RevolutionDCM for BTS

Yeah. I tried Refar's makefile, but it stops compiling mid stroke. So I used winmerge with your makefile included in the RevDCM sources and it finishes compiling, but then fails when linking the object files, so I think there is something missing in Refars debug linking information... At least that's my theory. So if you could upload your makefile, I could then build a debug dll, which I'd like to do.
 
Hi glider1,

even if you intend to move to WoC, please have a RevolutionDCM version on it's own (with nice new things as BetterAI 0.70 and BAT 4.0 when it's released).
I'm asking for this because I did a bit of stability testing of RevolutionDCM and RevDCM 1.02 WoC Lite Merge (without Next War) on my own. And I'd kindly ask for RevolutionDCM to continue as is.
 
Hi glider1,

even if you intend to move to WoC, please have a RevolutionDCM version on it's own (with nice new things as BetterAI 0.70 and BAT 4.0 when it's released).
I'm asking for this because I did a bit of stability testing of RevolutionDCM and RevDCM 1.02 WoC Lite Merge (without Next War) on my own. And I'd kindly ask for RevolutionDCM to continue as is.

I strongly agree. I want nothing from WoC light, and my fear is all it will do is complicate matters, and make mods like Legends of Revolution unstable. Also I really cringe at the fact I'd have to take into account more stuff when merging in my own SDK changes. Overall I see no benifit (litterally none), and only potential problems.

I realize for some, RevWoc seems the way to go, as they are looking at it from a RoM or similar mod viewpoint. But for those of us interested in stability and coherency and have no interest in content just for the sake of OMFGBBQ MOAR CONTENT perspective, this one dll project makes us cringe.

:gripe:
 
Ok, "Extra" on the "list".
Cheers.

What is the "list." It sounds spooky.

Anyway, congrats on passing 1k posts. Yā!
 
@glider 3 requests

1st please don't take my rant against the RevDCMWoc build personally. Just try to understand my perspective.

2nd I'd really like the debug makefile so I can do dll debugging.

3rd: Bit more complex here. Basically for for Legends of Revolution I really want to just remove the RevDCM tab in the Bug options. I've set the mod to be balanced with certain settings, and I don't want the user changing them just cause they can. Also the version just before 1.00 was reported to work in multiplayer without Revolutions on, and I think the 1.00 build has made multi impossible again due to the RevDCM tab, and some of the options are just unstable in the first place. So how can I go about just simply removing the tab?

Anyway, peace man.
 
Having played Revolutions in MP, I can tell you that the whole thing works in MP. The only problem is that the revolution popups affect ALL players and ALL players (human anyway) can select options.

So if you have 3 cities on the verge of revolt, the popup will display for everyone. If that menu could be targeted to a single player, revolutions would work fine in MP.
 
@Phungus
My debug makefile is attached to this post. Hope it helps. If RevDCM does go WoC lite, I will try very hard for it to not affect stability, or speed. The RevDCM tab can be removed by deleting out the line:
Code:
<tab module="RevDCMOptionsTab"/>
in assets/config/init.xml.

@Avain
Understand totally the desire not to make RevDCM worse. It is near perfect now and virtually anything will make it worse not better. If WoC lite does happen, it will be because I am confident and settled that it will not worsen RevDCM's excellent reputation. Thanks for doing a 0.7 build. Jdog will incorporate 0.7 Better BTS into RevDCM when he has time soon. He sometimes puts in "extra" AI enhancements into RevDCM which cannot be put into the conservative Better BTS project. Really looking forward to a better AI that's for sure!

@Duuk
Thanks man for reporting back on multiplayer! This is the first true feedback I've had on multiplayer. If the RevDCM options are left alone and not tampered with during the middle of a multiplayer game, then the outstanding issue appears to be converting over Revolutions to Multiplayer, something that Jdog is aware of and that at some future point, I can help him with on the hack work.

@Dancing Hoskuld
Yeah still interested in hearing about new "mods" but this week it will be heads down for me trying to nut out WoC Lite. If this can be made to work, then in the future, these kinds of small mods like "vicinity mod" might be able to dropped into the modules folder. Of course, if a mod requires changes to the SDK itself, that is an entirely different situation. Drop back into the forum in another week or two and see what has happened to RevDCM with WoC and this will clarify where we go in terms of additional mods to RevDCM.

@Keldath
Thanks for your interest in WoC Lite. The only problem at the moment is a "perception" of a problem as it has not really happened except as a prototype. The main "issue" that has been highlighted by Avain and OrionVet, is to do with stability and crashing. I will study this in close detail over the coming week or two.

Cheers.
 
@glider, thanks. Trying to compile a debug.dll now. When I tried to get it to link the previous compiled objects it said "Don't know how to make cityInterface2.obj", so I'm recompiling from scratch. One thing though, if there is an entire object file missing, how did my previous, non debug (final_release) gamecores work? Anyway, should know in about 2 hours if this makefile works... Takes so long.

Regarding WoC, here are the reasons I am against it:

1)No benifit. There is nothing in WoC I want. Not a thing. And as they say, if it ain't broke don't fix it.

2)(in)Stability. WoC is nutorious for being unstable.

3)Loading times. A RevDCM version of WoC will likely take about 10 minutes to start up on my machine

4)Extra complexity. I make many dll merges in my mod. It's kind of a pain merging them in to new RevDCM versions as is, but that's the price I gotta pay to keep things updated. Also it's well worth it, you and jdog do a fantastic job making nuts and bolts improvements to the mod that are great to incoporate, and I feel good about it at the end of the day. Now throw in WoC and I'm going to have to account for a bunch of crap I neither want nor need when making my merges, and well, it just pisses me off irritates me to think about.

5)Speed. Adding all this fat to the gamecore, weather it's unused or not, is going to need to be processed. In addition to loading up, which is reportedly a nightmare for low end machines, it's also going to just bring the game to a crawl in game.

6)Seriously why?
 
@phungus

1. The whole point is so work does not have to repeatedly be produced by an xml monkey. If you don't see the point of not having to change the Civ4DiplomacyInfos.xml in the main xml folder each time to add a leader. Or having relative art paths inside of the folder for leaderheads. You probably will never will see the point of the WoC.

2.Instability based on what? Avian's test? You have not tried. Let me even say this Avain is the only one person that claims to have a CTD that has tried the Lite version. RoM has been testing and no CTD's so far. Strange how people who do not want the WoC can find CTD's right? If you are referring to Orion. If you use the wrong xml schema in the game then yes you will have errors.

3. How do you know? A friend told you that WoC Full runs slow so every WoC incantation runs slow right.

4. Well you should not be playing with the SDK to often anyway right? But most modular loading is not in a lot areas that you would play with anyway maybe CvInfos being the one?

5. Again you should try it beside just complaining based on hearsay you heard does not mean anything.

6. You do not like sharing modules? No benefit from to be able to just drop a civ in modules and not to edit any xml or art outside of the module folder?

You do not see the point of the WoC because you never tried it to see the work it can save. And that is fine if you do not want it. But please don't rant BS you do not know based on BS hearsay.

There is another thread for the possible merge. So like I tried before. I will try to keep WoC out of this thread. But please do not act like a bunch of kids whining about a toy looking ugly because your friend said it did look ugly 6 months ago.
 
@phungus

1. The whole point is so work does not have to repeatedly be produced by an xml monkey. If you don't see the point of not having to change the Civ4DiplomacyInfos.xml in the main xml folder each time to add a leader. Or having relative art paths inside of the folder for leaderheads. You probably will never will see the point of the WoC.
You're pretty much right. I'm not one of those "Ohhh, Shiny" type people that sees a new leaderhead and has to add it in. If you're not an OMFG MOAR!!! type personality, this doesn't apeal to you at all.

Further, if some artist makes a new leaderhead, and you want it added, Someone out there has to write up the XML for it... And if you're a mod producer this will invariably be you anyway.

So all in all I give this a 3/10 for utility. I mean, if I see a new leader I want to add, and if someone already bothered to do the XML work on it, and if that work has been tested and works, and doesn't conflict with something else I've already done, then yeah, it could save me some time.

The question is, is this worth all the other crap involved. Simply put, no, unless you want 100s of leaderheads and such in your mod.

2.Instability based on what? Avian's test? You have not tried. Let me even say this Avain is the only one person that claims to have a CTD that has tried the Lite version. RoM has been testing and no CTD's so far. Strange how people who do not want the WoC can find CTD's right? If you are referring to Orion. If you use the wrong xml schema in the game then yes you will have errors.
Based on every thing I've ever seen about WoC...

But that's actually not much of an issue. If glider takes RevDCM to WoC and makes it manditory for using the RevDCM base, I have full confidence stability will be adressed anyway.

It's more I think it's a timesink to try to stabilize the thing in the first place. But that's just my oppinion, and it really doesn't matter. If glider enjoys working on it that's his thing to do, modding is a hobby after all, you're going to focus on the areas that interest you.

3. How do you know? A friend told you that WoC Full runs slow so every WoC incantation runs slow right.
Yep. That and common sense. I mean if you load a bunch of stuff into the dll, that's all gotta be processed... that takes more of the CPUs energy and RAM.

4. Well you should not be playing with the SDK to often anyway right? But most modular loading is not in a lot areas that you would play with anyway maybe CvInfos being the one?
You obviously don't believe this yourself. And you know it's a bull argument.

Look, I'm working on Legends, and I add a trait, Enlightened. I've made it so that
this trait grants culture from non state religions. This requires SDK modification to work correctly. No way around that. There are a myriad of other modifications that require the SDK to make work. And that's really where WoC falls flat.

It's really only plug and play for XML stuff anyway, which a monkey can do. The really useful time saving stuff that might make it cool, like Culturally linked Starts, or a Leonardo's Workshop -50% unit upgrade cost XML tag can't be done. Some of this can be hacked in through Python, but this often leaves the AI clueless as to it going on, and leads to more work in the long run, since you have to often change your code in Python when you want to tweak things, rather then just adjusting tags in XML.

5. Again you should try it beside just complaining based on hearsay you heard does not mean anything.
Yep, listening to other people's experiences certainly is a stupid thing for me to do :rolleyes:

6. You do not like sharing modules? No benefit from to be able to just drop a civ in modules and not to edit any xml or art outside of the module folder?

You do not see the point of the WoC because you never tried it to see the work it can save. And that is fine if you do not want it. But please don't rant BS you do not know based on BS hearsay.

No, I don't see the benifit of sharing modules. Then again I don't want to add in dozens of leaderheads, and just don't see the point.

Functional effects I might want to add in, WoC can't do. Everything it can do is basically just simple XML mods anyway.

So like I said, I don't see the point.
 
You obviously don't believe this yourself. And you know it's a bull argument.

Look, I'm working on Legends, and I add a trait, Enlightened. I've made it so that
this trait grants culture from non state religions. This requires SDK modification to work correctly. No way around that. There are a myriad of other modifications that require the SDK to make work. And that's really where WoC falls flat.

It's really only plug and play for XML stuff anyway, which a monkey can do. The really useful time saving stuff that might make it cool, like Culturally linked Starts, or a Leonardo's Workshop -50% unit upgrade cost XML tag can't be done. Some of this can be hacked in through Python, but this often leaves the AI clueless as to it going on, and leads to more work in the long run, since you have to often change your code in Python when you want to tweak things, rather then just adjusting tags in XML.

Well that is the point it effects the XML loading mainly is the idea. So you can make you hundred of python wonders. Or other python inventions like before. But that is point to make it easier for XML monkeys as well. I guess you have not understood the point. It does not effect the other areas, and you may be looking for a lot of changes that would. WoC is meant to leave that alone.

Yep, listening to other people's experiences certainly is a stupid thing for me to do :rolleyes:
Yep sure I love working a lot on something that does not work at all.:lol:

It is something I thoroughly enjoy. There is nothing more fun then spending hours on some broken code.

No, I don't see the benifit of sharing modules. Then again I don't want to add in dozens of leaderheads, and just don't see the point.

But I see you like spending hours on a new unit combat category that someone has to spend hours again on to move to their mod. I guess you just don't like to make it easy for others to just make a module of your entire mod. Not only would be easy it would make your mod much smaller.

Functional effects I might want to add in, WoC can't do. Everything it can do is basically just simple XML mods anyway.

So like I said, I don't see the point.

And again this is nothing against having an opinion of wanting less. I do understand that. I just can not understand what you guys think I am doing. Do you think I am making a defected product for fun? So please just test it before complaining. If you actually find a bug report it, and please give me something to look at to find the bug.

I just wanted to add... I hate adding a bunch of leader and civs myself. But it seems very popular though. Just saying the WoC is meant to let people to decide instead of someone deciding for them.
 
So please just test it before complaining. If you actually find a bug report it, and please give me something to look at to find the bug.

This is really the crux of the issue. I have a lot of stuff I'm working on, and I don't want to have take time out of that to test for issues involved with other things I have no interest in.

You see I've been using RevDCM for a while now, since v 0.95. I love it, it's a great mod, and has been the core of my main two projects since (WolfRevolution and Legends of Revolution now). It's stable, and has great concepts I can utilize that really expand the game, with very little extra stuff I don't want. But now that is threatened by the inclusion of WoC, so me being a human being, well I'm going to be resistant to what I percieve as a threat to my project.
 
This is really the crux of the issue. I have a lot of stuff I'm working on, and I don't want to have take time out of that to test for issues involved with other things I have no interest in.

You see I've been using RevDCM for a while now, since v 0.95. I love it, it's a great mod, and has been the core of my main two projects since (WolfRevolution and Legends of Revolution now). It's stable, and has great concepts I can utilize that really expand the game, with very little extra stuff I don't want. But now that is threatened by the inclusion of WoC, so me being a human being, well I'm going to be resistant to what I percieve as a threat to my project.

Well please don't rant things that are not true is all I ask. You might of heard something but does not mean the person who says it knew what he was doing. Not that they are stupid or anything. But it is a change yes. And the change takes some getting used to. But not that hard.

How is your mod threatend? I think your mod would become even more popular if made into a module. That way anyone can drag and drop it into a folder to use it. This should not effect your mod whatsoever. You might like how easy you can test instead of using the entire xml with the WoC.

Code:
<UnitInfo>
			<Class>UNITCLASS_LION</Class>
			<Type>UNIT_LION</Type>
			<UniqueNames/>
			<Special>NONE</Special>
			<Capture>NONE</Capture>
			<Combat>NONE</Combat>
			<Domain>DOMAIN_LAND</Domain>
			<DefaultUnitAI>UNITAI_ANIMAL</DefaultUnitAI>
			<Invisible>NONE</Invisible>
			<SeeInvisible>NONE</SeeInvisible>
			<Description>Sand Beast</Description>
			<Civilopedia>TXT_KEY_CONCEPT_ANIMALS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_UNIT_ANIMAL_STRATEGY</Strategy>
			<Advisor>NONE</Advisor>
			<bAnimal>1</bAnimal>
[COLOR="Red"]			<bFood>0</bFood>
			<bNoBadGoodies>0</bNoBadGoodies>
			<bOnlyDefensive>0</bOnlyDefensive>
			<bNoCapture>0</bNoCapture>
			<bQuickCombat>0</bQuickCombat>
			<bRivalTerritory>0</bRivalTerritory>
			<bMilitaryHappiness>0</bMilitaryHappiness>
			<bMilitarySupport>0</bMilitarySupport>
			<bMilitaryProduction>0</bMilitaryProduction>
			<bPillage>0</bPillage>
			<bSpy>0</bSpy>
			<bSabotage>0</bSabotage>
			<bDestroy>0</bDestroy>
			<bStealPlans>0</bStealPlans>
			<bInvestigate>0</bInvestigate>
			<bCounterSpy>0</bCounterSpy>
			<bFound>0</bFound>
			<bGoldenAge>0</bGoldenAge>
			<bInvisible>0</bInvisible>
			<bFirstStrikeImmune>0</bFirstStrikeImmune>
[/COLOR]			<bNoDefensiveBonus>1</bNoDefensiveBonus>
[COLOR="Red"]			<bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
			<bCanMoveImpassable>0</bCanMoveImpassable>
[/COLOR]			<bCanMoveAllTerrain>1</bCanMoveAllTerrain>
[COLOR="Red"]			<bFlatMovementCost>0</bFlatMovementCost>
			<bIgnoreTerrainCost>0</bIgnoreTerrainCost>
			<bNukeImmune>0</bNukeImmune>
			<bPrereqBonuses>0</bPrereqBonuses>
			<bPrereqReligion>0</bPrereqReligion>
			<bMechanized>0</bMechanized>
			<bSuicide>0</bSuicide>
			<bHiddenNationality>0</bHiddenNationality>
			<bAlwaysHostile>0</bAlwaysHostile>
			<UnitClassUpgrades/>
			<UnitClassTargets/>
			<UnitCombatTargets/>
			<UnitClassDefenders/>
			<UnitCombatDefenders/>
			<FlankingStrikes/>
[/COLOR]			<UnitAIs>
				<UnitAI>
					<UnitAIType>UNITAI_ANIMAL</UnitAIType>
					<bUnitAI>1</bUnitAI>
				</UnitAI>
			</UnitAIs>
[COLOR="Red"]			<NotUnitAIs/>
			<Builds/>
			<ReligionSpreads/>
			<CorporationSpreads/>
			<GreatPeoples/>
			<Buildings/>
			<ForceBuildings/>
			<HolyCity>NONE</HolyCity>
			<ReligionType>NONE</ReligionType>
			<StateReligion>NONE</StateReligion>
			<PrereqReligion>NONE</PrereqReligion>
			<PrereqCorporation>NONE</PrereqCorporation>
			<PrereqBuilding>NONE</PrereqBuilding>
			<PrereqTech>NONE</PrereqTech>
			<TechTypes/>
			<BonusType>NONE</BonusType>
			<PrereqBonuses/>
			<ProductionTraits/>
			<Flavors/>
			<iAIWeight>0</iAIWeight>
			<iCost>-1</iCost>
			<iHurryCostModifier>0</iHurryCostModifier>
			<iAdvancedStartCost>-1</iAdvancedStartCost>
			<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
[/COLOR]			<iMinAreaSize>-1</iMinAreaSize>
			<iMoves>1</iMoves>
[COLOR="Red"]			<bNoRevealMap>0</bNoRevealMap>
			<iAirRange>0</iAirRange>
			<iAirUnitCap>0</iAirUnitCap>
			<iDropRange>0</iDropRange>
			<iNukeRange>-1</iNukeRange>
			<iWorkRate>0</iWorkRate>
			<iBaseDiscover>0</iBaseDiscover>
			<iDiscoverMultiplier>0</iDiscoverMultiplier>
			<iBaseHurry>0</iBaseHurry>
			<iHurryMultiplier>0</iHurryMultiplier>
			<iBaseTrade>0</iBaseTrade>
			<iTradeMultiplier>0</iTradeMultiplier>
			<iGreatWorkCulture>0</iGreatWorkCulture>
			<iEspionagePoints>0</iEspionagePoints>
			<TerrainImpassables/>
			<FeatureImpassables/>
			<TerrainPassableTechs/>
			<FeaturePassableTechs/>
[/COLOR]			<iCombat>2</iCombat>
			<iCombatLimit>100</iCombatLimit>
[COLOR="Red"]			<iAirCombat>0</iAirCombat>
			<iAirCombatLimit>0</iAirCombatLimit>
[/COLOR]			<iXPValueAttack>4</iXPValueAttack>
			<iXPValueDefense>2</iXPValueDefense>
[COLOR="Red"]			<iFirstStrikes>0</iFirstStrikes>
			<iChanceFirstStrikes>0</iChanceFirstStrikes>
			<iInterceptionProbability>0</iInterceptionProbability>
			<iEvasionProbability>0</iEvasionProbability>
			<iWithdrawalProb>0</iWithdrawalProb>
			<iCollateralDamage>0</iCollateralDamage>
			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
			<iCityAttack>0</iCityAttack>
			<iCityDefense>0</iCityDefense>
			<iAnimalCombat>0</iAnimalCombat>
			<iHillsAttack>0</iHillsAttack>
			<iHillsDefense>0</iHillsDefense>
[/COLOR]			<TerrainNatives>
				<TerrainNative>
					<TerrainType>TERRAIN_GRASS</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
				<TerrainNative>
					<TerrainType>TERRAIN_PLAINS</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
				<TerrainNative>
					<TerrainType>TERRAIN_DESERT</TerrainType>
					<bTerrainNative>1</bTerrainNative>
				</TerrainNative>
[COLOR="Red"]			</TerrainNatives>
			<FeatureNatives/>
			<TerrainAttacks/>
			<TerrainDefenses/>
			<FeatureAttacks/>
			<FeatureDefenses/>
			<UnitClassAttackMods/>
			<UnitClassDefenseMods/>
			<UnitCombatMods/>
			<UnitCombatCollateralImmunes/>
			<DomainMods/>
			<BonusProductionModifiers/>
			<iBombRate>0</iBombRate>
			<iBombardRate>0</iBombardRate>
			<SpecialCargo>NONE</SpecialCargo>
			<DomainCargo>NONE</DomainCargo>
			<iCargo>0</iCargo>
			<iConscription>0</iConscription>
			<iCultureGarrison>0</iCultureGarrison>
			<iExtraCost>0</iExtraCost>
[/COLOR]			<iAsset>1</iAsset>
			<iPower>1</iPower>
			<UnitMeshGroups>
				<iGroupSize>1</iGroupSize>
				<fMaxSpeed>1.75</fMaxSpeed>
				<fPadTime>1</fPadTime>
				<iMeleeWaveSize>1</iMeleeWaveSize>
				<iRangedWaveSize>0</iRangedWaveSize>
				<UnitMeshGroup>
					<iRequired>1</iRequired>
					<EarlyArtDefineTag>ART_DEF_UNIT_LION</EarlyArtDefineTag>
				</UnitMeshGroup>
			</UnitMeshGroups>
			<FormationType>FORMATION_TYPE_ANIMAL</FormationType>
			[COLOR="Red"]<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<FreePromotions/>
			<LeaderPromotion>NONE</LeaderPromotion>
			<iLeaderExperience>0</iLeaderExperience>[/COLOR]
		</UnitInfo>

For example. You only have to add xml lines for new things that are not 0. None of the red is needed. That is point of the modular stuff. It can drastically cut down your work load.
 
2.Instability based on what? Avian's test? You have not tried. Let me even say this Avain is the only one person that claims to have a CTD that has tried the Lite version. RoM has been testing and no CTD's so far. Strange how people who do not want the WoC can find CTD's right? If you are referring to Orion. If you use the wrong xml schema in the game then yes you will have errors.

Hey, don't misunderstand me! I'd be the first in the row to cheer for you for this enormous undertaking and each and every feature you did with WoC is a needed and great addition. It basically corrects the broken modular loading of Civ4 and if anything, this deserves high praise and thanks!
But besides the CTDs for the Next War component, I tried the Lite WoC RevDCM, and it was more stable. It ran ok up until the point I tried to interrupt the autoplay when it CTD. This never happened with RevDCM. There's always a possibility I screw up something, so of course these are just my experiences.
I just think that the project you are running (WoC with everything included in a dll) is an overly ambitious one for part-time modders - but hey, prove me wrong!
I have full respect for what you are doing, and if it's running stable I'll be among the first to switch to it!
 
Probably the Autoplay python. I added some things from the Jeckel autoplay's change to add new things to interface and more Autoplay options. But the python is wrong somewhere. I did not add his SDK stuff. I will axe it then. And let you try again if you like. If that is it then that is small. By no means unstable SDK.
 
Probably the Autoplay python. I added some things from the Jeckel autoplay's change to add new things to interface and more Autoplay options. But the python is wrong somewhere. I did not add his SDK stuff. I will axe it then. And let you try again if you like. If that is it then that is small. By no means unstable SDK.

Great! I'll be happy to try!
 
I removed anything from the extra autoplay. Loading it myself now to double check. I missed a line in one file where it was brought in. I will get up in just a little bit. I want to test it before to make sure I got everything.
 
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