RevolutionDCM for BTS

I've been getting requests to include The Perfect World Map Script in WolfRevolution. I think I'll include it in the next update. Figured you might be interested in including it in RevDCM.
 
A weird part of IDW is that hidden nationality units leave culture after a victory. For the first time in any civ 4 game, I was attacked by a privateer and was surprised to see its victory leave Celtic culture behind. Not a big issue by any means because AI rarely builds these units but perhaps you can look into it.
 
@BobtheT
Ok will do, IDW is too good not to keep working on.

Been following your experiences with the black op's mod. You do have a point about it having some relevance to revolutions. It could also seriously disturb the balance in Revolutions as well. I'm thinking of it more in terms of filling in the gaps in barbarian behaviour generally in the game. Turning the barbs in the early game into more organised bands and in the latter game, into stateless terrorist organisations. It has to be done really well and at this point, black op's looks like it is in very early evolution. What do you think? I have not had any time on it at all.
Cheers.
 
@BobtheT
Ok will do, IDW is too good not to keep working on.

Been following your experiences with the black op's mod. You do have a point about it having some relevance to revolutions. It could also seriously disturb the balance in Revolutions as well. I'm thinking of it more in terms of filling in the gaps in barbarian behaviour generally in the game. Turning the barbs in the early game into more organised bands and in the latter game, into stateless terrorist organisations. It has to be done really well and at this point, black op's looks like it is in very early evolution. What do you think? I have not had any time on it at all.
Cheers.

There are 2 main reasons I think the black ops mod is relevant to the Revolutions mod. First of all, the "native populations" feature seems like it would fit in very well if some adjustments were made. I'm not sure exactly how it would integrate with Revolutions, but basically affecting the rev index if one exploits the natives, trying to gain the natives' support in a civil war for military/intelligence/rev index bonuses or special promotions. Colonists exploiting native populations leading to instability and revolution, etc. Basically, the Black Ops mod makes it so that exploited natives can radicalize into terrorists, but I also think it would work well with rev index/rebellions.

The second reason is that in Revolutions, the late game tends to have a ton of small civs around, products of barbarian civs or not-so-successful rebellions. These civs, especially in the hands of the AI, don't have much of a chance of winning the game. It seems like the Terrorist mechanic in Black Ops would provide a good way to make some of these otherwise hopeless civs useful. The smaller civs could be more likely to choose to support the terrorists or to become terrorist states, which would make them somewhat of a threat to the bigger nations. Then, instead of having 15 or so tiny civs who don't pose a threat, 5 of those may harbor terrorists and make threats against the bigger civs (Don't launch that spaceship or we'll nuke you! Don't attack such-and-such-a-civilization-that-we-are-friendly-to or we'll nuke you/blow some buildings up). I think it's a logical way to make those smaller civs feel like there's more of a point to their existence in the late game.

Also, the features of the mod like supporting insurgencies seem like it would integrate well with Revolutions - in the Black Ops mod, supporting insurgencies spawns barbarians, but in Revolutions, we could get it to spawn rebels that the civ is already fighting/already put down.

I think your ideas of integrating the barbarians and terrorists also makes a lot of sense.
 
@BobTheT
Yep, follow you. Makes sense. It will take a fair bit of time to make happen really well.

On another topic, the issue of late game small civs was quite a big deal when the AI of the bigger nations was not so good. That is changing a fair bit now. Here are some ways for players to tone down this fragmentation of civs, into small inconsequential civs that nobody is willing to touch:

1) Wait for more Better BTS AI when the big nations know better how to conquer and will not be so reluctant to take advantage of weakness! It's already better on v0.5.

2) Stabilise the middle ages "somewhat" with inquisitions. The big kingdoms have at least some more tools to prevent regular fracturing into pieces, and although it still happens, becomes less frequent.

3) Employ limited religions. Although religion spreads as it always does, because each civ can found only one religion with one holy city (unless more are captured), this also helps to tone down fracturing to a degree. If foreign religion still spreads into big kingdoms, by osmosis either peacefully or by force, it is a bit less of a white hot issue.

4) Play on standard size or smaller maps. As the AI get's better and better, it can keep a grip on itself and understand the broader context better on these smaller size maps.

These "tools" should do in the mean time.
Cheers.
 
glider1 said:
Wait for more Better BTS AI when the big nations know better how to conquer and will not be so reluctant to take advantage of weakness! It's already better on v0.5.

Yeah, the AIs are getting better at exploiting weaknesses. Unfortunately, if one plays with vassal states on, often times the smaller civs capitulate. I wish capitulation was a toggle-able option, since I don't mind peaceful vassals. Capitulation just makes the AI almost never completely wipe a civ out.
 
First off, great work glider1, this is definately my favourite mod out there :goodjob:

One query though - sorry if this has been raised, I've only had time to read 10 or so pages of this thread - but for some reason, when I go to start a custom game, the default number of starting Civs for a normal sized map is 17 :eek: While I definately want this many at some stage in the game, it seems a waste of the mod's features to start off with them. I can turn them off and get it back down to the normal 7, no problem, but it's a little irritating having to do this every time.
 
@Phrox
Thanks for the appreciation. RevolutionDCM is simply made up of the huge efforts of a number of very gifted people who believe in this great game and who are focussed on "quality". A new version is not that far away.

Yeah that custom screen is annoying alright. It would be interesting if anyone out there knows whether the custom screen can be "customised" so that we can fix this minor "annoyance". Virtually every other interface screen in civ can be improved.

The way I have "fixed" that "annoyance" is to start a game of RevolutionDCM and play it through to the end which can take weeks. By then I have forgotton how annoying the custom screen is! :)

In the mean time, instead of having to work through that list of default starting civs, go to this file and edit it with a text editor and start a new game:
...\MODS\RevolutionDCM\Assets\XML\GameInfo\CIV4WorldInfo.xml
Change the numbers of starting civs for each map size and you are done. The new "settings" will be applied from then on. If you want to get sophisticated, I think you can even put that file into the custom assets folder under the identical path, and the setting's will even be remembered across different mod instances. It might take a bit of experimentation to see and I have never bothered trying myself.

By the way, this thread is huge (to huge to read). You can search for stuff using the "search this thread" drop down at the top of this page.

Cheers.
 
Eh Keldath I thought you were on Hanuca. Shucks the party is over. Some party the last few weeks have been for your part of the world I take it....

RevolutionDCM is working on two fronts at the moment. Better BTS AI is in testing at 0.6 and feel free to download and try it. Jdog master has really brought out some interesting high level behavioural improvements that need some time to comprehend the long term effects. The other front is that the interface is being worked on and improved. I dunno when RevDCM will be re-released, but testing on the 0.6 AI is a big factor. A week or two? In the meantime, feel free to download the next RevDCM in it's design phase on sourceforge. Remember that each release is just design phase but is probably fine. The link is:
https://revolutiondcm.svn.sourceforge.net/svnroot/revolutiondcm/
but you will possibly need TortoiseSVN freeware to download it.
Cheers.
 
Not sure if it's been fixed, so I'll report it.

RevDCM 097: If you have choose religions on, you get weird behaviour. ie: When meditation is discovered, buddhism AND whatever you choose are founded.
 
Just another thing I've noticed, and I suspect it might be related to my earlier post about the default number of AIs. I'm playing on a normal sized map, and I got this quest to build 15 libraries before the Renaissance. IIRC, the usual amount for a standard map is 7.

Civ4ScreenShot0011.gif
 
@glider1
It is both a BTS thing that is affected by the mod. These quests depend on the number of players regardless the map size.

EDIT: Ok thanks I get it. If I return the default number of civs per map size to BTS defaults, that should fix the problem. Thanks Cripp and Kali.

As for RevDCM, we are currently debating 0.6 Better BTS AI. Jdog has introduced genuine intercontinental warfare but it seems to highlight newly triggered weaknesses in the AI's strategy, that Jdog is using his skills to balance. I will be working on improvements to the Revolution Watch screen and a choose religion bug inside inquisitions, so everyone is busy!

Cheers.
 
Best mod ever! Makes vanilla Civ4 look like a crappy beta. :)

Think i have a little problem thou:

Religion does not seem to be spreading.
Almost every city only has 1 religion - The AI is not inclined to spreading their religion. Plus it doesnt' seem like its spreading via trade routes either. Early on in the game i got religion from my neighbor in one town, but after that it stopped & i had to spread the rest myself.

Same for corporations - 2 rival civs which whom i have open borders don't spread their corporations either. They aren't spreading it in their own civ either, for that matter.




Also... how can i turn off they ghey unit renaming. Its a nice touch, but annoying when its upgrade time. :/

Thanks :)
 
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