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DLL - Various Mod Components

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

Yeah, i've deleted them and it still didn't help. Oh well, that's not a big deal anyway, I only needed that for couple of mods out of the dozen i've downloaded.
 
What's the version number of the game - it's at the bottom of the main menu and looks like 1.0.3.X

Do you have any "large" mods like CCTP or CivUP/GEM (or whatever it's called these days) enabled?

What, if anything, is in CustomMods.log?
 
The version of the game is 1.0.3.80 - It's a steam verison with both expansions (G&K and BNW).

I don't have any large mods, I'm using bunch of smaller ones. But the most of 'em is yours though.

I don't have CustomMods.log file anywhere on my PC (i've used search after I couldn't find it myself).

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.
 
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.

Yep that will do it! If you have a mod enabled that blocks an expansion/dlc, the game will silently switch off the expansion and not the mod. Loading the DLL for BNW will then certainly crash the game!

PS - CustomMods.log is in the logs sub-directory, which is at the same level as the MODS sub-directory
 
PS - CustomMods.log is in the logs sub-directory, which is at the same level as the MODS sub-directory

Yeah, I figured to serch there first. The file isn't there though.
Spoiler :
M7GIFzS.png
 
V27 has been uploaded - supports secondary workers and settlers (see discussion here) and also fixes all direct references to UNIT_XYZ or BUILDING_ABC and replaces them with indirect references by UNITCLASS_XYZ or BUILDINGCLASS_XYZ
 
Good work whoward, as always. Your mods are awesome, but some of them doesn't work with my bnw (f.e mounted units, city working distance and some others :( )
 
First of all thanks for this, all your individual mods, and your excellent modding tutorials - don't think I'd ever have made sense of how instances work without them.

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.
 
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.

Been looking at this, if you have researched Engineering you'll get your free Aqueducts (or civ specific replacement) but if you haven't researched it yet you don't get them (which IMHO is correct and the same as the culture buildings if you've already buily Monuments), BUT you also don't get them when you do research Engineering (which is a bug so I'll get this fixed)
 
V31 of the DLL (built against the source code for 1.0.3.144) is now on my web-site and in GitHub
 
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
 
Is there a way to use mods dependent on the RED DLL with the RED DLL events in this?

No. This DLL just contains (some of) the events from RED, there is much more to the RED DLL than its events
 
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

That's great.

34 civs. I presume these are not city states.

What is the maximum for city states?
 
I'm interested in using a few pieces of your dll (mostly game events) in a much larger full conversion context. I know you are particular about how people use your mods, so what is your policy on using this mod? Is it okay to fold the entire dll into a new mod, or do you prefer that only the relevant pieces are copied into a new, unique dll? Or is your policy that we cannot use any part and are restricted to using it as a mod "require"?
 
what is your policy on using this mod?

Same as any other - see here

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

New code
Code:
if (MOD_EVENTS_PLOT) {
	if (GAMEEVENT_TESTALL("PlotCanImprove", getX(), getY(), eImprovement) == GAMEEVENTRETURN_FALSE) {
		return false;
	}
}

Old code
Code:
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;
			}
		}
	}
}
 
Same as any other - see here
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.
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
Looks like a more efficient way to offer the "buffet table".
 
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