RevolutionDCM for BTS

No keldath. This is what I posted in OL thread. It's the 'violent uprising in the English empire' alert with trumpet that plays every *!*!* turn that's driving me nuts. I know about python reporting. I turned it on to see if it would provide some useful info....!!!
 
double post pilotis....:)

yeah your write....
well....you can go to the sound files, find the sound of the trumpt, and just replace the file with some other sound that you prefer,. keep the same name for the file offcourse, no nee to turn off sound like that guy suggested.

maybe use some low volume sound - or even do one of your of with win recorder, convert it to mp3. record somthing like nothing for 1 second and then you wont hear nothing basicly :)
 
Hey K.

No really. It's not just the trumpet. It really shouldn't keep on giving an alert very time - it's been going on for about 30 or so GT now. It needs sorting out.
 
what is a 'd.o.w. horn' and how do I turn it off ? Thanks.
-----------
Ah. Declaration of War. Still. How do I turn it off just for the 'violent rebellion' alert please.
 
I'd like to put out the new Wolfshanze add on, but I'm having a bug I want to take care of. The new civs that spawn from barb cities are being gifted Optics when they spawn from being barbs. I need to stop that. This isn't the case of a new civ using a GP either, in many cases they are missing both machinery and compass. Anyone know how to fix this?

I've gone over all the Python code and can't find a single reference to Optics. I can't actually find anything relating to barb civ spawning, lots of revolution stuff though. I'm also not entirely convinced this is caused by the Wolf add on (especially since this happens when I remove most of the python from the wolf mod), it might be intrinsic to RevDCM and BarbCivs in general, but I got tired (was nodding off using AIAutoPlay) running through test games to see. Eather way, I need to squash this, it's really annoying because it means no one but some random spawned barb civ gets the circumnavigation bonus.
 
@Phungus
No idea about Wolf's effect on it, but it could well be something in the Barb Civ code (C++ not python?) Perhaps something in the conditions are causing Optics to emerge repeatedly despite that it is not a hard coded option? From what I understand, Barb Civs are given a mixture of techs from surrounding full civs in context with what is generally known in the region. What about tech diffusion. Could that option be a factor?

Cheers.

PS) Testing is quite laborious eh! Just think of the original work that Jdog, Dale and Tsheep must have put into testing their ideas.
 
what is a 'd.o.w. horn' and how do I turn it off ? Thanks.
-----------
Ah. Declaration of War. Still. How do I turn it off just for the 'violent rebellion' alert please.

Sorry can't help. Try the Revolutions forum. It can get confusing at times, that a rebellion sounds like a war.

Cheers.
 
Unfortunatly tech diffusion can't explain it, as no civ has optics when it gets gifted to emmergiant barb civs (if they did, it wouldn't be a problem). I think there is an issue with the tech grabbing done for barb emergiant civs. I don't know C++ at all, but any chance you could take a look at that source code and show it? Or at least direct me where to look in the source code to see what emergient civs grab in terms of tech (While I don't know C++, I've been able to understand C++ code written by modders 7/10 times--it's alot like python, an amalgum of math and english--I feel sorry for non english, or math litterate speakers)?
 
@Phungus - will do.
In the meantime, search through the C++ code. Jdog has marked all barb civ stuff commented as:
/********************************************************************************/
/** REVOLUTION_MOD 5/27/08 jdog5000 */
/** */
/** For BarbarianCiv and minor civs */
/********************************************************************************/
Cheers
 
Hey everyone, I was directed here by glider1. I tried to merge SuperSpies into a mod I'm working on for Diplogames. And I got this error;

CvScreensInterface, line 705, in forceScreenRedraw
CvMainInterface, line 721, in redraw
CvMainInterface, line 1491, in updateSelectionButtons

RuntimeError: unidentifiable C++ exception

I don't know specifically what this means, but I compared my CvMainInterface.py with the one in the SuperSpy mod, and everything looks good to me, at least in the designated areas. I am really new to this stuff though, so I could be missing the simplest thing.

The error occurs when my Spy unit goes into the same square as another unit, so I'm thinking its an issue with the bribe/assassinate buttons. Maybe that will make it easier to figure out, I'm not sure. Any ideas?
 
Jdog already merged super spys dude. You're good. Just download the latest RevDCM and use the spys add on.

Alright glider, I'll look through source code tommarow, never really looked at C+ code before, but I'll go into it with faith man, I'll use notpad and see if it can use the find to match that line. If I find the bug causing code, can you recompile though?

Otherwise, for you other RevDCM users, do you really want a Wolf merge, or is it more something I should just look at for my own personal games to play?
 
@Phungus:
I updated my own version of Wolf+RevDCM recently to the newest version of both RevDCM (Superspies and inquisition merged into it) and Wolf. I haven't played alot with it yet but until now I haven't seen the problem you described. I'll try to see if I can duplicate the same conditions to see if I get the error as well.
 
@Phungus
With C++, it's a bit easier to follow if you download a free C++ editor like CodeBlocks or Microsoft Visual C++ 2005 or 2008. If you find something that does look targeted, I'll be happy to recompile and just upload as an attachment if the change is experimental.
Cheers
 
@The Capo and merging in VD
If you use this mod as a base and addon super spies you will have a solid core that is being maintained. Now you're remaining problem appears to be that you want VD3.x. Search through this forum. People like Ehmek have done that job and posted results.

Another possibility is to check out the World of Civ Project which might have the kinda stuff you are looking for.
Cheers.
 
Well, looking through the source code, the only thing I could find, which might be relevent is this:
Code:
DllExport int getResearchProgress(TechTypes eIndex) const;																						// Exposed to Python
	void setResearchProgress(TechTypes eIndex, int iNewValue, PlayerTypes ePlayer);									// Exposed to Python
	void changeResearchProgress(TechTypes eIndex, int iChange, PlayerTypes ePlayer);								// Exposed to Python
	int changeResearchProgressPercent(TechTypes eIndex, int iPercent, PlayerTypes ePlayer);

	DllExport int getTechCount(TechTypes eIndex) const;
Unfortunately I can't see anywhere why the emerigient barb civs are getting gifted optics. Nor can a see a way to fix it :hmm:

Edit: I've figured it out, it's a problem with a the Wolf mod, CivilizationsInfos.XML has optics as a starting tech for the barbs, it was a lot simpler to fix then I thought.
 
@Phungus
Good stuff :goodjob: Very cool how switching debug strategy from python debug to C++ debug, ends up locating the actual bug back in python without the C++ indicating where the problem in python was.

@anyone
Has anyone any thoughts on fighter engagement, active defense and/or air bombing with regard to how the AI uses them, or perhaps if they are overpowered? I'm in the middle of a RevDCM0.94 future era war and have turned these DCM options back on again to see how they go.

I have taken note that the options enabled popup in RevDCM via CTRL-SHIFT-Q does not include Fighter Engagement although it still can be controlled via GlobalAltDefines.xml, and that the popup does not update unless you reload the game, despite that the options are actually enabled after a turn is played through.

Cheers.
 
Work progresses on the WolfRevolution Modpack. It is released, but I'm bothered by, a minor and strange snag. I must have RevDCM also installed in the mods folder, otherwise I get a popup when loading/creating game that says it can't find the Revolution.ini and it tells me it should be in ...mods\RevolutionDCM. At first I tried to get around this by just having the installer install both mods, but my code-fu isn't very good, so I failed. Also it just seems bizzare that it would want to reference another mod.

For now I have it so people must download and install RevDCM and WolfRevolution seperately. However. I'd rather simplify the process with a single download and install. So I'd like to know why it wants to reference another mod's ini. Hopefully from that I can figure out and how to move whatever it wants into the WolfRevolution folder, and change it's reference so it stops looking around. Any ideas glider?
 
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