DLL - Various Mod Components

So you're saving, then playing a few more turns, then re-loading that save from within the active game?

Never had problems with that, what's the game version (shown at the bottom of the main menu screen)
 
I use EventSerialDamage to fire a function when a city receives damage and it works well, the downside is the same for all Event Serials. With that in mind, is it possible to use GameEvents.CombatResult instead? I know it works with units combat, but I'm not sure it would work with cities (I do depend a lot on the wiki to find about these stuff, and seeing as how this obviously isn't in the wiki I get a bit lost).
 
im playing a long game with v.45 34 dll mod. but i got some problems, i cant liberate couple civs. i have liberated couple civs from before and it worked fine, but the liberate message dont show up on some of the civs. know what to do?
 
V52 has just been uploaded to my web-site and GitHub

(I've also compiled and uploaded the 34/43/62 variants)

  • Fixes ghost units in JFD's civilizations
  • Fixes border expansion notification issue in EUI
  • Fix for the science overflow exploit/bug - see Bugfix - Research Overflow ExploitModified blockade logic to allow for a city on an isthmus or peninsular - see Global - Allies Block Blockades
  • Option to split the GE, GS and GM counters - see GLOBAL_SEPARATE_GP_COUNTERS
  • Option to scale trade routes based on map size and game speed - see TRADE_ROUTE_SCALING
  • Events for golden age start/end
  • Events for trade routes being plundered
 
WARNING!!!

As the 34/43/62 variant mod now shares the same GUID as the main mod - do NOT keep both in the MODS sub-directory. The Mods Browser screen/code gets very confused if you have one mod enabled and one disabled with the same GUID!!!
 
Hi WHoward69,

Regarding UI - City Expansion, is there a simple way for me to change the notification sound so I can choose a low quiet tone from the sounds of the os? Something like renaming a file and/or copying it?

Thanks.
 
Unfortunately assets\Sounds\XML\NotificationSounds.xml is one of the few remaining "database" files that don't actually update the database but are read directly. You may be able to include it in a mod with VFS=true and then edit it to change the notification sounds (like you use to have to do with the unit art file)
 
I tried out the Herdsman unit and when I relocated some horses, I got twice the number of horses that I was expecting (8 instead of 4). Is that supposed to happen?
 
I don't think you could have timed this update better if you tried! xD

Just today I decided to redo my mod-setup and compile a multiplayer mod patch for me and my friends, and the GP counters was #1 on my todo list.

You're a true baller Whoward, thanks!

EDIT: Is there any way for me to combine this with a Smarter AI mod that uses a DLL? I didn't see anything on the original post but I have a feeling it's been asked before. Which do you recommend? (If any.)

Thanks again!
 
EDIT: Is there any way for me to combine this with a Smarter AI mod that uses a DLL?

Not without merging the two code-bases. You can only have one mod with a DLL active at once. Now if you want (most of) Smart AI, it's already in there - see the "AI - Smart" micro-mod
 
I used the "DLL - various mod comps" a while ago, but then haven't been using it for several months. I'm not considering going back to it. Back then, I seem to recall that I needed to "turn on and off" features by changing values 0/1 in the accompagnying CustomModOptions.xml file. Now I'm being a bit confused about the info in the file, so I hope someone can explain to me: Do I still need to edit this file to turn on/off features, or is this no longer how it's done? The file mentions something about entries having a "SEE ALSO" line (which seems to be most of them?) should not be changed in the file, am I understanding correctly that I don't need to change this file, but that I turn on/off features by downloading separate mod files for each feature I want activated?
 
I used the "DLL - various mod comps" a while ago, but then haven't been using it for several months. I'm not considering going back to it. Back then, I seem to recall that I needed to "turn on and off" features by changing values 0/1 in the accompagnying CustomModOptions.xml file. Now I'm being a bit confused about the info in the file, so I hope someone can explain to me: Do I still need to edit this file to turn on/off features, or is this no longer how it's done? The file mentions something about entries having a "SEE ALSO" line (which seems to be most of them?) should not be changed in the file, am I understanding correctly that I don't need to change this file, but that I turn on/off features by downloading separate mod files for each feature I want activated?

You should use the micro-mods to enable features. It's been like that since V16 (G&K) which was around May 2013 - slightly longer than "several months"
 
It's been like that since V16 (G&K) which was around May 2013 - slightly longer than "several months"
My goodness, has it been that long? :eek: Indeed, I see the old version I had on my computer was V12 ... but thanx for answer!

On a completely unrelated note, with regards to the functionality of your homepage. I'm note familiar with homepage coding, but would it be possible to make it so that when we click on an item in the left side menu - say "Air Routes" in the DLL required section - that the menu doesn't scroll all the way up each time? It's quite cumbersome to have to scroll down each time a new item is clicked, particularly if one wants to go through the entire list an "pick and mix" the items one wants?
 
How can I read a .mdmp crash file? I want to find out what caused my game to crash at about turn 4.

I couldn't find any documentation for civ, and double clicking it just tells me I need to reinstall microsoft visual shell 2010.

Thanks!
 
How can I read a .mdmp crash file?

Without the debug version of the civ 5 .exe (and only Firaxis have that) you can't - well not to make any sense from it anyway.

If the DLL crashed there'll be a CvMiniDump.dmp in the same directory as the .mdmp files - that I can read. BUT unless you're using a legal and fully updated version of Civ 5, please don't attaching it.
 
Some of the features in the DLL mod requires a micromod, GLOBAL - CITY STATE GIFTS ... however, this mod doesn't seem to be on your homepage. Is that mod currently undergoing work, or is this just a mistake?
 
Ok, since there is no thread specific for the Morindim I'll post here:
If you get two Great Prophets in quick succession, one of them will not get the opportunity for a specialization. I just got one the same turn I ended Hagia Sophia and the second guy was left without a college degree. :(
I understand this may be a limitation of the system or whatnot, but just thought it would be good to inform. :)
 
Back
Top Bottom