RevolutionDCM for BTS

I'll have access to multiple computers on Saturday, I can test out MP on revDCM then. ;)

Thanks Afforess, Jack and Init for the help. Although I cannot get MP to work in my lab, I think what this information is pointing to is that I should merge in RevMP into RevDCM and if you guys could test that for me on the weekend that would be great. It's up to Phungus whether he thinks we should hold of an official release until after the MP testing, especially Afforess on Saturday.

My personal opinion is hold it off.
Cheers
 
If you want my opinion, it'll be do what you want glider. I'm happy the MP fixes will make it in though, alot of the the users that play LoR have been asking for that for a while.

Edit: I suppose if we're waiting for the weekend I'll look to add any of the 2.71 todo items, as I might as well work on something. Getting the Revolution.ini text items to display, and setting up a Revolution tab (only accessible in debug mode) shouldn't mess with anything you're doing in MP, and would make sense to work on for instance.
 
You and Jdog have forged this mod into a brilliant single player game.

EDIT: I wonder if the insistence to keep ranged bombard alive in this mod, was any contributing factor for Firaxis to include RB in civ 5? I realise your comment about changing the weighting of RB to make it clearer, but I will not have the time to fix it. MP is all I will be able to do until late on the weekend perhaps.
Cheers
 
Ok I've ported across the MP code. I think we need to test this latest build in single player to ensure that everything is behaving normally (should do). If we are unhappy with it, we can easily roll back. I have auto-played through an entire game without issue.

EDIT: you do not have to merge in Revolution.py. Simply replace the whole file for your build.

Known Issues:
-------------

Multiplayer mode:
- Revolutions multiplayer issues in the latest build:
Here are the test conditions:
1) Direct IP
2) Barb Civ off (may not need to be)
3) Barbarian World off' (may not need to be)
4) Start as minors off (may not need to be)
5) Revolutions on
6) Dynamic civ on
7) Tech diffusion on

This should work:
1) A player chooses to recognise independence
2) A player chooses to reject terms
3) A player chooses to bribe
4) AI suffers revolts of any type

This is what will cause OOS (If OOS, just get the host to reload the last save game):
1) A player dies
2) A player chooses accept and lead the rebels
3) A player chooses to hand over control (LeaderRevolution and HumanLeaderRevolution could be turned off in Revolution.ini for MP games)

Cheers
 

Attachments

glider please try to compile the installer and release an updated prerelease, that's the best way to test it. Plus I need to make sure the comments and instructions for the install scripts are easy to understand. If you have difficulty I need to revisit it.

Edit: Also with the new BBAI code, the dll needs to be recompiled as well. So it makes total sense to just up the PreRelease version number, and have a new installer.

Edit2: I think for now this is probably the biggest issue with RevMP:
When a human player dies the game will go OOS
Would it be possible to add in a simple SDK command to kick a human player from the network connection game as the first thing to happen when a human player is killed? Basically this would make it so that the human player is treated as an AI when killed, and wouldn't require fixing the switch player code. Fixing the switch player code is looking to be very involved; I realize this must be done anyway, but a simple kick command in this instance would be a "quick fix" which should greatly increase the viability of MP games for now at least.
 
I didn't know you could do that! The MP mechanics should be the same as the messages are still transiting the internal loop back IP channel on the computer.

Could you explain exactly what the command line option you use is? glider will definitely be interested too.

You can read about the command line options here: http://www.firaxis.com/games/game_detail.php?gameid=6&showcon=1

Code:
multiple		// allow multiple civ instances to run

My exact command line is:
Code:
Civ4BeyondSword.exe mod="RevolutionDCM" /AltRoot=D:\cfg\civilization4\RevDCM multiple
 
Just my 2 cents there:

I think that including the MP fixes of Glider is a must. The main purpose of 2.7 was initially to have the MP working again, adding stability to the MP should be your main focus as the one really waiting for this realease are the one playing it in MP.

I think doing a repackaging with everything in it will encourage more peope to test it...

I will try to give this version a try Sunday or next week.

By the way, I think you guys should start thinking about Civ 5 RevolutionDCM now :)
 
I agree with Jack most want the MP fixed because SP has 81 us MP's are stuck at 7ish.
 
How do you get this mod to remember your configuration settings? I started a new game and configured everything with ctrl+alt+O, but when I load a saved game after exiting, the options have all been reset to the default. What do I have to do to get it to remember my settings? Also, when I created the new game, I created a custom game and de-selected a couple of the options from the new game screen. When I re-load, these options have been re-enabled as well.

I've tried searching this thread, but that doesn't work too well...

EDIT: Must of been a glitch. Now it is remembering the settings... I was looking at the ini files and noticed my changes had been saved after I went in and set them all up again. Don't know if there's an issue with defining the settings on a new game, but things seem to be fine now.
 
Hello all

I'm playing LoR and I understand that not to be able to raze captured cities has to do with
RevolutionDCM for BTS , is there a simple way for me to change it back to "normal", so I get the option to keep it or raze it.

For example, the ai has 7 cities on a peninsula which could easily be covered with 3 well placed cities. Now I'm blocking and surrounding the ai but I've to keep each captured city, 7 of them instead of only 3 needed.

The game is about strategy and playability, the only way to control a lot of land is by smart cities placement. How are things in "Real Life" is hardly an argument.

Please let me raze cities again.

Many thanks in advance.
 
You could turn off IDW, or influence driven war, would probably work in most situations, but wol't for all, because the overall logic of it is controlled by civilization4, and under this system you can't raze cities that are controlled by you. In the next update it's set so that cities only get 1/5th the cultural effect, so in the next update you should be able to raze most cities, but this hasn't been properly tested. We are not sure for now if the AI if given the chance will raze cities, but jdog wrote code to tell it to do so for instance, we may need to drop the cultural effect more on city tiles, it's hard to tell if we need to do more. IDW is a cool feature, but it's effect on cities is difficult to balance.
 
Thanks again phungus420

I've read your reply in the LoR thread. All I want is to be able to raze cities BTS 3.19 style, not cities owned by me, only newly captured cities located on rivals land.

As I've mentioned, I turned of IDW but to no vail, I don't get the option to raze it or keep is, all I get is building queue. Maybe the cultural influence is already too strong? so turning of IDW is a solution for a new game

I'm sorry for double posting, I didn't know you maintain both threads.

Thanks.
 
You should still be able to raze cities that don't have your city culture. IDW effects tile culture, so it can tip things to not being able to raze them, but I"m pretty sure you should still be able to raze cities that arn't over 50% tile culture, and that you don't own. But I could be wrong

Regardless at this point I will test this build and deal with it, if need be City tiles will get a 0% multiplier so that there is absolutely no culture swing on city tiles. I can't deal with this now though, if this is a true bug it will be dealt with in RevDCM 2.7, and quashed, and make it into LoR 0.9.8d when RevDCM is updated. I was pretty sure the raze function didn't work like this though, and it took into account city culture mostly, but since you're reporting this, I will definatly check it out, and if there is a problem I will fix it for the 2.7 release.
 
I've posted on LoR thread, and I'll keep posting only there, I don't wish to nag on two threads with the same problem.

Thanks again.
 
The Bad News.

Multiplayer is completely broken in the rev 411 of the SVN. I experienced the same issues as Glider1 reported.

The Good News.

Single player experiences the same error if you turn on Lock Modified Assets. For some reason, you guys decided to hide that option. Un-hide it and play with it in SP. You get the same MP issues.

This leads me to deduce that it isn't MP that is broke, but LMA, since MP forces LMA.

Now you know where the bug lies. Track it down! ;)
 
Hi Afforess. Thanks for the feedback. Yeah I've known since before Christmas that locked modified assets induces the problem. I don't understand why, and so instead I decided to start from scratch with RevolutionMP.

The only feedback that is now required, is to ensure that there is no damage to single player with the multiplayer code that is in there. The only possible damage would be that the Revolution player options don't behave as normal. We could roll back, but leaving the MP code in there makes it easier for me to update and support RevolutionMP into the future.

As for LMA, maybe someone will have a lightbulb moment. Fingers crossed.
Cheers
 
Well... I know MP is working in my source code. Couldn't you grab it and search for the Lock Modified Assets checks in mine and yours and compare?
 
Based on the behavior of the bug, it's most likely caused by WoC's loading of symbols from GameFonts.tga, would probably make the most sense to compare that to AND and see. I know squat about symbols, WoC, and the GameFonts.tga file though, so I have no idea what to compare.
 
GAMEOPTION_LOCK_MODS seems like a good place to start and just see what is different...
 
Ok thanks Afforess. Maybe there is a lead a trail to follow. I have not checked out your own mod in my lab. What I'll do tomorrow is download your mod, see if it works in the lab, if it does, compare your source and resources with RevDCM.
Cheers
 
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