RevolutionDCM for BTS

But I thought the user preferences overrode the tag in GlobalDefinesAlt? I have other RevDCM tags at 0 in GlobalDefinesAlt, but which I have successfully selected through the RevDCM tab (airbomb, fighter engage, idw, etc.). I tried the change anyway, but I still don't get a RangeBombard button (testing on an Artillery unit).

: point to Afforess : Will let him explain. Was my mistake to say anything :).

That seemed to re-enable it. If that is the improper way to do it, then some deeper python problem is probably to blame...
 
:lol:, yeah, that's a classic... ;)
 
Where are the other available WoC modules for RevDCM? Didn't someone make a Next War one? The WoC modules section of the SVN is very empty, I'd like to fill it with stuff. Also as far as I can tell this is not up to date Front page WoC module link, and the only module worth adding is the Rapture one anyway, so please don't link me there and think that helps.

Afforess or anyone else with a non standard installation of BtS, again please try the new RevDCM installer. I want to make sure the new code it has to handle the message pop ups for different things it finds with the registry are working correctly, especially the abort function if it finds BtS is not updated to 3.19.

@Hephaistion
Don't forget you need to add in the DCM tags to BuildingInfos too! I made this mistake and also though air bombing was broken until very recently.
 
Dear All, especially the modders

As a civ1 vet, I would like to underline that this mod, especially the Revolution part of it, is one of the most important things happened to this game ever. Great job! :goodjob:

I tried it this evening with slightly adjusted game speed info.

Spoiler :
<GameSpeedInfo>
<Type>GAMESPEED_MARATHON</Type>
<Description>TXT_KEY_GAMESPEED_MARATHON</Description>
<Help>TXT_KEY_GAMESPEED_MARATHON_HELP</Help>
<iGrowthPercent>300</iGrowthPercent>
<iTrainPercent>200</iTrainPercent>
<iConstructPercent>300</iConstructPercent>
<iCreatePercent>300</iCreatePercent>
<iResearchPercent>300</iResearchPercent>
<iBuildPercent>300</iBuildPercent>
<iImprovementPercent>300</iImprovementPercent>
<iGreatPeoplePercent>300</iGreatPeoplePercent>
<iCulturePercent>300</iCulturePercent>
<iAnarchyPercent>200</iAnarchyPercent>
<iBarbPercent>400</iBarbPercent>
<iFeatureProductionPercent>300</iFeatureProductionPercent>
<iUnitDiscoverPercent>300</iUnitDiscoverPercent>
<iUnitHurryPercent>300</iUnitHurryPercent>
<iUnitTradePercent>300</iUnitTradePercent>
<iUnitGreatWorkPercent>300</iUnitGreatWorkPercent>
<iGoldenAgePercent>200</iGoldenAgePercent>
<iHurryPercent>33</iHurryPercent>
<iHurryConscriptAngerPercent>300</iHurryConscriptAngerPercent>
<iInflationPercent>10</iInflationPercent>
<iInflationOffset>-270</iInflationOffset>
<iVictoryDelayPercent>300</iVictoryDelayPercent>
<GameTurnInfos>
<GameTurnInfo>
<iMonthIncrement>180</iMonthIncrement>
<iTurnsPerIncrement>100</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>120</iMonthIncrement>
<iTurnsPerIncrement>300</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>60</iMonthIncrement>
<iTurnsPerIncrement>170</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>24</iMonthIncrement>
<iTurnsPerIncrement>201</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>12</iMonthIncrement>
<iTurnsPerIncrement>129</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>6</iMonthIncrement>
<iTurnsPerIncrement>180</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>3</iMonthIncrement>
<iTurnsPerIncrement>264</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>1</iMonthIncrement>
<iTurnsPerIncrement>156</iTurnsPerIncrement>
</GameTurnInfo>
</GameTurnInfos>
</GameSpeedInfo>


As a quick overview, I have increased the barbarians to the last level where computer players could possibly co-exist with them. Have been playing with these settings for 2 years and am rather happy with them. Today, I started a DCM game on a huge map with 4 civs and saw 5 new minor civs emerging by the year 1000. Models history quite well IMO.

However, I am playing with BtS 3.19 and getting a lot of error messages. The event handlers mentioned seem to be associated mainly with city growth and capture. Can anyone comment on this?

For further consideration: I agree with the persons thinking that the game logic where everything could only grow, grow and grow, is wrong from the very start. Revolutions mode is a huge step towards resolving the issue. However, as far as I know, it does not support culture decline (please feel free to correct). Under certain circumstances, partly overlapping with the circumstances leading to a rebellion, the culture of given city should decrease, not increase. If a real world city had library, university, theater etc. and these were burnt down, they would lost not only the future impact of these buildings but also their current competencies. Every next generation would be dumber and less cultivated. Any thoughts?
 
@Kriku
Yeah the Revolutions concept is definetly one of the most innovative things that ever happened to the entire CIV series, from I to IV glad you are enjoying it. Jdog5000 it's creator is now trying to get it to work in multiplayer, along with my help. The code would and should have got a lot more exposure but for broken multiplayer (instead of 10,000's of thousands of civ fanatics playing it, at least more than 100,000 should have played it at it's peak). Stay in touch, your comments are interesting and the Revolutions code has matured a lot over the years and is a very solid and trouble free algorithm in single player. As for your python errrors, there are a few errors that happen because the BUG interface code is not really totally aligned with the dynamic nature of the Revolutions code but the errors should not be too annoying and happen fairly infrequently. After multiplayer is fixed (a week to go?), we'll get into knocking off those annoying errors in the BUG/Revolutions compatibility side of things in the new year.

@Phungus
Thanks for offering to do that! A proper store of at least a few woc modules for RevDCM would be nice. I see that you have set up an area in the SVN for that, cool. As to where the modules are, Johnny Smith could remind us because he has a huge repository I believe under the WOC project area in the SVN which is absolutely massive. I tried syncronising with the repository at one point from the trunk of the project, and literally gave up after it topped 1Gig byte of download and was still going when I had to severe the connection for the sake of my months allocation. Here are a few links that I have on my pc to stuff from woc:

https://worldofciv.svn.sourceforge.net/worldofciv (huge project, now extinct like a ghost town)
https://worldofciv.svn.sourceforge.net/svnroot/worldofciv/WoC Lite/ (Johnny's part of the world)

One of the quality coders for BTS (Faichele) the last I heard from him, he was working in the Rapture area of the worldofciv SVN, attempting to do a merge of his best quality code into the RevDCM code, but not sure if he ever finished. A lot of modules apparently are now happening under the ROM/RevDCM project.

Cheers
 
Thanks! Is it possible to extract the event log from the save file? I could post the error messages here. They happen quite often, I suspect that every time when a city grows etc.
 
However, I am playing with BtS 3.19 and getting a lot of error messages. The event handlers mentioned seem to be associated mainly with city growth and capture. Can anyone comment on this?

You DON'T mean those colored scrolling messages at top center do you? Those are not errors messages. Actually you can adjust as to which of those kind of messages you get (but I forget where).

Apologies, but I have never had any error message setting activated, and I get what you described ... those ain't errors! :crazyeye:
 
In what way does the multiplayer not work? Does it crash, or just have error messages that kind of mess with the game but don't crash the game?

Also, you mentioned to speak to Calwyn on how to get the Mod to work somewhat with multiplayer, but how do I contact him?
 
In what way does the multiplayer not work? Does it crash, or just have error messages that kind of mess with the game but don't crash the game?

Also, you mentioned to speak to Calwyn on how to get the Mod to work somewhat with multiplayer, but how do I contact him?

It is a she :). She is a player of Rise of Mankind. I think you can easily go to your Account and search for her, then PM her.
 
@LeHam
Multiplayer is dead in at least three ways:

1) Revolutions needs to be made multiplayer compatible
2) RevDCM does not load properly in multiplayer mode
3) Some of the selectable components within RevDCM do not work in multiplayer

The plan is to fix and release a RevolutionMP version for testing. Carwyn has mentioned to me that ROM 2.71 worked with multiplayer except for Revolutions, even though the latest version of ROM (2.8) is truely broken in multiplayer. Therefore the strategy over Christmas would be:

1) To have some people to play test RevolutionMP in multiplayer when I release it. RevolutionMP will be the most pure version for testing the Revolutions Mod in multiplayer. Whatever goes wrong in multiplayer there, will be sourced to Revolutions Mod multiplayer issues.

2) For those who cannot live without ROM, they would take my RevolutionMP build when I release it, and kindly ask Zappara to build them a version of ROM that was back dated to version 2.71 (I think) that contains the fixes to Revolutions that would be in RevolutionMP when I release that. This should produce a workable version of ROM in multiplayer with a working Revolutions mod as well. The changes to that version of ROM would just be rather minor changes in the Revolutions portion of the build. However that build would be of little use to me, because essentially it would contain many other ways that multiplayer could break, rather than just Revolutions. It would be an impure build from my point of view.

It all depends on when I can release RevolutionMP, and what exact version of ROM was the latest version that did work with multiplayer even if Revolutions was not working properly. I think that version was 2.71 from memory.

Go easy on Carwyn at the moment I think she has a cold and is crook. In any case, we will all probably be too busy to do any testing at all over Christmas in any case.

Cheers
 
@LeHam
Multiplayer is dead in at least three ways:

1) Revolutions needs to be made multiplayer compatible
2) RevDCM does not load properly in multiplayer mode
3) Some of the selectable components within RevDCM do not work in multiplayer

The plan is to fix and release a RevolutionMP version for testing. Carwyn has mentioned to me that ROM 2.71 worked with multiplayer except for Revolutions, even though the latest version of ROM (2.8) is truely broken in multiplayer. Therefore the strategy over Christmas would be:

1) To have some people to play test RevolutionMP in multiplayer when I release it. RevolutionMP will be the most pure version for testing the Revolutions Mod in multiplayer. Whatever goes wrong in multiplayer there, will be sourced to Revolutions Mod multiplayer issues.

2) For those who cannot live without ROM, they would take my RevolutionMP build when I release it, and kindly ask Zappara to build them a version of ROM that was back dated to version 2.71 (I think) that contains the fixes to Revolutions that would be in RevolutionMP when I release that. This should produce a workable version of ROM in multiplayer with a working Revolutions mod as well. The changes to that version of ROM would just be rather minor changes in the Revolutions portion of the build. However that build would be of little use to me, because essentially it would contain many other ways that multiplayer could break, rather than just Revolutions. It would be an impure build from my point of view.

It all depends on when I can release RevolutionMP, and what exact version of ROM was the latest version that did work with multiplayer even if Revolutions was not working properly. I think that version was 2.71 from memory.

Go easy on Carwyn at the moment I think she has a cold and is crook. In any case, we will all probably be too busy to do any testing at all over Christmas in any case.

Cheers

Btw, to calrify:
The DCM hazard being tossed into the trash bin of modding history?
I simply can not live without ranged bombardment. Everything else can be tossed out (well, I hope fighter logic can be salvaged) for all I care.

In short: I want Revolution fixed (already worked on by you) and Ranged Bombardment to be still present in the end of the day.
 
You DON'T mean those colored scrolling messages at top center do you? Those are not errors messages. Actually you can adjust as to which of those kind of messages you get (but I forget where).

Dear Sir, I am not a complete idiot. I have played Civ for 17 years and worked in the software industry for 14 years. I believe that I am able to recognize an error message if I see one.

Please kindly refer to the picture attached to this post.
 

Attachments

  • civerror.JPG
    civerror.JPG
    132.6 KB · Views: 165
It all depends on when I can release RevolutionMP, and what exact version of ROM was the latest version that did work with multiplayer even if Revolutions was not working properly. I think that version was 2.71 from memory.
It was RoM 2.71 and it included RevDCM 2.5. I hope that helps :)
 
Dear Sir, I am not a complete idiot. I have played Civ for 17 years and worked in the software industry for 14 years. I believe that I am able to recognize an error message if I see one.

Please kindly refer to the picture attached to this post.

Yeah, that would seem to be an error message to me, too. ;)
Not that I've ever seen one of those in RevDCM (or, more specifically, Hephmod).
 
@os79
It's a step by step process. Once RevolutionMP and ROM721MP happens, then we begin working on RevDCM MP. The DCM part of that will probably be last, and I doubt that the basic DCM will change much at all. From all accounts, the basics already work in MP, and it will be interesting to find out from ROM what DCM bits are truly broken in MP.

Cheers
 
Dear Sir, I am not a complete idiot. I have played Civ for 17 years and worked in the software industry for 14 years. I believe that I am able to recognize an error message if I see one.

Please kindly refer to the picture attached to this post.

Most others don't get those errors.

Perhaps you installed it wrong, or perhaps PEBKAC.
 
Most others don't get those errors.

Perhaps you installed it wrong, or perhaps PEBKAC.

i, too, am getting these error messages, but with LoR!

just to let you know ... eventually a problem with the merging in these mods, as everything is installed correctly and in only happens after way into the game ...

cheers

HahnHolio
 
Please upload a save (LoR or RevDCM) with this error occuring.
 
The issue will not be major. If you can do what Phungus says or even just upload the error log that would be almost as good (my games/beyond the sword/logs/pythonerr.log)
cheers
 
Back
Top Bottom