Well, glider said that he will be focusing on making RevDCM more compatible with multiplayer mode in his mod's next version while this RevDCM 2.6 which is now in RoM 2.8 was more about getting bunch of other mod components + speed improvements + BULL merged into a single mod. So I think we can expect that RoM 2.9 will have much better support for multiplayer mode. There isn't much that I could do now to improve this situation.But now here's our problem, ever since I installed version 2.8 multiplayering has become impossible for me and my friends. We play with three people and 7 AI. Now, each time any of us attack any sort of thing, a creature, barbarian, each other or the AI the game instantly goes out of sync. All players need to reconnect and it works again. Until something gets attacked again. Making the game impossible to be enjoyed.
The weird thing is that whenever we are being attacked, so, when one of our units has to defend, nobody goes out of sync.
We've gone back to the previous version.
I still hope there's gonna be a fix for this or perhaps some ideas on what we're doing wrong..
Thanks a bunch,
Snub![]()
Inquisition should be disabled for now from BUG options (ctrl+alt+o and there RevDCM page) as it's bugged in v2.8. I'll try to provide a fix for it this week. It's completely RevDCM's new code/files and I need to make some adjustments to those python files.There seems to be something slightly off with the limit on inquisitors. You can't actually have more than 3, but you can attempt to build more, and you end up with the production converted to gold and an "unable to complete..." message. That's not much of an issue for me directly, but currently one of the AI civs has 11 of it's 14 cities all trying to build inquisitors at the same time.
There isn't Nuclear carrier anymore, it was renamed to Modern carrier. The uranium is there for "what-if" type of scenarios - there could be carriers with nuclear plants if designers/military personnel had chosen that path...Zappara, I am curious as to why the Carrier (not the Nuclear Carrier, mind you) seems to require either Diesel OR Uranium. Shouldn't it be only Diesel, and NOT Uranium, since it isn't yet a Nuclear Carrier?
Has anyone else noticed that 2.8 seems much slower than the 2.8beta ?
Error in BeginPlayerTurn event handler <bound method of BugEventManager. in BeginPlayerTurn of <BugEventManager.BugEventManager instance at 0x026AB558>>
The only thing i want to know is how to turn off annoyed tree-chop warning :|.
I know Zap gave every body a new way to safe the forest, but in many ancient era start, saving forests isnt better than chop them and mass cottage :|.
Im playing a game with ~300 worker, so i feel very annoyed about the tree-chop warning, in most of times, it waste my in-group workers time :|.
Doesnt Work :|
i load the mod...run
i start a custom game with any map (tried Custom Continents, fantasy realm, earth2, perfect-world, smartmap...), gigantic size, i select 16-24 civilizations, barbarians mod, revolution mod, water riseing, barbarian civmod...
i launch the game
the loading screen appear and...freeze...
no message, no acustic signal
than, doing ctrl+alt+canc the application doesnt work...
i use win vista sp2 italian
what can i do?? Thanks
As StormWind said, only mapscripts with the RoM_ prefix work.
I attached the log file. If I can do something more, let me know.
Hi Winyard can u sayme the path to find all those log files?
There isn't Nuclear carrier anymore, it was renamed to Modern carrier. The uranium is there for "what-if" type of scenarios - there could be carriers with nuclear plants if designers/military personnel had chosen that path...