DLL - Various Mod Components

I can't seem to find the Flagship promotion. Where does it come in on the promotion tree?

It doesn't - it's like the promotion that one of the UUs has to transfer its movement to any stacked Great General.

It works in conjunction with "Global - Local Generals" such that when a ship spawns a Great Admiral from combat, the spawning ship gets the promotion - that way the Admiral can keep up with the new flag ship. (I got bored with admirals arriving several turns after the destroyers - usually just as the battle was ending!)
 
So if I don't have CSD mod and Civ IV Diplomacy Features mod but I have Smart AI mod and other various Pick'N'mix mods that are DLL - Various Mod Components dependant would my game work properly?

The CSD, CivIV Diplo and SmartAI components within my DLL are like all the other features - modular and self-contained (except for the occasional bugs that escape) - so will work with any or none of them enabled
 
On the subject of promotions, I want to use Promotions: Terrain Crossing (for when my only access to the ocean is cut off by chunks of ice) but how do ships gain this promotion?
 
(for when my only access to the ocean is cut off by chunks of ice) but how do ships gain this promotion?

Up to you. The DLL adds all the code to permit the functionality, the (micro-)mod(s) enable the functionality and (usually) give an example of using that functionality within a mod - in this case by adding a non-earnable "ice breaker" promotion. Which you could give to specialist ships, or it could be granted as part of a trait, you could mod it to be a promotion than can be picked (like the Alpine/Arctic Corp ones)
 
Hi all, i'm new here.
I have a problem playing with this mod. the game says that this version of the game is not compatible with this mod. I have version 1.0.3.144 (117156). can anyone help me?

thanks
 
I have a problem playing with this mod. the game says that this version of the game is not compatible with this mod. I have version 1.0.3.144

Sounds like you have an old version of the mod, v51 is the latest
 
PC or Mac. Have you validated your game against Steam?
 
Anybody using v45 or later (should be everyone by now) can you keep any eye out for the "city centre bug" - where a city doesn't work the tile it is built on when you receive a city FROM the AI as part of a peace/trade deal. It should be fixed at the start of your turn (ie it may show if you look at the city between turns when you first get the city, but it should be being worked by the start of your next turn)
 
I just want to confirm that the function "IsAbleToDeclareWar" does not ascertain whether a Minor Civ can declare war against the player (which it only would do when allied to a major civ that is declaring war, I think). Is this true?
 
The event is only sent when canDeclareWar() is tested - and there are 38 occurrences of that in the source so I'm not checking the circumstances of every one!

BUT, there is nothing in the Minor AI code that ever calls that function, as going to war on a major is handled as in a similiar way as defensive pacts - ie when someone declares war on a major all that major's allies automatically (ie without calling canDeclareWar()) declare war on the aggressor.
 
Well, the plan would be to, when a civilisation declares war against someone, immediately force peace between the defending player and all the city-states that also declared war as a result of being allied with the offending civ. The only problem is the notification that says "City-States declare war on you." It would be nice to be able to intercept that before it is sent and cull it. It is, however, not vital to the whole intent (which is to prevent city-states from declaring war against the player unprovoked); just a aesthetic inconsistency.
 
Code:
function OnNotificationAdded(iNotificationId, iNotificationType, sHeader, sSummary, iData1, iData2, iPlayer)
  if (this_is_the_declare_war_notification) then
    UI.RemoveNotification(iNotificationId)
  end
end
Events.NotificationAdded.Add(OnNotificationAdded)
 
Code:
function OnNotificationAdded(iNotificationId, iNotificationType, sHeader, sSummary, iData1, iData2, iPlayer)
  if (this_is_the_declare_war_notification) then
    UI.RemoveNotification(iNotificationId)
  end
end
Events.NotificationAdded.Add(OnNotificationAdded)

You are a wizard. Thank you much.
 
@William Howard
After an absence I'm back to playing Civ V again :D with many of your mods enabled :king:. However, I seem to have forgotten which tech or wonder besides the Hanging Gardens will allow me to work an additional ring of city tiles. My capital currently can work 4 with the wonder but I recall there was one more wonder or tech that allowed my other cities to push out to four rings and the capital to 5 if it had previously expanded via Hanging Gardens.
If William's not online to answer this, I'd be happy to hear from anyone who knows. :)
 
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