RevolutionDCM for BTS

Well, can't comment on the projects but events remain bugged. Same issues as before, assuming my autosave isn't preserving an old bug somehow.
 
@Xchen08
Thanks for checking :goodjob: The problem with the events is an SDK thing, so if you have substituted Johny's DLL and reloaded your save game, this should be a valid test. If nothing else happens, I'll do a release on thursday for the fixes we have so far:
1) Naval bombard AI
2) Battle effects
3) Non customisable project interdependencies
4) Remove defective events (Basically any event that has "additional events"):
EVENT_CITY_RUINS
EVENT_AIRLINER_CRASH
EVENT_HORTICULTURE
EVENT_FUGITIVE
EVENT_LOOTERS
EVENT_HEALING_PLANT
EVENT_DEFECTING_AGENT

Keep in mind that is roughly 7 defective events out of 300 working events.
Cheers.
 
@Xchen08
Thanks for checking :goodjob: The problem with the events is an SDK thing, so if you have substituted Johny's DLL and reloaded your save game, this should be a valid test. If nothing else happens, I'll do a release on thursday for the fixes we have so far:
1) Naval bombard AI
2) Battle effects
3) Non customisable project interdependencies
4) Remove defective events (Basically any event that has "additional events"):
EVENT_CITY_RUINS
EVENT_AIRLINER_CRASH
EVENT_HORTICULTURE
EVENT_FUGITIVE
EVENT_LOOTERS
EVENT_HEALING_PLANT
EVENT_DEFECTING_AGENT

Keep in mind that is roughly 7 defective events out of 300 working events.
Cheers.

i had a problem with swordsman event as well (up above - a few pages back - required 4 swordsmen on my tiny map to get something... had over 9 swordsmen and did not get the reward - when I advanced to the age that would fail the event, it said i failed when i clearly did not)
 
glider1, I still didn't have time to double check, but it seems that battle effects is causing units with 2 movement points to lose their 2nd movement point after attacking. It seems as if the battle effect features take more movement points.
 
i had a problem with swordsman event as well (up above - a few pages back - required 4 swordsmen on my tiny map to get something... had over 9 swordsmen and did not get the reward - when I advanced to the age that would fail the event, it said i failed when i clearly did not)

I have also noticed something weird going on with the quests.

Mine are firing just fine, they can be completed and you get the reward. But then, after you've completed the quest and gotten the reward, you will get the message that you failed the quest later on, whenever you reach the critical date (advancing to the industrial age, or whatever it happens to be).
 
glider1,

Kinda low priority, but I wanted to show you the text error and missing XML tag in the lower left corner box. You probably already know about this...

Cheers,
ripple01
 

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@Craterus
Will look into it, but you sure you were not beaten to it by an AI? The swordsman event is pretty simple in the event's system.

@Frekk
Ok interesting, you won the quest, got the rewards but there was a failure message. I think I have had that a long time ago as well. EDIT: it means that for some reason the quest does not get "cleared" in the events mechanism.

@Ripple
Yeah have seen that text message. It is annoying but there are a few annoying ones. Will have to put them out of our minds for now. There is only enough time for one job at the moment.

If anyone else wants to help fix these annoyances and share them with us, please be my guest! You will be remembered and acknowledged for the rest of the life of this mod.

Cheers.
 
@Duuk
Good question Duuk. I'll just kill that event if no other fix comes through (as well as the above list). That event is problematic to say the least. It doubles up on the revolutions revolt system and in that sense is lame.

@Craterus
Have double checked the elite swordsman event. I cannot replicate your finding. The quest ends successfully with the correct message to indicate success as well. Not sure what happened with you in that situation.

@Avain
Gotta you on the loss of movement points in battle effected terrain. It's probably just a simple xml tweak to fix.

Cheers.
 
@Ripple01
Thanks for the graphic, made it easier to find. In the next 24 hours intend to release a small update with these fixes:

- Fixed long standing missing Naval bombard mission
- Disabled defective events (8 out of 300)
- Fixed DCM battle effects loss of terrain bonuses
- Fixed missing popup import in RevEvents
- Fixed Revolution.ini typo
- "TXT_KEY_REV_AND" text bug fixed
- "TXT_KEY_MISC_SHIFT_ALT_PREPARE_WAR" text fixed
- More maps converted to 50 civ.

Cheers.

EDIT: Released just now as well as sources and sourceforge repository
 
My attachment file only has one module for DCM (no others). I would be most interested in your modules once you have tested them. IMO, anything that is added beyond WoC Lite, should be in modular WoC format. Otherwise we defeat the purpose of having the WoC standard.

Here is the modularized version.

I hope I put all the different definitions of one component into the appropriate subdir (all the ones I could not really assign to a component ended up in the Revolutions subdir).

Give it a try Orion :)
 
Hi there
Redownload RevDCM 251 if you want the default audio files. Customised audio files crept into the build just before release but it doesn't matter if you do not re-download. Mainly affects modders.
Cheers.
 
Is there anyway you could release the stuff that was changed only? I have lots of files to account for that are different, and it makes merging in changes much easier if I know what's different, if this is a minor release. Otherwise I need to go through and examine all the files. The text is what I'm really afraid of dealing with, none of my text is the same, as all of LoR's has Finish tags now.
 
@Phungus
The trick there is to pull out RevDCM 2.5 into a folder and RevDCM 2.51 into a folder. Winmerge both those folders, selecting "include subfolders" and that will isolate everything that has changed from 2.50 to 2.51. The next step is then to take the changes in 2.51 and apply them to LoR. That way you get a concise picture. Use the same procedure for the source files, comparing 2.51 to 2.50.

As for the text, just upload your entire LoR xml text directory, and I will merge in the finnish text next time round to save you this.

Cheers.
 
Here is the modularized version.

I hope I put all the different definitions of one component into the appropriate subdir (all the ones I could not really assign to a component ended up in the Revolutions subdir).

Give it a try Orion :)

Wow! Nice one. Any chance of stripping all files that are not necessary, so I know that the original ones in other mod can left alone unmodded, and just leave files that I definitely need to merge with using WinMerge? Or are ALL files in there necessary to merge in? I'm looking to merge in your modularized RevDCM in to Extra mod because it is yet another large mod that looks cool.
 
@Phungus
The trick there is to pull out RevDCM 2.5 into a folder and RevDCM 2.51 into a folder. Winmerge both those folders, selecting "include subfolders" and that will isolate everything that has changed from 2.50 to 2.51. The next step is then to take the changes in 2.51 and apply them to LoR. That way you get a concise picture. Use the same procedure for the source files, comparing 2.51 to 2.50.
Yeah, I just realized this before you posted. That should help things quite a bit.

As for the text, just upload your entire LoR xml text directory, and I will merge in the finnish text next time round to save you this.
Awesome. There is some SDK stuff I mentioned before (exposing Civic Revolution penalties and bonuses through CvGameTextManager, etc) I want to get done as well, hopefully I can get it all finished by the end of the week and upload the Source and Text files all in one go to you.


:beer:
 
i dont believe this!!!!!!

glider your a genius!


up till now i used to go over every single file to locate the changes!!!!

now - all i need is to compare folders!
i cant believe tat winmerge can do this!

i wish i knew that a year and the half ago....

thanks man, you rock.
 
Wow! Nice one. Any chance of stripping all files that are not necessary, so I know that the original ones in other mod can left alone unmodded, and just leave files that I definitely need to merge with using WinMerge? Or are ALL files in there necessary to merge in? I'm looking to merge in your modularized RevDCM in to Extra mod because it is yet another large mod that looks cool.

I removed all files which are no longer different from the vanilla BtS ones after having extracted the changed definitions into the Modules dir.

All files in the XML dir are therefore different from vanilla still. I left them in XML (instead of moving them to modules) for several reasons, either every definition was changed (new tags) or the file is not modular (e.g. audio) or there were definitions removed, which you cannot do in a modular way.

There might be a few things which still could be moved into modules (roads come to my mind), but the biggest part now is modular.
 
glider1,

In the course of merging your mod into mine I noticed something that might be a problem. GlobalDefinesAlt.xml contains a field DCM_NAVALBOMBARD.

RevDCM.py contains this line:
gc.setDefineINT("DCM_NAVAL_BOMBARD", RevDCMOpt.isDCM_NAVAL_BOMBARD())

Is there a "_" missing in GlobalDefinesAlt.xml?
 
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