[UXP] Legends of Revolutions

The odd part though is being Byzantium (as Constantine) and then having your clone take over the Roman Empire a few hundred turns in . . .

Ah, I did not realize this could happen. I'll take a look at the leader switching code for revolutions and ensure that leaders are not used that are already in the game.
 
Yes, change FINANCIAL to SEAFARING (the part after TRAIT_ in the XML <Type> element). the second argument is the font icon to use when referring to the trait. BUG has an anchor icon that might be good:

Code:
addTrait("[B][COLOR="Red"]SEAFARING[/COLOR][/B]", [COLOR="Red"]game.getSymbolID(FontSymbols.DOMAIN_SEA[/COLOR]), [COLOR="Red"]"Art/Interface/Buttons/TechTree/Astronomy.dds"[/COLOR])

OK, got it. Doesn't seem to like the anchor icon for some reason, won't open the pedia when I click it. Change it back to TRADE_CHAR and it opens. Strange, other than that it's all working now.
 
Hi phungus420,

Thanks for this great mod! :goodjob: You did an awesome job with that! It actually brought me back to civ and thus I would like to give you some feedback. I am right now playing your last stable version (0.9.8d+) and have encountered a few minor things I would like to draw your attention to.

1.) Something seems to be a bit odd with the stats regarding the religious victory:
Spoiler :

Here, confucianism is at 51% (as a whole continent with several civs sticks to this religion that seems to be correct):
LoR-ReligionAdvisor.jpg


However, in the vic screen (same turn) confucianism is only 1% (I would have thought, the number would match the one in the religion advisor):
LoR-VictoryAdvidors.jpg



2.) And a few minor nitpicking ;) comments regarding your wonderful mod:
Spoiler :

a.) For some reason, it seems that the AI techs much more slowly in LoR than in BTS. Perhaps that is due to an unwillingess of the AIs to trade? I haven't observed much inter-AI trading, but maybe I am wrong. I was quite astonished that I gained the tech-lead quite early (on immortal level) and did not lose it anymore (with only very limited tech trading on my side). Did you adjust the research-advantages of the AIs? Perhaps, you could look into that again?

Moreover, the increased tech requirements limit the possibility of different tech paths, making trade possibilities less abundant. While I see that this limits the player possibilities to behave as a tech "broker", it seems to also limit the AI quite a bit. Perhaps, reducing the overall number of requirements a bit and opening up more trading possibilities could help the AIs with their trading?

b.) I liked your adjustments in the tech tree very much. However, I wondered a bit about your choice of putting "military academies" under "military tradition" instead of under "military science". I would have thought, academies were more a science-thing than belonging to "tradition". Shifting it (and also West Point?) back to MS, however, might lead to a growded "military science"-tab. Perhaps, you might consider shifting, e.g., "cuirassiers" and "commando" (back) to "military tradition" in return (as it is in the original BTS)?

c.) Moreover, I wondered a bit about the "battering ram" already being available with wheel. As it was built from wood, "chopping forests" must have been necessary to build such a ram. Hence, I would suggest to make bronze working a prerequisite for it in LoR.

d.) Is it possible to make the civic screen a little bit bigger to avoid the necessity of scrolling, e.g. regarding the info about theocracy or US?


3. This probably relates to RevolutionDCM, but as you are on that dev team as well, I thought I could add it here as well:
Spoiler :

- Is it possible to have more barbs wandering around in the beginning of the game? Right now, it seems as if they settle right from the beginning and only every now and then a lonely barb appears at the players borders.

- In addition, is there a way (for the player) to reduce the spawn rate of minor civs and barb cities? I love this feature, but as it hinders initial civs from quickly grabbing a lot of land on higher levels (immortal in my case), the games tend to get easy.
Usually, the no. of civs doubles in my games very quickly. A 1.5 increase in the no. of civs appears to be better to balance the game. The new civs are usually too small (even though they have quite some units) to compete for victory and the initial civs are slowed down quite a bit in their expansion.

- Would it be possible to attach an icon in the main screen to all those cities in which a revolution is likely ("danger"-status)? Similar to the red and green smilies for anger and health problems? That way, the player would be able to get an idea about the revolution danger right from the main screen without always having to check the revolution advisor.


CellKu
 
Hmmm, that religious victory stuff looks wrong. It's possible I broke it in the latest update. If so it will be fixed in the next one, as Orion Veteran has completely rewritten the code for it, and we will be thouroughly testing it once he gives us on the final code to work with for updating RevDCM. All RevDCM updates make it into LoR relatively quickly (and in terms of the SVN, often times the updates go into LoR first), as I work on both projects.

I've noticed the opposite about LoR and BtS and AI teching. In general LoR is muc harder, I can beat Immortal in BtS, and can barely scrape by on Emperor in LoR. However if you enable the "Start as Minors" option on game start I have noticed the AI is significantly hindered in the beginning. That game option slows down the whole game considerably.

There are 2 things RevDCM will be implementing in order to improve AI teching. First jdog is updating the AI logic to better handle Start as Minors, so it will do what the human does and try to get out of far off useless wars when it comes out of minor status as soon as possible, and also make it less reluctant to end wars durring this early stage. This should help alot. Second I plan to add an AITechModifier tag to EraInfos which will allow setting a tech modifier by era applied to the AI; as I find in games in general the Human starts to pull ahead drastically in the Industrial era, and I'd like to increase the AI bonuses targeted at specific eras to adress this.

As far as modifiying the Barbarian stuff, yes it's all changeable. Go into the Config folder in LoR's assets. Look in the Revolutions.xml file, and you'll see all the tags BUG loads up to define the atributes of various Revolutions mod components. Look in the BarbarianCiv section, the tags should be relatively to decifer their meaning by name; just mess around with these an you should be able to find settings that do what you want. As far as making more wandering barbs, nothing is different from regular old BtS, barb spawning is in the SDK, and we haven't messed with it. I suppose turning on Raging barbs is the best option.
 
I've noticed the opposite about LoR and BtS and AI teching. In general LoR is muc harder, I can beat Immortal in BtS, and can barely scrape by on Emperor in LoR. However if you enable the "Start as Minors" option on game start I have noticed the AI is significantly hindered in the beginning. That game option slows down the whole game considerably.
The tech diffusion mod seems to be the main thing that helps them keep up, as I'm finding out in my first game. (Still running, Marathon speed and only get to play occasionally. ;) )

Second I plan to add an AITechModifier tag to EraInfos which will allow setting a tech modifier by era applied to the AI; as I find in games in general the Human starts to pull ahead drastically in the Industrial era, and I'd like to increase the AI bonuses targeted at specific eras to adress this.
Hmm... I'm almost positive something like this already applied in regular BTS, at least on the higher levels and possibly on the lower ones too. Perhaps the bonuses aren't high enough, but I'm sure they're present...? I do remember Roland Johansen talking about them a while back.

As far as making more wandering barbs, nothing is different from regular old BtS, barb spawning is in the SDK, and we haven't messed with it. I suppose turning on Raging barbs is the best option.
This reminds me, I started up a test game where I put myself on an island, PerfectWorld2f script, Standard size, Deity level with Raging Barbs, NO initial AI civs (Conquest/Domination victory off) + the BarbarianCiv mod. I was surprised to see that no barbarian cities turned into AI civs until after 1000 AD, then 3 popped up in close succession. I'm not sure if this was a statistical anomaly or not, but I was expecting to see something more like 1-2 popping up pre-1 AD, then a few more popping up as the game progressed. It didn't work out like that though. I'm just curious if anyone else has encountered this? Is this how it's supposed to work?
 
phungus420, thanks for your answer! I will first try "raging barbs" and then look into those files you mentioned (I will see whether I will be able to understand them etc.). Your ideas regarding improving the AI sound very good. I am looking forward to them.

Regarding the development of the AIs in the beginning: I have started a new game with 6 instead of 7 initial civs on a standard map and even though quite a number of new civs spawned the initial civs are doing quite well. And one of the spawned civs was even able to compete with them. :goodjob: So, disregard my comment in that regard.


@Lord Parkin: From how I understood phungus420, I think he wants to make these modifiers (that change with difficulty level in BTS) accessible to the player so that the player can customize them the way he wants.
 
If you're looking for an AI modifier that increases with the era's, then that would be the aipereramodifier in CIV4HandicapInfo.xml.

It also affects things like production and the foodbox which might not be a bad idea as the AI also lags in those regards in the late game. The bonus is quite large at deity level and barely noticeable at medium difficulty levels. Since the AI starts to slow down relative to the human player in the late game on every difficulty level, this bonus might be better if it was less difficulty level dependent.

I have a vague recollection that jdog was also changing such a bonus in the BetterAI mod and since that mod is a part of this one, it might be interesting to consult him first. It could also be that his efforts were channelled into the TechDiffusion modcomp and that he didn't pursue the path of per era modifiers further. It's of course the goal of the BetterAI modcomp to teach the AI to deal with the late game instead of giving it better bonuses.
 
If you're looking for an AI modifier that increases with the era's, then that would be the aipereramodifier in CIV4HandicapInfo.xml.

I know this. Before deciding I'm going to write a new tag in the SDK I always scour the XML looking for something that could work. The problem with iAIPerEraModifier is that it applies to all eras, basically it's EraID#*iAIPerEraModifier, so in the ancient era (EraID = 0), there is no bonus, and at classical it starts getting applied and ramps up linearly. I need something with more control; the AI does fine up until the Late Renaissance, and starts drastically falling behind the human as the game progresses, and more importantly it's not linear. It has always been this way in Civ, and while jdog is working to improve the AI the simplest approach in my mind is to target the bonus specifically at each era, at each difficulty level. I can set up an array in EraInfos or Handicap infos that will give me direct control over the modifier for a a specific era at a specific handicap level; and this is what I think is needed.
 
hey, a quick question. I used to play revolutions standalone previously and found the changeplayer function really useful. I've realized its been disabled in DCM. I tried turning it back on in the defines file but no luck. Is it permanently disabled or unimplemented? :(
 
I ran into a problem with this when I get to 900-1200ad after I hit enter, I get the blue world icon like it's processing then turn, and it just stays there. I'm able to move around the map, I even leave it for a few minutes but it doesn't end the turn. Where can I look to see what it's hanging on?

This is not uncommon. BTS, and hence LoR, is a memory hog, and occassionally the game will hang, MAF, crash, what have you. I generally find that when the macine starts feeling slow, and things get jerky, it's best to restart the whole system from scratch.
 
This is not uncommon. BTS, and hence LoR, is a memory hog, and occassionally the game will hang, MAF, crash, what have you. I generally find that when the macine starts feeling slow, and things get jerky, it's best to restart the whole system from scratch.

yeah, figured that. found an error in one of the modules, hope that does it.
 
I ran into a problem with this when I get to 900-1200ad after I hit enter, I get the blue world icon like it's processing then turn, and it just stays there. I'm able to move around the map, I even leave it for a few minutes but it doesn't end the turn. Where can I look to see what it's hanging on?

If a critical error is reproduceable I'd like a save so that I could fix it. LoR hasn't had any critical bugs found in it for a few months now though, so I'm a little surprised if you found one in it. More likely is that you've introduced a critical bug by merging in some component into LoR that is causing the problem; in which case it's not an issue with LoR. I know a popular modcomp that can cause a hang is the multiple production mod, the dune wars team were able to fix it, so if you've merged in that modcomp you could ask them how they fixed it; overall though I'm unwilling and unable to try to fix issues with components not in LoR itself.
 
It's getting too confusing trying to keep a save game compatible development version going, especially with how much RevDCM is deviating from it (and especially since most of my development of RevDCM has been focused on 2.8). I was planning on releasing LoR 0.9.8e that would be save game compatible, but the last update for RevDCM 2.72 we have done broke inquisitions code in the 0.9.8 version of LoR, and fixing it just is too hard. So the next update will be 0.9.9, and it will break save game compatibility.
 
is there any chance you can add the mine warfare mod to this,or the mines/tech to make it work, i love the mine warfare but it doesnt have all the extras LOR does


i tried many nights to figure out how but i guess im just lacking in understanding whats required :(
 
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