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Go Back Civilization Fanatics' Forums > CIVILIZATION IV > Civ4 - Creation & Customization > Civ4 - Project & Mod Development > Civ4 - Legends of Revolution
This is not phishing, this is art!
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This is not phishing, this is art!
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Old Jun 23, 2009, 12:25 AM   #1
phungus420
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Main Download and Information



Unofficial Expansion Project


The Goal of Legends of Revolution is to simulate a "commercially viable" expansion pack. As with any good expansion pack a new base concept is introduced: Revolutions, which carries with it concepts like barbarian civs, battles effecting national borders, and civil wars. Further certain gaping holes in the unit progression of default cIV are filled; like the much needed bombard, and steam ship navies of the Industrial era are flushed out. Overall Legends of Revolution has been built with the idea that more is not better, rather the goal has been to add in needed units for balance, and concepts that enhance gameplay.

There are many mods available for those interested in "expansions" that add in dozens of new units and 100s of leaderheads, or go for a content driven approach. Legends is built with a coherency driven philosophy. There are a couple new leaders, and civs and units for sure, and some some damn fine concepts introduced. The expansion here is smooth, well thought, and balanced, the change to Legends of Revolution from Beyond the Sword is similar to the change from Vanilla Civ4 to Beyond the Sword. Currently there are no known critical bugs in Legends; it is completely stable.


Instructions:

1) Make sure you have BtS 3.19, if not, get BtS and update it to 3.19!
2) Download Legends of Revolution
3) Install
4) Play

Legends of Revolution is packaged in an NSIS installer .exe, installing is as simple as double clicking. On installation you will be given the option to create shortcuts to the mod, so that you can easily play it by launching from the desktop, and/or Start menu. No need to load or alter your regular BtS game in any way. I designed this mod with stability being a core necessity, 99% of users will experience no issues. Though like any software, there have been some known machine specific issues, see known bugs in the second post below for troubleshooting information if any problems occur.



If you have an issue with the main download site a list of download mirrors can be found here:
Legends of Revolution Download Mirrors
Keep in mind this list contains all versions, including unstable test releases, and versions of LoR for BtS 3.17 (which are not compatible with 3.19) so please take care to download the current main version (0.9.7c).

LoR is also available in a light version. The light version has had all unessential parts of the mod removed, such as ethnic unit art, scenarios, and Shrine movies. This is to reduce the size of the mod for easier downloading, and improve performance on low end systems. LoR light is save game compatible with the full version of LoR, so you may use these versions interchangeably for succession games and what not.
Download LoR (light) 126 MB



Introduced Concepts:

The concepts incorporated in this mod are introduced from the RevolutionDCM mod by glider1 and jdog5000 as well as those like Moctezuma, PieceOfMind, and EmperorFool who have produced the components that really bring RevDCM together. The introduced concepts are toggleable in the custom games start up, you may enable or disable them as per your tastes.

Revolutions: Cities now have a revolution index. This is negatively effected by such things as distance from your capital, Non State religion, wars going poorly, a poor economic state, etc. Revolutionary sentiment is quelled by troop garrisons, building of wonders, communication technology, culture spending, success in war, etc.
If a city or a group of cities gets frustrated with their empire's rule, they will demand independence; If refused they may openly rebel. This causes armed uprising, and entire new civilizations may spawn taking over sections of large sprawling empires. Balkanization can occur in empires that are not well maintained, or sometimes the rebels will topple the old regime completely. Well managed empires have no problems.

Legend Units: Think of these as wonders for warmongers. Legends are not incorporated from Revolutions, and are not toggleable like all other concepts listed here, they are core to the mod. There are ten Legends, and each may only be built once. As an example the first Legend to be available is 300 Spartans, which is a melee unit with 5 and 100% bonus vs melee, 50% vs Mounted, 50% defense vs early mounted units, and 50% defense against archers. 300 Spartans starts with Drill1, Guerilla1, and Formation, however it comes with the hammer price of 4 axeman/spearmen. All legends are similar to this in strength, though the 300 might be the most powerful because of when it becomes available (bronze working and polytheism).

Barbarian Civ: Barbarian cities that develop high culture or get large may settle down, spawning entire new civilizations.

Start as Minor Tribes: Simulates the chaos of early history. All civs are treated by the game as barbarian (Unit color, flags and borders still show, you are aware of who is around you, they just cannot be peacefully interacted with) until they discover the technology of Writing, and may engage in diplomacy with other civilizations that have discovered writing.

Influence Driven War: Battles have an effect on the cultural depth of tiles. This means that in war the borders of empires become dynamic, and will shift according to those who succeed in their war.


Unaltered Gameplay Enhancements:

Interface: The BUG mod is fully incorporated into Legends. The current version is 1.4.1, and also includes the most up to date BULL (bug dll) components. The enhancements to the interface are too numerous to count. If you haven't tried BUG you will be blown away by how much easier it is to get information, and how well everything is displayed.

Better AI: Better AI v 0.81M has been incorporated. Making the AI much smarter, especially at warfare. You will probably need to drop a difficulty level from what you are used to in BtS when playing this mod. Further the current version of BBAI includes much of the CAR mod code, making it so even with the improvements to the AI, the game runs as well as standard BtS, as the code has been fully optimized.

Art: Ethnic Unit art has been expanded. Overall the game will look much prettier.


Units and Civs
In the civilopedia there is a list of added leaders and units and various introduced concepts. A short introduction like this makes it impossible to go into specifics (just like with the upgrade from Vanilla Civ4 to Beyond the Sword). A few leaders, a couple of civilizations and wonders (including Leonardo's Workshop!) have been added, also techs and units have been added and tweaked to smooth things out from BtS. The focus of added units and technologies has been in the industrial era, where the interesting tech progression and unit steps found in the Medieval era fell flat in BtS. With Legends of Revolution, the unit progression stays paced like during that period of gameplay through the End Game. While I was going through and adding the content for the civilopedia I was directly comparing the BtS changes with LoR changes, overall LoR adds a pretty identical amount of content as Beyond the Sword did to Vanilla Civ, no more, no less.


I always enjoy receiving feedback, so please feel free to post and let me know what you think, and any ideas you have to improve this mod.

Last edited by phungus420; Nov 01, 2009 at 01:27 AM.
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Old Jun 23, 2009, 12:26 AM   #2
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A Picture Is Worth a Thousand Words


Unit Upgrade Chart:
Spoiler:




ACO:
Spoiler:


Leonardo's Workshop:
Spoiler:


Revolutions!!!:
Spoiler:




Legends:
Spoiler:


More Civilopedia shots
Spoiler:



FAQ

Q: Why do you call this an unofficial expansion pack, aren't there a lot of those?
A:
Sort of. The goal of this mod is not to add content for contents sake. Most of the expansion based mods are filled with lots of things, dozens of new leaders, civs, units, etc. This Mod definitively adds a couple of these things, but they are tempered. The additions are in line with what you'd see in a commercially available expansion pack. Further this mod is very stable, there are no known critical bugs in it. And finally it includes all the known common sense modcomps that have been created by the community, such as BUG, and Better AI.

Q: Why is it a beta then?
A:
Currently the mod has 2 more improvements before it will be in a final release state, and out of beta. First there are some touch up details to the art being done by achilleszero that take a lot of time to do (such as adding damage states to all the mechanized units). And secondly, and most importantly we are waiting on the next update of Revolution DCM, RevDCM 2.7 will be fully multiplayer compatible and supported, at that time the mod will be out of beta. Don't let the word "beta" fool you though, this mod is one of the most professionally produced out there. It is very polished.

Q: I install, but when I try to play, it crashes?
A:
You need to patch the game to 3.19. Fireaxis's automatic updater fails, so you need to download the patch from this site, and manually install it: http://forums.civfanatics.com/downlo...=file&id=12576
That pretty much always solves the issue. If you patch the game, and still have a problem, please post in this thread, and I'll see what I can do.

Q: I get some message that pops up saying failed to write some ini files, I can still play the game, but this is telling me there is an error. What is wrong?
A:
On a computer that uses Vista you must "Launch as Admin"; programs that run and don't have admin rights are restricted by Vista's security protocols from creating new ini files, or overwriting old ones. Because this mod uses the BUG UI, BUG needs to be able to write new ini files to set everything up, and it needs to be able to overwrite these same ini files to adjust things based on options you make to customize the BUG interface.

Q: The art looks all messed up, I mean really bad, there are multiple unit models, and they switch to new ones, and the buttons are all blurry, and even though I run the game in frozen animations mode some models like the worker still animate. What's a matter with the unit art?
A:
The main mod cannot be run in frozen animation mode. The Ethnic art just wol't work in the frozen mode. You must turn animations on for this mod to work correctly in the full mod. However we have released a light version, where the ethnic unit art has been cut. If you play with frozen animations, you likely don't care about this anyway, so download and enjoy LoR light, found here:
Download Legends of Revolution (light)
The light version is save game compatible, so you may continue your game when converting to the light version of LoR, and you may also use light and full versions when trading saves in succession games and what not.

Q: Does this mod run slower then standard BtS, I hear that happens with alot of big mods?
A:
Firstly, this mod has been built around performance. I have taken great care to only use reasonably sized textured and poly count models, more so then any other modpack available, bar none. Poly count and texture size is the #1 cause of slowdown and MAF crashes (memory allocation failures), in fact the model standards for Legends of Revolution isn't that much different then BtS.

In previous version of LoR there were some other attributes that would cause slow down. Mainly the betterAI component, a smarter AI has more to think about, and if the computer resources are already being overloaded, this can cause the game to stall longer in between turns. However in 0.9.7 the CAR mod has been incorporated in BBAI, no significant slow down has been noted in the new versions of BBAI (testing showed somewhere around a 4% increase in turn time, which is negligible and not noticeable for humans. BUG does introduce a feature which can cause slow down: Plot List Enhancements. These can be used to more quickly gain information from unit stacks, etc. Unfortunately the code for them is all in python, and is a bit overloaded, IMHO, that said alot of people will only play with the PLE. If you are noticing slow down and reduced performance accessing the BUG options (press Ctrl + Alt + O), and disabling the Plot List Enhancements (or PLE) options will definitely improve things. Lastly because this is meant to simulate an expansion pack and has come out more then 2 years after BtS, the poly count and texture size limit is slightly larger then Stock BtS. All of these combined really don't add to much, but it is still slightly more resource intensive then Beyond the Sword is. The main ways to improve performance are to reduce your map size, or get more RAM for your computer. You can also increase performance by running LoR light, but it is less aesthetically pleasing as all ethnic art (except what is in base BtS) has been cut. See above for a link to LoR light.


Q: Can I play LoR in multiplayer?
A:
It's not considered supported, but you're welcome to try. In fact, the issues with MP are currently the only major known bugs in LoR. Here is what is posted in the list of known bugs:

Unfortunately the current version, 0.9.7 (all varients) seems to utterly break multiplayer. If multiplayer is important for you, then it is recommended you revert to the prior 0.9.6c build. Even in 0.9.6 some users report bugs when playing LoR in multiplayer; it especially seems to be unstable if choose religions and revolutions are on. So it is recommended you do not play MP with these options on.
MP is being addressed though, in the next update MP should be stable and working correctly. Getting MP working is in fact the last step before LoR will be considered a final version, and be out of beta development. So this has become a top priority at this time. It will take a while to adress though, expect working MP mode around New Years.


Q: I think I found a bug, what should I do?
A:
First read the FAQ, and known bugs list and ensure it's not a known issue. If it's something new, please report it. My goal is to get this mod bug free, or at least as bug free as default BtS by the release of LoR 1.0. The only way that can happen is by receiving coherent bug reports that allow me to reproduce the problem behavior, so I can isolate the issue and fix it. Software designers hire entire teams to test their products and search out bugs, I don't have that kind of budget, so the only way we can track down the issues and fix them is thanks to user reports. The Bug reporting thread is found here:

Legends of Revolution Bug Reporting thread


Q: Is there anyway I can help out the project?
A:
There are quite a few ways, for sure. Just downloading it and playing it good; those of us who built this mod just like knowing it gets played. The biggest help in my mind would be to spread the word, let people know about the mod. LoR has been released considerably later then most mods, and as such doesn't have a very large fanbase. Getting it more exposure would help quite a bit. Word of mouth and just telling people about the mod is good, and there are other ways to improve it's exposure; such as starting a succession game, I'd personally love to read one; writing down a story in an interesting format in the stories and tales forum would be cool also. If you're a fan of civilization these are interesting to read sometimes, especially the succession games which can have very novel approaches to playing civ; the succession games and stories and tales forums can be found here:

Civilization IV: Succession Games Forum
Civilization IV: Stories and Tales Forum

Another good way to help out the mod is by giving feedback. And just jumping in and doing something you're interested in; such as creating a mod mod, finding good music for the modern era (which is sorely lacking), creating translations (German is currently being translated by a LoR player Heinli ), or programming functions and tags into LoR's source that would be useful. I can't really give specific advice on this, as modding is a hobby and if you want to help out by doing, you need to jump in and work on something you're interested in.


Known Bugs:
  • Critical:
    • None known in the 0.9.7c build (There have been two art bugs squashed in 0.9.7, so be sure to update if you downloaded LoR before the 27th of October)
    • If you experience a critical bug (a reproduceable crash or fatal hang, or anything else that causes the game not to work and you can reproduce it --ie you have a save that if you load the critical bug reoccures) please post in the bug reporting thread and upload the save with the critical issue as this will allow me to isolate and squash it.

  • Major:
    • Unfortunately the current version, 0.9.7 (all varients) seems to utterly break multiplayer. If multiplayer is important for you, then it is recommended you revert to the prior 0.9.6c build. Even in 0.9.6 some users report bugs when playing LoR in multiplayer; it especially seems to be unstable if choose religions and revolutions are on. So it is recommended you do not play MP with these options on.
      MP is being addressed though, in the next update MP should be stable and working correctly. Getting MP working is in fact the last step before LoR will be considered a final version, and be out of beta development. So this has become a top priority at this time. It will take a while to adress though, expect working MP mode around New Years.

  • Minor:
    • The 10 gold base cost to upgrade is added after the effects of the Leader Promotion in the price to upgrade calculation. This means Warlord led armies still cost 10 gold to upgrade, instead of being free. A fix will be released in the upcoming patch to update the LoR core to RevDCM 2.61; which obviously can't occur unit glider and jdog's official release of RevDCM 2.61 (probably a couple of days).
    • Not really a bug, but I could really use some translations for non english proficient players. If you're willing to translate please visit this mod's project forum and post in the Text and Translations thread.


Test Build
There is currently no test build available, but there will be soon. There is alot of art that needs to be compiled, when it is 0.9.8 test build will be released. This will occur relatively soon, so if you are interested in helping development please check back here in a couple days.


Other notes:
The 0.9.7 is not version 0.9.6 or earlier save game compatible. So it is recommended you finish your 0.9.6 games before updating. (For those who downloaded and installed 0.9.7, 0.9.7a, or 0.9.7b the current version 0.9.7c is save game compatible, so there is no reason not to update). Also if you downloaded a prior 0.9.7 version, that is not 0.9.7c, it is recommended you update. Here is a list of known bugs in 0.9.7 that are fixed in 0.9.7c:
  • Broken model for Spanish Royal Galleon, could cause a crash on some systems, and always caused a major graphics glitch
  • Rare critical art bug in the LSystem files related to meso american city art
  • ACO display was not showing combat modifiers in combat odds hover pane
  • Bad path in the art defines file for the Mech infantry flanking infantry units (troopers), caused "red blobs" to flank mech infantry
  • Only one civ displayed for Constantine, when in fact he is a leader for two civs
  • The links for legend units caused the civilopedia to jump out of the legends list when viewing specific legends
  • Top 5 wonders/Cities screen in the Info Screen section was not generating built wonder list

This Mod has it's own Subforum, you are currently there

This Mod uses an installer and signs itself to the registry for easy uninstalling. Do not just delete this mod if you wish to remove it. Run it's uninstaller. This can be done easily by selecting the uninstall icon in the start menu shortcut (if you installed the start menu shortcut), accessing your windows control panel (and remove like any other program), or by going into the mod and double clicking the uninstaller. Uninstalling correctly will ensure LoR removes it's Reg key when removed.

Last edited by phungus420; Nov 03, 2009 at 09:41 AM.
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Old Jun 23, 2009, 12:27 AM   #3
phungus420
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CREDITS


The main developers of Legends of Revolution are:
phungus420 and achilleszero

Other moders or team members have helped in the development, by either being part of the Legends of Revolution Team, and helping with civilopedia entries, translations, etc, or are modders themselves and have helped build the core components of the mod:
Alsark, Merri, jdog5000, glider1, EmperorFool, PieceOfMind

Legends of Revolution would not have been possible without the work of other moders. Many thanks to:

EmperorFool, Good Game, and Snarko. These three have made it possible to expand the mod beyond it's humble begginings in WolfRevolution. EF for all his help in the Python SDK forum, Good Game for making it possible to clean up the Wolfshanze high poly units, and Snarko for helping me on IRC late night when I was coding things above my level (self taught C++ and Python here). Also PieceOfMind deserves a shoutout for his Advanced Combat Modcomp, a great modcomp incorporated here (and the modcomp that actually motivated me enough to learn some C++). I also greatly appreciate the help and feedback from nudden, The Capo, Refar, Zebra9, Dresden and others for providing me with useful feedback and help essential to the building of Legends of Revolution.
Edgecrusher for his compilation of Heros Units (though I did have to abandon his code, and write my own for it, I still stole utilized alot of his art). Oh and smeagolheart's Examine City on Conquest modcomp is great too; mechaerik for getting the parradrop animations working on the SF units, along with making some Ethnic variants. Avain for Varietas Delectat unit art, Geomodder for his ethnic city styles, Bakuel, bernie, the Capo, The Coyote, Ekmek, Arian and his movies, and tons of other artists I have ripped off incorporated art from
Let me know if I am leaving anyone else out...

Legends of Revolution was originally built out of WolfRevolution, a merge of the Wolfshanze mod and Revolution DCM. To get more in depth information on the mods that Legends of Revolution was built from, check out these links:
Wolfshanze's Revolution thread
Wolfshanze mod thread
RevolutionDCM thread
Those who created RevolutionDCM and the Wolfshanze mod also deserve credit, without them Legends of Revolution would not have been possible:

Wolfshanze
And those who he credits in his mod:
Refar, Elhoim, kodzi, Danrell, Hadrean, Snafusmith, Bernie, GeneralMatt, Houman, Zerver, asio, The Coyote and others

glider1 & jdog5000:
And those who he credits in his mod:
Moctezuma--creater or IDW, Ruff_Hi, Dale, Trojan Sheep, Solver, Dresden, Orion Veteran and others.



Changelog and Version History


Changelog:
Version 0.9.7c Released 1 Nov 09
  • LoR: 0.9.7c
  • Fixed ACO component. Combat modifiers now display in ACO hover display.
  • Fixed bad path in the art defines file for the Mech infantry flanking infantry units (troopers), fixes "red blobs"
  • Fixed civilization button in Leader Head screen in the civilopedia. The button now links to the correct civ, instead of always directing to the Zulu
  • Fixed top 5 wonders/Cities screen in the Info Screen section. Built Wonder list now properly generates.
  • Fine tuned Start as minors starting units code (was granting unequal number of starting defensive units for some AIs on high difficulty with start as minors selected)
  • Some minor fixes to BUG UI issues (stagnant city with 1 food left calculating it would grow next turn), and Inquisitor AI logic (AI was not aware it was maxed out with 3 inquisitors and attempted to get more, no real effect to LoR, but a waste of processor time)
  • Tweaked Techs:
    • Theology now requires Lit instead of Aesthetics (spread rate of christianity increased, as well as granted extra missionary to compensate)
    • Changed chemistry pre req from Military Science to Gunpowder, units enabled by Chemistry have had Military Science Req added (Grenadier, Ship of the Line). This change should allow more user options in the early Industrial tech selection, while not signicantly changing unit progression
    • To facilitate above change, Steel now requires Military Science. Cannon moved to Steel, instead of Chemistry.
  • Tweaks to Units:
    • Removed +10% bonus to archery units for heavy footmen. Pikeman -10% to city attack.
    • Cavalry now ignore first strikes
    • Swapped Retreat promos on Barbary Corsairs (gets Damage Control), and 54th Infantry (recieves commando, and still gets flanking1).
    • King's Yeomanry gets +50% strength in Forests and Hills, looses some first strikes (1-2, instead of 2-4). +100% bonus to Knights and Heavy Footman, instead of just defensive bonus.
    • Barrage promotion line opened up to Naval Units (only effects Bismark), Bismark swaps Drill2 with Barage1 promotion.


Version 0.9.7b Released 27 Oct 09
  • LoR: 0.9.7b
  • Fixed broken Spanish Royal Galleon model (critical art bug on some video cards)
  • Added link to FAQ homepage when mod installs, so users can quickly check out LoR's homepage
  • Removed AI free techs for hard difficulty levels when Start as Minors selected (AI's will start with defensive archer to guard against cheese rush on high difficulty)

Version 0.9.7a Released 25 Oct 09
  • Fixed rare critical bug reported in LSystem files (full version only, does not effect light)
  • Fixed longstanding link issue with Legends Civilopedia Section
  • Added new functionality to civilopedia to list multiple civs for a leader

Version 0.9.7 Released 22 Oct 09
  • Minor changes to LoR leaders
  • Repacked Art
  • Fixed uncommon graphics issue on some systems that could cause a crash when meeting Bolivar and FrancisI
  • Minor adjustments to some units
  • Updated RevDCM component to 2.6
    • Includes BetterAI 0.81M, significantly improves AI and performance as CAR mod components are incorporated
    • Super spy AI adjustments - AI chooses useful promotions including logistics
    • Updated to BUG 4.1.1, and BULL 1.0
    • Added the Global Warming mod by Minor Annoyance
    • Show Hidden Attitude mod merged and made a controllable interface option
    • The AI now is more Revolution aware and will keep its cities happier to avoid revolts
    • domestic advisor liberate city fix
    • Re-balanced BarbarianCiv for early barb settling as well as Barbarian World option
    • Improved German and Spanish translations, nearly fully translated and fully playable in German and Spanish
    • Fixed issue with "X have chosen to give up their independence" text
    • RevolutionDCM options can no longer be changed in a multiplayer game session
    • RevolutionDCM options from the options screen now update immediately (no longer required to reload when adjusting options in the RevDCM tab, accessible by pressing ctrl + alt + o in game)
    • Revolution watch advisor always shows national effects, and national effects are displayed in the city screen rev bar mouseover
    • Various BUG 4.1 fixes to civlerts and autolog to work with Revolutions
    • Modmodder & Scenario maker update notes
      Spoiler:
      • Fixed "Start as Minors" option in scenarios, this option now works as intended with no adverse consequences in a WBS file (scenario)
      • Interdependent random event fix woc
      • RevolutionDCM "debug" option becomes obsolete
      • Limited religion and choose religion code ported to BUG 4.1 standard
      • Revolution Inquisitions code ported to BUG 4.1 standard
      • Inquisition code adjustments to Revolutions mod and non-revolution mod effects

Version History
Spoiler:

General 0.9.6:
  • Updated RevDCM core to 2.51
    • Fixes many minor bugs such as broken events and Text issues
    • Fixes ranged bombardment for naval units
  • Released LoR and LoR light versions. LoR light has had all non essential parts removed, such as ethnic unit art, shrine movies, and scenarios. This is to acomodate those with low end computers and to reduce the download size for those needing it. LoR and LoR light are save game compatible, so you may swap saves for succession games or change versions with no issue.
  • Rebuilt ArtDefines XML files from scratch
  • Switched out less known or "deserving" leaders like Lech Walesa (who the hell is that guy?) with Ataturk, Xerxes, and El Cid
  • Exposed Civic Revolution Effects when revolutions are active
  • Cloned Civic Revolution XML tags into TraitInfos, added some RevTrait functionality, exposed to player when revolutions are active in the game
  • Added Maximum Start Era to UnitInfos, Legends now have a maximum Start Era like Wonders
  • Added Emancipation Requirement to 54th Infantry
  • Minor Tweaks to Units, Crossbow now 60 hammers, and no longer targets mounted last, nerfed Hungarian Cannon, Mohawk Sentry given +100% defense against warriors
  • Tweak to Serfdom, Farms +1 Commerce, -2 Health, Hight Upkeep, +100% Revolution Distance Penalty, still produces units with food
  • Added back default techs in BtS to Barbarians. This makes all barbarian effects much harder.
  • Fixed all scenarios, and added a scenario. Only scenarios that are compatible with LoR will now be possible to load
  • Improved intro screen for better aesthetics across resolution settings

Legends beta: 0.9.6c* Released 8 Sep 09
  • Fixed bad button in English Jet Bomber (critical art bug)

Legends beta: 0.9.6c+ Released 7 Sep 09
  • Fix to LSystem art bugs
  • Updated Lean's pre placed earth map to latest version

Legends beta: 0.9.6c Released 3 Sep 09
  • Many Art Fixes in full version
    • Includes multiple critical art bugs (This is why LoR was made unavailable for a while)
    • Includes various minor tweaks to ethnic art
    • Includes new optomizations, and expansion of the Expanded Graphics optional add on
  • Minor Tweaks to traits, to remove any redundant trait combos
  • Enlightened set back to +10% as per user requests

Legends of Revolution 0.9.6b
  • Improved intro screen for better aesthetics across resolution settings
  • Fixed a couple minor art issues
  • Nerfed Enlightened to +5% research
  • Couple minor tweaks to Rev Trait effects
  • Tweak to Serfdom, farms grant +1 commerce instead of +1 hammer

Legends of Revolution 0.9.6a
  • Full and Light versions made available
  • Various Typos and other bug fixes
  • Removed El Cid and Abu Bakr from Great Persons list (they are now leaders)
  • Mohawk Sentry given +100% defense against warriors
  • Fixed a couple of minor missing graphix issues with buttons (pink boxes) from 0.9.6 build
  • ReSet LoR to once again stop loading custom assets, was causing issues for users who had custom assets files
  • LoR no longer makes available scenarios and maps which are not compatible with the mod
  • Set Civic and Trait civilopedia displays so that Revolutions effects only shows up for games with Revolutions active
  • Removed Shrine and National Wonder movies from light version to reduce size of the light version download

Legends of Revolution 0.9.x6 (light test)
  • Added minor fix to Naval Bombard from RevDCM 2.51a
  • Exposed Civic Revolution Effects
  • Cloned Civic Revolution XML tags into TraitInfos, added some RevTrait functionality
  • Added Maximum Start Era to UnitInfos, Legends now have a maximum Start Era like Wonders
  • Added Emancipation Requirement to 54th Infantry
  • Minor Tweaks to Units, Crossbow now 60 hammers, and no longer targets mounted last, nerfed Hungarian Cannon
  • Tweak to Serfdom, Farms +1 Hammer, -2 Health, Hight Upkeep, +100% Revolution Distance Penalty
  • Fixed Critical Art Bug (bad refference to non existant String "Trooper") in the 0.9.5 Test Build
  • Gave Barbarians a few starting techs to bring in line with Standard BtS (makes Raging Barbarians a threat again). Be aware that this makes the Barb Civs that spawn in the early game too strong, so it is strongly recommended that you do not choose the options Challenge Barbarian World with Barbarian Civ. Barbarian Civ will be tweaked for the official release to make these two options playable together, but in the current test build it is nigh impossible to deal with.

Legends of Revolution 0.9.x5 light test
  • Removed all ethnic art that isn't from default BtS (should help for low end systems, and also for users who were having MAF issues)
  • Rebuilt ArtDefines XML files from scratch
  • Installer updated, new functionality, fixes icon scripting and other minor issues in old installer.
  • Switched out less known or "deserving" leaders like Lech Walesa (who the hell is that guy?) with Ataturk, Xerxes, and El Cid
  • Note: Ethnic art will be reincorporated in a 0.9.5 full release. The intent of this change is to allow a light and full version (one with ethnic art, the other without), that will be save game compatible for succesion games and what not. The light version relies entirely on BtS stock art if at all possible, the full version when released, will bring back the ethnic graphics for those that prefer those, and don't mind the increase in system demand.


Legends of Revolution 0.9.4b (beta) (v0.9.3 Save game compatible)
  • Consolidated 0.9.4a patch into main download
    • Fixed Critical Art bug in Longboat button
    • Bug fix for Spaceship Parts. Apollo Program will now work correctly
    • Tweak to Heavy Footman and Crossbows. Crossbows now target Mounted Last, but cost 70 hammers, and Heavy Footman gain 10% against archery units
    • Added Finnish Language as a supported Language.
    • Barb Civ City Size increased to 4 from 2 before Civilizations can emerge from barb cities.
  • New Opening Screen and Music
  • New Diplo Music for Bolivar, Hitler, and Ataturk
  • Enlightened research bonus nerfed to +10%
  • Re Wrote install script, should function much better, especially with icon scripting.
  • Minor tweak to Barbarian Civ component (only requires contact with 1 full civ to settle).

Legends of Revolution 0.9.4a (beta)
  • Fixed Critical Art bug in Longboat button

Legends of Revolution 0.9.4 (beta)
  • Bug fix for Spaceship Parts. Apollo Program will now work correctly
  • Tweak to Heavy Footman and Crossbows. Crossbows now target Mounted Last, but cost 70 hammers, and Heavy Footman gain 10% against archery units
  • Added Finnish Language as a supported Language.
  • Barb Civ City Size increased to 4 from 2 before Civilizations can emerge from barb cities.

Legends of Revolution 0.9.3 (beta):
  • Updated RevDCM component to 2.50
    • This udpates betterAI to 0.78c and makes the mod 3.19 compliant
    • Adds scrolling scoreboard
    • Better exposer of Revolution Indexes
  • Created New Civilopedia entry for LoR concepts. Moved BtS concepts to main game concepts section
  • Fixed missing text issue for Non English Modes
  • Minor tweaks to techs and units
  • Split Native American Civ into Iroquois and Sioux nations
  • Added Blue Marble optional add on
  • New ethnic art for aesthetics, lots of cleaning up of the Art to improve performance and size of mod
  • Various typos and minor bug fixes

Legends beta: 0.9.3x
-Updated RevDCM component to 2.50 -BtS 3.19 compatible
--Includes Better AI 0.78c
-Minor tweaks to techs and units, most notable is the Pikeman, which gains 100% vs Melee
-Split Native American Civ into Iroquious and Sioux nations
-Tweaked early siege by reducing strength and max damage. This should keep their survivability
--where it is now, but increase the need for main assault troops.
-Added Blue Marble optional add on
-Added 100+ new ethnic models from VD thanks to achilleszero
-Cleaned up Ethnic City Art to improve performance, thanks to achilleszero
-Repacked art
-Various typos and minor bug fixes by Alsark

Testing Changelog:
Legends beta: 0.9.2x *Not save game compatible with previous builds
-Updated RevDCM component to 2.00
--Includes Better AI 0.70f
-Minor tweaks to tech tree, the most notable is the fact Nationalism now requires Divine Right
-Repacked art, trimmed more fat from Wolfshanze.fpk
--hopefully made ethnic art more visible to low settings
-Various typos and minor bug fixes to issues reported in main thread
-Reshuffled leader traits as per achilleszero's list
-minor tweaks to traits (Protective and Enlightened gain a building or two with double production)
-moved most of the LoR python code to the SDK. Makes everything more tidy code wise, but also has real gameplay improvements, such as proper displaying of all known effects (Enlightened Trait previously did not display correctly)

Legends beta: 0.9.1x
-Added test build version and installation for dev testing
-Added double unit cost to upgrade if unit upgrades to different UnitCombatType, reduced overall cost of upgrades by 33% to compensate
-Moved Enlightened trait effects to SDK, information now displays correctly, also AI now knows of non state culture
-Moved Leonardo's Workshop functionality to SDK
-Moved Early Flyer to Legends category to remove from unit upgrade chart

Legends beta: 0.9.0x
-Added Unit Ethnic art, mostly related to Jet and strike fighters
-Some minor tweaks to ethnic art


Legends beta: 0.8.2 Released 29April 2009
-Fixes bug found in start game options

Legends beta: 0.8.1 Released 28 April 2009
*Not savegame compatible with previous builds.
-Updated Ethnic art, specifically strike fighter models
-Few minor bug fixes
-Repacked Art, cut out fat from Wolfshanze.fpk (unused art)
-Removed Scenarios from optional add on, included in full install

Legends beta: 0.8.0 (test release in thread only)
-Bronze, Steam & Tears renamed to: Legends of Revolution
-Recompiled Gamecore
--Added Barbarian World game start option
-Seperated out Legend Units on Sevopedia, removed from Unit upgrade chart
-Added Optional Add on component (source code and scenarios)
-Updated WorldWarWolfshanze scenario to Legends mod
-button fix from 0.7 build

BST beta: 0.7.0 (test release in thread only)
-Updated to Revolutions 1.02
-Fixed Mulitple Legend Unit spawns for Barbarian Civ and Revolution Reinforcements
-ACO version updated to 1.0
-Recompiled Gamecore
--Return to 50 Civ dll
-Initial implementation of BST functioning Scenarios

BST beta: 0.6.0 released 21 April 09
-Added icon for setup and BST launch
-Added new ethnic art
-Fixed animation issues with Paradropping units (special forces and SAS)
-Tweak to Promotions: Guerrilla and Woodsman promotions now gain 20/30/40 attack and defense in thier respective terrains.
-Tweak to Units, mostly involving pathfinder and variants
-Minor tweak to enlightened trait, recieves +15% science bonus -other commerce type % bonuses removed
-Madrassa moved to University
-Gave Serfdom a purpose, now builds military with food, however -1 health and increased City Distance Rev penalty

Bronze Steam and Tears 0.5.1 patch released 21 April 2009
-fixed button crash from armored scout (was 64x65 pixels, when it needs to be 64x64)
-New gamecore with GG's tile bomb bug fix, and Examine City on Conquest return city bug fix
-Fixed Typo/Bug in PromotionsInfos, which caused collateral damage to be a prerequisite for drill 3 & 4

Bronze Steam and Tears 0.5.0 (beta) released 12 April 2009
General
-Greatly improves performance over WolfRevolution by removing the rediculously high poly units from the Wolfshanze base mod
-Rebalanced certain units to improve gameplay, and more logical unit progression
-Added legend units concept
changelog:
-Packed art in own fpk
-Introduced full install for ease of the user
-Some minor tweaks from 0.4 alpha build
-Recompiled gamecore, added in Examine City on conquest functionality, reduced max civs to 34 to make the mod more useable for scenario makers
-Reimplemented a rebuilt Revolution taxes model, identical to Wolfshanze 1.3.3 build (computed by finding the ratio of expenses to total earned commerce types rather then gold rate--allows for more novel economic strategies, while still retaining an economic revolutions component)

BST alpha: 0.4.0
-Added All planned units
-slight tweaks to tech tree & Units
-Added Legendary units
-Renamed all "Early" units

BST alpha: 0.3.0
-Slight tweaks to units
-slight tweaks to tech tree
-Added Enlightened Trait
-Added UCAV & Strike Fighters

BST alpha 0.2.0
-Slight tweaks to a few units.
-Implemented Gunships, upgrade for original gunship, which has been renamed Air Cav
-Implemented SF and Air Assault upgrades for paratrooper
-Implemented new invisible type, Deep See Sub
-Removed ability to see submarines from most aircraft
-Added in Assault Mech, end game unit
-Fully implemented extreme climate farms and cottages
-Traits have been altered slightly: Spiritual gets double bonus against revlutions from state religion
-Removed Expansive's 25% culture from previous build. Settlers have now been give a flat 1 -movment. Expansive get free moral and mobility on Settlers and Recon Units.
-Organized get a bonus stability to revolutions
-Protective have their bonus applied to trench units, as well as gun and archery
-Removed Taxes Revolution effects

BST alpha: 0.1.0
-Removed all 2000+ poly units from the Wolfshanze core art
-Altered Tech tree
-Rebuilt naval unit progression, and Unit types
-Tweaked Classic and Ancient era units slightly. The most noticeable will be the new axeman str of 4
-Implemented frontiersman unit, upgrade to explorer. 6 strength, upgrades to cavalry
-Implemented Motorized infantry, and tweaked relevant gunpowder units accordingly.
-Added in armored scout, upgrade for Cav, cavs are no longer available till gunships
-Imperialist leaders get a bonus against city distance Revolution penalty
-Added See submarine ability to most aircraft
-Expansive given +25% culture

Last edited by phungus420; Nov 02, 2009 at 04:27 PM.
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Old Jun 23, 2009, 01:32 PM   #4
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Full list of Download Mirrors:

Last edited by phungus420; Nov 02, 2009 at 03:45 PM.
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Old Jul 22, 2009, 06:08 AM   #5
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If you have any comments, suggestions, or issues, please post in a relevant thread in this forum, or start a new thread on it. I'd like to keep the main download thread clean.

Thank you.
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Old Aug 13, 2009, 04:48 AM   #6
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0.9.6 official version released:

updated 13 Aug 2009:

See 2nd post for changelog
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Old Sep 03, 2009, 08:38 AM   #7
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Legends of Revolution is now available again. Achilleszero has slaved away for hours and days fixing the art bugs in 0.9.6b, some of which were critical, and was why I removed the download for the last couple of weeks. *hopefully* these are all fixed now, if you do experience any issues, please report them in the bug reporting thread.


Legends beta: 0.9.6c Download Released 3 Sep 09:
  • Many Art Fixes in full version
    • Includes multiple critical art bugs (This is why LoR was made unavailable for a while)
    • Includes various minor tweaks to ethnic art
    • Includes new optomizations, and expansion of the Expanded Graphics optional add on
  • Minor Tweaks to traits, to remove any redundant trait combos
  • Enlightened set back to +10% as per user requests


All 0.9.6 LoR versions, light, full, a,b,c are all save game compatible. So you can update from 0.9.6b and play on fine, or switch from light to the full version, swap saves for succession games with people using light and full versions; all such options will play on fine. However 0.9.6 versions are not backwards compatible, so LoR 0.9.6 is not save game compatible with 0.9.5 or below saves (so if you're in the middle of a 0.9.4b game, you should finish it before updating).

Last edited by phungus420; Sep 03, 2009 at 02:10 PM.
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Old Sep 03, 2009, 03:34 PM   #8
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Torrent currently down.

Last edited by Merri; Oct 22, 2009 at 09:42 AM. Reason: Torrent updated to 0.9.6c+
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Old Oct 22, 2009, 08:47 AM   #9
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New version released. This is a significant improvement (the known bugs list is nearly empty now ), nearly all issues with Single Player have now been fixed. Now we just have MP to deal with, and some art additions, and the mod will be out of beta.

Version 0.9.7 Released 22 Oct 09
  • Updated RevDCM component to 2.6
    • Includes BetterAI 0.81M, significantly improves AI and performance as CAR mod components are incorporated
    • Super spy AI adjustments - AI chooses useful promotions including logistics
    • Updated to BUG 4.1.1, and BULL 1.0
    • Added the Global Warming mod by Minor Annoyance
    • Show Hidden Attitude mod merged and made a controllable interface option
    • The AI now is more Revolution aware and will keep its cities happier to avoid revolts
    • domestic advisor liberate city fix
    • Re-balanced BarbarianCiv for early barb settling as well as Barbarian World option
    • Improved German and Spanish translations, nearly fully translated and fully playable in German and Spanish
    • Fixed issue with "X have chosen to give up their independence" text
    • RevolutionDCM options can no longer be changed in a multiplayer game session
    • RevolutionDCM options from the options screen now update immediately (no longer required to reload when adjusting options in the RevDCM tab, accessible by pressing ctrl + alt + o in game)
    • Revolution watch advisor always shows national effects, and national effects are displayed in the city screen rev bar mouseover
    • Various BUG 4.1 fixes to civlerts and autolog to work with Revolutions
    • Modmodder & Scenario maker update notes
      Spoiler:
      • Fixed "Start as Minors" option in scenarios, this option now works as intended with no adverse consequences in a WBS file (scenario)
      • Interdependent random event fix woc
      • RevolutionDCM "debug" option becomes obsolete
      • Limited religion and choose religion code ported to BUG 4.1 standard
      • Revolution Inquisitions code ported to BUG 4.1 standard
      • Inquisition code adjustments to Revolutions mod and non-revolution mod effects
  • Minor changes to LoR leaders
  • Repacked Art
  • Minor adjustments to some units
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Old Oct 30, 2009, 07:00 AM   #10
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when do you you think LoR with have the bugs ironed out for MP play ie..99 1.0 ?
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Old Oct 30, 2009, 07:31 AM   #11
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Quote:
Originally Posted by sajez1 View Post
when do you you think LoR with have the bugs ironed out for MP play ie..99 1.0 ?
Best ask jdog or EF
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