RevolutionDCM for BTS

Honestly the main thing I'd like to see is the hover display box that lists revolutions effects when you hover over the RevIdx bar in the City Screen to display all effects. If this simple change was made Revolutions would be alot easier to understand. If you look at the rest of Civ4, everything you need is displayed in the city screens. BUG has added a few things, but really all of these as they relate to the city screen are just icing isssues built out of core information in the city screen. The problem with the RevIdx bar in the city screen currently is that it doesn't show national effects, so if you hover over it often all you see is "City Distance", but that's innacurate, the RevIdx of the city is being effected by Taxes (or Financial situation since the taxes code has been changed), loosing a city, Civics, etc. The RevIdx hover box needs to print out all these things. That's the main thing that's needed.

Also I understand MP isn't going into this version. YOu guys have like a bagillion things for this one anyway: Lets see, off the top of my head you have, BUG 4.0, and BULL, and the new UP, and CAR mod improvements, and BetterAI 0.81, plus better RevIdx exposer, and hopefully some of the suggested code I posted in the Revolutions forum. That's quite a list, MP should wait.

I'm just glad that MP is now on the list of future fixes, if it is working in the next couple of releases there will be many happy gamers. So thanks again for putting multiplayer on the list for RevDCM development :cheers:
 
@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.

I have RevDCM 2.51 on my computer and the NAVALBOMBARD problem is still there. If it's any help - the name of the download file is revolutiondcm_2_51.rar and the date modified is 7/16/2009. I don't know if the date is when you modified it or when I downloaded it.
 
phungus -

If you play MP, maybe you could take on the project of getting RevDCM fully MP compatible? I'm sorry to see new versions come out without improvements for MP play stability.

We play ROM all the time MP and use revolutions at times without a lot of trouble. Mostly we turned out the effects that so that it slows mad expansion without a lot of revolutions going on, esp. for the AI - they fell apart too much to be challenging otherwise. Then, with a bit of practice, its not hard to avoid getting revolution (keep your people happy, pick your civics carefully, build the right building and don't let your civ grow uncontrollably) and it actually encourages good gameplay for me.

There's a large fan base with RevDCM being used as a base for other mods (the only ones we really like!), so there are quite a few of us that do use it for MP. We can use it as is, but I do ask that, if it is broken in a new version, someone take the time to fix it at least as well as it is now!
 
@Phungus
Thanks for that good judgment call on what should go into RevDCM next release. Makes it easier to decide what should be happening. Got your points on the revidx display and will make it happen.

@GeneralTso
I don't understand how that naval bombardment underscore missed version 2.51. I'll have to watch it very closely next release to make sure it doesn't go walking off again.:hmm:

@Carwyn
Could you stay in touch with this forum for more observations on multiplayer? If you have the time, could you clarify what settings you were using in your mp session that was producing stability?

Cheers.
 
glider - oh boy! I don't even know what my friend did to ROM 2.71 to make it work, but we play with Barb Civs on and rev on (but we altered the modifiers for both human and AI so that we don't get revolutions very often) and he added a bunch of the modmods for ROM and messed with the government. Now the game is very hard and revolution may happen when you are really over reached, but otherwise isn't a lot of a problem. We do have random events turned off. Haven't seen the spinning globe, we do get OOS during wars, esp when a city is lost and really haven't gotten far enough in the game for a whole evaluation since we started. :)

The rev popup still pops for all of us, but its not a big problem because we are used to playing with it on and just don't get a lot of revolution.
 
glider - another note, the OOS problem we've been having with battles comes from the Attack Support Bombardment. When we turned that off with the BUG, our OOS during battles seems to have gone away. Unfortunately, the Attack support for the 80+ unit army that belonged to the AI that went after my friend did NOT go away. She won the battle anyway, but at great cost. I guess we are off to find the ini file to turn that off for everyone. :)

Too bad, we enjoyed having the Attack Support Bombardment, but not enough to put up with OOS during a number of our battles. Not sure if this is a RevDCM option or one of the modmods we put in.
 
@Carwyn
Thanks for more info as feedback on multi player is really rare to get. "Attack support" used to be embedded in the stack attack code of DCM. Thus you could not execute a stack attack without it, but when I changed that in RevDCM, now you can. Reports are that stack attack is blown with multi player and now attack support too. Stack attack and attack support is good for single player games, but occasionally the player has to click on the minimap to regain control of the interface. If this happens in a multi player session, it probably causes havoc. Both "stack attack" and "attack support" can be disabled in the RevDCM options screen, or hard coded to be off for all multi players in the XML. Let me know if you want to learn how to do that.

Keep it going with the multi player feedback but try not to let the potential complexity of multi player problems overwhelm you. It can be a tricky beast.

:goodjob:

Cheers.
 
Glider the main error reports I get from MP players using LoR is that when a city is founded the city screen religion bubles fills up with like 40 something #s, and every unit can "spread taosim", also this can be reproduced by starting a game with the lock modified assets box checked on game start up. I don't think this happens every time, but it's common. LoR uses a modified 2.51 RevDCM core, the modifications to the source code LoR uses are in the Code Suggestions Thread in the Revolutions Forum, but those code changes shouldn't cause this. Also the versions of LoR using pre 2.51 RevDCM cores never had this bug reported, so I think it's a new one.
 
@glider1 -

We don't use stack attack on multiplayer because we want to see what is going on during our wars and to keep track of what is happening. When we had "Attack support" turned off via the BUG interface for all the players, the AI still could use it - oops!

I would like to be able to play with it on for my single player games, but not enough to have the AI able to use it when we have it off! So, I suspect my friend that has been messing with the mod can figure it out easily enough, but please to let me know how to turn it off in the XML for everyone. Thanks!

Surprisingly, we play ROM a lot without as many problems as some experience. We play with the Revolution and Barb civ components on, but did turn off Random events because they have known issues. I think that helped.

I keep hoping the Rev warning pop-up can be redone sometime - very happy with the screen where we can check how our cities are doing, but any confusion when one revolts pretty well messes up the game and requires we all go out and redo the turn. :)

We play with four to five players often. Unfortunately someone also often gets a bad start and we opt to start over until we all get a decent start, because a game can take weeks and its just not fun if one of us is out! In fact, we're getting so soft we rarely fight one another any more and just try to make the AI really hard and hang on for the ride until the end! It's a social thing - seems like no one really wins, but sometimes someone loses.
 
Ok. I'm building a revision of the Europa Europa mod on the RevDCM core, and I've got the religions all modified and complete with one horrific exception...

How to I get the religions to use the proper icons from fonts.tga?

The tutorial on the website here seems to suggest that the game uses them in the order they are placed in the xml file, but that is obviously incorrect as the fonts.tga file has judaism 1st then 4 weird ones before Christianity.

So. How did you manage this bit of evil magic, and how would I duplicate it? :D
 
With RevDCM and the Woc lite, every religion or corporation has now a new attribute in the XML (something like "tgaIndex"). I think that just from the name you can guess what it means ;)
 
With RevDCM and the Woc lite, every religion or corporation has now a new attribute in the XML (something like "tgaIndex"). I think that just from the name you can guess what it means ;)

If you were a hot chick, I would kiss you right now. Just so you know.
 
Ok. Now that Juju has solved that issue for me, I guess I have a related question:

Anyone know where I can find the larger versions of the images used in the fonts.tga file, so I can have the buttons match the icons?
 
@Carwyn
Great way to play multiplayer :goodjob: How do you connect the players using lan/internet/gamespy? Jdog has been saying for over a year that the popups need to be fixed. It would be nice if this was basically the only major issue....Why does RoM work acceptably but not other mods (question for myself).

Cheers.
 
the current version of RoM isn't using RevDCM 2.51, and that's when I started getting the locked modified assets bug report.
 
@Carwyn
Great way to play multiplayer :goodjob: How do you connect the players using lan/internet/gamespy? Jdog has been saying for over a year that the popups need to be fixed. It would be nice if this was basically the only major issue....Why does RoM work acceptably but not other mods (question for myself).

Cheers.

We connect with Direct IP and, yes, ROM is using the older version of RevDCM. I hope Zappara doesn't upgrade until RevDCM is stable for multiplayer!
 
Edit: mumble mumble WoC, mumble mumble modular loading asinine broken system.

Fixed my own error.
 
Hello great mod - a lot of changes cool are done compraing to BTS.

I have just one problem. I can't compile the source code :(. I use VS 2003 and/or Code Blocks. Both generates the list of 8-9 Linking errors - wich i have no idea what they mean and how to fix them (Sorry, I'm C++ noob). I haven't this problem with compiling clean 3.19 code tough (in code blocks i needed to delete resources file to work - additionaly to Kael's instructions). The same goes for compilling small modcomp - Events with Images - they compilled fine.

So my question are:
1. Is it possible to compile code under any of those two programs or i need different compiler?
2. If possible what I make wrong (or what shold i setup)? I could post errors if it will help.

I really would like to merge your mod with World War II 1939. Thx in advice.
 
the current version of RoM isn't using RevDCM 2.51, and that's when I started getting the locked modified assets bug report.
Current RoM version uses RevDCM 2.5 if that helps to find out possible bugs between RevDCM 2.5 and 2.51.
 
@Asiox3
Head out to http://forums.civfanatics.com/showthread.php?t=196283 for your answers

@Zap and Phungus
Thanks for the info on locked assets. SP locked assets don't work in 2.50 or 2.51 so there is something else happening. Don't know a lot about the option but understand that is is a requirement for MP. Why 2.51 is broken for you remains a mystery. I guess it was save game compatibility that was busted between 2.5 and 2.51 for a variety of tiny XML reasons and that triggered a lot of "issues" for you to deal with. Only a guess.

Cheers
 
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