RevolutionDCM for BTS

@Civanator
That's weird. Never seen that bug before. Only ten turns into the game? I'm baffled and stuck. There are unrelated unit python errors that emerge when using the Revolution watch advisor without proper combat types defined. You are playing straight RevDCM?
Cheers
 
Yes I'm playing RevDCM. It sometimes happens around ten turns in, but right as of this reload it hasn't happened yet. If it happens again I'll screenshot it and post it for you.

Speak of the devil it just happened. Maybe it has to do with alt-tabbing out of the game, as when I went back in the error was there. Not sure what the screen shot button is anymore, but it reads:

"
Python exception

Can't find type enum for type tag UNIT_INQUISITOR
"

Then I can click OK to make it go away, but once i move the map or do something it pops up again.
Maybe i'll just stop Alt-Tabbing.
 
@glider1
Why wasn't the option to build :espionage: like :gold:,:culture:,:science: added? It would be a great asset in EE games.

http://www.filefront.com/14905709/Espionage.rar

Extract that into your RevolutionDCM directory. Voila, espionage process.

You're welcome.

PS: That only overwrites one file, which is Civ4ProcessInfo.xml, and it only modifies it by adding the espionage process. Tried to do it modular (because I like stuff that way), but as always WOC fought me on it and I have to go to work, so no time to fuss with it this morning. :D
 
http://www.filefront.com/14905709/Espionage.rar

Extract that into your RevolutionDCM directory. Voila, espionage process.

You're welcome.

PS: That only overwrites one file, which is Civ4ProcessInfo.xml, and it only modifies it by adding the espionage process. Tried to do it modular (because I like stuff that way), but as always WOC fought me on it and I have to go to work, so no time to fuss with it this morning. :D

Thanks! been needing that since Super-Spies came out
 
@Phungus
DCM Air Bombing, whereby you can bomb out city buildings no longer functions

I've spent a fair bit of time checking out your observation but I cannot reproduce it. DCM air bombing is working. Population decline is quite probable but building destruction is quite improbable. The chance improves with techs that have iDCMbDCMAirBombTech defined like computers or lasers. The way that DCM implements the probability check for destroying a building is that the bigger the list of possible buildings that can be destroyed by air bombing (defined in the xml), the less likely it will be that a building will be destroyed by dcm air bombing. This could be why in the heavyweight mods building destruction appears extremely unlikely. It is also unlikely in RevDCM, but not at 100:1 odds but more like 15-20:1 odds at a guess.

If there was a lot of desire for this probabilistic function to be improved, I could do something about it but I will not until there is enough protest.

Cheers.
 
http://forums.civfanatics.com/showthread.php?t=336721

Have you thought about including parts of White lies and black ops mod from the above link?

It could work if your empire is bad, revolution can happen. But if it gets really bad in your empire a terrorist cell can form. Then you could have an option to really turn into a nasty bloody civil war fighting the terrorist cell OR you could flip the bad situation around and take it to your advantage to become a terrorist state.

With the indigenous people from tribal huts, you could make it that it helps prevent revolution if they are treated nicely but if you do bad things to them it increases revolution chances.

The black operations options and super spies would add a whole new way of fighting wars. Cold wars could become a reality in the game.

I think revolutiondcm and white lies black ops can complement eachother very well. I imagine those two mods together would be soo good it would qualify as a expansion pack to civ4.
 
@RPG
Ok, your request is enough for me to fix it :goodjob:

@Bobebrown
You may well have a point, but it won't happen for quite a while within RevDCM. Perhaps it is best if it is experimented with first in the context of other mod variations of RevDCM.

Cheers.
 
glider1,

I have a bit of a problem with your revdcm mod. I start with 10 civs on a standard map and about half way through the game there is 22 civilizations spread across 3 smallish continents. The revolution chance is very high. If you are able, Please can you give a detailed documentation of how to edit the mod to make make revolutions less likely. Say for example, instead of 22 civilzations from a 10 civilization start, It would only be about 14 or 15. So basically halving the revolution chance. Also if it can be done, would it break save game? For example, I could save the game then close it and edit the revolution chance, then reload that game and experience an edited revolution chance.
 
glider1,

I have a bit of a problem with your revdcm mod. I start with 10 civs on a standard map and about half way through the game there is 22 civilizations spread across 3 smallish continents. The revolution chance is very high. If you are able, Please can you give a detailed documentation of how to edit the mod to make make revolutions less likely. Say for example, instead of 22 civilzations from a 10 civilization start, It would only be about 14 or 15. So basically halving the revolution chance. Also if it can be done, would it break save game? For example, I could save the game then close it and edit the revolution chance, then reload that game and experience an edited revolution chance.

You can easily tweak the chance of revolutions from various factors in the Revolution.ini file in the main RevolutionDCM folder. It's fairly self-explanatory.
 
You can easily tweak the chance of revolutions from various factors in the Revolution.ini file in the main RevolutionDCM folder. It's fairly self-explanatory.

I looked through the ini file. I dont know what to change. Its very loosely explained.
 
I looked through the ini file. I dont know what to change. Its very loosely explained.

See the header labeled

; ------------- Thresholds and other controls -------------

That section affects the national revolution effects. INCREASING the numbers weights the issues, like City Distances more highly (So farther cities will revolt MORE), DECREASING numbers will weight the issues lower.

Play around with the numbers, see what happens. Small changes will make a big difference, the default settings are fairly balanced. You'll appreciate this more once you fiddle with the settings.
 
See the header labeled



That section affects the national revolution effects. INCREASING the numbers weights the issues, like City Distances more highly (So farther cities will revolt MORE), DECREASING numbers will weight the issues lower.

Play around with the numbers, see what happens. Small changes will make a big difference, the default settings are fairly balanced. You'll appreciate this more once you fiddle with the settings.

Thats not what i would like. I dont have the time to spend hours fiddle through settings and many games to see what is best. This is why i ask the creator what he thinks is best for halving the revolution chance.
 
glider1,

I have a bit of a problem with your revdcm mod. I start with 10 civs on a standard map and about half way through the game there is 22 civilizations spread across 3 smallish continents. The revolution chance is very high. If you are able, Please can you give a detailed documentation of how to edit the mod to make make revolutions less likely. Say for example, instead of 22 civilzations from a 10 civilization start, It would only be about 14 or 15. So basically halving the revolution chance. Also if it can be done, would it break save game? For example, I could save the game then close it and edit the revolution chance, then reload that game and experience an edited revolution chance.

This could also be the result of BarbarianCiv too. I find that "explosive number of civs" is usually a result of barbarians settling down. Turn BarbarianCiv off and try again.
 
Plus, you can change the "-1" for max civs in both Revolutions and BarbCivs sections in that ini file as well. If you change it to say 15 for both, then you will not have more than 15 civs caused by either Revolutions or BarbCivs. If you only set a limit of civs to one of either of them, only that section will limit civs spawning.

Am I right, Glider1? :)
 
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