RevolutionDCM for BTS

glider:

I found the source of the autologger errors ... BUG isn't set up for the dynamic civ counts which occur in Revolution and BarbarianCiv. In Assets/Python/Contrib/autologEventManager.py there are four places at the bottom of the file where they use:

ziMaxCiv = gc.getGame().countCivPlayersEverAlive()

Change these to:

ziMaxCiv = gc.getMAX_CIV_PLAYERS()

And you should be good to go. You could probably get by with just changing the one in initStuff, but I can't guarantee that if 17 players are marked as ever alive they will always be players 0 - 16.
 
@PreLyn
Download the addon pack for RevolutionDCM. Next war is in there as well as Inquisitions. If you really want you can turn off Inquisitions and just leave Next War.
Cheers.
 
@PreLyn
Download the addon pack for RevolutionDCM. Next war is in there as well as Inquisitions. If you really want you can turn off Inquisitions and just leave Next War.
Cheers.

Nope, dosen't work... Tried the extract the file, and loaded it, and the Next War content didn't add. Are you sure you simply just right click onto the folder? It dosen't seem to work.
 
@PreLynMax
There have been some problems with installing addon's. It's not an elegant system. Will work on a better one. However I can confirm that NextWar is working (I'm using it on my own PC). It will be an issue of installation. Try these steps if you have not already:
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.

See how that goes.
Cheers.
 
@glider

I've got couple bug reports that the new Inquisition addon has couple bugs left (as it's now merged to Rise of Mankind). One report says there is OOS errors every time any player founds religion (see this post) and another report says that "choose religions" option does not work correctly (see this post). I can't remember what python functions were the cause for those OOS errors so any help with that would be great. :)
 
Eh Zappara
At the moment, I have not taken any close look at the accuracy of these features in Inquisitions that are off by default:
OC_FOREIGN_INQUISITIONS (totally unbalanced)
OC_BYPASS_RTECH_FIRST_TO_DISCOVER (dropped now even by OrionVet)

First step to see if choose religions is working or not is to make sure that OC_BYPASS_RTECH ... etc above is off in GlobalDefinesAlt. Other than that, I'll look into it now that OrionVet has kindly posted an update to Inquisitions. The main features of Inq that seem to be ok so far are:
limited religions
holy city respawn (just ok)
holy city elimination (seems good)
Inquisitions (possibly needs adjusting).

Thanks for the feedback.
Cheers.
 
@Tron
Good question. I cannot answer it. You are doing the right thing to isolate out components of this mod to discover which will work from which will not in multiplayer. It's quite a complex thing to get going and may "appear to work" only to find out down the track that something is wrong.

Suggest you keep an eye out for the WoC mod project and see what their support for multiplayer is. You can pick up things like IDW and ranged bombardment there as well.

Cheers.
 
I had posted this over on the WolfRevolution thread, but Phungus suggested that I post it over here for Glider, so here it is...

So, here's an interesting one - really related to the IDW module.

In my current game, I was attacking the Austrians. I had a few artillery units sitting two squares away from the city I was attacking, with a couple covering infantry units and my early tanks with a couple additional infantry units right north of the Austrian city. Immediately to the north of me was the territory of the Russian rebels, who had broken away from the Austrians. I didn't have a open border agreement with them, as my plan was to capitulate the Austrians, then declare on the Russians, capture their cities and liberate them back to Austria.

Well, I bombarded away their defenses and proceeded to attack. About the third attack on the Austrian city and *poof* all my tanks, infantry and artillery in the area seemed to disappear. I was kind of freaking out, because my super-promoted, great general led, hammer of a tank had vanished. Then I realized what had happened. My attacks on the Austrian city had enough of a cultural influence that the tiles I was attacking from had flipped to Russian control, causing my units to be relocated to the nearest friendly area. Which turned out to be two different spots. One for the arty and it's covering infantry, one for the attacking tanks and infantry. Both spots were now 3 moves away from being back in attacking position!

I was still able to achieve my plans, but talk about a weird situation! Wonder if there's any way to fix how the units are relocated so they can at least stay close to the city that they're attacking...
 
@ERLoft
Great stuff thanks for the description. Yep, third party control of territory is an issue in IDW. As you gain influence over the enemy, the tile flips to a third party which produces a variety of side effects! It's not an actual "bug" but simply the mathematics of the culture control of that square. It probably will have to change for sure. IDW is great idea and it is going to be improved in 2009 even more. Please, set your games to autosaves to each turn and upload these kind of weird situations. It makes debugging a lot easier. Do you have a save?

Cheers.
 
Ok this may sound stupid to you guys but since i'm to lazy to check my hud dosent show up when i play this mod. any ideas how to get it back or is how the mod is supposed to be and it just dosent say in the info. (note: i use the steam version of Of CIV)
 
@glider1 That makes no sense cause steam auto updates there games so i should be on newest update which is 3.17. so im scratching my head as to why the hud is gone.
 
@glider1 That makes no sense cause steam auto updates there games so i should be on newest update which is 3.17. so im scratching my head as to why the hud is gone.
It's possible that the issue is the same as someone had in my mod (which has revdcm included). There's bug in BUG mod's BugPath.py file (in v3.5 and in v3.51) that in some rare occasions does not work properly on some Windows systems (reported here, post #1224) and they've said it will be fixed in next BUG version. To verify if you are experiencing this same issue, you should enable logging and post the log files here so the python errors can be checked.
 
Thanks Zappara. I'm not up to speed with what BUG is doing so thanks. :goodjob:
BUG has been great, but it definetly does add extra "issues". Thanks for the links to the actual forums too. Saves time chasing things up.
Cheers.
 
was wondering since there is no CIV4GameSpeedInfo in the mod how do i adjust the game speed for the mod, can i copy in the default one from bts and mod it and have it work or not.
 
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