RevolutionDCM for BTS

I may try to upload the screen later if someone does not, but I have it now the 3.17 WoC Lite Merge now. I am out of the area on vacation now and can not do anything at the moment.

Edit: Sorry was in an internet cafe in a rush.
 
Since I didn't get an answer the first time:

I have 3 civs and a unit modular add-on.

How do I get them to load under WoC?

Modular loading is enabled in the .ini file, but that doesn't seem to do anything.
 
Set modular loading to "0" in the ini. And have whatever the folder name is in the list in the MLF xml file. It has folders like religions or civilizations already in it. But you can add whatever you want to call in it in the MLF xml file.

But that is only for the top folder. Folders and xml under that load in alphabetical order if no MLF is added.
 
I would like to confirm an earlier post that the herbalist event doesn't work. I got an autosave at the beginning of the turn when the event fires, and no matter what I pick, the event says that scientists have discovered a potential illness treatment and nothing happens to health. The happiness effects do take place, though the population loss that I remember used to be a part of the event do not occur.

You should upload the save. It's really hard to replicate an error with events.

The herbalist one is not the only one I saw fail. I noticed a few others that give a popup with multiple choices (though not all of the ones that do) that fail the same way; the first choice works, but successive choices simply don't have any effect (nor do they advertise one). I can't recall which ones now, but I know the herbalist one for sure.
 
You should upload the save. It's really hard to replicate an error with events.

The herbalist one is not the only one I saw fail. I noticed a few others that give a popup with multiple choices (though not all of the ones that do) that fail the same way; the first choice works, but successive choices simply don't have any effect (nor do they advertise one). I can't recall which ones now, but I know the herbalist one for sure.

Would it work? I attached the save, and on my computer, upon loading, the first thing that pops up is the herbalist event. Hopefully, there's not some random number generator thing going. All three choices only offer happiness effects, while from what I recall, the second and third choices are supposed to have the possibility of population loss as well in exchange for the possibility of health bonuses.
 

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@Johny
Thanks for the promotions info for woc. From your knowledge, is it only civilopaedia that is affected by this woc missing atlas? When I did some quick tests of next war, it appears that the promotion system works fine in game.

@Phungus
Have the save of CvMainInterface but cannot work on it as I am currently sitting in a bus on a wireless connection.

Cheers
 
@Phungus
Here is the main interface screen compatible with version 2.5, that returns all the button positions to normal and also includes Thomas's position of scores concept.
Cheers.
 
Sweet, thanks glider :goodjob:
 
@Xchen08
Thanks for your save game. Unfortunately it will not load in my standard RevDCM 2.5 configuration. However your observation that you think random events are not working properly has been noted and I will keep an eye out on that.

EDIT: save games are a great idea for tracking random event problems, but unless the setup is standard (not part of another mod or contains unknown woc modules) I cannot use it for testing purposes.

Cheers.
 
@Xchen08
Thanks for your save game. Unfortunately it will not load in my standard RevDCM 2.5 configuration. However your observation that you think random events are not working properly has been noted and I will keep an eye out on that.

EDIT: save games are a great idea for tracking random event problems, but unless the setup is standard (not part of another mod or contains unknown woc modules) I cannot use it for testing purposes.

Cheers.

That sucks. The only change I made to stock RevDCM 2.5 is that I merged in the terraforming mod here:http://forums.civfanatics.com/downloads.php?do=file&id=12333. I didn't think that would make it non-save compatible.
 
@Xchen08
Over time great little mods like Avain's terraforming mod can be made woc modular and this will make it simpler to reproduce problems. If no-one else uploads a random event save in stock format, I will merge in Avain's mod for the purposes of reproducing your save game.

EDIT: have downloaded the mod and will try to reproduce your finding.
Cheers.
 
I think the promotions is just the pedia, but not sure really right now. I can not check at the moment either sorry.

With the events I really think the modular events should be removed for now. I have seen bugs in them. I only left in the WoC Lite for future work to completely fix. I wil look at it when I can. I plan on commenting out the changes when I get the chance in CvInfos.cpp related to events. I never have seen modular xml events used. WoC Full as well is being updated to 3.19 at moment. So that was why I was waiting to compare the changes in it.
 
Ok thanks I'll check it myself, and am enjoying your discussions about schisms on the Revolutions: Religion behaviour forum. Like what phungus has done, ideas like this could well blend with Jdog's for revolutions at some point.
Cheers.
 
I'm in the process of updating HephMod to 3.19 with RevDCM as its base, and have a Python merge question. I noticed that you no longer use the Giggles CvCustomEventManager in the Python architecture. Can I still use this structure to add Python mods to RevDCM?

My mod, in addition to Revolution mod, used Tech Conquest and StackAid, which were added in CvCustomEventManager:

Spoiler :
import CvEventManager
import CvConfigParser
# --------- Revolution mod (1/2) -------------
import RevolutionInit
import Civ4lerts
# --------- Other Components ----------
import CvStackAidEventManager
import CvEnhancedTechConquestEventManager

...

def __init__(self, *args, **kwargs):
super(CvCustomEventManager, self).__init__(*args, **kwargs)
# map the initial EventHandlerMap values into the new data structure
for eventType, eventHandler in self.EventHandlerMap.iteritems():
self.setEventHandler(eventType, eventHandler)
# --> INSERT EVENT HANDLER INITIALIZATION HERE <--

# --------- Revolution mod (2/2) -------------
revConfigFile = "HephMod Beyond.ini"
RevolutionInit.RevolutionInit( self, revConfigFile )

Civ4lerts.Civ4lerts( self )

CvStackAidEventManager.CvStackAidEventManager(self)
CvEnhancedTechConquestEventManager.CvEnhancedTechConquestEventManager(self)


I tried just removing Revolution handlers, since that's already handled through RevDCM:

Spoiler :
import CvEventManager
import CvConfigParser
# --------- Other Components ----------
import CvStackAidEventManager
import CvEnhancedTechConquestEventManager

...

def __init__(self, *args, **kwargs):
super(CvCustomEventManager, self).__init__(*args, **kwargs)
# map the initial EventHandlerMap values into the new data structure
for eventType, eventHandler in self.EventHandlerMap.iteritems():
self.setEventHandler(eventType, eventHandler)
# --> INSERT EVENT HANDLER INITIALIZATION HERE <--
CvStackAidEventManager.CvStackAidEventManager(self)
CvEnhancedTechConquestEventManager.CvEnhancedTechConquestEventManager(self)


But this didn't work. How should I merge these little Python mods? Any help would be appreciated!

EDIT: Nevermind -- found BUG Custom Event Manager; added mods; StackAid is currently working!
 
I tried RevDCM for the first time and really like it.
In the few games I played i noticed some issues.

1. Archer animations are not working correctly. Sometimes the archer and the enemy just stand there. the annimation when someone gets hit works but the attack animation doesnt.

2. Clicking on a city name (to change production without going into the city screen) is somehow hard to do. it just doesnt light up sometimes.

3. I also had the herbs event (unfortunately no save). Options 2 and 3 showed only angry faces.

4. The smoke from battle effects moves behind the trees.
For my taste the battle effects could be fewer and thinner. and the sound is annoying.

5. When bombarding units with archers it often says 0.0% damage but the enemy gets damaged. I tried this with a single enemy on a tile and a single archer bombarding.

6. I find that the opportunity fire gets lost in the action. maybe it should have a seperate animation before the actual battle.

7. I checked the boxes for "no barbarian influence" and "no naval influence". But in the screen that lists all the options (ctrl shift q, i think) it lists barbarian influence and naval influence both in green. I think this is misunderstandable.

Thanks for the great mod. I allready like it way better than vanilla civ.
 
@Hephaistion
Well done you obviously have some good coding knowledge. All the eventmanager stuff is now handled in the BugEventManager.

@Ri-Hatz
It's good to see someone looking at the mod with new eyes. A lot of the animation stuff cannot be changed. The other areas you are observing like opportunity fire and archer bombard are now very dated pieces of code that work ok, but have not had a close look at for more than 18 months. Both of them are inherently unbalanced. In DCM, there are really only two options that have been addressed, range bombard and stack attack. In terms of stack attack, think of it as merely a quick succession of single attacks, automated for you in default sequences. The former stack attack that was in DCM has now been seperated out and is called "attack support". This is what you are talking about in terms of calculating combat odds. Attack support is highly experimental but also has a lot of future. I have ideas for it as you will note in the to do list in the documentation. At the moment attack support which is still Dale's DCM original concept, is highly non-linear and quite unbalanced, as you will discover with more use.

Cheers.
 
2. Clicking on a city name (to change production without going into the city screen) is somehow hard to do. it just doesnt light up sometimes.

Not sure if Wide Citybar is part of RevDCM but that could be your problem - the area you can click on is smaller/shorter than you can see. Just click closer to the left end of the bar and it should work OK.
 
I'm not a fan of the new city screen. The original was perfect for me, you could see everything, and it just seemed simpler, and just more concise. Would it be easy to return to the original Civics screen? If so how may I do this?

And another question, how can I remove certain options from the RevDCM tab? I'd like to leave Revolutions, Inquisitions and ACO options toggleable, but just remove everything else so they are locked into the default values in the XML. How can I do this?
 
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