glider1
Deity
RevolutionDCM mod download:
http://forums.civfanatics.com/downloads.php?do=file&id=8322
RevolutionDCM mod sources download:
Select the "RevDCM Source" optional add on when installing RevDCM, the source files will be installed into the main mod's folder
RevolutionDCM SVN SourceForge home:
http://svn.code.sf.net/p/revolutiondcm/code/Trunk/RevolutionDCM/
http://svn.code.sf.net/p/revolutiondcm/code/Trunk/SourceCode/CvGameCoreDLL/
Instructions for accessing SVN development versions:
(NOTE: these versions contain bugs and are not supported until officially released)
Downloading SVN versions of RevDCM
A link to older versions of RevolutionDCM:
Older versions
Current Version: 2.90
Downloads to date: 17587
Authors
-------
Jdog5000, Glider1, phungus420, Afforess, Fuyu, Lemmy101(MP)
Concept:
--------
To integrate high quality mods onto the back of the brilliant Revolutions mod that add strategic richness to BTS, compliment Revolutions and yet still make for a compact download size. At all times basic BTS game experience and stability is it's reference guiding development.
Any combination of mods within RevolutionDCM are controllable in a user interface. Any mod can be turned on or off as desired within this interface. In this way, RevolutionDCM can be hypothetically reduced down to a base BTS 3.19 core running Better BTS and BUG. RevolutionDCM uses the Better BTS AI to incorporate these high quality mods:
Revolutions (SDK, Python, XML)
Dales Combat Mod (SDK, XML)
Influence Driven War (SDK, XML)
Revolution Inquisitions (SDK, XML)
Super Spies (SDK, XML)
BUGMod (SDK, Python, XML)
WoC Mod (SDK, Python, XML)
Better BTS AI (SDK, Python)
Better Bug AI (BULL) (SDK, XML)
RevolutionDCM is now capable of recognising and installing WoC modules, so long as they have been converted over to the RevolutionDCM schema and do not conflict with the mods already present in RevolutionDCM.
Forum:
-------
http://forums.civfanatics.com/showthread.php?t=262937
Acknowledgements:
Big thanks to:
Jdog5000 and Dom Pedro II for Revolutions:
http://forums.civfanatics.com/showthread.php?t=171127
Dale for DCM (uniquely ported to RevDCM):
http://forums.civfanatics.com/showthread.php?t=257210
Moctezuma for IDW (uniquely ported to RevDCM):
http://forums.civfanatics.com/showthread.php?t=188007
Solver, Dresdon and Jdog5000 for the BTS unofficial patch:
http://forums.civfanatics.com/showthread.php?t=246057
Better BTS AI Team and Jdog5000:
http://forums.civfanatics.com/showthread.php?t=280857
Bug Mod Team and EmperorFool (uniquely ported to RevDCM):
http://forums.civfanatics.com/forumdisplay.php?f=268
Trojan Sheep for Super Spies (uniquely ported to RevDCM):
http://forums.civfanatics.com/showthread.php?t=259221
WoC Mod Team (uniquely ported to RevDCM):
http://forums.civfanatics.com/forumdisplay.php?f=276
Better Bug AI Team lead by Fuyu:
http://forums.civfanatics.com/showthread.php?t=354019
These people are some seriously brilliant modders and thinkers.
Also thanks for these important contributions as well:
Lemmy101 for helping to develop and fix multiplayer.
OS79 for helping test RevDCM 2.9 when everyone else is partying
Init and Carwyn for helping to debug and test multiplayer.
Johny Smith for his woc-lite concept
Faichele for his help with the woc code
Lord Tirian for super spies updates
PieceOfMind for the Advanced Combat Mod!
Smeagolheart for Examine City at Conquest mod
OrionVeteran for some core algorithms in Revolutions Inquisitions
Cephalo for the PerfectWorld map!
Thomas SG for the "Positions of Scores" scrollbar and Trait's code
Minor Annoyance for Global Warming Mod
Kael for Barbarian World game option
DaveMcW for Show Hidden Attitude Mod
Afforess, Duuk for excellent beta testing
Mamba for WoC contributions like java utilities and forum help
ChrisAdams3997 for kick starting the final stage development on RevDCM 2.8
LunarMongoose for unofficial patch fixes
If I forgot anyone, sorry!
Installation:
-------------
Simply double click the installer to install
WoC Modules:
-----------------
WoC module forum: http://forums.civfanatics.com/showthread.php?t=320428
Operation:
----------
The only change in the user interface from BUG is that all RevolutionDCM game options are accessed via
The BUG user interface option control system. The user presses the standard key sequence that BUG uses
CTRL-ALT-O to access this option control and navigates to the RevDCM tab, next to the General options
tab. To see which options have been enabled as secondary feedback to the option screen itself,
the user presses CTRL-SHIFT-Q which brings up the game configuration popup. WoC modules that do not
conflict with the RevolutionDCM core mods, are dropped into the modules folder and removed when finished.
Modular loading does not need to be enabled in the ini files and custom assets have been disabled by
default so as not to conflict with woc installations (can be re-enabled in RevolutionDCM.ini)
-------------------------------------
Change Log version 2.83 to 2.90
-------------------------------------
- New unit automation for spies to automate the counter espionage mission
- Add civ4lert for when a civ is willing to trade for war
- Advanced Unit Automations show in the military advisor
- Fixed the Better BTS AI implementation of defensive pacts
- Advanced Unit Automations 1.0 by Afforess added to the BUG options screen
- Expose a couple of AUA functions in CvUnit to python: isAutoPromoting(), isAutoUpgrading()
- Fix AUA automate_shadow null pointer bug
Modders:
--------
General options are no longer controlled by editing GlobalDefinesAlt.xml. There are still detailed game
state variables in that file that can be edited manually, so long as those state variables are not being
controlled by the user interface. Option control follows this flow:
1) RevolutionDCM.ini is checked for option state; the Revolution.ini file is now loaded as a BUG module
see Assets\Config\Revolution.xml for default settings
2) RevDCM.xml stores default option states
3) RevDCMOptionsTab.py is the user interface code for options
4) RevDCM.py is the option handler for python option states and SDK options states. This code will modify
GlobalDefinesAlt.xml automatically
5) BUG loads it's options and handles it's settings in the UserSettings folder; see below for more information
UserSettings Folder:
--------------------
The UserSettings folder is used by the BUG mod to store, create and use BUG's ini files.
RevDCM usually installs this folder to .../My Documents/My Games/Bts/RevDCM/ (see the install script for all possible install locations)
The installer puts the UserSettings folder there instead of the main RevDCM mod folder in the Program Files path because doing so is a work around for the security protocols of Windows Vista and Windows 7;
BtS itself does something similar; for the same reason, it stores the BtS config file in My Documents/My Games/BtS
When using RevDCM as a base you will need to include the UserSettings folder in your mod
For a mod that is intended for distribution and use by other users, you have two options:
1) You may either create an installer for your mod, setting up the installation of the UserSettings folder the same way RevDCM does
(it's recommended you use the RevDCM install script as a template, and simply change the mod name and file path definitions for you computer and mod, the install script should be easy to use for any user competent enough to create a Civ4 mod, as everything is well commented)
2) You may copy the UserSettings folder itself directly into your mod's folder
(doing so will require your users on Windows Vista or Windows 7 to launch the mod as an administrator, otherwise the BUG components will not be able to write to the ini files it needs to access, however the advantage to this method is that you will not need to set up an installer for your mod to handle the UserSettings folder)
In both cases you must change the name of the mod in CvModName.py to your mod's name, so that the BUG components of your mod will know where to look for the UserSettings folder
WoC Module Conversion:
----------------------
WoC modules allows for a non programming method to add a simple mod containing XML definitions and art, without requiring programming effort and without having to alter the mod's own core XML. There are some "rules" that modders should follow to convert WoC modules to RevolutionDCM:
1) Ensure that all the schema xml in the module has at least the same schema definitions that are in the RevolutionDCM schema files found under assets/xml/etc etc.
2) The two default MLF loading control files in assets/modules, define a default directory structure for modules and is equivalent to the WoC definition. It may still undergo revisions to the structure if modders do not like it.
3) If the default MLF loading control file system is used, loading control files must also be used in the modules subdirectory as well.
4) Modules can work without MLF loading control definitions (nothing but folders with xml), but this will limit the ability to add and combine other modules into your installation.
Other documentation:
--------------------
For a more detailed version log with extra information, see RevolutionDCM_readme.txt
For a more detailed version log for Revolutions, see /docs/Revolution/*
For a merge guide useful for tips on how RevolutionDCM was merged, see /docs/RevolutionDCM_merge.txt
Build notes:
------------
v1.679
- Add unit automation for spies to automate the counter espionage mission. Once the automation is selected the automated spy will continue to perform counter espionage missions on the highest priority targets until the automation is cancelled. (Thanks Glider1)
v1.670
- Fix AUA automate_shadow null pointer bug (Thanks Glider1)
v1.662
- Add civ4lert for when a civ is willing to trade for war (Thanks Glider1)
v1.653
- Exposes a couple of AUA functions in CvUnit to python: isAutoPromoting(), isAutoUpgrading() so that the military advisor can detect them separately to other unit orders (Thanks Glider1)
v1.648
- Advanced Unit Automations show in the military advisor (Thanks Glider1)
v1.643
- Fixed the Better BTS AI implementation of defensive pacts. The default option is unchanged but option 1 has become a genuine middle ground between the default option and the offensive pact option 2. The BBAI alliance option has been removed and instead incorporated into BBAI_DEFENSIVE_PACT_BEHAVIOR. (Thanks Glider1)
v1.635
- Advanced Unit Automations 1.0 by Afforess added to the BUG options screen. Be aware that the behaviour of units in auto patrol may not be as capable as the RoM mod because the CvUnit::canMoveInto() function is not modified further than the BetterBTSAI version of that function. (Thanks Afforess for the development and Glider1 for the merge)
http://forums.civfanatics.com/downloads.php?do=file&id=8322
RevolutionDCM mod sources download:
Select the "RevDCM Source" optional add on when installing RevDCM, the source files will be installed into the main mod's folder
RevolutionDCM SVN SourceForge home:
http://svn.code.sf.net/p/revolutiondcm/code/Trunk/RevolutionDCM/
http://svn.code.sf.net/p/revolutiondcm/code/Trunk/SourceCode/CvGameCoreDLL/
Instructions for accessing SVN development versions:
(NOTE: these versions contain bugs and are not supported until officially released)
Downloading SVN versions of RevDCM
A link to older versions of RevolutionDCM:
Older versions
Current Version: 2.90
Downloads to date: 17587
Authors
-------
Jdog5000, Glider1, phungus420, Afforess, Fuyu, Lemmy101(MP)
Concept:
--------
To integrate high quality mods onto the back of the brilliant Revolutions mod that add strategic richness to BTS, compliment Revolutions and yet still make for a compact download size. At all times basic BTS game experience and stability is it's reference guiding development.
Any combination of mods within RevolutionDCM are controllable in a user interface. Any mod can be turned on or off as desired within this interface. In this way, RevolutionDCM can be hypothetically reduced down to a base BTS 3.19 core running Better BTS and BUG. RevolutionDCM uses the Better BTS AI to incorporate these high quality mods:
Revolutions (SDK, Python, XML)
Dales Combat Mod (SDK, XML)
Influence Driven War (SDK, XML)
Revolution Inquisitions (SDK, XML)
Super Spies (SDK, XML)
BUGMod (SDK, Python, XML)
WoC Mod (SDK, Python, XML)
Better BTS AI (SDK, Python)
Better Bug AI (BULL) (SDK, XML)
RevolutionDCM is now capable of recognising and installing WoC modules, so long as they have been converted over to the RevolutionDCM schema and do not conflict with the mods already present in RevolutionDCM.
Forum:
-------
http://forums.civfanatics.com/showthread.php?t=262937
Acknowledgements:
Big thanks to:
Jdog5000 and Dom Pedro II for Revolutions:
http://forums.civfanatics.com/showthread.php?t=171127
Dale for DCM (uniquely ported to RevDCM):
http://forums.civfanatics.com/showthread.php?t=257210
Moctezuma for IDW (uniquely ported to RevDCM):
http://forums.civfanatics.com/showthread.php?t=188007
Solver, Dresdon and Jdog5000 for the BTS unofficial patch:
http://forums.civfanatics.com/showthread.php?t=246057
Better BTS AI Team and Jdog5000:
http://forums.civfanatics.com/showthread.php?t=280857
Bug Mod Team and EmperorFool (uniquely ported to RevDCM):
http://forums.civfanatics.com/forumdisplay.php?f=268
Trojan Sheep for Super Spies (uniquely ported to RevDCM):
http://forums.civfanatics.com/showthread.php?t=259221
WoC Mod Team (uniquely ported to RevDCM):
http://forums.civfanatics.com/forumdisplay.php?f=276
Better Bug AI Team lead by Fuyu:
http://forums.civfanatics.com/showthread.php?t=354019
These people are some seriously brilliant modders and thinkers.
Also thanks for these important contributions as well:
Lemmy101 for helping to develop and fix multiplayer.
OS79 for helping test RevDCM 2.9 when everyone else is partying
Init and Carwyn for helping to debug and test multiplayer.
Johny Smith for his woc-lite concept
Faichele for his help with the woc code
Lord Tirian for super spies updates
PieceOfMind for the Advanced Combat Mod!
Smeagolheart for Examine City at Conquest mod
OrionVeteran for some core algorithms in Revolutions Inquisitions
Cephalo for the PerfectWorld map!
Thomas SG for the "Positions of Scores" scrollbar and Trait's code
Minor Annoyance for Global Warming Mod
Kael for Barbarian World game option
DaveMcW for Show Hidden Attitude Mod
Afforess, Duuk for excellent beta testing
Mamba for WoC contributions like java utilities and forum help
ChrisAdams3997 for kick starting the final stage development on RevDCM 2.8
LunarMongoose for unofficial patch fixes
If I forgot anyone, sorry!
Installation:
-------------
Simply double click the installer to install
WoC Modules:
-----------------
WoC module forum: http://forums.civfanatics.com/showthread.php?t=320428
Operation:
----------
The only change in the user interface from BUG is that all RevolutionDCM game options are accessed via
The BUG user interface option control system. The user presses the standard key sequence that BUG uses
CTRL-ALT-O to access this option control and navigates to the RevDCM tab, next to the General options
tab. To see which options have been enabled as secondary feedback to the option screen itself,
the user presses CTRL-SHIFT-Q which brings up the game configuration popup. WoC modules that do not
conflict with the RevolutionDCM core mods, are dropped into the modules folder and removed when finished.
Modular loading does not need to be enabled in the ini files and custom assets have been disabled by
default so as not to conflict with woc installations (can be re-enabled in RevolutionDCM.ini)
-------------------------------------
Change Log version 2.83 to 2.90
-------------------------------------
- New unit automation for spies to automate the counter espionage mission
- Add civ4lert for when a civ is willing to trade for war
- Advanced Unit Automations show in the military advisor
- Fixed the Better BTS AI implementation of defensive pacts
- Advanced Unit Automations 1.0 by Afforess added to the BUG options screen
- Expose a couple of AUA functions in CvUnit to python: isAutoPromoting(), isAutoUpgrading()
- Fix AUA automate_shadow null pointer bug
Modders:
--------
General options are no longer controlled by editing GlobalDefinesAlt.xml. There are still detailed game
state variables in that file that can be edited manually, so long as those state variables are not being
controlled by the user interface. Option control follows this flow:
1) RevolutionDCM.ini is checked for option state; the Revolution.ini file is now loaded as a BUG module
see Assets\Config\Revolution.xml for default settings
2) RevDCM.xml stores default option states
3) RevDCMOptionsTab.py is the user interface code for options
4) RevDCM.py is the option handler for python option states and SDK options states. This code will modify
GlobalDefinesAlt.xml automatically
5) BUG loads it's options and handles it's settings in the UserSettings folder; see below for more information
UserSettings Folder:
--------------------
The UserSettings folder is used by the BUG mod to store, create and use BUG's ini files.
RevDCM usually installs this folder to .../My Documents/My Games/Bts/RevDCM/ (see the install script for all possible install locations)
The installer puts the UserSettings folder there instead of the main RevDCM mod folder in the Program Files path because doing so is a work around for the security protocols of Windows Vista and Windows 7;
BtS itself does something similar; for the same reason, it stores the BtS config file in My Documents/My Games/BtS
When using RevDCM as a base you will need to include the UserSettings folder in your mod
For a mod that is intended for distribution and use by other users, you have two options:
1) You may either create an installer for your mod, setting up the installation of the UserSettings folder the same way RevDCM does
(it's recommended you use the RevDCM install script as a template, and simply change the mod name and file path definitions for you computer and mod, the install script should be easy to use for any user competent enough to create a Civ4 mod, as everything is well commented)
2) You may copy the UserSettings folder itself directly into your mod's folder
(doing so will require your users on Windows Vista or Windows 7 to launch the mod as an administrator, otherwise the BUG components will not be able to write to the ini files it needs to access, however the advantage to this method is that you will not need to set up an installer for your mod to handle the UserSettings folder)
In both cases you must change the name of the mod in CvModName.py to your mod's name, so that the BUG components of your mod will know where to look for the UserSettings folder
WoC Module Conversion:
----------------------
WoC modules allows for a non programming method to add a simple mod containing XML definitions and art, without requiring programming effort and without having to alter the mod's own core XML. There are some "rules" that modders should follow to convert WoC modules to RevolutionDCM:
1) Ensure that all the schema xml in the module has at least the same schema definitions that are in the RevolutionDCM schema files found under assets/xml/etc etc.
2) The two default MLF loading control files in assets/modules, define a default directory structure for modules and is equivalent to the WoC definition. It may still undergo revisions to the structure if modders do not like it.
3) If the default MLF loading control file system is used, loading control files must also be used in the modules subdirectory as well.
4) Modules can work without MLF loading control definitions (nothing but folders with xml), but this will limit the ability to add and combine other modules into your installation.
Other documentation:
--------------------
For a more detailed version log with extra information, see RevolutionDCM_readme.txt
For a more detailed version log for Revolutions, see /docs/Revolution/*
For a merge guide useful for tips on how RevolutionDCM was merged, see /docs/RevolutionDCM_merge.txt
Build notes:
------------
v1.679
- Add unit automation for spies to automate the counter espionage mission. Once the automation is selected the automated spy will continue to perform counter espionage missions on the highest priority targets until the automation is cancelled. (Thanks Glider1)
v1.670
- Fix AUA automate_shadow null pointer bug (Thanks Glider1)
v1.662
- Add civ4lert for when a civ is willing to trade for war (Thanks Glider1)
v1.653
- Exposes a couple of AUA functions in CvUnit to python: isAutoPromoting(), isAutoUpgrading() so that the military advisor can detect them separately to other unit orders (Thanks Glider1)
v1.648
- Advanced Unit Automations show in the military advisor (Thanks Glider1)
v1.643
- Fixed the Better BTS AI implementation of defensive pacts. The default option is unchanged but option 1 has become a genuine middle ground between the default option and the offensive pact option 2. The BBAI alliance option has been removed and instead incorporated into BBAI_DEFENSIVE_PACT_BEHAVIOR. (Thanks Glider1)
v1.635
- Advanced Unit Automations 1.0 by Afforess added to the BUG options screen. Be aware that the behaviour of units in auto patrol may not be as capable as the RoM mod because the CvUnit::canMoveInto() function is not modified further than the BetterBTSAI version of that function. (Thanks Afforess for the development and Glider1 for the merge)