Revolutions Beyond The Sword

I am planning on putting some of the BUG mod announcements into the mod (plus glider's updated adviser screens should help a bit). Basically, it'll be more like the Civ4lerts component of BUG.

Thanks, that's what i liked about BUG.

Also you know the part of the mod where it Shows how much Production a city is producing? It is really helpful, and was wondering if you can add it as well.

I think i'm talking about the Raw Commerce (by Sevo) and Raw Production (by EmperorFool).

Also with more civs per game in CivRev, adding the Better Espionage Screen(by Almightix) would be helpful to.
 
I am planning on putting some of the BUG mod announcements into the mod (plus glider's updated adviser screens should help a bit). Basically, it'll be more like the Civ4lerts component of BUG.

Glad I could be of some help to this great mod. :) My code is commented as ###RevolutionDCM_start ###RevolutionDCM_end if you want to change or improve it please be my guest. I could not work out a way of updating the foreign advisor change tab on game start without modifying more than one Python file which I didn't want to do. As it stands now, the change tab will only initialise when it is first viewed. Thus it is imperfect at this point.

Jdog, you are right to keep the interface improvements "tight", "concise" and relevant to Revolutions. That is the best way.

Cheers
PS) Rumours continue to abound that there will be another patch to BTS before the 2nd coming.
 
I'm currently planning a new system for taking RevIndex and local/national effects into account

Hey Jdog. Can't think of a better sub forum to discuss this so here goes. The "new system" is probably going to be quite a big change. I've got a request for this "new system". The idea would be to make it possible for external modders to add localised effects to Revolutions via XML or the like. I think there are situations where certain mod combinations introduce extra revolution scenarios that wouldn't occur with just a BTS-Revolutions combo.

For example in RevolutionDCM you get a cool situation where Dales Combat Mod can mean that two warring civ's in your territory that you have open borders with, can be fighting it out with each other around one of your cities causing battle effect damage to your terrain around that city. If you don't break up the fight by closing borders, your city can take a big negative hit on your economy long term because of the battle effect damage.

If I could add a "localised effect" to Revolutions via XML, it might mean that in the above scenario the city might form a localised rebellion and break away from the nation state. The new break away rebel leader might close borders with the warring parties and break up the fight around the city on your behalf. That might even happen almost automatically because of the rebel leaders closed borders stance with the warring parties.

It's only a suggestion and still of an infantile nature, and it's not simple at all to implement. Something like a localised effect XML file where you add your own "effect" to the list of possible localised effects, including how strong the effect should be etc. It would take some thinking through indeed. This is because there is not just effect, there is cause and effect. How would XML tags allow modders to control both aspects?

Sounds like the too hard basket to me!
Cheers.
 
Yeah, I'm not sure a simple XML file would be able to allow the kind of flexible system you're looking for. One thing that would be possible would be to give events some kind of revolution effect, then you could define an event ... not trivial, but very flexible.
Yeah, I was planning to add that at some point... but by all means :goodjob:
 
Is there a list of exposed Python functions in the Revolutions modpack?

It would be nice to have some new Python functions that can be hooked through BTS events to create some revolutionary events.
 
Is there a list of exposed Python functions in the Revolutions modpack?

It would be nice to have some new Python functions that can be hooked through BTS events to create some revolutionary events.

I should definitely create a list of the SDK functions that have been exposed to Python in the mod (I think that's what you meant) ... there was/is an old list, but it's way obsolete at this point.

I'll try to do this as part of making events more Revolutionary ...
 
Well I'll add to the list of requests for the Revolutions mod....
Excuse me if I'm out of touch on the latest version of Rev, but what about adding an espionage active mission that would allow a spy to talk to the underground and find out how close a city is to rebellion? I guess it's difficult because in order not to unbalance the game, the AI would have to be taught how to make use of such a mission as well....but that would not be easy....
Oh well just an idea....
Cheers.
 
jdog,

not sure where to put this but how about changing the red fist rev icon to a fire symbol or something. I think I can get one off of civ3's pillage button.
That would be great! If you come up with something that looks good and revolutiony I'll definitely put it in.


@ glider:

I was definitely planning to have prospective rebels contact other civs and ask for help, but going the other way would also be useful :scan: Currently getting to city visibility is the only way to see the revolt status of a foreign city, certainly looking into this with an active mission would also be useful.

There's a slight imbalance currently with this already, as the AI doesn't take any advantage of the revolt status in other cities to try to tip them over using espionage or other means even when it has visibility. This imbalance may be somewhat attenuated by the fact that the AI should naturally be more interested in cities where it has culture or shares religion, which would be more likely to have high revolt status. I haven't looked into the AI decision making on spy missions at all yet, but I definitely will and see if changes are easy ...
 
Maybe it would be a good idea to add a fist (or something) icon on the civ scoreboard to indicate a rebel civ. And when they make peace with their master civ (if they aren't crushed), that fist will go away.
 
Big thanks to you two great people Jdog and Dom Pedro yet again! I have released a new merge of Revolutions into DCM in case anyone wants to enjoy Dale's very cool work as well. Now that I am privileged to look at the Revolutions engine from under the hood, I can appreciate this mod's great engineering craftsmanship as well as it's great great game play. Cheers you gurus. Keep it up!!!
 
mercantalism should allow trade routes to vassal civs, and it should increase them. Then it would be profitable to use the colony maker in BTS.
 
Thanks for 1.42 Jdog. Love the "wrap" up of Revolutions thus far including the code changes. Cool stuff. I see that the Revolution icon top right didn't get updated. It must be harder to do than I think. You have discussed how to do it before I remember.

Is it just me or has Civfanatics gone dead quiet? Not many posts at all in the places I hang out. Is that because everyone is playing civ quietly in the background like me? Is it because people are waiting for civ console? Is it because people are waiting for a patch? Is it just my perception!

My own feeling is that the PC branch of civ inside Firaxis will do one more patch of civ 4 in order to revamp enthusiasm in PC civing and it will do that during the early stages of development of civ 5. So I guess a patch will come later this year? Wishful thinking perhaps....

Cheers.
 
Back
Top Bottom