DLL - Various Mod Components

By default, techs are discounted by a percentage for each civ you have met that has already researched that tech
 
I've also noticed that the latest version of this causes problems with Ingame Editor when used alongside CEP 3.17. This was the error that appeared when I tried to use IGE:

C:\Users]James\Documents\My Games\Sid Meier's Civilization 5\MODS\Communitas AI and Tools (v 3)\Tools\TooltipWriter\TW_Init.lua:123: attempt to index a nil value TW_Init.lua: 123 (Value) InfoTooltipInclude.lua: 439 =(tailcall): -1() IGE_API_Data.lua: 1015 (SetBuildingsData)

When used with either the DLL or CEP IGE worked fine, when both the DLL and CEP were active with IGE that's when the error came up.
 
On it's own, the DLL does nothing. So you must be using other mods in addition to CEP, DLL and IGE. In which case there is probably a conflict between CEP and one of those other mods
 
It seems that Communitas Enhanced Gameplay is the culprit. Communitas AI and Tools, your DLL, and IGE work fine together but when CEG is added the error comes up. Rather odd and disappointing that CEG seems to be the problem considering that it's the big chunk of CEP.
 
Again, the DLL on its own does nothing - so why are you using it at all? What other mods do you also have enabled?
 
I know that, I was testing to see what was causing the error with IGE so I started removing mods and seeing what had incompatibilities with eachother. I eventually got down to just IGE, CAT, CEG, and the DLL when the error started.

Using IGE, CAT, and CEG worked fine; using IGE, CAT, and the DLL was the same. But using all of them together caused the IGE error, it's seems when using IGE there's an issue with CEG and the DLL. And I asked DonQuiche (The author of IGE.) and he said that IGE itself doesn't cause issues due to the fact that 'IGE checks all data on start up, it reveals bugs that exist in other mods.'. So it seems like that there could be problems with the latest DLL and CEG.
 
Spoiler :
Code:
function TNTWorker(iPlayer, iUnit, iUnitType, iByCiv)
	print("TNTWorker called")
	local pPlayer = Players[iPlayer]
	local pUnit = pPlayer:GetUnitByID(iUnit)
	local pPlot = pUnit:GetPlot()
	if iUnitType == GameInfoTypes["UNIT_WORKER"] then
		print("Is worker...")
		if pPlayer:GetCivilizationType() == GameInfoTypes["CIVILIZATION_ALTJAPAN"] then
			print("...from AltJapan")
			local iNumUnits = pPlot:GetNumUnits()
			print("GetNumUnits: " .. iNumUnits)
			for i = 0, iNumUnits do
				pNewUnit = pPlot:GetUnit(i)
				if pNewUnit and pNewUnit:GetCivilizationType() ~= GameInfoTypes["CIVILIZATION_ALTJAPAN"] then
					pNewUnit:Kill(false, -1)
					Events.AddPopupTextEvent(HexToWorld(ToHexFromGrid(Vector2(pPlot:GetX(), pPlot:GetY()))), "Unit killed!", 0)
				end
			end
			--[[for direction = 0, DirectionTypes.NUM_DIRECTION_TYPES - 1, 1 do
				local pAdjacentPlot = Map.PlotDirection(pPlot:GetX(), pPlot:GetY(), direction)
				if pAdjacentPlot and pAdjacentPlot:IsUnit() then
					for i = 0, iNumUnits do
						if pUnit then
							pUnit = pPlot:GetUnit(i);
							damUnit:ChangeDamage(-15, -1)
						end
					end
				end
			end]]
		end
		-- return -1
	end
	return -2
end

This isn't returning any error, but still doesn't work. I get the number of units, but nothing ever happens.
Spoiler :
[6600.807] UA: TNTWorker called
[6600.807] UA: Is worker...
[6600.807] UA: ...from AltJapan
[6600.807] UA: GetNumUnits: 2
[6600.807] UA: TNTWorker called
[6600.807] UA: Is worker...
[6600.807] UA: ...from AltJapan
[6600.807] UA: GetNumUnits: 2
[6600.807] UA: TNTWorker called
[6600.807] UA: Is worker...



If possible, could you help me on this?
 
Not sure if your still checking the other thread regarding DLL. But I posted over there as well. Long story shor Im using CSD, CSD Features, CIV4Diplomacy, CIV 4 Dip Features, and your newest DLL and I can start a game in the ancient era and learn every tech through the information age. However if I choose to start a game in the Information era the game will CTD. If I start a game in the ancient era and (ANY) AI player reaches the renaissance era the game will CTD. tested over and over. If I remove the CSD MOD and CSD Features and add the CSD no dll, I can run you DLL with Civ4 diplomacy and a VERY LARGE number of other mods together no issues start to finish. problem only happens when i introduce CSD
 
One quick question:
"DLL-Various Mod Components" activated, without further mods enabled - what exactly does it change? I only wanted to have the randomized religions but now I see that the influence on hostile city states decreases nearly twice as fast as it was before. Are there any more things that aren't mentioned anywhere?
 
Not sure if your still checking the other thread regarding DLL. But I posted over there as well. Long story shor Im using CSD, CSD Features, CIV4Diplomacy, CIV 4 Dip Features, and your newest DLL and I can start a game in the ancient era and learn every tech through the information age. However if I choose to start a game in the Information era the game will CTD. If I start a game in the ancient era and (ANY) AI player reaches the renaissance era the game will CTD. tested over and over. If I remove the CSD MOD and CSD Features and add the CSD no dll, I can run you DLL with Civ4 diplomacy and a VERY LARGE number of other mods together no issues start to finish. problem only happens when i introduce CSD

I got a little more info from my .dmp file but I dont know what to make of it.

Microsoft (R) Windows Debugger Version 6.3.9600.17029 AMD64
Copyright (c) Microsoft Corporation. All rights reserved.


Loading Dump File [C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V\CvMiniDump.dmp]
User Mini Dump File: Only registers, stack and portions of memory are available

Symbol search path is: *** Invalid ***
****************************************************************************
* Symbol loading may be unreliable without a symbol search path. *
* Use .symfix to have the debugger choose a symbol path. *
* After setting your symbol path, use .reload to refresh symbol locations. *
****************************************************************************
Executable search path is:
Windows 7 Version 7601 (Service Pack 1) MP (8 procs) Free x86 compatible
Product: WinNt, suite: SingleUserTS Personal
Machine Name:
Debug session time: Wed Jul 23 12:02:04.000 2014 (UTC - 4:00)
System Uptime: not available
Process Uptime: 0 days 0:02:34.000
................................................................
................................................................
......
This dump file has an exception of interest stored in it.
The stored exception information can be accessed via .ecxr.
(3dd4.3c20): Access violation - code c0000005 (first/second chance not available)
*** ERROR: Symbol file could not be found. Defaulted to export symbols for ntdll.dll -
eax=00000000 ebx=001eda94 ecx=fe452c60 edx=53f947a8 esi=00000b58 edi=53d08d00
eip=77a00c42 esp=001ecfc4 ebp=001ecfd4 iopl=0 nv up ei pl zr na pe nc
cs=0023 ss=002b ds=002b es=002b fs=0053 gs=002b efl=00200246
ntdll!NtGetContextThread+0x12:
77a00c42 83c404 add esp,4
 
Murderologist,

This is a problem with something in CSD's dll regarding advanced starts that I've fixed, and will be in v24 of CSD. For now, I strongly recommend you use the Community Patch DLL mod in lieu of this mod, as it contains this fix, as well as all of the DLL - Various Mod Components data necessary to use Whoward's Pick-N-Mix mods.
G
 
Murderologist,

This is a problem with something in CSD's dll regarding advanced starts that I've fixed, and will be in v24 of CSD. For now, I strongly recommend you use the Community Patch DLL mod in lieu of this mod, as it contains this fix, as well as all of the DLL - Various Mod Components data necessary to use Whoward's Pick-N-Mix mods.
G

Does this only happen if CSD is activated with DVMC, or would it happen with just DVMC?
 
Does this only happen if CSD is activated with DVMC, or would it happen with just DVMC?

Should only be with CSD active, though it may still crash (I haven't tested just DVMC in an advanced start).

Should I be using the CSDv24 with the new DLL provided or stay on 23 as 24 isnt official yet?

Step up to v24 – it is virtually official (releasing it tonight, hopefully).
G
 
Ok now I am totally confused. If I load CSDv24 do I now not load wHowards DLL? I run a lot of Howard's mods. Can we have just one set of instructions it seems as if we have multiple setups and shouldn't they be on the first entry of the combined forum which most of us noobs use.
 
shouldn't they be on the first entry of the combined forum which most of us noobs use.

You're right - they should. Except CSD V24 hasn't been released as a stand-alone mod (yet) so it has yet to be included into the combined DLL.


@ALL

Please keep this thread for DLL specific issues/questions only.

If you have a problem with DLL + CSD et al, you should be posting on the combined thread. If you have a problem with the CSD v24 you should either be posting on the CSD thread or in the Community Patch Project sub-forum
 
  • India's UA means all their cities can work ring 4
  • Hanging Gardens adds one to the host city's working distance
  • Completing the Exploration policy adds one to the working distance of all cities

All of these are set in the XML of the "Global - City Working Distance" so can be changed/removed/added as you want

It doesn't work for me :(. I downloaded and installed both the City Work Distance mod and the Various DLL mod components (1.0.3.144). I have a Hanging Garden in my capital, yet I still can only work up to 3 tiles... 4th tile and beyond is darkened compared to workable tiles just like in vanilla. I have BNW and G&K.
 
Back
Top Bottom