RevolutionDCM for BTS

Nice, I knew I was supposed to wait on something. WolfRevolution should be updated sometime tommarow. Thanks glider.
 
Checked the Inquisition addon and noticed one thing: should player be able to build Inquisitors in all cities or only in cities which have state religion present? Currently you can build them in all cities (was it left this way because of the AI players?).
 
Eh Zappara
Good thinking. This is a cat that escaped out of the bag somehow. In Orion Veteran's version, you cannot build inquisitors without a holy office. In Revolution Inquisition there is no holy office because at this point it is a game balance breaker. However Inquisitors can be built in any city so long as you have a state religion, not in pacifism and you have theology.

The AI tends to over build holy offices but not inquisitors so the AI perspective is not an issue from that perspective. It may have impacts in other ways. However the killer that says you are correct is that an inquisition cannot be conducted in a city that does not have the state religion, so why should you be able to build an inquisitor there? It is possible that there may be other cities in the region that need access to an inquisitor from that non-state religious city, where the inquisitor cannot arrive in any other way (closed borders, too distant or across water). However if that were the case, then the city where the inquistion is possible should build an inquistor. Simple.

I would conclude that you are correct, next version I should make sure the cat doesn't get out of the bag and that inquisitors can only be built in cities with the state religion. Shouldn't be hard to do. However will have to think about it a little bit for the sake of the AI. :goodjob:

Any other thoughts are more than welcome.
Cheers
 
RevolutionDCM is now at version 0.97 and includes Better BTS 0.45h. Revolution Inquisition has been updated so that inquisitors cannot be built unless the state religion is present in the city even if all other prereq's are met. The AI has been adjusted to compensate for this change. Thanks to Zappara for finding this.

The scale of the Better BTS changes are becoming more and more challenging to keep in sync with Dales Combat Mod. All the basic options check out ok but things like DCM air bombardment options need to be looked at sceptically, if you want them turned on in game.

Next goal for me is to fix stack attack.
Cheers.
 
The scale of the Better BTS changes are becoming more and more challenging to keep in sync with Dales Combat Mod. All the basic options check out ok but things like DCM air bombardment options need to be looked at sceptically, if you want them turned on in game.

What is problematic about the air bombardment? I'm curious... ;)
 
Been trying to update WolfRevolution, but can't. At first I tried using the WolfRev 1.1.2 patch file as a template, and just make a 1.1.3 patch with the latest RevDCM files replacing old builds. Games loaded, but no Interface. I figured alot had changed in the last RevDCM build, so I then tried building a WolfRev 1.2 build from scratch, using RevDCM 0.97 as the base, and replacing relevant files with Wolfshanze files, and using Winmerge on files that needed to be merged instead of replaced. No interface again. Finally I just tried taking RevDCM 0.97 whole, and renaming it WolfRevolution, creating the properly named WolfRevolution config file. Again no interface. Why, nothing has changed except for the name of the folder the files are in? I'm at a loss, my guess is there is some python file which BUG is using that is directing some interface function to look in the specifically named RevDCM folder... But I'm not sure. Please direct me to any and all specific folder references that could be causing something like this, I've tried snooping around some of the python files in the screens folder, but haven't found anything that would seem to be causing this.

Edit: Ah, I see, ModName.py has moved to the Contrib folder instead of the main Python folder. This has fixed the Raw RevDCM to RevDCM in a different named folder lost interface issue, now to see if I can get WolfRevolution to work.
 
RevolutionDCM is now at version 0.97 and includes Better BTS 0.45h. Revolution Inquisition has been updated so that inquisitors cannot be built unless the state religion is present in the city even if all other prereq's are met. The AI has been adjusted to compensate for this change. Thanks to Zappara for finding this.

The scale of the Better BTS changes are becoming more and more challenging to keep in sync with Dales Combat Mod. All the basic options check out ok but things like DCM air bombardment options need to be looked at sceptically, if you want them turned on in game.

Next goal for me is to fix stack attack.
Cheers.

First thanks very much glider1 for your latest update, most appreciated.

I have found that my version of the Batter AI mod is 0.45G - how did you find the 0.45H version that you are using in your mod..?

EDIT:

After installing your mod and adding the NextWar Inquisitions addon I found...



...which shows that the Revolution Inquisition is off, shouldn't it be on when the addon is installed..?

I have looked at...

To change any options in this mod:
1) edit the file: \RevolutionDCM\assets\xml\GlobalAltDefines.xml
2) Revolutions options can be changed via \RevolutionDCM\Revolution.ini or within the custom screen.
3) BUG options can be changed via the \RevolutionDCM\RevolutionDCM.ini file or CTRL-ALT-O in game.


and, unless I'm missing something, can't see how the change can be made. Or am I just getting it wrong :D
 
@Morgan
Thanks for the acknowledgement. It was a lot of work this build. I'm in the middle of Nextwar game myself! I've checked out your observation. I think what has happened is that you have some how mixed the installation of Revolution Inquisition with Nextwar. Inquisitions comes automatically with Nextwar so do a clean install of RevolutionDCM and then addon just Nextwar. The latest inquisitions will come across with that. Make sure you have the latest from this site which are all at 0.97.

As for the build of RevDCM, very good observation! The source files for Better BTS are being updated almost daily as Master Jdog5000 and others, spur on a million improvements to this game. When I did the RevDCM build, I pulled off the source files for 0.45 which are one letter more than the non-source file build of Better BTS.

@Anyone
The autologger errors are definetly annoying but are stoppable if you get a suitable combination of configuration options for it. I can post my own autolog.ini that is working for me, if you are interested.

@Anyone
If you are in the middle of a 0.962 game, it's not too much work to convert it 0.97 and continue the game. This is what I have done:
1) replace the 0.962 DLL with 0.97 DLL
2) replace GlobalDefinesAlt applicable to your build (addon or not). Record your favoured settings and re-apply.
3) If you are running Nextwar or Inquisitions, replace CvGameUtils.py

That is all that is really needed to convert 0.962 to 0.97.
Cheers.
 
@Morgan
Thanks for the acknowledgement. It was a lot of work this build. I'm in the middle of Nextwar game myself! I've checked out your observation. I think what has happened is that you have some how mixed the installation of Revolution Inquisition with Nextwar. Inquisitions comes automatically with Nextwar so do a clean install of RevolutionDCM and then addon just Nextwar. The latest inquisitions will come across with that. Make sure you have the latest from this site which are all at 0.97.

As for the build of RevDCM, very good observation! The source files for Better BTS are being updated almost daily as Master Jdog5000 and others, spur on a million improvements to this game. When I did the RevDCM build, I pulled off the source files for 0.45 which are one letter more than the non-source file build of Better BTS.

Ok here is what I did.

Fist I deleted what I had installed in my BTS mod folder (in respects of your mod) and then downloaded again your latest RevolutionDCM mod, along with the Nextwar 0.97 addon.

I start a custom game and find that the Revolution Inquisition is still red, thus I assume it is off, unless it is merely an issue with the colour set incorrectly for the font in the screengrab in my first post, in the RevolutionInit.py file or a missing entry...? Or, most likely, have I stuffed it up altogether :D

Thanks for the explanation of the Better AI build numbers, I wondered what had happened there :)
 
@Morgan
Hmmmm, perhaps it's the way you extract it. You are spot on about RevolutionInit.py being where the configurations are displayed. It is a sign that something is not right. I have repeated these steps myself without issue.
1) Use a utility like WinZip or WinRAR. Windows built in unzippers are too cut down.
2) Put RevolutionDCM_097bts317.zip into your mod folder.
3) Delete any old RevolutionDCM
4) right click on zip and select "extract to here"
5) Put RevolutionDCM_097addons.zip in your mod folder.
6) right click on zip and select "extract to here"
7) Select the zip Nextwar_Inquisitions.zip
8) right click on zip and select "extract to here"
9) When asked whether you want to overwrite files, choose yes!
10) Tidy up your mod folder as you want, but leave RevolutionDCM.

To double check that Nextwar Inquistions is installed, the popup should highlight both nextwar and inquisitions, and in the /RevolutionDCM/docs/ folder, you should find a readme for both nextwar and inquisitions.

The only things that could be left wrong are these:
The file on CivFanatics does not match my own file (unlikely)
Something wrong in the extraction process.

Check the dates on some of the files in the zips. Latest files will all be 15/12/2008. If I had more bandwidth (which I don't), I'd submit the addon's with RevolutionDCM already installed.

Cheers.
 
What is problematic about the air bombardment? I'm curious... ;)

Sorry I missed your post. :sad: The CvUnitAI.cpp file is changing very quickly with BetterBTS developments. Although I have tried to maintain DCM compatibility, the two AI's are starting to cross-over. This could produce complications especially in aerial code like fighter-engage or air bombing even other code like opportunity fire. I simply have not had enough time to test these features under Better BTS to any depth, other than to say that the base configuration is CTD free. Archer bombardment also needs a close look at. I tend to be overly "cautious" and these options could all be running just fine.

Cheers.
 
Been trying to update WolfRevolution

Sorry I missed replying to your post :sad: Yes, merging especially python is a pain sometimes to say the least. BUG 3.5 has made changes structurally to how python is stored. I hope you have fixed it now. The EventManager is changed too and is now in the BUG directory as BugEventManager.py. It is quite possible that there are better ways to integrate a mod with BUG, but as yet, I'm reluctant to spend any extra time working it out, when RevolutionDCM is stable except for the autologger python which is low priority.

Here are some general tips that you would probably already be aware of:
1) Winmerge can produce errors with python indenting at least with older versions. It will indent in ways that make the python interpreter go stupid in some cases. Normally it will be a single *tab* somewhere in the infected file. I tend to use a dedicated python editor or even wordpad, which does a very good job.
2) Turn off python error popups and simply read the python error log even as the game transpires running in the background. There will normally be a hint there as to what file is in trouble. Sometimes the report is cryptic!
3) If your interface drops when you start up, that is a sure sign of a syntax error in the python that the interpreter has picked up and reported to the error log.
4) Errors that occur during the game will be mod specific. The RevolutionDCM core is very stable on Python except for ocassional errors in the Revolution mod. That mod is the only culprit for the core. DCM does not use much python neither does super spies or IDW.

Enjoy the modding process as much as possible, because it takes big slabs out of your life. :)
Cheers.
 
Autologger is off by default right? I don't want people playing WolfRevolution and getting swarmed by annoying pop ups that don't help anything. If it's not, please tell me how to disable it.
 
Thanks for your help Glider...

Well, with your help, which was most appreciated, I have managed to get it to work :)

I would like to say I know exactly what I did wrong but I'm not that sure, except to say it was something with the extraction of the Nextwar_Inquisitions.zip in the RevolutionDCM folder.

Using Winrar I had simply 'grabbed' the folder of the compressed Nextwar addon from within Winrars window and dropped it into the mods folder, hoping that it would overwrite the RevolutionDCM one. Well I'm assuming it didn't as I kept replicating my procedure, assuming that it was correct, and, of course, it kept failing - unknown to me.

So a big pat on your back Glider for your help and assistance - off I go to war :D
 
@Morgan
Your idea was very intuitive and I did not think of it. Unfortunately dropping directories from winrar does not work this way in reality although it should....perhaps.

@Phungus
I thought I could disable the autologger via the interface or the ini file, but apparently it is not enough. I would say that the only way to do it properly would be to kill the beast with a stone in python (a # character) but haven't experimented. I still want the autologger which is actually working but for the error log every turn.

Suggest that we both need to explore the BUG forums. I would do this but my bandwidth is critically low and my internet data allocation is near empty.

Cheers.
 
@anyone
The question has been asked, what SDK files have changed in the last RevolutionDCM release (0.97), that merge in the latest Better BTS AI (0.45h)?

All SDK files in the RevolutionDCM/src directory dated with a modification date of 15/12/2008 contain the merge with the latest Better BTS build 0.45h as well as DCM, IDW and Revolutions code which are unchanged except for some DCM and Revolutions code realignment to match Better BTS. Any other files in the Better BTS AI can simply be dropped into your compile release code, as they do not impact on any RevolutionDCM code. I think there are five of those "other" files from *memory*. The entire number of files for the SDK is 184 files in total, which is one more than base because of an extra Revolution C++ file.

Therefore the procedure to build a RevolutionDCM DLL is this:
1) take the base BTS sdk
2) Replace the base and add to the base with the RevolutionDCM SDK.
3) Compile with the makefile supplied under the RevolutionDCM/src directory.

Cheers.
 
Hi,

This is my first post on these forums, I've been a long fan of Revolution and now that I'm getting back into Civ4 after some absence I had a go at RevolutionDCM. I love it, but there's still something that bugs me. I like to have really epic games, where it feels like I'm just one small fish in a huge pond, so I play on huge maps with the maximum number of civs allowed (in this case 50). But what bugs me is every turn I have 10 different civ leaders pestering to stop trading with so-and-so or to go to war with so-and-so or to sign open borders or to trade my new tech to them for 50 gold or whatever. It becomes far too hard to keep track of, I refuse almost everything and of course this means my reputation with them gradually sinks. I find the basic diplomacy system in Civ4 to be extremely inadequate when you have a larger number of civs, but I can't find any mods that alleviate or improve the diplomacy for large games. Are there any mods out there that will help me?

Another issue is that I end up with about 4 different Wang Kons and 3 Saladins which makes it very hard to keep track of who's who. I don't want to install new leaders but I'd think it'd be easy to just make sure each leader was named differently, eg. Saladin I, Saladin II?

Thanks, and great work on the mod!
 
Shakey-Lo
hey, welcome to the forum,

if you dont want to use any other mod then revdcm (theres aklot of great mods that include revdcm with more of everything),
you can just manually add leaders with different names through the xml files:
civ4leaderhead.xml and civ4civilization.xml
use tutorials for extra info.
 
Back
Top Bottom