RevolutionDCM for BTS

Basically you got what I am trying to do. In terms of your negative point on communication and revolts, it's true that communication is not the only factor. Thing is I've only altered the distance penalty, that aspect of a city's tendancy to revolt is tied directly to communication ability to the government, and is why I modified it to be affected that way. Not just straight distance, distance between a population center and it's central government becomes less important as communication technologies progress. The other factors involved in revolutions have remained in tact, so I don't understand why you think that this modification has the negative effect of
There is not necessarily a strong link between technology and loyalty I don't think. It's more about what type of society you are (Jdog's civic's influence on distance), what culture you can transmit (Jdog's culture compensator's) plus generalised logistical penalties associated with distance (Jdog's equation distance equations), that don't necessarily change much with technology because of basic human nature to be specific to themselves (unless they can be rewarded or compensated).
This mod does not change the other factors, it simply makes the distance penalty tied into what I perceive as the effect of distance, and a government's ability to maintain control (ie it is reduced based on communication time and efficiencies brought on by distance). All other factors remain unchanged.

As for the wolf mod add in, I'll go about organizing the proper files and compressing it. Simple really, no coding necessary, just file organization. I agree that it's not really in the scope of the DCM mod, but I know alot of people will like having the option, and I see no harm in offering it as an add on, just allows more options.
 
@Phungus
Yeah thanks on the wolf addon. Whenever you get the chance. I could take over maintaining it if it turns out to be popular.

On the discussion about the distance penalty it's really only a discussion about "degree of". I think Jdog is working on a way of making distant populations more rebellious or not based on greater attention to actual factors at work in the actual context. This is requiring a reworking of Revolutions to differentiate and cooperate even more, the many factors of immediate locality, regional locality and national influence. There are so many cool possibilites!

So I'm keeping an eye on your idea in case Jdog is still many months away from reworking Rev. The reason I'm keeping an eye out is that although it has not happened to me in game yet, if colonisation or expansion are so improbable that it breaks the game more often than not (by forcing the player into only having one or two available strategies), then definetly I might personally adjust distance penalty in ways like you are doing as well.

We will actually be able to tell for sure one way or another, whether the distance penalty is broken relative to the AI, once the AI is taught how to efficiently conduct transcontinental invasion and occupation.

Cheers.

PS) Will begin working on incorporating BUG today as well as latest Better BTS AI and possibly the Dresdon changes to Solver, if I knew where the sources for that were.
 
Hi Glider,
first of all.... good work;
secondly, what do you think about adding in future to your mod, the Next War elements?
With DCM, Bug, BetterAI and Revolutions this would make your mod really the complete state of the art about Civ.

Tnx,
Bal.
 
Fast Work Glider....

Your a better merger than I, I just failed all over the place trying to merge the two.

This gives me the base for my mod, I just need to get the SDK working and compiling next. I think I can get my .2x release this weekend...

WOOHOO
 
The wolf add on is too large to upload here. How can I get it to you glider? It's 217 Megs zipped, otherwise I have it done (with super spies) and is applied after super spies, in the same way as the super spys add on. I can also make one w/o super spies but it takes me a while to organize, and not sure if it's really worth it. Are there people who would really want a wolf add on sans super spies?
 
The wolf add on is too large to upload here. How can I get it to you glider? It's 217 Megs zipped, otherwise I have it done (with super spies) and is applied after super spies, in the same way as the super spys add on. I can also make one w/o super spies but it takes me a while to organize, and not sure if it's really worth it. Are there people who would really want a wolf add on sans super spies?

I have the same thing zipped with 25 extra leaders and the GreatPersonMod in it and it is only 130 Mb zipped. I did remove the wolfshanze fpk to reduce the size of the zip because the fpk you can directly copy out of the wolfshanze mod download. Just an idea to reduce the size of the download. You could use filefront or some other free download for now and later it can be added here on CF.
Now I finally finished the merge and glider puts out a new version :mischief:. Hopefully merging this new one in will not be that much work.

@glider: do you by any chance have a list of which files you changed so I don't have to go over them all, if that is possible. Anyway great work, I really love playing this combo.
 
How do you get the art from the wolfshanze mod w/o the .fpk file?

Without the fpk it's still 70 mb though, and I still don't see what good that would do, since you'd have no unit art, one of the main points of the mod.
 
@Ket
Thanks for the compliment on merging. I've got some basic skills in software engineering so it makes it a lot easier. The hard bit is trying to visualise the mechanism of civ from it's tree trunk inside the program files directory outwards as branches until it presents itself to us as our mod. Once you get the hang of it, the rest is cinch. Go for it if you have any questions.

@Balerion
I know nothing of next war. If it's small and concise and adds tangible improvements to gameplay and the AI like Super Spies does, then it would be appropriate for this mod.

@Phungus
Holly molly, didn't realise Wolf was that big and thanks for considering it as being a possible problem for me. Definetly out of my capability both upload or download as I've got a tinee winee little dribbly connection to the internet from a very expensive wireless mobile phone connection. A project like that would be all yours! It would be the equivalent of what Kalimakhus did with Rise of Mankind and RevDCM.

@Berenthor
Basic info on what I did is in doc/RevolutionDCM merge.txt. The SDK changes are always kept in /src. As for the rest like Python and XML, suggest you Winmerge compare your mod with this mod. It will tell you all you need to know and more than I could tell you.

@Phungus
The plans for Inquisitions are temporarily on hold. I am supposed to check out the WoC version of Inquisitions and then modify it so that it has some understanding of Revolution concepts especially the AI. I could simply add the existing Revolution Inquisitions as an addon again. I thought it was ok, but apparently it's a bit simple.

@Anyone
Could someone link me to where the source files are kept for the Solver's unofficial patch of the unofficial patch? I would have merged that too, but aborted when time was pressing too much to go hunting.

Cheers.
 
Hi Glider,
with Next War I meant the official mod included in BTS.
It could add some interesting element (few techs and units) for the last part of the game, but I don't know if it's concise and easy to merge.

Bye,
Bal.
 
What's the opinion on the Next War mod then as per latest BTS 3.17 patch? It would appear not to take anything away from the standard game but just add more? Sounds fairly reasonable if that's the case. Put it another way, can you still win a culture victory or a diplomatic victory under next war?
Cheers.
 
glider1, first of all great job on merging the BUG mod, this modpack is becoming better and better :goodjob:

next war indeed does not take anything away from the standard game, it just basically adds a new 'era' beyond the modern one, with new tecnologies, units, buildings etc. the only change it has from the normal game is that the spaceship building has been delayed and it uses many of the new tecnologies introduced in next war ( so it comes later, which IMHO makes a lot of sense ) . aside from that, the game is EXACTLY the same. cheers :)
 
@Gekko
Good one thanks. The space race doesn't work too well in standard civ so if all else is the same in next war, there is at least a chance that the space race is better in next war. Yeah, reading on the BTS 3.17 updates to next war, I'll definetly knock up a version of RevolutionDCM-NextWar soon.
Cheers.
 
Please make it an add-on.
 
@Keldath
Thanks no prob. I had you in mind when I did it. Cool. I'm still in a RevDCM094 game that's been going on for three weeks and looks like not ending for another a couple. By then I too will be able to enjoy BIG BUG 3.

Cheers.

PS) RevDCM-Nextwar is coming along nicely and will upload tomorrow. Indeed in testing, diplomatic and cultural victories are just as likely as always. Turn them off, and it's quite a nasty "end of days" scenario.
 
Just making sure you're setting up Next war as an add on. I'd hate to have to re-do all my modding to deal with the tech tree, and units it adds. Personally I don't like Next war, I grab 4 techs from it, and merge them with the wolfenshanze mod, but I don't want to have a cyborg game be the default.

Also If anyone wants it I have the wolfnshanze add on, pure, but it's big. I'll deal with file front or something like that, if people want it. I don't know how popular a wolf add on would be though, and not really sure I'd keep it up to date if I did release it. It's not hard to make, but it does take me a couple of hours to organize and properly merge all the files.
 
hey glider,

i got some python exceptions on late stage game, so i snapped it for ya:
 

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