RevolutionDCM for BTS

Thanks,

Doing the "NoCustomAssets = 1" fixes RevolutionDCM.
I changed that in RevolutionDCM.ini also revolution.ini (same folder) and dune wars.ini in its folder.

How do you uninstall Bug4? Is there any need to uninstall it?
 
Is there any need to uninstall it?
Not really, as long as you make sure that you put that entry into non-working mods. There are basically two constellations where you want to remove BUG: Playing multiplayer (because you have different game files) or you want to have some custom assets for mods (like graphics changes from Blue Marble or smaller XML changes) but not BUG (because of conflicts, for example).

@keldath: I strongly recommend including the .ini option-toggle in Dune Wars permanently - Dune Wars changes so much in the game that you never want stuff from the custom assets anyway - it only makes it more robust against conflicts like here.

Cheers, LT.
 
Lord Tirian,
i will include, but im not sure what - can you elaborate?
Simply put this into the dune wars.ini file: "NoCustomAssets = 1" (if it's already there, then replace the old entry, of course).

Cheers, LT.
 
@Lord Tirian
Thanks for helping out. and it won't be long until I start working on fixing a few bits and pieces on the super spies AI (holes for when the AI promotes and when it uses the logistics line at least)

@Everyone
Thanks for the feedback on what should go into the coming builds of RevDCM. There is a lot I was not aware of! I'll start work on the basics, but feel free to keep more ideas coming.

@Os79
Thanks for providing a RevDCM car mod prototype for myself and others to check out.

Cheers.
 
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.
@glider

You can skip the above bug report. Looks like it was just a glitch with the buttons not updating properly for some reason when playing my own mod. Buttons showed up again when accessed any city.
 
Is there a Revolution mod for bts 3.19 that does not include BetterAI ?

Is there a mod component for the diplomatic options of "Cease talking to me" and "Im ready to talk" ? Im interested in merging it into another mod.

thanks for any help.
 
I have been thinking long and hard and I believe I have come up with the ultimate suggestion.

By a certain point in the game the situation ossifies and the person who is going to win ends up winning because they have alarge and stable empire. In the real world every empire goes down in flames eventually. To better simulate this you should put in a flag of some sort that keeps track of how old a civilization is (eg. time before crashing and burning) and it keeps increasing as time passes (make it a function of total turns or just increase it in blocks of 20 turns). An empire starts young (bonus to stability) and moves to ossified (or some other term, eg. weary, ancient, etc.). The detriment to an old empire should become so large that eventually the civilization gets hit with a major event no matter what they do. Perhaps there could be a civil war where cities and units flip (eg. empire is split in half with no defense or control). This would simulate history quite accurately (happened in Rome).

Finally, there should be more categories for the size of your empire and the stability penalties should be much higher when you are much larger (eg. when you're close to 50% just keeping your empire together should take up all of your time, just like in reality).
 
I have been thinking long and hard and I believe I have come up with the ultimate suggestion.

By a certain point in the game the situation ossifies and the person who is going to win ends up winning because they have alarge and stable empire. In the real world every empire goes down in flames eventually. To better simulate this you should put in a flag of some sort that keeps track of how old a civilization is (eg. time before crashing and burning) and it keeps increasing as time passes (make it a function of total turns or just increase it in blocks of 20 turns). An empire starts young (bonus to stability) and moves to ossified (or some other term, eg. weary, ancient, etc.). The detriment to an old empire should become so large that eventually the civilization gets hit with a major event no matter what they do. Perhaps there could be a civil war where cities and units flip (eg. empire is split in half with no defense or control). This would simulate history quite accurately (happened in Rome).

Finally, there should be more categories for the size of your empire and the stability penalties should be much higher when you are much larger (eg. when you're close to 50% just keeping your empire together should take up all of your time, just like in reality).

Perhaps it could be simulatd by a Power Struggle. In a big Empire that's been around for a long time there's bound to be someone mad enough.
 
@RandomScrub
Nice ideas for an alternative end game scenario option. There is an effect a bit like this in some cases if you play Revolutions, and if you tweak the revolutions variables somewhat to favour big civs having more tendancy to break up, you will get more of that type of behaviour, but it will not be entirely what you are after.

@Grave
Here are the 2.5 sources as requested.

Cheers.
 

Attachments

Just found this mod, and wow, it's just what I've been looking for in my vanilla games! I just have one little graphics niggle: I don't like the changed resource icons, the various ores in particular, which I have a hard time telling apart. Thing is, I'm still pretty new to Civ4 overall, and can't find where the mod changes those graphics, to revert them to the default Civ4 versions. Can someone please clue me in? The art\terrain folders seem to be empty.
 
-------------------------------------
Change Log Version 2.50 to 2.51
-------------------------------------
- Fixed long standing missing Naval bombard mission
- Disabled defective events (8 out of 300)
- Fixed DCM battle effects loss of terrain bonuses
- Fixed missing popup import in RevEvents
- Fixed Revolution.ini typo
- "Better Ship Scale v1.0 for BTS" as a woc module
- "TXT_KEY_REV_AND" bug fixed.
- "TXT_KEY_MISC_SHIFT_ALT_PREPARE_WAR" text fixed
- 52x32 earth map for 50 civs (Craterus22)

-------------------------------------

Glider,

Unless it's just me... but I cannot get the Naval Bombard mission to work in v2.51? For me, it does the same as before: Naval units can't bombard unless they're parked in a city somewhere.

I tested it out in v2.51 with a Battleship. I placed a Barbarian Privateer next to it and could not bombard it. But as soon as I parked my Battleship inside one of my cities, suddenly I could bombard anything I wanted (within range).

Is anybody else experiencing this?
 
Glider,

Unless it's just me... but I cannot get the Naval Bombard mission to work in v2.51? For me, it does the same as before: Naval units can't bombard unless they're parked in a city somewhere.

I tested it out in v2.51 with a Battleship. I placed a Barbarian Privateer next to it and could not bombard it. But as soon as I parked my Battleship inside one of my cities, suddenly I could bombard anything I wanted (within range).

Is anybody else experiencing this?


Nope - works pretty smooth for me.
 
@Clearbeard
Yes your points on the resource icons are good and true for beginners. It is pretty hard to distinguish them....until you get used to it. They were added to this mod for the sake of woc compatibility. As for reverting to default, there was a discussion about exactly that around two months ago in this forum. Do a search of this forum thread for "resource" or "icons".

@Grave
Have just retested it again inducing a scenario as you reported. It's working fine. Not sure what is wrong for you. Stealth destroyers cannot range bombard but then they never could.

Cheers.
 
@Grave
Have just retested it again inducing a scenario as you reported. It's working fine. Not sure what is wrong for you. Stealth destroyers cannot range bombard but then they never could.

Cheers.

Strange indeed... I'll try clearing my cache, see what happens!

EDIT:

Just cleared the cache... verified that I am infact playing RevDCM v2.51... and tried again. Still no go... here is a screenshot:
Spoiler :
attachment.php
 

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  • RevDCM.jpg
    RevDCM.jpg
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Here are some more RevDCM screenshots about bombarding:

1. Battleship outside city can not bombard other naval unit or land unit:
Spoiler :
bombardment1.jpg

2. Battleship can bombard land units from city:
Spoiler :
bombardment2.jpg

3. Battleship can not bombard naval units from city:
Spoiler :
bombardment3.jpg

4. Artillery can bombard land units from city:
Spoiler :
bombardment4.jpg

5. Artillery can not bombard sea units from city:
Spoiler :
bombardment5.jpg

6. Artillery outside city can bombard land units. No pic.
7. Artillery outside city can not bombard naval units. No pic.

Another thing I noticed:
When you bombard a 'single-unit-stack', the unit never gets damaged while when you bombard a 'multi-unit-stack' they all get damaged except for the first one.
Also the bombard options keeps available even while you cannot damage a stack any further (as opposite to air bombardment missions where the bombard mission is greyed out if you cannot deal anymore damage to either units or cities).

I hope you find this info useful.
 
Here are the sources of RevDCM and CAR.

I finally compiled it with no warnings. The dll above had 24 warnings. So I tried to merge again in reverse: CAR copied to sources, then merging in RevDCM. More tedious but the result is success! No warning at all.
You can use it for your reference if you plan on adding CAR in your next update.
 
Do you have the latest BTS patch?

I loaded the latest patch; some parts of the mod worked but others didn't. For instance, the interface has changed and there is now a revolution index, etc. However, there's only one new unit - the A-bomber - and the religious part did not load. Also, the resource graphics did not change (just as another example).

Why would some parts load and other parts be left out? Also, will this adversly affect gameplay as I play longer games? I haven't gotten past AD yet as it's been a busy week.
 
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