DLL - Various Mod Components

V61 has been released for testing - see post #198 in this thread


Look in the CustomModOptions.xml file, features are tagged with their release number

You're the best!

Also I'm not sure if I submitted this bug yet, but my friend and I couldn't see the great work slots in the guild great work slots mod. Thus rendering works placed there unavailable for the themeing bonuses in anything. I'm not sure if it was limited to multiplayer use of the mod, but I wanted to let you know just in case.

Edit: For the end user, what are the benefits of unified yields? Is it just that now mods can make use of the new resources available, or are there immediate benefits from simply having them? I tried to comprehend the thread, but I couldn't figure it out as all. Thanks!
 
Hello whoward.i wrote in DLL - Various Mod Comps + Civ IV Diplo + CSD thread. but i can see u are more active here so i ask again here. im using dll 34 civ V 52 mod. and civ IV diplomatic features. i did everything that is written on the 1 page on the other thread. but i dont get the vassal option in diplo screen when i play, i got the message that i could make vassal but it wont show up. and i dont get the request help option when friends with a civ and stuff. only thing i can see is working is diplo values. it worked before, i think i had the same versions as now to. i deleted the dll file in civ IV diplo features now as it says in first page, and put the > in the DiploCurrentDeals, thats the only different from what i played before when it worked. maybee i have done something wrong but. maybee u know what to do?
 
Hello whoward.i wrote in DLL - Various Mod Comps + Civ IV Diplo + CSD thread.

I saw it, please don't cross post (as if someone answers here the "knowledge" is then lost from the relevant thread.)
 
Ran into a nasty issue with v61.

If you settle a City directly adjacent to a Natural Wonder, the City's yields go berserk. The issue doesn't occur if you settle two or three tiles away and then have your city's borders expand to include the Wonder. While that screenshot is of your DLL running with several other mods, I tried it with only DVMC v61 running and the issue persisted.
 
Cool! My capital is currently producing 44,130 food per turn!
 
Yep, yield bug detected. Help! I've got negative 100 million culture.

Please let me know whether I can use v62 on the same saved game when you fix it, because I just got one with nature and snatched urulu in a deity game with maya. I am cry.
 
Will truly free great people work with 53 or does it require 60+?

The answer is in CustomModOptions.xml

Code:
    <!-- Removes free GP (from buildings, policies, traits, etc) from the GP counters ([B][COLOR="Red"]v61[/COLOR][/B]) -->
    <Row Class="6" Name="GLOBAL_TRULY_FREE_GP" Value="0"/>
 
Cool! My capital is currently producing 44,130 food per turn!

And just added a load of debug prints and can no longer replicate the problem :cry:
 
The answer is in CustomModOptions.xml

Code:
    <!-- Removes free GP (from buildings, policies, traits, etc) from the GP counters ([B][COLOR="Red"]v61[/COLOR][/B]) -->
    <Row Class="6" Name="GLOBAL_TRULY_FREE_GP" Value="0"/>

Thank you now I know where to look.:)
 
Yep, yield bug detected. Help! I've got negative 100 million culture.

Please let me know whether I can use v62 on the same saved game when you fix it, because I just got one with nature and snatched urulu in a deity game with maya. I am cry.

Pretty sure I've fixed this, and v62 is save compatible with v61 :)
 
No, as you can use the code as the documentation.

CvLuaCity
  • LUAAPIEXTN(HasDiplomat, bool, iPlayer);
  • LUAAPIEXTN(HasSpy, bool, iPlayer);
  • LUAAPIEXTN(HasCounterSpy, bool);
  • LUAAPIEXTN(GetCounterSpy, int);

I would like to realize an UB that, each time that a spy has been detected or killed in the city which has this building, provides a bonus, for this reason there isn't something like GetSpyState?
 
each time that a spy has been detected or killed in the city

Coming soon in v63

Code:
    <!-- Events sents on espionage outcomes (v63) -->
    <!--   GameEvents.EspionageResult.Add(function(iPlayer, iSpy, iResult, iCityX, iCityY) end) -->
    <!--   GameEvents.EspionageState.Add(function(iPlayer, iSpy, iState, iCityX, iCityY) end) -->
    <Row Class="3" Name="EVENTS_ESPIONAGE" Value="0"/>
 
Ok last time I ask and by the way the Japanese, the owners of the company I worked for, believe if you don't ask 3 times you really are not that concerned. I will be playing DLL63 as soon as you release it, so is there anyway you could possibly create a mod similar to fortress borders. This just allows the land adjacent to the fort to belong to the owner of that fort which makes sense. Regardless I really appreciate all the work you put into these mods. Thanks again..
 
Back
Top Bottom