RevolutionDCM for BTS

To remove the vertical scrolling civics screen all you have to do is delete the python screen file. It does not need anything else to scroll. All self contained it the one file.
 
If the DCM stack attack is an automated succession of single attacks howcome both the enemy and my own stack can survive the battle?
So whats the difference between the dcm stack attack and the normal bts stack attack?
 
WOW! :eek: :goodjob:

This is a sweet compilation of some pretty awesome mods. I am patching to 3.19, just for this! I stumbled upon this when looking for the Super Spies mod. Instead, of SS, I would like to use this as the base for a mod I just started this week. All I have done so far is added two civs and a unit in the 3.17 patch, so I do have a few questions.

1. I suppose that once I patch the game to 3.19 and then install this, I would just have to readd the civs and units. Anything else, I should know?

2. Would this mod comp be customizable by just adding units, civs, and buildings?

3. How compatible would this be with interface mods like an altered civilopedia?

4. Which of the following would need fiddling with the SDK or Python in order to work with this mod?
Civics
Traits
Religions
Specialists
Great People
Promotions

5. How would I go about adding the Battlefield Terrain from Road to War?

6. If I have some coding experience (from way back) and have figured out XML, how easy/difficult would SDK or Python modding be? Which are the best tutorials for a newbie?

Thanks to everyone who is able to help!

Again, such as appealing mod to play, I can't wait. Great work! :goodjob:
 
@WilliamOfOrange
I'd be interested to see how you go with trying as a first step, to add your customisations as woc modules. I believe that your extra civs and units should be fine, but as for the extra terrain, I believe that should be possible too, but have not tried it. The WoC concept of this mod is very closely affiliated with the woc lite design. Check out the forums there as well:
http://forums.civfanatics.com/showthread.php?t=317432

@RiHatz
Experiment with stack attack in world builder to get a feel for how it works. You have to understand the basic battle mechanic in BTS first. I have no idea about the BTS stack attack concept other than it is boring.

Cheers.
 
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.

you are right. the left side of the city bar works ok. the right side doesnt.
 
I noticed that in the various schema files, there are new alot of new sections marked out by comments that say "XML COPY ... MR. GENIE".

Some of the tags include things like bTypeDependency, AndDependencyTypes, and OrDependencyTypes.

I tried searching the forums for xml copy and mr. genie and the names of the new tags, but couldn't really find anything.

None of these tags are actually used anywhere. What are they for? What do they do?
 
I noticed that in the various schema files, there are new alot of new sections marked out by comments that say "XML COPY ... MR. GENIE".

Some of the tags include things like bTypeDependency, AndDependencyTypes, and OrDependencyTypes.

I tried searching the forums for xml copy and mr. genie and the names of the new tags, but couldn't really find anything.

None of these tags are actually used anywhere. What are they for? What do they do?

They are from WoC, if you want to see them in use, grab my WoC-ified mod (still for version 3.17 though) :) in essence the ones you mentioned are used for dependencies, these only make sense in modular however while RevDCM is not modular.
 
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.

Is removing modular events relatively easy to do, and would it fix the event bugs? If it is, I'd like to do it myself until you guys can update the mod.
 
Theoretically yes to commenting out the code, but practically I have not tried it yet. So I am not sure if there would be any hiccups or not. If you can understand where the code is just related to events you might want to try it. Just need to look at it myself when I can.
 
@Xchen08
Although events at the moment are not actually modular, there is woc code in the SDK that modifies the way events are loaded into the game. Once the events are loaded, the standard game mechanic takes over regarding how they unfold. WoC plays no part in the latter. This is my understanding.

The problem for me is that I am not seeing the problem. Events appear to be working on my end, but from your reports some events are working and others are not. So far the main problem that reoccurs appears to be with some "herbalist" event. Are the any others faulty and is there a pattern of faultiness?

If Johny has no luck (appreciate the effort!), I will dedicate a slab of time to examining whatever issue it is, but I would like to take a break from debugging for a short while.

Cheers.
 
I've noticed an issue with the Battle Effects submod: units that get bonuses to attack or defense in forest/jungle features lose that bonus when battle effects are turned on. At first I thought it was an AOC calculation bug, because the before odds did not match the odds shown after the fact in the combat log, but after turning battle effects off, everything went back to normal. Repeating the experiment, I noticed that my units with bonuses to attack in forest weren't getting their Feature bonus!

After some poking around I realized that the battle effects mod adds new features (BATTLE1 through BATTLE6), and adds that feature to the site of the battle BEFORE combat. So, unless you add in Feature_attack and Feature_defense bonuses for BATTLE features, too, any units and/or promotions that give bonuses to attack or defend in forest or jungle will lose them!

I don't know whether I'm going to bother doing this with HephMod or not (battle effects are cool and all, but I've plenty of work to do updating the mod as it is), but anyone who wants Battle Effects to work properly needs to add FeatureAttack and FeatureDefense values for features BATTLE3 (jungle) and BATTLE6 (forest) [I think these are the right features] to the Woodsman promotion line and any other units/promos that get feature bonuses (HephMod has an early archery unit, the peltast, that gets bonuses in forest/jungle, so I noticed this early on). This goes the same for the double movement in forest and jungle ability.

In other bug news, for some reason my unit with Woodsman 2 promotion lists its double movement ability about twelve times in the unit info box on the main screen.
 
Oh, one other thing: How do I change the loading screen back to default BtS (the new one is nice, but I just love the Florentine cathedral pic)? Perhaps this option should be in the pull-down menu in Civ's regular options screen?
 
Oh, one other thing: How do I change the loading screen back to default BtS (the new one is nice, but I just love the Florentine cathedral pic)? Perhaps this option should be in the pull-down menu in Civ's regular options screen?

It's a dds file under the Art/Interface/.. or sg like that (check for file size, it's over 600k). I always delete it.
 
The update to RevDCM 2.5 has destroyed multiplayer in LoR :sad:

Unfortunately I have no idea where to start with debugging this.

glider and johny Smith, would you guys be willing to build debug gamecores for RevDCM 2.5 and try to connect (using RevDCM, not LoR obviously, we just need to fix the core), and see if we get any asserts or anything that can direct us to the cause in the MP failiure in the new RevDCM build?
 
I've noticed an issue with the Battle Effects submod: units that get bonuses to attack or defense in forest/jungle features lose that bonus when battle effects are turned on.

In other bug news, for some reason my unit with Woodsman 2 promotion lists its double movement ability about twelve times in the unit info box on the main screen.

Never noticed this about the Battle Effects. Now I am definitely taking them out of DCM. Nice find. :)

I've seen the issue about unit stats being shown repeatedly. I think it's a BUG issue, but I'm not sure. I should remember to take a screenshot next time I see one.
 
The update to RevDCM 2.5 has destroyed multiplayer in LoR :sad:

Unfortunately I have no idea where to start with debugging this.

glider and johny Smith, would you guys be willing to build debug gamecores for RevDCM 2.5 and try to connect (using RevDCM, not LoR obviously, we just need to fix the core), and see if we get any asserts or anything that can direct us to the cause in the MP failiure in the new RevDCM build?

we are holding one hundred bunnies :pat: hostage until the multiplayer gets fixed as an incentive. the LoR mod plays solo great, its just no games show up for multiplayer with RevDCM 2.5 as phungus420 pointed out. RevDCM 2.5 is most likely the point of change causing this. :faint:

i have two buddies that will probably have no choice but to go outside and play outdoors in the sunshine because it may take a whole three weeks to get this resolved. we just cant have them joining society again. :assimilate:

paypal on its way... :commerce::commerce::commerce::commerce::commerce::commerce:
 
:lol: Poor bunnies. I have no clue what is up with the multiplayer. I been making units all day. 12 so my head is spinning in the other direction at the moment, but will look at WoC stuff to see if it is a bug in it first when I get the chance.
 
@Hephastion
Yeah the implementation of "battle effects" is hard to understand. It really is just supposed to be a graphical element! Nice observation and I will look into it as well.

@Phungus
Ok so the "theory" is that RevDCM 2.5 has caused multiplayer to fail? This did not happen even with RevDCM 2.0 which was fine? Is this how I should understand it? Often the various issues appear to "emerge" in a specific version, when they have been latent for some time.

The plot thickens. Remember that Revolutions is not and never has been multiplayer compatible as a supported mode of operation. I am scratching my head to find anything in RevDCM 2.5 that has fundamentally changed by design. There was a lot of intricate work done with respect to merging in BTS 3.19 and some small detail amongst many details, may be the culprit.

The fundamental point is, did multiplayer work in RevDCM 2.0 or 2.1?
Cheers.
 
@Phungus
Ok so the "theory" is that RevDCM 2.5 has caused multiplayer to fail? This did not happen even with RevDCM 2.0 which was fine? Is this how I should understand it? Often the various issues appear to "emerge" in a specific version, when they have been latent for some time.
I don't know, LoR 0.8.2 was based on RevDCM 1.02, and I don't know if the test build which used RevDCM 2.0 was ever tested in multi, there never was a LoR version, test or otherwise that used 2.1.

The plot thickens. Remember that Revolutions is not and never has been multiplayer compatible as a supported mode of operation. I am scratching my head to find anything in RevDCM 2.5 that has fundamentally changed by design. There was a lot of intricate work done with respect to merging in BTS 3.19 and some small detail amongst many details, may be the culprit.
RevDCM worked in mulit, just the specific option Revolutions was borked, and even that wasn't that big of an issue according to reports. The only thing wrong with it was that you could see other players RevIdxes. Anyway, please don't go from having multiplayer work to not working, that would make Baby Bunny Jesus Cry :sad:

The fundamental point is, did multiplayer work in RevDCM 2.0 or 2.1?
Cheers.
I can't answer this. Zappara may be able to shed some light on it, the RoM player base is much larger, so he might have had some players that tried a RevDCM 2.x core in multi, and could find out if it worked or not.
 
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