RevolutionDCM for BTS

In his IndieRevolution (right name?) thread, he said he was leaving modding Civ4 due to time limits, I believe. Look for it in last two pages of that thread.
 
Anyone able to play some with the prerelease build? If so anyone able to produce any bugs or questionable behavior in it? So far in my tests in single player things seem to be working correctly, but I haven't gotten very far (my computer is old and it takes a long time, even in AI Autoplay), and I've only really tested the default settings.
 
Thanks Thomas. That typo has no effect, but still good to fix it in case someone decides to reference it in a mod that uses the RevDCM core later. Though, I wonder if we should just get rid of it, it seems to be a vestigial part of WoC that has no purpose in RevDCM, and I can't really see why anyone would use it.
 
Well I'm seeing a pretty major bug. Not sure when this occured, but it seems the AI doesn't bombard cities now. I've seen lots of AI stacks with siege just wander up to a city and sit there, and never bombard down city defenses. Anyone with AI knowledge have an idea what's going on here, or ways to see what's going on? There are lots of functions in CvUnitAI and CvSelectionGroupAI and figuring out where the problem is occurring seems difficult, also I have no idea how to see what unit stack the AI is looking at when running the debugger (is this even possible), which makes it really hard to evaluate. Any debugging suggestions would be appreciated.
 
I had originally posted this over in the Revolutions Modpack forum, here would've probably been a better place. Is this doable? Is this something people even find interesting?
 
I was figuring that, but I didn't know if what already existed could be nudged out another step kinda like clicking "What do you think about..." brings up the list of known leaderheads, "Cease Bothering Us..." could bring up the list of options...

Just thought I'd throw the idea out there
 
Some pretty significant, but under the hood, coding changes made in the SVN. Just cleaning up code. But definitely warrants a prerelease update, because it definitely needs to be tested to make sure I didn't break anything. :mischief:

Hello, and thanks for all the work done on this and LoR. I found a bug when I downloaded the latest SVN revision of LoR and tested it on this RevDCM prerelease and it seems to be inherited from here.

When a player researches a tech leading to a founding of a religion, he is awarded a religion automatically (preferred religion to the leader if applicable) and then gets prompted to choose another religion to be founded, resulting in two religions for one tech.

Choose religions on, Limited religions off.
 
Thanks for the info CreCon, I'll have a look at it and fix it soon. I have a good idea of the change that would have caused this, but fixing that will bring back another bug I fixed, so... may take a bit to work this one out.
 
Oh this IS the right thread. I was just looking at the end of the last page. BLUSH.

Post was as follows:

Hey guys, sorry I've not been around, work stuff has kinda got away from me. Been ultra busy. I thought the release of the game I was working on would be the end, but it's turned out to need numerous patches and now I'm working on DLC ¬¬

I think by the time I can have time for modding again Civ 5 will have been out for a while so not sure if/when I'll be available to poke about with Civ 4 again.

I also see a couple of issues spring up from things I commented out. Sorry about that I tried to comment everything I changed though so hopefully didn't cause too much of a headache.

Good luck guys

lemmy
 
Hello, I had a question about this mod. I have it and I'm playing it, and I notice in the Civopedia it says Horse Archers have a 60 percent chance to bombard, but I added a couple in WorldBuilder to see how that looks and there's no bombard option to combat. Would anyone know why that is happening?
 
Fixed the religions bug, as reported. Also removed a non functional DCM tag for horse archers causing the bug reported above, seems someone thought that they could make horse archers archer bombard, but it does not work this way as Archer Bombard is hardcoded to the UnitCombatType Archer, and wol't work for mounted units.


@Fuyu

Any chance on getting a Better Bug AI update, or should I look into merging your current source? Also any ideas what could be causing the AI not to bombard city defenses? I've looked through this code, and even tried to run through some of the UnitAI stuff in the debugger using breakpoints, but I can't figure out how to follow it right, or how to track a specific stack to see what's going wrong. It seems like DCM should be the cause of this bug, but I can't see it.
 
I was hoping I could test Better BUG AI this time before committing but I guess I can do that later. You'll get your update, as soon as I once again merge in the new BULL changes and at least compiled it all once.
 
I was hoping I could test Better BUG AI this time before committing but I guess I can do that later. You'll get your update, as soon as I once again merge in the new BULL changes and at least compiled it all once.

I was just asking because I'd like to get an updated version of LoR out to coincide with the launch of Civ5. My mod isn't a priority though, getting RevDCM working is, so if that takes you longer, that's just how it is. Sorry didn't mean to rush you.

To be hones, it's probably not ready for an update anyway because I'm really concerned about the lack of AIs bombarding cities; they just seem to mass troops and attack on the single turn w/o taking down defenses. Whatever is causing this definitely needs fixing. Have you noticed similar behavior with BBAI, or have you seen the AI bombard cities in any of the test runs you did with RevDCM?
 
Have you noticed similar behavior with BBAI, or have you seen the AI bombard cities in any of the test runs you did with RevDCM?
I don't think I paid any attention to that. But I really hope this doesn't happen in Better BUG AI too..
I'll try to test for that quickly, then commit no matter if it's there or not.

Whatever is causing this definitely needs fixing.
:nod:
 
Hi everyone I wonder if anyone can help me? I have have gotten the mod loaded up and everything and I set up a game. Everything is fine there, but then when I click start game, it gets up to initialising players and then crashes to desktop. I am pretty sure that it is the dll to have more than 18 civs per game, as I have had the problem before in other mods. However, if I delete the dll (as was the solution I had used to fix it in other mods), I can no longer get any of the new options (Revolution mod, BarbarianCiv, Dynamic Names etc.). So what should I do? I really want to play the mod, but I am unable to! Please Help,

Thanks in advance!
 
Did you use the installer? Usually a CTD would be caused by not being patched to 3.19, but the installer checks for that...
 
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