More major civs .DLL?

8BitArchitect

Chieftain
Joined
Sep 12, 2013
Messages
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I was wondering how difficult it would be to compile a version of the community patch .DLL that supported more than 22 civs

After spending an hour or so browsing these forums and github, it looks like WHoward's .DLL source has a single #define which sets the maximum number of major civs, and this #define still exists in the community patch source. Does the community patch source fully support modifying this #define, and if so, how difficult would it be to get a version of the .DLL compiled with say, 34 or 43 civs, and would this break any other part of the community patch/pack?

I'd appreciate it if someone who already has a version of Visual Studio set up to compile Civ V .DLLs could give me a copy, but if this isn't possible, I can get VS set up and compile it myself.

Any help is appreciated.
 
Gazebo will need to answer the question about the CP .dll compatibility, but note that the non 22 civ versions of my DLL were not a direct drop in replacement, as you needed to also make changes to ASP.lua and AdvancedSetup.lua, as per the comments in that mod

Code:
This mod also includes the two support files AdvancedSetup.lua and AssignStartingPlots.lua required to support more than 22 civs on map scripts.

The following map scripts are incompatible with this mod
   - Great_Plains.lua (redefines AssignLuxuryRoles() method)
   - Great_Plains_XP.lua (redefines AssignLuxuryRoles() method)
   - Amazon.lua (redefines AssignLuxuryRoles() method)
   - Amazon_XP.lua (redefines AssignLuxuryRoles() method)
   - Frontier.lua (checks for 22 civs)
   - Hemispheres.lua (checks for 22 civs)
   - Skirmish.lua (checks for 22 civs)
   - West_vs_East.lua (checks for 22 civs)

As is the following tutorial
   - Tutorial_5_Diplomacy.lua (assumes first minor is in slot 22)</Description>
 
Thanks Whoward, I can guarantee I would've missed that even after going back and looking a second time (guess that happens when you look over it at 3 AM).
 
Gazebo will need to answer the question about the CP .dll compatibility, but note that the non 22 civ versions of my DLL were not a direct drop in replacement, as you needed to also make changes to ASP.lua and AdvancedSetup.lua, as per the comments in that mod

Code:
This mod also includes the two support files AdvancedSetup.lua and AssignStartingPlots.lua required to support more than 22 civs on map scripts.

The following map scripts are incompatible with this mod
   - Great_Plains.lua (redefines AssignLuxuryRoles() method)
   - Great_Plains_XP.lua (redefines AssignLuxuryRoles() method)
   - Amazon.lua (redefines AssignLuxuryRoles() method)
   - Amazon_XP.lua (redefines AssignLuxuryRoles() method)
   - Frontier.lua (checks for 22 civs)
   - Hemispheres.lua (checks for 22 civs)
   - Skirmish.lua (checks for 22 civs)
   - West_vs_East.lua (checks for 22 civs)

As is the following tutorial
   - Tutorial_5_Diplomacy.lua (assumes first minor is in slot 22)</Description>

I haven't changed anything that should break what you already had in place, whoward. If the only issue is changing that define, you should (theoretically) be able to perform the same 'fix' on the CP.

G
 
Thanks for the quick reply. One more quick question: Is it possible to compile the .DLL with VS 2013, or do I have to use an older version? I did some cursory searching that indicated 2008/2010 both worked with some setup, but nothing recent about 2013.

the reason I ask is II use 2013 on a daily basis for CMPS classes and already have it set up, whereas the older versions would need to be downloaded and setup.
 
Thanks for the quick reply. One more quick question: Is it possible to compile the .DLL with VS 2013, or do I have to use an older version? I did some cursory searching that indicated 2008/2010 both worked with some setup, but nothing recent about 2013.

the reason I ask is II use 2013 on a daily basis for CMPS classes and already have it set up, whereas the older versions would need to be downloaded and setup.

Not sure - you might post in the SDK forum and see.
G
 
So...how would this work exactly? I recently read about the 42-civ AI game and thought it would be interesting to see what happened trying it with the CBP. The instructions for it that I found require a "YnAEMP DLL 43 civs" mod, which would obviously conflict. Would everything I'd have to do to make it work just end up being altogether beyond someone like me who knows absolutely nothing about coding?
 
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