DLL - Various Mod Components

I could be mistaken but it looks like Venice not allowing you to liberate it's puppets is a DLL fix.

Not sure I'm following. Only played as Venice once and the AI plays them so badly they usually get wiped out before I discover them!
 
Ah! Probably the same mechanism that stops you liberating Austria's diplomatic marriages then.
 
Hi

I was wondering if anyone has any experience with using the dll mod (and sub mods, e.g Local generals, Pro-rata Buildings Purchase, ...) with the Communitas mod pack (CEP)?

I can see that some of the sub mods must/may have compatibility problems, but I think I can more or less check this myself - a long as the dll works.

\Skodkim
 
Was testing today and at first everything seemed to be fine but I've had two CTD's over the last five minuttes. First one after revealing the map using the Fire Tuner and second one after selecting end turn on first turn of the game.

  1. DLL - Various Mod Components (v 32)
  2. Global - Archaeologist Dig Sites (v 2)
  3. Global - City Bombard Range (v 1)
  4. Global - City States Gifts (BNW) (v 3)
  5. Global - Espionage Mapping (BNW) (v 3)
  6. Global - Local Generals (v 2)
  7. Improvement - Airbases (v 8)
  8. LiveTuner - Tech and Policy Panels (v 13)
  9. LiveTuner - Unit Panel (v 4)

I have no idea if Whowards mods are directly or indirectly (incompatibility problems) involved, but even though I use a lot of mods, I have never experienced anything like this before (I am rather sure the other mods compatible with each other as I've used them a lot of times).


Logs show nothing relevant.

\Skodkim
 
Even not using any mods, I quite often get ctds with reveal map in firetuner.

Yeah Ive seen those too. Usually I have a message saying that Civ has stopped working though. This time it was just wham and I was suddenly back to the desktop.

Still I wasn't that worried but then I got the other CTD after turn 1...

I'd just like to point out that I'm not saying that its Whowards mods fault. Furthermore I think hes doing a fantastic job improving the dll here!

\Skodkim
 
Hi

I was wondering if anyone has any experience with using the dll mod (and sub mods, e.g Local generals, Pro-rata Buildings Purchase, ...) with the Communitas mod pack (CEP)?

I can see that some of the sub mods must/may have compatibility problems, but I think I can more or less check this myself - a long as the dll works.

\Skodkim

(Also a reply in the thread in the CEP forum)

I've had mixed reports about my DLL with CivUP/VEM/GEM/CEP et al - from "crashes instantaneously" to "works fine". One of the early CTDs was being caused by a null pointer error when CivUP used a Lua method in a way the game wasn't expecting at that time. Fixing that was what lead to the "everything off by default" decision. Some of the later issues were almost certainly down to the source code the DLL was built from being out-of-sync with the .exe file (due to Firaxis not releasing source code for .70, .80 and .142 builds and the wrong source for the .128 build). However with everything off and the latest DLL being built against the .144 source, in theory, there should be no problems if you keep away from the "DLL Required" mods that change the core game files and/or use features that CEP is not expecting (I suspect "UI - City Expansion" will not play nice among others)
 
I'm currently trying to use an event that you created re: city creation of projects.

Here is the code I am using with the event. I'm probably using it wrong. Other functions in the same file are firing fine, so it is not that the lua file is not added in... but none of my print messages in this particular file are appearing in the Lua log file, and I think at least the first ought to be.

To test, I lowered the cost of the Great Synod project I made and actually built it, yet none of the print statements came out. As I said, other functions in the same file are working, so I'm not certain what I am doing wrong.

Here is the lua function:

Code:
--Checks for a player for a project and converts citizens to catholics

function GreatSynodProject(iPlayer, iCity, iProject, bGold, bFaith)

print("...Beginning Great Synod Project...");

	local pPlayer = Players[iPlayer]

	if iProject == GameInfo.Projects.PROJECT_GREAT_SYNOD.ID then

	print("...Working on Great Synod Project...");

	Player = pPlayer
	
		if (Player:IsAlive ()) then

			for pCity in Player:Cities() do

				Capital = Player:GetCapitalCity()
				
				if pCity ~= nil and not pCity:IsCapital() then
				
				pCity:ConvertPercentFollowers(2, -1, 100);
				pCity:ConvertPercentFollowers(2, 0, 100);
				pCity:ConvertPercentFollowers(2, 1, 100);
				pCity:ConvertPercentFollowers(2, 3, 50);
				pCity:ConvertPercentFollowers(2, 4, 50);
				print(pCity:GetName(), "...is converting citizens to Catholic...");

				end	

				if pCity ~= nil and pCity:IsCapital() then
				
				pCity:ConvertPercentFollowers(2, -1, 100);
				pCity:ConvertPercentFollowers(2, 0, 100);
				pCity:ConvertPercentFollowers(2, 1, 100);
				pCity:ConvertPercentFollowers(2, 3, 50);
				pCity:ConvertPercentFollowers(2, 4, 50);
				print(pCity:GetName(), "...the capital, is converting citizens to Catholic...");
				Player:ChangeFaith(300);
				Player:ChangeGoldenAgeTurns(Player:GetGoldenAgeLength())
				print(Player:GetName(), "...is entering a golden age.");
										
				end	
			end
		end
	end
end

GameEvents.CityCreated.Add(GreatSynodProject)

Advice would be appreciated.

As I've decided to use your dll as my prime vehicle for my mod, I'll probably be asking a lot of silly questions in the future. The events included are just too useful for my to ignore.

Wait until you see what I want to do with the Merchant of Venice... later, crossing my fingers that my plans are possible.
 
I'm currently trying to use an event that you created re: city creation of projects.

And the value of EVENTS_CITY entry in the database table <CustomModOptions> is?
 
V33 of the DLL has just been uploaded to my web-site and GitHub.

For those wanting to liberate City States acquired by Venice or Austria, set GLOBAL_CS_LIBERATE_AFTER_BUYOUT in CustomModOptions.xml to 1 (either directly or write a micro-mod to do it)
 
Is there an explanation of how to use Tunnel Boring Machines anywhere? I appologize if there is a simple way to find it.

I created on in the last game I was playing and couldn't figure out how to use it.
 
Is there an explanation of how to use Tunnel Boring Machines anywhere? I appologize if there is a simple way to find it.

I created on in the last game I was playing and couldn't figure out how to use it.

Move the TBM onto a mountain and build a tunnel

The TBM has a very slow movement rate, so you'll want to build a road/rail up to the mountain first

See post #22 in this thread for screen shots and a few more details
 
I did that and it would not allow me to move the machine onto the mountain. Sorry that game is long gone so I can't go back to it. When I couldn't get it to work I said meh... and moved on.

Will try it again in my latest game and send more info if I have troubles with it.
 
i could never get that to work either i ended up deleting it and moving on.
 
Hi Whoward

I'm using DLL - Various Mod Components (v 33). I'vr noticed that when I buy units in cities they start with no movement points (can only be moved the following turn). I thought there was a fix for that in the dll or am I wrong?

CustomModOptions.xml goes (default settings):
Spoiler :
<!-- * Fixes the CanMoveAfterPurchase() bug where it is only tested for at one specific point in the code -->
<Row Class="1" Name="BUGFIX_MOVE_AFTER_PURCHASE" Value="1"/>


No other mods (except a few of your "Global" mods) and cache cleared prior to launch.

\Skodkim
 
The bugfix is for non-military units with MoveAfterPurchase set to true, eg settlers, workers, religious units, great people et al. (Firaxis only implement enough to get Landsnechts to work, not any unit) - see "Global - Civilians Move After Purchase (v 1)"

If you want all military units to be able to move after purchase you'll need to alter the sql
 
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