RevolutionDCM for BTS

So far I like everything in this mod, except (ironically :mischief:) the Revolutions part of it. How can I turn off just that part?

I've read through the Revolutions.ini and see a couple of possible places to do this:

1. Change the options in Enable different special types of revolutions to False ?

2. In the Thresholds and other controls section, change things like IndexModifier and ChanceModifier to 0.0 ?

Is that the best way to eliminate the Revolutions part of the mod compilation? Or is there a better way? I would like to keep all the other handy goodies (like the PerfectWorld2 map generator) without having to chase down all the individual mods.
 
So far I like everything in this mod, except (ironically :mischief:) the Revolutions part of it. How can I turn off just that part?

I've read through the Revolutions.ini and see a couple of possible places to do this:

1. Change the options in Enable different special types of revolutions to False ?

2. In the Thresholds and other controls section, change things like IndexModifier and ChanceModifier to 0.0 ?

Is that the best way to eliminate the Revolutions part of the mod compilation? Or is there a better way? I would like to keep all the other handy goodies (like the PerfectWorld2 map generator) without having to chase down all the individual mods.

Start a game, hit Ctrl+Alt+O, click on RevDCM tab, uncheck "revolutions," reload the game. Or, if you're just starting a new game, scroll down in the options part of the custom game screen and uncheck Revolutions.
 
@Phungus
Are all the most recent updates from the SVN included?
Yep as you suspected, it's the latest.

Why did you incorporate my changes to RevDefs and RevUtils, but not incorporate the changes to Revolution.py itself?
Haven't been in touch with Jdog for a while, but strongly suspect that Revolutions is undergoing some structural changes under the hood. This reflects as code changes in the updates, but no game play changes....as yet.

Is it normal to loose save game compatibility with 1.02? I can't find any bugs, after merging it in, but I've only ran through about 1/2 hour of testing so far.
It's not broken on my end. You sure it's not something due to your own research and development code existing in your save games? Save game compatibility could be broken, but have just tested it again going from 1.01 to 1.02 and it seems ok. Hmmmmm.

Cheers.
 
I "merged" RevDCM with my Future Mod but constantly get Exception popups regarding civs that I don't have in my mod. Is there some place in RevDCM where there is a registry of expected civs
or might this mainly come from something in unmodded civ that I haven't included or something else?
 
I got that too. I had to edit two of the diplomacy XML files that were in 1.02, one was in the game info folder, the other in the Text folder.

I'm still at a loss as to why I've lost save game... It's even weirder because I don't loose it when updating WolfRevolution. It's definatly tied to the gamecore... But I can't figure out how. Maybe I messed up the 0.6.0 build's gamecore, I can't see how though...
 
Hi Glider,
I'm back to play Civ from some months of "silence" and I must say that your mod has really grown and now is a great work. My compliments: I love this mod.
Now, I'm sure I don't represent the "great request" that you probably need to work on it, but what about the old Add-on of Next War absent in the latest releases?
I remember very long and truly enjoyable games with that extension and I think that could be an interesting plus for the people going to download RevoDCM (without altering the rules of the game).

As for the rest, thank you for your work.

Bal
 
Well I am not having much luck at the moment :(
Without a solution to the rebels-not-appearing bug, I soldiered on, but after advancing a few turns I have ran into a bug that's somewhat harder to ignore. The game won't advance to the next turn! It simply sits on "Waiting for other civilizations..." indefinitely. The cursor stays as a rotating globe, but the game still kinda responds, in that I can hover the globe-cursor over Civ names to see their relation to me, and can click on the main menu to exit, even load a saved game, but can't do anything with my cities or units as it stays waiting for other civilizations. Here is the relevant saved game.
 
some good news :)
To try and fix my turn-not-elapsing bug I deleted RevDCM and installed the latest 1.02 fresh in its place. Unfortunately this did not solve that bug.
However I went back to try the earlier save I posted, to see if that bug would be fixed, and it was! Rebel units appeared in the countryside and assaulted my cities.
Using a process of elimination I was able to find out what was causing the problem. There are two causes:
1) Naval Bombardment is turned on.
2) ChanceModifier in Revolution.ini is set to 1.9 or higher.
If EITHER of these conditions is met, the rebels do not appear. If they are both false the game works normally.

Tomorrow I'll try to keep playing on that saved game, in the hope that I'll be able to progress past the turn that it got stuck on before.
 
I've tried my best to search through this thread, but i can't find anything concerning my question. That is:

How can I "upgrade", I believe that's the right term, my Civ IV game with the RevolutionDCM in BtS? In other words, how can I merge RevolutionDCM into the game as in don't make it a mod...

Sorry for being a noobie...
 
I've tried my best to search through this thread, but i can't find anything concerning my question. That is:

How can I "upgrade", I believe that's the right term, my Civ IV game with the RevolutionDCM in BtS? In other words, how can I merge RevolutionDCM into the game as in don't make it a mod...

Sorry for being a noobie...

The best way to do this is to set it up as a mod, and then go to

"C:\Users\David\Documents\My Games\Beyond the Sword\CivilizationIV.ini"
find where it says:
Mod = 0

and change that to
Mod = Mods\RevolutionDCM

Then whenever you start the game it will start as RevDCM (once in the game, you can always unload the mod. To revert to the original state, just change that back to a 0)

If editing files makes you squeamish, you can also make a copy of the shortcut for CivIV, rename it to RevDCM or whatever, then right click, go to properties, and change the target to
"C:\Program Files...\Civ4BeyondSword.exe" mod=\RevolutionDCM

just adding the mod part at the end
 
The best way to do this is to set it up as a mod, and then go to

"C:\Users\David\Documents\My Games\Beyond the Sword\CivilizationIV.ini"
find where it says:
Mod = 0

and change that to
Mod = Mods\RevolutionDCM

Then whenever you start the game it will start as RevDCM (once in the game, you can always unload the mod. To revert to the original state, just change that back to a 0)

If editing files makes you squeamish, you can also make a copy of the shortcut for CivIV, rename it to RevDCM or whatever, then right click, go to properties, and change the target to
"C:\Program Files...\Civ4BeyondSword.exe" mod=\RevolutionDCM

just adding the mod part at the end

I know I can do these but the reason why I want to upgrade is because the settings don't save, as in every time I load the mod, the BUG settings reset. Otherwise, I am missing something.

Later tonight, I'll try it again and see it if makes a difference.
 
@Balerion
I remember very long and truly enjoyable games with nextwar.
It's interesting to have some feedback on RevDCM. Thank you. Nextwar's extra technology tree and extension of the endgame might be more worthwhile now that the AI is getting a bit better at full scale global warfare. Ok, "Nextwar" is back on the to-do-list.

@Shakey-Lo
I'm not sure whether you read my previous post to you regarding what you were observing. I won't repeat it here. I am interested to see it resolved for you.

@Matthew5117
Good idea, Kornaki's suggestions are good. Settings should save but sometimes on Vista Ultimate, the operating system will revert ini files back to their default apparently because it thinks that there has been a "security" issue. :crazyeye:

Cheers.
 
Oh, well I'm glad to say that it was a fault on my part. I don't know what happened but the settings are saving now.

Sorry for the interruption.

You may return to what you were doing.

:p
 
yeah glider I did see it, I even replied to it with a quote?
In the game where I was able to get Mali rebels to appear, neither Inca nor Maya rebels seemed to appear. They are both dead civs that would be 'coming back from the dead' while Mali was an already existing civ. So I don't think I managed to solve it completely. In any case the game kept freezing on the 'waiting for other civs' even when I went back a few turns so I think I am going to have to abandon this game and start again, I guess with all the default settings.
 
@Balerion

It's interesting to have some feedback on RevDCM. Thank you. Nextwar's extra technology tree and extension of the endgame might be more worthwhile now that the AI is getting a bit better at full scale global warfare. Ok, "Nextwar" is back on the to-do-list.

Cheers.

That's great,
again many thanks Glider.

Bal
 
Just wondering, how do you come up with your version numbers (like what digits you use)?
 
@Zach
There is a difference between the internal numbering system of sourceforge with the civfanatics numbering. It goes like this with RevDCM as it appears on civfanatics:
1 = fundamental big release
0.1 = significant release
0.01 = patch release to an existing release.
0.001 = a crazy release that should not have happened in the first place.

This explains how we have arrived at release 1.02 in reality and hopefully not 1.021 in the future.
Cheers.
 
I have been talking with glider by PM already. Just thought if someone wanted to give this a look. This will need more updating.

http://forums.civfanatics.com/downloads.php?do=file&id=12269

It is a merge of the WoC Lite stuff and the older RevDCM 1.01. I am not really a C++ guy. I just wanted to try anyway. I was just happy I could figure out what I did. The python needs some work probably as well.

Anyway I think there could be more modular version of RevDCM, and there is already a lot of modular stuff in the WoC that could work with this.
 
Yep, some level of WoC compatibility for RevDCM is on the way thanks to Johny and the WoClite concept. It will be interesting to hear what people think of the first incarnation of a RevDCMWoC build. If it is accepted as good, it will go into RevDCM permanently.
Cheers.
 
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