DLL - Unified Yields

Started working after I got a(ny) Belief...

Picky, picky, picky! OK, I'll move the code for Policy/Trait_YieldChangeTradeRoute and Policy/Trait_YieldChangesWorldWonder out from the method that updates when a new pantheon/religion is adopted!

(You should be able to test by adopting a pantheon.)
 
Trait_GreatWorkYieldChanges do not work, does update the GreatWork tooltip, however.

Why, oh why, does Firaxis not do "everything in one place" ... in the left hand we will update the tooltip, but we'll update the actual value in not our left hand, not even our own right hand, but the right foot of someone in a completely different building! :mad:

Thanks for the results - I think I've managed to tracked down all the errors, now all I need to do is fix them.
 
Why, oh why, does Firaxis not do "everything in one place" ... in the left hand we will update the tooltip, but we'll update the actual value in not our left hand, not even our own right hand, but the right foot of someone in a completely different building! :mad:
:lol:
It's not like they are a game company or something, right? :crazyeye:

Thanks for the results - I think I've managed to tracked down all the errors, now all I need to do is fix them.
I will be waiting for it.
 
Testing Trait_YieldChangesWorldWonder, btw, since we are trying to unify and all that, shouldn't we use the same convention when porting the names? I mean, the Belief counterpart is Belief_YieldChangeWorldWonder, in its singular form, instead of plural.

On second thoughts I'm going to flip Policy/Trait_YieldChangesWorldWonder to match the Belief counterpart, as you can then find the pre-existing table for any of the new ones by searching the Civ5*.xml files for the part after the underscore, eg "_YieldChangeWorldWonder"
 
Sorry if I left you alone with all this testing guys :), I was out of city!

If nobody is doing it, I'm going to test "Policy_YieldChangeWorldWonder"
 
If nobody is doing it, I'm going to test "Policy_YieldChangeWorldWonder"

The remaining three are all now on my "to do" list, eg Policy_YieldChangeWorldWonder works ... provided the world wonders come after the policy is adopted. I just need to get the yields to change for existing world wonders as the policy is adopted (and the reverse if the policy is actually a tenet and the ideology is changed)
 
I was about to say that I didn't find the table added in sql or xml.

However, I will test next version then, keep up the good work!
 
I was about to say that I didn't find the table added in sql or xml.

Don't know where you're looking, but they are (mostly) in DLL - Various Mod Components (v 58)\DB\API\UnifiedYields.xml
 
I was referring to "Policy_YieldChangeWorldWonder" table, but, since it is on your "to do" list, now I know why it wasn't there.
 
You probably have the previous plural version Policy_YieldChangesWorldWonder
 
Yes, you're right :), I found it.
I usually use notepad++ to search things, I probably should have noticed if I had checked it manually.

Waiting for the next version to test. :ninja:
 
V60 ready for general testing

There are no new tables to test - this is a build that should be stable and so just needs testing under normal game play.

So you think it's broke ...
Please double-check the following before reporting errors on this version

  1. Make sure you have logging enabled, and check the database.log and lua.log files for errors!!!
  2. Confirm that any database changes adding new yields are actually being applied (at the very least check the database.log for errors, but preferably look directly into the database with something like SQLiteSpy)
  3. Ensure you fully understand what the new table actually does (and not what you think it should do) and how yield entries within it manifest themselves - some tables are badly named and some have non-obvious effects (I've tried to flag these in post #3)
  4. If it's a modifier, is there an associated yield to modify? You would not believe how many times during testing I've applied a 500% modifier to a yield of 0!
  5. If it's a modifier, will the change actually show up - most yields do NOT calculate to hundredths. For things like culture, faith, tourism and golden age points (which count in ones, not hundredths) applying a 25% modifier will not show any increase in yield unless you have at least a base yield of 4 (as 3 * 1.25 in integer maths is still 3)
  6. Are you sure it's not just a tooltip error. Most tooltips are generated by Lua in the UI. As these files have not been changed, they take no account of the new sources for standard yields or the new yield types.
  7. Finally, remove all other mods and pseudo-DLCs (including EUI) - you should just be testing with the DLL and the mod needed for testing (eg "My - Changes") to remove any possible chance of interaction. (IGE and/or LiveTuner mods to help with testing should be fine.) Also, don't modify the base files directly as that makes it a royal PITA for anyone trying to reproduce the error!

So you're convinced it's broke ...

I need a zip with a save game file with ONLY the DLL and a simple mod (eg "My - Changes") to add the yields enabled. Please include the simple mod in the zip, but not the DLL mod! In your error report post, please explain what you do (if anything) after loading the save game file (eg finish a building, add a trade route, pick a policy), what effect you see, and what effect you would have expected to see.

If you're getting a CTD, I need the CvMiniDump.dmp file from the directory that the main Civ5 .exe file is in - usually "C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V" (NOTE: I do not need any .mdmp files from this sub-directory as these are useless to anyone but Firaxis)

TIA and Enjoy

W
 
There were no errors in Lua.log nor Database.log.
In fact, this time I was merely playing, not testing anything.
Spoiler :
extra.gif

(the fact I am getting 6 Science from Attila is also an error... ok, no it's not :blush:)
It isn't much, merely aesthetic.

Hopefully you can do your magic with such little information. I'll try to replicate the 'error' with IGE and get you save from it.

Cheers.

PS: If I can make a question, do you plan on updating the your Trade Route Overview with the new yields?
 
Not sure I follow - has Attila not discovered 12 more techs than you? Or are you highlighting the broken tool-tip (that says both +0 and +6 science)? If the latter, see point 6 above.

To answer the PS. I'm going to take a look at all tooltips once I'm sure the DLL changes are correct and stable. When that will be, who knows!
 
Back
Top Bottom