[UXP] Legends of Revolutions

Love this mod - it is great fun especially with the easily accessible info (Civilopedia, F1 screen etc).

I had a couple of questions.

Can tactical nukes be used against stacks of units?
If so, what is their effect on the stack attacked and
is there any diplomatic penalty?

Do the espionage options of assassinate/bribe unit ever work?
 
Love this mod - it is great fun especially with the easily accessible info (Civilopedia, F1 screen etc).

I had a couple of questions.

Can tactical nukes be used against stacks of units?
I believe so.
If so, what is their effect on the stack attacked and
Do you mean stack attack as in the DCM option of stack attack, or just a regular ole stack of units. If its the DCM stack attack, I wouldnt know as that option is unstable and unsupported so its turned off by default. If your just talking about a stack, then it behaves just like when you nuke a city.
is there any diplomatic penalty?
Theres always a diplo hit when you use nukes against somebody
Do the espionage options of assassinate/bribe unit ever work?
I think those options are actually to kill a super specialist in a city. Dont quote me on that as I dont think Ive ever succesfully used it.
 
A question. I've recently got back into playing Civ 4, and I noticed this mod and Revolution DCM. Both look...really, really awesome. I have a question though. I noticed that this mod uses that mod as a base - or at least, its site linked me to this mod and claimed as such. They did have a feature however, which I didn't see listed on yours. Their mod claims that civ names can change dynamically over time. Does yours retain that feature? How much of the features of the original mod are maintained in this one?


Edit: Nevermind. I just downloaded both files and figured it out by trial and error. As far as I can tell, this mod has the dynamic names/everything from its base.
 
I just lost as Franz Josef :( The reason I post that is because when I tried to start a new custom game, the first person on the list wasn't me. It had the option of it being Open, AI, or Closed, but it didn't show any "Vortilex" on the list :( Do you know why this would happen? Unloading the mod solved it, but that doesn't solve it for the mod.
 
I just lost as Franz Josef :( The reason I post that is because when I tried to start a new custom game, the first person on the list wasn't me. It had the option of it being Open, AI, or Closed, but it didn't show any "Vortilex" on the list :( Do you know why this would happen? Unloading the mod solved it, but that doesn't solve it for the mod.

Dont know why this happens, but its not specific to LoR. It has happened 3 times to me while trying to test out units in LoR but it has also happened to me in BtS a time or two.
 
@Flak Fox
Any component I have turned off by default isn't considered supported. Some components, like Stack Attack actually might crash the game. That said air bombing should work, and I know glider wants it too, in fact the AI should even use that one, so it should be working fine. Are you sure you've turned it on? To turn on Air bombing, access the BUG options by pressing ctrl + alt +O, then hit the RevDCM tab. In the RevDCM options turn on Air bombing, which is in the DCM section of the RevDCM page. If you're sure you turned on air bombing and it doesn't work I'll take a look at it and report it to glider1, as this is one of the DCM functions that actually is supposed to work well, and the AI is supposed to understand. (I just don't like it, and that's why I've turned it off, having my buildings bombed out of my cities isn't fun for me)

Yes, it is on. As I said I used it about 150 times so far and of those 0 buildings have been destroyed. I am using the regular "bomber" which has the regular air strike bombing, building bombing, port bombing, production bombing, and defense bombing options. After using building bombing 150+ times, I destroyed 0 buildings.

I do believe it is a bug. Thanks for your response though.

Edit: When I say 0 buildings have been destroyed, I mean I have never received an indication above (like I used to in the old version) that says "such and such has been destroyed". I do have a LOT of bombing runs where no text is mentioned, not even text saying the bombing run failed. It might be possible that buildings are being destroyed but the text alert isn't being triggered/fired. Hope that helps.
 
New version released. This is a significant improvement (the known bugs list is nearly empty now :)), nearly all issues with Single Player have now been fixed. Now we just have MP to deal with, and some art additions, and the mod will be out of beta.

Version 0.9.7 Released 22 Oct 09
  • Updated RevDCM component to 2.6
    • Includes BetterAI 0.81M, significantly improves AI and performance as CAR mod components are incorporated
    • Super spy AI adjustments - AI chooses useful promotions including logistics
    • Updated to BUG 4.1.1, and BULL 1.0
    • Added the Global Warming mod by Minor Annoyance
    • Show Hidden Attitude mod merged and made a controllable interface option
    • The AI now is more Revolution aware and will keep its cities happier to avoid revolts
    • domestic advisor liberate city fix
    • Re-balanced BarbarianCiv for early barb settling as well as Barbarian World option
    • Improved German and Spanish translations, nearly fully translated and fully playable in German and Spanish
    • Fixed issue with "X have chosen to give up their independence" text
    • RevolutionDCM options can no longer be changed in a multiplayer game session
    • RevolutionDCM options from the options screen now update immediately (no longer required to reload when adjusting options in the RevDCM tab, accessible by pressing ctrl + alt + o in game)
    • Revolution watch advisor always shows national effects, and national effects are displayed in the city screen rev bar mouseover
    • Various BUG 4.1 fixes to civlerts and autolog to work with Revolutions
    • Modmodder & Scenario maker update notes
      Spoiler :

      • Fixed "Start as Minors" option in scenarios, this option now works as intended with no adverse consequences in a WBS file (scenario)
      • Interdependent random event fix woc
      • RevolutionDCM "debug" option becomes obsolete
      • Limited religion and choose religion code ported to BUG 4.1 standard
      • Revolution Inquisitions code ported to BUG 4.1 standard
      • Inquisition code adjustments to Revolutions mod and non-revolution mod effects
  • Minor changes to LoR leaders
  • Repacked Art
  • Minor adjustments to some units
 
Very nice, very nice. I'll have to d/l the newest version once I finish my current game. Thanks Phungus and crew!
 
New version released.
Great! I will try it right now.
A question, though:
since I still have games I want to finish with the previous version, is it possible to have multiple installs of your mod? For instance, I could temporarily rename my LoR 0.96C directory to something else, and install 0.97 in a new LoR directory, then swap names back when I want to finish my older games. Is it at all possible? Or does LoR install / modify files in several directories?
 
Awesome! :king: Does this have more of the CFC leaders released since the last one?
 
Oh, I saw it said something about new art or something like that, and figured that meant files in the art folder.

We actually analysed the one of the pieces in the opening sequence in our music class. Word is getting out it seems :crazyeye:
 
Great! I will try it right now.
A question, though:
since I still have games I want to finish with the previous version, is it possible to have multiple installs of your mod? For instance, I could temporarily rename my LoR 0.96C directory to something else, and install 0.97 in a new LoR directory, then swap names back when I want to finish my older games. Is it at all possible? Or does LoR install / modify files in several directories?
That will work fine. It'll confuse the uninistaller though when you update to 0.9.7 and it detects a LoR registry key, but the folder was moved so it wol't be able to find the uninstaller. My advice, just to make sure your registry is cleaned, would be to copy the 0.9.6c version somewhere and rename that for safe keeping, but leave an original in place so that the uninstaller will fire correctly when you update to 0.9.7.
 
Hi, I'm really enjoying the most recent version. I had a couple of questions. Is there already a plan in the works to make unit art different in certain places? For example, the ancient and classic Viking archer is the default one. It's a small thing really, not counting it as a negative at all, but if there's a way I can change it myself I might try it. Unless its a known issue and the next version changes it.

Also, I notice with a good number of the civics it seems to me that the negatives or penalties far outweigh the benefits of changing from default. I'm sure I'm wrong about that, but to my limited understanding of the descriptions, that's just how it appears to me. I already hold LoR to be the hardest mod for me to play, simply because I am not a very skilled player of Civ. I play as Vikings to make a little extra gold, but apart from that I make plenty of mistakes.

Thanks very much for your hard work on this mod, looking forward to the next iteration of it indeed!
 
Hi, I'm really enjoying the most recent version. I had a couple of questions. Is there already a plan in the works to make unit art different in certain places? For example, the ancient and classic Viking archer is the default one. It's a small thing really, not counting it as a negative at all, but if there's a way I can change it myself I might try it. Unless its a known issue and the next version changes it.

There are several instances of this in the art (mostly just Euro civs). It came from wolfshanze mod, where some of the civs that didnt really sprout up till after the classical age use defaults for the ancient/classical (early art tag) then change in the medieval (middle art tag). Ill probably change a few of these just to get rid of any defaults in the ethnic art edition. But there will still be several units that change in the eras.
 
Back
Top Bottom