BonusCommerceModifier for Buildings

Why isn't the +10% with gold appearing in my mod? I have seen it in the XML, but it doesn't appear neather in the Civilopedia, nor ingame. It's making me sad. :sad:
I'm sorry to hear that, but I'm afraid I'll need some more information to help you.

It sounds like the extra information of the XML are not used by the game. Did you merge the code into your personal dll or do you use the dll that comes with the download?
Also, could you post the whole XML entry of the building you want to add the +10% bonus to?
 
I'm sorry to hear that, but I'm afraid I'll need some more information to help you.

It sounds like the extra information of the XML are not used by the game. Did you merge the code into your personal dll or do you use the dll that comes with the download?
Also, could you post the whole XML entry of the building you want to add the +10% bonus to?

I know, but what I don't know what I should provide.
I used the download DLL, and the XML of the bank is as following:
Spoiler :
<BuildingInfo>
<BuildingClass>BUILDINGCLASS_BANK</BuildingClass>
<Type>BUILDING_BANK</Type>
<SpecialBuildingType>NONE</SpecialBuildingType>
<Description>TXT_KEY_BUILDING_BANK</Description>
<Civilopedia>TXT_KEY_BUILDING_BANK_PEDIA</Civilopedia>
<Strategy>TXT_KEY_BUILDING_BANK_STRATEGY</Strategy>
<Advisor>ADVISOR_ECONOMY</Advisor>
<ArtDefineTag>ART_DEF_BUILDING_BANK</ArtDefineTag>
<MovieDefineTag>NONE</MovieDefineTag>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<bStateReligion>0</bStateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<FoundsCorporation>NONE</FoundsCorporation>
<GlobalReligionCommerce>NONE</GlobalReligionCommerce>
<GlobalCorporationCommerce>NONE</GlobalCorporationCommerce>
<VictoryPrereq>NONE</VictoryPrereq>
<FreeStartEra>NONE</FreeStartEra>
<MaxStartEra>NONE</MaxStartEra>
<ObsoleteTech>NONE</ObsoleteTech>
<PrereqTech>TECH_BANKING</PrereqTech>
<TechTypes/>
<Bonus>NONE</Bonus>
<PrereqBonuses/>
<ProductionTraits/>
<HappinessTraits/>
<NoBonus>NONE</NoBonus>
<PowerBonus>NONE</PowerBonus>
<FreeBonus>NONE</FreeBonus>
<iNumFreeBonuses>0</iNumFreeBonuses>
<FreeBuilding>NONE</FreeBuilding>
<FreePromotion>NONE</FreePromotion>
<CivicOption>NONE</CivicOption>
<GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
<iHurryAngerModifier>0</iHurryAngerModifier>
<bBorderObstacle>0</bBorderObstacle>
<bTeamShare>0</bTeamShare>
<bWater>0</bWater>
<bRiver>0</bRiver>
<bPower>0</bPower>
<bDirtyPower>0</bDirtyPower>
<bAreaCleanPower>0</bAreaCleanPower>
<DiploVoteType>NONE</DiploVoteType>
<bForceTeamVoteEligible>0</bForceTeamVoteEligible>
<bCapital>0</bCapital>
<bGovernmentCenter>0</bGovernmentCenter>
<bGoldenAge>0</bGoldenAge>
<bAllowsNukes>0</bAllowsNukes>
<bMapCentering>0</bMapCentering>
<bNoUnhappiness>0</bNoUnhappiness>
<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
<bNeverCapture>0</bNeverCapture>
<bNukeImmune>0</bNukeImmune>
<bPrereqReligion>0</bPrereqReligion>
<bCenterInCity>0</bCenterInCity>
<iAIWeight>0</iAIWeight>
<iCost>200</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iConquestProb>66</iConquestProb>
<iCitiesPrereq>0</iCitiesPrereq>
<iTeamsPrereq>0</iTeamsPrereq>
<iLevelPrereq>0</iLevelPrereq>
<iMinLatitude>0</iMinLatitude>
<iMaxLatitude>90</iMaxLatitude>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
<iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
<iAnarchyModifier>0</iAnarchyModifier>
<iGoldenAgeModifier>0</iGoldenAgeModifier>
<iGlobalHurryModifier>0</iGlobalHurryModifier>
<iExperience>0</iExperience>
<iGlobalExperience>0</iGlobalExperience>
<iFoodKept>0</iFoodKept>
<iAirlift>0</iAirlift>
<iAirModifier>0</iAirModifier>
<iAirUnitCapacity>0</iAirUnitCapacity>
<iNukeModifier>0</iNukeModifier>
<iNukeExplosionRand>0</iNukeExplosionRand>
<iFreeSpecialist>0</iFreeSpecialist>
<iAreaFreeSpecialist>0</iAreaFreeSpecialist>
<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
<iMaintenanceModifier>0</iMaintenanceModifier>
<iWarWearinessModifier>0</iWarWearinessModifier>
<iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
<iEnemyWarWearinessModifier>0</iEnemyWarWearinessModifier>
<iHealRateChange>0</iHealRateChange>
<iHealth>0</iHealth>
<iAreaHealth>0</iAreaHealth>
<iGlobalHealth>0</iGlobalHealth>
<iHappiness>0</iHappiness>
<iAreaHappiness>0</iAreaHappiness>
<iGlobalHappiness>0</iGlobalHappiness>
<iStateReligionHappiness>0</iStateReligionHappiness>
<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
<iSpaceProductionModifier>0</iSpaceProductionModifier>
<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
<iTradeRoutes>0</iTradeRoutes>
<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
<iTradeRouteModifier>0</iTradeRouteModifier>
<iForeignTradeRouteModifier>0</iForeignTradeRouteModifier>
<iGlobalPopulationChange>0</iGlobalPopulationChange>
<iFreeTechs>0</iFreeTechs>
<iDefense>0</iDefense>
<iBombardDefense>0</iBombardDefense>
<iAllCityDefense>0</iAllCityDefense>
<iEspionageDefense>0</iEspionageDefense>
<iAsset>5</iAsset>
<iPower>0</iPower>
<fVisibilityPriority>1.0</fVisibilityPriority>
<SeaPlotYieldChanges/>
<RiverPlotYieldChanges/>
<GlobalSeaPlotYieldChanges/>
<YieldChanges/>
<CommerceChanges/>
<ObsoleteSafeCommerceChanges/>
<CommerceChangeDoubleTimes/>
<CommerceModifiers>
<iCommerce>40</iCommerce>
</CommerceModifiers>
<GlobalCommerceModifiers/>
<SpecialistExtraCommerces/>
<StateReligionCommerces/>
<CommerceHappinesses/>
<ReligionChanges/>
<SpecialistCounts/>
<FreeSpecialistCounts/>
<CommerceFlexibles/>
<CommerceChangeOriginalOwners/>
<ConstructSound>AS2D_BUILD_BANK</ConstructSound>
<BonusHealthChanges/>
<BonusHappinessChanges/>
<BonusProductionModifiers/>
<UnitCombatFreeExperiences/>
<DomainFreeExperiences/>
<DomainProductionModifiers/>
<BuildingHappinessChanges/>
<PrereqBuildingClasses/>
<BuildingClassNeededs/>
<SpecialistYieldChanges/>
<BonusYieldModifiers/>
<BonusCommerceModifiers>

<BonusCommerceModifier>
<BonusType>BONUS_GOLD</BonusType>
<CommerceModifiers>
<iCommerce>15</iCommerce>
</CommerceModifiers>
</BonusCommerceModifier>
<BonusCommerceModifier>
<BonusType>BONUS_SILVER</BonusType>
<CommerceModifiers>
<iCommerce>10</iCommerce>
</CommerceModifiers>
</BonusCommerceModifier>
</BonusCommerceModifiers>
<ImprovementFreeSpecialists/>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_GOLD</FlavorType>
<iFlavor>10</iFlavor>
</Flavor>
</Flavors>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
</BuildingInfo>


As you see, it's a regular code, like your included one.
But I'm not such great person in adding a modcomp, so I could've made a mistake over there. :smug:
 
I know, but what I don't know what I should provide.
I used the download DLL, and the XML of the bank is as following:
Spoiler :
<BuildingInfo>
<BuildingClass>BUILDINGCLASS_BANK</BuildingClass>
<Type>BUILDING_BANK</Type>
<SpecialBuildingType>NONE</SpecialBuildingType>
<Description>TXT_KEY_BUILDING_BANK</Description>
<Civilopedia>TXT_KEY_BUILDING_BANK_PEDIA</Civilopedia>
<Strategy>TXT_KEY_BUILDING_BANK_STRATEGY</Strategy>
<Advisor>ADVISOR_ECONOMY</Advisor>
<ArtDefineTag>ART_DEF_BUILDING_BANK</ArtDefineTag>
<MovieDefineTag>NONE</MovieDefineTag>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<bStateReligion>0</bStateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<FoundsCorporation>NONE</FoundsCorporation>
<GlobalReligionCommerce>NONE</GlobalReligionCommerce>
<GlobalCorporationCommerce>NONE</GlobalCorporationCommerce>
<VictoryPrereq>NONE</VictoryPrereq>
<FreeStartEra>NONE</FreeStartEra>
<MaxStartEra>NONE</MaxStartEra>
<ObsoleteTech>NONE</ObsoleteTech>
<PrereqTech>TECH_BANKING</PrereqTech>
<TechTypes/>
<Bonus>NONE</Bonus>
<PrereqBonuses/>
<ProductionTraits/>
<HappinessTraits/>
<NoBonus>NONE</NoBonus>
<PowerBonus>NONE</PowerBonus>
<FreeBonus>NONE</FreeBonus>
<iNumFreeBonuses>0</iNumFreeBonuses>
<FreeBuilding>NONE</FreeBuilding>
<FreePromotion>NONE</FreePromotion>
<CivicOption>NONE</CivicOption>
<GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
<iHurryAngerModifier>0</iHurryAngerModifier>
<bBorderObstacle>0</bBorderObstacle>
<bTeamShare>0</bTeamShare>
<bWater>0</bWater>
<bRiver>0</bRiver>
<bPower>0</bPower>
<bDirtyPower>0</bDirtyPower>
<bAreaCleanPower>0</bAreaCleanPower>
<DiploVoteType>NONE</DiploVoteType>
<bForceTeamVoteEligible>0</bForceTeamVoteEligible>
<bCapital>0</bCapital>
<bGovernmentCenter>0</bGovernmentCenter>
<bGoldenAge>0</bGoldenAge>
<bAllowsNukes>0</bAllowsNukes>
<bMapCentering>0</bMapCentering>
<bNoUnhappiness>0</bNoUnhappiness>
<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
<bNeverCapture>0</bNeverCapture>
<bNukeImmune>0</bNukeImmune>
<bPrereqReligion>0</bPrereqReligion>
<bCenterInCity>0</bCenterInCity>
<iAIWeight>0</iAIWeight>
<iCost>200</iCost>
<iHurryCostModifier>0</iHurryCostModifier>
<iAdvancedStartCost>100</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iConquestProb>66</iConquestProb>
<iCitiesPrereq>0</iCitiesPrereq>
<iTeamsPrereq>0</iTeamsPrereq>
<iLevelPrereq>0</iLevelPrereq>
<iMinLatitude>0</iMinLatitude>
<iMaxLatitude>90</iMaxLatitude>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
<iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
<iAnarchyModifier>0</iAnarchyModifier>
<iGoldenAgeModifier>0</iGoldenAgeModifier>
<iGlobalHurryModifier>0</iGlobalHurryModifier>
<iExperience>0</iExperience>
<iGlobalExperience>0</iGlobalExperience>
<iFoodKept>0</iFoodKept>
<iAirlift>0</iAirlift>
<iAirModifier>0</iAirModifier>
<iAirUnitCapacity>0</iAirUnitCapacity>
<iNukeModifier>0</iNukeModifier>
<iNukeExplosionRand>0</iNukeExplosionRand>
<iFreeSpecialist>0</iFreeSpecialist>
<iAreaFreeSpecialist>0</iAreaFreeSpecialist>
<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
<iMaintenanceModifier>0</iMaintenanceModifier>
<iWarWearinessModifier>0</iWarWearinessModifier>
<iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
<iEnemyWarWearinessModifier>0</iEnemyWarWearinessModifier>
<iHealRateChange>0</iHealRateChange>
<iHealth>0</iHealth>
<iAreaHealth>0</iAreaHealth>
<iGlobalHealth>0</iGlobalHealth>
<iHappiness>0</iHappiness>
<iAreaHappiness>0</iAreaHappiness>
<iGlobalHappiness>0</iGlobalHappiness>
<iStateReligionHappiness>0</iStateReligionHappiness>
<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
<iSpaceProductionModifier>0</iSpaceProductionModifier>
<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
<iTradeRoutes>0</iTradeRoutes>
<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
<iTradeRouteModifier>0</iTradeRouteModifier>
<iForeignTradeRouteModifier>0</iForeignTradeRouteModifier>
<iGlobalPopulationChange>0</iGlobalPopulationChange>
<iFreeTechs>0</iFreeTechs>
<iDefense>0</iDefense>
<iBombardDefense>0</iBombardDefense>
<iAllCityDefense>0</iAllCityDefense>
<iEspionageDefense>0</iEspionageDefense>
<iAsset>5</iAsset>
<iPower>0</iPower>
<fVisibilityPriority>1.0</fVisibilityPriority>
<SeaPlotYieldChanges/>
<RiverPlotYieldChanges/>
<GlobalSeaPlotYieldChanges/>
<YieldChanges/>
<CommerceChanges/>
<ObsoleteSafeCommerceChanges/>
<CommerceChangeDoubleTimes/>
<CommerceModifiers>
<iCommerce>40</iCommerce>
</CommerceModifiers>
<GlobalCommerceModifiers/>
<SpecialistExtraCommerces/>
<StateReligionCommerces/>
<CommerceHappinesses/>
<ReligionChanges/>
<SpecialistCounts/>
<FreeSpecialistCounts/>
<CommerceFlexibles/>
<CommerceChangeOriginalOwners/>
<ConstructSound>AS2D_BUILD_BANK</ConstructSound>
<BonusHealthChanges/>
<BonusHappinessChanges/>
<BonusProductionModifiers/>
<UnitCombatFreeExperiences/>
<DomainFreeExperiences/>
<DomainProductionModifiers/>
<BuildingHappinessChanges/>
<PrereqBuildingClasses/>
<BuildingClassNeededs/>
<SpecialistYieldChanges/>
<BonusYieldModifiers/>
<BonusCommerceModifiers>

<BonusCommerceModifier>
<BonusType>BONUS_GOLD</BonusType>
<CommerceModifiers>
<iCommerce>15</iCommerce>
</CommerceModifiers>
</BonusCommerceModifier>
<BonusCommerceModifier>
<BonusType>BONUS_SILVER</BonusType>
<CommerceModifiers>
<iCommerce>10</iCommerce>
</CommerceModifiers>
</BonusCommerceModifier>
</BonusCommerceModifiers>
<ImprovementFreeSpecialists/>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_GOLD</FlavorType>
<iFlavor>10</iFlavor>
</Flavor>
</Flavors>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
</BuildingInfo>


As you see, it's a regular code, like your included one.
But I'm not such great person in adding a modcomp, so I could've made a mistake over there. :smug:
No problem, we are all starters at new stuff. ;)

In fact, I've left a pretty messed up download file there. I guess you are the first one who really tries to use the files as they are instead of merging them with another dll, so this problem never came up till now. I've uploaded a repackt version of this modcomp, please try again with that version. Just make sure that in the end your file path looks like this and you should be alright:
Code:
...\Beyond the Sword\Mods\BonusCommerceModifier\...

Oh, and by the way, if you post code entries in the forum, please use the code tags for it. This way it will be displayed with all the tabs and empty spaces, which can be very important at times. :)
 
Hello

I would like to know what is the latest updated version for this mod? SInce original entry in downloads is from 2009, and see there were updates made in 2011?
http://forums.civfanatics.com/downloads.php?do=file&id=13599

thank you!

PS. Assuming the version is latest, another problem I have is I cannot get it to work.
I am running BTS. Placed the mod folder into BTS/Mobs - when trying to load it, the game crashes

update: nm got it working after updating to BTS 3.19 :)
 
Hello

I would like to know what is the latest updated version for this mod? SInce original entry in downloads is from 2009, and see there were updates made in 2011?
http://forums.civfanatics.com/downloads.php?do=file&id=13599

thank you!

PS. Assuming the version is latest, another problem I have is I cannot get it to work.
I am running BTS. Placed the mod folder into BTS/Mobs - when trying to load it, the game crashes

update: nm got it working after updating to BTS 3.19 :)
Hi

good to hear that you got it working. :)

The downloadable version should be the newest one. And even if not, it should still be working alright, the only update I made to this mod was to fix this problem.
 
Hello SaibotLieh

Sorry to bother you again, but looks like I got more problems.

I got a weird intermitten issue with your add-on.

I am making my own mod and your add on is the only thing I am using - the dll and the new building schema. My mod doesn't contain any other C or Python changes otherwise - only xml changes to things like unit stats and new techs.

The problem I am getting is as following:

-when I start a new custom game on a random map, and choose few specific leaders - I loose interface in the game and few other things pop up - screenshots below.
However I get no problems running your add-on with other leaders.

I have run your add-on with BUG and without BUG, and it seems that running your add-on with BUG produces similar errors as with my xml only mod.

Since it reports similar errors within the C code, perhaps you could take a look at it.

Some screenshots below:
Spoiler :



if i click EXIT the game loads and i see this:

Spoiler :


no interface :eek:

with errors tracing: (with BUG turned on)

Spoiler :




and this

Spoiler :




this is what I get without the BUG:

Spoiler :




again - the problem ONLY manifests when I choosing specific leaders - like Caesar or Hannibal, but everything works fine when I choose say Bismark.
While I have a custom leaders xml, I also tested this with a base game leaders xml file - same thing

awaiting your reply ;)
 
@ChaosSlayer

Looking at the standard BTS python code for the Tech Advisor screen the error is being thrown by the screen.addDDSGFCat() call in the following block

PHP:
			# Unlockable units...
			for j in range( gc.getNumUnitClassInfos() ):
				eLoopUnit = gc.getCivilizationInfo(gc.getGame().getActiveCivilizationType()).getCivilizationUnits(j)
				if (eLoopUnit != -1):
					if (gc.getUnitInfo(eLoopUnit).getPrereqAndTech() == i):
						szUnitButton = "Unit" + str(j)
						screen.addDDSGFCAt( szUnitButton, szTechRecord, gc.getPlayer(gc.getGame().getActivePlayer()).getUnitButton(eLoopUnit), iX + fX, iY + Y_ROW, TEXTURE_SIZE, TEXTURE_SIZE, WidgetTypes.WIDGET_PEDIA_JUMP_TO_UNIT, eLoopUnit, 1, True ) # Error thrown on this line
						fX += X_INCREMENT

The block is essentially looping through all the units to see which ones the current tech unlocks. The line throwing the error is adding in the clickable icon for any unit that matches this criteria. If you only get the issue with certain leaderheads then I would check whether the UU for those leaders have been modified.

You could also try opening up the Civilopedia when you first start up the game, before selecting whether to play single player etc. Try clicking through all the units/techs and see which ones throw an error. That could help you narrow down where the problem lies. When you open up the tech advisor during a game it tries to display all the techs at the same time so it is difficult to tell which tech is causing the problem.
 
thanks, I will try to experiment on that.
However i want to point you that - I normaly can view all and any units and techs in pedia before the game.
Also the tech screen errors comes up after I start a new game but before it fully loads, AND, whats important tech screen works for other leaders.

Also, I have looked at the leaders that game me troubles - indeed those were leader for whose civs I had unique buildings or units removed.
But I don't see it would cause a problem.
Also just tried to give them those units back - and still getting all the same errors....

still experimenting..

UPDATE: ok, the leaders who didn't work, after giving them their unique units/buildings back - still do not work.
The leader who do work - still work fine even after taking units/buildings from them.

So removed units seems to be not the issue...
 
Doesn't BUG need a dll on its own? I think that could cause a conflict with using my dll as well. Otherwise I'm rather clueless how my dll could cause the errors you get, since it is far away from touching these areas.

Maybe you could test if my dll is really the cause by removing it as well as the xml files that modify the buildings. This might trigger other errors, but maybe none that are lethal for the game.
thanks, I will try to experiment on that.
However i want to point you that - I normaly can view all and any units and techs in pedia before the game.
Also the tech screen errors comes up after I start a new game but before it fully loads, AND, whats important tech screen works for other leaders.

Also, I have looked at the leaders that game me troubles - indeed those were leader for whose civs I had unique buildings or units removed.
But I don't see it would cause a problem.
Also just tried to give them those units back - and still getting all the same errors....

still experimenting..

UPDATE: ok, the leaders who didn't work, after giving them their unique units/buildings back - still do not work.
The leader who do work - still work fine even after taking units/buildings from them.

So removed units seems to be not the issue...
 
Doesn't BUG need a dll on its own? I think that could cause a conflict with using my dll as well. Otherwise I'm rather clueless how my dll could cause the errors you get, since it is far away from touching these areas.

Maybe you could test if my dll is really the cause by removing it as well as the xml files that modify the buildings. This might trigger other errors, but maybe none that are lethal for the game.

Hello SaibotLieh! Thank you for your reply!

I did extensive testing last night and mostly solved my problem.
The errors I was getting were coming from my own mod. I run my mod without your add-on and still got the same errors. The unit art xml file I used in my mod was from BTS 3.0 version, so when I updated to 3.19 it started giving troubles. I have reworked my unit art xml file to be based of 3.19 and it all working now :) At least I hope so.

However, I must tell you that there is indeed a compatibility issue between your add-on and BUG. And no, the BUG doesn't have its own dll.

Here are the errors produced by combining just BTS 3.19 BUG with your add on:

Spoiler :

when starting a new game:


after game loads



when trying to access tech screen in game



Hopefully you or the BUG team can find solution to these, so your mod and BUG can be run together ;)
thanks!
 
Hello SaibotLieh! Thank you for your reply!

I did extensive testing last night and mostly solved my problem.
The errors I was getting were coming from my own mod. I run my mod without your add-on and still got the same errors. The unit art xml file I used in my mod was from BTS 3.0 version, so when I updated to 3.19 it started giving troubles. I have reworked my unit art xml file to be based of 3.19 and it all working now :) At least I hope so.

However, I must tell you that there is indeed a compatibility issue between your add-on and BUG. And no, the BUG doesn't have its own dll.

Here are the errors produced by combining just BTS 3.19 BUG with your add on:

Spoiler :

when starting a new game:


after game loads



when trying to access tech screen in game



Hopefully you or the BUG team can find solution to these, so your mod and BUG can be run together ;)
thanks!
No problem, you are welcome. :)

I tried loading the BUG mod with my dll myself now and run into the same errors. Sadly I don't know what to do about it. However, strangly enough, it all loads well if I replace the dll file in the ...\Sid Meier's Civilization 4\Beyond the Sword\Assets folder with the BonusCommerceModifier dll. While I cannot recommend this solution, since replacing original files is not a good idea, it might be worthwhile for you to test this as well. Of course make sure to backup the original dll somewhere save.
 
Adding this to my wish list of future hopes for my mod :D

Hi Saibot, I was wondering if I could beseech upon your talented and most generous soul to help me with a problem with merging your mod comp (it's all my fault I am stupid for trying these things when will I learn to leave well enough alone!)

I am merging this with a kmod based mod, and I always have problems with the AI files when merging because k has revolutionised them! :D

would you be so kind as to take a look at my CvCityAI.cpp and help me to try and merge it? (smiles sweetly and helplessly!) I got so far and then got confused!

here are my errors:
Spoiler :
1>CvCityAI.cpp(5002) : error C2065: 'iJ' : undeclared identifier
1>CvCityAI.cpp(5002) : error C3861: 'iJ': identifier not found, even with argument-dependent lookup
1>CvCityAI.cpp(5002) : error C3861: 'iJ': identifier not found, even with argument-dependent lookup
1>CvCityAI.cpp(5004) : error C3861: 'iJ': identifier not found, even with argument-dependent lookup
1>CvCityAI.cpp(5033) : error C3861: 'iJ': identifier not found, even with argument-dependent lookup
1>CvCityAI.cpp(5033) : error C3861: 'iJ': identifier not found, even with argument-dependent lookup
1>CvCityAI.cpp(5033) : error C3861: 'iJ': identifier not found, even with argument-dependent lookup
1>CvCityAI.cpp(5035) : error C3861: 'iJ': identifier not found, even with argument-dependent lookup
1>CvCityAI.cpp(5357) : error C3861: 'iJ': identifier not found, even with argument-dependent lookup
1>CvCityAI.cpp(5357) : error C3861: 'iJ': identifier not found, even with argument-dependent lookup
1>CvCityAI.cpp(5357) : error C3861: 'iJ': identifier not found, even with argument-dependent lookup
1>CvCityAI.cpp(5359) : error C3861: 'iJ': identifier not found, even with argument-dependent lookup
1>CvCityAI.cpp(5394) : error C3861: 'iJ': identifier not found, even with argument-dependent lookup
1>CvCityAI.cpp(5394) : error C3861: 'iJ': identifier not found, even with argument-dependent lookup
1>CvCityAI.cpp(5394) : error C3861: 'iJ': identifier not found, even with argument-dependent lookup
1>CvCityAI.cpp(5396) : error C3861: 'iJ': identifier not found, even with argument-dependent lookup


I have added both mine and your file for your convenience, your's has the SL at the end.

If you can help it would be much appreciated! I really want the science flexibility for my mod it will be great!
 

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  • CvCityAI.rar
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bump.. I forgot to post it in a new box :D
Sorry, I must have missed your post somehow in the past. :(

And sorry again, but I already struggled back in the days to get the code working with the BtS code. And since I haven't done any else sdk programming since then I won't be able to help you there within reasonable workload for myself. Best you ask somebody who works regulary with the source code from k.

Hope it works out for you. :)
 
@ Lib. Spi't: I see that here again you did not choose facility...

This file is so heavily edited by K-Mod that I wish you good luck in the merge.

What I see in the file is this comment from Karadoc: "K-Mod. I've moved the declarations to where they are actually used - to reduce the likelihood of mistakes". Of course, he knows what he is doing but when you try to insert new code, those statements are not declared there.

I'm talking about this, at the beginning of the original function CvCityAI::AI_buildingValueThreshold, now merged by Karadoc with CvCityAI::AI_buildingValue.

Code:
	int iTempValue;
	int iPass;
	int iI, iJ;

I would try to put it back at the beginning of the function.

I wish it would be that easy for you (but I sincerely doubt it).

All the best.
 
Well, either you get the help of Karadoc himself or, if you want BCM badly, you simply ignore all K-Mod's changes and try to revert to the original code + BCM. But we know by now it probably means undoing much more stuff than that...
 
Hello Saibotlieh !

I need some help with your BCM mod (https://forums.civfanatics.com/resources/bonuscommercemodifier-for-buildings.13599/)
I really need your new function to be exposed to Python which I believe isn't right now.
I was told its a simple change in a dll, but I don't work with dlls (unfortunately), and I was wonder if you consider adding it?

I would really appreciate if you could take a look!
The details are here:

https://forums.civfanatics.com/threads/need-some-guidance-on-python-modding.615569/

Thank You very much!
 
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