RevolutionDCM for BTS

Is it possible to merge this mod with other mods (Immigration mod, some modular civs and leaderheads, modular religions and traits) or is this stand-alone? If you can merge it with other mods (the ones i showed up there) how would you do that?
 
Eh Ezpz
You ask a big question. Simple answer is yes it is totally possible. This mod is present in a few other mods like Legends of Revolution, Rise of Mankind, Dune by Keldath etc etc. It is WoC compatible so you can plug in modules into it. Check out Mamba's mod Diversica to see how that is done. You can also modify this mod in particular ways (talk to Chris from a page back) but it needs specific skills in information technology. It is a great mod, so enjoy it whatever way you work with it.
Cheers
 
Good mod, but the number of errors...

RevDCM 2.81

1. - Offer Control

fix:
"Assets\Python\Revolution\Gameready\BarbarianCiv.py", line 1907
"game.setAIAutoPlay( 0 )" -> "game.setAIAutoPlay( game.getActivePlayer(), 1 )"

to be continued ...
 
Hi there - sorry if this has been covered (numerous times i expect!) But does Revolution DCM as yet incorporate the latest BTS AI (that is 1.01 i think?)

Its a wonderful mod this but i wasnt sure if it was merged with the latest AI refinements yet? :)
 
Hi there - sorry if this has been covered (numerous times i expect!) But does Revolution DCM as yet incorporate the latest BTS AI (that is 1.01 i think?)

Its a wonderful mod this but i wasnt sure if it was merged with the latest AI refinements yet? :)

To save time in future, read the readme ;). However, to save further time, just assume that the team did indeed merge in latest BBAI.

@Glider1,
Suggestion:
Phungus once said he wanted Afforess' Advanced Unit Automations to be merged. I hesitated before because it was not finished. However, now it is considered finished by me. So for RevDCM 2.9, I strongly recommend you incorporate Afforess' latest AUA (possibly done by Afforess himself).

New features over that of stand alone modcomp:
#1 New Automations page in BUG Options
#2 In that page, you can hide any/all automated buttons (including default ones like scouting)
#3 You can configure odds that automated units would be willing to attack yourself.
#4 You can create suiciding misions for your weaker units if you have stacked units using that page.
#5 Worker jobs are now available for you to exclude from their automated functions as tech tree advances. For example, Forts will appear in Worker Automation section for National and City sections at Mathematics being discovered. Then you can click it off, if you don't like workers automatically building forts.
#6 Upgrading will only happen at your own determined minimum costs in that page.

-That should help ease concerns of players who won't touch automations if they were caught dead because they can easily hide away all automation buttons in that page.
-This addition also will make us players who use AUA very happy because we have even more control over automations but NOT FEEL LIKE WE ARE MICROMANAGING!
 
Hi there OS79 lol cheers for the response! I mean I honestly couldnt find a simple readme for the whole pack (just docs for various mods) with various version numbers. I mean i think the 1.01 BTS AI is just amazing so i wasnt sure if the current dcm was a few versions behind?

Its just in relation to utilising the DCM as a kind of mod base really. The revolution dcm mod is amazing and i love the way it makes civ games dynamic and less predictable.

Looking forward to the next version!
 
Like Revolution + DCM has made a very good combo Mod,

Merge RevolutionDCM + Immigration + White Lies Black Ops could be really great and realistic Mod,

cause state instability, immigration, native guerilla and terrorism could make this Mod "Complete" like.

These causes are linked.

Add the capacity to "Send" Revolution to another Civ...
And the same from a Furious Civ against a Human player or AI to AI.
A part of Culture point (or spy point) could be turned to spring revolution to another Civ, like for spy.
Could be add to the spy ability, and choose the target Civ in the spy panel ?
With a certain amount of "revolution point" you could send revolution to another Civ and provocate a revolution with rebels etc.
Maybe help the rebels to win there revolution given them some help by the diplomatic panel...

Make immigration more realistic, not just +1 or -1 citizen, immigration could be a percentage of your population, and maybe problematic runing to 1/3 of your population, giving you troubles, like revolts, secession, terrorism, even revolution.

And maybe the ability to control your own Demography (this is a great part that missed in Civ 4 !!), eventually to volontarly send to another choosen Civ your pop and gain influence etc.
Refuse immigration for another Civ, or have another Civ refusing your immgration could have Diplomatic concequences.

Balance with new Civics : open Border like, Autarcy like, Multiculturalism, Xenophobia etc.

And few others interactions, that everyone could imagine to make this Combo "Complete".

I really think that RevolutionDCM + Immigration + White Lies Black Ops goes together and open new ability and oportunity to have fun in Civ 4.

Ps: i really like RevDCM. :king:
 
@Snake_B
Thanks for the report. Looks like a bug was introduced into autoplay in version 2.81. Keep your fix report coming.

@Kissa
Nice thoughts. I will post your suggestions to the Revolutions development forums so that they don't get lost. I'm definetly hunting around for new ideas. All these ideas a good, but the primary issue is will it hurt the AI? Most of the time with this mod, we add a new feature that either does not hinder the AI, or that are simple enough to program into the AI to enhance it. However your thoughts are greatly appreciated and we will see what can be done. It depends on what happens with the future of Civ5. Can the Civ5 AI be made to be at least as good as Civ4 within todays technology? Big question. If Civ5 issues don't get fixed, development will continue on RevDCM for a long time.

@Lawrie
Yes the latest Better BTS AI and BUG AI is there for sure. I totally agree that they are very cool. There is some questions about whether the AI strategic layer is fully functional or not.

@OS79
That suggestion of AUA will go into the RevDCM additions list. Won't hurt the AI and improves the game experience in a simple way. Can't see why not.

Cheers
 
@Snake_B
Thanks for the report. Looks like a bug was introduced into autoplay in version 2.81. Keep your fix report coming.

That's a bug in "Offer Control" which, unfortunately was never tested. Back in the build that Lemmy introduced the MP code for, AIAutoPlay was changed from CvGame::setAIAutoPlay( int iTurns) to CvGame::setAIAutoPlay( PlayerTypes iPlayer, int iTurns) so that the Automation could be defined to a specific player (necessary since in multiplayer there are multiple humans). When this was changed (a long, long time ago) I had assumed all instances of this function being called in python (ie CyGame::setAIAutoPlay) were correctly converted. Apparently the "Offer Barbarian Civ Control" option, now exposed in the RevDCM tab in the BUG interface had not been corrected. There may be other errant parts of the code similar throughout Revolution's Python code when Lemmy changed the arguments and implementation of this function for Multiplayer (just hasn't been caught as the errant code is rarely, and possibly never ran, as occured with this snippet from "offer control").

The best thing to do is to simply search through all the files in the Revolution Python directory and make sure that all calls to CyGame::setAIAutoPlay have been properly converted to the new arguments the function must take. Keep in mind that the player being passed to the function must be the same on all machines though for this to work. I looked at the above code, and the iPlayer that's immediatly apparent is being called by CyGame::getActivePlayer(), which will break in MP unfortunately to just pass this in, because the active player will be different on every machine. Glider it's probably best that you take a look at the Revolution python files and ensure all the setAIAutoPlay calls are being passed correctly, as you have more experience knowing how to ensure that the correct player is being passed as an argument and that things will be kept in Sync.

One last thing to remember is that there are two functions for AIAutoPlay now. CvGame::setForcedAIAutoPlay(PlayerTypes iPlayer, int iTurns, bool bForced) and CvGame::setAIAutoPlay(PlayerTypes iPlayer, int iTurns). The forced function will override AIAutoplay and reset it with whatever is passed to it (in the function setForcedAIAutoPlay the last thing it does is call setAIAutoPlay and sets it with whatever turn number it was passed) and many times it's better to use this function instead, just ensure when you use the forced function you only set the bForced argument to true if you want the player to be unable to escape from automation (as occurs in Leader switching revolutions, when the player accepts a change in government), as setting bForced to true makes it so the Human Player can't just hit Ctrl + Shift + X to turn off automation (it's forced). You can look through Revolution.py to see the setForcedAIAutoplay function is being used pretty easily, though I think this post should explain things pretty well.
 
RevDCM 2.81fix:
"Assets\Python\Revolution\Gameready\BarbarianCiv.py", line 1164
"game.setAIAutoPlay( 0 )" -> "game.setAIAutoPlay( game.getActivePlayer(), 1 )"

Unfortunately this will only work in Single Player, as game.getActivePlayer() will return a different player on the different machines. There needs to be an initial loop through all the active players to test that the active player is also the player that we are interested in working with. Also in this instance it's probably better to ensure that even forced automation is overridden, in case the player is in forced automation.
 
Unfortunately this will only work in Single Player, as game.getActivePlayer() will return a different player on the different machines. There needs to be an initial loop through all the active players to test that the active player is also the player that we are interested in working with. Also in this instance it's probably better to ensure that even forced automation is overridden, in case the player is in forced automation.

My mod (RedForce.SB) is primarily designed for a single game. And the fixes in the posts of a temporary measure.

And please check in "MULTIPLAYER -> HOT SEAT -> NEW GAME (default settings)"...
very many errors after launch games...
 
Merge RevolutionDCM + Immigration + White Lies Black Ops could be really great and realistic Mod,
Indeed! I second that! Truly a great combo!
@Kissa
Nice thoughts. I will post your suggestions to the Revolutions development forums so that they don't get lost. I'm definetly hunting around for new ideas. All these ideas a good, but the primary issue is will it hurt the AI? Most of the time with this mod, we add a new feature that either does not hinder the AI, or that are simple enough to program into the AI to enhance it. However your thoughts are greatly appreciated and we will see what can be done.
glider1, if you really think about immigration and WLOB you might want to check with Thomas SG (CCV mod). He has already introduced an immigration system (or better: the first part of his immigration system) and he intends to add (parts? of) WLOB, too.

It depends on what happens with the future of Civ5. Can the Civ5 AI be made to be at least as good as Civ4 within todays technology? Big question. If Civ5 issues don't get fixed, development will continue on RevDCM for a long time.
Hope to see you all working on Civ4 RevDCM for a long time! :)
 
hey rev team,

i got a python error, heres a screeni:
attachment.php



its an auto play game.

kel.
 

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    error.JPG
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So yeah, looks like mamba's mod won't help me any, since it doesn't even try to use the scenario. Any other ideas?

What are you trying to do?
 
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