DLL - Various Mod Components

Hi Whoward

I currently have your DLL Various Component Mod from PICK N MIX Website.

However I rather have the DLL Various Component MOD (36 Civs) however the version update between the 2 are different. The DLL Various Standard is updated more than the other one. I do not want it to conlfict with the other mods I downloaded that I know for a fact work currently for the standard DLL Various.

If I use that instead of this, would it cause an IssuE? Or when are you going to update that DLL Mod?
 
The 34/43/62 civ variant of the DLL only gets built when I know the standard 22 civ version is (hopefully) stable. Expect a v63 of them all fairly soon.
 
Hey. what of your mods change the color on the flights? from green to red to se if its health up. i remember i had it one time
 
Hey whoward69, I've got an idea for a possible mod. I've always found it irritating that when you win other than Science Victory it makes it impossible to build the spaceship. Every other victory seems to work after doing another, it seems odd that Science is exempt.

It'll stop that annoying icon that comes up in the production menu after getting a victory other than science and you can win multiple times and rub it the AI's face. :)
 
thanks. one question. where should i copy the 43 civs dll to use in the 34 dll?i see the file but dont know where to put it. im waiting for the new update off the 34 dll to, u know exactly when its up?:)
 
Rename the CvGameCore_Expansion2.dll as CvGameCore_Expansion2_34civs.dll, then rename the CvGameCore_Expansion2_43civs.dll as CvGameCore_Expansion2.dll

do you know exactly when its up?:)
When real life stops getting in the way of modding ;)
 
Hey whoward69, im actually running several mods, I just want to confirm it as I am testing and im getting one major issue. When I save with my MODS on (Most of them are CIVS and your Gameplay Mods as well as Gedemons) I cannot load those games as it tells me the MODS are not installed.

Can you let me know if your mod perhaps coupled with one of the other mods is causing it? or do you know how to sort it out?
 
Does GameEvents.CityBoughtPlot also checks for normally acquired plots?

Yes. As far as the DLL is concerned, "normally acquired" means "bought with culture", hence the two parameters on the end of the event

Code:
GameEvents.CityBoughtPlot.Add(function(iPlayer, iCity, iPlotX, iPlotY, bGold, bCulture)
  if (bGold) then
    -- Player bought the plot with gold
  else
    -- City acquired the plot through expansion
  endif
end)

Note: (bGold ~= bCulture) will always be true
 
i got a issues with the 34 dll. its only when im using over 22 civs, the congress wont open so the game is stuck and cant go next turn. im using civ iv diplo features think it has something do to with that. because when i play over 22 civs the vassal and stuff will not show in game before i clear cache after starting a game. and thats not a problem when using 22 civs only, then everything works normal.
 
im using civ iv diplo features think it has something do to with that.

It would be better to post on the Combined DLL thread then, as I've said before I don't play with that mod, so you'll stand a much better chance of getting help from those that do on that thread.
 
V63 has been uploaded to my web-site and GitHub.

EDIT: 34/43/62 civ version has also been uploaded

This completes the "Unified Yields" task - for full details see here and for details about the new tables start at DB/API/UnifiedYields.xml

Unified Yields Summary
  1. Additional primary table - In the standard game there is no way to assign yields based on plot type, this has been addressed by adding the Plots table and associated secondary yield tables, eg Belief_PlotYieldChanges. This enabled modders to create (for example) beliefs that enhance mountains (PLOT_MOUNTAIN) directly, without having to resort to fake features. (A GreatPersons table has also been created, for memory efficiency reasons.)
  2. Secondary yield table consistency - In the standard game not all yields can be used in all secondary yield tables, eg you can't convert hammers into faith via an entry for YIELD_FAITH in the Process_ProductionYields table. This is no longer the case. Every standard yield works in (almost) every secondary yield table. The very few exceptions relate to local yields in a non-city environment, eg the "FromKills" tables.
  3. Cross primary table consistency - In the standard game not all conditions for applying yields behave consistently, eg while there are secondary yield tables for river tiles with specific features, improvements or terrains (Feature_RiverYieldChanges, Improvement_RiverSideYields and Terrain_RiverYieldChanges) there is only a secondary yield table for improvements on fresh water tiles, that is, while there is a Improvement_FreshWaterYields secondary table, the Feature_FreshWaterYields and Terrain_FreshWaterYields tables do not exist. All of the missing secondary yield tables within the Features/Improvements/Terrains group and most of them within the Beliefs/Policies/Traits group have been added (see post #2 here for the missing ones).
  4. Yield specific columns into secondary yield tables - In the standard game there are yields added via specific columns on primary tables, eg Beliefs.GoldPerFollowingCity and Traits.FaithFromUnimprovedForest. Some of the more desirable of these have been converted into secondary yield tables (eg Beliefs.GoldPerFollowingCity becomes Belief_YieldPerFollowingCity and Traits.FaithFromUnimprovedForest becomes Belief_CityYieldFromUnimprovedFeature) and where appropriate these have been extended to the group (so there are also Policy_CityYieldFromUnimprovedFeature and Trait_CityYieldFromUnimprovedFeature tables)
  5. Additional yields - Two completely new yields have been added - Tourism and Golden Age Points - which work completely in all secondary yield tables. (Tourism is treated as a local yield as it doesn't accrue turn-on-turn.)

Spoiler :
Details
The primary tables of interest are Beliefs, Buildings, Features, Improvements, Plots, Policies, Processes, Resources, Routes, Terrains, Units and UnitPromotions.

New Yields
  • YIELD_TOURISM
  • YIELD_GOLDEN_AGE_POINTS

New Primary Tables
  • Plots
  • GreatPersons

New Secondary Yield Tables
  1. Belief_CapitalYieldChanges
  2. Belief_CityYieldFromUnimprovedFeature
  3. Belief_CoastalCityYieldChanges
  4. Belief_GreatPersonExpendedYield
  5. Belief_GreatWorkYieldChanges
  6. Belief_PlotYieldChanges
  7. Belief_SpecialistYieldChanges
  8. Belief_TradeRouteYieldChange
  9. Belief_UnimprovedFeatureYieldChanges
  10. Belief_YieldFromBarbarianKills
  11. Belief_YieldFromKills
  12. Belief_YieldPerFollowingCity
  13. Belief_YieldPerOtherReligionFollower
  14. Belief_YieldPerXFollowers
  15. Building_PlotYieldChanges
  16. Feature_CoastalLandYields
  17. Feature_FreshWaterYields
  18. Feature_TechYieldChanges
  19. Improvement_YieldAdjacentSameType
  20. Plot_Yields
  21. Policy_CityYieldFromUnimprovedFeature
  22. Policy_FeatureYieldChanges
  23. Policy_GreatPersonExpendedYield
  24. Policy_PlotYieldChanges
  25. Policy_ResourceYieldChanges
  26. Policy_SpecialistYieldChanges
  27. Policy_TerrainYieldChanges
  28. Policy_TradeRouteYieldChange
  29. Policy_UnimprovedFeatureYieldChanges
  30. Policy_YieldChangesNaturalWonder
  31. Policy_YieldChangeTradeRoute
  32. Policy_YieldChangeWorldWonder
  33. Policy_YieldFromBarbarianKills
  34. Policy_YieldFromKills
  35. Terrain_CoastalLandYields
  36. Terrain_FreshWaterYields
  37. Terrain_TechYieldChanges
  38. Trait_BuildingClassYieldChanges
  39. Trait_CapitalYieldChanges
  40. Trait_CityYieldChanges
  41. Trait_CityYieldFromUnimprovedFeature
  42. Trait_CoastalCityYieldChanges
  43. Trait_FeatureYieldChanges
  44. Trait_GreatPersonExpendedYield
  45. Trait_GreatWorkYieldChanges
  46. Trait_PlotYieldChanges
  47. Trait_ResourceYieldChanges
  48. Trait_TerrainYieldChanges
  49. Trait_TradeRouteYieldChange
  50. Trait_YieldChangeTradeRoute
  51. Trait_YieldChangeWorldWonder
  52. Trait_YieldFromBarbarianKills
  53. Trait_YieldFromKills
  54. Unit_YieldFromBarbarianKills
  55. UnitPromotions_YieldFromBarbarianKills
  56. UnitPromotions_YieldFromKills

So you think it's broke ...
Please double-check the following before reporting errors on this version

  1. Make sure you have logging enabled, and check the database.log and lua.log files for errors!!!
  2. Confirm that any database changes adding new yields are actually being applied (at the very least check the database.log for errors, but preferably look directly into the database with something like SQLiteSpy)
  3. Ensure you fully understand what the new table actually does (and not what you think it should do) and how yield entries within it manifest themselves - some tables are badly named and some have non-obvious effects (I've tried to flag these in the notes in post #3 here)
  4. If it's a modifier, is there an associated yield to modify? You would not believe how many times during testing I've applied a 500% modifier to a yield of 0!
  5. If it's a modifier, will the change actually show up - most yields do NOT calculate to hundredths. For things like culture, faith, tourism and golden age points (which count in ones, not hundredths) applying a 25% modifier will not show any increase in yield unless you have at least a base yield of 4 (as 3 * 1.25 in integer maths is still 3)
  6. Are you sure it's not just a tooltip error. Most tooltips are generated by Lua in the UI. As these files have not been changed, they take no account of the new sources for standard yields or the new yield types.
  7. Finally, remove all other mods and pseudo-DLCs (including EUI) - you should just be testing with the DLL and the mod needed for testing (eg "My - Changes") to remove any possible chance of interaction. (IGE and/or LiveTuner mods to help with testing should be fine.) Also, don't modify the base files directly as that makes it a royal PITA for anyone trying to reproduce the error!

So you're convinced it's broke ...

I need a zip with a save game file with ONLY the DLL and a simple mod (eg "My - Changes") to add the yields enabled. Please include the simple mod in the zip, but not the DLL mod! In your error report post, please explain what you do (if anything) after loading the save game file (eg finish a building, add a trade route, pick a policy), what effect you see, and what effect you would have expected to see.

If you're getting a CTD, I need the CvMiniDump.dmp file from the directory that the main Civ5 .exe file is in - usually "C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V" (NOTE: I do not need any .mdmp files from this sub-directory as these are useless to anyone but Firaxis)

TIA and Enjoy

W
 
Hey, I was using your DLL v53 for my mod and I have never encountered a problem, everything has always worked perfectly. Now I'm passed to the version 63 for its new espionage methods and Im getting a CTD if I settle a city or if I click on "Next Turn" (so Im blocked on the first turn). Note that I have only the DLL active, no other "Pick And Mix Mods" and none sql/xml insert in the new tables. Im attaching the .dmp file (visual studio dead) hoping you can help me, thanks in advance!

EDIT: Solved
 
whoward, do you still take on suggestions for new mini-mods :P?
 
do you still take on suggestions for new mini-mods :P?

I never really did, people would post ideas (not necessarily on this thread) and if they piqued my curiosity I'd work on them ...

I'm also in "waiting for Civ:BE" mode at the moment ...

But it's always worth posting the idea ... there may already be functionality in the DLL ... or it may spark with someone else

W
 
It seems that there is a bug that allows Missionaries to be purchased with only a pantheon. This is possibly tied to the changes made to address the modular faith purchasing request I made a while ago. No other mods were active at the time of testing (except IGE).
 
I'm having a conflict with any version after 60 and this Palace Additions mod, which I've attached. When I build the Noble's Quarters, if it's enabled after the DLL it doesn't work at all and if it's enabled before it works fine until the first Great Artist is generated and then it keeps spamming Great Artists every turn. It worked with the DLL fine up until versions 61 and up.
 

Attachments

It seems that there is a bug that allows Missionaries to be purchased with only a pantheon.

Think I've found this - I'll try and test it tomorrow and get a new build out.
 
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