RevolutionDCM for BTS

One thing to keep in mind with Choose Religions is Multiplayer. The python code needs to short out the modcomp in network games, so that no conflicts arise, basically it should not work in MP even if one of the players has it turned on.

And thanks in advance OV, those two features being bugged have been a consistent thorn in my side. Will be nice to finally have them fixed.
 
One thing to keep in mind with Choose Religions is Multiplayer. The python code needs to short out the modcomp in network games, so that no conflicts arise, basically it should not work in MP even if one of the players has it turned on.

And thanks in advance OV, those two features being bugged have been a consistent thorn in my side. Will be nice to finally have them fixed.

Wouldn't it be better if we can get Limited Religions to work in Multiplayer? That was the next improvement on my list of things to do anyway.
 
Limited Religions should be able to work in MP. I was talking about "Choose Religions" which allows the human player to select the religion of AIs when they found one. It was packaged with Limited Religions originally, though I have extricated it, as stated (see a couple of posts above for the SVN link). When you fix the Choose Religions modcomp specifically, the only way I could see it be compatible, ie not break, multiplayer is to have it short out, ie not work, in Network games.
 
Limited Religions should be able to work in MP. I was talking about "Choose Religions" which allows the human player to select the religion of AIs when they found one. It was packaged with Limited Religions originally, though I have extricated it, as stated (see a couple of posts above for the SVN link). When you fix the Choose Religions modcomp specifically, the only way I could see it be compatible, ie not break, multiplayer is to have it short out, ie not work, in Network games.

OK. I understand it now. It will take a couple of weeks to perfect what I have in mind.

Thanks.
 
Hi phungus420

I'm playing LoR a lot and still having some problems regarding revolution.

I have a problem with revolting cities filipping to my civ. with no options to either accept or disband.

I asked once about a city which after capturing flipped with no options to raze it, since then I've disabled revolutions on the options menu and IDW on the menu that pops up with alt+ctrl+O I'm not sure if disabling revolutions overrides IDW or not. But once I left IDW on or maby forgot to disable revolution and a revolting city 4 tiles from mine, just flipped, very annoying.

I do want to play with revolution on and with IDW, it's a main concept with LoR, but there must be a way to force the pop-up that will give me the choice to take over the city or to disband/raze it, regardless of culture or amount of influence.

Thanks.
 
That's part of Civ, it's not IDW or Revolutions that is causing it. If a city has too much of your culture you cannot raze it. I've played a few games in the last couple of weeks, and city razing is working fine. This same thing happens on BtS; it doesn't even seem to happen any more with IDW, which is what I'd expect, but from experience it's about as often as regular old civ.
 
Hi phungus420,

I've never encountered a situation where a revolting city or a captured city flipped wihout the options popup window, I was playing "Extra" or "RoM" a lot, it only started with LoR so I suspected it had to do with revolution, maybe it's something else built into LoR ?
 
No, this is just standard BtS behavior; some cities you just can't raze, because the game considers the city to be yours. Also revolting cities wol't flip to you in RevDCM, as revolutions has replaced city flipping. In the current build of LoR and RevDCM you can disable the cultural effect on city tiles entirely: Look in the GlobalDefinesAlt xml file, and find:
Code:
	<Define>
		<DefineName>IDW_CITY_TILE_MULTIPLIER</DefineName>
<!-- Multiplier used to adjust cultural effect of IDW in city tiles, not used if emergency draft is enabled-->
		<fDefineFloatVal>0.2</fDefineFloatVal>
	</Define>
Set it to 0.0 and there will be absolutely no cultural effect on city tiles. I really don't think this will solve your issue though, as this really is just part of BtS; often you simply wol't be able to raise border cities, because the game thinks the city is yours.
 
Thanks phungus420

I understand what you are saying, but before playing LoR I've always had the options pop up screean just before a city flipped with the message - the people of ... want to join us.. and the options for installing a new governor or razing it.

I'm not referring to cities that were mine once, I'm talking about a pure rival's city, completely compressed from all sides by my cultur border for many turns and then revolting and then the options to eraze or to accept, never had I found myself with an already flipped city, and the same thing with captured cities, I don't remember city flipping after conquest automatically, always had the options screen.

Maybe my game style has changed and I produce more culture then before,:cool:

I don't know.

Thanks again for you elaborated replys.
 
@LetMyPeopleGo
That sounds like possibly a bug in revolutions popups that probably crept in when multiplayer was added. I think Phungus noticed this a few pages ago as well. I can fix it if it has not already been fixed.

Your persistence to get to the heart of the matter will pay off.
Cheers
 
I have some questions about the ranged combat support feature. If I should be taking these over to the DCM thread, or if it's already been discussed somewhere, let me know.

First, is it the intent for each ranged unit in a stack to fire each time another unit initiates combat, and to have a chance of hitting any unit in the other stack? It's very odd to me that the power of my cannons should be contingent on the number of riflemen I have to throw at the enemy - and odder still that it should also be contingent on the number of units the enemy throws at me.

Also, is the power of ranged support considered adequately balanced? The enemy's leftover longbowmen and trebuchets seem to take absurdly large chunks out of my modern units, even in relatively small numbers; and for my own part, I find myself debating whether or not to upgrade all of my longbowmen and lose their support ability, but this decision should be a no-brainer as long as I can afford it.
 
Well, sometimes things go really well, as I have optimized and simplified Limited Religions for RevDCM version 2.71. The attachment has everything needed to repair Limited Religions for ver RevDCM ver 2.71. Here is the summary of my changes:

Limited Religions option does the following:

1. Civs now found only one religion each. :) If you have a Holy city, then you will not found another Holy city. You can get more Holy Cities through combat.

2. When a religious tech is discovered: Python Code does a comparison of how many religions are founded vs how many religious techs have been discovered. If the number of religious techs discovered exceeds the number of religions founded and the civ does not have a Holy city, then a religion will be founded by that civ. :D

3. If the player chooses the option for limited religions, then the functions doHolyCity and doHolyCityTech are both disabled. The founding of religions are now controlled by only one function: onTechAcquired. Tested successfully in in both single and multiplayer. :D

4. The canTrain function has a production check for Missionaries, which allows a city to produce only the official state religion missionary. Works only with limited religions. :assimilate:

Choose religions now does the following: When used with the option for Limited Religions.

1. Removed capability to choose religions for AI civs. Instead, the game does a search for the AI's favorite religion and selects that religion if it is available. If the AI's favorite religion is not available, then the AI will pick a randum religion from the list of remaining unfounded religions. This makes the AI selection far more intuitive. :D

2. The file RevDCMReligionControl.py is now obsolete and can be deleted.

The option for a Religious victory now does the following:

1. Improved code for a Religious victory. Function is disabled if the Religious victory condition option is not selected. Result: Performance improvement. :)

2. Improved code for determining the religious shrine. For mods that add additional religions to the game, only one line must be added to the dLimitedReligionsData in the LimitedReligions.py file. This creates an easy standard for adding religions to RevDCM. :D

3. Threshhold for a religious influence can be changed in the LimitedReligionsEvents file on this line:

Code:
if CyGame().calculateReligionPercent(iStateReligion) < [COLOR="red"][B]80[/B][/COLOR]:

Orion Veteran :cool:
 

Attachments

@OrionVet
Thanks!!!

@CosmicKid
Looks like you have attack support turned on. That is unbalanced but a little bit of fun. Standard ranged bombard does not behave in that way. It's just an extra option that both you and the AI have utilising the artillery line of units.

@Simpa
No problems with the english. RevDCM 2.71 is the current release version that you can get from the link at the bottom of this post. There is a more recent version, but it has not been released yet.

@LetMyPeopleGo and Phungus
How did it go with the revolutions popup issue?

Cheers
 
I haven't looked into that, and don't really intend to. I have no idea what could be breaking pop ups, and don't know how they work in general. My focus is more on implementation and functionality of concepts, or straight degugging (I've elminated about a half dozen asserts over the past week for instance).

Edit: glider your change to the docs file is incorrect, LetMyPeopleGo and I are reporting two very different things. Personally I think the bug I'm reporting, where giving the AI control of your civ during nation wide rebellion throwing a python exception and causing no AI autoplay to occur, was caused by the RevMP merge, and will fix itself once you update RevDCM with the current RevMP code.

Edit: LetMyPeople go, do you have a save game with the bug you're reporting. LoR is fine, it can be debugged the same as RevDCM as the only changes in it in RevDCM are added units and buildings, which can not cause issues like the one you're reporting.
 
Hi phungus420
Hello glider1

I'm experimenting with LoR latest SVN, I gave one leader all the traits so to maximize cultur, influence and what ever the traits grants. I've disabled revolutions on the options screen and ticked off IDW, later I'll enable one at a time, as soon as I'll encounter the problem with captured city pop up options screen not showing up and instead the city just flipping I'll try to submit a save file.
 
Well, sometimes things go really well, as I have optimized and simplified Limited Religions for RevDCM version 2.71. The attachment has everything needed to repair Limited Religions for ver RevDCM ver 2.71. Here is the summary of my changes:

...

2. Improved code for determining the religious shrine. For mods that add additional religions to the game, only one line must be added to the dLimitedReligionsData in the LimitedReligions.py file. This creates an easy standard for adding religions to RevDCM. :D


Orion Veteran :cool:

I have a small question on this. From looking at the code I think things will be fine but I thought I should ask as well.

Will not having a religion that is defined in dLimitedReligionsData cause problems?

In RoM there is an addon, AAranda's Religions, which adds many modular religions to RoM. However I suggest that the player should only add as many as they want depending on the size of the map they are using. This means different players may be using different religions in game. If I add in lines to dLimitedReligionsData for each religion will it still work? Or will I need to it the player to edit the python to reflect which religions they chose to play with this game?
 
Good call Dancing Hoskuld

@Orion Veteran:

Please review your code and remove any hardcoding, if there is any, and let me know when this is complete. RevDCM is a gamecore used by many mods that change many aspects of the game; including redefining the religions, adding religions, adding them modularly in mod, mod, mods, etc. Keeping track of this by hardcoding will be impossible.

Any list of religions must be created by looping over the religions in game, and populating a valid list, they cannot be hardcoded in the python. When doing dev for RevDCM please keep in mind how the code will function in such divergent mods as Rise of Mankind and Dune Wars.

Edit: Also, if at all possible, please keep everything in a self contained module that can be loaded by BUG; avoid putting code in CvScreenInterface for instance. If this can't be done, I understand, but every little thing that causes divergence from BUG in files that BUG also modifies causes more headache on my end when updating.
 
What defines which buttons are shown for a unit ?

I have incorporated RevDCM in my mod and modularized it (maybe a bit further than I should have...) and I do get some wrong buttons for units. E.g. warriors have Naval Sentry rather than Land Sentry, Bombard instead of GoTo+Sentry and Inquisition in addition to the regular buttons.

Any idea what might cause this / what I should look into first ?
 
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