[UXP] Legends of Revolutions

I just wanted to give a huge "thank you" to the creators of this Mod. It is simply amazing and has enormously extended the amount of enjoyment derived from Civ. I love the realistic and unpredictable course any given game can take as well as the subtle, yet much needed, changes in art, units, and techs.

In fact, this mod is so amazing that it inspired me to register a username and post in this very thread.

I currently have a middle of the road machine with 2GB and a cheapo graphics card and am handling LoR just fine. However, I did recently reboot my whole system. Needless to say, I will be purchasing a more powerfuly, pure entertainment, laptop in about a month.

Some things I would like to see: basically, a few more civs. They can even be civs that did not historically dominate. Civ is alot about being a "what if" simulation and it would be interesting to see historic rebels actually succeed and become a dominant power. In short, a few more civs and maybe the addition of historical rebel groups (that would not be available at the outset of the game but would "rebel" later in game).
 
It's pretty easy to add civs in, especially since this is using the World of Civilization module system. I'm not sure exactly what WoC does, but it's supposed to make stuff like adding civs easier. However, if you download a civ in "modular" format (even without WoC), all you need to do is add a "Modules" folder to the root of LoR, and then put a "Custom Civilizations" folder within that. Then you can just drag and drop the new civ's folder into the "Custom Civilizations" folder and the civ will be added to the game. The only bad part is that you won't get any audio if you play as the new civ unless you do some trivial xml work (but who knows, maybe WoC eliminates this).

I'd suggest a few more things for LoR (in addition to the things Phungus plans on fixing), most of which have already been discussed:

The ability to flag the eras in which a civ is biased to emerge from barb civ - so if a civ emerges in the early game, the game will spawn an ancient civ instead of a modern one (i.e. Persia instead of America). I'm not so much concerned with historical accuracy as I am with civs getting a chance to use their unique units.

The ability to flag certain civs as "Colonies." Civs flagged as "colonies" would only emerge if a colony is created (for example, Canada and Australia would be such civs). These civs would not be available to start the game, nor would they be able to emerge from revolutions or barb civ.

Random events affecting revolutions, barb civ, the rev index, etc. to help make that part of the game integrate more smoothly. (I believe jdog plans on doing this at some point).

I also like the additional settlers mod, although I usually just merge that in myself.
 
@MacGyverInSpace
Excellent points. I agree entirely. I have linked your post for jdog and glider to take a look at. Hopefully they will take your issues into account when updating RevDCM. I have gone in and completely re written some parts of RevDCM myself though, and may need to do that here. So far I've completely changed City Distance, and Taxes. Economic stability is now based on totall commerce types earned, devided by total commerce types for maintance (commerce types are culture, espionage, gold and science); The higher the ratio the worse it is for economic stability. In default RevDCM this was entirely calculated by the gold slider, which made unique economic strategies impossible, so I made that change to not hamstring the player and allow for novel strategies, but still have an economic component for revolutions.

@cripp7
The latest version is the Test build, found in the second post. There is a critical bug in it found by gatling gun, but it's very rare. I think he's the only person to encounter it. Basically if an AI attack stack has a pathfinder in it, and the pathfinder is running UNITAI_ATTACK, and the attack stack ends it's turn next to a city the game will hang. I've identified the cause, but I don't have the programming knowledge to fix it. Hopefully jdog will do this. If not, the next test build will remove the withdrawl chance for pathfinders, as that's the only way to garuntee this fatal bug doesn't trip.

@Admiral Armada
Refered your post to glider. I can confirm the first text bug is a problem with RevDCM, as I've encountered in in a pure RevDCM test. Not sure about the second, but it's a safe bet the same applies. Overall that's a low priority bug, but something that will need to be adressed before Legends comes out of beta. I'm pretty sure glider and jdog will fix this for me though :mischief:

@PoliticalMonkey
Thanks for the kind words. As far as adding civs and the like, that's on mod modders to do. I am fully satisfied with the current state of things in terms of units, techs and civs, and wol't be adding any. Well the Native Americans will eventually be split into the Iroquois and Sioux, and Kim Jong-Il will be removed to put in Haiwatha for the Iroquois leader, but that's all for the main mod. Like I said though, any mod modders are free to run with Legends and add whatever they wish and release their creations. I'll even link the mod mods in the OP if anyone makes them.
BTW if you're into debating politics you might want to check out www.USPoliticsonline.com

@BobTheTerrible
I like your ideas, but I wol't be adding them. Mainly because it would be alot of work to change revolutions as such, and I just don't think the work is worth the gain, at least in my oppinion. Plus I'm already at the state in the mod where I don't want to add in anything else for the most part. As stated the goal of the mod is to simulate a commercially viable expansion, and I think all the additions to gameplay and concepts have gone far enough. That said, as I pointed out to PoliticalMonkey I encourage users to run with this mod and make mod mods for it, that would incorporate concepts like those you bring up.
 
I have a repeatable crash occuring in one of my LoR games. It displays various error messages concerning some access violations, that are different from common MAFs I know. Savegame attached.

There is my Sacred Band led by a GG on a vengeful rampage in Spanish territory. To replicate the error, make it pillage the road it stands on (maybe not necessary, but I do so) and then end turn. A Spanish stack moves nearby and then the game crashes.
 

Attachments

Phungus, have you done any of the splitting up of the native american civ yet? Just wondering if I could go through and add the unit art and XML entries for the Iroquois?

No, I haven't. But the only thing that takes work in doing this is the art anyway, so if you want to go through and deal with the art, feel free. I'll follow your lead here. Just remove Kim Jong, and Replace him with the Capo's Haiwatha, and have Haiwatha be the the leader for the Iroquois. Also if you're going to do that, feel free to also replace the current Hitler with the new one by like 5 artists, available in Capo's leaderheads page as well.

@Prebral
Thanks for the save. Will take a look at this. Is this from the test build or 0.8.2?
 
Can you add Tupi, Israel (ancient one, of course), Tibet or Cibao (Cuba) ?

Or Polynesia or Aborigens, or Java ?

Because it could fill the map easily without having too much barbarians cities...

What about sisters civs like Kiev for Russia or Hibernia, Britania and Iberia while renaming "Celtia", of Brennus, for "Gallia" ,

i hope this ideas appeal to you Phungus ;)
 
Can you add Tupi, Israel (ancient one, of course), Tibet or Cibao (Cuba) ?

Or Polynesia or Aborigens, or Java ?

Because it could fill the map easily without having too much barbarians cities...

What about sisters civs like Kiev for Russia or Hibernia, Britania and Iberia while renaming "Celtia", of Brennus, for "Gallia" ,

i hope this ideas appeal to you Phungus ;)
I wol't be adding any new civs (other then the Iroqouis) no. As I told BobTheTerrible & Political Monkey, adding new civs (or leaders, units and techs for that matter) is in the hands of mod modders. Basically no new additions to this mod will occur, it's already full enough. As stated, the goal is to simulate a commercial exapansion pack, as such the ammount of changes and additions is limited to such a scope. There are already plenty of new civs, leaders, units and techs, adding more will cross the line and overload things. And as stated above, people are free to mod the mod to add new things if they so choose.
 
@Prebral
Thanks for the save. Will take a look at this. Is this from the test build or 0.8.2?

Probably 0.8.1. And the crash did not repeat (as it did for several times before) when I was testing it once more now (instead of crashing, my Sacred Band defeated Isabella's attacking Horseman).
So, sorry for any inconvenience, I downloaded 0.8.2, but forgot to actually install it.

EDIT: But the crash came a turn later now, so there probably is some problem, as nothing relevant was changed between 0.8.1 and 0.8.2 according to changelog.
 
:hmm:, I'm glad it didn't repeat, lol. But still if you experienced a crash I need to take a look at it. I'll keep in mind that I must pillage the road with the sacred band to do so. Also 0.8.2 is just a change to start game options, it wouldn't effect this. I'll report later with any info I find about a cause. But now that I know you were able to continue your game, I wol't be uploading a fixed save like I did for gatling gun (as you don't need one to continue your game).
 
:hmm:, I'm glad it didn't repeat, lol. But still if you experienced a crash I need to take a look at it. I'll keep in mind that I must pillage the road with the sacred band to do so.

Not sure, if this is necessary. I suspect something Isabella does instead of my actions...

Also 0.8.2 is just a change to start game options, it wouldn't effect this. I'll report later with any info I find about a cause. But now that I know you were able to continue your game, I wol't be uploading a fixed save like I did for gatling gun (as you don't need one to continue your game).

Edited my post meanwhile... the game crashed with the same error a turn later.
 
In terms of adding more civs I agree that we should not overload the mod. However, if someone with more knowledge about modding wanted to create a small add-on mod of, say, 4-6 new civ possibilities, than it could be offered for those who wanted it and/or had better systems that could handle it (and it could be posted in the main download thread for the LoR mod as a compatible add-on).

Also, I think the "Colonies" idea offered by BobTheTerrible is a good one, but probably would be under the core Revolution mod's jurisdiction. Has this idea been brought to their attention?
 
Okay Phungus, this might be a stupid question. Im adding Iroquois art right now and I've notice that in your art defines for several units in the nif/kfm/shadernif entries the slashes are backwards. How much does this matter? Pretty much every pathfinder and a few others are like this:
Code:
           <NIF>art\units\native\frontiersman\explorer.nif</NIF>
           <KFM>Art/Units/Musketman/Musketman.kfm</KFM>
	   <SHADERNIF>art\units\native\frontiersman\explorer_fx.nif</SHADERNIF>

Are these units working with those back slashes?

In terms of adding more civs I agree that we should not overload the mod. However, if someone with more knowledge about modding wanted to create a small add-on mod of, say, 4-6 new civ possibilities, than it could be offered for those who wanted it and/or had better systems that could handle it (and it could be posted in the main download thread for the LoR mod as a compatible add-on).

That would be cool and Ive thought of trying to do that myself, but Im no modder. Also as you said too many more would overload the mod and go agoinst phungus' philosophy with this mod. As well as I cant really think of anybody really in need of inclusion. Maybe Mexico or Gran Columbia (to give the americas another one), then maybe the hittites or a jewish civ, and then the possibly a civ from the malays (indonesia, phillipines area) or pacific islanders. But you would really need to work on fleshing them out and not just make them pallette swaps of existing civs, so as to really be worthy of being an add-on.
 
@Phungus

Haven't gotten a chance to play LoR yet, but I had noticed this bug that Cybah reports http://forums.civfanatics.com/showpost.php?p=8104067&postcount=1606 appearing in my WolfRev games. Has this been fixed in LoR? If not it is a (low-priority) bug. If no-one else is seeing this, then I apologize for wasting time, as it must be just on my machine (Possible, but I don't recall ever modding the files that are referenced as the fix in the posts following Cybah's)

Edit: This will link to the whole thread I think, not just the single post. Thread included a FIX for this error. http://forums.civfanatics.com/showthread.php?p=8104067#post8104067
 
Are these units working with those back slashes?

Doesn't seem to make a difference which direction the slash goes.

Will look at that thread Palinathas
 
Hey great mod! I do have a question though. Whenever I enable any options in the menu (the ctrl+alt+o menu) afterwards I get an error in the log window that says

bugoptions - failed writing ini file 'mods/LoR/RevolutionsDCM.ini

And it won't go away. Is there a solution?
 
... Oh for Christ's sakes :/. I just went through and found every grammatical error in every unit description and basically rewrote a bunch of the unit descriptions (some of which lacked a lot of detail)... then hit "Submit", it told me to log in, and I lost everything.

Well there goes that hour and a half or so of work, lol.
 
Doesn't seem to make a difference which direction the slash goes.

Hmm, thats strange. If I so much as put a space or wrong letter in the xml the four horseman are unleashed. Yet putting a different character does nothing.:confused: I know theres other instances where the cause of my problems was a wrong facing slash. i guess I'll never fully understand computers.
 
Hey great mod! I do have a question though. Whenever I enable any options in the menu (the ctrl+alt+o menu) afterwards I get an error in the log window that says

bugoptions - failed writing ini file 'mods/LoR/RevolutionsDCM.ini

And it won't go away. Is there a solution?

When you're using vista you must launch as an admin. Actually I'm pretty surprised things haven't messed up more, they will though if you don't start launching as an admin. This is because vista is wierd, an for some reason it has a security protocol where if a program runs and it doesn't have admin rights it can't overwrite ini files, so instead it just makes tons of copies of new ones it tries to reference, and then just screws things up...

... Oh for Christ's sakes :/. I just went through and found every grammatical error in every unit description and basically rewrote a bunch of the unit descriptions (some of which lacked a lot of detail)... then hit "Submit", it told me to log in, and I lost everything.

Well there goes that hour and a half or so of work, lol.
Sucks, would have been nice to have a compiled list of typos like that... Oh well, must admit stuff like that has happened to me too...

Hmm, thats strange. If I so much as put a space or wrong letter in the xml the four horseman are unleashed. Yet putting a different character does nothing.:confused: I know theres other instances where the cause of my problems was a wrong facing slash. i guess I'll never fully understand computers.
The thing I don't get is why forward slashes in the first place? These are file path references, they should be packslashes. Basically I just cut and pasted from my windows browser, which is why the backslashes. I mean, if you want you're welcome to go through and make all those forward slashes to standardize things.... Doesn't seem worth it though, as it reads forward and backslashes just the same from the art defines files.
 
Sucks, would have been nice to have a compiled list of typos like that... Oh well, must admit stuff like that has happened to me too...

Would you mind sending me an .XML for the unit descriptions (the most recent one)? I'm using the one from 0.8.2 at the moment. Instead of writing a list for you to fix as a forum post, I could just change the .XML myself so that way two of us won't have to spend the time to do it. Then I can send the fixed-up one back over to you.

If that's cool with you, my e-mail is alsark(at)lycos.com.
 
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