RevolutionDCM for BTS

I recommend you download the official release and follow the instructions, the development version in my branches is unstable and well, untested.

I don't include my source code in my mod, but you can find it in my svn in the trunk. The trunk files are identical to the 1.64 download. Just make sure you install RoM first, AND is not a stand alone mod. ;)

SVN: https://anewdawn.svn.sourceforge.net/svnroot/anewdawn
 
Is there anyway (when creating a scenario) to prevent new Civs from breaking away?

For example, if a game has the Romans, the Egyptians and the Celts as the only Civs then I don't want the Eastern half of the Roman Empire to break off and form Byzantium. However, if the Romans conquer Egypt then I want it to still be possible for Egypt, even if fully conquered, to be able to break away again 100 turns later or so.

Is there a way of doing this?
 
Sorry nutnut I'm not sure. Kinda focused on MP at the moment.

Ok Afforess, your mod loads up fine in single player. However in MP direct IP it crashes during the load up on both machines identically. An MAF and something screwed with the leaderheads but only MP. Leads me to think may be there is an issue with WoC loading and MP.

Time will tell. If there is any interest, I will continue RevolutionMP without WoC and see how it goes. However the forum is dead quiet, and except for Nutnut here on this forum, RevDCM is quiet as well. It leads me to think that trying to fix MP can be a background operation for me, because people seem to be gearing up for Civ5. I have posted about MP on the Civ5 discussion forums.

Cheers
 
Sorry nutnut I'm not sure. Kinda focused on MP at the moment.

Ok Afforess, your mod loads up fine in single player. However in MP direct IP it crashes during the load up on both machines identically. An MAF and something screwed with the leaderheads but only MP. Leads me to think may be there is an issue with WoC loading and MP.

Time will tell. If there is any interest, I will continue RevolutionMP without WoC and see how it goes. However the forum is dead quiet, and except for Nutnut here on this forum, RevDCM is quiet as well. It leads me to think that trying to fix MP can be a background operation for me, because people seem to be gearing up for Civ5. I have posted about MP on the Civ5 discussion forums.

Cheers

I think there is a lot of interest actually. There is just nothing new to report. It seems to be like the following; a few people get crashes with RevDCM in Direct IP, and for some it works like it should. Since I'm in the second category, I'd much rather play (and test) RevDCM than RevolutionsMP.

By the way, did you test connecting with multiple instances on the same machine? Maybe that way you can figure out if the setup is wrong on one or all of the machines in your lab. If it works on all of them separately, at least I will know it's not a proper testing method.
 
Ok Afforess, your mod loads up fine in single player. However in MP direct IP it crashes during the load up on both machines identically. An MAF and something screwed with the leaderheads but only MP. Leads me to think may be there is an issue with WoC loading and MP.

Just to let you know, revolutionDCM had already in the paste crashed randomly (I would say < 5% of the times with 2 players) during the map creation process in MP. I have to say that during my test so far with prerealease 6 (5 games so far) it have never happenned.
 
@Avian, Init, Jack
Thanks for the feedback! The other members of the RevDCM squad say it's time to press the go button, so this baby will now go into production ASAP.
Cheers
 
Ok Afforess, your mod loads up fine in single player. However in MP direct IP it crashes during the load up on both machines identically. An MAF and something screwed with the leaderheads but only MP. Leads me to think may be there is an issue with WoC loading and MP.

Time will tell. If there is any interest, I will continue RevolutionMP without WoC and see how it goes. However the forum is dead quiet, and except for Nutnut here on this forum, RevDCM is quiet as well. It leads me to think that trying to fix MP can be a background operation for me, because people seem to be gearing up for Civ5. I have posted about MP on the Civ5 discussion forums.

As my mod is heavily WoC-ified I will have to stay with a dll which supports it, so I hope it remains in RevDCM.

Did you try whether the same MP issue exists in the 'original' WoC Lite ?

Looking forward to the new release in any case, for me MP is not such an important issue, I'd rather get some new mini-mods in, but that certainly can wait until 2.8.
 
@Mamba
Yeah the WoC and MP thing is only a wild guess. No changes to WoC will be made most likely. Thanks for your patience and good suggestion on WoC Lite and MP.

@Phungus
Thank you for your install script efforts. It is an excellent idea. I have a few problems with the script that I wonder whether you can help me with. The latest script is in the SVN. Could you take a look? I cannot release until the issue is sorted.

Cheers
 
Better ship scale, and two other add ons are set up to be available as a seperate installation (See the Add On installer, in the compiled install script folder in the SVN, and the Add On install script for how this works). No reason to try to add it back in, though you may want to mess with that later to get more familiar with the install script. For now, revert back to how it was, change the paths so that they are for your computer, and remember to delete the UserSettings from the main mod folder (as the script is designed to pull the UserSettings folder from somewhere outside the main mod folder, and install it separately).
 
As my mod is heavily WoC-ified I will have to stay with a dll which supports it, so I hope it remains in RevDCM.

Did you try whether the same MP issue exists in the 'original' WoC Lite ?

Looking forward to the new release in any case, for me MP is not such an important issue, I'd rather get some new mini-mods in, but that certainly can wait until 2.8.

FYI Mamba, I have tested the prerelease 7 of RevDCM in MP with my home made mod based on WoC modules (including most of your 1.7 modules + some additionnal stuff) and it works pretty well.

If the official release is done this week I will incorporate it this we and test it => If it s stable I ll keep it, if not I will use the prerealease...
 
FYI Mamba, I have tested the prerelease 7 of RevDCM in MP with my home made mod based on WoC modules (including most of your 1.7 modules + some additionnal stuff) and it works pretty well.

If the official release is done this week I will incorporate it this we and test it => If it s stable I ll keep it, if not I will use the prerealease...

Thanks, I was waiting for the final release before giving it a try. I did not really expect any changes wrt WoC, but given the latest possible issue with MP I was not sure if there would be any change due to that (as long as the change is a fix I am all for it).

Lots of new units (added Bakuels units yesterday), new RevDCM, sounds as if there should be a new release of my mod soon :)
 
In the process of analyzing RevDCM 2.7 I found that the sound definition ASD2_FOREST_GROWTH in CIV4FeatureInfos.xml does not exist in Audio2DScripts.xml
 
Yeah, it should be ASD2_FEATUREGROWTH

That one does not exist either, the only sound which is not in the standard xml is AS2D_SS_BATTLELOOP. So I guess the correct sound was not included (neither the xml nor the actual sound file).
 
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