DLL - Various Mod Components

Try the usual then - delete all but the latest version of the mod from the MODS folder and clear the cache.
 
Did that and same result. Does knowing that I'm running OS X help any?

On the info thing for the mod it says its for use between versions "1 and 1". Any hints from that?
 
...crap. I figured as much when all the .dll files on my computer were only in my Wine folder haha, thanks.
 
The DLL Components seem to be having problems with several of thecrazyscotsman's mods, specifically the ones that improve buildings and improvements (the ones that add buildings are fine it seems), especially when combined with Machiavelli's mods and modded civs. I keep randomly crashing and/or having weird things happen like suddenly having tons of science, thus being able to research anything in one turn.
 
About your Mission events...

Ok, this is kind of weird, but, it seems the AI uses the missions normally?
I'm gladly surprised. I am unable to replicate it right now, but I can swear they used a mission on their own, yet, it is easier to just ask the man behind the code. :P
I may need to put some checks to avoid uneeded spamming of some Missions (since they use up 'fuel' in various forms), but this is news to me.
 
i'm using Global - City Working Distance (v 7) which is supposed to increase city working distance to 5 but it's still only letting me select 3 tiles?
 
I apologize in advance if this is the wrong thread.

I currently use "AI secondary workers and settlers" as well as your DLL... and am enjoying it immensely. However I have run into a problem when I use it with the Community Patch... I get a CTD... this without any other mod rrunning. It is my understanding (correct me if I am wrong) that your DLL was used as the basis for CP and therefore, your moc components should work with that DLL by default. I know that your DLL requires that many components be set as active by changing default status from 0 to 1 within a mod xml file.

First off, are all your mods defaulted to work within CP? There is no similar xml for your mod components in CP (except for smart AI). Is there anything I should be doing to activate them in CP other than via the game's mod selection menu?

Second, am I mistaken about your component's compatibility with CP (other than Smart-AI, which is obviously compatible)?

Thank you.
 
Are all dll mods compatable with BNW? Some descriptions say: "Compatibility: CiV and G&K" and its not clear if those mods work with BNW.
 
Are all dll mods compatable with BNW?

Yes they are (as the DLL is only compatible with BNW). Sorting my web-site out is on my list of things to do, as it got horribly out of date when I moved from supporting G&K variants of the mods to no longer supporting them.

If only there were 26 hours in a day :mischief:
 
About your Mission events...

Ok, this is kind of weird, but, it seems the AI uses the missions normally?
I'm gladly surprised. I am unable to replicate it right now, but I can swear they used a mission on their own, yet, it is easier to just ask the man behind the code. :P
I may need to put some checks to avoid uneeded spamming of some Missions (since they use up 'fuel' in various forms), but this is news to me.

I think you were seeing things - there's no logic in the DLL to get the AI to use custom missions.
 
i'm using Global - City Working Distance (v 7) which is supposed to increase city working distance to 5 but it's still only letting me select 3 tiles?

Common misconception. The DLL code permits up to 5 rings to be worked, but you still have to enable it. And there are various ways to do that. You could change it so every city can work five rings. Or you can add a policy/trait/building to increase the number of rings.

The mod gives examples of the latter - India's trait is altered so all their cities can work four rings, and makes the Hanging Gardens add +1 ring to the city it is in, and one of the policy finishers also grant +1 ring to all cities.

See the comments and text descriptions in the GlobalCityWorkingDistance.xml for more details
 
I currently use "AI secondary workers and settlers" as well as your DLL... and am enjoying it immensely. However I have run into a problem when I use it with the Community Patch... I get a CTD... this without any other mod rrunning. It is my understanding (correct me if I am wrong) that your DLL was used as the basis for CP and therefore, your mod components should work with that DLL by default. I know that your DLL requires that many components be set as active by changing default status from 0 to 1 within a mod xml file.

First off, are all your mods defaulted to work within CP? There is no similar xml for your mod components in CP (except for smart AI). Is there anything I should be doing to activate them in CP other than via the game's mod selection menu?

Second, am I mistaken about your component's compatibility with CP (other than Smart-AI, which is obviously compatible)?

You're correct in that my DLL is the basis for the CP DLL - use one or the other but not both. All my "dll enabler mods" should work with the CP DLL, but, as you can imagine, the CP DLL has a load of extra code in it now so there may be issues.

If a specific enabler mod doesn't work with CP, but does work with my DLL, then you need to report it in the bug thread in the CP sub-forum - and if it CTDs make sure you attach the CvMiniDump.dmp file (in the same sub-directory that the main civ.exe file is in) with the report. While I'm still contributing to the CP dll I'm not its code guardian so don't know the full ins and outs of what has been changed - but I do know that Gazebo has done a load of work around settlers, so it's possible that some of those changes have broken the secondary settlers/workers changes from my original DLL.
 
Common misconception. The DLL code permits up to 5 rings to be worked, but you still have to enable it. And there are various ways to do that. You could change it so every city can work five rings. Or you can add a policy/trait/building to increase the number of rings.

The mod gives examples of the latter - India's trait is altered so all their cities can work four rings, and makes the Hanging Gardens add +1 ring to the city it is in, and one of the policy finishers also grant +1 ring to all cities.

See the comments and text descriptions in the GlobalCityWorkingDistance.xml for more details

do you have a mod that just enables it so you can use 5 tiles from the start?
 
Code:
<GameData>
	<Defines>
		<Replace>
			<Name>MAXIMUM_WORK_PLOT_DISTANCE</Name>
			<Value>5</Value>
		</Replace>
		<Replace>
			<Name>MAXIMUM_BUY_PLOT_DISTANCE</Name>
			<Value>5</Value>
		</Replace>
	</Defines>
</GameData>
 
Hey, whoward, I was curious about something - and sorry if this has been discussed before and I didn't see it - but is it technically possible to create a mod that allows Great People (or Civilian units in general) to stack but not other units?

I often save my Great Writers and Scientists to pop late in the game when I can get the most out of them, and usually have several Great Artists saved up for chain Golden Ages around the same time and I end up having a GP stationed in every city & on the tiles around them. Of course, it's really not that much of a problem, it's more visually displeasing than anything, but I was curious if it was even possible to code something like that.
 
Search for "No More Civilian Traffic Jams" - it may do what you want (and the code is in the DLL as well)
 
@Entw1ne, here you go.


@whoward69, Have you seen this particular bug?

I added SetNumFreeBuilding on the Lua side. I can change it up/down just fine, and GetNumFreeBuilding reports correct number. However, if my building has faith, that keeps going up and up and up. So if I go from 6 free to 5 free then it adds 5 more faith. I have some code that bumps number of buildings up/down each turn (1 faith per instance), but faith just keeps going up past 100. I don't think I've seen anything like this for food or production.

Don't see the same faith problem for "RealBuilding" going up/down.
 
The standard C++ logic in SetNumFreeBuilding() is totally screwed - it calls SetNumRealBuilding(0) at one point (via DoSellBuilding())! Because the method isn't exposed to Lua, you never normally see this.
 
Hi Whoward

Noticed a small bug using UI - Gold Alerts. If you click and change the text of the alert it doesn't trigger (no alert is shown) while it works fine if you just change the amount of gold needed for the alert to trigger.

\Skodkim
 
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