RevolutionDCM for BTS

thanks glider,

you havnt commented about my sdk quastion...
im anxiuos to get home and merge !


****
ops...didnt noticed your wrote me..hehe...
ok mate, ill dl it,
i dont think there should be a prob with compile, since im using the make file that you gave me a while ago, due to added files,
but if the b ai added some more, i dont think theres be a prob manually edit the make file,

thanks.
 
GlobalDefinesAlt.xml file does not work!!!!

I need to be able to turn off battle effects, artillery bombard. And I need to be able to turn on ACO (also why are you leaving ACO off? That makes no sense ACO is a great improvement to the interface).

Why doesn't globaldefinesalt do anything in this version of RevDCM? This makes RevDCM 1.00 unusable for merging
 
From what I have gathered, GlobalDefinesAlt.xml is no longer used to turn on/off components, it is all done from within BUG/RevDCM control (ctrl-alt-o). I would hazard a guess that within some other file would be the default on/off controls, and GDA.xml now is just used for its variables.....
 
Yeah, I think that's true.

I'd like to go back to GlobalDefinesAlt though. Anyway to reenable it? The way it's set up now is very gamey, you can dissable/enable various DCM options mid game.

Also, the damned ctrl-alt-o thing keeps flashing, anyone know how to disable it? It's very annoying.

And glider you didn't incorporate the v0.5 transition build of ACO that I posted, that's OK, I'll just have to build a new gamecore, but still was alot better then 0.4, which is why I uploaded the source.
 
Once you start the game, one of the options after you press ctrl-alt-o gives you an option to disable reminders.
 
Can't find it, it just flashes and flashes and drives me crazy.
OK things that need done before I can release an official WolfRev update:

1)Eliminate that damn flashing ctr+alt+o message, it'll give people seizures
2)Renable GlobalDefinesAlt, and remove them from the BUG menu
3)Change the SVN updater so that it doesn't direct people to the BUG SVN to update the mod.
4)Clarify that inquistions can be enabled without them working on Holy Cities (and how to implement this, was done via the global defines alt before, but now that doesn't seem to work).


Anyway, thanks glider releasing RevDCM 1.00. Sorry if I'm sounding a bit crass, just frustrated ATM. Your help is imperative in achieving the above goals. :help:

Also surprised, but Save Game compatibility is broken in this update. Not that big of an issue, just surprises me, more often then not Rev and RevDCM versions are compatible.
 
I second number 2/4:
I think it's better to have content controlled in the GameDefines.xml

As for the flashing cntrl-alt-0, it is in the cntrl-alt-0 menu (I believe the main one)
 
I disagree, I DO like having control of variables and mechanism things in the .xml file, but for on/off toggles, having it within the game is much better (although I was under the impression that the DCM options were going to be configurable on the custom game menu, not from the BUG menu). When starting a new game, I like to change options, I don't want to have to go out, edit the xml, then start again.....I'd rather have the check boxes.
 
im a bit confused.....

1. what does the revdcm option tab does?? is it enables turing on/of componants in midgame??
not sure i like this option, and also, not sure if it works, i added via world builder a ranged b unit, check for ranged bombing, then i clicked off the ranged bombard button in revdcm tab, and nothing happens, so - what does the buttons do??

2. where can i enabe inquisitions?

3. im not sure, the new rev watch doesnt quite get it.....it was much more preferable to see a summery of the revolt in the cities, now i have to click each one speratly through this rev watch screen, that i dont have any idea of its purpose....wierd.


perahps making each option availble through the custom game options.

phungus420,

i thnk the flashing is in one of the last bug options tabs.

if the case is that , that its possible to change the options in mid game...then i dont think its a good idea, its much netter to set solid game rules, and not having the options to change the game style in each part of the game.

anyway,
its a lovely version, but its kinda complicated to understand what everything does :)

appriciate all your hard work.
 
@Phungus
To answer your good questions:
1) The flashing ctrl-alt-o is turned off at "option shortcut reminder" under the system tab. It's standard BUG practice.

2) Palinathas's guess is absolutely correct. If you want to define initial option conditions, it is now done inside /assets/config/RevDCM.xml. There you will see default values for each option. This is standard BUG practice. The way it is setup is that BUG always overrides GlobalDefinesAlt, unless you tell it not to inside /assets/python/contrib/RevDCM.py. As it is now, BUG will not override any variable in GlobalAltDefines that does not have a corresponding existence in the BUG definitions. This mainly applies to detailed configuration variables that do not need changing in a user interface. The developer or knowledgeable game player can change these by hand.

3) At the moment SVN is it's home because I have accidently assigned Jdog as the uploader, and I cannot contact him. I may have to contact an administrator to have the upload status for both the Revolutions forum and the RevolutionDCM forum set to me.

4) Because Inquisitions is now fully integrated into Revolutions, holy cities cannot be eliminated any more. The only option available is to have a holy city relocate, as you will find as an option in the game interface screen. The AI will not touch holy cities for the sake of eliminating them but the player is still given the option to purge a holy city. If the player tries this, all that will happen is either all the religious infrastructure will be destroyed but the status remain, or the status will relocate if that option is enabled. If there is no suitable city in the world to relocate the holy city too, it will die forever.

5) Save game status fell with both RevDCM and Revolutions changes. You could try but pretty sure old games are over. The suggestion is to keep a copy of old versions of the mod and fire them up when you want to look at old games. This is as simple as renaming the RevolutionDCM folder appropriately. What I do is have multiple folders under /MODS. They are called RevolutionDCM097, RevolutionDCM100, RevolutionDCM. I then just rename the folders according to what old save game I need.

@Palinathas
The custom game menu is for changing states that cannot be allowed to change during the course of a game. All the options in the BUG menu do not impact on the stability of the game state. They can be changed at nauseum with no consequence to the stability of the game, except to confuse the experience of the game for the player if they do change them willy nilly. The onus is on the player to use self control. For multiplayer games, I do not know what happens if you change settings during the course of game.

Keep the questions coming. It is 6.30am in the morning here.
Cheers.
 
So, if something is added to GlobalDefinesAlt.xml, that value will still be noticed, but if something is CHANGED there, it will have no effect if that value was also in BUG (which file? RevDCM.xml?)
 
@Palinathus
Good question. GlobalAltDefines can still be changed as per the old days any way the modder would like. New config's can be added it does not matter. BUG will only read and alter the states that it knows of in the /contrib/RevDCM.py file. If it does not find a config entry written in GlobalAltDefines, I think it throws up a python error and continues but that is all. If the SDK does not find a config in GlobalAltDefines, the SDK assumes 0 and continues.

EDIT: If a modder tries to change a setting in GlobalDefinesAlt, BUG will overwrite it if it is defined in /contrib/RevDCM.py otherwise it will not be overwritten.

This is the sequence of events then:
1) BUG reads the RevolutionDCM ini file.
2) If there is no entry, BUG uses the default value in /config/RevDCM.xml
3) BUG sets GlobalAltDefines via /contrib/RevDCM.py, whenever triggered to do so by an "event".
4) If BUG or the SDK doesn't know about it, behaviour is as per the old days.

Cheers.
 
humm..not sure if i followed your exp,

say i have another enrty of a different mod, that i can set on or off through the globaldefinesalt,

there wont be an effect?

what ahhpens if i put somthing in the globaldefines.xml?

confusing....how can i merge another componant so it will still be choosble via gda.xml?
 
OK, I think I got it (and just FYI I fall into the "knowledgeble user" category, I like to adjust values to tweak my game experience). So if I want to turn on/off parts of DCM, I do that within the game, from BUG options (ctrl-alt-o). If I want to turn revolutions on/off, that is part of custom game before the game starts. If I want to override the default on/off of DCM I do that it in RevDCM.xml. If I want to tweak options in DCM I do that in GlobalDefinesAlt.xml. If I merge in something new, I can put options into GlobalDefinesAlt, and that will work, if I want to make those options configurable during the game, I add them to RevDCM.py and RevDCM.xml would then control them? Do I have that sorta right?

(Side note: I really like the revolutions idea, but it has made the game WAY too tough for me, had been playing Phungus' WolfRev, but no matter how much I changed Revolutions options, it always killed my game. Going to give it a try again, but I want to make sure I can edit things to make them fun for me.)
 
@Palinathus
Yep, what can I say? Spot on! Revolutions is harder no question. You have the ability to master it. It will be just a matter of time.

@Kel
Hope Palinathus has helped clarify. If you have something to put into GlobalDefinesAlt, go for it!

Cheers.
 
ahh great,

thanks palinathas, indeed a helpful explanation,
requires getting used to.

my merge is complete, everything works in my new version :)


i have another q,
what does it mean - the ai learns? you refered to it a few times, the ai learns to be better???
how??


oh one more,
can you explain a little on the rev watch screen??
is there a screen that refers to the reolting cities? kinda like an overview thats shows the revolution stats of all of my cities?
 
Palinathas's guess is absolutely correct. If you want to define initial option conditions, it is now done inside /assets/config/RevDCM.xml. There you will see default values for each option.
OK, since I can set up the default from the XML I am no longer driven to remove the feature. I'm OK with allowing this to be controlable by the user under the BUG options, I just think it's essential to be able to set up the initial conditions of the mod, so that the modmaker (in the case me) can present a default setup for the user.

Edit: Nevermind, found it.
 
@kel
The AI learns naught, nothing, nicks. It cannot. I'm thinking about making it so that it has a memory from game to game, but I've got to take a break otherwise I will be thrown out of the house, computer and all.

@Phungus
Glad that you think this is ok, linking XML to BUG to the SDK via controlling GlobalDefinesAlt. The trick to thinking about it is that each declaration in GlobalDefinesAlt becomes a memory variable in RAM inside the game core (so long as there exists core code in the SDK!). The core checks to see if the variable has been updated on file, but if not, just relies on it's memory state version of that variable. If the core needs a file definition but can't find one, it assumes zero. In the old days, there was a bug in the core when trying to read XML files. These days it's rock solid.
Cheers.
 
@Kel
Sorry forgot to answer your last question. The revolt status of each city and the entire empire is observable from the Revolution Watch Advisor triggered from the same rev icon as before. It is totally customisable!

EDIT:
The custom settings the player sets for the Revolution Watch Advisor are saved at:
/MODS/RevolutionDCM/CustomRevAdv/CustomRevAdv.txt
This is the BUG standard.

Cheers.
 
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