Cecil Lizard
Chieftain
Er, I know this might sound stupid but when it says "you'll need to manually copy the 43/62 civ DLL over the 34 civ DLL" on the download page what exactly does that mean to do?
Any idea what might be causing this? I know EUI is an annoying piece of cr.. hacked as a DLC rather than built as a regular mod, but at the same time it's a beautiful work that truly improves game-playAfter ctrl+f -ing some of this threads pages and not finding anything i would like to submit a possible bug:
When used in conjunction with the Enhanced User Interface all tile yield icons turn into the food icon.
it works fine with the vanilla bnw singleplayer and multiplayer, just playing with this specific .dll mod produces this inconvenience therefore i assume that the .dll handles tile yields differently than the base game
newest game version pulled from steam (civ 5 complete)
newest EUI version pulled from the EUI thread
newest .dll version pulled from the pick'n'mix website
I've already posted this issue in the EUI thread, including screenshots:
http://forums.civfanatics.com/showpost.php?p=13676916&postcount=1478
Any idea what might be causing this?
[30359.328] YieldIconManager: E:\Documents\My Games\Sid Meier's Civilization 5\MODS\DLL - Various Mod Components (v 66)\UI\InGame\YieldIconManager.lua:59: Cannot find key - ImageTexture
[30359.328] YieldIconManager: E:\Documents\My Games\Sid Meier's Civilization 5\MODS\DLL - Various Mod Components (v 66)\UI\InGame\YieldIconManager.lua:61: Cannot find key - ImageOffset
[30359.328] YieldIconManager: E:\Documents\My Games\Sid Meier's Civilization 5\MODS\DLL - Various Mod Components (v 66)\UI\InGame\YieldIconManager.lua:59: Cannot find key - ImageTexture
[30359.328] YieldIconManager: E:\Documents\My Games\Sid Meier's Civilization 5\MODS\DLL - Various Mod Components (v 66)\UI\InGame\YieldIconManager.lua:61: Cannot find key - ImageOffset
-- compatibility with "DLL - Various Mod Components" extra yields
for row in GameInfo.Yields() do
for k,v in pairs(row) do
if k == "ImageTexture" then
g_Textures[row.ID] = v
elseif k == "ImageOffset" then
g_OffsetXs[row.ID] = v
end
end
end
but i also noticed a bunch of those lines show in my (lua.)log
Code:[30359.328] YieldIconManager: E:\Documents\My Games\Sid Meier's Civilization 5\MODS\DLL - Various Mod Components (v 66)\UI\InGame\YieldIconManager.lua:59: Cannot find key - ImageTexture [30359.328] YieldIconManager: E:\Documents\My Games\Sid Meier's Civilization 5\MODS\DLL - Various Mod Components (v 66)\UI\InGame\YieldIconManager.lua:61: Cannot find key - ImageOffset [30359.328] YieldIconManager: E:\Documents\My Games\Sid Meier's Civilization 5\MODS\DLL - Various Mod Components (v 66)\UI\InGame\YieldIconManager.lua:59: Cannot find key - ImageTexture [30359.328] YieldIconManager: E:\Documents\My Games\Sid Meier's Civilization 5\MODS\DLL - Various Mod Components (v 66)\UI\InGame\YieldIconManager.lua:61: Cannot find key - ImageOffset
Only if you have the "AI - Smart" (by Ninakoru - see http://forums.civfanatics.com/showthread.php?t=521955) options enabled (off by default)does your dll modify ai behavior?
<?xml version="1.0" encoding="utf-8"?>
<Mod id="68355200-3d27-464e-92d6-8cd767dadb19" version="9">
<Properties>
<Name>Artificial Unintelligence Lite</Name>
<Teaser>Improves Civilization 5's AI (Computer Players). Maximally compatible with all other AI mods.</Teaser>
<Description>Improves Civilization 5's Artificial Intelligence (Computer Players). Nothing more, nothing less.
This is the Lite version of the mod: it contains XML modifications exclusively, so it is maximally compatible with other mods, especially ones that modify the DLL.
Although the mod is a bit bare-bones, the improved AI is immediately noticeable: on Prince difficulty, it will actually keep up in technology, rarely have prolonged money problems, and can actually win wars decisively against other AIs and city states. There are still quite a few problematic areas however, such as promotion management, voting, city placement, and unit management; these aspects have been addressed or are being addressed in the mod's full version, as XML modifications get you only so far. The result is a much better AI, which, although still not without faults, can put up a much better fight without having to rely on bonuses.
The mod has been designed to work with or without any and all official DLC's and expansions, though you will get the most mileage out of this mod when playing with Brave New World. It should also be compatible with mods that do not alter existing AI strategies (ones that add new strategies via CvGameCoreDLL should be fine, eg. Smart AI and Civ4 Diplomatic Options).
Complete changelog is located in the mod's folder (browse to it via My Games\Sid Meier's Civilization 5\MODS\Artificial Unintelligence Lite).
Interested in the mod's development and/or source code? You can visit [url=http://forums.civfanatics.com/showthread.php?p=13524964]the mod's CivFanatics thread[/url]; the mod also has [url=https://github.com/DelnarErsike/Civ5-Artifical-Unintelligence]a GitHub page[/url] if you want to work with my source code (or just to have a quick look).</Description>
<Authors>Delnar_Ersike</Authors>
<HideSetupGame>0</HideSetupGame>
<AffectsSavedGames>0</AffectsSavedGames>
<SupportsSinglePlayer>1</SupportsSinglePlayer>
<SupportsMultiplayer>1</SupportsMultiplayer>
<SupportsHotSeat>1</SupportsHotSeat>
<SupportsMac>1</SupportsMac>
<ReloadAudioSystem>0</ReloadAudioSystem>
<ReloadLandmarkSystem>0</ReloadLandmarkSystem>
<ReloadStrategicViewSystem>0</ReloadStrategicViewSystem>
<ReloadUnitSystem>0</ReloadUnitSystem>
</Properties>
<Dependencies />
<References />
<Blocks />
<Files>
<File md5="5D9C9AD3596885044138D53B92BC9B4C" import="0">Changelog.txt</File>
<File md5="B7F0303F3FBF6893B5AA2F1815FB4F3D" import="0">New_CIV5AICityStrategies.xml</File>
<File md5="C38E202D65F6B10DA746D2D875C255C0" import="0">New_CIV5AIEconomicStrategies.xml</File>
<File md5="5CAD6559AC58C591DAF38F14EA159721" import="0">New_CIV5AIGrandStrategies.xml</File>
<File md5="67C7454FDD2FDA9DE6A0860D89BBE565" import="0">New_CIV5AIMilitaryStrategies.xml</File>
<File md5="D81BB5FFA29378CF59875C2EE8B5BE8F" import="0">New_CIV5CitySpecializations.xml</File>
<File md5="71C9AFFF0D0EB8687FC54E87CA3FBF62" import="0">New_CIV5MultiUnitFormations.xml</File>
<File md5="9A6C3FFC72E82B4A7F4BC1EB7D53151E" import="0">New_CIV5TacticalMoves.xml</File>
<File md5="27EDDB2DC6CEBC06D1ACD1A370A55BE3" import="0">New_CIV5Units.xml</File>
<File md5="A1D6B098704088875587FD55EBB834A5" import="0">New_GlobalAIDefines.xml</File>
<File md5="462AFD06D9B5149897D3A458EF78BE65" import="0">New_GlobalDiplomacyAIDefines.xml</File>
</Files>
</Mod>
he says since all changes are implemented as SQL updates within the XML files
<?xml version="1.0" encoding="utf-8"?>
<!-- Created by ModBuddy on 7/8/2014 11:59:13 PM -->
<GameData>
<AICityStrategies>
<Update>
<Set WeightThreshold="33" />
<Where Type="AICITYSTRATEGY_WANT_TILE_IMPROVERS" />
</Update>
</AICityStrategies>
<AICityStrategy_Flavor>
<!-- Old values were all -3, which was slightly too much *just* because a city has a barracks -->
<Update>
<Set Flavor="-1" />
<Where AICityStrategyType="AICITYSTRATEGY_HAVE_TRAINING_FACILITY" FlavorType="FLAVOR_TILE_IMPROVEMENT" />
</Update>
<Update>
<Set Flavor="-1" />
<Where AICityStrategyType="AICITYSTRATEGY_HAVE_TRAINING_FACILITY" FlavorType="FLAVOR_EXPANSION" />
</Update>
<Update>
<Set Flavor="-1" />
<Where AICityStrategyType="AICITYSTRATEGY_HAVE_TRAINING_FACILITY" FlavorType="FLAVOR_GROWTH" />
</Update>
<Update>
<Set Flavor="-1" />
<Where AICityStrategyType="AICITYSTRATEGY_HAVE_TRAINING_FACILITY" FlavorType="FLAVOR_HAPPINESS" />
</Update>
<!-- Defense flavor influences more than just unit behavior, it also influences unit types and diplomacy,
so the base 25 needed to be increased a bit -->
<Update>
<Set Flavor="35" />
<Where AICityStrategyType="AICITYSTRATEGY_CAPITAL_UNDER_THREAT" FlavorType="FLAVOR_DEFENSE" />
</Update>
<!-- Makes sure settlers are more likely to be produced by the capital instead of forcing a smaller city to do the job -->
<Row>
<AICityStrategyType>AICITYSTRATEGY_ORIGINAL_CAPITAL</AICityStrategyType>
<FlavorType>FLAVOR_EXPANSION</FlavorType>
<Flavor>5</Flavor>
</Row>
</AICityStrategy_Flavor>
</GameData>
there is no need to include UpdateDatabase commands in the modinfo file.
well you try and explain it to him![]()