RevolutionDCM for BTS

I've gotten that a few times. There are a bunch of missing text entries, including, the percents join the percents; the cities of whatever1, whatever2, "TEXT_KEY_REV_AND" whatever3 are revolting or something; and one other one that I forget. Not a critical error though!
 
To fix the buttons under assets/art/interface/buttons/ there is a resource atlas that can be deleted to have the normal buttons in game. Sorry I should of said something before, but I am still confused really if this is what you mean or not.

Yes that was it!
Thank you a lot!
 
@Hephaiston
Thanks for the battle effect fix. I've supplied the fix here. From my end it appears that only promotioninfos has to change I hope you agree.

@battle effects users
Hep is correct, a simple xml change fixes battle effects. Just replace the xml file in the attachment but you will have to start another game.

Sometimes it's easier to fix the simplest problems first.
Cheers.

Thanks for the fix. The only additional fix needed is if a mod has units that get a forest/jungle attack/defense bonus or penalty (like mine does).
 
Looks like I'll have to check Inquisition code once again.
hi Zapp. Have not seen that problem in RevDCM as you know. The AI code must be violating the XML limit for you in some way I do not understand. That XML limit should apply even to queueing up inquisitors. There is a way to manually enforce adherence to the limit in python if all else fails, by physically checking the limit in python in the canTrain and cannotTrain methods. Let me know if you want me to upload some code that does it. Writing the code is relatively easy, but testing it takes all the time....
Cheers.
 
I have another small question. Sorry if it's been asked & answered before; I read through 28 pages of this thread and then gave up.

Before I moved to RevDCM, I had my own little merge going that used one of the Inquisitions mods (think it might have been Orion Veteran). There used to be a function in GlobalDefinesAlt to allow inquisitors to remove a holy city (OC_INQUISITOR_CAN_REMOVE_HOLY_CITY), does that option not exist in RevDCM?

I noticed that another function from that other inquisitor mod's GlobalDefines has, in RevDCM, been moved to RevolutionDCM.ini (the one that controls whether holy cities can respawn or not). But I couldn't find the option to purge holy cities there. Am I just missing it?
 
I have a question that should be easy to answer - how do you turn betterAI on and off from within RevDCM?
 
@Frekk
Some time ago I simplified Inquisitions for Revolutions behaviour regarding holy cities, down to the logic of "can they be respawned?". This question encompasses two former independent questions. If they can be allowed to respawn, then they can be removed if the religion is insignificant otherwise they will respawn. If they cannot be allowed to respawn, they cannot be removed at all by inquisition. You are correct that in Orion vet's version, there is a lot more detailed control possible.

The absense of the option in globaldefinesalt was also removed and you remember it correctly as well. This was done because inquisitions is entirely in python, and thus python can pick up the state information it needs directly from the control xml (revdcm.xml). GlobalDefinesAlt basically now acts as an state intermediatry between python and the sdk when that is needed.

If you have a little python knowledge, you could break apart that respawning question into two seperate questions again if you wanted.

Cheers.
 
Hey glider/jdog, I'm really wondering- are overseas colonies ever containable? I've played dozens of RevDCM games, since the mod first came out actually. I liked how it used to be, with more at-home revolutions and less colonial rebellion. To be honest, I don't have an issue with the colonies rebelling, it seemed far to weak to me when Revolutions was still young. But the last few versions have made it too powerful, unless I'm missing something.

I can stick two and a half dozen units on a colony, make my state religion the only one there, have 90% influence, and still I can't go more than three turns without a revolution exploding. And it gets worse every time. Normally this would be okay but, 400 years, 7 revolutions, and 50+ casualties later, I'd hope at some point I can make use of the cities...
 
The battle effects on plots and the battle driven border changes are always on in my games regardless of i turn them on or off in options. Do i make something wrong or are these options set to be always on?
Nice options though i'm just curious.

The only module i currently have set to run is the dynamiccivnames mod and the better odds display from the in-game RevDCM options menu. I'm still not too familiar with the game to turn on more drastical rule changes for the moment.
 
Hello,

I just found the limits of civs that my system can run fairly quickly. Oh, I can run more civs but that would be too laggy for me when turns go by.

Anyway, can you give me code to limit both BarbCiv and Revolution to my set number of civs? I want 18 civs to be max.

Thank you.
 
hi Zapp. Have not seen that problem in RevDCM as you know. The AI code must be violating the XML limit for you in some way I do not understand. That XML limit should apply even to queueing up inquisitors. There is a way to manually enforce adherence to the limit in python if all else fails, by physically checking the limit in python in the canTrain and cannotTrain methods. Let me know if you want me to upload some code that does it. Writing the code is relatively easy, but testing it takes all the time....
Cheers.
My quick fix for it was to put extra check between build odds and order train functions - the new check there just sees if AI civ already has 3 existing Inquisitors and if it does, then it won't push that order to train more.
 
Does anyone know why my RevolutionDCM crashes? I downloaded the latest version a little while ago, and I have BTS 3.19, yet when I load up any of the privatemaps under Play a Scenario (Singleplayer) the game crashes a little while into the loading screen for the map...
Thanks.
 
Scenarios (to include pre made custom maps) aren't compatible unless they are designed for the mod. RevDCM uses a 50 civ dll, so unless the map has been set up for 50 players, it'll crash on load.
 
The battle effects on plots and the battle driven border changes are always on in my games regardless of i turn them on or off in options. Do i make something wrong or are these options set to be always on?
Nice options though i'm just curious.

The only module i currently have set to run is the dynamiccivnames mod and the better odds display from the in-game RevDCM options menu. I'm still not too familiar with the game to turn on more drastical rule changes for the moment.

They are turned off in the RevDCM tab of the BUG Options screen ctrl-alt-O. I have found that very occasionally changing the option for battle effects does not work right away.
 
In case anyone is interested Arian has found a nice little ommision in the naval AI that has been missing for untold length of time in the DCM portion of the AI. Arian discovered it in conjunction with examining BTS 319 in fine detail. Superb effort. :goodjob:

Here is it in interim form attached for those who are in the mittle of naval warfare and can't wait for the next official release. The bug just meant that naval ships were not doing one of the bombard missions they were actually capable of carrying out. The fix adds a little more variety and brings it back in line with BTS 319 and better bts. It has no other implications and is very clean. Reload your game and continue.

Cheers.
PS) Will answer other questions later. Have run out of time for now.
 

Attachments

If the goal is to make the various mod components modular how about DCM?

Check out my attachment.


Orion Veteran :cool:

I tried to put that into Extra mod. It loaded then when it came to XML loading part, it showed series of errors. Any idea how to make Extra use DCM? To clarify, Extra is here if you need to see what I mean.

Thanks for that effort! i really want to make as many mods that don't have RevDCM as their foundation to have at least DCM component!

EDIT---

OOPS!! I made a mistake of copying RevDCM's dll to Extra mod and that caused XML mistakes. When I deleted that dll and just used Modules, no errors showed up. That was good so far.

Then when I playtested it using spearman and archer together with archer bombardment turned on of course. I saw no effects showing archer shooting flame arrows before the spearman attack. What's up with that?

Thanks!
 
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