RevolutionDCM for BTS

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. :(
 
Is their an easy way to merge this mod with any of the graphic mod packs like VD or Diversica?
 
blunt3d, the Quote Capita mod is made by Avain, the same person that does VD, so it is basically the mod you are asking for. It can be found in this modpacks forum. There are some added game changes like an expanded modern era in Quote Capita. Legends of Revolution is similar, in that it has increased ethnic graphics and expanded gameplay, basically it is designed to play like an official expansion pack, link to LoR is in my sig.
 
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. :(

Same here, the AI is bugged, after a while the message of death "Waiting for other civilizations" appears and freeze the game.
With some friends we noticed it could be due to the AI script of some carrier ships.
It's a game breaker
 
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 :cool:
 

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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 :cool:

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 :)
 
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 :cool:
 
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 :cool:

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)
 
One small thing that I've noticed when using AIAutoplay is that at the early game the AI player changes the Espionage rate but as a human player you can't since there is no buttons for it until you get the espionage enabled from tech.
 
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.

The point is not so much to remove them (as that involves the dll as well) but to have the xml cleaned up and more easily integratable, thanks to it being modular and a minimum set (only changed xml entries, not the entire definition) thanks to being in WoC format.
 
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.

Orion Veteran :cool:
 
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.

Fine by me, I am not sure it belongs there either, but since it changed the same buildings as SS, I thought it might have been a change from 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.

I just changed the xml, no python or dll. I thought things were supposed to be customizable (i.e. enabled or disabled) to begin with
 
@Eh Zapp and everyone
Thanks for the info. Basically at the end of this next weekend I should be back to a normal period of dedication to RevDCM. I'll check this forum out with I fine tooth comb to workout what the merge and update priorities are. Honestly, I have fallen right out of the loop and am clueless on what has been happening. Last six weeks I have been playing through a single quick speed game of RevDCM2.51 from ancient to beyond future era, and besides a couple of smaller AI issues, it seems sweet although it is not perfect by any imagination. I probably won't be back onto this forum until then, but yeah RevDCM suggestions for me to get onto would be welcome in the mean time. Perhaps most of you have moved onto another mod in any case. Whatever your suggestion priorities are, just list them according to what you personally feel without a collapse into rebellion if possible, and then I will check out the priorities in terms of what I can and cannot achieve according to my time and ability. The mentality is to add value to the mod without introducing unexpected "effects".
Cheers.
 
What, move on to another mod? Are you crazy? We all love RevDCM! Sure, it has problems, but is much better than most.
 
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