DLL - Various Mod Components

Here from my Increase City Limit? thread whoward69, just want to ask something.

When using the UI - City Expansion mod, I noticed that it requires DLL - Various Mod Components (GK) as well. After putting those, as well as Buildings - Textile Mill and Improvement - Tunnel, my game crashes after trying to start a game. The Civ I'm using menu will come up but when the map loads it CTD's. Here's the mods I had on at the time, would any of them have an issue with yours?

Airports Plus Travel and Leisure
Bazaar of Tabriz (v 1)
Buildings - Textile Mill (v 3)
Buildings - Upgrade System (v 11)
Civ V Unofficial Patch v2.5.1 (GK) (v 1)
DLL - Various Mod Components (GK) (v 16)
Emigration (v 5)
Faster Aircraft Animations (v 3)
G&K Enhanced Mod (v1.13.4) (v 1)
Gibraltar and Reef Optimizations (v 101)
Historical Religions (Gods and Kings) (v 11)
Improvement - Tunnel (v 2)
Ingame Editor (v 36)
Itsukushima Shrine Wonder (v 2)
Krakatoa Fix (v 100)
R.E.D. Modpack (v 26)
Rachni Civilization (v 2)
Really Advanced Setup (v 5)
Reforestation (v 7)
Reseed! (v 10)
Throne Room (v 2)
UI - City Expansion (v 4)

Sorry about the numbers I'm in a hurry.
 
Some issues between the DLL and CivUP/GEM have been reported in the past (on this thread) but we've never been able to track them down
 
Good work:goodjob:
You realy impresse me.
 
Right! Unravelled the spaghetti programming, and you can now control the working distance of cities (via the XML MAXIMUM_BUY_PLOT_DISTANCE value) from a minimum of 2 rings to a maximum of 5 rings.
 
great ! :D

Would it be difficult to link the distance to tech/building/wonder/policy ?
 
I also forgot to put in that I use LuaJIT as well, but I don't know if that'll mean anything since CivUP/GEM has problems with the DLL.

That really sucks because the Cultural Expansion mod is awesome and I want to try it out but since I've used CivUP/GEM I can't imagine the game without it. Alas, no middle ground. Still, great work on everything. Lot of effort to add all of that to Civ5.
 
Unless you have modified CivUP/GEM it is incompatible with LuaJIT - so you'll need to disable that.

Suggest you try starting a game with just CivUP/GEM + DLL, then if that works you know the problem is elsewhere (possibly LuaJIT)
 
great ! :D

Would it be difficult to link the distance to tech/building/wonder/policy ?

So ...
... if a player has a certain trait/policy/wonder/tech/belief, the number of workable rings for ALL cities should increase
... if a city has a certain building/wonder, the number of workable rings for that SPECIFIC city only should increase

Is that what you had in mind?
 
yes, exactly :)

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Great, now added to the design of my main project :goodjob:
 
Could you link it to an Era? Would it be possible to add a row of tiles to each era or something like from...Medieval/Industrial onwards? I think it'd make more sense that way as a way of showing your growth.

Although I suppose you could link it to a tech that makes you advance an Era. Which would be the same thing I'm guessing.
 
V17 uploaded to my web site (source code also on git hub)

MAJOR CHANGE!!! By default, everything is now "off" - see notes below.

  • Variable city working limit (from 2 to 5 inclusive) - see the "Global - City Working Distance" mod
  • GameEvents.CircumnavigatedGlobe.Add(function(iTeam) end)
  • GameEvents.GreatPersonExpended.Add(function(iPlayer, iUnit, iUnitType, iX, iY) end)
  • Building may generate negative happiness (you will need to fix the ":) -2" oddity in the UI!)

MAJOR CHANGE!!! By default, everything is now "off" (unless it doesn't affect the game unless you use it, eg the API extensions). To keep the V16 defaults, you will need to either keep the V16 CustomModOptions.xml and edit the V17 one to switch everything back on, or you can download the following new "micro-mods" (which typically just switch options on) and the following updated mods (which switch on the features they use) - I would recommend downloading the new/changed mods.

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I'm having my game crash with the message CvGameCore_Expansion1.dll and I'm wondering does having multiple CvGameCore_Expansion1.dll make it crash? I have one from your DLL mod and one from Diplomatic features.
 
Only one mod with a replacement DLL can be active at any time
 
Only one mod with a replacement DLL can be active at any time
I thought so. I removed it and started a new game, but it still crashes some where around 10 turns with the same message. These are my mods, if you can something conflicting.

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