RevolutionDCM for BTS

1.2 was the last stable version where everything worked.

2.51 is a solid improvement over that, fixing many of the issues that the move to WOC gave the mod.

2.0 was, IIRC, a trainwreck.

Well in that case, does anyone have 1.2 (going on the basis that it works for 3.17)?
 
BobTheBull,
If you're interested, it is possible to have 3.17 and 3.19 on the same computer. Just make a copy your "Beyond the Sword" folder and name it "Beyond the Sword v3.17". Then patch the game. You are now ready to play using 3.19. If you want to go back to 3.17, just rename the current "Beyond the Sword" folder to ""Beyond the Sword v3.19" and rename "Beyond the Sword v3.17" to "Beyond the Sword".

A better way to explain it might be like this:
I have two "Beyond the Sword" folders in my Civ4 folder.

When I'm playing 3.17 I have:
1. "Beyond The Sword" - The 3.17 folder.
2. "Beyond the Sword v3.19" - The 3.19 folder.

When I'm playing 3.19 I have:
1. "Beyond The Sword" - The 3.19 folder.
2. "Beyond the Sword v3.17" - The 3.17 folder.

When you rename one of the folders Civ just ignores it.
 
BobTheBull,
If you're interested, it is possible to have 3.17 and 3.19 on the same computer. Just make a copy your "Beyond the Sword" folder and name it "Beyond the Sword v3.17". Then patch the game. You are now ready to play using 3.19. If you want to go back to 3.17, just rename the current "Beyond the Sword" folder to ""Beyond the Sword v3.19" and rename "Beyond the Sword v3.17" to "Beyond the Sword".

A better way to explain it might be like this:
I have two "Beyond the Sword" folders in my Civ4 folder.

When I'm playing 3.17 I have:
1. "Beyond The Sword" - The 3.17 folder.
2. "Beyond the Sword v3.19" - The 3.19 folder.

When I'm playing 3.19 I have:
1. "Beyond The Sword" - The 3.19 folder.
2. "Beyond the Sword v3.17" - The 3.17 folder.

When you rename one of the folders Civ just ignores it.

Dunno about BobtheBull, but I think I love you.
 
Oh Gosh, you're welcome.

Edit: I forgot to mention that you will need to keep your saved games seperate. The different versions are not compatable.
 
@Thanks Kel if you could upload RevDCM 1.02 for nutnut, my upload cost is about to sky rocket once I hit the cap.

@Phungus
Good to hear that you are "happier" again with 2.51. The thing about it is, what a game we have here in single player. BTS + revolutions just seems to get better and more interesting with time not less. Virtually every other pc game I've ever experienced get's packed away eventually, but RevDCM just keeps on happening for the player. It has so much latent diversity under-the-hood that expresses itself as you improve as a player. The AI doesn't get smarter as the difficulty level is increased, but because the AI has more power and influence, there is much more latent capacity for really interesting and fun game play to emerge. That said, projects and events are still busted and I will address them. At the moment just need to talk with some more experienced Cpluspluser's out there like faichele. I simply do not understand why the array pointer corrupts once the game is finished loading. It will get sorted because it's got to be something "stupid". Have never seen it before in any context.

@Gekko and Afforess
Yeah that was a bad flame and thanks for stomping on it.

@mattpilot
When doing fighter engagements, specifically the mission that allows you to attack the fighters on the ground in enemy cities/forts, the mission seems to be 100% successful even if intercepted.
Something like this has happened in the distant past in another context and it was fixed. I need more details if anyone understands what mattpilot has observed.

Cheers.
 
@Phungus
Good to hear that you are "happier" again with 2.51. The thing about it is, what a game we have here in single player. BTS + revolutions just seems to get better and more interesting with time not less. Virtually every other pc game I've ever experienced get's packed away eventually, but RevDCM just keeps on happening for the player. It has so much latent diversity under-the-hood that expresses itself as you improve as a player. The AI doesn't get smarter as the difficulty level is increased, but because the AI has more power and influence, there is much more latent capacity for really interesting and fun game play to emerge. That said, projects and events are still busted and I will address them. At the moment just need to talk with some more experienced Cpluspluser's out there like faichele. I simply do not understand why the array pointer corrupts once the game is finished loading. It will get sorted because it's got to be something "stupid". Have never seen it before in any context.
You should really post the code and any troobleshooting strategies and other pertinent information about it in the Python and SDK forum. Emperor Fool and Xienwolf have always been able to figure out complex issues I've had, or at least point me in the right direction to troubleshoot it myself. It wol't hurt, and you might actually just figure it out (also I've found presenting the information in a post really helps me organize my thoughts on the issue, and have actually figured out my problem just from doing that alone).

By the way I'm almost done with getting Rev modifiers from Civics exposed in the civilopedia and civics screen (as well as other stuff). In a couple of days I'm going to have a lot of code to present to you guys, hopefully you'll include it in the next update.

Finally I really, really want to debug multiplayer. Is there any chance you or jdog would be willing to work on that once the other issues (events and projects) are sorted? I'd be happy to help in any way.
 
Virtually every other pc game I've ever experienced get's packed away eventually, but RevDCM just keeps on happening for the player. It has so much latent diversity under-the-hood that expresses itself as you improve as a player.

I have a stretch request for you.

Find out what causes the Rev popups to display for all players and make them work properly in multiplayer. My wife and I play Civ4 on occassion together, and having played RevDCM now for so long, I find it's not as challenging without the fear that multiple religions will lead to Very Bad Things.
 
@glider1


more context? hmmm


Basically its Me vs another large empire. I got Jet fighters & A-bomb, he has regular fighters, bombers, cruise missiles, etc.. All spread out over multiple cities all within reach from the cities my jet fighters are based in.

So of course before i send in my A-bomb i clear the enemy cities of fighters. I click on the jet fighter, select fighter engagement, and then click on an enemy city to clear out the fighter presence. I typically get these messages in the following order

1. Your jet fighter was intercepted by an enemy fighter (-33%)
2. Your jet fighter has destroyed an enemy fighter.


You can fill in 'guided missile' or 'bomber' instead of enemy fighter in BOTH cases - observed it all. Now, something leads me to believe this is just normal. The enemy fighter is fighting back and all and you took some damage. All realistic, right?

But then i started taking out the bombers on the ground and i started getting this message:


1. Your Jet fighter was intercepted by an enemy fighter (-50%)
2. Your Jet fighter has destroyed an enemy bomber.

Spotted the difference? So first my jet fighter gets intercepted by an airplane doing "intercept" mission, but then still completes the mission.



I've also observed the AI sending new planes to frontline towns, so they could impossibly be on intercept mission. Yet when i send my jet fighters in on 'fighter engagement' mission, they still get intercepted AND destroy the newly arrived plane. So basically it must of been intercepted by another plane in a distant city that has a fighter on 'intercept'.


I guess what i'm wondering is.... are they supposed to finish the mission if they survive the intercept? To me personally it seems odd and i think play balance would be better if they didn't.
 
I think a LoR user might have discovered another interdependcy issue:

1.) This is a general game play question but I couldn't find the answer in Civilopedia. Does the unhappiness penalty for defying the U.N ever wear off? I continues an illegal war against the Koreans when the rest of the world condemned me and was stuck with -5 penalty (the rest of the world considers you a villain) for the rest of the game.

Has anyone checked the UN/AP behavior on defying resolutions yet? Does the old mechanism for making "The World Considers You a Villain" unhappiness go away still work?
 
Thanks for the tip, General Tso; that is definitely a good thing to know. It doesn't help me right now, as the reason I don't run 3.19 is I had problems with it on my computer and finally gave up and went back to 3.17.

I think it is hardware related and I really need to build a new computer. When I do I will definitely revisit that two version thing.

Meanwhile, if anyone can find that 3.17 version I would like to try it.
 
ok people,
i found rev 1.02 + sources,

so ill upload it by tomorrow, sorry for the delay - i kinda forgot aboutthat...its hard working on two mods in the same time :)

by the way glider,
maybe you have an advise,

i stambled upon a ctd causes because of this tag in the buldinginfo.xml -
<ballowacleanpower>
i use revdcm 2.51 along with some of other mod comps like jcombo mods and 1-3 more.

if a building have this tag with 1 - theres a ctd upon completion,

any idea why this can happen? perhaps some of my code is contradicting it in the sdk?


****
edit:
here it is revdcm 1.02 for 3.17:
http://uploading.com/files/C2C04FLH/revolutiondcm_1_02.zip.html
sources:
http://uploading.com/files/1UWP4XXG/RevDCM102_sources.zip.html

i have all versions i think since 0.951 if anyone wants more :)
 
@mattpilot
Ok, will keep an eye and ear out for these observations about fighter combat.

@Duuk
Ok since you are a multiplayer consistently, you will be designated multiplayer beta tester for RevDCM when the fix comes through. :)

@Keldath
Thanks for the upload. Version 1.02 has nostalgia for me.

@Phungus
Looking forward to your code upload and am really enjoying your distance calculations. Definetly opens up more possibilities as you have said. RevDCM contribution as far as I go will be low level maintenance for the next month as I hit the road and have limited time. I am on an expensive wireless connection and will try hard to stay in touch with this great community and this great game but have limited time. Jdog may make some more contributions on top of his already spectacular contributions, who knows.

Boy this is a nice combination that produces spectacular games:
perfectworld2 small for incredibly georgeous maps and quicker turns/less memory, allow pangaea for nice variety in continents and islands with more circumnavigation options, old world for the chance of a barb civ emerging, quick speed to move the game more towards strategy, player picks a civ with early advantages to smooth the power curve between human and AI from ancient to modern (like monte), no space race because the AI is clueless on doing it well, no culture win because civs with lots of culture do well anyway, woc resources pearls and shrimps to offset excess vanilla sea resources for less powerful sid sushi, one extra woc religion Zoro to give more religious independence and options (dualism), monarch level to trigger additional AI behaviours from a position of strength, aggressive AI to make diplomacy harder, revolutions all options, start as minors for nice ancient age warfare and more difficult diplomacy, random personalities for less AI predictability, ranged bombard for a touch of tactical variety, stack attack just for fun and automation, battle effects for the ability to understand warfare abroad by seeing smoke, spy promotions for some really nice espionage play, assassinate + capture workers for more espionage options, inquisitions for the option of quelling uprisings, relocate holy city just in case a holy city has multiple founding faiths that cannot integrate.

That combination makes for very fun games with a multiplicity of possible strategies to explore.
Cheers.

EDIT: A good way to control the difficulty level is by leaving the difficulty level constant at say monarch, and varying the numbers of starting civs. Starting with very few civs or with very many civs, can be like prince difficulty. One more than default can often hit the difficulty sweet spot and be more difficult than default numbers.
 
@Phungus
Will keep an eye on it but honestly, can't see how it would be interdependency. The trick would be to find the xml definition for resolution fading and see how that definition sits in the xml scheme. Interdependency is when one xml definition points to another within the same scheme.

Note: Johny reports that the project interdependency issue has been fixed but I have not the time to check it out. If it is, that will mean that at some future point, projects will become customisable again.

Cheers.
 
phungus420 > did you ask to the original poster if there was indeed no way to make the penalty wear off ? AFAIK, it disappears when you vote for a resolution that passes.
 
@johny smith

Could you upload a "recent" CvInfos file(s) that uses teh RevDCM 2.51 as a base with your fixes in it?
 
Back
Top Bottom