RevolutionDCM for BTS

Yeah, you're late to the party. GDA has been disabled, you'll find all that in the RevDCM ini file now. Also you can access DCM options in game now, by pressing Ctrl + Alt + O, under the RevDCM tab.

Also totally agree on Battle effects.

Which reminds me glider, for the next build please disable the leader shifting and nation shifting options, or make them only allowable when chipotle is active for the next release.
 
Yeah, you're late to the party. GDA has been disabled, you'll find all that in the RevDCM ini file now. Also you can access DCM options in game now, by pressing Ctrl + Alt + O, under the RevDCM tab.

Also totally agree on Battle effects.

Which reminds me glider, for the next build please disable the leader shifting and nation shifting options, or make them only allowable when chipotle is active for the next release.

I don't see any options for it in revolution.ini, revolutiondcm.ini...

but I'll tweak the bug mod options.

ty
 
Check out /assets/config/RevDCM.xml that one has all the defaults now, and overrides GDA.xml for anything defined within that file.
 
@Duuk
Initially RevolutionDCM.ini is empty. It fills up with options as BUG starts to read the defaults in RevDCM.xml and detect user changes in the interface. It then writes the option states into RevolutionDCM.ini and updates GDA so that they can be kept up to date between sessions or between turns. So for your first game (session), set it up the way you like it in the user interface and reload (or select debug and play through a turn), or go manually into the various files and edit by hand. Through the interface is simpler.

@Phungus
I see your desire to have CTRL-SHIFT-L and P disabled by default. However what about others who like it turned on? I'll try to find where in the code is the source of controlling those options. The code history goes way back into the early pre-bug days of Revolutions more than a year ago.

Cheers.
 
@Phungus
I see your desire to have CTRL-SHIFT-L and P disabled by default. However what about others who like it turned on? I'll try to find where in the code is the source of controlling those options. The code history goes way back into the early pre-bug days of Revolutions more than a year ago.

Cheers.
It's a cheatmode option, it should be enabled through cheatmode. This is what chipotle is for. Or world builder. The ability to shift leaders on a whim (and basically choose your traits), or change the civ you are playing is not a default game play ability. It can only be considered a debugging tool, or a cheat option, like world builder. Leave it in by all means, it is useful, especially for debugging. But it should be disabled by default, and only enabled if chipotle is active in the main Civ ini, or only be active when WB is open.
 
It's a cheatmode option, it should be enabled through cheatmode. This is what chipotle is for. Or world builder. The ability to shift leaders on a whim (and basically choose your traits), or change the civ you are playing is not a default game play ability. It can only be considered a debugging tool, or a cheat option, like world builder. Leave it in by all means, it is useful, especially for debugging. But it should be disabled by default, and only enabled if chipotle is active in the main Civ ini, or only be active when WB is open.
I'll agree with this. The only case where I think player should be able to choose new civ is the situation where player's empire splits into two: the old empire and new rebel civ. In this case player should have option to lead the rebels.

@glider

I've had some trouble merging RevDCM 1.00 to RoM 2.6 - currently the BarbarianCiv component is totally disabled because it seems to cause a bug what we call 'waiting for other civilizations' ie. the game hangs on AI player's turn when new civ turns from minor to full civ. I know it works in RevDCM 1.00 but for some reason I can't get it to work in RoM. When switched to this new civ, it has just entered to golden age and usually has stack of 2 units where one of them has leader. Might you have any ideas what is causing the bug? I had all python debugs on but there wasn't any errors.
 
You should still have the option to change civs when yours dies, at least. I like having the ctr-L there for testing purposes, but I guess it wouldn't be too hard to enable chipotle.
 
@Phungus, Zappara, Bob
Ok, majority wins. Will try to work out how to make these options disabled unless in cheat mode or in special game case. It's lower priority than other things though because fixing something that is not actually broken, usually just creates more problems. Trust me.

@Zapp
No idea at the moment Zapp. Here are the possibilities:
1) SDK problem internal
2) SDK problem trying to communicate to python (or XML?) about a state it can't get
3) A problem in RevDCM100 that you have not yet detected

If I assume that you don't have to change the SDK in RoM, and I assume that because I have not seen this behaviour in RevDCM and it has not been reported, then it must be case 2) above. There would then have to be something not merged in the python or merged incorrectly. This is difficult because you are not getting any feedback from the logs. Try checking the second python error log (there are two logs PythonErr and PythonErr2). I've had similar complications with trying to debug stack attack.
Cheers.
 
@Zapp

Usually what this means is that there's a problem with whose turn is active ... usually it means something happened so that no one's turn is active actually. If you have the Tester.py piece of Revolution running in your setup you can get a bit more information, first edit around line 156 of Tester.py to make Ctrl+Shift+E call the waitingFor() function. Then, if you press the key combo in game it will show you a popup with some information which can help. It's an annoying problem, I've been there before a few times ...

@glider

I'll handle the ChangePlayer only with the cheatcode changes, no prob.
 
@Zapp

Usually what this means is that there's a problem with whose turn is active ... usually it means something happened so that no one's turn is active actually. If you have the Tester.py piece of Revolution running in your setup you can get a bit more information, first edit around line 156 of Tester.py to make Ctrl+Shift+E call the waitingFor() function. Then, if you press the key combo in game it will show you a popup with some information which can help. It's an annoying problem, I've been there before a few times ...
Cool, thanks for the tip. I'll try it out on this weekend :)
 
After spending another weekend on the problem why Barbarian Civ component doesn't work with RoM 2.6 I have come up with following cases:

After trying tester as jdog suggested I found out that 'Waiting for other civilizations' is actually waiting for AI player to finish his turn. I then switched to that player to find out more clues about what was going on. These civs were always just grown from minor to full civ.

1) On first time I found out that AI player had made a stack of 2 archers. In worldbuilder I checked that stack and AI had set for one archer CITY_DEFENSE unitAI and for the other ATTACK_CITY unitAI. When I used ctrl+shift+M to let the AI complete the turn, what happened was that this stack had hourglass symbol over it repeatedly so clearly AI didn't know what to do with that stack. I then checked BarbarianCiv.py file and changed several init unit lines where units had been given ATTACK_CITY AI instead of NO_UNITAI (Civ4 python reference states that NO_UNITAI should be used for initUnit function). I noticed that there are several locations in the barbarianciv.py file where UnitAIs are changed for new units and I'm still little concerned about those code sections as can they lead to situation where units in same stack have interfering UnitAIs like in the situation I descbribed above? Other thing with this test was the last python calls before I switched to that AI civ:

PY: BC - Doing diplomacy for new civ
PY: BC - New civ starting at war with (full only):
PY: DEBUG Event: waitingForPopup (Zap)

Shouldn't there be name(s) of the civ this new civ declares war in the 2nd line? Anyway, after I started new test run in order to duplicate this same situation, I ran into totally new bug:

2) Thought this would be hard to describe so I took some screenshots about it. In first pic you can clearly see that something went wrong when game was parsing units' promotions. Any ideas what might cause that? First I thought this would be specific to RoM 2.6 as (see 2nd pic) this unit had Woodsman 3 and Cold promotion which gives double movement on tundra and Ice while in the 1st pic there is listed only double movement for forest and jungle (many many times). The difference between those promotions is that Woodsman uses FeatureDoubleMoves xml modifier and Cold promo uses TerrainDoubleMoves xml modifier (RevDCM 1.00 doesn't have promotions with TerranDoubleMoves). However then I noticed that another unit in this stack has only Combat I and Woodsman I-III promotions (pic 4) and no Cold promotion and still the info from this unit shows Double movement in jungle, forest multiple times so then I thought this could happen also in RevDCM 1.00 but so far I haven't been able to reproduce the error with your mod. So at the moment I'm thinking there is something wrong with the SDK's promotion parsing code (I checked RoM 2.6 promotions and didn't see errors there). In this case the AI player didn't move this stack at all and thus the game was stuck in this situation.

Annoying thing with both 1) and 2) is that those don't happen always, only on some games and I've used some 30 hours on test games just to find out what's causing the 'waiting' bug and it's still evading my attempts to fix it. And I'm not yet ruling out the possibility that there might be some 3rd or even 4th case that cause the 'waiting' bug (I hope there isn't more :)).
 

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Anyone that knows the guts of RevDCM and is good at XML...

This mod <http://forums.civfanatics.com/showthread.php?t=144971> the Europa Europa mod, would be an excellent use for the RevDCM engine.

But I'm turrible at this stuff. Hint hint.
 
@Duuk
In other words, port over the Europa mod to RevDCM, and release it as an addon pack? For example, like I will be doing for next war and at some point when Ekmek is ready, a VD addon pack.
Cheers.
 
Do the source files for RevDCM located at http://sourceforge.net/project/platformdownload.php?group_id=249128

have the latest 1.01 update? They are labeled 1.00.

I would like to request the following minor mod be merged into RevDCM
http://forums.civfanatics.com/showthread.php?t=283686

This mod allows for a new XML tag added Improvements to indicate whether or not they produce culture on their own and at what range. It could make forts a lot more useful strategically as a means of claiming and controlling territory outside your city culture borders. I think the only areas of concern would be how it interacts with IDW and whether or not the AI is smart enough to use it effectively.

I asked about the source files because I may aim to merge it myself, but I want to make sure I have the latest.
 
@42
Sorry about the confusion on sourceforge. The place to download the latest RevDCM is now back on CivFanatics in it's usual spot. The latest version there is at 1.01. Keep looking around for good mod's but your request diverges RevDCM too much from BTS as a general change. Feel free to ask questions if you want to do the merge yourself.
Cheers.
 
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