[UXP] Legends of Revolutions

Yep, just realized what you were talking about right after I het submit.

So is it compatible with LoR at this point, or does it need to be merged in a future update?
 
LoR uses RevDCM as it's core. RevDCM includes the unnoficial patch, as the dev for the UP, BBAI, and Revolutions are all the same person (jdog5000).
 
LoR uses RevDCM as it's core. RevDCM includes the unnoficial patch, as the dev for the UP, BBAI, and Revolutions are all the same person (jdog5000).

Cool. So it will be there when RevDCM is updated. :cool:
 
Most of it already is in. Jdog's development usually goes like so BetterAI -> RevDCM, take bug fixes from developing those two projects and create a UP. There are probably a couple things in the latest UP build that are only in the most recent RevDCM build (released yesterday), but not much, most of it is in the RevDCM 2.50 core (included in LoR 0.9.3 and higher) only one SDK file was changed (CvUnitAI.cpp), so whatever it is it's a minor issue. I'm currently working on some SDK stuff (exposing RevIdx modifiers in CivicInfos to the user through CvGameTextMngr), and since I need to compile a new core to get this in, I'm going to release the RevDCM 2.51 update at the same time I finish this stuff. Should be a few days. But nothing in the RevDCM 2.51 (and by extension the UP), is high priority so it makes sense to delay it until I have more stuff included. Releasing little ticky tacky patches every couple of days would drive me crazy, I'd rather just do a couple more complete updates less frequently.
 
Actually reviewing some of the code I'm working on, it's aparent I will loose save game in the next update if I want to include everything I'm currently working on (which I do). So the next build will probably be delayed a week or so instead of a few days, as once i get the SDK work done we will need to finish up re adding the ethnic art to LoR light so that we can have an official release. I just don't see the point in doing a minor patch for the RevDCM 2.51 improvements (fixes the minor text bugs, like the REV_TEXT_AND issue), and a couple minor AI logic issues fixed in the UP (you wol't notice these, and they are flawed behaviors in standard BtS anyway) when save game is broken anyway, I'd just rather do a full update to 0.9.5. So anyway the next update will be contingent on how long it takes me and achilleszero to finish all the art stuff (which is tedius, because with 0.9.5 we are rebuilding the ArtDefinesUnit and CityLSystem files from scratch). I guestimate about a week. How is this coming along anyway achilleszero? I haven't even touched the ArtDefinesUnit file yet, have you started on this (just wondering where we are at in development)?
 
Im at artstyle_Incan working my way towards the front. So over half way I guess, maybe 3/5ths done. I probably could be done with all the free time Ive had, but its really boring and I cant do more than a few civs in one go.

One wierd thing happened with the 0.9.4 build. When I installed it this morning it gave me the old Icon. When I fired it up for the first time it gave me a xml error about pathfinders but still loaded up fine and pathfinders were completely fine. Then after shutting off my computer, everythng was back to normal.
 
Im at artstyle_Incan working my way towards the front. So over half way I guess, maybe 3/5ths done.
Cool. Of course when this is done then it's time for the CityLSystem :rolleyes:
I probably could be done with all the free time Ive had, but its really boring and I cant do more than a few civs in one go.
Tell me about it (and it's also a PITA to manually check each model because you have to check that the button doesn't crash when being built in a city, and that the model looks good on the map, which is just more tedious work). This is why I've chosen to work on the SDK stuff instead :p

I'm going to delay the Unique Legends promotion stuff from HotTK until the art is done, and we can get a 0.9.5 light and full release out (so the HotTK Legends promos will be going into the 0.9.6 build). Once I get this code done I'll begin helping out with the art. I really don't think it'll take me longer then a day or two to get this code done. Mostly what's holding me back is compiling times, and an issue I need to hear back from jdog on (I'm getting garbage values from his floats in the CivicInfos file).
 
Tell me about it (and it's also a PITA to manually check each model because you have to check that the button doesn't crash when being built in a city, and that the model looks good on the map, which is just more tedious work). This is why I've chosen to work on the SDK stuff instead :p

So the only reason for checking the build of the unit is to make sure the button doesnt crash? Is there any other reason that building a unit might crach the game?
 
Yeah, wrong stuff in the EthnicUnitArt, and ArtDefinesUnit, typos, that sort of thing. Checking that it can be built makes sure everything works right, then placing it on the map double checks it, and having it attack something makes absolute sure it looks right, works right, and animates correctly. Most common causes of crashes from units are seem to be (at least from my experience), but buttons or typos in the EthnicUnitArt/ArtDefines.
 
Well Civ4 can just crash sometimes. But yeah, if you have a reproduceable crash (ie you can load the game and it crashes again on the same turn), I'd like to see the save. The save game is crucial, that way I can load it with a debug dll and see what could be happening. Was really hoping 0.9.4b didn't have any critical bugs in it though, haven't had one reported since the button fix for the viking longboat in 0.9.3, not sure what could have changed since the 0.9.4a patch that could cause a crash, but yeah, definatly if you have a reproduceable crash, please post the save. If it was just random, and you can't reproduce it, please let me know as well, I'd like to know if it was just some freak occurance or not.
 
Just played a bit of this last night. Fun stuff. I'd taken like 3 months off of playing Civ, then come back to find an actual patch *gasp* and this new mod. Nice work phungus and everyone else!
 
Sorry if this has already been asked- I ran it through search and didn't find anything. My buddy and I were playing multiplayer and I was receiving messages that his cities were about to revolt. Finally, it gave me the option of what to do with his city (pay them, let them be...) even though it was still in the fog of war. This happened several times so it wasn't a one time occurrence. Assuming this is not by design, is there something I need to do to fix this (is it because I was hosting the game?). Everything else worked normally (Fantastic mod by the way- we used to play Wolfshanze, which was great too, but the new LOR additions make it even more fun) but this seemed quite odd.

Again, sorry again if this was discussed- I didn't have too much time to look (dealing with the normal level of chaos associated with getting kids ready for bed).

Thanks!
 
Found another weird thing. Did you do anything with the random events? Ive had several where the tooltips on the choices are not correct. I just had the city ruins even, and one option was get X beakers, and the other was pay Y, get X beakers, but no chance of getting more.
 
That makes sense. It was also the only oddity that we ran across and is likely easily fixed by deselecting that part of the mod in set-up. It's a shame as that is a very cool aspect of the game but I imagine it will be fixed sometime in the future. The rest of the mod if too good to give up altogether though.

Thanks again for the response.
 
Letting jdog and glider know you would like MP fixed for revolutions would be the best way to get that done. Unfortunately most requests to fix MP are directed at modmakers that use the RevDCM core, and not the RevDCM core developers themselves. So I don't think jdog and glider know that alot of people want MP fixed in RevDCM, so it's a low priority for them.

Revolutions Project and Development forum
 
I'm sorry if any of this has already been mentioned over and over. I can't believe how huge this thread is for such a recent mod. I played a little as Joao, on a PerfectWorld map with a start on a peninsula and a chokepoint that kept me pretty isolated. I'm most interested in the early unit rebalance, since I'm the kind of player who plays to the middle ages, gets bored, and starts a new game on the next sitting.

- Early siege units are a great idea, but it just seems strange to have rams on Wheel. The fact that they're basically chopped-down trees makes it seem like they should be on Wheel and have a BW requirement, but BW needs toning down as it is. You could do it if you moved and/or nerfed chopping. Also, barbarian rams shouldn't just be wandering around. I'd love to see a stack of 4-5 barb warriors and 1-2 rams show up at my borders, just to be dicks and cause trouble.

- BW still completely dominates the early tech tree because it combines the most important early unit with the most important worker action in the entire game. Axemen still overshadow other units as long as most barbs are melee. Chopping has always been OP and unrealistic. I suggest nerfing the output, increasing time to chop, and moving it to Mining.

- The slower game speeds are one of the more broken aspects of vanilla. this guy has the right idea and I'll be merging his mod in, but I think it's something you should address. All of the speeds need to be addressed.

- I couldn't get the extra options for the Continents and Islands script to show up. I've had this problem with other mods as well, so it may have nothing to do with LoR.

Thanks
 
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