RevolutionDCM for BTS

The problem for me is that I am not seeing the problem. Events appear to be working on my end, but from your reports some events are working and others are not. So far the main problem that reoccurs appears to be with some "herbalist" event. Are the any others faulty and is there a pattern of faultiness?
Cheers.

I think I've figured out the problem. The herbalist event(healing plant in the XML files), like a few others has the second or third options give immediate effects as well as a certain probability of triggering additional events. For example, for the herbalist event, it gives you the option of triggering event_healing_plant_1, 2, and 3 in Civ4eventinfos.xml. 1 gives you happiness for 10 turns, 2 gives you one whip:mad: and a probability of triggering event_healing_plant_4 and 5, whilel 3 gives you 2 whip:mad: and a probability of triggering event_healing_plant_4 and 6. The immediate effects work, but when you pick 2 or 3, it doesn't trigger 4, 5, or 6 the way it's supposed to. So something's wrong with the <AdditionalEvents> thing not working. There aren't a lot of events that use <AdditionalEvents>, but the ones that do are all like the herbalist event in that options 2 and 3 are supposed to trigger additional events which don't trigger, which matches Frekk's observations on what events don't work.
 
:lol: Poor bunnies. I have no clue what is up with the multiplayer. I been making units all day. 12 so my head is spinning in the other direction at the moment, but will look at WoC stuff to see if it is a bug in it first when I get the chance.

thanks one and all
DAB_153x350a.jpg
 
@Xchen08
Yes well done nice find you nailed it! There is something wrong with the woc xml loading system, where it has to read in data from tags buried within tags. It can read the first and second layers fine, but it fails with the third. This matches with the apollo bug then. I have no real experience with the woc mechanisms, but it looks as if I am going to get experienced if you know what I mean....:rolleyes:

@Hepaiston
Well done you nailed it! Yes I have repeated your finding that units with specific terrain bonuses in combat (like woodsmen etc), loose that ability when fighting in a battle effect's affected terrain. Well done! I have no real experience in the battle effect mechanisms, but it looks as if I am going to get experienced if you know what I mean....:rolleyes:

@Phungus
Multiplayer is going to need someone to test when it broke and in what version. I have no real experience in the multiplayer mechanisms, but it looks as if I am going to get experienced if you know what I mean.:rolleyes:

Feel free to fix it for me and Jdog anyone. There is a six pack of beer for anyone who fixes it, except that the beer will be a six fold duplication of munky's dab dortmunder graphic.

Cheers.
 
Just remove battle effects, no one uses them anyway, and they don't enhance anything. They are just annoying.

As far as the events and multi is concerned, the events issue is one with WoC, and I'm willing to wager so is the multiplayer one. I'll wait on jonny if he has any ideas on where to start on these two issues. To me the multiplayer one is the most critical. I'll bite my tongue about WoC, and just say I'm willing to help on the multiplayer debugging in any way possible. Just give me direction. Personally I think the best way to start would be to have the three of us (glider, jonny Smith, and me) all compile 2.5 debug dlls and try to connect with each other and see what sort of asserts get thrown. But I know nothing about this, so you guys might have a better idea of where to start.
 
I think I've figured out the problem. The herbalist event(healing plant in the XML files), like a few others has the second or third options give immediate effects as well as a certain probability of triggering additional events. For example, for the herbalist event, it gives you the option of triggering event_healing_plant_1, 2, and 3 in Civ4eventinfos.xml. 1 gives you happiness for 10 turns, 2 gives you one whip:mad: and a probability of triggering event_healing_plant_4 and 5, whilel 3 gives you 2 whip:mad: and a probability of triggering event_healing_plant_4 and 6. The immediate effects work, but when you pick 2 or 3, it doesn't trigger 4, 5, or 6 the way it's supposed to. So something's wrong with the <AdditionalEvents> thing not working. There aren't a lot of events that use <AdditionalEvents>, but the ones that do are all like the herbalist event in that options 2 and 3 are supposed to trigger additional events which don't trigger, which matches Frekk's observations on what events don't work.

That seems to be exactly what's going on.

The 'immediate effects' (gain or loss in happiness) are all contained in HEALING_PLANT 1, 2, or 3. The health effects and population loss are all covered in HEALING_PLANT 4, 5, and 6 which are (depending on random outcomes) triggered by 2 and 3. It's 4, 5, and 6 that seem to be broken, 1, 2, and 3 all seem to work fine.

Just for reference, I had a look at some of the other events that use additional events. They all use the iEventChance tag (seemingly used only as part of an additional event) and none of them seem to be 100%. Most of them seem to be related to events where you have several options/choices. I recall from playing vanilla that these events print the chances for the additional event, and its effect, so if someone's airliner downs in your territory, and you choose to "claim the wreckage", you should see some effects plus a "50% chance for" some other effects. Same with a few other events besides healing plant, including defecting agent (one of our agents has defected to X), the airliner crash (one of X's airliners has crashed in our territory), and the fugitive event (you discover a fugitive from X hiding in your empire).

In the herbalist event it's easy to spot the failure because the choices don't seem to make any sense (why would anyone choose to have angry faces for no benefit, when they could get happy faces instead?). But the additional event effects are easy to go unnoticed in other events, because usually, there will be effects that do work, besides the additional events. But whenever the defecting agent, herbalist, horticulture, airliner, or fugitive events occur, at least one of the choices ought to say "50% (or 30%, or 90% depending on the event) chance for ..."

Some of these events, like the fugitive and the defecting airliner, are quite common. And I can't recall ever seeing the % chance for other effects mentioned in any of them while playing RevDCM, though I know I've had defecting agent and fugitive.

Everyone should keep their eye out for these particular events (herbalist, fugitive, defecting agent, horticulture, airliner) and see if there is ever a % chance for other effects mentioned. If not, then <AdditionalEvents> (or maybe <iEventChance>) is broken.
 
I use RevDCM as the base for my 160x130 Europe map, and have encountered a bit of a problem updating it to the latest version. I have made no changes to the basic RevDCM mod, save putting my map in the Private maps folder and deleting the PublicMaps folder, but now, when I go to load it, the map doesn't show up in the list of scenarios. Is this a RevDCM issue or should I be asking this elsewhere?
 
Maps go in the Private Maps folder. Map scripts go in the public maps folder.
 
Thanks for the info on the events. Multiplayer was functioning in WoC Lite version in RoM but had some bugs I know. At least I thought so from what I heard when testing with RoM.

I will have to figure out what is up with the events, but I think it something WoC Full probably as well not just the Lite version. The Full has extra events code from bringing over primeover's events so there were changes related to new code. I left that out. Anyway will look at it. Just was wrapped up in making new art for a while.

Edit. I first am an art maker just learning some code on the side.
 
thanx a lot for version 2.50 glider, it's totally awesome. this is the one mod BTS can't be played without ( unless you're playing FFH of course :p ) ! I've got a question though, has Next War been merged in? I don't see the add-on available anymore, and it was a very welcome addition. keep up the great work :)
 
For what it's worth, I can confirm that Rise of Mankind version 2.7 test2 DID work in multiplayer as long as the Revolutions component was turned off. Barb civs and the other options all worked without causing any OOS errors, at least in my own MP games. This version of RoM used RevDCM 2.0.

Thus it is likely that the problems now being experienced are caused by something introduced since RevDCM 2.0. I would suspect it is v2.5 due to the changes made as a result of 3.19.
 
Don't know if this helps the MP problem or not, but aparently LAN MP still works, it's jut the internet options that are flubbed. And thanks Munger for that information, it's good to know it's an issue that crept up in 2.5 rather then 2.0, this means it's not caused by WoC, which helps rule out alot.

glider and johnny any ideas on where to go from here? I'd like to help out to fix this, but I don't know where to start, or what to do :dunno:
 
@Munger
Thank you for what is very rare feedback on multiplayer. That is my gut feeling as well but I guess gut feelings can be wrong.

@Gekko
Yeah agree, in single player version 2.5 seems to rock. I'm trying to work through a few games on tiny maps at quick speed and so far am loving Phungus's and Jdog's changes to revolutions, however time will tell as to what exactly the implications are.

Nextwar is here and is now a woc module. You have choices upon which version of nextwar you want as well. If you want sound, you will need to run the woc_installer in the modules folder. Check out the woc forum for links on where to head for nextwar and others. The forum has been quiet for some time because it's not where the activity is happening on woc:
http://forums.civfanatics.com/showthread.php?t=320428&page=1

@Johny
Thanks for the feedback on random events. I'm doing some low key background research before full blooded debugging and so will appreciate any assistance you can add. The problem could have something to do with the code in copying non defaults rather than readpass2. However I remember checking through that briefly a couple of weeks ago, and concluding that it was not impacting.

@Phungus
Multiplayer does need a way to debug it. We are on opposite ends of the global village and so time does not permit connections often. However I can rig up a multiplayer setup over here in the land downunder. However this requires motivation and motivation comes for having a clear place to start. At this point, it would be good to know at what point multiplayer is broken. Is it at the point of connect? Is it in the subtleties of game play details? Is it in the exchange of game events? Narrowing it down a bit would help. A good slab of time would also help.

EDIT: just absorbed your comment that it is internet multiplayer but not lan that is the problem

@Frekk
Thankyou for researching the interdependent events. From what I am seeing, the basic ones are fine but not the interdependent events. At this stage I am beginning to conclude that there is something more generally wrong in the woc loading of interdependency xml information, not necessarily the depth of the enclosing tags within an xml file.

Cheers.
 
@glider
Here are the two main reports about MP.

Hi guys.

Well, the question is there in the title.

As background, it seems that with the newest LoR it is possible to log in and be in the Game Spy lobby. But no games appear.

I assumed that maybe only games that matched your own mod currently active would show up. But even when one of us created a game, the other could not see it.

Does anyone know if LoR via Gamespy is possible?
And
I also have a question about multiplayer:

I tried it just now with revolutions disabled in LAN.
Sometimes on the first round all religions get founded and lots of white round buttons appear below my city with numbers in them.

and the first warrior if inside the city has lots of buttons with no image in them and 1 to 3 found taoism buttons which i can not click. furthermore i can not click any of the normal buttons like fortify, gotto, etc.

The only religion option enabled in the revDCM tab is the inquisition option. And i made sure all human LAN player (we are 2) had the same options.

Any idea whats wrong?

The first one is the issue. I've also heard LAN works fine, so I dont' know what's up with the seconed report :dunno:
But we need to figure out what's causing the problem with with 2.5 and gamespy, this used to work before. Anyway, just give me a time and date and I'll help you debug MP. Also we should coordinate on IRC.
 
update to prior issue of multiplayer not connecting... i went through and forwarded all my ports on my router and enabled my dynamic IP to forward onto my local pc, anyway blah blah blah -- end point being that now with direct IP we do connect and can play multiplayer...

so somewhere in gamespy hell is the issue. we have connected but only now are starting to play. will update soon.

direct IP works but gamespy hosted doesnt... :goodjob:
 
In a perfect world, someday Rev will work MP.

I reported the issue with it probably 1-2 years ago. (Works fine... but everyone can get everyone's rev events/popups)

God I'd love to see Rev work MP
 
I read in the changelog for RevDCM v2.50 that you "recalculated new city distance calculations". I fired up Rise of Mankind (which uses RevDCM as a base) a few times, and each time, my second city was in "critical" condition immediately after founding, simply because of distance penalties - and it was TWO TILES from my capital.

So, is this intentional? Because if so, it seems a bit...excessive.
 
Glad to hear Multiplayer is working. Unfortunately not for me.
I attached a screenshot of whats going on.
I tried a lan game. I even tried it without any other human players connecting. And of course I disabled Revolutions. Disabling all other game options gives the same result.

The strangest thing is this: after trying a multiplayer game, the single player custom game gets the same problem until I restart civ.
 

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What game options do you have selected?
 
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