RevolutionDCM for BTS

Best mod ever! Makes vanilla Civ4 look like a crappy beta. :)

Think i have a little problem thou:

Religion does not seem to be spreading.
Almost every city only has 1 religion - The AI is not inclined to spreading their religion. Plus it doesnt' seem like its spreading via trade routes either. Early on in the game i got religion from my neighbor in one town, but after that it stopped & i had to spread the rest myself.

Same for corporations - 2 rival civs which whom i have open borders don't spread their corporations either. They aren't spreading it in their own civ either, for that matter.




Also... how can i turn off they ghey unit renaming. Its a nice touch, but annoying when its upgrade time. :/

Thanks :)

Ghandi was spreading Hinduism like a madman in my game. If you're using StartAsMinors, it will take a little longer for religion to spread outside the empire since you can't spread religion to a civ you're at war with.


Also, CTRL+ALT+O (either that or CTRL+SHIFT+O, can't remember) opens up the BUG options, where you can disable unit naming. I also agree it gets annoying.
 
THanks for the info on how to turn off unit naming! :goodjob:




As for the religion thing ... Yea, i did start with 'start as minors' option enabled, but i'm in the year 2000 now and most everyone is running the free religion civic. :/
 
Is there a mod you could add that would allow you to pick which city a religion is founded in? ie: If I have 5 cities and found Conf, a popup of the cities to pick to make holy. sounds good anyway

I've had a request to see if this change exists anywhere in the mod community or to add it to RevDCM. It changes the nature of the game because the whole point about holy cities is that the leader is not in total control of where it is founded and has to adjust to the difficulties presented. However if people really want it, I could create an in game "option" to make it so that humans choose the holy city site and the AI chooses as per normal.

I'm not a big fan, but if people want it, will add it to the to do list.
Cheers.
 
I just installed the new update and here's what I get
Spoiler :
Civ4ScreenShot0002-1.jpg


I'm running BUG3.5.1 so I change the NoCustomAssets = 1 in the Revolution.ini & RevolutionDCM.ini files. As you can see no main screen, the leader screen(when it show what leader your playing) will popup twice. What's happening?
 
First off, I really enjoy the changes you have introduced with this mod. I am primarily using it as part of ROM.

However, there is one thing that bothers me a bit about it. In vanilla Civ or with ROM turning off Revolutions I can culturally conquer a city. With this mod of course this is not possible. Is there a way to get a compromise between teh two extremes? Once my culture has reached a certain level such as 70% or 80%, conditions should be changed to allow the city to flip to me. Below that level it should introduce unhappiness so that a revolution or revolt occurs.
 
@Rabber
Thanks rabber. RevolutionDCM and Revolutions are in the process of becoming one and the same mod. I'm not the expert on culture flipping but I believe it is still technically possible and has not been disabled as a possibility. I'll take a look into the code to settle the issue. I suspect that in your case, the revolt code is over-riding the base BTS culture flipping code rather than disabling it, but will have to check it out.

At a guess, what is happening in your game, is that the citizens in the rival city are well over 50% loyal to you, but instead of the city reverting to your ownership, it collapses into revolt and is under no one's ownership, or is under full rebellion conditions. Perhaps even more likely is that the city periodically collapses into revolt, then swings back to the owner, only to repeat the cycle. Is that it?

Cheers.
 
@Glider

You are correct that the city sems to constantly have a revolt. The revolts will last for 6 to 8 turns. There will be a period of 5 to 10 turns where the city is fine and then another revolt. Periodically, the city will have a revolution. However, the rebels have no chance of conquering the city - the defenders are too advanced and strong.

I have had some cities where I have 95 to 98% ownership of the city and it still won't flip. In these cases I have the city completely surrounded on all sides by my tiles, still no flipping.

Thanks for the help.
 
I just downloaded this and the add-ons, but how do I choose what is included?
 
@Zach
In the current version of RevolutionDCM, you have to manually install the addon's you want, and manually configure what part's of the core RevolutionDCM you want working. For addon's, that means using WinZip and for configuration, it means editing the assets/
xml/GlobalDefinesAlt.xml file. This will be made much simpler to do in the next version. Revolutions components are currently turned on and off in the custom games screen and in revolution.ini

@Phungus and Cripp
Good suggestion. PieceOfMind knows what he/she's talking about so it should be good. The only thing is whether it actually reveals any more information than what the Better BTS AI ALT-CTRL info does. I'll add it to the to do list to check out. This type of information cannot be added to BUG because it is DLL dependent it looks like.

@Rabber
Your thoughts on culture flipping have been posted on the Revolutions forum in a new thread.

Another interesting development is that Trojan Sheep the creator of Super Spies, is back on the forum after almost a year away. He's already given some more good suggestions on how to improve Super Spies.

Cheers.
 
So say I want the Inquisition to be switched ON. I know I have to be in the RevolutionDCM folder, but do go into the assets folder or those notepads with an orange gear on them? And then will there be a 'blank=0' and I have to set it to 1 or something?
 
Most of what you are looking for is in GlobalDefinesAlt.xml which is in the XML folder in assets. There are some things you can adjust in the config files, but that's mostly debugging tools, which I doubt you're interested in.
 
I found it, but it's not what I am used to. I don't want to waste your time with that though. Only the following things: :p But I am playing the mod and I'm really loving it. It's just that it's like 400 AD, I have had writing for probably 2 millenniums already, how do I contact the other civs and make peace with them? Almost everyone I met have at least made peace with other civs. Also, I selected 40 civs to play the game. I thought that meant a maximum of 40 civs could spawn, but immediately, 40 civs started out. Say if I picked 4 to begin with, would more show up later?
 
Most of what you are looking for is in GlobalDefinesAlt.xml which is in the XML folder in assets. There are some things you can adjust in the config files, but that's mostly debugging tools, which I doubt you're interested in.

Is there going to be a way in the future to be able to select these in the custom game options? Only 5 options are available right now.
 
@Cripp
It's about time something happened with that and it will. Virtually all game options plus a few more that are currently all sitting in GlobalDefinesAlt, will sit in the BUG user interface RevDCM screen and you'll point and click to turn things on and off either between turns or between loads.
Cheers.
 
That sounds really cool. I enjoy your Mod (And it's derivatives) but I do hate having to edit files so often to change options. For tweaking things I don't mind going "under the hood" but it would be nice to have more options changeable in-game.
 
Most of what you are looking for is in GlobalDefinesAlt.xml which is in the XML folder in assets. There are some things you can adjust in the config files, but that's mostly debugging tools, which I doubt you're interested in.


Warning: Very Long (inside GlobalDefinesAlt)
Spoiler :
<?xml version="1.0"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Bart Muzzin (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Global Defines -->
<Civ4Defines xmlns="x-schema:CIV4GlobalDefinesSchema.xml">
<Define>
<DefineName>DCM_BATTLE_EFFECTS</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
<DefineName>NUM_GAME_FEATURES</DefineName>
<iDefineIntVal>7</iDefineIntVal>
</Define>
<Define>
<DefineName>NUM_BATTLE_FEATURES</DefineName>
<iDefineIntVal>5</iDefineIntVal>
</Define>
<Define>
<!-- this option is superceded by Better BTS AI logic -->
<DefineName>DCM_AIR_BOMBING</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
<!-- this option is not implemented. Use Revolution CTRL-SHIFT-P -->
<DefineName>DCM_CIV_CUSTOMISER</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>DCM_RANGE_BOMBARD</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
<!-- this option is not implemented. Use Revolution CTRL-SHIFT-L -->
<DefineName>DCM_CIV_CHANGER</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<!-- this option is not implemented. Use Revolution CTRL-SHIFT-L -->
<DefineName>DCM_CIV_CHANGER_MODE</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<!-- this option is not implemented. Use Revolution CTRL-SHIFT-P -->
<DefineName>DCM_CIV_CHANGER_CHANGES</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<!-- this option may cause game crashes -->
<DefineName>DCM_STACK_ATTACK</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>DCM_OPP_FIRE</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<!-- this option is superceded by Better BTS AI logic -->
<DefineName>DCM_ACTIVE_DEFENSE</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>DCM_ARCHER_BOMBARD</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
<!-- this option is superceded by Better BTS AI logic -->
<DefineName>DCM_FIGHTER_ENGAGE</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
<!-- Enable/Disable Influence Driven War Mod -->
<DefineName>IDW_ENABLED</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
<DefineName>IDW_BASE_COMBAT_INFLUENCE</DefineName>
<!-- Higher value: more influence from combat victory -->
<fDefineFloatVal>4.0</fDefineFloatVal>
</Define>
<Define>
<DefineName>IDW_NO_CITY_DEFENDER_MULTIPLIER</DefineName>
<!-- Multiply influence if last city defender dies -->
<fDefineFloatVal>2.5</fDefineFloatVal>
</Define>
<Define>
<DefineName>IDW_FORT_CAPTURE_MULTIPLIER</DefineName>
<!-- Multiply influence if fort is captured in combat -->
<fDefineFloatVal>2.0</fDefineFloatVal>
</Define>
<Define>
<DefineName>IDW_EXPERIENCE_FACTOR</DefineName>
<!-- Increase influence due to experience of victorious unit (per experience point) -->
<fDefineFloatVal>0.03</fDefineFloatVal>
</Define>
<Define>
<DefineName>IDW_WARLORD_MULTIPLIER</DefineName>
<!-- Multiply influence if warlord wins (works only in Warlords -->
<fDefineFloatVal>1.3</fDefineFloatVal>
</Define>
<Define>
<DefineName>IDW_INFLUENCE_RADIUS</DefineName>
<!-- Max plot distance to be influenced -->
<iDefineIntVal>2</iDefineIntVal>
</Define>
<Define>
<DefineName>IDW_PLOT_DISTANCE_FACTOR</DefineName>
<!-- Higher value: influence decreases faster with distance from attacker/defended plot -->
<fDefineFloatVal>0.2</fDefineFloatVal>
</Define>
<Define>
<DefineName>IDW_WINNER_PLOT_MULTIPLIER</DefineName>
<!-- By default: the same influence mulitiplier in attacker and defended plot -->
<fDefineFloatVal>1.0</fDefineFloatVal>
</Define>
<Define>
<DefineName>IDW_LOSER_PLOT_MULTIPLIER</DefineName>
<!-- By default: the same influence mulitiplier in attacker and defended plot -->
<fDefineFloatVal>1.0</fDefineFloatVal>
</Define>
<Define>
<DefineName>IDW_EMERGENCY_DRAFT_ENABLED</DefineName>
<!-- Enable/Disable militia "auto-draft"; works only if IDW_ENABLED = 1 -->
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>IDW_EMERGENCY_DRAFT_MIN_POPULATION</DefineName>
<!-- Minimal city size to draft militia -->
<iDefineIntVal>2</iDefineIntVal>
</Define>
<Define>
<DefineName>IDW_EMERGENCY_DRAFT_STRENGTH</DefineName>
<!-- Militia health ratio -->
<fDefineFloatVal>0.25</fDefineFloatVal>
</Define>
<Define>
<DefineName>IDW_EMERGENCY_DRAFT_ANGER_MULTIPLIER</DefineName>
<!-- Draft anger from militia -->
<fDefineFloatVal>0.5</fDefineFloatVal>
</Define>
<Define>
<DefineName>IDW_NO_BARBARIAN_INFLUENCE</DefineName>
<!-- if 1: barbarian influence is disabled and no militia emerges in case of barbarian combat -->
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>IDW_NO_NAVAL_INFLUENCE</DefineName>
<!-- if 1: naval influence is disabled -->
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<DefineName>IDW_PILLAGE_INFLUENCE_ENABLED</DefineName>
<!-- Enable/Disable influence from pillage; works only if IDW_ENABLED = 1 -->
<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
<DefineName>IDW_BASE_PILLAGE_INFLUENCE</DefineName>
<!-- Higher value: more influence from pillage -->
<fDefineFloatVal>2.0</fDefineFloatVal>
</Define>
<Define>
<!-- Unofficial Patch -->
<DefineName>BONUS_OBSOLETE_VALUE_MODIFIER</DefineName>
<iDefineIntVal>150</iDefineIntVal>
</Define>
<Define>
<!-- Better BTS AI: Use new air combat mechanics -->
<DefineName>BBAI_AIR_COMBAT</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
<!-- Each civ get's one unique founding faith upon reaching required technology -->
<DefineName>OC_LIMITED_RELIGIONS</DefineName>
<iDefineIntVal>1</iDefineIntVal>
</Define>
<Define>
<!-- Highly recommended to keep off. Option not supported -->
<DefineName>OC_FOREIGN_INQUISITIONS</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<!-- Highly recommended to stay off. Option not supported -->
<DefineName>OC_BYPASS_RTECH_FIRST_TO_DISCOVER</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<!-- holy city only respawns intra-nation not inter-nation at this stage-->
<DefineName>OC_RESPAWN_HOLY_CITIES</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<!-- recommend off unless used with holy city respawn. AI doesn't consider the impacts -->
<DefineName>OC_INQISITOR_CAN_REMOVE_HOLY_CITY</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<!-- minimum required local revolution index to consider an inquisition-->
<DefineName>OC_MIN_LOCAL_REV_INDEX</DefineName>
<iDefineIntVal>2</iDefineIntVal>
</Define>
<Define>
<!-- minimum required revolution index to consider an inquisition-->
<DefineName>OC_MIN_REV_INDEX</DefineName>
<iDefineIntVal>600</iDefineIntVal>
</Define>
<Define>
<!-- Civs with state religious dominance below this threshold may conduct inquisitions -->
<DefineName>OC_THRESHOLD_SMALL_INQUISITION_STATE</DefineName>
<iDefineIntVal>0</iDefineIntVal>
</Define>
<Define>
<!-- Civs with state religious dominance above this threshold may conduct inquisitions -->
<DefineName>OC_THRESHOLD_BIG_INQUISITION_STATE</DefineName>
<iDefineIntVal>67</iDefineIntVal>
</Define>
</Civ4Defines>



I can't find where to turn inquisition on, although I did find stuff that had to do with it at the the bottom, but it looked like mumbo jumbo. If you could bold it, it would be much appreciated. Thank you
 
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