RevolutionDCM for BTS

I wanted to give you guys an update and apology for losing my logs - my computer crashed and now I have a sparkly new one, but no logs to post for you. I really appreciate the help and the mods.
 
Eh there hope you are well
Thanks Carwyn for the appreciation. RevDCM 2.90 is out and boy does it look good thanks to a lot of modders hard work around the place. From a personal point of view I think the advanced unit automations are a nice idea by Afforess. My personal favourites that I cannot do without are auto recon on air units (wonderful not to have to manually do that recon any more). Auto counter espionage for spies (wonderful not to have to manually conduct the counter espionage mission every 6-10 turns). Auto border patrol for ships is also kinda nice and auto upgrading has it's place as well. Use your imagination and enjoy the automations. All of them have something to contribute in particular contexts.

On the level of the Ruthless AI and the Revolutions mod working together, I am now sure that the AI is able plan pretty well for a cultural win and is able to get back to the strategy if it is interrupted by war. It is also able to conduct an endgame war and simultaneously prioritize the space race quite efficiently now. An amazing job by the Better BTS AI team to turn the AI into a very reasonable BTS playing machine that it is. The main issue now with the space race is that the AI doesn't prioritize the Space Elevator Wonder as much as a human does and if the human get's that wonder, I personally end up beating the AI to the space race by less than 10 turns on both games I played. Without that wonder it would have been different. I feel like disabling that wonder in my personal RevDCM build because that would make it harder to win the space race.

If I could encourage players to get back to the basics and play this mod on standard map sizes or even smaller. The mod produces a lot of spectacular variety in good turn times when the number of units and civs is kept down both on the map and in the interface and quick speed is also a very good option. There tends to be much less unit management and stack sizes are smaller too that way. Playing civ is a lot less tedious these days with things like advanced automations and DCM stack attack. Don't be reluctant to use the DCM stack attack. Yes it is an unfinished option (remember that proper animated stack attack was never implemented fundamentally in Civ4 and had to be tacked on by us modders), but it does really take a lot of the tedium out of stack attacking. It rarely if ever CTD's, you can still execute attacks by single unit, and if the user interface does stop responding, click on the minimap to recover it. I personally have gotten used to it's quirks and couldn't play the game without it. If people get more interested in the option, I might even get inspired to try to do more work on it. I think it only works in single player as well.

Thanks to OS79, who was the main helper in this release, egging me on to keep going, in what is a lot of nitty gritty fiddly work that requires a lot of patience. Basically a Civfanatic modder (and there are many), is a volunteer who gives their time to others for nothing. They may have the time, but believe me it is never that simple. Real life always get's in the way of modding and often it feels more like a job than a game. But it is about sharing the creativity and imagination around, giving credit to all the many that work on civ and being positive about it, lessoning the focus off our own self centered perspective a bit more.

Enjoy!
Cheers
 
Thanks to OS79, who was the main helper in this release, egging me on to keep going, in what is a lot of nitty gritty fiddly work that requires a lot of patience. Basically a Civfanatic modder (and there are many), is a volunteer who gives their time to others for nothing. They may have the time, but believe me it is never that simple. Real life always get's in the way of modding and often it feels more like a job than a game.

Enjoy!
Cheers

As a person who mods every game he can get his hands on, I can attest to this - and I don't even get into the programming or the artwork or any of the really hard stuff. Between the implementation of new ideas and the hours it takes to balance them, modding really does get tiresome. My mod wouldn't exist without RevDCM being what it is, so I want to persoanlly thank everyone who's contributed to it over the years. I'm glad we have you guys to keep Civ 4 interesting while Civ 5 gets ironed out.
 
you should get an Emmy or a golden globe or golden something for your wonderful job here.

thank you and everyone who contributed to this.

its so amazing that you still develop this mod, i hope youll never stop :)

i just love you guys for this work.

Again i salute you.
 
Ok people just hang in there 10 minutes. I think the current installer file over writes your previous RevolutionDCM settings. I'm gunna have to fix that like now ASAP. Sorry!
Cheers

EDIT: Ok fixed now. I had some cock eyed idea to include the default ini's in the downloaded compressed file forgetting that the installer would overwrite them at the user end. :eek:
 
Thanks Kel and Jabarto.
I should be around to help out for another month. After that I don't know but suspect that real life will take most of my free time. Hope Phungus420 comes back at that time to keep it going. Yeah once the Civ5 source code is released, it is fair enough that efforts switch to that. There is a lot of work that needs to be done on Civ5. It is amazing what the developers achieved with it considering the complexity of completely redesigning civ from scratch.
Cheers
 
well, for now revdcm is pretty darn stable, fun and mp fixed, so, i guess maybe youll get up to a final official build and move on, or not...:)

civ5...well i decided not to play it, i dislike everything about it, the modders of civ5 will have to do some really impressive stuff for me to like...such as bringing stacks of doom back, bbai..and the list goes on.

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glider1,
i think you did not uploaded a correct source code i merged in the new stuff, came across an error so i compiled vanilla 2.90 and:

CvDLLButtonPopup.cpp
CvDLLButtonPopup.cpp(988) : error C3861: 'launchSelectShadowUnitPopup': identifier not found, even with argument-dependent lookup
CvDLLButtonPopup.cpp(2679) : error C2039: 'launchSelectShadowUnitPopup' : is not a member of 'CvDLLButtonPopup'
c:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\CvGameCoreDLL\CvDLLButtonPopup.h(14) : see declaration of 'CvDLLButtonPopup'
CvDLLButtonPopup.cpp(2680) : error C2365: 'launchSelectShadowUnitPopup' : redefinition; previous definition was a 'formerly unknown identifier'
NMAKE : fatal error U1077: '"C:\Program Files\Microsoft Visual C++ Toolkit 2003\bin\cl.exe"' : return code '0x2'
Stop.
Project : error PRJ0019: A tool returned an error code from "Performing Makefile project actions"
Build log was saved at "file://c:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\CvGameCoreDLL\Release\BuildLog.htm"
CvGameCoreDLL - 5 error(s), 0 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========

ok, i think im on to the problem - i think you forgot the line in the missing file CvDLLButtonPopup.h:
bool launchSelectShadowUnitPopup(CvPopup* pPopup, CvPopupInfo &info);
 
hey glider and others,

i kinda hope someone can help me:
ive merged the latest revdcm with my song of the moon mod, but im having an unexplained ctd upon map generation.
ive checked every file several times, the compile is 100% ok, and so are the python files.
i am desperate since i have absolutely no idea how to solve this one.

i dont know how to read the logs that may help to fix it.

maybe someone can lay me a hand with this?
 
Eh Kel
Let's see what we can do eh. A couple of questions first. How did the merge go with Overlord. Did that work with 2.9? The main difference fundamentally between RevDCM 2.8 and 2.9 is some extra button art that I packed into RevDCM.FPK. The rest is just unit level type DLL code and some BUG level python. Often load CTD's come from some merge problem in reading/writing in the stream variables that appear in CvUnit and CvInfo in this build of RevDCM.
Cheers
 
hey bud,

my ol2 merge was 100% easy and stable.

i approached the problem from the last angle i had left, graduitly adding the sotm2 xml data part after part - but ontop of revdcm and the vanilla data, this will make a mod with all the vanilla civ material and sotm2 - a hybrid mod.
i did this cause i narrowed (with testing the sotm2 dll with ol2 + revdcm files - ignoring the xml errors just to see if it loads up, this to make sure the dll isnt the problem) the problem to some kind of an xml part that is missing in sotm2 (since it changes all the core xml - like features and such that their keys no longer applies).
i finally finished this tender process, and the hybrid loads fine without errors.

now, what ill do is start removing part after part of the vanilla stuff, until ill remove some part that starts giving me the same ctd.

thats the only thing i have left to do...
so i was hoping to get some reading on the logs with the previous post, but now i hope to pin point the problem by removing vanilla stuff.

i got a long night ahead :(

thanks g'.


edit:
ok - ive found the place that causes a ctd, but i have no idea how - it seems that i gotta have some buildings in the building xml - stuff like barracks, courthouse and more, once i delete one of them theres a ctd.
this brings me to a cunclution that somewhere, maybe in the python - theres an encode for these specific buildings, so, my question is - where?

edit2: ok i found the problem - barracks.
once i remove one it the xml, bang i get a ctd, i checked it a few times, its legit.
how weird is that? i mean why in the world does the building file demands it inside?
funny - i even removed the barracks section in the buildingclass, got and xml error for having it only in the building info, and still it kept the game on, no ctd. what is the connection to the barracks? have to find out - i removed the barracks on both revdcm and ol2 to see if this happens also - and no, its unique to sotm2.
if you want ill upload the mod so you can see for your self how odd this is...
 
I'm relieved that you got Overlord going. I wonder if the Dune people need to hear about what you are finding. Yes you have had a long night but looks like you are coming up with some clever ideas Kel. You can search the python and XML for text across folders yes? In other words, you search the entire asset's folder for "barracks". If it doesn't find it, what do you do? I've got other stuff going on my end (all the RevDCM variant mods could do with work), but if I don't hear any thing more, I'll take a look at sotm2 as well.
Cheers
 
What compile cvgamecoredll.dll?
Mistake appears when compiling RevDCM source:

Linking dynamic library: ..\Beyond the Sword\Assets\CvGameCoreDLL.dll
Creating library ..\Beyond the Sword\Assets\CvGameCoreDLL.lib and object ..\Beyond the Sword\Assets\CvGameCoreDLL.exp
CvPlayer.obj : error LNK2001: unresolved external symbol "bool __cdecl getBugOptionBOOL(char const *,bool,char const *)" (?getBugOptionBOOL@@YA_NPBD_N0@Z)
...
...
...
..\Beyond the Sword\Assets\CvGameCoreDLL.dll : fatal error LNK1120: 16 unresolved externals
Process terminated with status 1120 (12 minutes, 52 seconds)
23 errors, 0 warnings

Help please.
 
glider1, hey budd,
well i spent 12+ hours on this, i swear this is the weirdest bug ive ever seen.

i completely discovered the reason - i found that is doesnt matter if i hold the barracks itself - it a unique barracks building, that if i remove - ctd - the zulu ikara barracks, the more stange thing is that i renamed the building, and it worked, removed that renamed - ctd, remove it and leave regular barracks - ctd.

i have absolutely no idea what in the world can cause such a think, i got some other dll merged, like advanced diplomacy by afforres and other small parts, i think ill start removing them aswell to see if its a dll proble, though i find that it might not be the cause, ive made several dll tests.

ive tried to search (using win grep), but didnt find clues - only one revolution file had buildings inside it - neutralizing them had no affect.

ill continue to investigate, i wouldnt wanna bother you with checking it for your self, only if you find your self extremely bored and without worries :)
mainly i thought of sharing this.
ill see how long can i investigate without loosing my mind...

the dune people are not using revdcm, deliverator had difficulty with merging it i think.


EDIT: well glider, ive tried everything, so im using a temporary solution until some miracle will happen.
the bug happens only if i dint have a unique building for the barracks, so ive made one and assigned it to the barbarians.
ill upload here the mod (40 mb) just so maybe youll take a look how the ctd works, i dont expect you to solve, mainly - i want you to see this wierdest of wierdest bugs ever.

tompson,
youve done something wrong in the merge of CvPlayer.cpp or h (cpp more likely).
try to remove what you added and see if it fixes it.
you need a lot of trial and error.
 
Eh Tompson
Compiling is really tricky. You only have 23 errors which is a good start. Have you made modifications to the source code or are you trying to compile the RevDCM sources unmodified?
Cheers
 
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