Civilization V DLL Source Code coming with Fall Patch

I'm hoping me (or at least somebody) creates a mod which allows units to have different numbers of HPs. civIII got this right, but it's been missing ever since :(

Also I'm hoping that the number of civs is set like in civ4. 22 isn't enough to cover both the "rise" and the "fall" of the Roman Empire in the same scenario. civ4 RFRE used a 48 civ DLL, but some slots were never used. With minor civs the number can go down quite a bit, but so far 22 doesn't seem to be enough.
 
I'm hoping me (or at least somebody) creates a mod which allows units to have different numbers of HPs. civIII got this right, but it's been missing ever since :(
I guess this will be pretty trivial, even for someone who does not understand C++.
Code:
// WARNING! Changing this constant can create a black hole
// that will swallow earth and revive Michael Jackson.
#define MAX_CIVS 22
 
At work, in between classes, i checked civfanatics and saw that patch picture! I thought the patch was already here! But unfortunately not. Good news for modders nonetheless.
 
Looking forward to this; Enough so that we've FINALLY started actually coding E'iten.

Hopefully someone will make it possible to add civs on the fly; IIRC, if a player is destroyed you can reuse that slot, but you can't add new player slots. Really limits what you can do. Of course, I could be totally out of date with that. :p
 
Saw this on the little news board up top, and I must say that it's about time. I mean, seriously? Over two years? Really guys? Really?

Nevertheless, great news for the entire community of civ players. Hopefully I'll even be tempted to come back once some nice mods are set up. Never know how far these enthusiasts will go. :)
 
If DLL editing really is coming out along with the Fall Patch (please, dear gods!)...then here's my personal list of "we can't implement that yet" changes that I hope we WILL be able to mod in--

  • Predefined religions available as an option (automatically choosing from a list of typically Buddhist beliefs when a civ founds Buddhism, for instance)
  • Restrictions on religion-founding based on the current date and/or technology (e.g., no founding Christianity in 5000 BC; no selecting Cathedrals without Engineering tech)
  • An unlimited number of cultural unit/building variants possible for any civ. Maybe the current set of names/artwork would be defined as "default" for most civs, but a new one could change as many as it needed. (For instance: New Civilization X may not have Castles, Knights, or Pikemen...but they'd probably have something filling a similar role, as defined by the modder. Number of uniques would no longer mean anything; in theory, a civ could replace every building/unit with a new one that fit the culture.)
  • Products could require (and expend) luxury/bonus resources. For instance, a Textile Mill might require 1 Silk to produce 1 Fine Textile (which sells at a higher price than the raw material). Buildings that run out of raw materials would stop making products until a new source was found.
 
I guess this will be pretty trivial, even for someone who does not understand C++.
Code:
// WARNING! Changing this constant can create a black hole
// that will swallow earth and revive Michael Jackson.
#define MAX_CIVS 22

It was trivial on Warlords + BtS, but couldn't be done for vanilla. The hard part was getting all of the tools installed, and finding a valid make file.

For the HP mod that shouldn't be too complex either. Just find the code where healing is considered, and then where healing is done. We can already add columns onto tables.
 
isnorden said:
An unlimited number of cultural unit/building variants possible for any civ. Maybe the current set of names/artwork would be defined as "default" for most civs, but a new one could change as many as it needed. (For instance: New Civilization X may not have Castles, Knights, or Pikemen...but they'd probably have something filling a similar role, as defined by the modder. Number of uniques would no longer mean anything; in theory, a civ could replace every building/unit with a new one that fit the culture.)

I think it's already possible, that's what I'm doing for my mod (well, maybe there won't be civs that have all things replaced, but much more than 2).
 
I think it's already possible,

It is (or at least up to 6 of any type UU, UB, UI - which is as far as I tested). The only limitation is that the standard UI will only display two during game start-up (the Civiilopedia will display all of them)
 
I already changed the UI so it displays none at startup, it will be too many of them to fit there :)
 
I'm definitely gonna have a look at it when it comes out.
No rewrite from me though.
That will likely be so much work I may as well write my own "Civ" from scratch.
 
I think it's already possible, that's what I'm doing for my mod (well, maybe there won't be civs that have all things replaced, but much more than 2).

I doubt that a modder would plan to replace every building, unit, or improvement in a new civ; but I certainly hope that replacing as many as needed would work, without completely rewriting the game rules. Having a "basic Culture booster" that isn't a Monument, a "mid-game Happiness building" that isn't a Colosseum, and a "late-game siege weapon" that isn't a Mobile SAM should be possible for any given culture: ideally, the core game would just define basic roles for buildables to fill, and default names/art that a modder could change via XML (an <update> or <UniqueFooOverride> tag).
 
I doubt that a modder would plan to replace every building, unit, or improvement in a new civ; but I certainly hope that replacing as many as needed would work, without completely rewriting the game rules. Having a "basic Culture booster" that isn't a Monument, a "mid-game Happiness building" that isn't a Colosseum, and a "late-game siege weapon" that isn't a Mobile SAM should be possible for any given culture: ideally, the core game would just define basic roles for buildables to fill, and default names/art that a modder could change via XML (an <update> or <UniqueFooOverride> tag).
As long as you're not using WB maps (because of the 256 assert error - which is a bug IMO), you have no limits on the number of unique units/buildings, and you can make some class available for one civ only.
 
As long as you're not using WB maps (because of the 256 assert error - which is a bug IMO), you have no limits on the number of unique units/buildings, and you can make some class available for one civ only.

FiresForever has a way of avoiding the error. Go to the CCtP Maps Tutorial in that forum to find out more.
 
When the source code comes out, will it be possible to make the AI processing time between turns more efficient? I'd love to play a game with 42 City States and not have it grind to a near standstill.
 

"When this 'Turing test for game bots' competition was started, the goal was 50 percent humanness," said Miikkulainen. "It took us five years to get there, but that level was finally reached last week, and it's not a fluke."

AI is hard.

When the Civ5 modders finally achieve it that will be one more reason not to buy Civ7. ;)
 
When the source code comes out, will it be possible to make the AI processing time between turns more efficient? I'd love to play a game with 42 City States and not have it grind to a near standstill.

I think it's quite possible, processing city state turns shouldn't take much time on contemporary processors, so I suppose something needs optimization here, which a talented coder should be able to do (but it's also possible that the thing needing optimization is outside the DLL).
 
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