RevolutionDCM for BTS

@Mattpilot
What do you think of the AI's play with naval bombardment turned on? The AI for that is at least 18 months old now.

Cheers.


You asking if the AI is using naval bombardment? Off the top of my head i couldn't tell ya as i can't really recall. The last game i played this never happened as i my fleet killed the enemies fleet before it even approached my territory. So i never got to see them bombarding my territory. As for them bombarding my ships - i can't say for sure, but i don't think they ever did it to my ships. It seems the AI is more keen on running a battleship into my stack for collateral damage instead of ranged bombard. Also it doesn't seem like, again not 100% certain, that the AI uses land based artillery for off-shore bombardment. Just judging from my last game the 'worst' i've received was opportunity fire from fortified siege equipment in forts/cities.

I'll keep an eye out for it in my current game. Its going slow, but i'm about to begin to build a steel fleet 'soon'.


But i'm not experiencing those 'ranged bombardment' problems Arian is talking about.
 
Glider -Elephant in the room question?
What's up with multiplayer? is it getting ignored, or is there any chance fixing it and making it work with the RevDCM core will happen?
 
phungus420,

mp works ifyou turn off most of the components,

the main problem is in dales code - with stack attack, i dont think glider or jdog will put work in it cause its probably a lot...
so i suggest only use minimal stuff on - like ranged bombardment and influence d war.
 
Negative 2.51 introduced a bug that makes MP pretty much not work, since locked modified assets makes things go nuts (and MP pretty much locks modified assets). Though what you say used to be the case. Either way, I still want to hear a dev (jdog or glider) state some sort of intent about MP. I know it currenty is "not supported" but will it ever be fixed, is this on the radar at all?
 
@Phungus
Yes, elaborate on that MP find. Keep up the good work. My personal life does not allow me to sit with my head down and bum up on fixing it right this minute. I'm sure Jdog would do it as well, but he is doing great work in other areas at the moment. We're all just going with the flow, doing what we can. This is not a paid job and there is no boss to throw the book at us :)

@Tucucua
Sounds like you have not installed BTS 3.19

Cheers.
 
There's so much to do for single player, it's hard to find time to hunt down MP issues and find solutions. If there are reasonably-size things we can do to better support MP, I'm all for it.

Rewriting how revolt popups are done is a big thing, I meant to get started on it for maybe a year and never have cause there were always other things to do. So, that's something which is probably too big to compete for time.
 
keldath Land Transport is buggy and doesn't work as intended, it wol't be included until it's functional.
 
There's so much to do for single player, it's hard to find time to hunt down MP issues and find solutions. If there are reasonably-size things we can do to better support MP, I'm all for it.
Previously the only issue with MP was that the rev pop up displayed for all human players. Now however it bugs out in a complicated way. It's hard to describe, basically the city gets filled with 138 "religions" that are just numbers in a circular bubble. Plus some other bizzare effects.

You can test this by selecting "lock modified assets" when starting a game. Since locking assets is required for MP, this breaks MP entirely now.

Rewriting how revolt popups are done is a big thing, I meant to get started on it for maybe a year and never have cause there were always other things to do. So, that's something which is probably too big to compete for time.

I realize re-writing the revolt pop ups would be alot of work. But couldn't you do this in a more simple way, at least for now. I mean couldn't you run a loop and check the teamID number of the cities triggering the revolution pop up, and then loop over the playerIDs and make the pop up only display for the owning player? It just seems like this could be easily done in the pop up function itself.

Not sure how to solve the new problem that showed up with RevDCM 2.5, I'm hoping it disapears with the next RevDCM release though.

Anyway it would be great if you guys prioritized MP for the next update after the one coming up. I know there are lots of new things you want to implement for Single Player Play, but these are all improvements, whereas MP is broken. I'd rather see something that's broken fixed then improving the core at this time, and MP is the only thing that is broken right now.

And thanks for responding.
 
Some if not all of the bombardment problems listed on the previous page in this thread are caused by a spelling mistake in GlobalDifinesAlt.xml. Just change DCM_NAVALBOMBARD to DCM_NAVAL_BOMBARD. This corrected the problem with single unit stacks not being damaged in my mod - took awhile to find that one. I'm guessing that it will fix the naval bombardment problems also, but I didn't check it.
 
Problem, I have. I am using RevDCM mostly for the Rev stuff, and so have no mods (other than BUG) on it. My problem is that whenever I try to play a scenario, it crashes. Help? I have fully updated RevDCM as well as 3.19!
 
Hi.

Today I got a problem. I tried to merge in my mod the advanced revolution watch screen but I must have done something wrong or missed a needed change. Where did you get it from? Have you got the files for me? Or can you teach me how to merge it from RevDCM? That would be great?

Thanks a lot
Thomas
 
Hi Thomas_SG
It's been a long while since I wrote it. From memory there are two files, the RevolutionWatchAdvisor.py and CvScreensInterface.py. Do a search of "revolutionwatchadvisor" in the python folder and within CvScreensInterface to see how that file triggers the RevolutionWatchAdvisor into life. There were also reports that if you do not update a seemingly unrelated xml requirement on combat types, it causes a python error that appears to be related to the revolutionwatchadvisor when it i probably is not. That change is:
Code:
1.68 Unit Naming "isColor" error
	- Any mod that introduces a new combat type needs to modify BUG:
		- Unit Naming.xml (necessary) for example:
			<!--RevolutionDCM - add new combat types here or get python isColor error-->
				<option id="Combat_SPY" key="CombatSPY"
					type="string" default="DEFAULT"/>

Hope that helps. If not, personal message me.

@Cheese
RevolutionDCM is not yet scenario compatible. It is just a custom game mod for now. The fix is apparently simple (regarding battle effects) but it has not actually yet been fixed.

@General TSO
Thanks for providing naval bombard support for others on this forum. That underscore error was fixed in RevDCM2.51 so not sure how people have managed to see it resurface.

@Anyone
There will probably be another release of RevDCM in the next couple of weeks with the very latest AI and other basic fixes and enhancements for single player. Once this is done, I will look into MP via a test bed at my place. There are other things stirring under the hood but it is all evolving at it's own speed and cannot be forced. Things like the CAR mod may not have to be merged seperately, because aspects of CAR will probably be in the better bts AI anyway.

Cheers.
 
Hi guys,

I still see bool bBitter in the source for RevDCM. It's not doing anything at all as far as I can see - it's always set to true at least. I guess it would be a minor optimization of the code to remove it...
 
If it's not scenario compatable, why then does it have four scenarios?
 
The scenarios can work, but you need to set the maps to have 50 different teams. If the last team ID# the game reads is less then the what the gamecore is set to it crashes (RevDCM is a 50 player core). Just add in the TeamID entries so it stops at #49 (49, because it starts counting at 0), and it'll load a scenario fine.
 
@Phungus
We're working on a new single player version of RevDCM (multi-player later). Could you specify exactly what you want for rev data display? I'm assuming you want the main rev indexes to display in the city bar below the city when you hover over a city in the map. Am I correct? Anything else?
Cheers
 
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