RevolutionDCM for BTS

glider locked modified assets still locks modfied assets in 2.51. I know because in an uploaded SP game showing the same MP bug that has been reported since updating to 2.51 I tried to put in a debug dll, and CIV4 refused to load the save because the assets are modified.

Again the bug showed up in 2.51, and as far as I am aware was not present in 2.5. The bug is thus, when you found a city your city is filled with 138 "religions" that are just bubbles with numbers, and all units have the "spread taosim" button. The bug breaks MP, and has been reported mulitple times from games played in SP with locked modified assets on. And unfortunately I can't try to debug these saves, because it refuses to let me put in a debug dll, because that modifies the assets.
 
I reported this bug in the Legends of Revolutions forum, but phungus said it should go here:

Sometimes during a game, a foreign civ changes leaders. For instance, Germany could start up with Bismarck, and due to political unrest or whatever, Hitler would assume his place. In the regular game, this is all good and well, but in scenarios, Hitler would still be called "Bismarck", although Hitler's leaderhead shows up.

Now, the question is, how do we fix this for scenarios? I've checked the LoR-compatible Lean's Pre Placed Earth scenario file, and it has the following info for civs:

BeginPlayer
Team=20
LeaderType=LEADER_GENGHIS_KHAN
LeaderName=TXT_KEY_LEADER_GENGHIS_KHAN
CivDesc=Mongolian Tribe

The "TXT_KEY_LEADER_GENGHIS_KHAN" used to be only the name, "Genghis Khan" in earlier world builder files, indicating a set leadername for the particular civ. However, with Revolutions, leaders change habitually, so the TXT_KEY_LEADER parameter should probably mean that the leadername is NOT set and will change if the leader is replaced, right?

Unfortunately not. I tried using the TXT_KEY_LEADER in my own scenario file, and it still doesn't affect leader names for civilizations preset in the scenario file. Civs having spawned during play act like in the regular game, their leaders change properly.

Any idea how to set up the world builder scenario file so that leadernames are just as dynamic as leaderheads?
 
Since WoC appears to be dead (or at least the lack-of-interest level is massive in its own forum), I'm going to toss a special request to make modders lives easier.

Any chance we could revert to the original fonts.tga file? I like the tga tagging that WoC introduces, but the file includes literally hundreds of useless icons which serve no purpose. By switching back to the original, it will allow RevDCM core to utilize other mods which have altered it, and allow the easier use of custom fonts files.

(Also... that would mean we could switch back to the normal resource icons/pictures... :innocent eyes: )
 
Hello, I've found a bug in this otherwise excellent mod:



For some events, I don't get health bonuses or negatives. The Refined Coal still works fine though...

Any thoughts?
 
@123John
In RevDCM 2.51, some of the buggy events were disabled. There have been no reports of problems, but a lot of people are still using RevDCM 2.5.

@Duuk
Reverting anything in RevDCM depends on what the big mod contributers want.

@StMikael
Noted your report (thanks). You could also post it on the revolutions forums if you want Jdog to see it with a better chance that something get's done about it sooner rather than later.

@Phungus
Thanks for your report on locked modified assets. They are also broken in RevDCM 2.5. I will look into it when multiplayer debugging starts.

Cheers.
 
Hi, I've been playing Quot Capita which uses RevDCM, but I have the revolutions switched off. I've noticed that when you culture flip a city you no longer get the choice to keep it or raise it. You automatically keep it. Just wanted to know if this is a feature of RevDCM and if so, why?
 
@LegionSteve
I'm a bit rusty on culture flipping. In vanilla civ, it is not always the case that a city that culture flips is automatically kept and cannot be raised? RevDCM tries to keep as much vanilla behavior as possible.
Cheers.
 
@LegionSteve
I'm a bit rusty on culture flipping. In vanilla civ, it is not always the case that a city that culture flips is automatically kept and cannot be raised? RevDCM tries to keep as much vanilla behavior as possible.
Cheers.

I tested it to make sure I wasn't remembering things incorrectly (or it had been changed in an official patch). With a new install of BtS patched to 3.19, I gave myself a load of great artists in WB and flipped a nearby city. I got a pop-up asking if I wanted to keep the city or raze it. Then installed Quot Capita and tried the same thing - no pop-up. I asked avain about it and he suggested it was probably related to RevDCM.

When it happened in my previous game I got stuck with a really crappy city that I didn't want, and was trying to raze with culture so I could have the landmass to myself. So I went into WB and deleted it :mischief: Now I know it happens, and seems to happen consistently, I can plan for it so its not too bad. You can call it a "feature" if you like.
 
@Duuk
Reverting anything in RevDCM depends on what the big mod contributers want.

I figured. But AKAI can tell, there is nothing of value in the fonts.tga file. By reverting it to the standard (and keeping the functionality to add/edit it via the WoC schemata) it allows for the larger mod makers to use RevDCM as a core without having to deal with a file with a ton of useless fluff in it.

I've posted in the WoC forum, and nobody can even tell me what all the religion icons in there represent, where they came from, etc. Essentially, the WoC fonts.tga file is preventing me from using and updating the (excellent but dead) Europa-Europa mod.

Basically what I'm hoping for is the fonts.tga file to be reverted so that mod-makers using "standard" religions/etc need not worry about the file, but those replacing the icons can use a replacement fonts.tga file without needing to edit in 7 more on top of the 100 unused icons in the file. This would also solve the issue of people complaining about the resource/bonus icons being significantly different from Vanilla/BtS.
 
I've posted in the WoC forum, and nobody can even tell me what all the religion icons in there represent, where they came from, etc. Essentially, the WoC fonts.tga file is preventing me from using and updating the (excellent but dead) Europa-Europa mod.

why don't you just put whatever icons you need from your font.tga into the WoC one ? I do not see how the WoC font.tga is preventing this.

Basically what I'm hoping for is the fonts.tga file to be reverted so that mod-makers using "standard" religions/etc need not worry about the file, but those replacing the icons can use a replacement fonts.tga file without needing to edit in 7 more on top of the 100 unused icons in the file. This would also solve the issue of people complaining about the resource/bonus icons being significantly different from Vanilla/BtS.

There is a version of this file with the standard resource icons, so whoever is complaining could use that one (and maybe that one should be the default...)
 
@Mamba
Just out of interest now that you mention it, how do you add or remove icons to/from the font tga? It's only a low priority question doesn't matter. Johnny used to always do it for me. :rolleyes:

@LegionSteve
Well done :goodjob: (a fair bit of work) and had no idea that there was an option to raze culture flipped cities in vanilla. I still am slightly in disbelief but I'm gradually getting used to it. At one point RevDCM could not even culture flip at all because of Revolutions and now at least it can. Will have to look into your find and correct it. Personally I do not understand that vanilla would allow you to raze such a city. I am not aware of a single case in reality where a city has been absorbed into another culture and then destroyed by that culture. Hmmmm.

Cheers.
 
Just out of interest now that you mention it, how do you add or remove icons to/from the font tga? It's only a low priority question doesn't matter. Johnny used to always do it for me.

By using GIMP, Photoshop or DXTBMP. Either way, it's a real pain. Get 1 pixel off on the alpha, and you're screwed.
 
By using GIMP, Photoshop or DXTBMP. Either way, it's a real pain. Get 1 pixel off on the alpha, and you're screwed.

...which is why I'm trying to avoid it. I've read all the "How to edit the fonts.tga" file helps and threads in the mods forums, and all I can say is "It's not pleasant."
 
@Mamba
Just out of interest now that you mention it, how do you add or remove icons to/from the font tga? It's only a low priority question doesn't matter. Johnny used to always do it for me. :rolleyes:

Use any graphics editor, preferably one which can zoom in (are there any which cannot ?) as you need to edit just the right pixels

It is very easy, takes only a few minutes as long as you do not have to do many changes
 
@Mamba and Afforess and Duuk
Well, I guess modifying fonts can be a pain but also an opportunity to learn photo-editing. Modding this game has spin offs to our skills and that can be good.

Cheers.
 
@Mamba and Afforess and Duuk
Well, I guess modifying fonts can be a pain but also an opportunity to learn photo-editing. Modding this game has spin offs to our skills and that can be good.

Cheers.

Hehe, I have been scanning and editing scans long before I ever started changing tga font files.

Changing those fonts takes no time at all but the skills from editing scans comes in handy when making unit or leader buttons (or flags) :)
 
Well, the new UP and BBAI have just been merged in, so that's a huge improvement in the core parts of the mod. glider and I are planning to get a new version of RevDCM out soon, working right now on adding some new requested features as well as Revolution focused AI improvements. A week? Two weeks? Something like that.

Also, the barbarian player AI got several key enhancements in BBAI ... that will have to be checked to make sure it's balanced in BarbarianCiv.
 
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