RevolutionDCM for BTS

great buddy, thanks alot, hope youre using also visual c++ express. As i said the error is about cycityinterface - void somthing. thanks ,by the way - "where animals hop not run" aussie? ;)

Yep, using visual c++ express 2005 at the moment which can also debug under XP.

Found the problem. There is an extra file pushing the base BTS SDK from 183 to 184 files. You need a new makefile. It's attached below. The extra file comes from Revolutions from memory. I'll try to remember to include the makefile with the SDK in the future. As for file dates in the SDK, all match ok with the 0.961 release.

Yeah, Aussie. If you go and see that big "block buster" movie that's coming out with Nicole Kidman in it called "Australia", you will get a glossy picture of what Australia is like. Otherwise, play a world map in civ starting on the Australian continent. That will give you a better idea about the place. We treated the indigineous peoples real ugly for a very long time so that we could sell sheep, cows, coal and uranium to you lot overseas.

Hope the SDK build goes ok now!
Cheers.
 
One feature i really like to be added is the max number of civs to around 50 or more, since i merge most mods with the XXL mod, i use gigantic maps and all the 34 civs on it, but because of it i cant have colonies nor barbarian civs, is it possible to do so??
 
you rock glider!

thanks alot !!!
hope that it will work :)


well, acctually i know how austrelia is like....

ive been to aus in 2004 been there for a month, went down from cairns to sydney,
didnt had time to do the outback, but maybe one day i will.
aus is amazing.
also i know its history abit.

:)
 
One feature i really like to be added is the max number of civs to around 50 or more, since i merge most mods with the XXL mod, i use gigantic maps and all the 34 civs on it, but because of it i cant have colonies nor barbarian civs, is it possible to do so??

Should be possible easily. Apparently it's just one line to change in the code and recompile. If I have any time, I will learn to compile it for more civs. I don't think there are any unforseen consequences of doing so other than the load on system memory and the AI's deterioration in quality of play with that many civs and that much socio-political complexity.

Cheers.
 
hey glider,

the makefile worked as promissed,
i really appriciate this.

heres a few things:

are you gonna add the inqusition by orionveteran?


how about adding johny smith religion and corp codes, its a 2-3 python files,
that make a scoll bar for crp and religion screen, and also, aloowes the display of alot more religions,
including withing city screen.

it can be a nice addition :)
 
@Kel
Inquisition testing is in full swing over here. It's going to be very very nice I can see that and OrionVet has put in some quality ideas and work. But with a few very powerful configuration options interacting with each other, there are some unanticipated consequences that need to be sorted out. I planned to release today but unless I can sort it out ASAP and eventually get news back to OrionVet, it will not happen until next week. Also was delayed by our toilet springing a leak yesterday causing me to divert from fixing civ to fixing reality.
Cheers.
 
Hi glider,

I am using your RevDCM as a base for my mod. I've updated to the latest version and I am running into an issue with the following error:

File "RevolutionInit", line 66, in __init__

File "RevolutionInit", line 171, in onGameLoad

File "DynamicCivNames", line 48, in __init__

File "DynamicCivNames", line 195, in onSetPlayerAlive

File "DynamicCivNames", line 333, in nameForNewPlayer

TypeError: not all arguments converted during string formatting

Have you encountered this before or have any clue how to fix it?

Cheers,
ripple01
 
Sounds like a text issue with dynamic civs. If you turn that option off and retest the python error drops away? If it does then it could be xml even. Would have to then single out the dynamic civ code. If the error stays on, it could be an error triggered by another problem. The event manager has changed in latest RevDCM. It is no longer the CvCustomEventManager and is now the BugEventManager. This gave me a fair bit of grief initially. When you merge with your mod, keep an eye on what event manager is deployed. May have nothing to do with this problem though.
Cheers.
 
Finally finished and tested the latest Revolution Inquisition (version 1.1). There is so much detail in the changes, you would be best to read the readme for the addon under RevolutionDCM/docs/Revolution_Inquisition_readme.txt

Enjoy. I believe it should be an enhancement to the game play for this mod. Big thanks to OrionVeteran in particular for his creative ideas for inquisitions.

Cheers.
 
Next war has been updated to include Inquistions. There are also function relocation changes to CvGameUtils.py in the latest Inquistions in this addon pack, simply to make merging easier. Re-download for these if you want.
Cheers
 
Finally finished and tested the latest Revolution Inquisition (version 1.1). There is so much detail in the changes, you would be best to read the readme for the addon under RevolutionDCM/docs/Revolution_Inquisition_readme.txt

Enjoy. I believe it should be an enhancement to the game play for this mod. Big thanks to OrionVeteran in particular for his creative ideas for inquisitions.

Cheers.

just re-d/l revolutiondcm right?
 
Only small release. Fixes a few widdle bugs etc. The DLL is now 50 CIV capable because someone asked for it. Check out the readme at /RevolutionDCM/RevolutionDCM_readme.txt

The addon pack is compatible with any RevolutionDCM version >= 0.961
Cheers
 
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