RevolutionDCM for BTS

Yeah a week or two is good. As well as what Jdog has mentioned (excellent AI improvements and reduced turn times) there's a couple of interface changes to revolutions, an improved super spies AI, fixes to woc lite and possibly some contributions from Faichele as well depending on compatibility with the heavy weight mods.

EDIT: thoughts on what should go into this build always welcome.
Cheers.
 
Yeah a week or two is good. As well as what Jdog has mentioned (excellent AI improvements and reduced turn times) there's a couple of interface changes to revolutions, an improved super spies AI, fixes to woc lite and possibly some contributions from Faichele as well depending on compatibility with the heavy weight mods.

EDIT: thoughts on what should go into this build always welcome.
Cheers.

If these make in, I think a lot of us will be more than happy!
 
@Duuk and Avain
Show Hidden Attitude Mod does look good to me too so far. As for BULL, I suspect that for the moment the global warming component of it could well be the main focus. As for BUG 4.0, I'm not sure that it is time to change the interface code fundamentally if it is already working well. Fundamental changes usually have side effects. Just thoughts and I have not had a lot of time to check the details.

Comments welcome!
Cheers.
 
I hate building cities in poor locations just to hook up a resource. The JCultureControl: Beyond City Borders mod by Jeckel allows forts to extend a small amount of culture so forts can be used as they historically were. I've wanted to get this into my own games, but don't really have the programming skills (or the time to learn enough to make it work). The cultural radius can be adjusted or even turned off so it shouldn't be too objectionable, if you don't like it just set the radius to zero. Here's the link:

http://forums.civfanatics.com/showthread.php?t=283686

I think it would be a great option in the game and according to the thread the AI manages to use the feature as well.
 
@Duuk and Avain
Show Hidden Attitude Mod does look good to me too so far. As for BULL, I suspect that for the moment the global warming component of it could well be the main focus. As for BUG 4.0, I'm not sure that it is time to change the interface code fundamentally if it is already working well. Fundamental changes usually have side effects. Just thoughts and I have not had a lot of time to check the details.
I've merged BUG 4.0 to my mod's next version and it's working great with RevDCM 2.5. Biggest problem for me the CvGameUtils.py file which no longer should be modified with BUG 4.0, instead you'll have to make your own GameUtils python file and init it from BUG config xml files. BULL features are only enabled in python if the BULL dll is present.
 
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.
Is this BBAI 0.81 and UP 1.20? Thank you for your great work Jodog.:D
 
Any information as to what's been done on the Multiplayer front? To be honest, unless improvements are made regarding turn turnover speed, the size of the files being sent online with MP play or the Revolutions popup which would fix the multiplayer aspect, we will likely stay with ROM 2.71 for some time. We've done a lot of re-balancing of the civics which has made the game really hard on Monarch (including just removing all the weights for the AI to chose one civic over another - seems possible that -10 weight on Slavery was actually being read as +10!). The goal is to make most of the civics options throughout the game (rather than just going to the next civic and having it better for all situations) depending on whether you have resources for trade, or need to war, or want to have tons of production for a time, even if little money, etc. Makes for an interesting and dynamic game. We are playing ROM, but hope for the RevDCM core to be upgraded for better MP play, thus giving us a reason to move to 2.8 (and spend the time redoing the changes for the mod after we learn the new version).

Basically our games are relatively stable, however we almost never get to the end of a game, cuz we set them hard and have 4-5 players and end the game when one is out.
 
I hate building cities in poor locations just to hook up a resource. The JCultureControl: Beyond City Borders mod by Jeckel allows forts to extend a small amount of culture so forts can be used as they historically were. I've wanted to get this into my own games, but don't really have the programming skills (or the time to learn enough to make it work). The cultural radius can be adjusted or even turned off so it shouldn't be too objectionable, if you don't like it just set the radius to zero. Here's the link:

http://forums.civfanatics.com/showthread.php?t=283686

I think it would be a great option in the game and according to the thread the AI manages to use the feature as well.

The amusing thing to me was that this wasn't a core part of Civ4. The ability to plop down a less-than-city to control a remote resource was kind of a staple of the colonization period in global history. Using the current Civ4 rules, I'd say a fort is the best for culture-control. Have it generate like 10 :culture: on build but never add more, so that the fort can be easily smacked around by any neighboring city.

But if I was doing Civ5, I'd definitely have a "colonist" unit available after astronomy that builds a minor city that has no costs associated with it and exerts not-more-than-X culture radius, with a chance to revolt and form a full city (or group of cities if there are other nearby colonies).
 
For forts outside borders, can't you just use

<bOutsideBorders>1</bOutsideBorders>

in ImprovementInfos?
 
Glider BUG 4.0 and BULL are major improvements to the interface, along the same lines as the new UP, and BBAI fixes. Including BUG 4.0 and BULL in the next RevDCM release is important for two main reasons. First it allows for greater viability of mod merges, as BUG 4.0 is the new standard, and exluding the new UI complicates things in the long run. Second including it is in the spirit of the next release which seems to be a core component update and noteable bug fixing version. Please reexamine your position on exluding BUG 4.0 and BULL, it's alright to delay the next RevDCM release in order to inlcude these components. Not doing so will simply cause more work, and issues in the long run, both for RevDCM itself, and especially for the Large Mods that use a RevDCM core. Besides it feels right for the next RevDCM release to update the UI along with the CAR and BBAI improvements, it provides consistency and focus, and will allow for an entirely different focus for you and jdog in the upcoming RevDCM releases.
 
@Phungus and Zapp
Yep BUG 4.0 will go in, fair enough. There apparently are a few minor issues with BULL but I guess it is not serious.

@Vic Tiz
Ok thanks for the link to jculture control. It seems never to go away the requests for this mod, and so it will join RevDCM so long as it can be turned off.

@Carwyn
The plan on multiplayer is to build the next single player version of RevDCM as version 2.6. Once 2.6 is stabilised and bug free, work on multiplayer will become a single focus of attention.

Cheers.
 
@Carwyn
The plan on multiplayer is to build the next single player version of RevDCM as version 2.6. Once 2.6 is stabilised and bug free, work on multiplayer will become a single focus of attention.

Cheers.

Oh thanks! :)
 
@Phungus and Zapp
Yep BUG 4.0 will go in, fair enough. There apparently are a few minor issues with BULL but I guess it is not serious.
Sweet. Thanks glider.

@Vic Tiz
Ok thanks for the link to jculture control. It seems never to go away the requests for this mod, and so it will join RevDCM so long as it can be turned off.
I have mixed feelings on this. I like the concept of jculture, and want it to be included on one hand. However I'm fairly certain the AI has no logic built around it, so it's a human only feature for all intents and purposes. I see no harm in it if it can easily be turned off though, but I don't want a forced implementation of a human useable only feature. Of course in an ideal world it could be utilized by the AI, in which case it would enhance gameplay.

@Carwyn
The plan on multiplayer is to build the next single player version of RevDCM as version 2.6. Once 2.6 is stabilised and bug free, work on multiplayer will become a single focus of attention.
Very cool. I knew you guys were going to work on MP for the next full RevDCM version after 2.6, but I had no idea MP would be the main focus. This is basically my ideal dev. plan for RevDCM; it's cool to know you guys are working toward the same goals I would be, if I had the 1337 H4k3r skillz.
 
I've wanted to use this for quite a while, but just couldn't do without all of the other improvements from this and the Legends of Revolution mods. I really appreciate the all of the effort that has gone into making these mods what they are.

As far as adding JCultureControl, it looks like it should be very adaptable and easy to turn off:

Rule 3: Borders Not Required
If you don't like Improvements emiting Cutlture Borders, but you still would like Improvements to belong to the Civilization that builds them, you can set the CIV4ImprovementInfos.xml tag bSpreadCultureBorder to 1 and iCultureBorderRange to -1. This will cause Improvements to be displayed as “Aztec Town”, “Sumarian Fort”, “American Workshop”, etc, but will not add any Culture Border on or around them.

From reading the thread, I think that the AI may be able to use this, at least to some extent.

Very cool, a definite addition to my mod. Forts will be so much more important now. And the good thing about that is that the AI actually builds forts on bonus ressources that's outside it's city borders! Now we just need to teach the AI to build forts at chokepoints! ;)
 
Yeah ok the list so far for next build is:
Hidden Attitude Mod, JcultureMod, BUG4.0, BULL1.0 plus RevDCM standard enhancements. Anything else? Just have to close the windows and sit out the second huge dust storm in four days down here. Does the global warming changes include dust? Check it out on the satellite images. 150km x 500km brown cloud.
Cheers.
 
Back
Top Bottom