whoward69
DLL Minion
Make sure you delete v24 and v25 from the MODS folder - don't know if it still does, but past versions of the game have been known to load files from all versions of the mod installed, not just the activated one
Make sure you delete v24 and v25 from the MODS folder - don't know if it still does, but past versions of the game have been known to load files from all versions of the mod installed, not just the activated one
EDIT
I think i have figured out what causes the problem. Some mods blocks BNW expansion (like Unique Building - Patisserie or Unique Building - Schloss) and as far as i understand DLL - Various Mod Components requires BNW. That caused the crash.
PS - CustomMods.log is in the logs sub-directory, which is at the same level as the MODS sub-directory
I think I've found a bug though, using v29 completing the Tradition social policy tree doesn't seem to be granting the free aqueduct in the first four cities; the free monuments show up with legalism okay, but no sign of the aqueducts.
I've confirmed it works as described with no mods loaded, but doesn't when using only DLL v29 with no other mods, so I'm fairly sure it's the culprit. It's not a new bug though, I noticed it in my last game, so it's been like it since at least v25.
Is there a way to use mods dependent on the RED DLL with the RED DLL events in this?
V32 of the DLL is now on my web-site and in GitHub
I have also built a "34 civ" version of V31 and uploaded it as a separate mod. You will need to jump through some hoops to get it to work though!
1) Enable the standard DLL and any other micro-mods that require it
2) Enable the 34-civ version of the DLL, do NOT start a game
3) Exit Civ and move the standard DLL mod out of the MODS sub-directory (or just delete it if you have a backup somewhere)
4) Restart Civ, do NOT try to enable/disable any other mods, start a game
It would appear that the mods screen only checks for dependant mods as you enable/disable them on the Mods Browser screen and not at game startup, so we have tricked all the micro-mods into working with the 34-civ version (which has a different GUID). Now if ModBuddy would only allow you to specify that mod A requires mod X or mod Y ...
The other way to use the 34-civ DLL would be to copy the .dll file from it over the standard one and proceed as normal
what is your policy on using this mod?
if (MOD_EVENTS_PLOT) {
if (GAMEEVENT_TESTALL("PlotCanImprove", getX(), getY(), eImprovement) == GAMEEVENTRETURN_FALSE) {
return false;
}
}
if (MOD_EVENTS_PLOT) {
ICvEngineScriptSystem1* pkScriptSystem = gDLL->GetScriptSystem();
if(pkScriptSystem)
{
CvLuaArgsHandle args;
args->Push(getX());
args->Push(getY());
args->Push(eImprovement);
bool bResult = false;
if(LuaSupport::CallTestAll(pkScriptSystem, "PlotCanImprove", args.get(), bResult))
{
if(bResult == false)
{
return false;
}
}
}
}
I've read it several times on previous occasions, but the scale and scope of this project required me, in good conscious, to ask for confirmation.Same as any other - see here
Looks like a more efficient way to offer the "buffet table".If you just want the events, hang on for v33 as I've just finished refactoring various parts (including events) to move lots of ugly code into the include file to make the main code a lot cleaner, eg