RevolutionDCM for BTS

How'd did the sound def's go missing? I'll try and sort it out, thanks for the heads up.

EDIT: It must have something to do with this change:
"GrowthSound: allows modders to set a specific sound for feature growth, rather then always getting the forest sound"

Maybe Phungus can clarify?
Cheers
 
Bah, XML error, just must have been an error copying the XML file. I'm surprised it didn't show up in playtesting, probably means that forest growth will be silent. In my opinion you should just repackage it, 2.7 was only released a couple of hours ago. Plus I think the source code should include the install script, basically just export the stuff in the Source Code folder in the SVN somewhere and use that for the Source Code Add on. Also you should post a link to the add on installer, as there are 3 components that have been removed from RevDCM 2.7, but can be reimplemented through the add on installer.

That's all I can think of. I believe it is time for me to bow out of modding now though, I really must get my life in order and I have been spending too much time on the internets.
 
Sorry for probably noobish question, but search didn't give me an answer and its kinda lot of pages to go through :)

Is it generally possible to keep a 4 city distant colony (separate island almost opposite globe) from rebeling ? Or it is unavoidable (modern times in Quot Capita to be exact) for it to separate ? with only negative revolution factors being distance and colony ?

TIA
 
Hi there
Just a small tidy up update. Not important unless you are a modder and it is save compatible with 2.70.

-------------------------------------
Change Log version 2.7 to 2.71
-------------------------------------
- Fix to reported XML error in feature growth. Updated installer in the SVN.
- Add Audio3DScripts needed otherwise the WoC audio installer application crashes
- Another BUG/RevDCM interrelationship bug fix for CvExoticForeignAdvisor change screen.
- Small bug with reporting the Inquisitions option
- Add the install script code and instructions under docs/utils/
- Turn off Revolution debug info by default

@Phungus
The installer compressor is set to "best compression" which keeps this mod under my 10MB upload limit.

Cheers
 
FYI: 2.70 official release started well in MP... I m going to play a bit tonight but so far turn 1 seemed OK :)
 
Excuse me if this has already been asked and answered, but does the latest release of RevDCM fix the the AI not choosing a religion bug?
 
Excuse me if this has already been asked and answered, but does the latest release of RevDCM fix the the AI not choosing a religion bug?

No such bug exists, or has ever existed in RevDCM. If you have witnessed this behavior, I'm sure it's in a mod merge. I've played every version of RevDCM in AI Autoplay at least once since RevDCM 2.0, and this behavior has never occurred. Some things can slip past jdog, glider, and I, (like the above incorrect sound definition, as you don't notice that in AI Autoplay), but something like the AI not choosing religions would be noticed instantly.
 
@glider1

Thanks for telling me about manually setting the compression method. Using this feature shrunk the 353MB LoR download to 288MB, that's not a trivial change in size!

Please include the Add Ons installer in the OP:
https://revolutiondcm.svn.sourceforge.net/svnroot/revolutiondcm/Trunk/Compiled Installers/
You probably will want to repackage it, and put up a download page for it properly in the forums, as just linking people to the SVN wol't keep track of the number of downloads. If you do want to repackage it, the files are in the Branches SVN section, under, in the InstallerAddOns/ folder. Also you should probably update the official SVN install:
https://sourceforge.net/projects/revolutiondcm/files/
It's still version 1.00.


Thanks for updating everything, good work.
 
No such bug exists, or has ever existed in RevDCM. If you have witnessed this behavior, I'm sure it's in a mod merge. I've played every version of RevDCM in AI Autoplay at least once since RevDCM 2.0, and this behavior has never occurred. Some things can slip past jdog, glider, and I, (like the above incorrect sound definition, as you don't notice that in AI Autoplay), but something like the AI not choosing religions would be noticed instantly.

OK, sure, but I refer you to post 1339 in the A New Dawn Bug Reports and Feedback thread where this bug is discussed. Afforess seems to think that it's due to RevDCM.
 
I did not understand you correctly, I thought you were stating the AI would not convert to a state religion. In the post you refer to the user is asking about the fact he can no longer choose religions for the AI. The Choose Religion module was bugged, and that's why I removed it. It can be reimplemented with the Optional Add on installer, but again it's bugged so I don't recommend it. The bug with it isn't too severe though, basically if you choose to install that add on, you must always select the Choose Religion option in the RevDCM tab in the BUG menu, once it installs it breaks the Choose Religion game option in the custom game start up menu, so that game option should not be used. I am not sure if Afforess has taken this into account, but that's a merging issue I'm incapable of commenting on.
 
I did not understand you correctly, I thought you were stating the AI would not convert to a state religion. In the post you refer to the user is asking about the fact he can no longer choose religions for the AI. The Choose Religion module was bugged, and that's why I removed it. It can be reimplemented with the Optional Add on installer, but again it's bugged so I don't recommend it. The bug with it isn't too severe though, basically if you choose to install that add on, you must always select the Choose Religion option in the RevDCM tab in the BUG menu, once it installs it breaks the Choose Religion game option in the custom game start up menu, so that game option should not be used. I am not sure if Afforess has taken this into account, but that's a merging issue I'm incapable of commenting on.

No, you understood me initially correctly. The bug is that the AI no longer seems capable of choosing a religion on their own. So, if Choose Religions is enabled in game setup, and an AI player discovers Monotheism (for example) they will not select a religion. The net result is that the only religion in the game will be the one that the human player chooses. If Choose Religions is not enabled in the the game setup screen, then an AI player discovering Monotheism will correctly found Judaism. Like I said, Afforess seemed to think that this was a bug with RevDCM.

EDIT: I've just re-read your post. Are you saying that Afforess has bundled the RevDCM Choose Religions option with AND, but in a disabled form, and that is what is breaking the Civ4 Choose Religions game option?
 
@Zulu
I'm going to have to look into choose religion at some point. I really haven't tested it since RevDCM 2.60. If you think that there is something broken in RevDCM, post it over at the bugs forum and it will get looked into:
http://forums.civfanatics.com/showthread.php?t=226035&page=38

Thanks for reporting it.
Cheers
 
I had a traumatic experience today playing Hephmod Beyond Beta.B mod (incorporates RevDCM version 2.61).

An invading force of foot, horse & a dozen trebs were 2 tiles from one of my cities. I had 5 or 6 crossbows/pikes/praets on a hill adjacent to them, and 4-5 more in an adjacent jungle (some damaged after attacking with them). Several of the trebs were damaged by flank attacks, my horse having withdrawn to the city*. During the AI turn, I had notice of their trebs executing opportunity fire.

When it was my turn again, I had only one praet in the jungle. Everyone else was just GONE :cry:. There were no messages of their being attacked (other than the opp. fire). I would have expected any damage to be limited to the trebs' iCombatLimit or iCollateralDamageLimit.

This was my first experience of opp. fire on such a massive scale. In a previous game, when there were only 1-3 units executing opp. fire, the results seemed quite reasonable.

--
*Something I've always had difficulty with is the collateral damage a damaged siege unit would cause. I would prefer a 1/3 strength siege unit to cause no more than 1/3 of its iCollateralDamageLimit (even if it was MY siege unit)! :)
 
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