RevolutionDCM for BTS

Thanks for putting up the pre-release! When trying the SVN, I'm getting an error on the link

https://revolutiondcm.svn.sourceforge.net/svnroot/revolutiondcm/RevolutionDCM
doesn't exist

That's because we have reorganized the SVN, and that doesn't exist anymore. In the current RevDCM build everything has been standardized according to basic SVN conventions; the RevDCM SVN now is split into 3 main folders, Trunk, Branches, and Tags, most stuff, the source and the main RevDCM mod itself is in the Trunk. Check the path on the prerelease link above, it should make things more clear. As far as your second post, not taking requests right now, please wait till 2.7 is released; all we are doing right now is trying to make sure 2.7 is stable, (which is why the prerelease is there, hoping some people will playtest it and try to break it) and glider is adding some MP code to help insure stability. 2.8 is where new stuff would go, but not there yet, kind of narrowly focused right now, at least until 2.7 is released.
 
The current RevDCM 2.7 pre-release crashes to the desktop when I try to connect up in MP. Is this other people's experience as well or just something kaputt in my setup? I am also working on RevolutionMP and that connects fine.
Cheers
 
@Nudden:

I can't reproduce this bug. Does it occur in the latest prerelease version? You can just download from the link below and reinstall, and it'll update for you automatically, the prerelease is still save game compatible with the version I posted a few days ago.

@Everyone:
Glider is thinking about not including the RevMP fixes in Rev 2.7. This is because he hasn't received any feedback about MP, and isn't sure the work of merging in the code from RevMP is worth it. If you want to see MP tried to be fixed in RevDCM 2.7, or at least some of the current code fixes done in the RevolutionMP build, please try to test the prerelease and RevMP itself and give glider feedback.
 
The prerelease installer has been updated with a couple of bug fixes. Also I see the post with the link to the prerelease has fallen off the page, so reposting the links. The prerelease is for mainly for playtesting, so please try to break it by playing it, and let us know if you find any bugs:

RevDCM 2.7 pre-release Setup
RevDCM AddOns v1.03
 
@Nudden:

I can't reproduce this bug. Does it occur in the latest prerelease version? You can just download from the link below and reinstall, and it'll update for you automatically, the prerelease is still save game compatible with the version I posted a few days ago.

just installed the new pre-release version but the bug wasn't fixed for me. so iam wondering if anyone else has the problem, too?

cheers
 
Oh, now I see it. You don't have alphabet yet, which means by default BtS rules you shouldn't be able to adjust Espionage. This is default BtS behavior, research alphabet, and you should be able to adjust the rate, if not let me know.
 
Oh, now I see it. You don't have alphabet yet, which means by default BtS rules you shouldn't be able to adjust Espionage. This is default BtS behavior, research alphabet, and you should be able to adjust the rate, if not let me know.

strange! i reload the autosave....and...tada...there it is. WITHOUT the tech alphabet. think there is something wrong.
 
Oh, now I see it. You don't have alphabet yet, which means by default BtS rules you shouldn't be able to adjust Espionage. This is default BtS behavior, research alphabet, and you should be able to adjust the rate, if not let me know.
Now this reminds me about one thing - I'm pretty sure I've seen AIs adjust Espionage rate if I use AI Autoplay at the start of the game and without Alphabet.. on rare occasions. Don't have now screenie to prove it but if I'll see it happen, I'll take a screenshot.
 
I don't know why I thought that. Anyway, what Nudden is showing is that his tax sliders for Espionage are not showing.
 
BTW the other bug reported by zappara about maps is fixed by having the installer install the map scripts to the mod folder itself, and the custom maps folder. Technically installing to the custom maps folder isn't needed, but I've set up the installer to do that so that the user isn't bombarded by error messages when they go to play regular old BtS and the civ4 config has a map script BtS can't find in it.
 
Hi,

I have spent around 2/3 hours playing the upcoming version (with some additionnal modules Next war & Diversica, We have standard European English BTS 3.19 with win7 / vista) with my wife and we have spotted a few bugs:

1. The game went OOS after I've built the great library
2. The game went OOS when she built another wonder (I think it was The aztec +25% def one)
3. When you are contacting another leader some AI_DIPLO_FIRST_CONTACT missing text appears appears (for gandhi for instance)
4. The text in the city view when you mouse over the Revolution Bar is a bit crowded
5. Revolution popup are displayed to every players (why not using the event style windows ?? I use them for my additionnal traits and they are working fine...)

Appart from that the game is much more stable !!!! :)

Her logs are attached to this message.
It's raining again over London... More news later today maybe...
;)
 

Attachments

Hey glider, one thing that's always bothered me is the hit% of ranged bombard. I have all the units with it enabled set to 100 accuracy in the XML in LoR, but they don't seem to hit more then 1/3rd of the time in the field, and maybe 10% of the time against units in cities. I think the XML needs to change to reflect actual values. Why is 100 so low? Where in the DLL is this controlled, and how can we give modders more intuitive control over the accuracy of the units when ranged bombarding?

I second this. would be very nice to know how often for example a mobile artillery hit enemy units with an accuracy of 80%. phungus is right here, it's not 80%. it feels like 5% :sad:....

cheers, and keep up the awesome work. this mod is near to perfect:goodjob:
 
its in the globaldefinesalt.xml: Bombard Inaccuracy. For some crazy reason its set to give artillery a 250% penalty for accuracy in default revDCM, making ranged bombard a rigged crap shoot.
 
its in the globaldefinesalt.xml: Bombard Inaccuracy. For some crazy reason its set to give artillery a 250% penalty for accuracy in default revDCM, making ranged bombard a rigged crap shoot.

Do you mean this here:

<Define>
<!-- RevolutionDCM variable - higher values increase ranged bombard inaccuracy making city attack/defense harder against the AI. 100 is equal to previous releases -->
<DefineName>DCM_RB_CITY_INACCURACY</DefineName>
<iDefineIntVal>350</iDefineIntVal>
</Define>

350?? if i set this to 0 artillery has no penalty on accuracy? for example the 40% acc of the catapult are real 40% accuracy?
 
I'm not 100% sure, I think actually if you put it at 100 it will be exactly what it says, but I haven't tested it enough to really know for sure.
 
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