34 Civs DLL (for YnAEMP)

Gedemon

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34 Civs DLL to use with Yet (not) Another Earth Maps Pack (on G+K only).

Not compatible with mapscripts.

Known bug: only 22 civs will have a diploscreen, the 12 other will be blank.

There are 2 small mods attached to give the other leaders a static 2D screen.

download on CFC or Steam Workshop.

Note that there is a maximum of 63 slots in game for Civilizations and City States, when using this mod, there will be 29 slots left for CS.


Thanks to: whoward69, Irkalla.
 

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I hope this is not discouraging, but you should see what happens when using a mod that adds more civilizations. Perhaps the 34 limit (the max number of civs) is hardcoded in the .exe.
 
I hope this is not discouraging, but you should see what happens when using a mod that adds more civilizations. Perhaps the 34 limit (the max number of civs) is hardcoded in the .exe.

34 is the number of civs you can have in a game with this mod. it can be 34 modded civs. the number of civs in the database is not limited.

but what is surely hardcoded in the exe is the number of leader head scenes that can be used.
 
You can try, but you must have a custom setup screen, or disabled the restriction in the modinfo file of the DLL mod (remove <HideSetupGame>1</HideSetupGame>).

Let me know if it works.
 
can someone try to load this savegame with the mod activated and report if it crash on the loading screen ?

I've no problem with it, but I'd like to know if some of you have the same problem as the one reported on steam...
 
Awesome mod. It plays well if you knock your settings down a bit, particularly leader screens. What I've always wanted for CIV5, 22civ World Maps just don't feel right if you don't have everyone crammed in there.

I've had some problems lately, although I don't think its limited to this mod. I'll subscribe to mods on the workshop, only for them to only partially be downloaded IG, or they won't show up at all. Then when I restart my computer, only a handful are still in the mod folder, even those that were specifically downloaded in the previous session.

Anyone else having this issue?
 
Random thought - if the 22 leader screens turns out to be absolutely impossible to do with the DLL available to us, you could write leader screens out of the game entirely, replacing them with a new Diplomacy UI written from scratch and featuring static art for the leaders instead.

It would be much less engaging than the one shipped with the game, and would be potentially a terrifying amount of work, but you would not have the inconsistency where some but not all AIs in your games don't have a leader screen. There may be performance boosts available as well, depending how the game handles leader screens, since you could potentially shrink or eliminate loading of those screens into memory. I don't know those details, though.
 
that's planned, but with 3D screen for player 1-22 and static for player 23-34.
 
that's planned, but with 3D screen for player 1-22 and static for player 23-34.

This would only work if you could get 3D models to load on demand, which would mean that even 34 players could have 3D models and 2D models would be unnecessary in a new custom UI. If this is indeed the case I would be most joyful.
 
The game load the 3D scene for player 0 to 21 automatically, so in my test version I've just added a background picture to the leader scene that is loaded if the player ID is above 21. It works well enough, I will release it *soon*
 
New version :D

v.2 (Dec 8, 2012)
- Set 2D leader screen for players above the 22 limit.
 
I've been playing with the giant earth map and DLL and have noticed a couple things:

- When targeting an enemy unit with a city (when it's in range) if that unit is from civilization 23-34 no combat information is shown. I will try to include a screenshot next time I notice it.

- I set minimum city distance down by 1 (to 2) and I seem to notice civilizations settling fewer cities even when there are reasonable city locations nearby. This may or may not be related to the DLL, just an observation.
 
I've been playing with the giant earth map and DLL and have noticed a couple things:

- When targeting an enemy unit with a city (when it's in range) if that unit is from civilization 23-34 no combat information is shown. I will try to include a screenshot next time I notice it.

- I set minimum city distance down by 1 (to 2) and I seem to notice civilizations settling fewer cities even when there are reasonable city locations nearby. This may or may not be related to the DLL, just an observation.

There is high civ-by-civ and game-by-game variation in how thickly they'll settle cities, so unless your sample size is enormous, it could just be that you're looking at AIs that have decided they want relatively few cities.

This is tunable in the Leader xml, by the way, though I don't recall the exact fields offhand.
 
your right gedemon.....this mod sure is slooooooooow. up to 2 plus minutes after turn 75ish. but i dont think its so much ur mod. Im thinking this game as a whole slowed down since that patch last month. any thoughts?
 
your right gedemon.....this mod sure is slooooooooow. up to 2 plus minutes after turn 75ish. but i dont think its so much ur mod. Im thinking this game as a whole slowed down since that patch last month. any thoughts?

I think the issue is that the game engine isn't optimized to handle the extra 12 civs put in the game by the custom .dll.
 
i find the city state and barbarians turns take longer than it did before the patch. i just tried a game without the mod and its the samething so thats why i say it not the mod. i think it was the patch that slowed it down
 
Yeah the turns are incredibly long, at first it took like 10 seconds, then for the first 100 or so turns it was like 30 seconds to a minute, not bad, but now that I'm in the rennasaince era and have explored the map it takes like 5-10 minutes per turn, about 30 seconds to a minute per PLAYER.
 
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