RevolutionDCM for BTS

@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.

Link please? I don't know where the "usual spot" is for the source files. the main download link on the first post does not contain the source files.

How can it be any divergence at all? All it does it add support for new tags. The tags are optional, and if not used, will result in no change from the default play.
 
I think forts exerting a 1 tile radius would actually be pretty cool, although I'd prefer that the AI use them strategically as well. I also like the idea that if you set towns to have culture on their plot, it will say "Sumerian cottage" etc. I think it would be great if someone wrote a mini-mod which would assign cottage improvements names from those actual civilizations, so when you hovered over a town, it would say "New Haven (Villiage)" or something.
 
hey glider,
i also support the abandon city mod, its a great option.

also,
i would rellay reccommend jculture control - forts can create a square og culture like a city,
and mostly - recommend - mylon extended city size - up to size 4 city size that growes wit culture levels.

:)
 
@42
Sorry, didn't realise you wanted the sources just the mod. Jdog did the last release and I don't know what has happened to the sources link. I used to include the sources with the download so I'm as confused as you are while RevDCM transitions into a Revolutions format for downloading. Will look into it while Jdog is out of contact.

@Anyone
As for mod requests your ideas are great and well thought through. These changes you propose, does the AI understand all of them? I cannot put the effort into merging and maintaining a mod unless it is fundamentally balanced for single player mode. I also do not have the time to chase up these mods on the forums. Keep that in mind and thank you again for your suggestions. Keep them coming. Just remember "balance".

Cheers.
 
Just remember glider, RevDCM is the base mod for many mods, anything that gets added needs to be balanced, would work well with the dozen other mods that incorporate RevDCM, and completely stable.

That said, I'm getting alot of requests to use this component in WolfRevolution:
Reworked Global Warming
At first I was against it, as I like to keep as much of the game default as possible. But after thinking about it, I realized the default mechanic for Global Warming in Civ is just irritating, doesn't improve gameplay, and also doesn't make sense from a realism perspective. So I think a change is in order, and this mod is supposed to be stable, increases the realism of the global warming effect, and is supposed to improve gameplay (don't know haven't tried it). Anyway worth looking into.

@Cripp, you're suggesting things that should belong in a merged RevDCM mod, not the core. Especially the Great People suggestion. No way, no how, that belongs in a RevDCM merge, not the core itself. Remember this mod is a base mod, not full Expansion Modpack, at least that's the life it's started to live, especially since the Original Revolutions modcomp has been abandoned and replaced with RevDCM. Any suggested addition to RevDCM should be a viable modcomp, not something that will radically alter the game.
 
@42
Sorry, didn't realise you wanted the sources just the mod. Jdog did the last release and I don't know what has happened to the sources link. I used to include the sources with the download so I'm as confused as you are while RevDCM transitions into a Revolutions format for downloading. Will look into it while Jdog is out of contact.

@Anyone
As for mod requests your ideas are great and well thought through. These changes you propose, does the AI understand all of them? I cannot put the effort into merging and maintaining a mod unless it is fundamentally balanced for single player mode. I also do not have the time to chase up these mods on the forums. Keep that in mind and thank you again for your suggestions. Keep them coming. Just remember "balance".

Cheers.

Aye of course it will need testing before committing to an inclusion. That's why I want the source code to merge and test it out. I personally would not see anything other than forts having a 1 tile culture radius, despite the extra option (and additional fort types) in the mod itself. The civ-named improvements is a nice purely aesthetic effect which would have no impact on game play.

Otherwise from that mod's forum thread it seems abandoned going by the dates of the last posts. However as said, it seems complete, so there would be no issues of chasing down updates form the original author. The only real testing issues I see is seeing how it interacts with IDW, and how the AI makes use of it. Personally (and this is entirely independent of whether or not the JCultureControl mod is used) I'd love to see an AI which has the ability to recognize bottleneck locations on the map, build forts on them and 'guard the passes' Or learn how to build forts to make canals. That's irrespective of whether or not there is any culture border coming from the fort.

Even better though would be to get the AI to realize the use of the culture zone around a fort and have them build them on top of needed resources located outside their borders. But want to get the latest code first before seeing what can be done.
 
glider1,

well, i dont think the ai uses the abandon city ,

but, as for my sugestion about:
enhanced city size - wel its not somthing the ai controls, its just a groath of a city -
when the city culture reaches a certain level, it growth 1 tile , thus making the city range of tiles to 3,
the best thing, is that you can control what culture level you wish the city will grow, and you can set the sizes from 1 tiles city to 4 tiles, the mechanism is working in my mod for the past year in all my versions, so it stable and contribbutes alot to the game,
i have all the sourcse for it with tags and all, easy to merge.

as for the jculturecontrol -
again it doesnt need the ai to control it - when you build a fort - you get culture around the fort, 1 tile culture - like a new city, and it stand as a border expanding.
also i have the code easy to merge.

pm me if you desire to add those and ill help ya.


p.s,
i have the files jdog uploaded - of v 1.01, its just one sdk file ( i think cvcity) and one python,
if needed , ill upload it.

cheers,
keldath
 
Just remember glider, RevDCM is the base mod for many mods, anything that gets added needs to be balanced, would work well with the dozen other mods that incorporate RevDCM, and completely stable.

@Cripp, you're suggesting things that should belong in a merged RevDCM mod, not the core. Especially the Great People suggestion. No way, no how, that belongs in a RevDCM merge, not the core itself. Remember this mod is a base mod, not full Expansion Modpack, at least that's the life it's started to live, especially since the Original Revolutions modcomp has been abandoned and replaced with RevDCM. Any suggested addition to RevDCM should be a viable modcomp, not something that will radically alter the game.

Note taken, does merging those require doing anything programming wise, or just doing the xml? I'm not a programmer, can probably handle xml(with lots of trial&error) I'd like to do a merge of RevDCM and those.

edit: What about the MapFinder that's in the HOF mod?
 
as for the jculturecontrol -
again it doesnt need the ai to control it - when you build a fort - you get culture around the fort, 1 tile culture - like a new city, and it stand as a border expanding.
also i have the code easy to merge.

One thing that the human will do that the AI won't is build a fort on a resource 2 tiles outside the civ's borders, and then road it and have it connected. If we can teach the AI to do that, and maybe fort off strategic choke points to prevent civs w/o open borders passing through, then I think it would be excellent to merge.
 
@BobtheT
Yeah you have got the idea for RevDCM. This is the way to improve the core RevDCM by bringing the AI along for every extra "game play addition" we want included. It is the job of other modders to add "extra" stuff. The thing is that every "mod" that is added to RevDCM damages the AI's strength by a few percent at least. Since RevDCM is a base mod, it really should not add to this problem. Any mod added to RevDCM from now on should really have at least have 0% effect on AI strength, but more likely must add to AI strength like what Jdog works so hard to do. I'm not at all against ideas like culture on forts, don't get me wrong.

It was really interesting for me during the testing of RevDCM100, to see the effect of mods on the AI. Before I updated the range bombard AI, I could literally see the erosion in the AI's performance and measure it too. The prior range bombard AI dropped the AI's invasion capability by around 10% at least just RB alone. Add in something like archer bombard (yet to be updated) and another 5% is chopped off and so on.

@01000010
Good thinking, yes I see your point. Hope you have the source code now, if not I will see where it is. We need people to do development work on RevDCM in the background, if it is to be continually improved.

@Kel
The problem with changing the city radius at the moment is that the AI needs work done on it's basic city plot utilisation intelligence, and choke point intelligence. Any changes now will make the AI more stupid until the fundamentals are addressed. The city plot code is a real challenge to improve in practice.

Cheers.

EDIT:
in case anyone wants the SDK for RevDCM 1.01 and has not already got it, they are now included as an attachment to post #1 of this forum.
 
@Phungus
yeah the "Examine city at conquest" sounds good considering that the AI does this but we humans do not get the chance. I do not know what BULL is except attached to something smelly. As for global warming, your point is that some tiles turning into desert does not add to the game and just detracts? If this is so, I assume the global warming mod adds "aesthetically pleasing" progression in global warming for the player to enjoy, but the modification in strategy required when global warming hits, is completely clueless to the AI?
Cheers.
 
BULL is the dll version of BUG which will be released when BUG 4.0 comes out, since it has it's own gamecore it will have more features, such as ACO included in it.

As far as global warming goes, the AI is utterly clueless as to the current system, where Nukes cause global warming, so it's not like changing things will hurt the AI anymore then the current model does (in fact it's likely to help the AI). The current setup with global warming is that nukes going off causes random tiles to turn into desert. I don't get how this fits realism, large quantities of nukes going off would cause global winter. Of course realism should take a back seat to gameplay, and enjoyment for the user. But here's the thing, have you ever experienced global warming in a game and thought it's fun, or interesting? I haven't and I know of no one who does, so it also fails the gameplay test. I think the model used in CIV for global warming was a rushed job that just never got finished, so it was released with the current system, that's just annoying and unrealistic.

So because it's annoying and unrealistic, and produces zero positives to gameplay, or well anything, it would make sense to alter it. I'm not sure if the link above is the best way to go about it, but it's the one I've seen reccomended, other CIV players seem to really enjoy it.

I'm curious to see what other RevDCM users think about it though. My main thing with RevDCM is I would like it to change as little as possible, so it's useful as a base for mod mergers. I need to see what other modmakers think about it though, does anyone want the current global warming model to stay in, unaltered?
 
BULL is the dll version of BUG which will be released when BUG 4.0 comes out, since it has it's own gamecore it will have more features, such as ACO included in it.

I'm curious to see what other RevDCM users think about it though. My main thing with RevDCM is I would like it to change as little as possible, so it's useful as a base for mod mergers. I need to see what other modmakers think about it though, does anyone want the current global warming model to stay in, unaltered?

So basically everything in BUG will be in a dll instead of having all the subdirectories? I'm not much of a modder, been trying but the programming gets to me(I hate programming:mad:) XML is a little easier. I really like how RevDCM is coming together. Awsome work guys!
 
Hello,

Wow, this game had been very instructing game!
I learned a lot about .ini and .xml files. However, I have a LONG way before I even start to compete seriously with arduous modders here *lol*.

Anyway, bck to my question here: How do I merge this mod, RevolutionDCM, and Thomas' War? Because I looked for RevolutionDCM options in Thomas' War and found none.

So I would appreciate help doing that please.

Thanks.
 
os79,

hi,
its not easy to mere mods,

youll have to merge the python files and the xml files of revdcm ro thomas, you have to know somthing abbout merging.

plenty of tutorials on the site.

Thanks.

Will search for tutorials here.
 
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