Advertisement
Civilization Fanatics' Center  

Welcome to Civilization Fanatics' Center.

You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support.

Go Back   Civilization Fanatics' Forums > CIVILIZATION IV > Civ4 - Creation & Customization > Civ4 - Mod Components

Notices

Reply
 
Thread Tools
Old Mar 02, 2010, 12:13 AM   #81
Valkrionn
The Hamster King
 
Valkrionn's Avatar
 
Join Date: May 2008
Location: Crestview FL
Posts: 14,448
His post was not in reference to the Multiple Production mod, but his own similar Multiple Research code, which he posted in this thread (in uncompiled form, for other modders).
__________________
Valkrionn is offline   Reply With Quote
Old Mar 02, 2010, 12:13 AM   #82
skodkim
Emperor
 
skodkim's Avatar
 
Join Date: Jan 2004
Posts: 1,022
Quote:
Originally Posted by Valkrionn View Post
His post was not in reference to the Multiple Production mod, but his own similar Multiple Research code, which he posted in this thread (in uncompiled form, for other modders).
Aaaah - I see

\Skodkim
skodkim is offline   Reply With Quote
Old Oct 30, 2011, 09:36 PM   #83
mwonch
Chieftain
 
Join Date: Mar 2006
Posts: 49
I don't know if anyone's still watching this thread, but...

I'm have no idea how to compile dll's and such, so my modding is limited to the text-based XML and Python files. Anything requiring compilation is beyond my current capabilities. So, I just have one question: Can this be used with Rhye's SP and MP without extracting, merging and then recompiling?

Also, I've made my own changes to certain text files (such as the buildinginfos.xml). I want to keep my changes while including the ones in this particular mod (of course). Are your changes marked for easy spotting, or will I have to painstakingly go through line by line?

Thanks!

Mike
mwonch is offline   Reply With Quote
Old Oct 31, 2011, 10:13 AM   #84
Xenomorph
King
 
Xenomorph's Avatar
 
Join Date: Oct 2007
Posts: 962
Quote:
Originally Posted by mwonch View Post
I don't know if anyone's still watching this thread, but...

I'm have no idea how to compile dll's and such, so my modding is limited to the text-based XML and Python files. Anything requiring compilation is beyond my current capabilities. So, I just have one question: Can this be used with Rhye's SP and MP without extracting, merging and then recompiling?
No. The included files in the mod are .cpp and .h files, which means they must be compiled into the dll for them to work.
Xenomorph is offline   Reply With Quote
Old Nov 02, 2011, 09:23 PM   #85
mwonch
Chieftain
 
Join Date: Mar 2006
Posts: 49
Well, okay then! It's time for me to expand my modding capabilities. I'd REALLY love to add this and that multiple research to Rhye's.

Thanks!
mwonch is offline   Reply With Quote
Old Nov 22, 2011, 09:17 PM   #86
mwonch
Chieftain
 
Join Date: Mar 2006
Posts: 49
Quote:
Originally Posted by Xenomorph View Post
No. The included files in the mod are .cpp and .h files, which means they must be compiled into the dll for them to work.
Okay,, I expanded my modding capabilities and now know how to compile the DLL. Ran into a problem, though, so hopefully someone can help. I can't seem to get this mod merged with RevolutionDCM. Has anyone done this successfully? If so, how?
mwonch is offline   Reply With Quote
Old Nov 23, 2011, 04:22 PM   #87
stolenrays
Emperor
 
stolenrays's Avatar
 
Join Date: Aug 2009
Posts: 1,675
Quote:
Originally Posted by Valkrionn View Post
His post was not in reference to the Multiple Production mod, but his own similar Multiple Research code, which he posted in this thread (in uncompiled form, for other modders).
I have isolated the code, compiled it and put it into mod form. I haven't released it yet, but plan to.
stolenrays is offline   Reply With Quote
Old Dec 29, 2011, 07:15 AM   #88
·Imhotep·
Legendary Builder
 
·Imhotep·'s Avatar
 
Join Date: Nov 2005
Location: Munich, Germany
Posts: 2,003
Awesome Modcomp, denev! I added this to my mod and am really enjoying it! Thanks for sharing it!
__________________
Current: Like a Sir!, Rise of the Pasha [K-Mod]
Finished: DMI series: DMI II - The Tale of Snaga (Space Race Victory as Vassal of Roosevelt !) , DMI III - Casanova (1832 AD Diplo Win) , DMI IV - the Grand Line (1635 AD Conquest Win on Emperor) , DMI V - Fata Morgana (2024 AD Conquest Win Emperor True AW) , DMI VI - The Mearas (~1900 AD Diplo Win @Monarch), DMI VII - Celebrity Deathmatch , DMI VIII - The War of Wrath , DMI IX - The Vampire Lord and the Tower of Mastery (FfH2) , DMI X - A noble way to Deity , DMI XI - Hyborem's Whisper (FfH2) , DMI XII - Imhotep's Legacy , DMI XIII - The CTON, DMI XIV - The Code of Junil (FfH), DMI XV - Gorgeous Cathy (BULL Mod) (currently on hold)

"Choice. The problem is choice." (Neo)
·Imhotep· is offline   Reply With Quote
Old Jan 24, 2012, 12:42 PM   #89
Peter Knutsen
Chieftain
 
Join Date: Jan 2010
Posts: 27
Hi

I was directed to this thread, since it mods the game in one of the ways I really want. However, I can't figure out how or where to install the mod.

Depending on where I put the files, there either seems to be no effect (I use the Editor to increase size of my city, in a newly started game, and add Bronze Mine ressources, then see if I can produce more than one Warrior per turn), or else the game shows me a big blank window named "science advisor". Once I click away that window there is no game control interface, only the in-world visuals, and I have to press Esc to bring up the control window so I can exit to game menu.

How do I even know if I have successfully installed this mod? How does it tell me that it is present in the game? Having to set up a test scenario with the Editor seems assbackwards.

And is there an automatic Installer for it?

This is the first mod ever that I'm trying to install, and I find the complete lack of instructions very discouraging. I'm running BtS 3.19 with the BUG 4.4 mod on top.
Peter Knutsen is offline   Reply With Quote
Old Jan 26, 2012, 09:33 PM   #90
Admiral Armada
The Admiral of Armadas
 
Admiral Armada's Avatar
 
Join Date: Sep 2004
Location: Terra
Posts: 462
This link should help explain how to do this.
http://forums.civfanatics.com/showthread.php?t=138043
The files you need out of this are located in the Assets folder, ignore the cpp and h files, those are the source files for compiling the dll.

Are you running BUG as a mod or is it in custom assets? If its a mod there should be a folder for it in your BTS directory under mods.
If there is not you will have to install it in a mod folder and load it in game.
Let me know if this help, this is one of my favorite modcomps
Admiral Armada is offline   Reply With Quote
Old Jan 27, 2012, 02:21 AM   #91
Peter Knutsen
Chieftain
 
Join Date: Jan 2010
Posts: 27
Which Assets folder? My Firaxis/Civ4 folder has multiple Assets folders, which is quite bewildering...

I also don't know how I'm running BUG, if it is as a mod or in custom assets. When I installed it maybe 2 years ago, it created a launch icon in my Windows XP Start menu, which I moved out onto the Windows desktop, and evenually into my "Games Launcher" folder. Whenever I clicked on that icon, Civ4 would load with BUG 4.2 automatically enabled. Recently I tried to upgrade to BUG 4.4. That createda new start menu entry and icon, which I moved to the desktop, but when I clicked it, I just got an error message and civ4 did not launch. Eventually I tried to click the old icon to lauch BUG 4.2, and that did launch civ4 with somekind of BUG mod, and with some effort (notice the problem here? Civ4 does not tell me which mods or which versions of mods are enabled) I was eventually able to determine that it was running BUG 4.4 (in the BUG control menu, brought up IIRC with Ctrl+Alt+O or Ctrl+Shift+O or something).

So you tell me whether this counts as "a mod" or as "in custom assets". Because I really don't understand the folder structure, or how mods work. Compared to civ4, modding Morrowind is absurdly easy (the only problem is, there is a dozen mods needed to make Morrowind worthwhile, and I'm not experienced enough that I can skip testing the mods one at a time to verify that Morrowind still works, before I add the next mod).
Peter Knutsen is offline   Reply With Quote
Old Jan 28, 2012, 12:16 AM   #92
Admiral Armada
The Admiral of Armadas
 
Admiral Armada's Avatar
 
Join Date: Sep 2004
Location: Terra
Posts: 462
Ok, lets take it slow.
The bug 4.4 installer gives you a few options when you install, either as a mod or in custom assets. It sounds like you did it as a mod. when you load civ, it should tell you if you are running a mod, look in the upper right hand corner of the main menu. Check my screenshot, see the LoR? Thats the mod im running. Also, on the main menu, go to Advanced, Load a mod, and see if bug is listed there. If it is, its a mod.

For Civ4, you can only have 1 mod running at a time. If BUG is your mod, we have to add this mod to that one. If BUG is a custom asset we have to install this mod so you can run it. The folder structure should look something like this
\Sid Meier's Civilization IV\Beyond the Sword\Mods
(im guessing a little here because i have the steam version, and its folders are slightly different).
The second pic is of the inside of the BTS mods folder, yours should be similar, sans LoR and K-mod. If there is a folder named BUG in there, its a mod.

Let me know if this makes sense or if i need to go into some more detail.
Compared to Morrowind it can be more of a hassle, but the power granted to the modder much greater, for much less work. It just takes a little bit of learin' to make it work. If you dont want to mess with this stuff, there are a few mods that have installers. LoR and AND are the first to come to mind, but im pretty sure there are others.
Attached Thumbnails
Click image for larger version

Name:	Main menu.jpg
Views:	18
Size:	228.9 KB
ID:	312330   Click image for larger version

Name:	mods folder.jpg
Views:	12
Size:	133.8 KB
ID:	312331  
Admiral Armada is offline   Reply With Quote
Old Apr 13, 2012, 04:30 AM   #93
Lord_Stubby
Chieftain
 
Join Date: Oct 2011
Location: UK
Posts: 11
Hi, as a complete n00b when it comes to modding of most sorts, I was wondering if anyone could help me;

Does this mod have to be standalone, or can it be merged with other mods? Specifically, could I merge it with FFH2? Easily mind you!

Like I said, I know very little about modding so any suggestions welcome!

Cheers
Lord_Stubby is offline   Reply With Quote
Old Apr 13, 2012, 09:28 AM   #94
Archid
Chieftain
 
Join Date: Oct 2009
Location: North Wales, UK
Posts: 65
Can it be merged...probably
Could you do it easily into FFH2...having to ask the question means that its probably not going to be a 5 min task for you. Don't let that put you off though.

It requires that you can compile a new custom dll. There is a tutorial here on how to do this. If you plan on going down this route I would suggest you start by getting the unchanged dll compiled and working first before you start trying to merge other mods in.
Archid is offline   Reply With Quote
Old Apr 13, 2012, 01:07 PM   #95
Lord_Stubby
Chieftain
 
Join Date: Oct 2011
Location: UK
Posts: 11
Okay thank you! I will have a look at that; I may be a while!

Cheers
Lord_Stubby is offline   Reply With Quote
Old Aug 08, 2012, 03:17 AM   #96
Alrik2002
Warlord
 
Join Date: May 2012
Location: Berlin, Germany
Posts: 187
Hi,

the sounds great and I would like to merge it with the Better BAT AI - Mod of Lemon Merchant (http://forums.civfanatics.com/showthread.php?t=421897).

Which version of the MultipleProductionMod do I have to use? The "normal" or the BBAI?

Thanks.
Alrik2002 is offline   Reply With Quote
Old Jan 20, 2013, 11:26 AM   #97
Lib.Spi't
King
 
Lib.Spi't's Avatar
 
Join Date: Feb 2009
Location: UK
Posts: 889
Hi there, I am trying to merge this with K-mod, when i compile the dll I get this error message:
Spoiler:

1>CvCity.cpp
1>CvCity.cpp(13142) : error C2374: 'iUnlimitedOverflow' : redefinition; multiple initialization
1> CvCity.cpp(12995) : see declaration of 'iUnlimitedOverflow'
1>CvCity.cpp(13144) : error C2374: 'iMaxOverflow' : redefinition; multiple initialization
1> CvCity.cpp(12997) : see declaration of 'iMaxOverflow'
1>CvCity.cpp(13149) : error C2374: 'iLostProduction' : redefinition; multiple initialization
1> CvCity.cpp(13002) : see declaration of 'iLostProduction'
1>CvCity.cpp(13149) : error C3861: 'iUnlimitedOverflow': identifier not found, even with argument-dependent lookup
1>CvCity.cpp(13149) : error C3861: 'iMaxOverflow': identifier not found, even with argument-dependent lookup
1>CvCity.cpp(13150) : error C2440: '=' : cannot convert from 'int' to 'int'
1>CvCity.cpp(13150) : error C3861: 'iLostProduction': identifier not found, even with argument-dependent lookup
1>CvCity.cpp(13151) : error C3861: 'iLostProduction': identifier not found, even with argument-dependent lookup
1>CvCity.cpp(13152) : error C2374: 'iOverflow' : redefinition; multiple initialization
1> CvCity.cpp(13005) : see declaration of 'iOverflow'
1>CvCity.cpp(13152) : error C3861: 'iMaxOverflow': identifier not found, even with argument-dependent lookup
1>CvCity.cpp(13152) : error C3861: 'iUnlimitedOverflow': identifier not found, even with argument-dependent lookup
1>CvCity.cpp(13154) : error C3861: 'iOverflow': identifier not found, even with argument-dependent lookup
1>CvCity.cpp(13156) : error C3861: 'iOverflow': identifier not found, even with argument-dependent lookup
1>CvCity.cpp(13170) : error C3861: 'iLostProduction': identifier not found, even with argument-dependent lookup
1>CvCity.cpp(13171) : error C3861: 'iLostProduction': identifier not found, even with argument-dependent lookup
1>CvCity.cpp(13173) : error C3861: 'iLostProduction': identifier not found, even with argument-dependent lookup

Now as i look at it I think it could either be I have missed something out of the code somewhere (but I have checked a couple times)
Or
It could be that K-mod using some sort of different definitions to this and so the two are not playing well together.
If someone with a head for the code could have a look, as you may see the key that i need where i don't.
Cheers Guys
Lib.Spi't is offline   Reply With Quote
Old Jan 20, 2013, 11:34 AM   #98
keldath
LivE LonG AnD PrOsPeR
 
keldath's Avatar
 
Join Date: Dec 2005
Location: israel
Posts: 4,902
upload the sdk here ill see if i can help.

u probably forgot some part.

i think i did a merge of the two sometime.
__________________
keldath is offline   Reply With Quote
Old Jan 20, 2013, 11:46 AM   #99
Lib.Spi't
King
 
Lib.Spi't's Avatar
 
Join Date: Feb 2009
Location: UK
Posts: 889
Cheers!

That is my 4 files and the MP original 4 files
Attached Files
File Type: rar DLLs.rar (179.6 KB, 2 views)
Lib.Spi't is offline   Reply With Quote
Old Jan 20, 2013, 12:27 PM   #100
keldath
LivE LonG AnD PrOsPeR
 
keldath's Avatar
 
Join Date: Dec 2005
Location: israel
Posts: 4,902
hi again,

ok look at cvcity - line 10938 in mp - in mydll - u disabled it so- try to move it between lines 13104 and 13103.

see if that helps.


not sure.

thats what i saw in a fast look - kmod removed some parts thats needed.

also see in the original files if theres a cvcity.h.

gluck, if it wont help - ill try to help out more tomorrow. gluck fallout guy.
__________________
keldath is offline   Reply With Quote
Reply

Bookmarks

Go Back Civilization Fanatics' Forums > CIVILIZATION IV > Civ4 - Creation & Customization > Civ4 - Mod Components > [MODCOMP] Multiple Production Mod

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off


Similar Threads
Thread Thread Starter Forum Replies Last Post
Is there a mod out to bundle multiple mods together? WrathRaptor Civ4 - General Discussions 2 Sep 02, 2006 06:23 AM
Multiple Production per city c3p_main Civ - Ideas & Suggestions 0 Jun 19, 2005 12:02 PM
multiple production baoren Civ - Ideas & Suggestions 14 Nov 12, 2004 11:27 PM
Multiple mod packs Quasimodo Civ3 - General Discussions 2 Feb 07, 2004 02:00 AM
PRODUCTION: multiple build queues J-S Civ3 - General Discussions 2 Nov 18, 2002 01:36 AM


Advertisement

All times are GMT -6. The time now is 04:36 AM.


Powered by vBulletin®
Copyright ©2000 - 2013, Jelsoft Enterprises Ltd.
This site is copyright © Civilization Fanatics' Center.
Support CFC: Amazon.com | Amazon UK | Amazon DE | Amazon CA | Amazon FR