RevolutionDCM for BTS

I have a problem. I cannot get the ChangePlayer (or is it called ChangeCIV?) function to work. I tried ctrl+shift+Z/L. Ctrl+shift+x for automating does work though. ChangePlayer is set to true in the .ini file.

??
 
Don't know if it is BUG or RevDCM but the following just looks wrong in CvMainInterface.py

Code:
					elif (iCountCorporations == 16):
						iButtonSize = 14
						iButtonSpace = 0
					elif (iCountCorporations == 17):
						iButtonSize = 13
						iButtonSpace = 0
					elif (iCountCorporations == 18):
						iButtonSize = 13
						iButtonSpace = 0
					elif (37 > iCount[B][COLOR="Red"]Religions[/COLOR][/B] > 18):
						iMaxButtons = 18
						iButtonSize = 13
						iButtonSpace = 0
					elif (iCountCorporations == 37) or (iCountCorporations == 38):


I have a problem. I cannot get the ChangePlayer (or is it called ChangeCIV?) function to work. I tried ctrl+shift+Z/L. Ctrl+shift+x for automating does work though. ChangePlayer is set to true in the .ini file.

??

I think you need to set the cheat mode on.
 
Thanks for helping out Dancing. Yep cheat mode is the one and yes the code does look pretty ugly but at least it doesn't affect game play just the interface. I've lived in Canberra four times myself. It's a great place. Once in Spence for three years. Then in Fraser for two years. Then in Rivett for two years then finally lived up at Mount Stromlo Observatory for three years before it got burnt down.
AppleSinLex: Glad you found the bug and thanks for letting us know where it was. Yeah RevDCM is really stable in single player these days and bugs are amazingly rare. I still play regularly myself so if I ever were to find any bug that really annoys me then I'd fix it during the semester break.
Mattygeist: Hope you sort the inquisitor issue over at RAND.
Cheers
 
Got this error message?

Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "RevolutionInit", line 97, in onGameStart
File "RevolutionInit", line 165, in onGameLoad
File "StartAsMinors", line 60, in init
File "StartAsMinors", line 124, in onSetPlayerAlive

Code:
if( LOG_DEBUG ) : CvUtil.pyPrint("SAM - Civ has %d units"%(pPlayer.getNumUnits()))
						
						if( not startPlot is None and not startPlot.isNone() ) :
							[B]pPlayer.initUnit( iWarrior, startPlot.getX(), startPlot.getY(), UnitAITypes.NO_UNITAI, DirectionTypes.DIRECTION_SOUTH )[/B]
							if( LOG_DEBUG ) : CvUtil.pyPrint("SAM - Giving new civ extra warrior for defense")

RuntimeError: unidentifiable C++ exception
 
Happy Easter all my civ4 internet buddies out there and hope that you enjoy whatever break you get!

I've included a link to my RevDCM screenshot collection below. Essentially the version of RevolutionDCM is straight RevDCM with Cultural City Styles and Next War international installed. The photo collection updates regularly and that is how you could tell whether I am alive or dead simply because if I am alive I will be playing civ and I will be taking screenshots. :)

Cheers and best wishes to all
 
hey glider,

happy Easter to u too.

good to see you haven't abandon yet...


in this chance id like to say that ive tried to play the mod (combined with my own ) on mp play, but i hit oos, i do not play with any of the rev stuff and narrow the use of many parts.
i wish there was some way i could have known how to trace a source of an oos.
this is a major drag for me :(

anyway - Happy holiday!
 
Still loving this mod, hope it continues to have life.

I got tired of the "Grim American Revolutionaries" on the main menu screen and searched all over the place for where I could delete/replace a .DDS. No joy.

I finally did a dirty override by copying: ~\Civ\Beyond the Sword\Assets\Art\Interface\Main Menu

Into: ~\Civ\Beyond the Sword\Mods\RevolutionDCM\Assets\Art\Interface\Main Menu

Happy again. :)
 
Hey, is RevDCM development stopped?

The latest modpacks which I've played have a little issue: the Rev screen (usually the last button after espionage) shows exactly the domestic screen, and even editing it to show some Rev stuff, after reloading the game it won't show( no save).

Its impossible I'm the only on who noticed that. Is something on this mod or was the others who implemented?
 
Hey, is RevDCM development stopped?

The latest modpacks which I've played have a little issue: the Rev screen (usually the last button after espionage) shows exactly the domestic screen, and even editing it to show some Rev stuff, after reloading the game it won't show( no save).

Its impossible I'm the only on who noticed that. Is something on this mod or was the others who implemented?

If you are talking about RoM, AND or C2C then they have not yet been upgraded to the latest RevDCM yet.
 
i tried to download this and got the error "compressed zipped folder error" when it tried to install it, any fixs?
 
i was playing the game was on the verge of getting medival unit techs feud. civil. engineering. ect when arabian(which is so far away i dont even know where they are at) declares war and invades with a stack of macemen and some older units. the city they are next to his one of my military cities i have 5 archers and do the bombard thinking that it would simple devaste saladin stack... no it damages 2 macemen very little, i didnt even do colloterial damage, is this how it is supposed to work? because archers seam very weak then.

does anybody else think ranged is kind of weak?
can i change some Xml or python to make it do more damage or atleast colloterial damage?

edit.
cant believe ships cant do ranged attack or catapults where in the xml/python can i change this?
thought i should ask, there is a bug or something that fills up the messages under the tech bar, with "Bugoptions cannot locate setting folder" cause of this i cant see any other message like if a city is about to grow or if a unit died.
 
i was playing the game was on the verge of getting medival unit techs feud. civil. engineering. ect when arabian(which is so far away i dont even know where they are at) declares war and invades with a stack of macemen and some older units. the city they are next to his one of my military cities i have 5 archers and do the bombard thinking that it would simple devaste saladin stack... no it damages 2 macemen very little, i didnt even do colloterial damage, is this how it is supposed to work? because archers seam very weak then.

does anybody else think ranged is kind of weak?
can i change some Xml or python to make it do more damage or atleast colloterial damage?

edit.
cant believe ships cant do ranged attack or catapults where in the xml/python can i change this?
thought i should ask, there is a bug or something that fills up the messages under the tech bar, with "Bugoptions cannot locate setting folder" cause of this i cant see any other message like if a city is about to grow or if a unit died.
The archer ranged bombard is really weak by default, you can change it in the xml stuff, probably the units file.
That message shouldn't be appearing, maybe you're under win7 or vista and doesn't have write access to the Civ folder.
 
I've managed to go through few games on this mod, difficulties noble to monarch, with mostly standard rules. Overall I think this mod is almost there, it's definitely the best vs AI experience I've had ever in 4X game. However there are some quirks that greatly diminish the fun after few games.

First, it's the combat. AI is not using siege weapons properly and thus from the moment I get catapults, the game is over for whomever doesn't like me. AI needs to "learn" how to use siege to bombard fortified cities and how to use them to soften big stack of units before engaging them. It also needs to know to stop advancing Stack of Doom™ before it reaches their city and grabs it with minimal loses. Finally AI needs to stop moving their sieges totally unguarded and stop attacking single lone weak unit on flat terrain with entire stack of units, which I call "fishing". And they bite all the time.

As far as combat AI is now, I am able to stop advancing armies composed of 10-20 units by losing just one minor unit and few sieges, worse I'm able to take cities with even less casualties.

Mid-to-late game there is one more thing that's problematic. On pre-monarch difficulty, after rolling through my opponents and securing a large empire, I'm well ahead of any other Civ in game. At this point all I need to do is keep my military on par with the rest of the world, garrisons strong enough to deal with any revolution (assuming I even allow any!) and then just automate myself to the space race. AI's don't do any effort at all to stop me from winning the game. While I understand the spirit of leader personalities, there should be at least some option, that allows civs to put aside their petty issues and form a front to stop player from easily winning or at least make him work for it and have some industrial and modern wars going on.

The overall problem with AI is that it plays pretty good early in the game but heavily declines later on. So if I start my game at Monarch+, I get challenging mid-game but at the price of frequently losing early on, since I need to get lucky to get and deploy sieges before I get pushed to the corner by first barbarians and then early war, bottom line - to spawn properly and get lucky with strategic resources positions. And that even doesn't solve late-game where I seem to easily outwit and outplay the civs that are too busy fighting endless wars among themselves.

A simple band-aid I can think of, would be to make difficulty handicaps and bonuses progressive, so they kick in at later stages of the game, instead of early on.

That is about all I can think of, I have no time to dig in and try to solve these issues myself, so I hope my feedback will at least help someone else.
 
I'm not a really good player, playing usually on prince level but i can confirm some of your statements about siege weapons. They don't seem to use them properly when engaging a city, sometimes even leaving them alone, vulnerable to knights and such. This could be enhanced.

In my last game - it was endgame, and race to victory - i was placed third on the might-meter,
and i was very good friends with the second (Kublai Khan). I saw (a bit late) that the first (Xerxes) was trying to win space race, and i switched to cultural victory, getting all culture in the two cities i could get. Xerxes, who had a huge empire and Kublai Khan, with whom i was very friendly with the whole game, declared war and headed straight for the cities which needed about 15 more turns to win. They nearly succeeded in holding me off, capturing city after city.
Holding on to the two cities was difficult and kept my empire at work.

I think that the ai did a good job there, although the war declarations came a bit late.
But I didn't declare war either, being sure I could win before he gets the ship :P
Maybe the space-race-runner wasn't too determined to win the game by space race, i think he could have improved by selecting his techs right, and get the ship done.

Maybe it's another thing with other winning conditions...

Anyways, it was a great game. With all the weapons and so many possibilities , it was overwhelming!


Btw, i was playing LOR 0.9.10
 
Glad that you are enjoying it. I started RevolutionDCM years ago. Jdog5000 is the real brains behind the AI. Make sure you don't have Ranged Bombard turned on because the AI is weak there. I have seen the issue with unguarded siege but all development has stopped for now. Overall I play the mod regularly and it is still spectacularly good for the complexity of writing a Civ AI. If I could ask you this:

1) Compare the AI with the Better BTS AI latest version. Essentially the behavior between this mod and Better BTS AI in terms of siege should be identical.

2) Compare with Better BAT AI by Fuyu/Lemon Merchant which is possibly the latest AI available.

3) For more options on scaling difficulty for later eras, consider using a variant of this mod like Legends of Revolutions by Phungus420 or A New Dawn by Afforess. If you do, note siege behavior there because again all variants of this mod should also be variants of Better BTS AI latest version

Unless real development on this mod recommences, the best we can hope for is merge improvements of other peoples combat AI's if it ever happens. Who knows? It would be a case of keep each other informed of what is going on. The Better BTS AI would still probably be one of the greatest AI's ever written for the PC up to now.

Cheers
Enjoy
 
glider1!

your still around! man i hoped youll turn up soon :)

i know you stopped working on the mod,

but the only thing thats wrong with 2.90 is that its not mp compatible,
is there any chance that youll give one last push to fix this?

ive gone back to revdcm 2.83 in the last day actually, and im trying to find the best version for mp between 2.722 up to 2.83 (right now i tested out 2.722 and it was 100% ok, tested 2.83 - had an oos after 400 turns, but only when i stopped the autoplay - im testing with autoai).

anyway, gald to here you.
hope youll help :)
kel.
 
Hi Keldath
Forgive me for not mentioning your own mod in the above post for people to try. That is why I came back to ensure that I had mentioned you because you have done so much for the Civ community over the years.

So you do not think that siege a problem. I have exams for the next two weeks, that is my problem! After that I must have a short break to fix issues in my private life. Multiplayer is pretty tricky to fix and to test as you are aware! The only quick fix would be to find a version of RevDCM that you think did work in MP and then roll back the current build to that BUT ONLY in terms of MP.

Good to know you are still working with Civ. Let's hope that Phungus, Fuyu, Afforess, Jdog5000 and the others who have worked on RevDCM are doing ok too in their own ventures.

Cheers
 
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