RevolutionDCM for BTS

@Mamba. New options depend on what Phungus thinks. He is now in the RevDCM team. I'm personally looking forward to trying your woc pretty units when you release them :)

Cheers
My take on it is that new components that are only semi requested should be put in the separate add on installer. Also nothing is stopping Mamba or others from grabbing the the separate add on files from the SVN, and creating a new functional add on that implements some new component. The Add On files are here in the SVN:

https://revolutiondcm.svn.sourceforge.net/svnroot/revolutiondcm/branches/InstallerAddOns/

If you set up a separate folder that can use the add on install script (look in the RevDCM docs folder for the install scripts) to implement some new component for RevDCM, it's likely that this will be added. I just don't think it's a good idea to add new mod comps to the main RevDCM core in general, unless they are highly demanded. Say if Zappara, Mamba and Davidlallen all requested a modcomp, it would make sense to put it into the RevDCM core, as that would be a high demand component that many of the modmakers that use the RevDCM core would use.

And to :deadhorse:
@glider
The add on installer still isn't linked to in the OP of this thread. You have the main download page for RevDCM there, and the two main SVN links, but no link to the Add on installer. So users can't easily find and reimplement the add on components that were in RevDCM 2.6 and were stripped off and put in the separate add on installer. Please put this link up, in the OP so it can be easily found.
:deadhorse:
 
Minor irritation and I am not sure if it is RevDCM or BUG but I can't turn off ACO (advance combat odds) permanently but only for the current load. That is, I turn it of for the current game but if I load a save or start a new game it is back on again.
 
@Dancing
Yeah found that bug as well. It's possibly a bug inside Bug. ACO is also bugged. The other day it reported that my warrior had a 98% chance of defeating a healthy barb warrior fortified in a city.

@Phungus
Yeah yeah i get you. It will get done. I'll find a nail and hang the @#$ addons from there. Anyone got a wall, a nail and hammer? Kidding.

@Jack and Nudden
There was nothing in 2.71 that would change the behaviour on MP. Keep in touch about MP. It looks like the problem is kinda random. It must be frustrating to play this way. The RevolutionMP project that I am also developing, connects perfect.

Cheers
 
@Jack and Nudden
There was nothing in 2.71 that would change the behaviour on MP. Keep in touch about MP. It looks like the problem is kinda random. It must be frustrating to play this way. The RevolutionMP project that I am also developing, connects perfect.

Cheers

Ok strange then... FYI I never had any problem to connect in MP, it's just some random OOS from time to time... I ll try this week end and let you know... :scan:
 
I just tried the 2.71 and when in the Domestic Advisor, the Glance/Techs/etc tabs at the bottom aren't available.

Hmmmm. Correct me if I'm wrong but I think those tabs are in the foreign advisor, perhaps that's what you meant? Questions for you:
1) do you have the python error log if you still get the problem (need that to fix)
2) you sure you do not have another RevDCM version sitting around on your install paths that could confuse things?

@Phungus
I'll be working towards a version 2.72 in the next week. At that point I will include all links and a proper RevDCM "addon" mod as you have suggested, that will include some composite modules I've collated over the last couple of days.

Cheers
 
@Dancing
...ACO is also bugged. The other day it reported that my warrior had a 98% chance of defeating a healthy barb warrior fortified in a city.
Not a bug, this is caused by "Barbarian Free Wins", the number of which scales with difficulty. Your warriors actually have a decent chance of defeating barb riflemen a couple of times at prince difficulty and below. After a couple of wins this bonus disapears though.
 
Hmmmm. Correct me if I'm wrong but I think those tabs are in the foreign advisor, perhaps that's what you meant? Questions for you:
1) do you have the python error log if you still get the problem (need that to fix)

Foreign advisor I meant, I'll attach the logs.

2) you sure you do not have another RevDCM version sitting around on your install paths that could confuse things?

Cheers

No, it's the only one I have. I'll redownload it, and also try the SVN which I know is the latest version..hmm working fine now, must have been a different one.
 
When I start a Hot Seat game there is always the same problem. Seems it has something to do with GameFonts. See attached screenshot.

cheers

Just a note - I too get this error every time I start a hotseat game. Seems that the game is coming up with a bunch of religions that have no actual assets (art or XML) attached to them, and has your capital found a bunch of them. I also get Buddhism, Taoism, and Confucianism founded every time. It's rather funny that it's always those three religions.. Anyway, would be great if this were fixed, I understand that multiplayer is still a work in progress. Thanks for the mod! :)

mythic
 
Unfortunately fixing MP is non trivial. I mean even the basics of how to go about it are difficult. Also glider is pretty much working on it all by himself (the code is too advanced for me to help).
 
Unfortunately fixing MP is non trivial. I mean even the basics of how to go about it are difficult. Also glider is pretty much working on it all by himself (the code is too advanced for me to help).

I saw that Lemmy101 and Glider1 were making really good progress on the RevolutionMP thread.;)
 
Thanks Afforess, Lemmy is trying his guts out but there has been a temporary set back:
http://forums.civfanatics.com/showthread.php?t=353684&page=3

Working on MP is an absolute pig trust me. If Lemmy can crack the change player code, I'll get some energy up to work through the issues that MythicCommodore has highlighted and I have seen myself. It's a constant tussle in my mind with the basic question, is it worth it to fix MP with Civ 5 coming? But then I think that from the looks of what Jdog is doing over that at Better BTS AI, Civ 4 is probably still going to be an excellent version of civ even after civ 5 comes out.
Cheers
 
Hallo :)

I'm pretty confident in how it's going, actually. With 2 players we managed to get through an entire game with every (apart from abdication which relies on AIAutoPlay which I'm currently fixing up EDIT: In fact I've almost got this working MP) Revolution event working fine. We got one OOS in a three player game, but this was clearly some more obscure case, as after that player rejoined he had the same event happen again later and it stayed in sync fine. It's certainly playable as is, which is awesome, and it's just a few little niggles which we'll track down eventually. :)
 
Hi all.

Quick question: I noticed that the code for the lovely "please shut and and stop bloody talking to me" diplomacy option specifically stops it running in multiplayer. Would enabling it for multiplayer cause some serious issues or is it just something like it would stop the computer talking to all players?

cheers. h.
 
Yeah Hachejay you are correct. From memory when I wrote that code 18 months ago, I may have committed a sin. That code quite possibly does only work in single player (you have confirmed that it breaks it in MP?). In theory, all that code does is give the impression to the AI you have snuffed, that you refuse any more conversation with them, and they act as if you were manually doing that to them on the interface (hitting the escape key whatever it needs to get rid of the diplomacy popup as soon as it shows). IE) there is no game change in it, it is just a user interface convenience. However as for MP, I'd be brave to say right now that it doesn't break MP, because virtually any code not totally thought through 100%, can break MP. If RevDCM ever get's going in multiplayer, that particular option can easily be modified. At this stage there are more basic issues with RevDCM in MP.
Cheers
 
I gave a network game ago simpy removing the "and not gc.getGame().isNetworkMultiPlayer()" from the code

Code:
			#RevolutionDCM - start new diplomacy option
			thePlayerContacted = gc.getPlayer(self.diploScreen.getWhoTradingWith())
			if not thePlayerContacted == None and not gc.getGame().isNetworkMultiPlayer():
				if not thePlayerContacted.isDoNotBotherStatus(gc.getGame().getActivePlayer()):
					self.addUserComment("USER_DO_NOT_BOTHER_US", -1, -1)
				else:
					self.addUserComment("USER_RESUME_TALKS", -1, -1)
			#RevolutionDCM - end

in CvDiplomcy.py....

It appears to basically work, the option does come up for both players, though for whatever reason you now have to click "cease bothering us" or "we wish to resume talks" twice for it to change to the other option. I also noticed that when I had left the game my text editor told me the file had been udpated and that it had had the "and not gc.getGame().isNetworkMultiPlayer()" bit put back in, so i'm assuming this is possibly buried deeper in the code than my skills will let my play with. anyways, just thought i'd let you know!
 
A couple questions regarding Rev.ini file. First let me say that I'm playing ROM 2.9 with Rev on and Barb off. I am quite far in the game, early industrial era and would like to change some Rev settings but am unsure of the effects or what to change.

I would like to limit the amount of civs and I see a setting for this in the ini, will this work in the same game or cause a problem if there are already more civs in the game than what I set it to?

Secondly I would like to limit revs to be at least 5 cities or not happen at all. Right there are 23 Civs in the game (started with 13), the top score myself is 1750, second score is 1698 then 1550 and two civ's are 1400's and every other civ is only 2-3 cities and avg. score is about 300. This is because rev is creating these tiny little civs all over the place. Is there an option to make it so revs only happen when at least 1/3 or 1/2 of a civs cities would like to revolt.

Thanks
 
Hey, I have a question related to the DCM features, if the SDK( Dale - DCM: Globals, Dale - RB:) and XML (MissionInfo, DefinesAlt, Unitinfo/schema, InterfaceModeInfo) is taken from RevolutionDCM and merged with another Mod with no WoC compatibility it should work right? Since after the merge when trying to start a custom game i get a CTD.
 
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