RevolutionDCM for BTS

I think I figured what triggers DCM stack attack 'hanging' bugs (don't know if this is old news or not):
Keep up with the good stack attack analysis. I have not seen this problem yet. I regularly use stack attack myself now. Could you post a save game of the situation? It makes it a lot easier to debug these things. A lot easier. Autosaves set to every turn is the way to go.
Cheers.
 
@Cripp
Good news.

@Bob
Haven't seen it happen. The option is not "start as minors" I assume? Check the python error log if you can. Last time this happened there was a python error.

Cheers.
 
Another low priority patch release for RevolutionDCM 1.00. This time if you play inquisitions. Install and continue your game. The patch will be included in the next official RevolutionDCM release as well. This patch does not have to be installed at all and only has a small effect on game play. This also applies to all previous low priority patches to 1.00 since release.

Get all the patches so far at the bottom of post #1 on the RevolutionDCM forum:
http://forums.civfanatics.com/showthread.php?t=262937

Cheers.
 
@Bob
Haven't seen it happen. The option is not "start as minors" I assume? Check the python error log if you can. Last time this happened there was a python error.

I had "start as minors" set to on. I was a full civ when this happened, and a minor civ had just spawned from barbarians. They stayed minor for a little while, and then I got the message that they organized into a full civ. At that point, they got more units and started marching towards me, but I couldn't do diplomacy with them and they still were marked as minor on the scoreboard. They had over 30 units but only controlled 1 city, so I'm positive that they had gotten those units from both the barb--> minor trigger and the minor --> full civ trigger, but weren't being marked as full civs for some reason. I'll check the python error log if I remember how to.

Also, I have another suggestion for your modified version of Cephalo's mapscript. I'm one of those people who likes to start with a few civs and have the rest fill up through barb civ. However, when you start a huge map with 8-10 civs involved, they're usually pretty spread out, reducing competition for land and resources, and making the game a bit boring until more civs fill up. So, I think it would be cool if you could add an option to the PerfectWorld2_RevDCM script which would identify 2-4 "civilization areas" which are 15-20 tiles in diameter, and spawn all of the initial civs within that area (perhaps adding an extra pass of resources to the area beforehand to make enough good starting locations). That way, it feels like civilization arises in certain areas of the globe and expands outwards like what happened historically, while barbarian civs have plenty of room to expand and become competitive outside of these original civilization areas.
 
@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.
For me it's enough if future versions will work that way - I don't play multiplayer mode but some of the other users do play so I think that we shouldn't forget them.

I've finally successfully merged RevDCM 1.00 to RoM upcoming v2.6 patch. I'll let you know if I run into new bugs with RevDCM components.
 
Keep up with the good stack attack analysis. I have not seen this problem yet. I regularly use stack attack myself now. Could you post a save game of the situation? It makes it a lot easier to debug these things. A lot easier. Autosaves set to every turn is the way to go.
Cheers.

I get it frequently, though I use WolfRevolutions. Not completely sure that it isn't due to the ridiculous poly count of the units in Wolfshanze. It does appear that whenever one occurs, it's completely repeatable. Getting to a point where it occurs, and then reloading an autosave and playing the same way will usually generate the bug again; I can save right before I think the bug will repeat, and usually I'm correct. I'll try to submit one to Phungus first since it's really his baby.
 
@Goodgame
Ok, will keep an eye on stack attack. I play straight RevDCM and it's good there so far and I cannot debug it because it simply has not CTD'd through the entire development season except for once when I changed to a different leader. At that point I tracked the CTD down to a single line of code that unfortunately dissapeared into the animation engine of BTS and I could go no further. However I don't think it's as simple as saying it is the animation engine either. At least re-enabling the lost interface via clicking the mini-map has made things a lot easier. Stack attack is a challenging problem to solve.

@Zapp
Ok will consider the network code. However it's not clear what should be allowable and what should be not allowable. I don't know what options cause problems in multiplayer, so not sure what to do at this point.

@Bob
I play start as minors as well. Next time you get this start as minors problem, upload the save if you can. Set the game to autosaves every turn. It's worth it. Good suggestion on the Perfect World mod too! You could almost simulate the "out of africa" effect there. Will give it some thought. Perfect World is a damn good map. It will need some time to work out how the resources are being distributed in it. In my game, it's a great terrain map but there is a bit of a scarcity of luxuries might be accidental. It might well be just that they are concentrated somewhere I have not yet found.

@Kel
I'm playing through a game in detail at the moment. Yesterday was the last bug I have uncovered. At this stage it's not worth doing another RevDCM release so will probably wait a week. Maybe during that time Jdog might pop up with some comments. I'm not actually developing anything new at the moment however I am seriously thinking about improving the archer bombard AI somehow. Need more ideas.

Cheers.
 
Hi,

This mod used to work for me but has been playing up recently.

If I tick "play as minor civs", "revolution" "barbarian civ" etc..

These show up as being on when I press F8 but are nt operational. Any one know what the problem is ? Time for a clean install.

I've emptied custom assets in fact I deleted My Games/BTS/

I have the mod in :C/program files/firaxis/CIVIV/BTS/MODS
 
@Scu98
To check what options are on and which are not, fire up the configuration popup CTRL-SHIFT-Q. My install of RevolutionDCM is in the my documents area but don't think that should make any difference. Hope it goes well for you.
Cheers.
 
I don't know a whole lot (more like I know nothing) about merging. I just DLed "Extra" and I figured I could live without RevDCM. But I can't stay content on a mere 18 civs and without cities breaking off during a devastating war or awesome smoke plooms billowing over a blood soaked prairie.
So I was wondering if anyone has done it or if it is possible for a guide on how to combine these two mods (not really a guide, but you know). I don't know about cores or python, but hopefully it is just easy to explain.
Thank you
 
There are two modpacks: WolfRevolution, and Rise of Mankind which incorporates extra stuff and RevDCM. In terms of merging telling you how to merge RevDCM with another specific mod, that's a little complicated, not sure if I can really just explain it. Basically you take RevDCM and make that your base mod, rename the folder. Then alter the name in the modname.py file, and copy the overarchering RevolutionDCM ini file, rename it and alter the name written in the file. Once you get that done you need to merge all the XML files that you find in both mods, and this can be as simple as overwriting them, or as complex as manually snipping out bits and pieces. You need to do the same thing with Python. If they both have a custom DLL you need to do that with the source code as well, and recompile a core. So depending on the level of modding that's in extra, this can be a serious Pain in the .... And to be honest, no one can really tell you how to intelligently merge Python or SDK, or even really XML for that matter. You just need to figure it out.

If you're really not satisfied with one of the available RevDCM merges, and you're not willing to roll up your sleaves and do all that merging of code/data. Then your best bet is to ask Chiyu to merge them for you, or offer a merged version of her mod.
 
Thanks Phungus. I laughed a couple times reading your post. I just looked up RoM, now that you explained what it was in pretty much one sentence (I always thought it was a jumble of random parts). I'll try it out.
BTW, I'm just wondering because I have never asked anyone this before, but how did you learn how to work with such complicated files?
 
Reading these forums and trial and error. Also alot of help from those like Dresden and Emperor Fool.
 
@Cripp
Hmmm. That sounds like an error. I do see them all 1/1, 3/1, 7/1 in the info screen. Perhaps you could check your python error log or maybe you are running a different mod to RevolutionDCM.
Cheers.
 
Just curious, is there any room for religious schisms in this mod? I'm thinking that on top of the brand new religions causing stress, that one form of a revolt would be the creation of a religious schism based on a religion existing in the city. Kind of like the team color change in that one Warlords scenario that pitted Protestantism vs. Catholicism. Each religion could have at least one alt-from that represents a schism that has about half the negative and positive affects of a different religion in the city. Also first to a tech--say Printing Press---might trigger a schism automatically.
 
@Cripp
Hmmm. That sounds like an error. I do see them all 1/1, 3/1, 7/1 in the info screen. Perhaps you could check your python error log or maybe you are running a different mod to RevolutionDCM.
Cheers.

ok I see it working correctly but now the BUG options aren't working again, blank window.:mad::mad::mad::mad:

Looking at the PythonErr.log

File "BugConfig", line 453, in end_options

File "BugOptions", line 257, in read

File "configobj", line 1087, in __init__

ConfigObjError: Parsing failed.
ERR: Python function preGameStart failed, module CvAppInterface

That's at the end. i haven't done anything different. just starting acting up again. the dresden mod by itself wouldn't show the 1/3,etc.. however the wolfrevolution works great!
 
@Cripp
Ok, best stick with wolf revolution if that works for you. Not sure what is going on with Bug. It seems to be something about not being able to read options from file.

@GoodGame
Good suggestions. Have forwarded that idea onto the Revolutions forum.

Cheers.
 
using the latest revdcm + interim patches:

I tried to disable battle effects (I hate them) in the GlobalDefinesAlt.xml file like normal... and they're still there.

What am I doing wrong?
 
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