. Make sure you enjoy the "experience" and have an "experimental" mindset. Revolutions is much closer to the dynamics of real world experience.

A good way to play Revolutions is to think of yourself as a leader of "real" citizens. What would make them content with your leadership and what would not? For example forcing them into slavery without a clear objective would not make them content with you! In Revolutions you are truly a leader in the sense of leading your own people and if you do not do a good job, you will be overthrown as you should be. Remember that citizen "happiness" is only one surface measure while an undercurrent of resistance against you festers for other reasons.

Cheers.
 
I've been playing this one merged with RoM, I am getting CTD the turn after a Barbarian city spawns a Civ. Looking over the notes & threads for Revolution, it was stated that a bug in this area was fixed in v1.51 or v1.52, is is possible that this fix was left out?

You were correct 42 you are the meaning of life, there is a bug. For the moment if you want to cull the chance of a CTD, turn off barbciv even in the latest incarnation of RevDCM. Jdog is looking into the issue but he is currently also working on "Better than BTS" so he's kinda *busy* at a guess!

Cheers.
 
@glider

played another (great) game. This time I set barb civs to 12 so it wouldn't max out to 34 as in the DLL but I noticed that as the civs got up to 17 that this limit doesn't apply to breakaway civs. Is there anyway you or jdog can add a limit for breakaways (and to balance increase changing leadership likeliness if the limit is reached)? thx
 
@Ekmek
That question is definetly Jdog territory.

@01000010
Thanks. I will commence a merge beginning on Jun 28 once I get a new slab of data with my ISP.

@anyone
I've been spending all my time testing the "Better Than BTS" improved AI. So far it is very promising and Jdog is one of the contributors in that project. However this is the bad news regarding DCM at the moment:

I'm pretty sure these components of DCM are unbalanced and here are the reasons that I can work out:

1) Archer Bombard - An AI invasion stack strength has not been increased to properly compensate for the archer bombard city defense factor. Thus invasions are too unlikely to succeed. It might be possible that you cannot have archer bombard without opportunity fire turned on in order to balance the odds better. Have not tested that combination. Could that be the trick?

2) Stack attack - there is now a third bug I have found with stack attack. Unfortunately under some situations, seige units in an AI invasion force will inflict excessive and massive damage to city defenders completely unwarranted and not because of ranged bombardment or opportunity fire. It only happens occasionally. I'll examine it and try to fix stack attack because it is cool.

3) I haven't even begun to properly test opportunity fire
4) I haven't tested the late game components of DCM like active defense either to see whether they are balanced.

Cheers.
 
anychance at getting 3 square city radius as an option always liked that mod
 
Unless I can get really enthusiastic (which I'm not at the moment), RevolutionDCM builds are on hold until these things happen:
1) Dale updates DCM to BTS 3.17
2) Revolutions stabilises
3) Better than BTS stabilises
4) Solver's BTS 3.17 patches stabilises

The main reason is that Dales AI modifications are very much out of sync with advancements in the AI that are happening in the "Better Than BTS project". If you want this merge to continue, suggest that you contact Dale and request that DCM get's updated at least to BTS 3.17.

If that doesn't happen, then at some future stage I could do this:
1) Merge Revolutions with IDW
2) Merge some DCM into Revolutions that don't clash with the new AI. This would be things like stack attack, battle effects and possibly others.
3) Retrograde Revolutions to exclude the "Better Than BTS" tactical AI improvements so that they don't clash with DCM. I could still include the strategic AI improvements.

In the meantime you could do what I am doing and that is to support Revolutions and the Better Than BTS project which are both being worked on by Jdog5000 "The Master".

Please keep this forum informed if DCM get's updated to 3.17. That will definetly trigger a new build of RevolutionDCM.

Cheers until then.
 
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