RevolutionDCM for BTS

I have another bug report:

When trying to select multiple technologies to research in a chain (using SHIFT+Click) I get this python Exception:
civerror.jpg

I was playing single player with RevDCM 2.6 SVN 246 and had made no modifications to it save for adding two modern-era tank units (which worked fine).
The exception occurred while I was trying to select Mathematics to research.

EDIT: I seem to get this error anytime I try to use the SHIFT key to select multiple items (such as units).

Thanks,
 
glider1,

Just played a game and received a huge Python error, which prevented the founding of religions, when you select choose religions. The problem is a missing function in the CvUtil.py file. If you add the missing function, then the problem goes away:

Spoiler :

Code:
def isReligionExist(iReligion):
	# Orion's Inquisition Mod
	#checks if the religion exists anywhere in the world
	#regardless of whether it has a founding holy city or not
	for rPlayer in range(gc.getMAX_PLAYERS()):
		RyPlayer = gc.getPlayer(rPlayer)
		if RyPlayer.isAlive():
			if RyPlayer.getHasReligionCount(iReligion):
				return True
				
	return False


Orion Veteran :cool:
 
Please can someone post how to compile the 2.6 sources, its different from the vanilla bts source file.

The tutorial at the bottom of Creation and Customization forum does not work with the sources.
 
Please can someone post how to compile the 2.6 sources, its different from the vanilla bts source file.

The tutorial at the bottom of Creation and Customization forum does not work with the sources.

I already told you, you can only compile with VS 2008 or 2005. Codeblocks doesn't work. Just follow Rafer's guide to getting it working, that's how I learned.
 
I already told you, you can only compile with VS 2008 or 2005. Codeblocks doesn't work. Just follow Rafer's guide to getting it working, that's how I learned.

Is this due to a change in RevDCM 2.6? I've compiled RevDCM 2.51 and earlier sources with no problems using Codeblocks.

Cheers,
ripple01
 
I already told you, you can only compile with VS 2008 or 2005. Codeblocks doesn't work. Just follow Rafer's guide to getting it working, that's how I learned.

I've done it before. I don't use that method anymore, but it works.
 
I cant afford to buy Visual Studio... Sucks. Any chance someone could upload RevDCM2.6+Event Images+ Realistic Diplomacy + (Friendly change to pleased in CVTeam.cpp inside the war part) lol... Bit too much to ask :lol:
 
Visual C++ Express is free.

I have Visual C++ 2005 Express Edition. Little hard to track down, but its free.
 
Yes upgrading to BUG/BULL in RevDCM has caused side effects like some python errors and problems for people to compile. Sorry about that. BUG 3.6 was very well tested and working with RevDCM, but eventually we will get 4.1 to the same standard.

@Infantryman
Could not reproduce your error report with shift clicking in the tech screen. Do not know why.

@OrionVet
Thankyou for fixing the choose religion option! Indeed I was too happy with the cut and paste tool when cleaning up CvUtil.py.

@RevDCM players and modders
Remember that RevDCM is still slowly being improved on sourceforge. If you want the latest go there and if you want to know how to get onto sourceforge read this forum about ten pages back or just ask the question again. So far not much has changed from RevDCM 2.6 on sourceforge, but if we do fix bugs we upload to sourceforge regularly.

Cheers.
 
@glider -
I found my own error, the issue was I was using the wrong DLL. I have merged the JCultureControl Mod into RevDCM and this seems to be one of the error's it produces, I had thought I had switched back to the standard DLL. On that same note I would like to see the JCultureControl mod introduced into RevDCM and I would be happy to upload my merge if you want, but of course it still has some errors that I have to track down. however I have no Idea what could be causing the Shift key error.

@voltage
I currently use VS2008 Express to compile the RevDCM source code. I also have the MS Platform SDK and VS2003 Toolkit installed. The only thing I had to do to get the current SVN release to compile was to correct the TOOLKIT and PSDK variables to point to the correct locations and I had to add the Boost and Python libs to point to the correct place in the file. Below is what I changed in the file (it only includes the text above the * You Shouldn't need to modify anything beyond this point * line.

Spoiler :

### Variables used in this Makefile
TOOLKIT=C:/Program Files/Microsoft Visual C++ Toolkit 2003
PSDK=C:/Program Files/Microsoft Platform SDK
BOOST = C:/Program Files/Firaxis Games/Sid Meier's Civilization 4/Beyond the Sword/CvGameCoreDLL/Boost-1.32.0
PYTHON= C:/Program Files/Firaxis Games/Sid Meier's Civilization 4/Beyond the Sword/CvGameCoreDLL/Python24

#uncomment, if you want new dlls copied to your mod's Assets folder automatically
YOURMOD=C:/Users/User/Documents/My Games/Beyond the Sword/MODS/RevolutionDCM

RM=del
Debug_CC="$(TOOLKIT)/bin/cl.exe"
Debug_CPP="$(TOOLKIT)/bin/cl.exe"
Debug_LD="$(TOOLKIT)/bin/link.exe"
Debug_LIB="$(TOOLKIT)/bin/link.exe"
Debug_RESCOMP=rc.exe

Final_Release_CC="$(TOOLKIT)/bin/cl.exe"
Final_Release_CPP="$(TOOLKIT)/bin/cl.exe"
Final_Release_LD="$(TOOLKIT)/bin/link.exe"
Final_Release_LIB="$(TOOLKIT)/bin/link.exe"
Final_Release_RESCOMP=rc.exe

### Compiler/linker options
Debug_GLOBAL_CFLAGS= /D_MOD_SENTRY
Debug_PROJECT_CFLAGS=
Debug_GLOBAL_LDFLAGS=
Debug_PROJECT_LDFLAGS=
Debug_GLOBAL_INCS= /I"$(TOOLKIT)/include" /I"$(PSDK)/Include" /I"$(BOOST)/include" /I"$(PYTHON)/include"
Debug_PROJECT_INCS=
Debug_GLOBAL_LIBDIRS= /LIBPATH:"$(TOOLKIT)/lib" /LIBPATH:"$(PSDK)/Lib" /LIBPATH:"$(PYTHON)/libs" /LIBPATH:"$(BOOST)/libs/"
Debug_PROJECT_LIBDIRS=
Debug_GLOBAL_LIBS=
Debug_PROJECT_LIBS=

Final_Release_GLOBAL_CFLAGS= /D_MOD_SENTRY
Final_Release_PROJECT_CFLAGS=
Final_Release_GLOBAL_LDFLAGS=
Final_Release_PROJECT_LDFLAGS=
Final_Release_GLOBAL_INCS= /I"$(TOOLKIT)/include" /I"$(PSDK)/Include" /I"$(BOOST)/include" /I"$(PYTHON)/include"
Final_Release_PROJECT_INCS=
Final_Release_GLOBAL_LIBDIRS= /LIBPATH:"$(TOOLKIT)/lib" /LIBPATH:"$(PSDK)/Lib" /LIBPATH:"$(PYTHON)/libs" /LIBPATH:"$(BOOST)/libs"
Final_Release_PROJECT_LIBDIRS=
Final_Release_GLOBAL_LIBS=
Final_Release_PROJECT_LIBS=

### Targets compiler flags
Debug_CFLAGS= $(Debug_PROJECT_CFLAGS) /MD /GR /Od /W3 /EHsc /DWIN32 /D_DEBUG /D_WINDOWS /D_USRDLL /DCVGAMECOREDLL_EXPORTS /nologo /Zi /Gd /TP $(Debug_GLOBAL_CFLAGS)
Debug_SAFE_CFLAGS= $(Debug_PROJECT_CFLAGS) /MD /GR /Od /W3 /EHsc /DWIN32 /D_DEBUG /D_WINDOWS /D_USRDLL /DCVGAMECOREDLL_EXPORTS /nologo /Gd /TP $(Debug_GLOBAL_CFLAGS)
Final_Release_CFLAGS= $(Final_Release_PROJECT_CFLAGS) /MD /Gd /G7 /GR /O2 /W3 /EHsc /DWIN32 /DNDEBUG /D_WINDOWS /D_USRDLL /DCVGAMECOREDLL_EXPORTS /DFINAL_RELEASE $(Final_Release_GLOBAL_CFLAGS)

### Targets linker flags
Debug_LDFLAGS= $(Debug_PROJECT_LDFLAGS) /debug /NODEFAULTLIB:msvcprtd.lib /pdb:Debug\CvGameCoreDLL.pdb /INCREMENTAL /SUBSYSTEM:WINDOWS $(Debug_GLOBAL_LDFLAGS)
Final_Release_LDFLAGS= $(Final_Release_PROJECT_LDFLAGS) /debug /INCREMENTAL:NO /SUBSYSTEM:WINDOWS /OPT:REF /OPT:ICF $(Final_Release_GLOBAL_LDFLAGS)

### Targets include directories
Debug_INCS= $(Debug_PROJECT_INCS) /IBoost-1.32.0/include /IPython24/include $(Debug_GLOBAL_INCS)
Final_Release_INCS= $(Final_Release_GLOBAL_INCS)

### Targets library directories
Debug_LIBDIRS= $(Debug_PROJECT_LIBDIRS) /LIBPATH:Python24/libs /LIBPATH:boost-1.32.0/libs/ $(Debug_GLOBAL_LIBDIRS)
Final_Release_LIBDIRS= $(Final_Release_GLOBAL_LIBDIRS)

### Targets libraries
#Debug_LIBS= $(Debug_PROJECT_LIBS) msvcprt.lib boost_python-vc71-mt-gd-1_32.lib winmm.lib user32.lib $(Debug_GLOBAL_LIBS)
Debug_LIBS= $(Debug_PROJECT_LIBS) msvcprt.lib boost_python-vc71-mt-1_32.lib winmm.lib user32.lib $(Debug_GLOBAL_LIBS)
Final_Release_LIBS= $(Final_Release_PROJECT_LIBS) boost_python-vc71-mt-1_32.lib winmm.lib user32.lib $(Final_Release_GLOBAL_LIBS)


Note this is set up only for the final release, not debug, but you could easily modify it for debug.
 
I am currently playing RevDCM as part of the latest Rise of Mankind, and we usually play multi-player, with someone I live with. I know that there is syncing trouble with network games, so we play hotseat.
Unfortunately, because of turning off in-game access to RevDCM options, we can now no longer change them as we used to. This doesn't allow us to explore differences in RevDCM options mid-game.
Because syncing is not a problem in hotseat, we were wondering if there is a way to turn back on access to these RevDCM options in-game, so they appear in the "Ctrl-Alt-O" window?
 
Well, as far as *I* know, the only situation in which you should have a "favourite civic" bonus is when you and said leader are both running his favourite civic. And same for AI-AI relations. I honestly do not think I am wrong, but if that is the case please feel free to show me otherwise. Of course, unless something is changed in Rev DCM, but then I am not aware of that.

Sorry Juju I can load your test save. Have you sorted the issue on Sitting Bull's +2 with Kublai for the same civics? I have confirmed that your observation is repeated in the save game.

EDIT:
@CivChemist
Here is a version of RevDCMOptionsTab.py attached for you that does not care about multiplayer:


Cheers.
 

Attachments

Just want to say that I had one of the best Civ 4 games over the weekend that I have ever had.

Huge Earth map with only 4 starting Civs... Now over 40 Civs and in the early industrial time era.... and turn times are less than 10 seconds!!! Also playing Monarch I am actually loosing by over 1000pts. (in Second place though) Just a great game and the AI is doing so much better and not making stupid decissions...

Thanks to Jdog and everyone else who has taken the time to make this mod excellent.
 
@CivFanCCS
Yea!!! Thanks for that. I have not tried such an extensive test as this. You have actually observed an improvement with Jdog's work with Car and the better AI. Excellent! The trick is now just to continue playing the mod but not to expect such a good game every time. The causality of the game is very complex, and sometimes stupid things appear to happen inside it. This is almost an unavoidable phenomenon. So it is simple, just keep enjoying it but don't expect anything from the mod.

@Kel
Yea!!! Great news. Just remember that there will always be a problem of some kind and they always will crop up. Keep the problem in perspective to the scale of the total experience of the game and this is what I know you have learned.

@Jujulautre
I'm surprised that you have not got an answer to your question about it. Initial inspection reveals that there is nothing in that mechanic that has changed from stock BTS however you have got me curious. As a modder I have learnt by hard that investigation get's deeper and deeper and deeper until what was supposed to be a 10 minute study, becomes hours and hours without resolution. I won't study the code right now lest I open this can of worms again. However I'll keep it in the back of my mind and look for a simple resolution. There probably is one.

Cheers.
 
Since the new version I have not been able to turn off the advance combat odds. The only thing I have not tried is both unchecking the option and setting it the level. I am playing Rise of Mankind so it is possible that the problem is in there.
 
Sorry about posting so many pointful posts without the obligatory thank yous and such. So of course, thanks for making RevDCM. Thing is a finalized version is so close I can smell it (really only MP is the only major issue left). So as this time aproaches I'm trying to bring up as many issues I can think of that should be adressed. That said another bug has been found:

Air Bombing, whereby you can bomb out city buildings no longer functions, or produces results excedling rarely (less then 1% success rate). I have the bomber set up with these Airbomb tags:
Code:
			<bDCMAirBomb1>1</bDCMAirBomb1>
			<bDCMAirBomb2>1</bDCMAirBomb2>
			<bDCMAirBomb3>1</bDCMAirBomb3>
			<bDCMAirBomb4>1</bDCMAirBomb4>
			<bDCMAirBomb5>1</bDCMAirBomb5>
But I cannot destroy a building through air bombing, period. Also population losses occur significantly less then in previous versions.
 
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