RevolutionDCM with WoC

I took mamba's Next War folder and added the sounds for the Next War Techs to it. It has the same audio path as before. Anyway much smaller XML and split up better.

Thanks to mamba for it.
 
Thanks for the uploads Johny. As a quick solution to how to manage RevDCM WoC components here is the idea I will try if people think it is ok:

1) I will start up and maintain a clear list of all WoC addon's that we have so far at post #1 of this forum. This list will be in categories and be linked to the individual attachments posted deeper in this forum.

2) To overcome the problem of attachment post links going dead as people remove their attachments, I will keep a central store of all contributions. If a link goes dead, people will report it on this forum, and I will repost the contribution myself and update the link.

This is a labour intensive solution and very manual in nature, but at least it is something.

Thoughts welcome.
Cheers.
 
@Johny
I think Nextwar Diversica you posted is kaput (broken). It doesn't load up for me. Also the religion sounds in Zoroastrian are dead despite apparently correct audio XML embedding inside RevolutionDCM.

Minor issues.
Whatever.

Cheers.
 
The audio does play in the game I can assure for zoro I spent days working on it and that movie with it.:lol:
And the audio I sent you was inside of the RevDCM 2.0 and used so do not know. I heard the movie run with sound.
There is an audio 3d script as well, but you probably see that.

Next War :badcomp: I screwed up and forgot the new schema. And just noticed the name of the folder is wrong NextWar not Next War. I will fix it and send back up. Sorry will send it back up.
 
I just requested a new SVN. Maybe they will accept me at SourceForge. No clue will hopefully will find out soon. The folders in the SVN can be download as TAR files. Well anyway will see.
 
@Johny
Well done mate :goodjob: At least there is a central repository now. We'll see how it develops from there regarding basic categorization and the way to rate components.

Excellent work fixing Next War diversica :goodjob:

I have found the problem with the Zoro sounds. They do not play if you have "music" turned off under CTRL-O. This applies to all Zoro sounds but not to the other religions. I play in-game background music externally via winamp and this was the difference. At a guess the XML definitions for Zoro music must be different to the vanilla religions.

Cheers.
 
@Johny
Well done mate :goodjob: At least there is a central repository now. We'll see how it develops from there regarding basic categorization and the way to rate components.

Excellent work fixing Next War diversica :goodjob:

I have found the problem with the Zoro sounds. They do not play if you have "music" turned off under CTRL-O. This applies to all Zoro sounds but not to the other religions. I play in-game background music externally via winamp and this was the difference. At a guess the XML definitions for Zoro music must be different to the vanilla religions.

Cheers.

Good. Bad about the sounds acting different I never tried it with other music off I guess. SVN is ready to roll. Just need some people to start talking. If you guys want something but do not know how from the WoC modules ask. And if you want to submit your own stuff here is your thread.

I am waiting to only see tumbleweed past by now.
 
Since this is now the "official" thread for RevDCMWOCWhatever ( ;) )...

I posted 2 minor tweak/mod requests into the old thread:

1) I saw once a long time ago a mod that made the "hidden" AI diplomacy modifiers visible in the mouseover ("Your country is smaller than mine", etc). I'd love to see those.

2) A unit addition, which if I'm reading the files correctly would have to be added into the SDK. "Engineer" unit, which has a cost of 300-400 :hammers: and can be used (similar to a culture boosting great person) to directly add 100 :hammers: to the city. Essentially allowing you to inefficiently transfer production from one city to another.
 
Core RevDCM logic I'd love to see changed:

"Dead" civs cannot respawn as vassals or "under pressure from citizens X has ceded Y and Y to" civs.

I'm sick of wiping out a civ and then having some shmuck on another continent spin off a city as the civ I just wiped, causing me to have culture issues in my newly conquered lands.
 
Core RevDCM logic I'd love to see changed:

"Dead" civs cannot respawn as vassals or "under pressure from citizens X has ceded Y and Y to" civs.

I'm sick of wiping out a civ and then having some shmuck on another continent spin off a city as the civ I just wiped, causing me to have culture issues in my newly conquered lands.
Going to second this. Also think it should be a core change to revolutions. There are also diplo aspects to this that become annoying, as well as nonsensical.
 
I noticed this week one small thing with the game fonts that come with RevDCM 2.0. The other font has a such width that it couldn't be saved in DXTBmp program without corrupting the whole font file and thus the modified file always crash the game during start up. After looking through some help files I noticed that the program requires font width to be power of 2 integer value or it won't save it correctly. So I modified the font width from 2046 to 2048 and now you can modify them in DXTBmp. Grab the new fonts if you are planning to add some new resources. I also added about 10 new resource icons. :)
 

Attachments

First of all nice job.:goodjob:

But if you want to load it in the WoC stuff you will need to change things. Text can be included in the module in WoC stuff. And modular loading is turned off for WoC loading. You can also cut out things that are just using a 0 for WoC so the xml can be much smaller. But again good work.
 
Ok thank's for the font's Zappara but I am no expert on font's at all and do not understand what you have done or what I should do. RevDCM next release needs a font set which keeps all the vanilla elements for religions, corps and resources identical in every respect to the original but adds the extra WoC elements as well.

Perhaps Johny can clarify what needs to happen if anything.
Cheers.
 
I actually asked Zappara to send his files up. It fixes some issues that DXTBmp users will have. It is because of the size of the file in pixels. I did not know DXTBmp had problems with ones I sent up because I never use it. So Zappara's files are better. And if it is in RoM we can build off what he has so we all have the same file.

Edit: Yes it keeps the vanilla icons as well as the WoC icons. It just adds new ones to the end.
 
@Duuk
Yeah the idea at this stage is to make WoC so that it can install enough python and xml in a modular fashion, to make these types of "units" like you are talking about, come to life in a WoC incarnation. All along I have taken much joy from the inquisitor python. It is simple, elegant and adds a lot to the game without requiring SDK modification. Python hits a severe limitation at some point, but it amazing how far it can go with small "self contained" unit AI's that do not interact with the SDK AI but still powerful enough. A lot of this has already been done in a non WoC format but it will be interesting to see what is possible with WoC python whenever that comes. The big attraction of python unit AI is it's object oriented fundamentals.
Cheers.
 
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