RevolutionDCM for BTS

Ok so far:
RevDCM 2.6
Bug 4.0
Bull 1.0
Jculture
Hidden Attitude Mod
Dom Ped's python mod comp (check what the side effects will be)
Abandon City (out - have enough mp issues already)
Cheers
 
Request for future version, not! 2.6...

Lead from Behind modcomp, after the modder finally get it to playable version...

Reason why:
It can have a powerful impact on stack attack if units are finally fighting for their own benefits on both side, not just humans.
 
Hello everyone. I recently added the WoC module aswell as Varietas Delectat. I have some random crashes sometimes when I play, I dont know why. Is there a particular reason as to why this happens? I believed i followed the directions correctly as an earlier post dictated. also, I can't add new civs now. It says theres a problem loading civ4buildinginfos.xml, in the original core folder because the idcairbomb tag is not in the schema (even though it is). Ugh! this is so frustrating! Is there something Im missing?
 
Another suggestion for addition to the new version of RevDCM if it will work:

The Abandon City Mod
http://forums.civfanatics.com/attachment.php?attachmentid=228962&d=1253834730

I use it in my modification of RevDCM 2.5 and it works well, however it desyncs multiplayer games. I don't think the computer uses it either.

Thread where i found it: http://forums.civfanatics.com/showthread.php?t=252243&page=3

The computer does not use it because it can already do the things this mod was intended to do. IE the mod was designed to give the players the same functions that the AI appeared to have. I don't think it fits in with RevDCM.
 
@alex9988
Experimenting with woc is literally that, experimentation. Try not to get frustrated. I personally use woc in very light touches just to add a couple of resources, change the scale of units or buildings, or an extra religion or two. For that it is fine. Once you really stock woc up with huge changes like VD, I honestly do not know what to expect with the WoC engine. It could be fine but personally have not tried. Have a read of the WoC or WoC lite forums to see what people were achieving with WoC. Best of all is to simply download one of the dedicated heavyweight mods like RoM or LoR etc where there is a lot more activity happening and these mods are much more integrated and thought out.

EDIT: another alternative for you if you want VD would be the BAT mod merged into RevDCM.

Cheers.
 
Hello everyone. I recently added the WoC module aswell as Varietas Delectat. I have some random crashes sometimes when I play, I dont know why. Is there a particular reason as to why this happens?

most of the crashes I had was from referring to definitions which did not exist, i.e. a unit or building was using an art identifier (like ART_DEF_UNIT_ARCHER_AMERICA) which did not exist (due to typos).

I believed i followed the directions correctly as an earlier post dictated. also, I can't add new civs now. It says theres a problem loading civ4buildinginfos.xml, in the original core folder because the idcairbomb tag is not in the schema (even though it is). Ugh! this is so frustrating! Is there something Im missing?

Apparently :)

Your mod should have an Assets/XML/Buildings dir in which you have both the new schema and the updated CIV4BuildingInfos xml.

As to why you cannot add any civs, how do you do it, under Mods ? Did you update the MLF_CIV4ModularLoadingControls.xml accordingly ?
 
@mamba
thank you for the reply! ^^


Is the problem the Unique Building for the Civilization?

Further, the Civs I put on there are modular, mostly a few from civgold. Ill try the MLF load, as I put them under Assets\Modules\Custom Civilizations; not as Modules\Civilizations as the MLF files seems to be loading.

Trying it now...

Ok it didn't work.

It's just so strange because I had added SOME civs off Civgold and they DID work!

this is the error I dont know if it helps, to be more clear.

errormr.png


I now tried adding civilizations which have no unique building or leaders, and it gave me the same problem (the WoC modular ones).


EDIT:

Well, what I did for now, is to erase all the dcm lines from the buildinginfos in the core... I found no other way, so far. And it seems to be loading the civilization.
 
@mamba
thank you for the reply! ^^


Is the problem the Unique Building for the Civilization?

Actually I am not sure what is causing your problem, but unique buildings are not causing it. To me the most likely cause would be you using the regular schema (i.e. not have one or the default one in your mods Assets/XML/Buildings dir, instead of the RevDCM schema) - as that to me is what the error message complains about (tag not found in schema).

Further, the Civs I put on there are modular, mostly a few from civgold. Ill try the MLF load, as I put them under Assets\Modules\Custom Civilizations; not as Modules\Civilizations as the MLF files seems to be loading.

Well, that might be your problem. First of all, in MLF you always have the subdirs only (not the entire path). So in your case you would have an MLF file in Assets/Modules which would be loading the 'Custom Civilizations' dir (among others)

Spoiler :

To do so, the Assets/Modules/MLF_CIV4ModularLoadingControls.xml has to contain the following :
Code:
				<Module>
					<Directory>Custom Civilizations</Directory>
					<bLoad>1</bLoad>
				</Module>

In the 'Custom Civilizations' subdir you have another MLF_CIV4ModularLoadingControls.xml file which in turn controls which civs (subdirs of 'Custom Civilizations') to load, e.g.

Spoiler :
Code:
				<Module>
					<Directory>Poland</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Polynesia</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Romania</Directory>
					<bLoad>1</bLoad>
				</Module>

and so on. Each subdir of Modules has to contain an MLF which tells the system which of its sudirs to load. If there is no MLF file, nothing is loaded (that is a bug in RevDCM, in WoC, if there is no MLF file, all subdirs get loaded - I hope this is fixed in the next version of RevDCM)
 
That is so strange because they actually have been getting loaded without an MLF inside!
There's something definitely wrong with my files!

Ive checked the Schema file and the building files, and they are the same as the originals! Ive even gone so far as to redownloading the schema file and replacing it. Im going to try screwing around with the files again, and see if I can get any different results.
 
RevDCM 2.6 with BUG 4.0 and BULL 1.0 is in prototype beta stage at sourceforge if anyone wants to help test it. It's only a basic build of nothing but RevDCM 2.51 + BUG and BULL.....
EDIT: as well as the latest Revolutions and Better BTS AI with CAR and SS adjustments. The build is getting updated regularly.
https://revolutiondcm.svn.sourceforge.net/svnroot/revolutiondcm/RevolutionDCM
You need the free explorer extension tortoiseSVN to get the mod.

EDIT: if all goes well, possibly less than 7 days to release.
Cheers.
 
RevDCM 2.6 with BUG 4.0 and BULL 1.0 is in prototype beta stage at sourceforge if anyone wants to help test it. It's only a basic build of nothing but RevDCM 2.51 + BUG and BULL.....
EDIT: as well as the latest Revolutions and Better BTS AI with CAR and SS adjustments. The build is getting updated regularly.
https://revolutiondcm.svn.sourceforge.net/svnroot/revolutiondcm/RevolutionDCM
You need the free explorer extension tortoiseSVN to get the mod.

EDIT: if all goes well, possibly less than 7 days to release.
Cheers.

I'll gladly test it out.
 
I don't get it... how do I download that? All I see is a bunch of text files that open in the browser.
 
I tested it to make sure I wasn't remembering things incorrectly (or it had been changed in an official patch). With a new install of BtS patched to 3.19, I gave myself a load of great artists in WB and flipped a nearby city. I got a pop-up asking if I wanted to keep the city or raze it. Then installed Quot Capita and tried the same thing - no pop-up. I asked avain about it and he suggested it was probably related to RevDCM.

When it happened in my previous game I got stuck with a really crappy city that I didn't want, and was trying to raze with culture so I could have the landmass to myself. So I went into WB and deleted it :mischief: Now I know it happens, and seems to happen consistently, I can plan for it so its not too bad. You can call it a "feature" if you like.

Hey glider1!

I found this a few pages before, and would like to know, what is your final opinion on culture flipping. I can second, that in vanilla razing the city was an option for the human player too. I agree that this isn't historically accurate, but may be not be bad for gameplay.
It is the same IMO, when u conquer a city where your nations population is the majority. U may raze that too, till at about 80% (not sure of the exact number). If u don't like the way it was in vanilla, it could be the same in culture flipping too.

But i have a problem with conquering too. In IDW, it is really easy to get majority in any city. It is more than easy, it is unavoidable many times. Just a few wins near the city, and it is as easily up to 90% as in the surrounding tiles. In harder levels, when the AI have more units, this happens to always every city.
This means, that u won't have the option to raze it, no matter what! If a city is in a very bad place, you cannot do anything about it, u have to keep it!!!
I may be wrong, but probably this was not intentional. And IMO, it should not be...

I think the best solution would be, if the IDW won't affect the cities, just the surrounding tiles. I did not see the code for IDW, so not sure this is even possible.
If not, i would just add an option of razing cities for both culturally flipped and conquered ones (no matter what's the majority of the population is).
And if none of those work, u can still merge the abandon city mod, altough i saw u don't really want to...
 
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