Community Patch for BNW

Well, I still have the same problem so... I'm not sure.

Now I did something like this. After clearing everything, I downloaded the latest CSD and I activated only 2 mods - mainly Combined DLL plus CSD - NO Community Patch, and guess what, saves seem to be working, but I can't choose production again.


Do you also use EUI? If so you need to remove 3 files inside of the CSD Assets/UI folder. I askthat because I had the same problem when I once forgot to remove those files.

If not that then I don't know what could the problem be (unless you forgot to remove the DLL of combined dll?)
 
Do you also use EUI? If so you need to remove 3 files inside of the CSD Assets/UI folder. I askthat because I had the same problem when I once forgot to remove those files.

If not that then I don't know what could the problem be (unless you forgot to remove the DLL of combined dll?)

No other mods, or any dlls at all. Only one mod at a time - CSD or Diplomatic Features. They would probably not work anyway without the deleted dlls, but the dll from the Community Patch does not seem to make a difference.

OK, I re-installed CIV5, cleared everything, including temp files, registry etc. Then installed the game and mods from scratch according to the instructions, and it works now! I believe there was some leftover that caused the errors from previous versions etc.
 
Well I am in turn 181, with several mods installed. Only one issue or ctd so far. It involved when the Ottomans capitulated to me. I was able to restart and move on from a auto save. I have some logging enabled. I still got alot to learn to be able to help out with testing and such. Since it moved on i wouldnt worry too much yet as i know everything is still in beta phase. Let me know how I can help out.
 
So I don't need to load whowards AI - Smart mod with this DLL right? It's already activating the AI changes?
 
So I don't need to load whowards AI - Smart mod with this DLL right? It's already activating the AI changes?

It is now very clearly shown what you need to do on the first page of this thread. Do it, and you should be fine :)

You need Whowards mod, but you need to remove the dll from its folder.
 
I don't believe he was asking about basic installation. It's been discussed elsewhere that the "Smart AI" mod did not have the best coding and that WHoward's pick-n-mix version cleaned it up. It was implied somewhere that those AI changes would be rolled into this patch but I can't find/remember where it confirms that it's currently done. I, too, am curious about that.

On another note: I just came here to report that I'm using the patch + CSD v24 + dozens of WHoward's mods + a variety of Steam workshop mods and everything is playing very smoothly and stable so far. Thanks for everyone's work on this! I'm not much of a modder but I'll contribute playtest feedback where I can.
 
Ok i've got an issue with the community ddl patch.

first it gives me Free shrines in my two first cities.
Second, i don't suffer from any growth penalties when my empire is unhappy.

I only use wholmard's mod(AI smart, Great work displayer, no more traffic jam, auto-denounce, all siege undirect fire, city production queue enhancement which doesn't seem to work ) and Game Balance mod( version 4 )
 
Hey all! Sorry for the delay in responding, took a breather day (i.e. a Saturday) yesterday.

So I don't need to load whowards AI - Smart mod with this DLL right? It's already activating the AI changes?

This is a valid question. You still need to use Whoward's PNM mods - this DLL does not automatically enable any of whoward's stuff. The only things automatically enabled by this mod are features added by the CP

[QUOTE = rockinroger] Only one issue or ctd so far. It involved when the Ottomans capitulated to me.[/QUOTE]

Odd. If it produced a minidump, mind throwing it my way? I may be able to debug with that (this is good practice for bug reports anyways, for CP).

Gokudo01 said:
first it gives me Free shrines in my two first cities.
Second, i don't suffer from any growth penalties when my empire is unhappy.

That's from the Test folder – those are all proof of concept features that you'll need to disable, either the whole folder (put a _ before the word Test in 'Test Folder') or individual files (same method). It is based on taking the opener policy in Tradition– we now have the ability, in the CP, to give any number of a specific building with any policy (instead of just the food/culture buildings from the vanilla tradition policy branch). Snazzy!

darko82 said:
OK, I re-installed CIV5, cleared everything, including temp files, registry etc. Then installed the game and mods from scratch according to the instructions, and it works now! I believe there was some leftover that caused the errors from previous versions etc.

You have no idea how glad I am to hear that. Let this be a good omen for future releases. :)

thanerion said:
Still, I played a bit of hotseat yesterday and the AI deals seem to be enabled even though the option is set to 0. I got a deal from rome: open boarders, 1 luxury, all his strategics and 2 gpt for my own open boarders. He didn't even need them. Also deals when an AI is giving a player 2 luxuries and all his strategics for a single luxury happen all the time. This is all with MOD_BALANCE_CORE_DEALS set to 0. AI_SMART_DEALS in Whowards borg options are also set to 0.

It should be turned off...I'll look. I haven't seen that kind of behavior, but anything is possible.

NoirSuede said:
1 question : does this mod affect saved games ?

Yes, absolutely. This is a fairly comprehensive DLL re-write, so it affects save-games, and is not save-game compatible between versions (unless noted otherwise).

G
 
thanks for your reply gazebo :)

i checked some data in the test folder, i will keep some of them :)

Yeah, a lot of things (like the policy ones) are simply there because I was testing with them to see if they worked at all. In the official version of v1, they'll all be separated out and made into their own correctly-functioning mod.
G
 
gazebo is there a write up of all the test changes?

edit: I ask because some changes like Byzantine's are showing in the game text, but China's isn't. I tested China and the farm is giving extra food but the civ description isn't reflecting it. Neither is the Netherlands, Ottomans, Brazillians, Iroquois... Assyria.. in fact, looks like maybe Theodora is only one showing for me.
 
gazebo is there a write up of all the test changes?

No, largely because they'll all likely be re-done for the balance patch; right now they are truly just for testing purposes and should be disabled (as they are not tested for balance, simply for function).
G
 
No, largely because they'll all likely be re-done for the balance patch; right now they are truly just for testing purposes and should be disabled (as they are not tested for balance, simply for function).
G

asked and answered. I like some of the changes tho lol.
 
hi all,

i just played a little game and have some observations .... (screenshot/savefile available)

1. it seems only a limited number of religions can be founded (4 for 6 civs) - what am i supposed to do with my great prophet? it doesn't seem like he can spread anything anywhere
2. embassy on gold does not provide the happiness
3. at one point some cities became invisible (only the buildings)
4. AI is quite passive, no DOW so far (1600 AD) although I barely had a military
5. morocco UA (1 culture per foreign trade route) does not seem to work
6. AI keeps offering me strange deals, like offering 3 GPT for a luxury, does not want to trade luxury vs luxury
 
hi all,

i just played a little game and have some observations .... (screenshot/savefile available)

1. it seems only a limited number of religions can be founded (4 for 6 civs) - what am i supposed to do with my great prophet? it doesn't seem like he can spread anything anywhere
2. embassy on gold does not provide the happiness
3. at one point some cities became invisible (only the buildings)
4. AI is quite passive, no DOW so far (1600 AD) although I barely had a military
5. morocco UA (1 culture per foreign trade route) does not seem to work
6. AI keeps offering me strange deals, like offering 3 GPT for a luxury, does not want to trade luxury vs luxury

Issues 1, 3 and 5 don't seem related to this mod, as it doesn't edit those elements.

Issue 2 - it only provides the happiness if you are allied with the CS.

Issue 4 - that's simply a balance issue

Issue 6 - also a balance issue.

Thanks for the feedback!
G
 
1 thing I'd like to see in this mod is William taking advantage of his UA and be willing to sell his last luxury for someone elses luxury he doesn't have. I dont think the AI takes enough advantage of that as is.
 
A new release of the Community Patch has been released. This one addresses problems with the Deal AI, increases AI aggression somewhat, and offers improvements for barbarian behavior (can heal, archers in camps will now attack, etc.).

New functions include the ability to gain Golden Age points, Great General and Great Admiral points from policies, beliefs and buildings. There are examples of this behavior in the test folder.

As always, feel free to disable the Test Folder by renaming it (or parts of it), and please let me know in the bug report thread if you encounter any problems. I'll upload the DLL to github once I have a chance.

Cheers,
G
 
A new release of the Community Patch has been released. This one addresses problems with the Deal AI, increases AI aggression somewhat, and offers improvements for barbarian behavior (can heal, archers in camps will now attack, etc.).

New functions include the ability to gain Golden Age points, Great General and Great Admiral points from policies, beliefs and buildings. There are examples of this behavior in the test folder.

As always, feel free to disable the Test Folder by renaming it (or parts of it), and please let me know in the bug report thread if you encounter any problems. I'll upload the DLL to github once I have a chance.

Cheers,
G

It is now impossible to even play the mod. It crashes almost instantly after starting a game before the loading screen containing a leader picture shows up (or soon after)
 
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