RevolutionDCM for BTS

Cool. Here's the latest build just prior to BUG. Note that no addon's will work except for the SS addon included in the zip.

Cheers.

thx glider. in my personal mod where RevDCM is the base I've been having problems. whats weird is that if bug doesnt load the game runs fine. so i think it may be impacting my laptop's memory.thx
 
is there a way to shut off battle effects and IDW?

GlobalDefinesAlt.xml for the battle effects. Unless it's changed, IDW cannot be toggled. Why would you want to disable IDW though?
 
GlobalDefinesAlt.xml for the battle effects. Unless it's changed, IDW cannot be toggled. Why would you want to disable IDW though?

I was always a fan of Rev + DCM (w/stack attack). Nothing really else. glider has done great work but i wish it was still just revolution and DCM :(
 
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.
Are you going to merge BUG mod v3.5 to your next version? I did it just for Rise of Mankind's next version ie. I combined RevDCM 0.951 (with super spies addon) and BUG v3.5 and I was hoping that I wouldn't have to do it again once you release next version of RevDCM ;)

Inquisition addition will be nice - I can then finally scrap from RoM the python version of Inquisitors :)

Keep up the good work :goodjob:
 
@Zappara
Yeah anything that is a basic component of RevDCM I will look after in terms of maintenance. In the next release I'll include BUG 3.5 thanks for pointing it out. Yeah the idea is to get a good basic inquisitions effort going that takes elements of OrionVeteran's and applies it to Revolutions. Next version will hopefully also be timed to coincide with Dresdon's excellent unofficial patch efforts and gives me time to tweak Super Spies and standardise it into the BTS espionage scheme, so that assassination and bribery missions are altered and understood by the AI, which is not the case now.

@Ekmek
Phungus is a bit like me in the sense that I cannot live without IDW. However you can turn it off in /assets/xml/GlobalDefinesAlt.xml:
<Define>
<DefineName>IDW_ENABLED</DefineName>
<!-- Enable/Disable Influence Driven War Mod -->
<iDefineIntVal>1</iDefineIntVal>
</Define>

Considering you are the one on working with VD, How did the modular loading of VD4.01 go applied to RevolutionDCM. Is it just plug and play? Probably not!? Stack attack is on the to do list. Got to get that working properly if Dale is occupied elsewhere!

Cheers
 
Phungus is a bit like me in the sense that I cannot live without IDW. However you can turn it off in /assets/xml/GlobalDefinesAlt.xml:

Stack attack is on the to do list. Got to get that working properly if Dale is occupied elsewhere!

glider,

i've been messing with my personal mod which is/was based on revdcm and VD then with mypetromod, jarm, and a bunch of my leaderheads. I've been having a hell of a time with crashes and cant determine if its compatibility between mods or if some of the civs i lift from civgold are in 3.17 format. all kinds of stuff. so right now i just have revolution as the base since stack attack is what i really liked.

Considering you are the one on working with VD, How did the modular loading of VD4.01 go applied to RevolutionDCM. Is it just plug and play? Probably not!?

revolution and VD are really compatible. the big difference in VD and RevDCM is the unit art defines which i think are just scale differences. however revDCM has an audio file which rev doesnt and they need to be merged. I can work on merged files and include all the xml in a zip that you can make as an add-on (along with your other stuff) that way people can download VD copy it over then copy the add-on.
 
Getting a bug with the Artillery bombard DCM option if it's enabled from people using the WolfRevolution mod:

http://forums.civfanatics.com/showthread.php?t=292578&page=5

Basically if the DCM option artillery bombard is enabled, artillery no longer have the ability to reduce the defensive bonuses in cities. Is this intrinsic to RevDCM, or was it caused by the merge?
 
Check your issue. An issue I have with DCM (and which oddly is still an issue with bombard disabled) is that you can't reduce defenses on a city from within your own borders.

ie: if your border touches the city, you need to move outside your border before you can reduce defense.
 
When i extract the file that i download from http://forums.civfanatics.com/downlo...o=file&id=8322 ,an error comes up. It seems that the file has corrupted!
Sometimes things happen in the tubes of the internet, files can go corrupt. If that happens delete it and just redownload.

glider with the new release of .40 BTS AI and Revolution .36 is there any chance we will be getting a RevDCM update soon (there is a post in the Revolution forums where someone apparently has a fix for the BUG mod-Revolutions display compatibility issue)? Also how are the inquisition changes coming along? I'm really looking forward to them as now I don't use inquisitions (removing Holy cities is stupid!), but with the new changes proposed things look good.
 
@Phungus
Thanks for taking an interest. Consistent work is being done on RevDCM in the background (1-2 hours a day). The best news is that I'm getting my head slowly around some excellent debugging with VC2005. The ability to log the internals of the engine at specific areas of the code is invaluable. The bad news is that I am one of the victims of the 200 million dollar lawsuit against Nvidia and I'm down one Nvidia enabled laptop. This means that I cannot run stability/reliability testing in the background on a seperate machine. This is slowing me down a lot.

These are the proposed steps to release another RevDCM:
1) Wait until Dresdon releases his latest patch
2) Wait until Better BTS AI releases it's patch including Dresdon
3) Wait until Revolutions releases it's latest patch including Dresdon
4) Release a new RevDCM core with latest BUG and changes to the scoreboard
5) Finish work on the revamped Super Spies addon
6) Begin work on Inquisitions addon using OrionVeteran's code as a base
7) Release a new addon pack for SS and Inq.
7) Merge SS and Inq into a NextWar addon
8) Release again a new addon pack for latest RevDCM

As far as Inquisitions goes, it's still at the concept stage. Here are the latest proposals:
At this stage, the latest Inquisition proposals are then:
1) Inquisitor can purge so long as there is a state religion and theology has been researched.
2) The founding religion of a holy city cannot be purged.
3) Purges can be carried out on any city in the empire and if successful, will remove all non-state religions and buildings except in case (2) where the founding religion of the holy city cannot be removed.
4) Capturing a holy city does not remove it's holy city status
5) An Inquisition is a national activity ONLY
6) The hits on diplomacy, happiness and rev index stay as is.
7) The probabilities of successful purges remain as is.
8) Inquisitors are built directly and do not require a holy office.
9) Newly captured cities in anarchy CAN be purged.
10) Limited religions will be implemented as a configurable option

Questions) Purges should not be allowed in other civic options like paganism and pacifism?
Thoughts welcome.

As far as the new Super Spies goes:
1) Super Spies remains as is except for points below:
2) Assassination mission removed
3) Assassination reimplemented in standard BTS format including standard BTS XML
4) Assassination allows a spy to kill a great specialist in a city
5) Bribing incorporated into the standard BTS format including standard BTS XML
6) Single workers can be bribed. No other unit is bribable.
7) The AI understands how to assassinate and bribe.
8) Assassination and bribing costs and probabilities configurable via XML.
9) The AI's obsessive choice to poison cities has been somewhat curtailed and it will use a somewhat greater variety of active espionage options (achieved by tweaking the XML)
10) Assassination and bribery will be turned off by default for those who do not want to disturb game balance.

Once the new RevDCM and addons are released, subsequent goals are:
1) Fix the inability to bombard when in friendly territory
2) Fix stack attack
3) Teach the AI to prefer attack plots that are most likely to advantage IDW territory gains

Cheers.
 
Everything sounds good for the most part, except this:
4) Assassination allows a spy to kill a great specialist in a city.
Do not include this. There are two main reasons not to. First, and most importantly this is an unfun game mechanic. Having a superspecialist killed would just suck. Not in the getting your ass kicked way, but in the having a rod shoved up your urethra way. This would just suck on nearly all playability and enjoyment levels. Also even if the AI is programmed to understand assassinating super specialists, it wol't do it effectively.

A few questions. In your list, does that mean you are waiting to finish everything on the list before releasing the next RevDCM version? If so, that'll be a while :( Of course, no sense in trying to rush you. It will come when it'll come.

You made some comments about XML, does this mean you are adding new XML tags? If so how does one incorporate that into a mod? I can't imagine people scour the XML code and manually enter every missing line in each block of the CivUnitInfos file. If not, nevermind.

Finally I have two bugs with the WolfRevolution mod. SuperSpies doesn't list it's missions properly. It says stuff like "-10% unit upgrade cost", and "No penalty for attacking from sea", any idea what could be causing that. And also there is a bug where you cannot bombard cities when your units are in friendly territory, is it staying like that, or can we hope for a fix?

That's everything I can think of regarding RevDCM, thanks for keeping us up to date on what's going on.
 
@Phungus
If you check out the priority list, you'll see that RevDCM core is a main objective. Suggested changes to priority are welcome. Super spies is getting changed so that espionage active missions are configurable via standard BTS xml. This means that assassination or bribery or any other mission can be turned off independently, or adjusted without having to re-compile. There will be no new tags either. As for the incorrect text displayed. I have noticed that as well however I believe that it is caused when you update the DLL without starting a new game. If you play a game from beginning to end without changing anything, I think the text stays true.

Cheers.
 
Hey glider!

Is the bombard bug (can't bombard something while within your national borders) a DCM bug or something within Civ 4 - BTS 3.17 itself? If it is a DCM issue is there a way for the user to COMPLETELY disable all DCM aspects in your combo mod? While I think Dale introduced some brilliant concepts, general consensus (or is this only a minority belief?) seems to be the AI doesn't really know how to fairly utilize a lot of these features which then gives the human player too much of a leg up using them (like the archer spamming).
 
1) Fix the inability to bombard when in friendly territory
2) Fix stack attack
3) Teach the AI to prefer attack plots that are most likely to advantage IDW territory gains

Cheers.
I'm not sure but when I looked those source files, to me it seemed that the DCM's bombardment chance is not used in any calculations (RoM 2.41 has RevDCM 0.951 with super spies addon included)? I'm not coder so I can't be sure if it really is working properly or is there some kind of bug in that system...
 
@LordGek
I don't know about the general consensus either except for what is in my head. :mischief: DCM and IDW are configurable via:
modname/assets/xml/GlobalDefinesAlt.xml
The consensus in my head is that the AI has no frontal lobe and relies on making it's decision in the hindbrain and midbrain. :) That said, it beats me on monarch which is sad for me but still good, and the pre-enabled DCM options with this mod are pretty balanced. The Better BTS AI is getting so good, that I am having to spend more time being sceptical about the DCM and Super Spies AI's more and more. The next release could be the first release that over-rides some aspects of the DCM and SS AI in favour of Better BTS.

@Zappara
Thanks for at least taking a look. Duuk as well suspects that the issue about bombardment is not necessarily in the DCM code component. It will be good to fix these smaller issues with time. If you know any python code, you could get into debugging the SDK via VC2005 because C++ is very similar to python. It is fun to be able to lay the AI down on the operating table and probe it's mind with breakpoints. Poor AI....always being critiqued and probed like a frankenstein. Not fair. :eek:

Cheers.
 
glider like Super Spies this is another one that looks like it could be added into the RevDCM core: Assimilation, and all the effects are in game start up options.
 
@Zappara
Thanks for at least taking a look. Duuk as well suspects that the issue about bombardment is not necessarily in the DCM code component. It will be good to fix these smaller issues with time. If you know any python code, you could get into debugging the SDK via VC2005 because C++ is very similar to python. It is fun to be able to lay the AI down on the operating table and probe it's mind with breakpoints. Poor AI....always being critiqued and probed like a frankenstein. Not fair. :eek:

Cheers.

Qualifier:

I think it's part of the DCM codebase, but not the 'core' actions which are configurable (since it's ALWAYS a bug, even with DCM parts all set to 0/disabled). I think it's part of the python calls for mission actions (the button itself as an issue). For example, in the "default" inquisition mod from bmarnz, Great Prophets can't use any of their action buttons in a city without the state religion. That's a peach if you don't have any religions in your nation yet and have to move the great prophet outside the city to have him lightbulb a tech :D
 
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