RevolutionDCM for BTS

Eh Carwyn
I'll push the go button today Carol. From memory you like to play multiplayer. When I release, please play multiplayer but take a low key low expectation approach on it. Although all the Revolutions mechanisms are in place for multiplayer now, I think it is still unreliable. Your multiplayer game play would be appreciated for the purposes of real world testing. If it is unreliable, we can look into it. Put it this way, expect multiplayer to break, and if it does not we can celebrate.
Cheers
 
Hey, thanks! I'll download and see if my husband will play with me a bit over the next few days. Since this is the base for many really good mods, it would be lovely if MP was even somewhat stable. My group of friends hasn't been playing much MP play of any game recently, but as winter approaches and golf season passes, I expect we'll be back at it soon. We are looking at Civ IV at this time and will probably write a small mod based on RevDCM, if it works for us. ROM got just too big and unwieldy, though a great mod, but we want a bit more government, buildings and units than RevDCM eventually. Thanks for the reply, I'll look for the new version.
 
Hey, thanks! I'll download and see if my husband will play with me a bit over the next few days. Since this is the base for many really good mods, it would be lovely if MP was even somewhat stable. My group of friends hasn't been playing much MP play of any game recently, but as winter approaches and golf season passes, I expect we'll be back at it soon. We are looking at Civ IV at this time and will probably write a small mod based on RevDCM, if it works for us. ROM got just too big and unwieldy, though a great mod, but we want a bit more government, buildings and units than RevDCM eventually. Thanks for the reply, I'll look for the new version.

I'm going to have LoR updated to 1.0 by this weekend, either Saturday or Sunday I will have it finished and released. There are no aditional python components or any unwielding features that would break MP (outside what is already in RevDCM), just some clean added content, like steamships to smooth out the tech and unit progression of BtS. Give it a try if you're looking for a smaller type mod with about as much added content as BtS added to Vanilla civ4, along with great stability and ease of use.
 
Ok 2.8 is available for all. Single player is beaut. Multiplayer might be beaut :rolleyes:

Big thanks to Phungi, Fuyu, Jdog, Afforess and EmperorFool who did most of the work!

It's been great play testing Revolutions again after a break. It is an incredibly good option. Do not believe the common view about it that you cannot run a big multi-continent empire that stands the test of time. You can. It's just more difficult but also more fun!

One of the things that Jdog5000 said to me a year or two ago was that he would leave the Revolutions AI for a bit and concentrate on Better BTS AI. Why did he do that? Because a better AI also helps the Revolutions mod. Try it and see.

Enjoy
 
Thanks Kel appreciate it. Never got to say how nice a resolution Afforess's battle effects are relative to what we had before, and Phungi's tuning of Revolutions is great too.
Cheers
 
Never got to say how nice a resolution Afforess's battle effects are relative to what we had before, and Phungi's tuning of Revolutions is great too.

well, ive been waiting on revdcm 2.8 so i can have a nice quiet, fully operational game, now to do some merges, then play at last!

thanks.
 
Whoho, thanks for releasing ver.2.8, glider1, and thanks to all of you for putting so much time and effort into it! :goodjob: IMO revolutions is one of the best conceptual additions to Civ4. :)
 
Thanks Cellku

Edit: Hmmmm, question for Phungus. When you removed the naval bombard option, did you also remove the naval bombard AI? It looks like naval vessels can range bombard now, but the range bombard AI was only intended for land units. The issue is that I want to use the range bombard AI for land units but not for naval units. Just want the latter as better BTS AI.

Do you mind if I get in and change that?
Cheers
 
I just tried to load up a modified version of the Next War scenario View attachment Next War.zip in NwT v0.95, which uses DCM v2.51, and got the following two errors:
Spoiler :
Traceback (most recent call last):
File "CvWBInterface", line 65, in getGameData

File "CvUtil", line 457, in findInfoTypeNum

RuntimeError: unidentifiable C++ exception
ERR: Python function getGameData failed, module CvWBInterface
Traceback (most recent call last):

File "CvWBInterface", line 43, in applyMapDesc

File "CvWBDesc", line 1566, in applyMap

File "CvUtil", line 457, in findInfoTypeNum

RuntimeError: unidentifiable C++ exception
ERR: Python function applyMapDesc failed, module CvWBInterface
Any idea what's causing this error, or if a more-recent version fixes it?
 
findInfoTypeNum is identical to getInfoTypeForString. I'd bet that you are trying to get a value for an item that does not exist...
 
Eh Strategyonly
Yeah it does seem confusing (was to me at first as well).

The way it works is like this:
Phungus420 says: "Limited Religions has a feature where single city civs, and rebels can still found mulitiple religions, maybe that's what has you confused".

I should put that in the docs if it is not already. I think that even Phungus who wrote the code concedes that the concept is still experimental. The idea would be to give the small civs a chance. They are likely to remain small and so the problems of religious anarchy are unlikely and the extra options for them culturally help them to survive. I think the idea is solid. What do you think? The reason that Inquisitions is not in the Bug options screen is that it is now a fully implemented C++ code that you have to select as an option in the custom game screen for some reason that probably matters.

Eh Duneflower
Suggest you try Mamba's NextWar module in Diversica. That's what I'm using and have no problems. If you have any issues with that, report back here. Mamba is our WoC expert on RevDCM. He's done a fine job with Diversica that you can split apart into sub modules in typical WoC fashion.

Eh Afforess
Thanks for the help. The specialist military city AI idea of yours must be a challenge. Keep it up and I offer to help where I can. Civ4 is still a very beautiful thing.

Cheers
 
Eh Strategyonly
Yeah it does seem confusing (was to me at first as well).

The way it works is like this:
Phungus420 says: "Limited Religions has a feature where single city civs, and rebels can still found multiple religions, maybe that's what has you confused".

I should put that in the docs if it is not already. I think that even Phungus who wrote the code concedes that the concept is still experimental. The idea would be to give the small civs a chance. They are likely to remain small and so the problems of religious anarchy are unlikely and the extra options for them culturally help them to survive. I think the idea is solid. What do you think? The reason that Inquisitions is not in the Bug options screen is that it is now a fully implemented C++ code that you have to select as an option in the custom game screen for some reason that probably matters.

Yeah before and the way it should work is that ONLY one religion PER civ should be implemented, no matter what, UNLESS that city is conquered. I am not talking about Inquisitions, i really dont use that. Until very very late in game. But you'll had a separate Limited Religions in the BUG options screen, even though it was ALSO in the main options also, if i didnt check the one in the Main screen and only checked the one in the BUG screen area, it work great. Now NO BUG screen option for it and it doesnt work the correct way, thats what i am really trying to say (I hope you understand this).:confused:
 
Since Phungus came up with the idea for Limited Religions, we should let him run with it for a little while unless there is a real game breaker with Limited Religions that is. Have a chat with him over at the Legends of Revolutions forum.

I'm thinking that a possible exploit would be for the human player to build only one magnificent early city and found a couple of faiths under limited religions without breaking the rules. Once they have say Buddhism and Hinduism they then can expand like a bad smell in a flower shop knowing that the other guys can't get an early religion and that if they do, they can only get one. The possibility is that such a strategy doesn't work in competitive play (although it could work in simple play).

Cheers
 
Since Phungus came up with the idea for Limited Religions, we should let him run with it for a little while unless there is a real game breaker with Limited Religions that is. Have a chat with him over at the Legends of Revolutions forum.

I'm thinking that a possible exploit would be for the human player to build only one magnificent early city and found a couple of faiths under limited religions without breaking the rules. Once they have say Buddhism and Hinduism they then can expand like a bad smell in a flower shop knowing that the other guys can't get an early religion and that if they do, they can only get one. The possibility is that such a strategy doesn't work in competitive play (although it could work in simple play).

Cheers

OK, i dont mind if civs get all the religions or not, just about the Holy Cities is all i am concerned about.
 
Since Phungus came up with the idea for Limited Religions, we should let him run with it for a little while unless there is a real game breaker with Limited Religions that is. Have a chat with him over at the Legends of Revolutions forum.

I'm thinking that a possible exploit would be for the human player to build only one magnificent early city and found a couple of faiths under limited religions without breaking the rules. Once they have say Buddhism and Hinduism they then can expand like a bad smell in a flower shop knowing that the other guys can't get an early religion and that if they do, they can only get one. The possibility is that such a strategy doesn't work in competitive play (although it could work in simple play).

Cheers

In testing my last bug fix accidently screwed up Limited Religions anyway. I'll have an update for RevDCM on the SVN in a couple of days, which will also include exposing some Revolutions options in the RevDCM tab via the BUG interface (all Revolutions settings will also be exposed while in debug mode, though most will remain hidden under normal conditions because most of the Revolution.ini file settings make no sense to expose to your average user). When I do that I'll include an option, accessed in the BUG tab, which will allow toggling the Single City and Rebel multiple religion founding feature, so that the user can easily turn it off or on based on their preference. Once I update the SVN I'll let you know, and it would be good to go ahead and officially release version 2.8 with the new features and fixes.
 
Back
Top Bottom