Civ IV Diplomacy Features Mod

For the players who like to play with multiple mods: Don't run with Communitas. The game start fine but after a few turn it crashes.

If Communitas runs their own DLL then yeah, it won't work.
 
Mac users cannot download anything from Steam workshop. There are also a non-Steam dependent versions of CivV, which also cannot download anything from SW.


I learn something new everyday :)

As you have a PC version where is it sold as a non steam dependant product, genuinely curious ....?
 
There was Game of the Year or sth similar to it.
 
I'm going to try and play this with one of my own mods, that remakes large parts of the tech tree to a point where the Astronomy, Education and Guilds technologies do not exist anymore. These are obviously essential to enabling map, technology and vassalage trading, so before I start I want to know what happens when these features are bound to technologies that don't exist? Will map and tech trading be available from the start of the game or will there be an error?
Assuming there will be an error, is changing the required techs in the NewColumns.sql enough to alter the mod, or will it not read those changes?
 
Changing NewColumns.sql will be enough. The game will read them correctly.

edit: vassalage tied to guilds is a relic from its initial implementation, the new implementation is tied to the medieval era. But the code for allowing it through techs works, so it's your choice.

Yes, the whole point of version 10.03 was to enable fall patch compatibility.
 
But is the version available here/at MF compatible with Fall Patch? I ask, cause it says that the version is 10, not 10.03 :(
 
OK, thanks a lot.

Its a bit buggy. The diplomatic options when encountering another leader are missed up. Several times one and the same option is repeated, but when clicked it remains sth else (denouncing, missionary ban, art. searching, etc.) Repair it, plz.

Could you make a non-dll mod like this or is it impossible?

Moderator Action: Three posts merged. Please use the edit feature of the forum if no one answers you in between. Thanks.
 
OK, thanks a lot.

Its a bit buggy. The diplomatic options when encountering another leader are missed up. Several times one and the same option is repeated, but when clicked it remains sth else (denouncing, missionary ban, art. searching, etc.) Repair it, plz.

Could you make a non-dll mod like this or is it impossible?

This behavior is not exhibited on my end.

Debug Checklist:

1. PC?
2. Latest Civ 5: Brave New World patch?
3. Only this mod enabled?
 
PC
Yes (1.0.3.144)
It is caused by using "combined" dll file from your mod and CSD mod. The remaining mods do not use dll. When CSD disabled - the texts seem to be OK.
 
PC
Yes (1.0.3.144)
No, not only this. It may be caused by using "combined" dll file from your mod and CSD mod. The remaining mods do not use dll.

I am not the creator of the combined dll, therefore I can't debug it (nor will I).

Please ensure that only this mod is active before reporting issues as I cannot fix anything I cannot replicate.
 
When CSD disabled - the texts are OK. Thanks for help.

Is it possible to make a verison without .dll?
 
Is it possible to make a verison without .dll?

No, the mod is too dependent on it, plus I do crazy stuff only possible with the .dll. Sorry.
 
Pitty :(.
 
Really cool mod, love the features. My 2c:
1. In my 1st game, Immortal 8 players, I won a easy diplo win due to the insane gold I got from selling science to everyone while keeping myself always slighty ahead in Tech Tree. Something like 800~1200 GPT at turn 180ish (I suck if that´s normal). Needs pure rebalancing I guess.
2. Nerf map trading to 'x' tiles revealed per turn during 30 turns.

What you think? Imo both could make it feel less cheaty. Can the AI replicate like the first "exploit" I mentioned at least?
 
I must say, Putmalk, this is very impressive. I do have one question though-I remember Civ4 having a greater variety of AI moods, whereas I feel that Civ5 is more *binary*. For instance, my recollection of Civ4 moods was : Enthusiastic, Friendly, Pleased, Neutral, Cautious, Annoyed & Furious. Whereas in Civ5 I feel like we're limited to Friendly, Neutral, Guarded & Hostile (oh, & afraid....but that seems to be a subset of Guarded/Hostile). Does your Civ4 Diplomacy features Mod also bring back these moods....or are we stuck with those in Civ5? If the latter, do you have any future plans to do so?
Oh, one other question. Even though it wasn't in Civ4, I was wondering if you had any plans to allow something beyond DofF's? Maybe its just me, but I'd love to see full-blown Alliances in the game-like DofF's, but with greater benefits for both parties (in terms of trade income, tourism, likelihood of receiving good trade deals in negotiations, greater benefits from Research Agreements-for both parties-& possibly even shared benefits from City-State Friendships/Alliances).

Indeed, it is the more nuanced relations you can have with City-States that made me felt that something like that could work with Major Civs as well. I'd be interested in your thoughts on this but, in the meantime, congrats on this amazing mod :-).

Aussie.
 
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