RevolutionDCM for BTS

thanks glider, ill check it out,

illtry to play with the new revdcm tab, see if i can add stuff into it,

also thinking of removing, but im begining to like it too,

indeed take a break!!!!
you got v 1, you deserve to do some rnr :)


****
got to ask , just to clarify more:

for the sake of argue, say i added a modcomp named "mylon"

this mod has an on/off tag in the globaldefines.xml,

thats fine, i can set it just fine prior to game launch,

but, if i want his mylon to apear and controlled via bug revdcm options,

i need to add rags to:
revdcm.xml
revdcm.py
revdcmtaboptions.py

and i do so, the globaldefines tag wont affect no more, and only the bug revdcm tag will control right?
so i gotta decide if i wanna gave it via revdcm or "old fashion globaldefinesalt?

am i right so far?

is there a difference of usge between globaldefines.xml to globaldefinesalt.xml?

thanks...

im sorry if im asking too many quastions ....
 
Hey glider1!
Any idea why the included maps (i.e. Rhyes Earth 34 civs - Egypt, Sumeria, India, China to start) doesnt work with the mod? I succesfully merged RevDCM into my Mod and now my World Map doesnt load too.:confused:

NuDDen

*EDIT*: All right fixed it....

Other question: I edited the gamefont_75.tga because i added some new resources. Now the ingame and civilopedia buttons got mixed up. In the artdefinesbonus.xml is a line fontbuttonindex. There you can define the position of the bonusicon. I dont find such a line for the added icons BUG is using. In which file I can define it?
 
hey gider....

i have a small problem,
maybe you can help ,

i osted this on the bug forum for help,
thought ill ask you too about it:
hello EmperorFool, and the bug team,

first, id like to say, greatwork on the new bug :)

second,

i need some help if i may,

i cant seem to get a small mod to work - abandon city, the thing is, that in the privious bug, there where no problem to
use the mod, which is activated upod city screen clicking on ctrl+a,

in the current bug version, it wont work,

i wnet through the files,
and it seems you entered some new code about keybord keys and shortcuts,

so i think somthing there is preventing the really small abandon city code, to work,
ive tried changing the keys from ctrl+a to ctrl+b and more,
no luck,

so,
can some of you guys can assist me with this? or point me to the solution?
the abandon city is just few lines of code in the eventmanager.py,

thanks anyway for everything you do,
hope someone can help me.

:)

thanks
 
First off: Excellent work glider and jdog5000! I like just about everything you added to v1.00 and can't wait to see how the new improved AI will demolish my empires :goodjob:

Second: I might have noticed small interface bug: If unit has promotion that doubles terrain movement (like on forest&jungle) that text is shown some 10-20 times in unit info box when you hover mouse over the unit. Though this I noticed in my RoM mod after I had merged RevDCM 1.00 but I'll intend to test in RevDCM later this weekend.

Third: I see potential danger element in multiplayer games if players can change RevDCM settings through BUG mod's option screen. Might be new cause for OOS errors? I don't play multiplayer games so don't know what would happen in this situation. Perhaps RevDCM options should be locked somehow if the game is in multiplayer mode?
 
<!--DPII < Revolution Mod Start> -->
<ElementType name="bCanBeRebel" content="textOnly" dt:type="boolean"/>
<ElementType name="bCanRebelCapture" content="textOnly" dt:type="boolean"/>
<ElementType name="bCannotDefect" content="textOnly" dt:type="boolean"/>
<ElementType name="bCanQuellRebellion" content="textOnly" dt:type="boolean"/>
<!--DPII < Revolution Mod End> -->

Found this while merging with my mod in the unitschema.xml.
Tried to add it to the police unit but nothing happens. I mean no crash and no new ability for the unit. Do this code have an affect?

NuDDen
 
Found this while merging with my mod in the unitschema.xml.
Tried to add it to the police unit but nothing happens. I mean no crash and no new ability for the unit. Do this code have an affect?

NuDDen
I think those modifiers are disabled - at least they were so in v0.97 source files...
 
Hi Zap
Thanks for the complement. Many of hours of work went in as you would know. Looking forward to when Jdog get's back.

Multiplayer:
I could next release do something about it but honestly, it's low priority right now. If players fiddle with settings, they might actually work out what is going on with multiplayer but also they know that they will pay for the consequences. I have never supported it because I don't have a test environment for it and I don't understand how multiplayer works mechanically. For mods who want multiplayer to work, simply hard code the options out in your mod by modifying these files:
python/BUG/tabs/RevDCMOptionsTab.py (kills the interface options)
assets/config/RevDCM.xml (defines default values)
assets/python/contrib/RevDCM.py (leave it alone because there will be no interface that this file needs to respond to other than to initially setup the defaults)


Second: I might have noticed small interface bug:
Ok, will keep an eye out on it. Don't understand this one.

@Nudden
<ElementType name="bCanBeRebel" content="textOnly" dt:type="boolean"/>
Actually not hundred percent sure what the problem with this was for you. Presumeably it causes a conflict with an element in a merge you are doing? This is an element definition that code can refer to. If it is there but the code doesn't refer to it that's fine. If it is not there but the code want's to refer to it, problem. If it is defined multiple times due to a merge issue, not sure what happens.

Any idea why the included maps (i.e. Rhyes Earth 34 civs - Egypt, Sumeria, India, China to start) doesnt work with the mod?
How did you fix it Nudden?

@Kel
is there a difference of usge between globaldefines.xml to globaldefinesalt.xml?
RevDCM.py points to the latter so you would have to adjust that. There is also a design unwritten rule that moddy type variables go into globaldefines ALT (for alternative?).
 
Hi there
There is a small logic error bug in a small number of cases, with the possibility of interaction between the DCM AI and the Better BTS AI in the frigate era and beyond. Not at all important except for purists like me. There is no impact on performance or stability, thus installing it is not necessary. The patch is completely compatible with your current RevolutionDCM 1.00 game.

Patch is attached.
Cheers.
 
Ack! You can change your leader (and traits) on a whim by pressing ctr + Shift + p

Is there anyway to disable this by default?
 
@Kel.
Cool thanks. That patch took an hour assembling into a release. It's a very small detail but good to have.

@Anyone
Has anyone struck the rev text problem "TXT_KEY_REV_AND" ? It is supposed to display "and" but doesn't. I've looked through the assets/xml/text/RevolutionText_CIV4GameText.xml and the text information is in there correctly positioned. The python calls seems to originate from the file /python/revolution/textutils.py and it seems to be correctly referenced there as well. Can't figure it. Hmmmm...
Cheers.
 
User reports this bug for WolfRevolution:
I keep getting "bug options failed writing ini file" error in the events box. Any ideas?
What could be causing that, WolfRev generates it's inis fine for me and most others that have tried 1.3.1 (I only included the two that come with RevDCM and added in the RevDCM ini). I'll ask that in the BUG forums as well.

Also glider1 how can we disable the ctrl + p cheatmode option by default?
 
glad to see that the 1.00 is out! is there a list of all the key commands that are available? Like the leader head ctrl-shift-p. Maybe like a wiki-revolutionDCM?

Hi there Cripp
The only change to the keyboard commands are that the rev watch screen is ctrl-shift-G. All the rest is BUG and straight Revolutions. Can you change RevDCM settings in the CTRL-ALT-O screen with the keyboard? That's another one that might have gotton loose.

@Phungus
I keep getting "bug options failed writing ini file" error in the events box.
Sounds like BUG. You could try something like getting them to install only RevolutionDCM and see if they still get the error. That would isolate things down a bit more. They really need to supply you with the python error log to be clear what the problem is. Without that, there is little to go by. I'd say it's BUG issue of some kind. As for CTRL-SHIFT-P, I cannot as yet find the code. The indexing seach facility on my computer is buggered at the moment which makes searching for code very difficult.

@Kel
You'll see "TXT_KEY_REV_AND" in most of the Revolutions popup warnings if there are cities with multiple problems. If you don't get it and all is well, it must be a language translation issue.

@Zapp
CyGame().isNetworkMultiPlayer() is the function I think you'll be looking for to disable options only if in multiplayer. In future releases I could write code in RevDCMOptionsTab.py that says "if isNetworkMulitplayer" then do not show this and that option.

Cheers.
 
I am not sure if this has been covered previously, but forgive me for not scanning through 41 pages of posts for a probably simple answer. When I run this mod, the diplomacy screen from an AI offer, outside of the initial meeting, is blank. I can hit escape out of an open border offer, but when the AI tries to get me to delcare war/stop trading with another civ no options show up and I cannot continue with my game. I was able to run the mod fine until I recently had to replace my hard drive and reinstall the game. Any help would be much appreciated.
 
I am not sure if this has been covered previously, but forgive me for not scanning through 41 pages of posts for a probably simple answer. When I run this mod, the diplomacy screen from an AI offer, outside of the initial meeting, is blank. I can hit escape out of an open border offer, but when the AI tries to get me to delcare war/stop trading with another civ no options show up and I cannot continue with my game. I was able to run the mod fine until I recently had to replace my hard drive and reinstall the game. Any help would be much appreciated.
If this is a prior 1.00 build, you need to delete the autolog.ini file. You should upgrade to 1.00, it solves this issue.
 
The attached file fixes all the autolog issues I have encountered so far. I've got all the autolog entries enabled and am no longer getting python errors. No doubt more autolog issues will arise and I'll squash those bugs as they emerge. If you don't need the autolog, forget this patch. Will include this patch "officially" in next RevDCM release
Cheers.

EDIT:
The autolog eventmanager goes in mods/revolutiondcm/assets/python/contrib/
 
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