View Full Version : Expanded City Sizes 1.00?


Mister Giggles
Mar 19, 2008, 08:57 PM
After putting in Rise of Mankind 1.02, patching it, and adding the extra stuff via Kalimakhus, I realized but one thing I enjoyed was missing from this mod - expanded city sizes, even as but an option.

So I thought to myself...why not combine the two? The XML files were easy enough, but the CvGameCoreDLL.dll is where it all went to crap. I'm no coward when it comes to sifting through ungodly huge walls of incomprehensible text and doing a copy-paste job (Greatly underestimating the task, I'm sure...), but I only have the source for Expanded City Sizes.

While I believe the .dll is different from patched 1.02 and the additional stuff, I'm perfectly willing to drop the extra stuff in order to have expanded city sizes if I can get ahold of the source used for the Rise of Mankind .dll.

So is it is possible I could get some help? Or some advice? Or smacked upside the head and told to stop rambling and go back to my corner? SOMETHING?!

Anyway, thanks for any help/abuse. I joined this forum specifically to ask this question, in fact...

zappara
Mar 20, 2008, 08:36 AM
Kalimakhus has made the extra stuff DLL and he has the source files for it, you might want to ask him about that stuff. I don't have any of the source files as I don't even have any programming software and I probably wouldn't understand much of it with my basic programming knowledge. If you are able to combine them, then there shouldn't be any problems.. you can use of course DLL from expanded cities mod but then you can't use Kalimakhus' extra stuff patch, just regular 1.02 RoM version.

Hopefully RoM v2.0 will have this feature.. among many other features.. just been running in to wall of errors and CTDs when trying to combine some python/xml files from 2 huge mods.

Mister Giggles
Mar 20, 2008, 12:04 PM
I thought Rise of Mankind used tweaks to the DLL. Guess I didn't break anything when I dropped in the DLL from Expanded City Sizes, then. <.<

And yes, I might do that, but I have what I really want - the only thing I imagine I broke would be Dale's Bombardment Mod, and some AI fixes. And come on. AI. Fixes. Ahahaha.

Anyway, you're awesome man. This is by far my favorite mod due to a clear focus on future technologies (Something that other, some could say more 'refined' mods lack, and therefore I ignore) and you've done a smash up job of keeping things interesting. Nanite Clouds? I name them after friends and send them forth to destroy the world. >.>

zappara
Mar 20, 2008, 04:13 PM
Idea for Nanite cloud unit surfaced after I saw that unit model in BtS mod.. I had just recently read Alastair Reynolds' Century Rain novel and it had that kind of "units", well sort of, I don't want to spoil it if you decide to read the book.. Remembered also another scifi book that I read some 15 years ago, it also had nano size warmachines (earth was demilitarized zone and AIs making superior nano size warmachines in Moon) but I can't remember name for that novel. One could say that future of warfare isn't making bigger and heavier armors, it's all about those tiny machines that you can breath in. Although my mod has mech/robot units also, been fan of mechwarrior games for long time :)

Mister Giggles
Mar 20, 2008, 05:20 PM
Mmm. I'll need to read that book - I've been a huge fan of nanomachines since I played Xenogears (10+ years ago), and Civilization II: The Test of Time got me hooked on high tech units (Another reason I like your mod; it reminds me of ToT, and I'm unable to enjoy Civilization anything unless I am <.<).

Anyway, I was playing Overlord shortly before yours (Not a bad mod itself, but spastic), and I found another feature I enjoyed...the Super Spies Mod.

This time, I have a source. As I also have the source of Expanded City Sizes, and the Super Spies Mod changes are clearly tagged, I'm currently combining the two. Assuming I can make it work (Which is always a challenge for me, I find) I might post it here for all to enjoy.

-Edit-

Managed to combine everything fine, then it wouldn't compile...so I assumed I screwed up. Tried it with the components of each seperate mod. Wouldn't compile. It will, oddly enough, compile if I use the original files. Which defeats the point, granted.

-Edit 2-

Super Spies Mod uses the Unofficial Patch, but doesn't include the source of such. Once I hunted down the source for the patch, suddenly, I can compile. After spend several hours trying to figure out how seemingly impossible things were happening, mind you...

Of course, now I'm practically splicing >three< mods together. Oh, joy...at least the patch doesn't have anything other than DLL changes...

-Edit 3-

While it was way more stupidly difficult than it needed to be, I successfully combined the DLL, the XML, the python, and other changes that come with these mods. From the onset everything seems to function. Considering the hundred thousand steps it took to a get a functioning product (And one that doesn't start up with errors), I'm going to do a runthrough before I even consider setting this thing upon the world.

-Edit 4-

Everything works right, but I find that Expanded City Sizes AND Super Spies completely breaks the game. I've managed a city of over 100 population (Single city challenge for the win!), with the ability to complete/research anything in a single turn occuring in the late game. And the spies...a few promotions on them and they're virtually unstoppable.

This is by far the most severe breaking of Civ I've ever managed, and I'm not even cheating! Yet...

I might just let sleeping dogs lie with this one and wait for Zappara to come out with his own, balanced versions...

Mister Giggles
Apr 04, 2008, 09:48 PM
So I decided I wanted to put in Dale's mod, too...

Everything was well until I tried to combined the XML files.

Granted, it works, it just...doesn't.

Selecting units leads to no action buttons, immense slowdown, or actions that don't complete (Bombard action for ships).

The DLL is fine, as I used Dale's mod with it, but something, somewhere, in the XML files that RoM changes but Dale's doesn't is causing it, but I've been entirely unable to find it and I've spent hours on it.

:\

Feh.