RevolutionDCM with WoC

The question is, what do you want to achieve by doing so ?

A normal modular civ works with WoC, so you can simply use it as it is. The WoC format allows you more flexibility though, you can separate out the UU, the UB and the LHs and group their definitions inclusion in the civ (in CIV4CivilizationInfos) along with the respective definition of the UU/UB/LH, thereby allowing the flexibiltiy to add / remove them as wanted.

when i add woc and non-woc civilizations in the same mod i get strange errors like missing names or even xml errors...
 
when i add woc and non-woc civilizations in the same mod i get strange errors like missing names or even xml errors...

Odd, as long as they are all modular, there should not be an issue. Did you use the WoC schemas (the only thing I can think of which might cause that) ?

If you use WoC civilizations without a dll which supports WoC, that is to be expected however.
 
I am moving, and don't know if I will be modding any time soon. I wanted to make it clear though I have many folders and many name texts in the xml with have blank spaces in Rapture for example. I don't understand what the problem is then.

The whole SVN does not have to be downloaded. You can download individual folders. I mean if you want what is in the SVN...I don't remember the exact path, but you can download just the zoro folder. You do not need even a SVN program for it. You have to extract linux format files though which you can do with winrar or 7zip.
 
Thanks for your help Johnny. The white space thing is one of those peculiarities between the latter BUG implementations and WoC. So I was wrong to say that it is purely WoC that is causing the issue. Yeah you are correct that I do not need to download the entire WoC project! I assumed that it was a few hundred MB's not over 1GB! I am an ass for my assumptions :)

Hope your move goes well and that soon you will be back to CivFanatics :goodjob:
Cheers
 
Hi Cripp
There is no woc independent mod just RevDCM. It has all the woc already built into it. Just download RevolutionDCM from the link below and the rest is just a question of adding woc modules to RevDCM. You could experiment with WocLite project if you wanted, or even WoC full project itself.
Cheers.
 
Resources Compilation (uploaded by Johny Smith)

Anyone actualy get this to work with RevDCM 2.71?

All I get with them recources in RevDCM are 100's of xml errors about Unitclass.

Edit:

Got it to work by removing the Terrain Module :)
 
:bump:

Hey, I want to add to the list a Next War WoC with BUG modular python file(s).
Updated to RevDCM 2.9, of course.
Thank you to anyone who is willing to volunteer to do this :).
 
Yeah OS it's a good point. I have been thinking about what to do with the basic woc modules like next war. I have them going nicely on my own private build under 2.9 already. The decision I have come to at the moment is to let Mamba finish Diversica for RevDCM 2.9 and see how that goes. Diversica has become the default WoC standard for RevDCM because it includes all the basic modules:
1) Cultural City Styles
2) BAT unit art (with extras)
3) Proper nation flags
4) Next war international
and more...

If Mamba cannot work on Diversica, what then?..... I would then have to release my private build as a new mod Bat for RevolutionDCM or something that adds the core modules like Next War. It might eventually be useful over a long span of time. I keep thinking that the effort is wasted because everyone is either playing LoR, RoM, Overlord variants of RevDCM but not RevDCM straight. It looks like you might be interested and I know of one other that has PM'ed me at one stage. I of course play RevDCM straight (the extra modules I use don't interfere with core functionality of the mod at all and aren't included in the SVN).

Cheers
 
If Mamba cannot work on Diversica, what then?..... I would then have to release my private build as a new mod Bat for RevolutionDCM or something that adds the core modules like Next War. It might eventually be useful over a long span of time. I keep thinking that the effort is wasted because everyone is either playing LoR, RoM, Overlord variants of RevDCM but not RevDCM straight.

Don't worry, I did integrate 2.9 today (untested), along with Bakuels new units. Will start testing it once his next batch of units is out (which should be Monday) and added as well.
 
I just need Next War... the others I can take care on my own.

Many thanks, people!
 
Ok great news that Mamba is on board. Just think of Diversica as the default BAT/WoC standard for RevolutionDCM? It contains all the basic stuff that a player needs to dress up RevDCM all pretty. The mod is also very flexible in it's modular form. OS for now just download Diversica and pluck out the NextWar module. That is what I did some time ago. See how that goes I've forgotten whether NextWar in Diversica is entirely enclosed within the module. I think it is. All that has to happen then is to install the audio with the wocinstaller that is in the modules folder. If you cannot do that, then I can upload my Nextwar, but I've changed a few things in it and so it is not pure anymore. I basically have disabled the Space Elevator Wonder and tacked it onto the Future Era just to make the space race a bit harder for me.
Cheers
 
No worries about audio. I'm Deaf and not need that one. Just is concerned about python files?
If I don't need python files from Next War, then yeah I can just dl Diversica and grab Next War module.
Thanks, man.
 
No worries about audio. I'm Deaf and not need that one. Just is concerned about python files?
If I don't need python files from Next War, then yeah I can just dl Diversica and grab Next War module.

There are some events which have some Python, but that is all. So there should be a few Python files which are different from / in addition to the RevDCM ones In Diversica.
 
OK:
I will list what folder(s)/file(s) to grab. I already dl'ed the mod but see many folders in Modules :lol:.

#1 Next War folder of course
#2 Futuristic Units folder

Now can you tell me exactly which Units art PAK have necessary art for these two folders?

Then tell me exactly which python files I need for Next War events (or which lines I need to merge in?)

Then tell me anything else I need to know.

Many thanks!
 
OK:
I will list what folder(s)/file(s) to grab. I already dl'ed the mod but see many folders in Modules :lol:.

#1 Next War folder of course
#2 Futuristic Units folder

Now can you tell me exactly which Units art PAK have necessary art for these two folders?

Then tell me exactly which python files I need for Next War events (or which lines I need to merge in?)

Then tell me anything else I need to know.

All of NextWar is in the NextWar folder, Futuristic Units is unrelated to it.

You do not need to take over any art for NextWar (the art is global, not in the mod).

Python\EntryPoints\CvRandomEventInterface.py for the Python (which is not included in RevDCM)
 
Many thanks.
 
Hi,

I would like to add War Prize Modcomp (http://forums.civfanatics.com/showthread.php?t=332671) into RevDCM. There is only one Python file in that Modcomp: CvEventManager.py and it just modifies the Event "onCombatResult".

So here is my question: In what file do I have to merge this? autologEventManager.py?

Or can I just copy the Python file from the Modcomp (what contains all the other unchanged events as well) to RevDCM?

Many thanks,

Spellbinder
 
Not much going on here either, but still. I'm using the WoC Lite package for my own mod component (Paprika modcomp), but lately discovered issues in multiplayer mode. My initial post in WoC Lites thread:
Seems like johny smith is not around anymore, maybe others can help. I solved the above issue a while back and combined the dll with Asafs ethnic building stuff (called it Paprika modcomp if you care). Quite a while everything worked well I though, but I ran into trouble when starting a multiplayer game recently (it's the first occasion I tried the dll on multiplayer). I tried to couple of things, but finally realized, that it happens with plain WoC Lite, too (so no merging problem). If I try to found a city, I get a bunch of symbols underneath the city (tens I mean...) showing numbers (never noticed these symbols in normal game). Also, a bunch of religions get founded having no names. Finally, red writing occurs on the screen telling about lost synchronisation. Sometimes, I also saw weird symbols when selecting a settler (religion symbols). Can anyone help?
As you guys got it working without problems, can you tell me where I can find the cause for this problem / how to solve it?
 
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