[UXP] Legends of Revolutions

Why not do a 4/1/2? 4 defenders, 1 walking defender, and 2 attackers per spawn?
I don't think a formula like this would work. As the main issue I find with barb civs is that they don't scale properly to era. They need to be much stronger in the middle ages and later, but weaker if they occur in the ancient era. They are about perfect in the classical era though, which is when the majority of them spawn. At least that's my take on it.

Phun, is 92 stable providing I play on large maps as opposed to huge ones? Remind me why huge maps are screwing everything up? Because they're just so immense in size? Makes you wonder about uber-mods like RoM2... jeez.
Test build 0.9.2x has a confirmed critical bug in it. The instance of that bug is extemely rare however. For all practical purposes it should be stable. Also it's possible this critical bug is also present in the official 0.8.2 release, but I have my reasons for thinking it's not, and was introduced in the updated betterAI 0.7 found in the test build.

As far as Huge maps, well they are fine I guess. The issue is that most people don't have computers that can handle them. The minimum specs to play a Huge map and have the game be stable would be 64bit OS, w/ 4Gigs of DDR2 RAM, a slick and modern CPU and Graphics card no older then 2 years, must be pretty top of the line. Playing this mod on a huge map on a lower spec system will work, but you're going to overwork your Graphics card, and probably get minor stability issues, like occasional MAFs sprining up. Basically when playing LoR you need to bring the maximum map size you can play default Civ on down 1. So if your computer can only handle large maps in default civ, you should really only be playing standard or smaller maps in LoR. Likewise you should only be playing Huge Maps if your computer can hand Gigantic (it's a mod) maps in default civ with no problems. If you get slowdown and the game kind of chugs along playing huge maps in default Civ, and you try to play the same size maps in LoR, you're just asking for random MAF crashes and graphical glitches.
 
Well, you should be able to play large maps with those computer specs fine. It's just huge is alot bigger...
 
This game has been out for way too long to have those kinds of requirements, man! That's insane!

Standard map size for me :(
quad core 32bit
8500 geforce
3gigs of ram

Firaxis made Civ to have lower requirements than what Phungus mentioned. Its all of us that are making it insane. But hey your getting like 5 times the content than what the base game offers.

And like he said in the previous post large maps should be fine. With that set up youll probably only get occasional MAFs late game and machine specific errors.
 
Actually with those specs I seriously doubt he'd get MAFs on a large map period, though he'd likely experience some late game slowdown in the modern era. I just don't think his computer would be able to handle Huge Maps. Like I said above, Huge is alot bigger. That's alot more models for the GPU to render and much more movement possibilities for the AI to consider, etc, etc. Like I said, for Huge maps, I just don't reccomend playing them unless you have a close to top of the line computer.
 
Been playing this a little bit, and i must say nice job!
BUt there are a few things im curious about,
what does the "cease bothering us" option in diplo do? I mean i can sort of guess, but more detail would be appreciated. Also,, and this might be because of my modding it, when i hover over a leader's name in the scoreboard, on the left side where it says <Ctrl> for trade table etc, there is a missing TEXT_KEY something statement. One last thing, the leaders, Wolf added dont seem to have any intro speech (ran into vietnam, blank speech). Other thaen that great mod!
 
Cease Bothering us is a way to stop getting pestered by AIs you don't want to talk to. If you have activated this, and the AI comes making a request/demand you wol't know about it, or be bothered by them, but you still take the diplo hit. It's best to only use this against civs you know for sure you'll deny their requests anyway.

As far as the TEXT_KEY thing, I'd need a specific example. I'm unaware of any missing text strings or errors from them except with the And text string noted in the minor bugs section of the OP.

I will give leader introduction diplo messages when develpment goes from 0.9 to 1.0. So that's a little ways off. More of a final release touch up thing I need to do.
 
Firaxis made Civ to have lower requirements than what Phungus mentioned. Its all of us that are making it insane. But hey your getting like 5 times the content than what the base game offers.

And like he said in the previous post large maps should be fine. With that set up youll probably only get occasional MAFs late game and machine specific errors.
64 bit OS, 8 GB, Quad core (Phenom 955 BE) with a cheapie graphics card, and I've never had a MAF, even with RoM on Huge (I haven't tried LoR yet on that size.) It does slow down a bit even on my machine, and I've pushed it to 3.67 GHz. I guess I could go a bit further and eliminate the lag altogether, but the machine started to hover after 3.7 :lol:
 
I was playing this and enjoying the game quite a bit when I experienced an unexpected crash at around 1650 AD. The crashes aren't uncommon as my machine is a little ridiculous and not top of the line, although it does run large games that my laptop can't pretty well. Now for some reason every time I try to load a saved game, even from 200 years prior, it literally goes so slow that I can't ever start playing the game. And by slow, I mean I can't even CTL ALT DEL out of the game- I have to unplug it. I really don't know whats going on but maybe the game has become too large for my machine to handle. It's just a little bizarre to not be able to load any of the previous saved games.
 
What version is this, the test build or the official release? Also if it's not a huge map, if you could upload a save immediatly before this occurs I can take a look at it, and see if I can isolate any single issue.

Edit: Also Civ4 has a memory leak. I've experienced similar occurances to what you describe from just playing default Civ4 (and it's gotten better with BtS, was noticeably worse in Vanilla). You need to reboot your computer after playing civ for a few hours straight. My computer can go about 6 hours from playing default Civ4 before this happens, haven't noticed much of a difference when playing this mod (my computer is old and funky though, I think new systems could probably go for days straight before the RAM got clogged up by Civ's memory leak, but it would happen to all computers eventually after playing civ for extended periods of time). This may be what you're encountering, I can't tell based on the short description.
 
Unfortunately my saves were autosaves because it had unexpectedly crashed, and I lost the files when I was testing something and started a new game. I've finally gotten the save (a regular save) from earlier in the game to actually work though. I cleared out all of my temporary files and that has seemed to get things moving again.
 
:hmm: Something to note, if you're using Vista, you absolutely must launch as an admin. Perhaps this is causing your problem? (If you don't launch as an admin, it can't overwrite the old the ini files, and instead Vista starts making numerous reference copies of the ini files)
 
I always run as admin on Vista. I'll let you know if I run into any more issues, everything else has run pretty smooth and I've been having a great time. The revolutions aspect is, not to be punny, revolutionary, as it really has the ability to recreate real life diplomatic sticky situations. It could still use a little refinement, as cities should not rebel merely because they are somewhat distant to my capitol, but its a heck of a lot of fun to see other civs go down in civil war and have to decide whether or not you want to support the rebels.

Playing this game has started to make my wonder- could a mod be designed that could help jump start colonies a little more? The consensus is that colonies are for the most part practically useless and only a last resort, but I think that there should be some way to set it up so that when a territory gets liberated, it can gain population bonuses and things like that. Its always bothered me that BTS cannot recreate the development of the Americas because every city established later in the game will not be able to attain half of the population needed to become a viable part of the world. This is the one aspect of BTS that is still unpolished. I don't have the capability to mod or else I would try to work on something like this myself.
 
You could do what i do which is to mod in Navy Seal's settlers mod.
http://forums.civfanatics.com/showthread.php?t=237208

It makes more advanced settlers that build cities with buildings in them, which makes setting up colonies much faster, since you dont have to build grainery, barracks, etc etc in order to make the cities semi-useful.

Not exactly what you are looking for, but it helps to get the colonies up to speed faster indirectly.
 
From what I've read of this it sounds great. But it doesn't work in multiplayer so I don't want to install it and then not be able to remove it easily for multiplayer games. Does it come with the option in the Custom Game menu to use or not use? Or will it embed itself in every game I play? Can I install it to run with the seperate Legends of Revolutions installation? I haven't really moded Civ that much so I'm not too familiar with what installing these mods will do.

Either way, multiplayer issues aside this is almost what I'm looking for. What I would have to see is whether or not the cities still grow at roughly the same rate (just starting with a higher number) or whether or not the advanced start would mean that their growth potential is increased exponentially.

I can see a mod like this being included in an official expansion pack though, so I think it should bear consideration for inclusion in this mod. As I said before, it kind of patches up perhaps the only feature in BTS that was essentially useless.
 
Legends of Revolutions installs as a mod, when it installs it gives you the option to create shortcuts for the desktop and start menu to launch the mod directly. For multiplayer you can simply use the normal Beyond the Sword shortcut to launch the normal game. So there really isn't any conflict. Also from what I've heard Legends will work in multiplayer, it's just reccomended you turn off Revolutions when playing multi with the mod loaded.
 
I like the general philosophy of the mod and it added a sense of freshness, a good mix. Unfortunately the revolution mod is quite broken. One example of this is that if the AP ends a civil war you take a huge stability hit and an entirely new civ revolts from you.
Another problem that it is very unexplained and a few civolopedia entries would finally make it implemented in a way that is as you put it, commercially viable.

Maybe I could get a few questions answered here: What does the 'financial trouble' revolution trigger arise from, and the same with the 'high taxes' trigger?

Also, it needs to be made clear that if a minor civ survives losing a city, it is granted a stack of doom the next turn far beyond what it could have built in the past 1000 turns...

I realize that these problems result from the original mod components but one of them most frustrating things for a game customer is "WTH" how'd they magically get that, that is as some guy from valve (or was it firaxis?) says, the player feels cheated and not outwitted.
 
Legends of Revolutions installs as a mod, when it installs it gives you the option to create shortcuts for the desktop and start menu to launch the mod directly. For multiplayer you can simply use the normal Beyond the Sword shortcut to launch the normal game. So there really isn't any conflict. Also from what I've heard Legends will work in multiplayer, it's just reccomended you turn off Revolutions when playing multi with the mod loaded.

Ah, sorry for the confusion, I should have clarified that I was talking about the Navy Seals Settler mod.
 
What you could do is merge it with one install of LoR and call it something distinct, LoR_settlers or something, and have a clean install of LoR and just switch between the two as needed. There is no way to just turn it off. Though i do seem to remember someone asking about the multiplayer issues somewhere.

BTW phungus, i think i found some text typo guys,
This one is the text key one i was talking about earlier


And this one is another one, check at the top of the screen,
 
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