Community Patch for BNW

It is still early in development, and the main contributor, Gazebo, is more into making changes than organizing a change log.

The bulk of the mod so far is the happiness system overhaul, which has its own thread if you are interested in how it works. Policy, leader, and building changes have just begun.

We could probably convince someone to make a wikia once we are at a stage where such a thing would be needed. A lot of people like making wikias for some reason.
 
We could probably convince someone to make a wikia once we are at a stage where such a thing would be needed. A lot of people like making wikias for some reason.

Luke already has one ready to go!
 
Hi everybody, I hope this is the right place to post a suggestion/request.

I'd like to make some improvement obsolete after a certain tech like, for example, adding an "obsoletetech" entry in the builds table.
Since this DLL already add a lot of very useful entries to tables, I thought to post this idea here.

I hope gazebo or whoward or anyone of the wizards :) involved in this project will find this idea worth the effort.

Thank you anyway for the GREAT work done till now. :worship:
 
Hello,

I just recently came back to Civ 5 after finally purchasing G&K and BNW. I was really interested in using the Community Patch but it has been some time since there were posts by Gazebo or any of the other developers. Do you still need feedback posted to this thread or is the feedback now relegated to the specific subforums or other related threads?

Ingolenuru on Steam
 
I was going to convert this mod + CSD + a few others mods into DLC to play it on multiplayer.
However I just realised JdH's Active AI Diplomacy in MP uses a .dll as well. Has the features of that mod been integrated into the community patch somehow, or is there some way to make them work together?

Would it work if I converted all the mods I wanted into the DLC pack except the JDh multiplayer Mod, and then used the JDh Mod Manager to load just his AI mod, while the Community Patch and everything else loads as DLC?

(I also want to use Enhanced User Interface if it is possible)
 
Hi everybody, I hope this is the right place to post a suggestion/request.

I'd like to make some improvement obsolete after a certain tech like, for example, adding an "obsoletetech" entry in the builds table.
Since this DLL already add a lot of very useful entries to tables, I thought to post this idea here.

I hope gazebo or whoward or anyone of the wizards :) involved in this project will find this idea worth the effort.

Thank you anyway for the GREAT work done till now. :worship:

Please make a new post in the sub-forum for DLL requests.

I just recently came back to Civ 5 after finally purchasing G&K and BNW. I was really interested in using the Community Patch but it has been some time since there were posts by Gazebo or any of the other developers. Do you still need feedback posted to this thread or is the feedback now relegated to the specific subforums or other related threads?

Feedback should be either attached to the bug report thread (if a bug) or to a new thread, as this helps us keep track of conversations. The mod isn't dead, I'm simply out of the country on work.

However I just realised JdH's Active AI Diplomacy in MP uses a .dll as well. Has the features of that mod been integrated into the community patch somehow, or is there some way to make them work together?

Would it work if I converted all the mods I wanted into the DLC pack except the JDh multiplayer Mod, and then used the JDh Mod Manager to load just his AI mod, while the Community Patch and everything else loads as DLC?

We'd have to have the source files for the dll, and we would need to guarantee that his dll work is 'clean' and doesn't overwrite existing content in the dll. It'd be a lot of work, depending on the amount of changes he makes.

You can't use two dll mods, so no, you can't use his mod and the CBP/CP DLC at the same time.

G
 
Please make a new post in the sub-forum for DLL requests.
You can't use two dll mods, so no, you can't use his mod and the CBP/CP DLC at the same time.

G

And there's no non-dll mod I can replace this with that improves the multiplayer AI?
 
I'm not sure if this is the right place, but an incompatibility list would be a nice idea. For now "thecrazyscotsman's Omnibus Mod" is not compatible with CP. When you start the game and try to found a city the game will crash.
 
So I wanted to ask about the spy sabotage/assassinate/etc. events.

At first I didn't know what was causing them! Only that I loved them! Sadly I had to stop using the community patch to get my rig compatible and it was only when I noticed they had stopped I realised the source. :(

How difficult were these to implement: do they require changes to the DLL, or are they completely in the LUA? What else could be done with similar code? By hooking it up with Events and Decisions could you go even further, with Nukes and Coups?

(I think there's a lot of room for an Espionage-enhancing, stand-alone mod)
 
So I wanted to ask about the spy sabotage/assassinate/etc. events.

At first I didn't know what was causing them! Only that I loved them! Sadly I had to stop using the community patch to get my rig compatible and it was only when I noticed they had stopped I realised the source. :(

How difficult were these to implement: do they require changes to the DLL, or are they completely in the LUA? What else could be done with similar code? By hooking it up with Events and Decisions could you go even further, with Nukes and Coups?

(I think there's a lot of room for an Espionage-enhancing, stand-alone mod)

They're in the dll. If you check out the GitHub repo, you'll see the changes in the EspionageClasses.cpp file. You could probably do something similar in lua, but it'll be a lot slower (in terms of performance).

You can easily use the AdvancedAction function in the dll to enhance espionage further. It is just a matter of time and effort. :)

G
 
I'd like to see if i could suggest something:
There are some combat modifications (one by Gedemon, another in the Super Power Modpack) that i really like to play with, but they are both outdated and incompatible with other mods.
It's good to see you're improving the AI for combat, and that makes me think how combat overall could be changed.
I'd like to suggest these features:
Spoiler :
  • A more prominent Rock paper scissors combat system (see Super Power Modpack for more info)
  • Supply Lines
  • Counter Attacks
  • Support Fire
  • Retreats/Routes
  • Building Change Stacking plots (logistics?)
Combat Overhaul: http://forums.civfanatics.com/showthread.php?t=506623)?
Super Power Modpack: http://forums.civfanatics.com/showthread.php?t=529951
 
Love the mod(s) but I want to play on yneamp giant Europe with all my civs (mods included), could you try and make these mods compatible with ynaemp 43 civs?
 

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This mod seems great, i haven't installed CBP cause don't need it yet, but the base code made game much more interesting to play. Emperor difficulty used to be normal for me, I easily won on most conditions. With this patch upgrading AI system, I now reconsider to bring myself back to King difficulty...
 
Using just the community patch, installed manually with the 2 files removed from the Lua folder (or without removing) causes all yield icons to be displayed as food icons. Issue does not present with just Eui or just the community patch running. I may be doing something wrong, but it appears to be a bug.

Tested by removing all Civ V files removed and freshly installed current game with all DLC. With each mod independently and together.
 
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