phungus420
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- Joined
- Mar 1, 2003
- Messages
- 6,296
With revolutions on, yes, this happens quite frequently actually.
Ive attempted to play 4 separate games of RoM with the new REVDCM and every single one of those game experienced waiting for player loops sometimes after their 10th hour. sometimes i was able to extend the playtime by deleting entire suspect nations but this has caused major game instability in terms of the balance of power and now i am like 600 points ahead of everyone else. basically it make the mod a complete annoyance.![]()
In the interest of using modules in true WoC format, I have created separate modules for both DCM and Super Spies. The respective XML files have been moved out of the XML folders and moved into separate modules. I ran two games using the latest version of RevDCM with these changes using AIAutoPlay for 500 turns each without a single error. DCM has only one file "CIV4DCMConceptInfos.xml" that could not be moved out of the BasicInfos folder. All other files were moved successfully. The attached zip file contains all of the changes I made to the stock download of RevDCM. I would like to see the remaining mods in RevDCM also converted, leaving the XML folders virtually empty, except for the Schema and text files. At that point we would finally be using WoC as it was intended and troubleshooting problems would be easier. Please let me know what you think.
Orion Veteran![]()
I certainly appreciate it and agree, everything should be broken into WoC modular format.
Will have to take a look at whether / how this differs from what I uploaded here a while ago![]()
mamba: I believe I was very thorough, when I split these two mods out. However, if you find any differences of importance, let me know.
Glider1: Can you break out the remaining mods, as I did for DCM and Super Spies?
Respectfully,
Orion Veteran![]()
<ProductionTraits>
<ProductionTrait>
<ProductionTraitType>TRAIT_PROTECTIVE</ProductionTraitType>
<iProductionTrait>100</iProductionTrait>
</ProductionTrait>
</ProductionTraits>
Glider1: Can you break out the remaining mods, as I did for DCM and Super Spies?
Respectfully,
Is there a point to that though? All the components can already be turned on and off, and most involve the dll, which can't be modularized.
I only looked at SuperSpies closely so far
ESPIONAGEMISSION_ASSASSINATE in your version has iDifficultyMod>50</iDifficultyMod> in mine it has iDifficultyMod>25</iDifficultyMod> (same as in RevDCM itself)
BUILDING_INTELLIGENCE_AGENCY and BUILDINGCLASS_NATIONAL_SECURITY in mine have
Code:<ProductionTraits> <ProductionTrait> <ProductionTraitType>TRAIT_PROTECTIVE</ProductionTraitType> <iProductionTrait>100</iProductionTrait> </ProductionTrait> </ProductionTraits>
Other than that the SuperSpies are equal.
Not sure if this change came with the spies, but it was a change from the standard and since SuperSpies changed those two buildings, that is where I put it for now.
I broke it down as best I knew, which is why I would certainly like someone else to check if I assigned all changes to the right sub-module.
I posted a link for the 2.50 modular version before, here is the 2.51 one (not that much changed).
Your modular RevDCM module is certainly different from how I broke it out, but then I do not really know what goes into it, so I think mine might be more modular (in that I broke out BattleEfffects, RangedBombard etc. into its own modules)
1. If you download the original Super Spies Mod, you will find the ProductionTraitType modifier is not there. So I assumed that change was an addon for Revolutions or some other undocumented change. I left it out becuase the original Super Spies mod does not have it.
2. When you say you broke out BattleEfffects, RangedBombard etc. into their own modules, did you do this in python, XML or SDK? If the SDK of Dales Combat Mod can be converted to Python, then that would eliminate some big problems in other mods.