RevolutionDCM for BTS

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?

I'm not sure but did you merge RevolutionDCM into Wolfshanze or the other way around? What I mean with this is that the folder should be named RevolutionDCM because I think there are some hardcoded parts which reference to the folder it is in. If you rename your folder to RevolutionDCM it should be solved. I had a similar problem when I first tried to merge them. Hope this helps.
 
I've named it it's own thing. WolfRevolution. Also for my personal mod PhunRevolution, I get the same problem. It's wierd because there is a Wolf Config in both, and it doesn't need the Wolfshanze mod to be present in the correct folder. It only requires RevDCM, and it must be in the correct place. I barely caught it.
 
I've named it it's own thing. WolfRevolution. Also for my personal mod PhunRevolution, I get the same problem. It's wierd because there is a Wolf Config in both, and it doesn't need the Wolfshanze mod to be present in the correct folder. It only requires RevDCM, and it must be in the correct place. I barely caught it.

In the python file CvPath.py (if I remember correct from memory) you have to set the directory it is located in. I don't know if it is the only place that it needs to be set but you could try changing that to the new name of the directory you use. Hope this helps.
 
Sweet, worked, thanks guys. I should have checked modname.py
 
@Keldath
A save game before the crash would be good. Unless you are jdog, it's pretty hard to debug from just a screenshot. You do have auto saves set at 1 per turn?
Cheers.
 
Hey Keldath
Well if Jdog is very busy these days, I can now as of this morning, debug the Civ DLL and breakpoint the code for the first time using VS2005 and XP. This will mean the ability to debug both python and C++. A big moment for me.

Save games prior to a crash are still exceptionally handy, even if it is a python bug. There is nothing like having captured the bug in a bottle and staring right at it. This can be done by setting autosaves at 1 per turn. It is well worth doing it for a little extra work at the end to clean up the autosaves folder. In your case, you had no choice but to send a screenshot because you don't play straight Revolutions. Understand that.

Priorities for me at this point are:
1) Readjusting Inquisitions according to Duuk's and Phungus's comments.
2) Fixing stack attack
3) Adding the ability for the Super Spies AI to conduct the assassinate mission.

Cheers.
 
@Cripp7
Good point you'd think so and what you say makes sense and would be good. However RevolutionDCM is not necessarily scenario compatible. It depends on what files the scenario is needing to change in order to make the scenario happen.
Cheers
 
@Phungus
Yeah good stuff. Keep me in the loop. Might just be able to cut and paste into Inquisitions. I'm currently working on Super Spies on the C++ side and will move to Inquisitions later. Dresdon is great isn't he? I'm looking forward to his next unofficial patch.
Cheers.
 
I have had the same issue as pilotis, alas, I no longer have a save, as the only solution was to wipe out the vic that kept having a violent revolution every turn. Another issue has cropped up in a few games. I am playing Keldath's overlord mod, the latest one, and I when minor civs form into actual civilizations, sometimes they will start in the modern era and I have to race to find them and kill them before they start churning out tanks, when all I have are macemen. I have a save where this just happened.
 

Attachments

i successfully merged JARM's maininterface screen with revDCMs BUGRev version of maintinterface. So I can get the multiple religions in the screen. anyone need that?

Yeah, I'd really like to get that. I was looking at Jeckel's religion and corporation city screen and couldn't manage to to merge it with BUG. I'd love to have an interface where I only see icons of religions/corporations that I actually have in my cities.

If you could do the same with Jeckel's corporations, I'd be forever in your debt. I'm trying to add a bunch of corps to my game and I managed to merge the Crossroad's 10 corps screen with BUG. If I could also have a screen that only showed the ones I actually have established, I could add a ton of them to my game. It's highly unlikely I'll end up with 10 corps in one city afterall, but having all the icons there right from the start puts a limit on how many I can add. I have 10 now and I have ideas for 4 more.
 
@Cripp7
Good point you'd think so and what you say makes sense and would be good. However RevolutionDCM is not necessarily scenario compatible. It depends on what files the scenario is needing to change in order to make the scenario happen.
Cheers


Side note- DCM crashes but SS doesn't crash.
 
I'm in the middle of working on a new version of RevolutionDCM. Has anyone got any comments about this version of Inquisitions?

Orion's Inquisition Mod ver 1.01D
http://forums.civfanatics.com/showthread.php?t=249392 page 16

If you like it, I will simply modify it for some revolution effects.
Cheers.
 
Back
Top Bottom