RevolutionDCM for BTS

The interdependencies not firing is caused by WoC, glider and johnny just can't figure out why. So as usual you're just an ass.

And your proof of this is ? Esp. when Orion says they work in WoC Lite itself ?

Plus you conveniently ignore the other 2 or 3 issues you also blamed on WoC :)
 
Hehe, I had already decided to not comment on whatever he would be saying to prevent flaming :)

Figured as much. You just make statements like this to act self riteous, you're incapable of actually following through, because you're just a POS troll. You don't see me saying I'm too good to get in the mud, because I don't pretend to be anything I'm not.
 
But seriously, he has been doing nothing but blame WoC for any problem he has in LoR, even when noone so far has confirmed the problem in RevDCM (events continually firing, in fact it was mentioned they work in RevDCM) or WoC (Orion said the events work in WoC Lite, but of course they still could have been broken in the integration of WoC Lite into RevDCM).

This is categorically not true. I've had very few issues with LoR in the first place. as I've said repeatedly though, I'm frustrated because since the introduction of WoC events have been busted. In 2.5 they now fire, but interdepency clauses simply don't work now. That's a major bug, and needs resolving. I brought this up, and that was pretty much that, glider and johnny are looking at it, and looking to do a fair amount of work. The only reason this is still an issue being discussed is because you're a prick mamba.

Every other issue with LoR has been something either a) I've fixed and was implemented like city distance b) was an art issue I never brought up here, and fixed within hours of being reported. Or c) an AI logic problem that along with some debugging and investigative work was able to present jdog enough stuff so he could fix it. And you know what, there have been a couple of critical bugs in RevDCM fixed because of this, no thanks to your mouth.

So in short piss off.
 
Hehe, I had already decided to not comment on whatever he would be saying to prevent flaming :)

But seriously, he has been doing nothing but blame WoC for any problem he has in LoR, even when noone so far has confirmed the problem in RevDCM (events continually firing, in fact it was mentioned they work in RevDCM) or WoC (Orion said the events work in WoC Lite, but of course they still could have been broken in the integration of WoC Lite into RevDCM).

If I am vocal about putting blame on someone without any fact, only to find out I was wrong, I do owe an apology as far as I am concerned (actually I should not have done so in the first place, but that point is moot) ;)

On a side note, I play unmodified RevDCM and had the "Slave revolt continues" effect happen to an AI I was playing with earlier today.

So that's not exclusive to RoM.
 
I am not up to date on all the bugs you guys are tracking, but I was getting messages that arabia wanted to capitulate (for multiple turns in a row) but in the game they refused to talk.

When I reloaded game today, they would talk... and instant capitulation.

Come to think of it, I've noticed this too, though this might be a BUG issue rather than a RevDCM issue. I've had people declare war on me and a notification immediately pops up that they are willing to sign peace, but of course they won't even talk to me in the first few turns of the war.

Other small, most likely unimportant issues I've noticed include:

1) A Notification telling me my city has starved down to size one when it is simply at size one and has yet to grow to size two.

2) An error notification regarding the naming of spies upon the first construction of a spy and occasionally afterwards.

Are these bugs known, or should I try tracking down the exact circumstances in which they appear?
 
Consider adding the RevDCM relevant stuff from LoR's civilopedia entry "LoR Concepts". Although it's mostly self explanatory, it would be nice to have a pedia entry to read for people playing w/ revolutions for the 1st time.
 
@Zapp
Yeah it is a bit strange but I'm sure there's a good reason. The revolution code checks rev index regularly through the game in updateCivStability() and that will call a couple of functions in RevCivicsUtil like getCivicsRevIdxLocal(). Those functions check that the civicsList array matches the number of civics in the xml. If they do not match, initCivicsList() is called. Why exactly it is necessary I'm not sure. That logic has been around for a long time. The most likely explanation to me is that there must be some chance that RevEvents which initialises RevUtils.initCivicsList() during it's initialisation, does not necessarily happen before the first call to RevCivicsUtil.getCivicsRevIdxLocal(). This is why these functions need to check that the civicsList has been filled.
I just added some debug messages before all calls to init the civic list - at least this should help me pinpoint what's causing the issue. Strange thing is that it happens so rarely to there's no exact way to replicate the error. I'll let you know if I can find anything more about it. It's not big problem as it can be avoided just by reloading a saved game.

By the way, do you got any estimation when you got next RevDCM version ready? ;)
 
Eh Zappara
On another version of RevDCM, at this stage the only real contribution is Arian's find on the naval AI. The DLL and affected SDK file was posted a couple of pages ago before the arguments started happening. I can repost here. Johny has got a few ideas on the xml loading system issue, and so do I. At this stage I'm also playing through a game myself and double checking things (but at the same time enjoying what is an excellent single player experience). So far a list of big ticker items that I can think of at the moment are:
1) Fix some of those independent random events
2) I'd have to agree that the slave revolt issue is a "phenomenon" not a bug (will eventually look into and have seen it myself)
3) Perhaps if you want to upload your fix for the inquisitions code (not necessary)
4) Look into how to fix the interdependency issue that forces a hard coded fix.
5) Start to look into cleaning up the text system and generalising it.
6) A number of smallish improvements to the user interface
7) Once all the primary issues are sorted, possibly merge in the mountains mod.
8) If the primary issues cannot be sorted (doubt it), revert to non woc.
9) Fix multiplayer!!!

Anything more?
Cheers.
 
Your list is pretty good, and tackles the main issues. I'm against the mountain mod though, there are gameplay reprecussions that would take too much to balance right, and so I'd rather not see it, nor do I think it'll add much to the game.

Many people have asked for cuturally linked starts, I believe jdog is planning on incorporating it. Finally I plan on doing some SDK stuff so that some things are exposed via gametextmanager (basic things like Rev penalties in civics, and # and % effects of collateral damage, etc, no gameplay, I just plan on exposing some of the currently hidden information for the player), will upload the code once I have it done, haven't even started yet though.
 
I've installed the latest RevDCM and it works fine so far as I can see. Congrats on the mod.

I'm finding the constant AI revolutions to be irritating though. It suggests in the 1st post that the revolutions can be "optioned out" so I can use DCM and IDW but I cant find the revolutions options page.

Can someone please post whether its possible to turn off/modify the revolutions and how to do so (this may have been covered previously but if so I cant find it amidst a 78 page thread).
 
I've installed the latest RevDCM and it works fine so far as I can see. Congrats on the mod.

I'm finding the constant AI revolutions to be irritating though. It suggests in the 1st post that the revolutions can be "optioned out" so I can use DCM and IDW but I cant find the revolutions options page.

Can someone please post whether its possible to turn off/modify the revolutions and how to do so (this may have been covered previously but if so I cant find it amidst a 78 page thread).

Use Custom Game.
 
I have updated my map thread (see link) for a tiny map with 34 civs... (for the people asking how to make a premade map in this thread - you can use mine as an example)..

I put a link in my thread pointing here for a well supported 50civ mod.

While testing two versions of the map today before posting I coincidentally received the same herbalist random event - in this mod the event listed all 3 options but only listed one portion of the bonus for each option (in the 40mod version it gave all 3 options and the various percentage chances for each event in each option).

(from memory - what is listed here is accurate - I just didn't right down the exact percentages)
option 1 - It gave an option for +1 happy for 10 turns
option 2 - it gave a percentage redface (and left out the health bonus percentage that normally appears)
option 3 - it gave a percentage redface (and again left out the health bonus)

So in this version of the event you are given the option of happy face in one option or redface in the other two options (with no percentage chance for a health benefit) which seems rather odd.

not sure if that helps any, but it definitely appears that there was missing text (and possibly benefits?) for this random event while using this mod (not the end of the world of course, but I hope this helps you track down the issue).

this occurred when using the mod with barb options, starting as minor civs, revolutions, dcm, and changing names.
 
@Craterus22
Thanks for the effort on the maps. If I remember I'll put em in RevDCM. From memory some of the maps are still at 34 civs so thanks. If I get time, I'll be head down on the events and projects issues next few days.
Cheers.
 
Sorry to bump into this thread, but I was hoping I could get an answer here=)

Im running a custom mod with a large number of civs, and everytime the map is almost fully colonized the game starts to randomly crash during autosave. Weird thing is after reloading the savegame (opponent saves and mails it to me) we can play x turns again. It doesnt seem to be the mod itself, since we are able to finish the games by reloading the autosaves.

I got an answer in another thread which made me post here, hoping to get some help=)

The problem I heard about concerned game size. The save mechanism was 1 large data structure, so if the save got too big it would run out of memory while trying to save. IIRC someone rewrote the routine. I'd guess it must be in the RevDCM code since that's what RoM uses. RoM used to suffer from that, as did most of the mega-mods, but it doesn't happen any longer.

Thanks in advance
 
Not sure DazL I have not seen that yet.

To everyone here is a permanent fix to the projects problem I think. Faichele is doing this in the WoC Full. Should work but verification with more people is always good.

I added some more event code that glider is testing as well. So feedback on events is still needed, but just hard to get the bugged random events in most cases.
 
hey guys...

i read the latest threads....

just wanted to say to johny and glider,

as a constant revdcm woc user,

im not fully aware of a project and events bugs,

in dune wars we don't use events , but we do use projects,
is this bug crucial for projects?

thanks again fellows.


thanks for all the hard work you put in as usual's.
 
The projects bug was the Prereq project was not working on projects. So spaceship projects were not requiring the Apollo Program for example. glider fixed it with by hardcoding the amount of projects. This removes the need for hardcoding it. So now everything is back to default. If you are not adding anymore more projects than the standard amount then it would not matter.

Events is only few events that like posted above in the herbalist event was not allowing other choices. So I hope that answers it. I am not sure with the events really if this fixes all of them or not. Just injecting some more code now. Hard for me to get the random events that are bugged.
 
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