Revolutions Beyond The Sword

I know u people are working on it already, but please do realease a beyond the sword working version of the mod soon... I don't even use vanilla civilization anymore. It's soo silly without revolutions >,<

This is to say keep going with the good work, i think this should be basic rules of civ already.
 
Will there be much changes in python code?
You know, because of the german version ;)
 
If you open the XML civics and copied the BTS civics into the revolution civics xml leaving the revolutions additions, then loaded revolutions in BTS would that work?

I highly doubt it ... I don't think the game would let you load a Warlords mod in BTS.
 
I'm part way done with some significant changes to the Python code of Revolution ... this first phase is mostly clean up, correcting things that were just hacked together to see if it would work ...

There will be a second round of Python changes after the first BTS version is out that will be much more of a gameplay change. Cities will remember issues they've had over the last several turns and join rebellions more effectively, changes in civics will precipitate rebellions more directly sometimes (royalists vs paralementarians etc).

As for timing, we'll see ... the Warlords merge was much easier than I expected so hopefully things will go well and a BTS version will be up in a week.
 
I'm part way done with some significant changes to the Python code of Revolution ... this first phase is mostly clean up, correcting things that were just hacked together to see if it would work ...

There will be a second round of Python changes after the first BTS version is out that will be much more of a gameplay change. Cities will remember issues they've had over the last several turns and join rebellions more effectively, changes in civics will precipitate rebellions more directly sometimes (royalists vs paralementarians etc).

As for timing, we'll see ... the Warlords merge was much easier than I expected so hopefully things will go well and a BTS version will be up in a week.

If I can just make one request: please, make more of this mod a part of the SDK. At the very least store the rev index values in the SDK... please :love:
 
Well, some mods directly have a custom CV .dll thinger. That's kind of hard to change I guess. Perhaps you could create a guide which explains how to integrate new civics.
 
There's not much that can be done to make .dll merging easy ... you just have to merge source code and recompile. WinMerge (google it) should make things fairly straight forward on the code side.

There is a guide to how the civics XML changes work in the download (called XML_FAQ). If it doesn't have what you're looking for, let me know.
 
If I can just make one request: please, make more of this mod a part of the SDK. At the very least store the rev index values in the SDK... please :love:

I could store rev index data directly in CyCity objects instead of using script data. However, most of the mod will remain in Python cause it's simply easier to use for me and others who want to use the mod. Some of the things I'm thinking of adding, like cities remembering issues over the last 10 turns, are very easy to do using Python with mixed object lists ... C++ is more constraining.

Is there a particular reason you're looking for it to be in the SDK? :confused:
 
I could store rev index data directly in CyCity objects instead of using script data. However, most of the mod will remain in Python cause it's simply easier to use for me and others who want to use the mod. Some of the things I'm thinking of adding, like cities remembering issues over the last 10 turns, are very easy to do using Python with mixed object lists ... C++ is more constraining.

Is there a particular reason you're looking for it to be in the SDK? :confused:

Yes, there is a particular reason. I want to be able to modify the rev index of cities with other game aspects like techs, civics, buildings, etc. I also want maintenance to be affected by a city's rev index so a city with a higher rev index will cost more to keep. I also want to have a rev index prereq to for an event to start, or to have an event triggered as soon as a city hits a certain level.

So if you store the rev index values in the CvCity and then expose them to python and reference the values in your code, you'll still be able to keep the majority of your code intact, allow most other people to modify your code, and still me to make the changes I want too.
 
Yes, there is a particular reason. I want to be able to modify the rev index of cities with other game aspects like techs, civics, buildings, etc. I also want maintenance to be affected by a city's rev index so a city with a higher rev index will cost more to keep. I also want to have a rev index prereq to for an event to start, or to have an event triggered as soon as a city hits a certain level.

So if you store the rev index values in the CvCity and then expose them to python and reference the values in your code, you'll still be able to keep the majority of your code intact, allow most other people to modify your code, and still me to make the changes I want too.

Alright, will happen for BTS. Maybe not for the first beta (which will be basically a straight port of the Warlords version), but soon thereafter.
 
Alright, will happen for BTS. Maybe not for the first beta (which will be basically a straight port of the Warlords version), but soon thereafter.

Thank you. :worship:
 
Is there a chance that you'll include an (optional) 34 civ .dll? Because that would be awesome.

Absolutely. In fact, that might be the default and I'd put out a smaller one that those with older machines could use. It's a very easy switch.
 
The Rhye's and Fall mod has the nice ability of independent cities. That would fit in well with this, I think.

Yeah, I've been meaning to investigate how that mechanism works and how it could be adopted for this mod. I have some mixed feelings about the concept, because if you have the headroom why not just have independent but smaller civs ... sure, they're not necessarily contenders but the smaller civs can often play a part in the game when you can engage in diplomacy with them separately.
 
The Rhye's and Fall mod has the nice ability of independent cities. That would fit in well with this, I think.

I am all for a Revolutions version for BTS but I can't say I really like the use of independent cities Rhye has implement for his mod in BTS.

I was kicking ass, taking names as Japan and had colonies all the way north of India and bordering Russia, wiped the Mongols off the map and making headway toward Khmer as well WHEN poof! Every colony of mine decided they want to be independent INCLUDING my three cities in Honsh&#363; (so much for trying so hard not to lose any of my cities in on my main island before 1850 as one of my victory conditions) and all I was left with was my capital. I had to struggle and fight as tyo gain back territoty and losing like almost 1000 points in the process as literally ALL my cities went 'independent'.

This happened on two separate occasions on the same game!! The first game was because it was during an anarchy phase as I was changing civics like crazy which sounded reasonable before the the Renaissance and second during the Industrial Age, probably because my empire got way too big as I had all of Chinese and Mongolian cities under my rule and I was constantly at war. Frustrating and disappointed to say the least. :(

What I would really recommend for Revolutions is to consider implementing the Extras mod (http://forums.civfanatics.com/showthread.php?t=234906). It still plays very much like Vanilla BTS but incorporates the Next War mod into the main game, along certain features from other default BTS mods such as Infantry unit ethnic graphics (from Road To War), the four new units from respectively Alexander's Conquests and Charlemagne's Wars (Peltast, Prodromoi, Heavy Swordsman and Horseman)
along with some other 'minor' changes. That's been a lot of fun for me as of late. :D Check it out!!
 
i agree, this mod should be implimented or at least a walk through given to combine this mod with chuy's Extra mod, it is a great mod, just like this one =)

ps i loved how arma and this revolutions was merged. awsome erxpierence it was the only mod i played =)

pps, i think independent cities are good, its an uncontrolled variable like in real life, but they should be weak:goodjob:
 
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