RevolutionDCM for BTS

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.

I can't speak for Glider1 or Jdog5000,

but I suspect that they feel that it is adequately balanced.

Regardless, Even if they decided it needed tweaking, it would be weeks before the next version was released. Your best bet is to tweak the settings by a .1 or -.1 for some of them and try a game.
 
@Afforess, OS79, Duuk
Thanks for explaining that stuff again. To tweak it how you like it, you need to autoplay each tweak that you make. I think you would agree that Jdog did a great job balancing all these complexities out. There is still more work of course.

@Infantryman
Range bombard is explained when you hover over the icon. Odds are best when range bombarding from the field or fortifications at targets in the field or fortification. Range bombarding at cities has declined odds of injuring units and range bombarding from cities into the field has declined odds. Range bombarding from two tiles out with artillery has declined odds. The point is that range bombard is now playable with better bts AI as a default option and doesn't need to be turned off. Each time a range bombard is successful, it has a big impact on the future life expectancy of the stack and so has to be balanced carefully especially against the real problem to make the AI more intelligent in how it can be used effectively. For example, if odds are 1 in 5 of doing collateral damage to a stack with RB, bring in five catapults and you may do enough collateral damage to weaken the stack. Any thoughts would be glad to hear them.

A similar problem exists with aerial bombardment. If the odds now are 1 in 15 of damaging a building but reasonable odds of lowering the population of the city, how many bombers should be brought in to effect this kind of damage? At a guess the DCM concept is to bring in a huge squadron of bombers (>10) so that at least some damage is done. The game quickly goes out of whack and it is quite complex to effect any kind of intelligent balance especially when the AI will not do that kind of an aerial blitzkrieg.

Cheers
 
Hi I notice all the DCM options are by default off. Except for ranaged bombardment. I have to press Ctrl-Atl-O to turn it off at the start of every game.

Is there any reason for this ? Or is it just a historical thing ?
 
Now im getting a crash to desktop when trying to load auto save games. .... What log do i post?
 
Last time i play a mod! Why always crash to desktop! TSSSK! Must be over 10time i reload today! TSKKKSKSKSK
 
I am playing the Giant Earth Map scenario 1860AD with RevolutionsDCM. I am in 1860 ad and the interface for RevDCM is showing the game as in the modern era. How do I change this back to the Industrial era? I have skyscrapers and paved roads, it just does'nt look right. Thanks for any help.

I went in to the BUG mode to look around for a way to change the ERA that is being displayed and I could not find a way to change it.
 
I am playing the Giant Earth Map scenario 1860AD with RevolutionsDCM. I am in 1860 ad and the interface for RevDCM is showing the game as in the modern era. How do I change this back to the Industrial era? I have skyscrapers and paved roads, it just does'nt look right. Thanks for any help.

I went in to the BUG mode to look around for a way to change the ERA that is being displayed and I could not find a way to change it.

Your era is dependent on the techs you researched, but once you reach a certain era, you can't go back.

In your case, you must have researched a modern tech already.
 
nokmirt brings up a good issue: How does one change the era artwork, like make modern & future eras the same as industrial?

Sorry this isn't a RevDCM issue, per se.
 
nokmirt brings up a good issue: How does one change the era artwork, like make modern & future eras the same as industrial?

Sorry this isn't a RevDCM issue, per se.

Basically, I just want to have the roads and buildings from the Industrial Era. I plan on revamping this scenario to cover History from the American Civil War to around 1920 or 1925. I don't plan on going into the Modern Era for this project, but for some odd reason the scenario is locked in the Modern Era. Are you sure there is no way to change the era in question? I had this problem before, I was trying to play a 1500 ad mod and I am supposed to have artwork from the Renaissance, but it was stuck in the Industrial Era, frankly it looked ********. It seems they are one era ahead.

Also, England in this scenario had 11 Machine gun units. Maybe a little too much fire power for 1860. I changed them to Grenadiers, and I took away all techs after railroad because I plan to add my own. The main issues are going to be the evolution of ships from the ironclad to the dreadnought, and the evolution from rifled muskets to the bolt action rifle, and the cannon on to artillery and rail guns etc. First things first, I was going to play the base mod and get a feel for RevDCM, because I am new to it, and it looks interesting. Then from there do research and start modding.

I added a monitor for the United States as a UU. I cannot find a Confederate rifleman with a musket, the one I found has a bolt action rifle and just did not look right, he looks like a displaced cavalry trooper. So for now I am going to leave the standard rifleman, for the time being. In any case this is going to be a large project. I am going to use some ideas from the famous El Justo mod, Age of Imperialism v. 4 for civ 3. I am also going to play that to learn how it all fits together, and implement the basics into civ 4 BTS 3.19 on the Giant Earth Map. Anyone interested in these ideas, let me know, I certainly can use the help and advice on how we should go about bringing this project into reality. Thanks
 
Any word on when BULL 1.0 and BUG 4.2 will be added to the SVN? No rush, I am just curious.
 
davidallen has fixed the Project Interdependency bug that requires project prereqs to be hardcoded in the dll. Here is the thread with more information:
http://forums.civfanatics.com/showthread.php?t=342039

For some reason he has not followed my request and released the code for the fix to you guys so that this can finally be fixed in RevDCM. You should probably pester him about it so we can get this fix in there. Lol, he must have posted the code here while I was posting. His solution can be found here: http://forums.civfanatics.com/showpost.php?p=8650420&postcount=36

As far as 2.61 is concerned, I request you keep it save game compatible. Then after 2.61 is released please update my softcoding inquistors code into the SVN. The new inquisitor code is good stuff, and it would be nice to upate the SVN with it for everyone involved, though it would be best to add it in after 2.61 so that 2.61 maintains save game with 2.6; that'll be a pain for me at least, but I think it makes the most sense all around.
 
@Phungus
You were the one who reported the broken airbombing code in DCM. I've examined the code and I don't think it needs to be changed but it depends on what you think.

The probabilities of a successful airbombing mission on a building are:
prob = the number of <iDCMAirbombMission>2 buildings defined / total number of buildings. Likewise for <iDCMAirbombMission>3 the same. In default RevDCM the probability is then 50/160 for <iDCMAirbombMission>2 and 12/160 for <iDCMAirbombMission>3 assuming random buildings have been built in a city. If computers or lasers are researched then the dice is rolled four times or eight times. If no building is destroyed, then there is roughly a 1/4 chance that the population of the city will be reduced by size one. I have personally tested the code by production bombing a city with all DCM production buildings inserted and the chance of success is 100%.

In other words, the probability is partially dependent on whether the modder defines enough buildings with <iDCMAirbombMission> to compensate for their total number of buildings in their mod. I would say that since the DCM code is very old, it is possible that Dale's probabilities were based off a smaller number of buildings in the mod (if it was written before unique buildings were introduced?). The probability of success is also dependent on the player bombing cities with a high number of DCM defined buildings in it. If the player bombs a city with hardly any DCM buildings, success will be scant. The idea is to pick cities that are big and fat with DCM buildings favouring production if that is your choice for that mission.

Cheers
 
Just a small note that RevDCM has been updated to latest BUG/BULL/SVN status for single player and does not break save game compatibility with 2.60. It is not essential to update or even to merge this into your mod, but it does contain a few nice fixes and updates. Multiplayer is severely broken and fixing this will be the focus for the next release.

Enjoy
Cheers!
 
Just a small note that RevDCM has been updated to latest BUG/BULL/SVN status for single player and does not break save game compatibility with 2.60. It is not essential to update or even to merge this into your mod, but it does contain a few nice fixes and updates. Multiplayer is severely broken and fixing this will be the focus for the next release.

Enjoy
Cheers!

Nice, time to look into merging it with my mod :)
 
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