DLL - Various Mod Components

I'm having some trouble with the ReligionCanHaveBelief gameevent, which only ever returns -1 for the playerID and -1 for the religionID.

From installing a simple print listener on both PlayerCanHaveBelief and ReligionCanHaveBelief, and then giving player 0 (human) and player 1 (ai) enough faith to found a pantheon, found a religion and then enhance that religion, the sequence is what I'd expect

Code:
[I]abridged[/I]
Beliefs available for player 0 founding a pantheon
[19874.542] MyLuaChanges: PlayerCanHaveBelief(0, 0)
[19874.636] MyLuaChanges: PlayerCanHaveBelief(0, 68)

Beliefs available for player 1 founding a pantheon
[19871.048] MyLuaChanges: PlayerCanHaveBelief(1, 0)
[19871.142] MyLuaChanges: PlayerCanHaveBelief(1, 68)

Beliefs available for player 0 to found a religion
[19953.666] MyLuaChanges: ReligionCanHaveBelief(0, -1, 27)
[19985.646] MyLuaChanges: ReligionCanHaveBelief(0, -1, 53)
NOTE: we get -1 here as the player has yet to choose a religion, this is the internal test to see if there are still available beliefs for the religion

Player 0 UI calls for founding a religion
[19997.424] MyLuaChanges: ReligionCanHaveBelief(-1, -1, 27)
[20002.947] MyLuaChanges: ReligionCanHaveBelief(-1, -1, 53)
NOTE: we get -1 for the player as the UI does not pass the new parameters, so for a player of -1 you need to use Game.GetActivePlayer()
NOTE: we get a religion of -1 here as the UI does not pass the new parameters, if you need the religion you'll need to mod the chose religion popup standard lua file

Beliefs available for player 1 to found a religion
[20054.131] MyLuaChanges: ReligionCanHaveBelief(1, -1, 27)
[20054.224] MyLuaChanges: ReligionCanHaveBelief(1, -1, 53)
NOTE: we get -1 here as the player has yet to choose a religion, this is the internal test to see if there are still available beliefs for the religion

Beliefs for player 1's religion
[20054.224] MyLuaChanges: ReligionCanHaveBelief(1, 2, 7)
[20054.349] MyLuaChanges: ReligionCanHaveBelief(1, 2, 55)

Beliefs available for player 0 to enhance with
[20133.723] MyLuaChanges: ReligionCanHaveBelief(0, 10, 25)
[20144.128] MyLuaChanges: ReligionCanHaveBelief(0, 10, 53)

Player 0 UI calls for enhancing a religion
[20144.190] MyLuaChanges: ReligionCanHaveBelief(-1, -1, 7)
[20144.221] MyLuaChanges: ReligionCanHaveBelief(-1, -1, 53)
NOTE: we get -1 for the player as the UI does not pass the new parameters, so for a player of -1 you need to use Game.GetActivePlayer()
NOTE: we get a religion of -1 here as the UI does not pass the new parameters, if you need the religion you'll need to mod the chose religion popup standard lua file

Beliefs available for player 1 to enhance with
[20175.656] MyLuaChanges: ReligionCanHaveBelief(1, 2, 25)
[20175.827] MyLuaChanges: ReligionCanHaveBelief(1, 2, 39)
 
iOldFriendship is the previous influence level, iNewFriendship in the new influence level (internally influence is referred to as friendship)

So if you (id=0) bribe a CS (id=24) and your old influence was 81 and the new is 141 and you become the new ally, you'll get MinorAlliesChanged(24, 0, true, 81, 141)

If an AI (id=3) now bribes the same CS, from 93 to 153, and hence becomes their new ally, you'll get MinorAlliesChanged(24, 0, false, 141, 141) AND MinorAlliesChanged(24, 3, true, 93, 153)
 
From installing a simple print listener on both PlayerCanHaveBelief and ReligionCanHaveBelief, and then giving player 0 (human) and player 1 (ai) enough faith to found a pantheon, found a religion and then enhance that religion, the sequence is what I'd expect

Code:
[I]abridged[/I]
Beliefs available for player 0 founding a pantheon
[19874.542] MyLuaChanges: PlayerCanHaveBelief(0, 0)
[19874.636] MyLuaChanges: PlayerCanHaveBelief(0, 68)

Beliefs available for player 1 founding a pantheon
[19871.048] MyLuaChanges: PlayerCanHaveBelief(1, 0)
[19871.142] MyLuaChanges: PlayerCanHaveBelief(1, 68)

Beliefs available for player 0 to found a religion
[19953.666] MyLuaChanges: ReligionCanHaveBelief(0, -1, 27)
[19985.646] MyLuaChanges: ReligionCanHaveBelief(0, -1, 53)
NOTE: we get -1 here as the player has yet to choose a religion, this is the internal test to see if there are still available beliefs for the religion

Player 0 UI calls for founding a religion
[19997.424] MyLuaChanges: ReligionCanHaveBelief(-1, -1, 27)
[20002.947] MyLuaChanges: ReligionCanHaveBelief(-1, -1, 53)
NOTE: we get -1 for the player as the UI does not pass the new parameters, so for a player of -1 you need to use Game.GetActivePlayer()
NOTE: we get a religion of -1 here as the UI does not pass the new parameters, if you need the religion you'll need to mod the chose religion popup standard lua file

Beliefs available for player 1 to found a religion
[20054.131] MyLuaChanges: ReligionCanHaveBelief(1, -1, 27)
[20054.224] MyLuaChanges: ReligionCanHaveBelief(1, -1, 53)
NOTE: we get -1 here as the player has yet to choose a religion, this is the internal test to see if there are still available beliefs for the religion

Beliefs for player 1's religion
[20054.224] MyLuaChanges: ReligionCanHaveBelief(1, 2, 7)
[20054.349] MyLuaChanges: ReligionCanHaveBelief(1, 2, 55)

Beliefs available for player 0 to enhance with
[20133.723] MyLuaChanges: ReligionCanHaveBelief(0, 10, 25)
[20144.128] MyLuaChanges: ReligionCanHaveBelief(0, 10, 53)

Player 0 UI calls for enhancing a religion
[20144.190] MyLuaChanges: ReligionCanHaveBelief(-1, -1, 7)
[20144.221] MyLuaChanges: ReligionCanHaveBelief(-1, -1, 53)
NOTE: we get -1 for the player as the UI does not pass the new parameters, so for a player of -1 you need to use Game.GetActivePlayer()
NOTE: we get a religion of -1 here as the UI does not pass the new parameters, if you need the religion you'll need to mod the chose religion popup standard lua file

Beliefs available for player 1 to enhance with
[20175.656] MyLuaChanges: ReligionCanHaveBelief(1, 2, 25)
[20175.827] MyLuaChanges: ReligionCanHaveBelief(1, 2, 39)

Thanks for the info, and for checking.
 
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Dear Whoward,
I wonder if there is a mini-mod for this?
The upgrades for each units are shown above the icon so that we know how advanced AI's army are. In the Vanilla we cannot check how many and what kind of upgrades AI's units have.

This image is captured from http://steamcommunity.com/sharedfiles/filedetails/?id=207984421
Thalscicuss's Communitas Interface. But I find it incompatible with Gazebo's Community Patch Project..
 
I just downloaded this mod, but when I hover over the check-mark circle in the in-game mod screen it says "This version of the game is not compatible with this mod." Does this mean I have another mod affecting DLL or something?
 
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?

U mean adding on .modinfo and placing them on folder?
thanx
 
I just downloaded this mod, but when I hover over the check-mark circle in the in-game mod screen it says "This version of the game is not compatible with this mod." Does this mean I have another mod affecting DLL or something?
What version of the mod?
Did you use the link to http://www.picknmixmods.com/ and then download from there. The version you get from the direct "Download here" link from the opening post is, as far as i can tell, very outdated (old G&K version). Current version is v66
 
What version of the mod?
Did you use the link to http://www.picknmixmods.com/ and then download from there. The version you get from the direct "Download here" link from the opening post is, as far as i can tell, very outdated (old G&K version). Current version is v66

I downloaded from the OP. I'll download from the link you gave me when I get home from work today. Thanks!
 
It's pop up to make a proposal ,, but when i click it (or the world congress button after the congress been created) nothing comes up and i can't turn without making a proposal



also how do i enable logging ,,, am a novice at this

did u manage somehow fixing it while keeping game saving?
thanx
 
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?

:goodjob:yep that worked , although author should actually add it on 4 future troubleshooting...:spear:
 
I fell like an idiot, but is there something I have to do to "activate" this mod other than select it in the mod menu? I downloaded v66, checked it off when I started a new game, but I can't use citidels as canals and I can't choose my automatic border expansion.
 
is there something I have to do to "activate" (the features of) this mod

Yes. The mod itself does nothing. It provides lots of functions for other mods to use/activate. See all the "DLL required" and "DLL Enhanced" mods on my web site for the mods that actually do things
 
Yes. The mod itself does nothing. It provides lots of functions for other mods to use/activate. See all the "DLL required" and "DLL Enhanced" mods on my web site for the mods that actually do things

See, I told you I'm an idiot! I thought this mod was a compilation of all the other mods in your Pick 'n' Mix collection. So I gather that I have to download all those mods as well as this one.
 
So I gather that I have to download all those mods

No, not all of them, just "pick'n'mix" the ones you want to play with.
 
What's the status with regards to stability of the DLL? I think last time I played with it, it was version 62 and I experienced a fair number of crashes back then.
 
v66 should have fixed everything I'm aware of

If playing with CSD you'll need to edit one of the XML files in CSD to add a missing entry - see the combined thread for details
 
Hello there!

I'm trying to make the CCTP mod working, but it keeps moaning about the dependency. So I took the dependency out of the .modinfo file and now it works. Well, I'm missing a lot of stuff, but I can load the mod.

So I think I'm doing something wrong with the 'DLL Various Mod Components' file. I just placed 'DLL - Various Mod Components (v 63).civ5mod' in my MODS directory, is that good? Or do I need to place it somewhere else? And yes I've been searching the forum for some time now ;-)

Anyway, I hope someone has an idea... Thanks in advance!
 
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