Civ IV Diplomacy Features Mod

Putmalk, thank you very much for this. The diplomacy feels more organic now. DoFs are more meaningful, no more underwhelming RAs, and you can finally tell another civ to back away from your borders!
 
Bad assumption. Merging three code-bases will always be subject to human error so ...

Para 3 under Support in the main post of the combined DLL thread ...

"Any problems found in the combined DLL with features of individual mods MUST be tested with only the specific mod enabled before being reported as a bug. That is, if you find a problem with vassalage (say) while using the "DLL - Various Mod Components" mod, you MUST re-test with only the original "Civ IV Diplomacy Features" mod enabled before reporting it as a bug."

Oops, thanks for that heads-up, WHoward (yes, when you assume you make an ass out of U & ME ;)). All I needed to know was (a) it is a bug (b) is the bug was due to this Mod, or the combination of the mods & (c) is it possible to disable tech trading & re-enable Research Pacts. I got an answer to all 3 questions, & I'm more than content with that. If I run into any further issues down the track, then I'll deal with them then. Right now, though, the tech trading thing seems to be my only issue, & one I am not overly fussed about.

Aussie.
Aussie.
 
Is there any chance that this can be made to work with Gedemon's 43 civilizations-enabling .dll mod for his YnAEMP. That would be the ultimate awesome scenario - real diplomacy on an accurate world map with every game civilization.
 
A DLL mod contains a modified DLL (that is, C++ code). As the game can only read one DLL at a time, the mods DLL overrides the vanilla DLL while the mod is loaded. As DLLs are compiled, you can't simply combine them during the game, so only one mod that uses a DLL can be loaded at one time, unless another programmer merged the two together into one
 
Is anyone else getting a blank Deal History screen when using this mod? Mine never updates with any information.

I noticed one user posting about this on the steam forums but no mention about this in this thread...wondering if its widespread or not. Can anyone confirm this bug?
 
Does this mod work with Enhanced User Interface mod?

Update: Well after trying it out it didn't work. :( I notice a lot of mods don't seem to work with enhanced ui and that is a shame.
 
Is anyone else getting a blank Deal History screen when using this mod? Mine never updates with any information.

I noticed one user posting about this on the steam forums but no mention about this in this thread...wondering if its widespread or not. Can anyone confirm this bug?

Mine is blank. Anyone know a fix for this? Please help.
 
this mod does not work with Enhanced User Interface ... that is a shame.
It should work but CDFM will disable EUI's TopPanel module

AFAIK it should be easy to make CDFM fully compatible with EUI while remaining compatible with the base game: change CDFM's TopPanel.lua to an InGameUIAddin, and hookup the modified tooltips using LookUpControl
Spoiler :
Code:
local topPanelControls = LookUpControl( "/InGame/TopPanel" );
if topPanelControls then
	topPanelControls.SciencePerTurn:SetToolTipCallback( ScienceTipHandler );
	topPanelControls.GoldPerTurn:SetToolTipCallback( GoldTipHandler );
	topPanelControls.HappinessString:SetToolTipCallback( HappinessTipHandler );
	topPanelControls.CultureString:SetToolTipCallback( CultureTipHandler );
end
 
I posted some of this on the DLL - Various Mod Comps + Civ IV Diplo + CSD mods thread (obtaining the mod from there) but I see other players have the same problem where the Diplomatic Deal History screen remaining blank, does not update.

There is an error I saw in the FIRETUNER log that is the same as posted earlier where the DiploCurrentDeals.lua is getting a "runtime" error in reference to the 'HistoricDealsButton,' which seems relevant here:

Runtime Error: C:\Documents\My Games\Sid Meier's Civilization 5\MODS\Civ IV Diplomatic Features (v 10)\UI\InGame\WorldView\TradeLogic.lua:465: attempt to index field 'CancelButton' (a nil value)

Runtime Error: Assets\UI\InGame\Popups\DiploCurrentDeals.lua:183: attempt to index field 'HistoricDealsButton' (a nil value)

Runtime Error: Error loading Assets\UI\InGame\Popups\DiploCurrentDeals.lua.

Thanks
 
Lua.log error (only v10.03 installed, no other mods)

Code:
Runtime Error: ... attempt to index field 'CancelButton' (a nil value)
...
Error loading Assets\UI\InGame\Popups\DiploCurrentDeals.lua.

Cross-posting, as it's probably best to have the info twice than not at all

File UI/InGame/Popups/DiploCurrentDeals.xml on line 170 is missing the closing >
Code:
<Button Style="TradeItemButton" Anchor="L,C" String="TXT_KEY_DIPLO_TRADE_MAP"
  ID="UsTableTradeMap" /[COLOR="Red"][B][SIZE="3"]>[/SIZE][/B][/COLOR]
 
Cross-posting, as it's probably best to have the info twice than not at all

File UI/InGame/Popups/DiploCurrentDeals.xml on line 170 is missing the closing >
Code:
<Button Style="TradeItemButton" Anchor="L,C" String="TXT_KEY_DIPLO_TRADE_MAP"
  ID="UsTableTradeMap" /[COLOR="Red"][B][SIZE="3"]>[/SIZE][/B][/COLOR]


YES that did it, trade deal histories are working!! :crazyeye:!!

...should help others here since several persons mentioned missing deal history data and the other thread installs the mods together so someone else may notice it there as I did without realizing it was just this from this mod; not a result of the merged .dll.

I saw the error marker in Modbuddy after you pointed it out but a casual eyeball scan without visually checking all the code would have missed it as there does not seem to be a check error feature in ModBuddy, none that I noticed.
 
It should work but CDFM will disable EUI's TopPanel module

AFAIK it should be easy to make CDFM fully compatible with EUI while remaining compatible with the base game: change CDFM's TopPanel.lua to an InGameUIAddin, and hookup the modified tooltips using LookUpControl
Spoiler :
Code:
local topPanelControls = LookUpControl( "/InGame/TopPanel" );
if topPanelControls then
	topPanelControls.SciencePerTurn:SetToolTipCallback( ScienceTipHandler );
	topPanelControls.GoldPerTurn:SetToolTipCallback( GoldTipHandler );
	topPanelControls.HappinessString:SetToolTipCallback( HappinessTipHandler );
	topPanelControls.CultureString:SetToolTipCallback( CultureTipHandler );
end

I'm really sorry, but I'm a little confused at what needs to be done to get your UI and the Civ4 Diplo mod working together
 
I'm really sorry, but I'm a little confused at what needs to be done to get your UI and the Civ4 Diplo mod working together

I just deleted toppanel.lua from the MODS\CIV4features folder and everything was as good as it could be.

....kinda hope I didn't break anything though!!....

Cheers.
 
I just deleted toppanel.lua from the MODS\CIV4features folder and everything was as good as it could be.

....kinda hope I didn't break anything though!!....

Cheers.

I went through TopPanel.lua for some compat work. If you delete C4DF's version your numbers will be off if you have vassals since it won't add up vassal gold/culture, but apart from that it'll work fine.
 
Version 1.15 (March 7th, 2014)
  • Fixed some bugs (including one that broke some custom maps)
  • Compatibility with City-State Diplomacy Mod (CSD) v21: should work provided you remove CSD's own CityView.lua from its ...\Assets\UI\InGame\CityView folder (EUI's CityView.lua is now compatible with CSD, the reverse is not true)
  • Compatibility with Civ IV Diplomacy Features Mod v10: should work provided you remove CDM's TopPanel.lua from its ...\UI\InGame folder (EUI's TopPanel.lua is now compatible with CDM, the reverse is not true)
That means the numbers should be correct. If that's not the case, please report bugs on Enhanced User Interface's thread (link in my sig).
 
Hi, so I've been getting this error to show up consistently. In-game it results in the diplomacy -> discussion options being all messed up, as well as the diplomacy -> trade options.

[19909.924] LeaderHeadRoot: Handling LeaderMessage: 0, Let us begin.
[19911.172] DiscussionDialog: Handling LeaderMessage: 16, Let's hear your offer.
[19911.172] Runtime Error: C:\Users\~\Documents\My Games\Sid Meier's Civilization 5\MODS\Civ IV Diplomatic Features (v 10)\UI\InGame\LeaderHead\DiscussionDialog.lua:244: attempt to call method 'IsVassal' (a nil value)
[19911.187] LeaderHeadRoot: Handling LeaderMessage: 16, Let's hear your offer.
[19915.555] Runtime Error: C:\Users\~\Documents\My Games\Sid Meier's Civilization 5\MODS\Civ IV Diplomatic Features (v 10)\UI\InGame\WorldView\TradeLogic.lua:1831: attempt to call field 'GetMinimumVoluntaryVassalTurns' (a nil value)
[19915.555] Runtime Error: C:\Users\~\Documents\My Games\Sid Meier's Civilization 5\MODS\Civ IV Diplomatic Features (v 10)\UI\InGame\WorldView\TradeLogic.lua:1831: attempt to call field 'GetMinimumVoluntaryVassalTurns' (a nil value)
[19915.571] LeaderHeadRoot: Handling LeaderMessage: 3, What do you propose?

I believe the conflict comes from the enhanced UI mod (somehow), but wanted to check here first before pursuing that angle.


edit: Nope, not a problem with enhanced UI. C4DF's just straight up borked for whatever reason. Worked one day, broke the next.
 
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