Shiggs713
Immortal
o i c. didn't know that, thanks.
The Known bug list, found in the first post describing the mod is pretty clear on this:
MP being broken is caused by the BUG mod, specifically the BULL part of it (the human player attacking any unit instantly caused the game to go out of sync). Fortunatly this bug was recently found and squashed the other day; according to the developers of the BUG mod, BUG will be updated sometime this weekend. Those of us on the RevDCM team will use this upcoming official release of BUG to update RevDCM, and incorporate some of glider's multiplayer fixes into RevDCM and release a new official version: RevDCM 2.7. After that's done I'll update LoR to version 0.9.8d with the new RevDCM gamecore (with some tweaks to keep it version 0.9.8 save game compatible); so MP should be working for LoR in about a week. Glider hasn't totally fixed some issues with MP and revolutions though, so most likely with this upcoming 0.9.8d version it will be recommended to turn of Revolutions in MP games, but otherwise it should be playable. So expect an update and a multiplayer playable version in about a week.
2) If RevDCM 2.7 pre-release is still broken in MP, then I'll update this mod to the latest revolutions and do this:
A) Positively disable any chance that the autoplay and changeplayer mechanisms might fire up for whatever reason.
B) Kill off the interface options that are tempting to select but flawed.
C) Update to the latest Revolutions with the latest bug fixes
And, again, most changes and improvements in RevDCM 2.7 (like the BUG 4.3 components), are already in LoR 0.9.8c, so there isn't much reason I see to updating until MP is in a better state.
BtS itself will crash on occasion if you play multiple games on a huge map and take them into the Future Tech 7+ level. Hell my compute will sometimes just crash or freeze up for no apparent reason, it's just part of software. One can only worry about crashes that are reproduceable, or occur regularly; otherwise who knows what caused it, it's possible the BtS engine didn't even cause that crash. What's impressive though is that it took you playing half a dozen games on a huge map well into the future tech stages before you got a random crash that couldn't be reproduced. Not only does that say something about the stability of this mod, but it also demonstrates the stability and robustness of the BtS 3.19 engine.Just to let you know I played a couple of games on huge maps, with 18 civs, Prince level, I tried Japanese and Mayan civs, both games up to Future Tech 7+, huge empires, great playability with Revolutions. Game stable, only one strange CTD: I had many cities very late in the game, with lots of fighters circling over them. I pressed for Next Turn, and the game crashed. I had saved the game. When I reloaded, all my fighters where "sleeping", not one was patrolling. I guess there are issues with graphics with that many fighters in motion, on huge maps. But I had never reached this point in the game with Future Tech 9, if I remember correctly, on a huge map; it inevitably crashed. Unfortunately I overwrote that save.
really. I really think I screwed up on the name though, as not many people seem to know it exists, or have tried it at least. I should really rename the modpack if a version 1.0 is ever released, but it's impossible to get to a version 1.0 unless a graphics artist rejoins the project.
cheatmode = 0
cheatmode = chipotle