DLL - Various Mod Components

if that link was to a Steam download. /me runs and hides

Pretty sure I'm not a zombie (kinda hard to type with your arms outstretched in front of you ;)), so "over my dead body" can't have happened yet :lol:
 
It is called for every possible tile a unit can move into many times for each unit. Multiply that by each unit of every player and in the first few turns it is literally called thousands of times. It just cripples the game.
 
Small price to pay!

Okay, I get it. Sad :( While I've (sort of) got your attention, and on a more serious note, I am very interested in the change that allows for the creation of custom missions. I'd rather be dependent on a DLL then incompatible with other mods. Plus, it would make my life much easier so I have selfish reasons.
 
whoward69, can this altered DLL be used with mods like Hulfgars Industrial Warfare mod or Reseed?
 
Don't use either, so couldn't say. Try it and see, and then report back with your findings :)
 
V13 uploaded to my site

  • BUGFIX_INTERCEPTOR_STRENGTH
  • NukeDetonated event
    • NuclearDetonation(iPlayer, iX, iY, bWar, bBystanders)
  • SendCanMoveIntoEvent column on Units
  • Promotions - Subs Silent Running
  • Promotions - AntiAir Specialisations
  • UI - Promotion Tree updates for Subs and AA promotion trees
  • Unit promotion/upgrade events (need an example of usage)
    • CanHavePromotion(iPlayer, iUnit, iPromotionType)
    • UnitPromoted(iPlayer, iUnit, iPromotionType)
    • CanHaveAnyUpgrade(iPlayer, iUnit)
    • CanHaveUpgrade(iPlayer, iUnit, iUnitClassType, iUnitType)
    • UnitUpgraded(iPlayer, iOldUnit, iNewUnit, bGoodyHut)
  • Trireme attacks helicopter and wins bug fixed (I hope!)

Thanks very much for the new events.
 
there is some way to get this dll but without the religious preference fix?
 
The CustomModOptions.xml file (in the root of the mod) permist you to switch options on/off at will
 
Don't use either, so couldn't say. Try it and see, and then report back with your findings :)
I'll do that asap. Are your DLL modifications savegame breaking, so to say?
 
V15 is now up.

Includes events/xml/api extensions for finer grained control of religions
  • Religion - Civ Specific Religions - events to limit what beliefs can be selected by what civilization/pantheon/religion and what religions can be choosen by which civilizations
  • Religion - Natural Wonder Epiphany - example of how to use the api extensions to permit pantheons to have more than one belief (also requires the updated UI - Religion Spread mod to fix display of multiple pantheon beliefs)
  • Global - Counter Religion - religious buildings, wonders and policies counter the spread of hostile religions into cities (like the Constabulary, Police Station, etc counter espionage)

Other changes
  • Grateful Settlers now take into account the popularity of and their relationship with the capturing civ in calculating the percentage chance of remaining a settler (and not converting to a worker)
  • RED combat events can be turned on and off individually
  • On/Off switches no longer use (inefficient) run time string lookups
  • A few extra Lua methods exposing core object functionality (see list here)
 
I'm getting some interesting results with Custom Notifications (G&K) and DLL 15. I get both a radio button and checkbox when the notification list opens (which could be me confused about usage, but I did check your site and it doesn't match the screen shot or the short description).

I'm also noticing that if I turn off the notification for land growth I still get prompted to choose my own free land when expanding. I don't know that I'd call it a bug, I just find the relationship between the two (as a user) confusing.

What mod is now blocking the Turn Clock? The only one I can think of is the new free land event with the added blocking notification? If so, how sad :( Any plans to merge the two (If that's the issue)?

PS: I should state why I'm running with only a bunch of your mods and nothing else! Because my system has been crashing with multiple mods loaded (runs fine with no mods). I wanted to see if it was a graphics card issue or just bad Mods, so I am loading up on yours which I have high confidence work correctly and work together.
 
I get both a radio button and checkbox when the notification list opens
Been like that for ages ;) One of them turns notifications off for all games, the other just for the current game

I'm also noticing that if I turn off the notification for land growth I still get prompted to choose my own free land when expanding.
One of them is the "your city expanded" the other is "you can now buy/acquire a tile" - thank Firaxis for the confusion. There was also a bug in one of the versions of the UI - Notification Options (GK) mod which would leave both on, so it would send a notification that you could acquire a tile, you would then "buy" the free tile, and it would then notify you that you'd just bought a tile. If you have the latest UI - Notify Opts you shouldn't be getting the post-purchase notification

What mod is now blocking the Turn Clock?
UI - City Expansion as it has it's own version of the core lua file to deal with the new turn blocking code

If so, how sad :( Any plans to merge the two (If that's the issue)?
No plans, as the UI - Summary Clock mod does something similiar (ie adds a real-time clock into the display)
 
Ran two games well into late game without any crashes. I was also pleasantly surprised by some of the functionality in the DLL I was unaware of. For example, GEs now complete their work immediately (no more expending a GE and getting robbed of the wonder AND GE anymore - woot!).

This really is an impressive group of mods. I added in a bunch of wonders and everything still ran great though I started having some odd graphical errors. No crashes though. I suspect the graphical errors are my video card, or possibly one (or more) of the wonders I added messing up game enums (I know Whoward warned about the effects of doing that - and could some of those effects be corrupted, missing, civpedia icons?)

Amazing work.
 
For example, GEs now complete their work immediately (no more expending a GE and getting robbed of the wonder AND GE anymore - woot!)
You must be using another mod that does that as neither the DLL nor any other of my mods do (there is one out there but I forget what its called at the moment)
 
Version 16 uploaded. Posts 1, 2 and 3 updated to correctly reflect the 71 features within the DLL, the CustomModOptions.xml file to control them and the associated 19 mods that make use of the features

Source code can also now be found on GitHub
 
prospectors just sit in place after being captured.

More of a P'n'M issue than a DLL issue.

Prospectors (and herdsmen) were seriously broken in patch 674/705 (when Firaxis changed the sequencing/action of events) and have never really worked properly when attacked since.
 
Mwahahahaha!

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