[UXP] Legends of Revolutions

@St1nky

Orion Veteran is the creator of Mine Warfare, and he generally makes his mods in WoC format, and specifically designs them for easy merging into RevDCM (LoR is built around a RevDCM core, the only differences are added units and leaders and such, I work to keep it that way as I work on both projects, and I'd like LoR to be as easy to use for mod mergers as RevDCM is itself). I'm not familiarize with how WoC and modularization works really, as I don't use it, if I want to alter something I go to the core, as the modifications I make are designed to be long term and core modifications to a standardized modding base. If I were you I'd ask Orion Veteran in the Mine Warfare thread for detailed tips and instructions on how to do it, he should be happy to help.

Currently I have a pretty full plate of projects I'm working on; for instance today I just wrote a bunch of code for the AI's handling of inquisitions. I simply am not be able to shift focus on other mod components.
 
@phungus420

thanks for the swift reply,i fully understand how busy one can get making code and also how hard on the head it it is trying to work 2 projects at once,Orion is a busy person also so i guess i just wait until someone gets the urge,i have been trying to figure it out as i have read it should be easy but after a week of evenings tinkering im no farther ahead than i was when i started,except i now have a headache :P
 
As long as people understand the game isn't backwards compatible, that's no problem. Once I finish a game I don't generally go back to them. I'd rather have a more awesome LoR for the next game that I am going to play.
 
As long as people understand the game isn't backwards compatible, that's no problem. Once I finish a game I don't generally go back to them. I'd rather have a more awesome LoR for the next game that I am going to play.
Agreed. If someone has a game they want to play without it breaking, they can finish it off before installing the update. As long as you mention that the update is not savegame compatible, I wouldn't worry at all about it breaking savegames. :)
 
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? :(

:dunno:
 
I must have missed that post. Change player is a debugging option, you must enable debugging to access it. To enable debugging set the "cheatcode" line in your civ4 config file to "chipotle" and then press ctrl + z in game.

I've also never tried it, but when you go into WB the game trips the debugging flags, so you very well might be able to change players in WB as well.
 
BTW,i did manage to get the mines working for this mod :P

Thanks for your poke of OrionVeteran
 
Hello.

Someone please load this save and explain me what happens next. :eek:

Center the map on the city of Amiens (in the North) so that you can also see the three Viking Longboats. Deactivate quick moves and quick combat. Now, hit "end of turn" and watch the Vikings "magically" capture Amiens. And give me an explanation, because this really puzzles me. :crazyeye:
 

Attachments

Seems to be some kind of glitch, the long boats are unloading between Grenoble and Alemanni, I don't understand how they make the way there and back on one turn and how the Capped Rams unload and do two moves all in the same turn.

I hope that glitch is map related and not game related, it's really a problem, who knows how many "cheat" moves like that I have had?

Edit: I've used WorldBuilder to place some ships north to Alemanni to block the sea path, the vikings are sailing right through the land to upload their units!?
 
That's an interesting situation :)
Here is what happens:
Ragnar brings his longboats in Alemanni and disembark his troops.
Then he declares was: the troops are bounced to the border, 3 east and 1 north.
Now Ragnar just moves his troops; coincidently, he has a 3 moves unit in his stack that he uses to attack undefended Amiens.

So everything's fine according to CIV rules. Now, as to whether it should happen or not, that's another discussion
 
Juju, I think you just solved the case!
Now, the question is: did Ragnar plan this or is it a glitch?
Should it even be allowed to DoW while having troops on enemy soil?
 
Hello JujuLautre,

I hereby declare you Detective first grade,

badgesnd.jpg




I've tried to block the viking boats way by placing units on various spots and yet couldn't solve it.
 
you need to check "show friendly moves" to see what happens.

As to whether this was a plan or not, it's definitely random. The AI does not realize its troops will get bounced. It was capable however to decide to declare on you on that turn and exploit the fact that the cities were poorly defended, that's for sure.
 
Hi phungus, i am enjoying the mod very much. Playing it with World War Wolfshanze (1784AD) scenario. Do you have any other adapted historic scenario for the mod?

Thanks.
 
@JujuLautre

Interesting find, read about some similar issues on these forums in the default game; some interesting things can happen from the unit teleportations when a DoW happens in a country where the aggressor has open borders and units in their territory.

@wolfman1234

World War Wolf is the only one that comes with LoR by default. However any BtS compatible scenario will work in LoR, so just take a look at the BtS scenario forums and download any scenario that interests you and drop it in the publicmaps folder of BtS, or in LoR's private maps folder. Keep in mind that civs wol't have any LoR unique techs; LoR doesn't have many of these though, so usually only "Seafaring" needs to be added in (muskets too for a scenario as late as World War Wolf starts). To add techs to a team, open up the scenario with notepad (scenarios are world builder save files, which are just text documents), and scroll through the team entries. Each team will have a list of techs they start with, just add TECH_SEAFARING to the list, and the civs on that team will start with seafaring, you can do this with any tech for any team (like I say though, usually you'll only need to add seafaring, as it's the only early tech LoR adds to BtS).
 
Thanks for the advice phungus, i was thinking in real LoR scenarios, with the new units, wonders and all the stuff, like the WW Wolf one. But perhaps in ancient scenarios like some BC ones will be enough adding that tech.
 
Sorry if this is not the appropriate place to post. With the title of this Mod, I wondered if this thought of mine applied.
Premise: You basically play the part of a Revolutionary. Your character develops over time. All of your actions dictate your future.
At the game menu screen, you can choose a preset name and figurehead, or you can customize your name and figurehead. You can also either choose a civ, or wait to find one of your own.
At the beginning of the game if you chose to find a civ on your own, you are given a fort. At that point your decisions will determine what kind of a leader you will become and the civics of the government you choose to settle in will determine the likelihood of that rise of power. You have no traits yet, your decisions decide them.
Initial Unit choices:
Scout – explore the land, find enough and you receive the expansion trait.
Warrior- win enough battles and you receive the aggressive trait or defensive trait depending on if you were playing offense or defense. Any battles you win, you have a chance of turning those adversaries into units of your own. Gather enough experience and a civ will ask you to become their warlord. From this point, you start controlling their military, while all the cities and other units are run by the ai.
Some other unit: you settle into a town and you can devote time to researching and building religious/scientific techs and buildings and you receive religious or scientific traits.
Random Events: these are choices that dictate your nobility, courage, and respect.
Choices between selling your neighbour out to the local authorities for a bounty or protecting them. Or Things like that.
Once you accumulate enough power, you can start a revolution. This all depends on the civics of the civilization you are with.
Tribalism/Despotism: you simply need to sway the military by being in enough winning battles with the military units.
Democracy: you need to be elected by money and visiting all the different cities, you also choose liberal or conservative....if the incumbent is the same as you have to wait. If the incumbent is different, their approval rating has to be under 50%. But it still is a probability from that.
Monarchy: you need to marry into the family with a lot of money and a noble history.
Again, sorry if this was the wrong place to post this. And double apologies if it isn’t even possible to code for this stuff. I know I am completely useless at python.
 
That's quite complex. I don't know who would be good with that kind of modding...
 
Back
Top Bottom