Intro
Hello! This is Community Extension, an open source DLL patch for Civ VI that stretches the limits of what this game is possible of.
Have you ever had an idea for a mod, but then quickly realized that what you were trying to do was straight up hardcoded and immediately gave up hope after...
Hi everyone! How're you?
I hope you all be okay.
I was having the idea to create a custom function for CvCity in the DLL, to check if a City has a Secondary Pantheon Belief (gained by the Religious Tolerance Social Policy in Piety Social Policy Tree).
But I was wondering if is well writed here...
Good day or night everyone!
I hope you all be okay.
I was thinking if can be possible to allow Trade Routes (Internal or International) to use Roads and/or Railroads (just like the other Units) benefiting from their Movement bonuses via modifying the BNW DLL.
This can be possible?
Thank you in...
Hi everyone, good day or night to all!
I'm here today to ask you if is possible to make a event via the DLL that fires when a City adopts a Religion by any traditional method (natural pressure spread, by Missionaries, etc), but not when their Followers count change, only when a City adopt thar...
This is based on whoward's DLLVMCv97. When executing custom UI functions, call instance:SendAndExecuteLuaFunction("CvLuaUnit::l#FunctionName#", Arguments) instead of calling the function itself to execute that function on all the clients in a multiplayer game, which will not cause re-sync.
Usage...
If you're unfamiliar, No Pointless Dialogs and Diplomacy by whoward69 was a small mod that did just as the title says - removed all pointless AI inter-turn diplomacy like "You settled my land" and "I'm denouncing you".
The Diplomacy_StfuResponses table used in the mod is coded into whoward's...
I don't know if this is the right Place to post this Thread, but since this would help to improve the Game and because it is not a Mod request, I thought it is.
Since it is unlikely that we will get the DLL source code for Civ VI, I thought it may be a good Idea to start a Thread where Modders...
I'm fairly new to LUA and Civ Modding in general, so let me apologize ahead of time if I'm missing something simple here..
I'm using the "Various Mod Components" .dll, along with WHoward's "Pick'N'Mix Mods".. specifically, the "Separate GP Counters" mod.
I'm trying to increase the cost of...
This is something I quickly wrote after a couple of recent successes tracking down and fixing crashes that happen in the Civ4 BtS exe (due to our changes), using the disassembly window:
https://github.com/caveman2cosmos/Caveman2Cosmos/wiki/Debugging-the-Disassembly
I will add more later as I...
So having spent a fair amount of time fixing up code in the AI evaluation functions I think I have at least a basic grasp on how they are working, and as such would like to make a proposal for how they could be refactored to something hopefully better in every respect.
However I definitely don't...
I have been working through issues detected by cppcheck on my PC fixing them (very many, I may never finish).
But I also ran coverity.
If you want to see the results then sign in here with your github account: https://scan.coverity.com/users/sign_in
Hopefully after that this link should work...
Its just a quick grab bag of stuff I noticed that piqued my interest (and can remember off the top of my head right now), that I want to investigate with an eye to improving performance:
Sparse bool arrays - these seem to be used a lot, and in every case I so far looked at they are forcing the...
I merged makefile 2.5 into our one, with some improvements that allow it to make parallel builds in all build configurations. I also updated the project file to use it, and updated the deps.exe.
To test it out:
Unzip the attached file into your Sources directory
Run deps.exe and extract direct...
These are a couple of things I have implemented for my experimental git repository that might be of interest to push to SVN as well.
Dynamic FPKs means that instead of having manually packed FPKs stored in the repository, there is a directory with the unpacked art and a script to automatically...
I have a minidump of a crash that happened with my compiled DLL (which i don't know why is happening as it happens randomly after i click next turn), but if i try running the debugger, but why should it be needed? Does this mean the problem is not in my DLL? Before this it had a crash which just...
I always forget how much movement points its going to cost to move in a forest hill, is this doable with lua only? i have no clue how to start. Community Patch has something of the sorts but it seems like there are massive pathfinding changes in the dll as well
Hello Everyone,
Decided to make a new thread since the other one was made for another completely different reason, and was starting to go off topic.
I'm trying to manually create the DLL for Vox Populi called CvGameCore_Expansion2.dll that needs to go into the /(1) Community Patch folder.
To...
Available in English and French.
UAM: Another World is a total conversion mod that brings comletely new features and mechanisms to the game! Here is the fourth major release of the mod.
Main features of UAM:
- Escorts and Armies stacks to easily move your units all around the world ( for AIs...
I have a reasonable amount of experience with modding Civ5, but have always avoided the DLL due to compatibility issues.
This time around. there's an ambitious project on the horizon. It involves bugfixes and QoL, that may or may not have been done in the past. I'd like to make sure before I...
This SDK mod component adds a new game option to the game that prevents all civilizations from building new settlers. The option does not prevent settlers from founding cities. This can come in use when attempting to make a scenario that does not allow new cities.
All changed files are included...
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