If an DLL mod like whowards DLL/Community Patch DLL or my own DLL is active (GameEvents.PlayerCanBuild), the Outpost can not be built from AI players (since they dont know how to handle it anyways. Dont know if the AI ever builds it anyways, but this makes it extra sure)
I dont know the "Improved City View" Mod. From what it sounds like, it will also be incompatible with EUI I guess (which I use in my modpack).
So first guess might be, that a EUI compatible version also might work with the modpack, not tested though.
any chance you (bc1) could add "rebuild anchors" code to the "YieldOn" gameoption (so they rebuild every time the YieldOn gamesetting is enabled again)? Rebuilding them shows the missing yields on all plots. If loading a savegame they are gone again unfortunately and not sure how long they will...
Crash might be related to bugs in the DLL, either from Vox Populi or from vanilla if you play vanilla DLL.
Only way to find out the crash reason is to reproduce the crash, eg. with a savegame from you and the exact version of DLL+source code of your savegame. So it is easier if you play without...
It is (one of many) bugs in the DLL of the game, see here for code how to fix:
https://github.com/Serpens66/DLL-VMC-master_Serp/blob/9cb4d5dea75c88d796ed23170c9d73b58aa74de1/CvGameCoreDLL_Expansion2/CvReligionClasses.cpp#L939
The game crashes when a player is founding a pantheon, while the...
hm here are more important bugs reported, but I still would like to ask if someone knows a fix for:
Cityview: Production Queue List is not scrollable with MouseWheel as long as the mouse is over the queued items (only works while over the scrollbar itself). For the normal production list one...
thanks. I was still not able to fix the seldom random freeze in multiplayer and there are several other issues, like happiness dropping into negative during turn-processing for clients, causing barbarians to spawn, although happiness is positive during turn..
So I will not publish the modpack...
it changes the researchcost and it is a percentage multiplier. So when you set it to 60, the research will only cost 60%.
And I think it affects all techs for everyone that uses the relevant handicap.
But I don't know who is using the "HANDICAP_AI_DEFAULT"
thanks for the explanation. So your SendFoundReligion solution is already quite similar to the NetSyncTool code, although you do it in DLL code instead of lua, right?
Would be great if you could share your final result as soon as you are satisfied :)
Which version are you using?
I tweaked EUI 1.29a myself and on my version the movement highligt is only displayed while holding right mouse button (to move the unit) (same for the red attack range).
I will attach my InGame.lua from the EUI mod here. You can use it if you are using EUI 1.29a. If...
Okay, I think I understood it:
Yes, it is the old topic regarding modded UI/buttons that do not sync (unlike games UI/buttons).
But since this old topic still has no perfect solution, it is good that you experiment and try finding alternative solutions to the NetSyncTool I linked in my first...
But beware of the issues I posted on github for smart AI v3 (may be fixed in Community patch though):
https://github.com/Ninakoru/Civ-5-BNW-Smart-AI/issues
An alternative would be "artificial intelligence", but to be safe from bugs, beter the "lite" version without dll, although without dll the...
uhm, ok. I'm no programer, so at least this first time reading I did not understood anything from what you wrote =/ :D
But I would be greateful if we first could clarify the initial issue... I can't imagine that simply calling "InitUnit()" alon in a lua script is already causing desync. I have a...
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