DLL - Various Mod Components

Will updating break save games?

99% it shouldn't

If it does, you can always re-download which ever version you need (unlike Steam) and ignore the update.

However, unless you need the bug fix in the plundered trade route event, or the new policy GP faith purchase, or are playing the Morindim and need the bugfix for multiple magicians on the same turn, there really is no reason to upgrade mid-game
 
So now is possible to change the faith era purchase?

Yes - see post #8 in this thread

You can also change which GPs are unlocked by which policy.

Both features are in the "tool-kit" - there is no "final product" (micro-)mod to do this.
 
99% it shouldn't

If it does, you can always re-download which ever version you need (unlike Steam) and ignore the update.

However, unless you need the bug fix in the plundered trade route event, or the new policy GP faith purchase, or are playing the Morindim and need the bugfix for multiple magicians on the same turn, there really is no reason to upgrade mid-game
Thanks very much.

Sent from my GT-I9300 using Tapatalk
 
I see you put out a new v 53 because of a bug\crash. well im using v 52 34 dll now. and it is crashing my game. so that mod not work then? so i must wait and start a new game again if a new version is coming to 34 dll??
 
I see you put out a new v 53 because of a bug\crash. well im using v 52 34 dll now. and it is crashing my game. so that mod not work then? so i must wait and start a new game again if a new version is coming to 34 dll??

V53 fixed a very specific crash in a game event relating to plundering trade routes, so unless you've written a mod to enable and use that game event ...

Otherwise, I'll need many more accurate details of the crash (including the CvMiniDump.dmp file) than "it is crashing my game"
 
okey. im using the UI - Trade Routes Enhancements if that say anything. i dont know how to put out a dump file on here. i got 3 dll mods, i dont know if that work together or i have to use 1 dll mod maybe? its airbases,smart ai and city state airbases
 
My new mod that adds victory conditions seems to conflict with the dll, and I have been unable to find out why. I was playing it using your dll with fixed prophets, and it consistently triggers one of my new victory conditions on turn 11. My mod works fine for me on its own, and your mod works fine for me on its own, but they don't seem to want to cooperate. I have been unable to figure out why, and would appreciate if you took a look. I am attaching a turn 10 save created while using my extra victories and your dll + fixed prophets (and no other mods).
 

Attachments

@William Howard: I would like to use the French Patisserie UB separately but I cannot find it listed as its own mod on your PickN'Mix Mods page and it seems to be exclusive to your Unique Buildings compendium. How can I get it apart from using that compendium mod (other UB's of which I don't need right now)?
 
When BNW change the French UA and added the Chateau, I "retired" it ... here you go.

Note, as is it is buggy as it deletes the Foreign Legion which is needed by a policy/tenet - pick the policy and the game crashes!
 
My new mod that adds victory conditions seems to conflict with the dll, and I have been unable to find out why.

I'll take a look. I've got the save now so you can delete it if you want to free up space
 
When BNW change the French UA and added the Chateau, I "retired" it ... here you go.

Note, as is it is buggy as it deletes the Foreign Legion which is needed by a policy/tenet - pick the policy and the game crashes!

You always come through, William, thanks! :goodjob::king:

PS, I thought I got rid of the Foreign Legion crash another way. I deleted the French Musketeer instead of the Foreign Legion when I modded the Patisserie XML file...I've picked that tenet and successfully got the 6 Foreign Legion troops and I'm fairly sure I was playing as France with the Patisserie at the time. I'm going to see if it works in my current game because that is the combo I'm running.
 
Deleting the musketeer instead of the FFL will fix the policy/tenet issue - it's just a one line change at the top of the UniqueBuildingPatisserie.xml file
 
My new mod that adds victory conditions seems to conflict with the dll, and I have been unable to find out why.

I now know why it's doing it, but not why with only a replacement DLL - my DLL makes no changes to the way victory conditions are computed - so the following should be identical in an unmodded game core DLL (unless Firaxis have changed it and not updated the SDK which is always a possibility!)

At the end of every major player's turn, the game core loops the VCs in turn (if enabled during setup) and then loops each major player to see if they have met the VCs conditions. This doesn't happen until 10 turns have passed (which is why victory is always on turn 11). If multiple players have won via one or more VCs, then a player/VC combination is chosen at random as the ultimate winner.

Now, the way VCs are computed is really, really silly. The game core assumes the VC has happened, and then tests to see if it hasn't - checking each of the possible standard winning methods (domination, cultural, pop percent, project race, etc) in turn. Because your new VCs don't enable any of the possible winning methods, the game core doesn't bother to check if they've not been met, so it just drops all the way though the testing code and at the end goes "yep, that's a winning solution". So on turn 11 every player wins by both economic and religious VC, and the game then choses one at random as the actual winner.

You can fix this by setting WinsGame = false in the XML for the two new VCs - as this will stop the game core testing for that VC itself, but won't stop Lua setting it as a VC
Code:
<WinsGame>false</WinsGame>

There is also a dedicated GameEvent that fires for Lua to check for a VC, so you'd be better hooking that than PlayerDoTurn

Code:
GameEvents.GameCoreTestVictory.Add(CalculateEconomicVictoryProgress);
GameEvents.GameCoreTestVictory.Add(CalculateReligiousVictoryProgress);
 
Many thanks! Changing WinsGame to false seems to have fixed the problem, as the game no longer declares a winner prematurely. The game still generates odd messages on turn 11 (and only turn 11) that state that everyone was awarded zero points for their progress in the new victories, so I'm thinking that Firaxis probably did change something without updating the SDK. This doesn't really matter, however, as messages can be easily be ignored and don't affect gameplay.
 
Hi whoward, I've found a small bug that's apparantly caused by a conflict between UI - City Expansion (v. 14) and UI - Condensed Promotions (v. 14). The problem comes when you've acquired a new tile in a city, the city expansion mod works as intended and lets you "buy" a tile, but when you've bought the tile, the city screen sort of stays in tile buy mode and doesn't show yields of tiles within city's borders, as shown by the screenshot below. If one clicks the "---" button below the citizen window twice the normal yields show up.
Spoiler :


For reference, this is how it looks normally right after you've bought a new tile - this is taken with only the UI City Expansion mod active.
Spoiler :


The bug only appears when both the City Expansion and the Condensed Promotions mods are active, I tried to disable all mods but these two (and the DLL mod which is required) and this observation can be repeated.
 
Many thanks! Changing WinsGame to false seems to have fixed the problem, as the game no longer declares a winner prematurely. The game still generates odd messages on turn 11 (and only turn 11) that state that everyone was awarded zero points for their progress in the new victories, so I'm thinking that Firaxis probably did change something without updating the SDK. This doesn't really matter, however, as messages can be easily be ignored and don't affect gameplay.

Try WinsGame=true and TargetScore=true
 
I'm so confused, if I DL the various mod components thing, can I still download your other mods? most of them say that vmc is required, so if I want to use that mod do I have to have vmc installed? it says that Only one mod with a replacement DLL may be active at a time. how do I know which ones have a replacement DLL? (whatever that is :))

also do these work with the community patch?
 
also do these work with the community patch?

Given there are currently about 225 mods in the list, a simple Yes/No answer is impossible
 
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