DLL - Various Mod Components

It can't be working - you're trying to update a table (from your mod) BEFORE that table has been created (in the DLL mod)
 
i don't know when it exactly happens i do know a technology triggers it though once you research it they vanish. i think it might be economics also if you don't have any trade ships after it triggers the routes won't vanish. once it triggers you can use trade ships but again i don't know exactly what triggers it best to wait for v54 :P

Yeah, it's an odd one. I've found that when it happens, if you use IGE and delete the Harbor building in a city, it'll "fix" it most of the time. Similarly, when it happens without having a Harbor, adding one will fix it.

I've just been doing that throughout games now. Yeah, you lose the extra 2 gpt per route, but at least Seaports provide the +Naval Production % now instead of Harbors so you're not also losing that.
 
i'm pretty sure when you research economics and you have trade ships it triggers it. i haven't been building them until i get it and i can build them fine after i get economics. so just hold off on building trade ships until after you research economics.
 
It can't be working - you're trying to update a table (from your mod) BEFORE that table has been created (in the DLL mod)

There is something extra going on then, because I know (different from I think) it is working. All prints execute using the related GameEvents, the damage is done when supposed to, notifications appear in-game, etc.
It's a matter of ignorance then, I don't know all the information, that's all. :)
 
i'm pretty sure when you research economics and you have trade ships it triggers it. i haven't been building them until i get it and i can build them fine after i get economics. so just hold off on building trade ships until after you research economics.
Does it trigger already when you START to research Economics? Because in my latest game, just when the talk came up in this thread, I was in the middle of researching Economics, i.e. the effect had triggered before I FINISHED Economics. I'm not sure exactly when it triggered, so it might have been at the point where I started the research.
 
There's a bug in your 62 civ dll, when it's my proposal to world congress then I can't open world congress, clicking the make proposal button does nothing. I fixed it by adding in the LeagueOverview.lua and LeagueOverview.xml from YnAEMP though, do you think you could add an official fix?
 
whoward, will using v59 with the unified yields cause a conflict with other mods that have not changed their buildings to the new yield standards?

No. Everything is additional. So if you have (making up an example) a building that gives +2 tourism via a column/tag in the Buildings table AND an entry to give it +1 tourism and +1 culture via a secondary yield table, when the city constructs the building it will gain +3 tourism and +1 culture (unless I have buggy code :D - but that's how it's supposed to work).
 
Does it trigger already when you START to research Economics? Because in my latest game, just when the talk came up in this thread, I was in the middle of researching Economics, i.e. the effect had triggered before I FINISHED Economics. I'm not sure exactly when it triggered, so it might have been at the point where I started the research.

it must trigger before economics than i don't know. i just wait till i've researched economics now before building ships and it seems to work.
 
it must trigger before economics than i don't know. i just wait till i've researched economics now before building ships and it seems to work.

It has to be more than just that, though. For me, it seemed entirely erratic. I had a few sea routes going then it broke (giving them the -4mil range), so I added Harbors to my port cities and it "fixed" it (giving them +4mil range - just had to be realistic with who I sent the routes to or you could exploit that side of it). And then, seemingly randomly later in the game it would break again and I'd do the opposite - removing the Harbors to "fix" it. The Harbor fix works ~75% of the time. When it doesn't, I just live with land routes until it fixes on it's own somehow.

This happened several times throughout the game and the last time it happened in the game I recently completed, I was in the Information Era in the middle of researching a tech (so no tech trigger) and went from it working fine one turn to breaking the next turn, and adding/removing Harbors did nothing. So it's a quirky one, to be sure. Glad it's been fixed, though.
 
the dll still says v53 though?

No, it will say v59b

Code:
CvDllContext.cpp: 151 - Pick'N'Mix BNW DLL - Startup (Version 59b - Build Aug  1 2014 12:21:27)

(And I've also finished making major changes to the game save format, so normal service of backward compatibility with prior versions should be reinstated from v60 on)
 
The source code for v59b has been uploaded to GitHub.

(Versions 54a, 55a, 56a, 57a and 58a are NOT on GitHub as they were intermediate versions in the development of the "unified yields" changes.)
 
v59b will get pushed up automatically when I do the next "push to web-site" - which will probably be when I release v60 (until then, v59b will be in my drop-box folder)
 
Hi, it's me again. You probably should ignore this, your mental health thanks you. :)

Code:
local iFirstStrike = GameInfo.UnitPromotions.PROMOTION_CRAB_FIRST_STRIKE.ID
function FirstStrikePromo(iPlayer, iUnit, iPromotionType)
	print(tostring(iPromotionType))
	print("Crab First Strike: " ..tostring(GameInfoTypes["PROMOTION_CRAB_FIRST_STRIKE"]))
	if iPromotionType == iFirstStrike then
		print("Testing if can have Crab_First Strike")
		local pPlayer = Players[iPlayer]
		if pPlayer:GetCivilizationType() == GameInfoTypes["CIVILIZATION_CRAB_CLAN"] then
			print("Is crab.")
			print("CAAAAAAAAN!")
			return true
		end
	else
		return true
	end
end

GameEvents.CanHavePromotion.Add(FirstStrikePromo)

Promotion:
Spoiler :
Code:
		<Row>
			<Type>PROMOTION_CRAB_FIRST_STRIKE</Type>
			<Description>TXT_KEY_PROMOTION_CRAB_FIRST_STRIKE</Description>
			<Help>TXT_KEY_PROMOTION_CRAB_FIRST_STRIKE_HELP</Help>
			<Sound>AS2D_IF_LEVELUP</Sound>
			<PortraitIndex>0</PortraitIndex>
			<IconAtlas>CRAB_CLAN_PROMOTION_ATLAS</IconAtlas>
			<PediaType>PEDIA_MELEE</PediaType>
			<PediaEntry>TXT_KEY_PROMOTION_CRAB_FIRST_STRIKE</PediaEntry>
		</Row>

It goes up to 20something and stops. My Promotion's ID is 230.
What did I do wrong?
 
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