RevolutionDCM for BTS

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

Good day, glider1.

I have done:
1) download "Clear" source from http://nm.civfanatics.ru/civ4/assets/sdk319.rar
2) download RevDCM sources from http://forums.civfanatics.com/downloads.php?do=file&id=8322&act=down
3) Copy RevDCM sources to folder CvGamCoreDll with overwrite
4) Tried to compile as it is described in http://forums.civfanatics.com/showthread.php?t=166933

But has got 23 errors...
 
Eh Tompson
I can confirm that I've done a double check of things. I took the BTS sources, added and copied over them with the RevDCM sources from the official CivFanatics download and compiled that. Worked first go. The problem must be elsewhere. Perhaps it is in the makefile. Try this alternative makefile and see if it works for you (adjust the folder paths to TOOLKIT, PSDK and YOURMOD). Make sure you delete the Final_Release folder before you recompile. That is the simplest way to spark the compiler into a complete rebuild. This makefile is the old style makefile but it works perfect.

Let us know how you go. Stay cool. It is a challenge.
Cheers
 
mmm....

upload the the entire pack you try to compile and ill try to compile too, ill see if i can fix it for you.

anyway - why are you trying to compile whats already built? i presume - practice?

Good day, keldath.

I try to compile this package.

Yes, this practice.
 

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Eh Tompson
I can confirm that I've done a double check of things. I took the BTS sources, added and copied over them with the RevDCM sources from the official CivFanatics download and compiled that. Worked first go. The problem must be elsewhere. Perhaps it is in the makefile. Try this alternative makefile and see if it works for you (adjust the folder paths to TOOLKIT, PSDK and YOURMOD). Make sure you delete the Final_Release folder before you recompile. That is the simplest way to spark the compiler into a complete rebuild. This makefile is the old style makefile but it works perfect.

Let us know how you go. Stay cool. It is a challenge.
Cheers

Good day, glider1

With new makefile result same - 23 errors :(
May be incomplete my set BTS sources... or wrong my linker settings...
 

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The sources from RevDCM only have files that were changed. You need to copy over from CvGameCoreDLl folder in BtS directory to somewhere else. Then copy over and overwrite if needed from RevDCM sources, then compile.
 
Wonderfull job, i really thank you !!

(Civ V sucks).

This Mod make Civ IV far away better than Civ V.

Continu working on this !

Please.

:king:
 
Is there away to,

- make that the rebels have exactly the same Civ than the Metropole Civ ? (Indian->Indian Rebels) cause i, personally, dislike having american rebels split from my russian empire.
In reality, Rebels allways have the same nationality than theire own people.

- slow down the use of the atomic weapons, and make it more realistic than everybody nuke everywhere.

Like M.A.D. ModComp, but the aim is to dissuade the use of Atomic weapons, because it means instantly mutuel destruction.

So the Player and the AI must use it at the very last moment, and die.

The difficulty is to give the AI reticence to use Atomic weapons, only when the Capital is in danger to fall, a % of units loss, a % of territories loss, etc ?

Make to the Player and AI a very reticence on using Atomic weapons.

Using Atomic weapons could, even build Atomic weapons could generate home rebellion, trouble, and give a "maximum" of Atomic weapons buildable or usable for each Civ ( 4, 6 ?), depanding of the Civics ?

At the very last time the Defender or looser of the war, before to Nuke all around, could send an ultimatum to the attacker-winer of the war, for peace or die.

Something like that.

< ;)
 
Eh Tompson
Would it be possible for you to switch your environment to visual c++ 2008 and go through this guide on how to compile?:
http://forums.civfanatics.com/showthread.php?t=196283

I do not want to make you do it, because codeblocks should be ok, but visual c++ has become the defacto standard for compiling and makes things a lot easier if we all have the same environment. I believe too that Civ5 was developed under visual c++ 2008 enterprise as well.

If you want to stick with codeblocks, we can still help with the compiler settings.
Cheers
 
I'm looking to make a new civ for a FfH2 modmod - "Master of Mana" - and I'd like to introduce a much simplified "Revolutions" mechanic. Probably just a chance for cities to go into revolt based on a variety of factors.

I'm hoping to lift some python functions from RevolutionDCM to reproduce the Revolution counter in each city, and the Bribe City function.

First. Is that possible, or would .dll work be required?
Second. Can anyone point me toward the relevant python? I've started looking through the files... but there's a lot of functions to check. :)

Any other advice or guidance would be much appreciated. Given what I want maybe an extra domestic adviser screen/entry is what I should really be looking for, for example.

Thanks,
 
Eh Tarquelne
Jdog5000 the creator of the Revolutions mod is out of the house for a bit doing a Phd so I will have to talk off the top of my head. Essentially I think you might have to do some cross python/DLL work. The revolution index is a DLL level variable for example (I think that is what you want?) The reason for the cross coding situation in Revolutions is the history of the Revolutions mod itself. Jdog started his huge journey on understanding the mechanics of civ4 itself, by building the Revolutions mod in python where all the flexibility sits, then coding into the DLL where necessary and where the python could not achieve what he was after. Thus the engineering side of the mod is a history of Jdog's evolution from beginner modder to elite modder.

So although Revolutions has evolved to become the amazing thing it is today, it is not engineered as tidy as Jdog would have liked it to be looking back in retrospect. All of the functionality that you are after is probably within Revolution.py but I think you will have to spill over into the DLL as well, but just at the integer variable declaration level probably, depending on what you want to do. The Revolution.py file has a huge history behind it now. It is not truly object oriented and many of it's functions are very large and thick with logic constructs that require a fair bit of study to decipher, and then to extract what you want out of it.

Most of the behavior in the DLL you can search and study your self by doing a text search in the source code for "REVOLUTION_MOD". There you will see that in the DLL it is mainly about barbciv, revolutionAI at the team and player level, rebel formation and behaviour, dynamic civ names, specific city variables like the rev index as well as some unit level stuff.

I'm talking off the top of my head just trying to give you some flavour of an idea for what you need to do. It is very doable and can be very enjoyable and satisfying to accomplish, but much patience will be needed and it is not as simple as would be ideal.

Cheers

PS) The revolution mod has it's own advisor screen in this mod including bribe button, which you can adapt to suit.
 

I also asked some questions of Sephi, the Master of Mana coder, and between the two of you I feel pretty well set-up to tackle this now. (OTOH, wife's baby is due *tomorrow*, so I may be quite awhile. :))

Thanks!
 
Hi.

Let me first thank Glider and all the other modders who participated for RevolutionDCM. It is awesome :)

I have a little problem though,

I compile the code from the RevDCM 2.90 package and the DLL is 20kb smaller then the pre-compiled DLL what comes with the installation in the asset dir.

I copied first the BTS source files into a directory, copied the source files from Glider supplied with RevDCM 2.90 and overwrote all the files where needed.

The compile went fine, no errors, but when I start a game all the buttons like "build a city" are gone. No buttons at all in that part of the main interface. (Bottom Center)
The rest plays fine so far I can see, quited after a few turns.

If I start a game with the suplied DLL, what again is 20kb bigger everything is fine.

I really have no clue what is causing this.

Any insight? Thanks

PS, I use MS Visual C++ Express Edition 2008 if it matters.
 
Wow EMBX firstly well done for compiling it and yeah the mod is amazing agree. You seem to have done everything correctly, you are using the same environment to compile and you are making a simple substitution between DLL's. It is pretty weird no question. Problem is at this stage I am clueless. I'll have to have a think. It's gotta be something simple. Wow.

Cheers
 
Thanks for the fast answer glider.

I have a sort of background in programming, hobby wise that is LOL.
Instead of C++ I hobby program in RAD Delphi (Object Pascal) Studio.

C++ is a new kid on the block for me but because I have some basic understanding in programming the compiling went pretty good.

I am mostly lurking on the forums, but believe me buddy, I read and learned a LOT from these forums, so again, you, and all the other talented modders, I bow for you all.

I tried 3 times, deleted RevDCM 2.90 completely, BTS Source and copied the source from 2,90 over it and it compliles everytime okay bit not see the buttons.

Just as you, this really buffles me, Nothing I change except exchange the supllied pre-compiled DLL with the one I compile. If I change it back to your DLL it works again, really, really odd.

I just wonder where those 20kb are in hiding LOL

If something is missing I expect compiling errors and stuff.

Anyway, I get a crack on it again and will post if I get it working because I need a working source to add some other modcomps to RevDCM 2.90 like Advanced Diplomacy(Afforess) and Mastery Victory(Sevo, I believe).

I still play RevDCM 2.83 with those mods but I really like the Automation stuff and some other stuff you did to the core.

Cheers
 
Hey, there was a report in the LoR forums about mulitplayer and the code I made not working for simulanious turns. I think maybe simultanious turns is broken in the current RevDCM build. And sorry, I introduced it with the current religion code.

Here is the link, and report:

http://forums.civfanatics.com/showpost.php?p=10142291&postcount=719


Personally think it would be fun to hook up a multi game and debug it; doubt though there are many mugs who would be down to get their hands dirty doing it... which is too bad
 
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