If the goal is to make the various mod components modular how about DCM?
Check out my attachment.
Nice, I am just in the process of modularizing RevDCM myself (actually, I did, I just have not tested it yet


If the goal is to make the various mod components modular how about DCM?
Check out my attachment.
I tried to put that into Extra mod. It loaded then when it came to XML loading part, it showed series of errors. Any idea how to make Extra use DCM? To clarify, Extra is here if you need to see what I mean.
Thanks for that effort! i really want to make as many mods that don't have RevDCM as their foundation to have at least DCM component!
EDIT---
OOPS!! I made a mistake of copying RevDCM's dll to Extra mod and that caused XML mistakes. When I deleted that dll and just used Modules, no errors showed up. That was good so far.
Then when I playtested it using spearman and archer together with archer bombardment turned on of course. I saw no effects showing archer shooting flame arrows before the spearman attack. What's up with that?
Thanks!
Hello,
I just found the limits of civs that my system can run fairly quickly. Oh, I can run more civs but that would be too laggy for me when turns go by.
Anyway, can you give me code to limit both BarbCiv and Revolution to my set number of civs? I want 18 civs to be max.
Thank you.
Nice, I am just in the process of modularizing RevDCM myself (actually, I did, I just have not tested it yet), will certainly take a look at your modules
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They are turned off in the RevDCM tab of the BUG Options screen ctrl-alt-O. I have found that very occasionally changing the option for battle effects does not work right away.
Hello,
Still want to know how to merge in that new DCM module to mods without any dll or RevDCM. I just found WoC Lite too. Do I need to move in its dll for that module to work? Or do I need to do more? To keep this simple, let's use Rhys Rise and Fall mod as an example for me to move that DCM module in. What else do I need to do?
Any help will be appreciated.
Yeah they are Dementual but it is not as easy. Things have changed since RevDCM 2.5 and the new distance calculations. Keep experimenting. If you want more specific answers, check out the Revolutions forums and maybe post over there as well.Hey glider/jdog, I'm really wondering- are overseas colonies ever containable?
There supposed to be independently controllable. That aspect was tested along time ago now. How'd you go with it?The battle effects on plots and the battle driven border changes are always on in my games regardless of i turn them on or off in options. Do i make something wrong or are these options set to be always on?
Yeah sorry for not getting back sooner. That question is simple. Just edit Revolution.ini at:Anyway, can you give me code to limit both BarbCiv and Revolution to my set number of civs? I want 18 civs to be max.
If you want me to put your code permanently into RevDCM to save you having to merge it next time, just upload it here.My quick fix for it was to put extra check between build odds and order train functions - the new check there just sees if AI civ already has 3 existing Inquisitors and if it does, then it won't push that order to train more.
I have to agree that WoC is causing more trouble than it's worth right now. Once it's ironed out, it shouldn't be a problem, but the logical thing to do right now is drop support for it until it's fixed.
There is no universal answer to this. There are some general rules however.
If the other mod has a dll (as WoC lite has), you would need to merge the two dlls by merging their sourcecode and compiling your own dll.
If the other dll is identical or a subset of RevDCM, just use the RevDCM. As of now, WoC Lite is included in RevDCM, so you can just ignore that dll altogether (in fact you can ignore WoC Lite altogether as it adds nothing outside the dll).
This leaves the xml and Python changes of the two mods, those you will always need to merge. Depending on the mods, this will be somewhere between real easy (modular xml only mod) to a real mess (lots of Python and xml changes, the latter non-modular).
Python : use WinMerge to analyze the differences between the file in the mod and RevDCM and add the mod changes to the RevDCM Python. If the file does not exist on the RevDCM side, add it (unchanged).
XML, non-modular : use WinMerge to compare it to the standard xml, then add the changes to the corresponding RevDCM xml file (if it does not exist, add it unchanged).
XML, modular : check if the definition exists within RevDCM. If it does, merge the two (by again comparing the mods definition with the standard definition and adding its changes to the RevDCM version). If the definition does not exist within RevDCM, copy the mods file to the Modules dir.
Yeah, I wasn't sure about that one. I think it's failing because of the trade blockade fix, at least that's my hunch, and isn't related to WoC. Check out the failed assert I reported in Revolution forums. Seeing what this assert is might give you a clue. I know that can't be related to any differences between LoR and RevDCM, that assert has to be coming from the RevDCM core, and if my hunch is right it's in the unofficial patch.I cannot replicate the ocean trading bug in RevDCM sorry about that. It has taken me almost half an hour to retest it and this takes time away from fixing what needs to be fixed. I wonder why ocean trading is not working for you? Perhaps it is related to WoC in legends but not in RevDCM but I don't really see how. Your ocean trading finding and blockading issues seem to be more "generalised" issues that wouldn't spring from WoC in any way that I can visualise.
No, I meant I wanted to merge in that new DCM module someone put up as an attachment few posts above into other mods that doesn't have any dll. That is all. I do not want to merge in RevDCM itself. Just that module someone posted few posts above. Now how do I do go about doing it? Use Rhy's Rise and Fall mod as an example to merge in that DCM module.
Edit: Here is the post with DCM module atachment: go here.
That 'just' is the RevDCM xml, without the dll it wll not do anything (but interfere).
So if you merge it with a mod which does not contain a dll, copy over the dll to assets and do as I said before about merging the xml.
Note that the module is only part of the xml of RevDCM, so you still need to copy / merge the Python part, the missing xml and the dll from the full release.
imo you are better off just merging the regular RevDCM at this point, to me that mod it is intended as a modularized xml for future versions of RevDCM (as the current one is non-modular). I wish it were broken down further though, now with WoC in the dll it could be a lot more lightweight and modularised.
Eventually I will have to post my 'breakdown' I guessStill not tested though....
Note that the module is only part of the xml of RevDCM, so you still need to copy / merge the Python part, the missing xml and the dll from the full release.