Community Patch for BNW

I get a message that there is a newer version and I can't tick the mod.
 
Delete the older versions? Clear cache?
G

Yes.

Actually, I had Mod Components DLL enabled. I have to disable it first.

OK, since Mod Components are merged, I deleted it. Seems ok now.
 
Some pending stuff:

- Did you ever look at the "building/city in water" thing?

- I recently posted about the multiplayer trading bug but it went unnoticed

Thanks
 
Some pending stuff:

- Did you ever look at the "building/city in water" thing?

- I recently posted about the multiplayer trading bug but it went unnoticed

Thanks

I looked into the building on water idea – it creates major graphical glitches, and causes the game to freak out. Furthermore, the AI had no idea what to do with it (the AI just...didn't do anything with it). I think the idea is – wait for it – dead in the water. :)

I don't think we can do anything about the multiplayer trading bug, as we don't have access to the multiplayer backend. Sorry.
G
 
I looked into the building on water idea – it creates major graphical glitches, and causes the game to freak out. Furthermore, the AI had no idea what to do with it (the AI just...didn't do anything with it). I think the idea is – wait for it – dead in the water. :)
Is there a way to modify off shore oil platforms to create custom modable structures? Not necessarily ones the AI need to handle, just for things like barbarian pirate coves that are placed randomly.

I don't think we can do anything about the multiplayer trading bug, as we don't have access to the multiplayer backend. Sorry.
You mean "yet" right?
 
Is there a way to modify off shore oil platforms to create custom modable structures? Not necessarily ones the AI need to handle, just for things like barbarian pirate coves that are placed randomly.

You mean "yet" right?

I'm not sure about the first one. You'd probably have better luck using something that is produced in worldgen (like atolls) and replacing those. There are examples of players writing lua functions replacing certain objects with others during worldgen - perhaps that's what you should try? I don't think that a scripted event like that is necessarily best achieved through the DLL.

We won't have access to the multiplayer backend - sorry.
G
 
We won't have access to the multiplayer backend - sorry.

Just to clarify, for those of you that think the DLL contains everything, it does not.

The Civ executable comprises FOUR main parts - game engine, database engine, UI engine (3D-map, SV map, mini-map, unit/improvement animations, UI components, etc, etc, etc) and the game logic.

Of those we ONLY have the source code for the game logic - so we cannot (no matter how much people want us to) change the way the database or UI is handled, nor how the game engine works. And it's the game engine that handles game setup (pregame, staging room, etc) and networking (all multiplayer player synchronisation and interaction)

But, having clarified that, I'm not convinced the MP trade issue is even in the executable, but in the Lua - which means that anyone could have tracked it down and fixed it by now if they were so inclined.
 
Are Well/Bath/etc supposed to be gone? Basically all those land equivalents of buildings which usually require river access.
 
Are Well/Bath/etc supposed to be gone? Basically all those land equivalents of buildings which usually require river access.

Yep. They were for testing purposes – all 'testing' stuff is absent until we integrate CEP and decide on a building list for the CP.
G
 
Yep. They were for testing purposes – all 'testing' stuff is absent until we integrate CEP and decide on a building list for the CP.
G

Ah, good to know, for a moment I thought I somehow installed something wrong.

I guess Observatory 2 tiles away from mountain is gone too? Oh well, I can always use my mod which just removes the mountain-Observatory restriction.
 
Ah, good to know, for a moment I thought I somehow installed something wrong.

I guess Observatory 2 tiles away from mountain is gone too? Oh well, I can always use my mod which just removes the mountain-Observatory restriction.

Yep - those were all testing things. They'll be back, eventually. :)
G
 
By the way I've noticed that since the new version Deal AI is even more generous than it used to be.

Got 600 gold from Polynesia for my Jade + Embassy combo. Isabella offered 7 GPT without hesitation the very turn I got more of this luxury.
 
By the way I've noticed that since the new version Deal AI is even more generous than it used to be.

Got 600 gold from Polynesia for my Jade + Embassy combo. Isabella offered 7 GPT without hesitation the very turn I got more of this luxury.

What's your friendship with them? There are a lot of new variables at work in the Deal AI. Generally, happier AI will give you more than before, whereas unhappy AI will be a bit more stingy. The AI will also expect more from you, so it largely balances out.
 
What's your friendship with them? There are a lot of new variables at work in the Deal AI. Generally, happier AI will give you more than before, whereas unhappy AI will be a bit more stingy. The AI will also expect more from you, so it largely balances out.

We have a Friendship, they want friendly relations with me and we also share an Embassy. Nothing else comes to my mind (I suspect they could be hiding some red modifiers, our borders touch in one place)
 
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