DLL - Various Mod Components

That's caused by not including CustomMods.h and CustomMods.cpp into your build and/or not cleaning the pch file after a test build of the core code
 
V9 is now on my mod web site (see details in signature).
 
Hello and thanks for all of the great mods you do.

I am currently playing with various DLL mods. It seems that only some of the forts and Citadels that I am building are actually allowing ships to pass.

Currently the one that I have with Ocean on both sides works but the one with a sea on one side and a city on the other doesn't.

Any ideas?
 
Is it stopping you entering the fort from the sea, or entering the city from the fort?
 
It stops me from entering a Citadel from the Sea.

I tried and experiment and built a new Fort and it worked. But that fort wouldn't let me enter a City that was on a one hex lake next to it.

I'll try and get some screen shots.

Where I am right clicking is the Citadel that will no longer allow me to pass. It used to. If you look to the upper right there is another citadel that does allow passage.
 
Think I've found this

1) That ship is in a lake (how did it get there?) so the citadel is not on a coastal tile so would need the passable_forts_any option enabled (it's disabled by default), but even if you do that
2) I managed to copy the code/dll into the mod (not the ModBuddy project) so V9 is actually the V8 code base! Oops!

I'll get the real V9/V10 updated later this evening
 
Tiotihuacan (at the bottom of the screen is actually built on a thin strip of land between a much larger sea below. So I was able to build ships there.

I was hoping to send those ships out into the ocean via the citadel fort passageway above. I can move into the fort from that lake, but the fort does not connect to the city Tlatelolco above it.

When I started that game I was using version 7 I think. Like I said. I can move into forts. They just don't seem to connect with cities that are coastal.

Added a new screenshot pulled way back. As you can see there are a bunch of inland seas. I have built cities where I can attach them. The very top of the screen shot is ocean as well as the very bottom. (Even though it's tough to see that).

If I could connect the top to the bottom I would have a passage right through the center of the continent. And right now I have two wars going on on both sides of the world so having that passage is crucial.

Perhaps it wasn't meant to do what I want it to do though? Thanks for your help either way.
 
So I replaced the file. Still mid game didn't connect the forts or citadels to cities. Should I start a new game? Do I need to delete cache etc. Don't really want to quit my game at this point till GEM gets a bit more stable.
 
Shouldn't need to start a new game, but do need to ensure that WinDoze isn't caching the DLL (so if you were playing civ before replacing the dll you may need to restart the PC)

What's the date/time stamp in CustomMods.log?
 
Hi. I've noticed that when i get a tech goody hut, i receive the message but not the tech. Do i need to actually subscribe a Lua script to the tech event in order to receive techs? I tried disabling the tech event in the xml file but still receive no tech :undecide:
 
Hi. I've noticed that when i get a tech goody hut, i receive the message but not the tech. Do i need to actually subscribe a Lua script to the tech event in order to receive techs? I tried disabling the tech event in the xml file but still receive no tech :undecide:

Not seeing this behaviour at all - with or without a mod that hooks the two new events I get the tech.

The hook that determines if you can get a tech fires before the message, so I would expect "hut + no message + no tech" but not "hut + message + no tech" (as it's worked out it's going to give you the tech to display the message)

Are you using any other mods that alter the tech tree?
 
So I replaced the file. Still mid game didn't connect the forts or citadels to cities. Should I start a new game? Do I need to delete cache etc. Don't really want to quit my game at this point till GEM gets a bit more stable.

Depending on whether or not you have "All Forts Passable" enabled, you may need to be adjacent to the fort/citadel to enter it

All Forts NOT Passable - ship cannot route through fort, but can enter it from adjacent tile (this is because the fort is on a Lake and not Coastal)

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All Forts NOT Passable - ship cannot enter fort from city (either by routing or directly) as the fort is not coastal

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All Forts ARE Passable - ships may pass and route freely

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The hook that determines if you can get a tech fires before the message, so I would expect "hut + no message + no tech" but not "hut + message + no tech" (as it's worked out it's going to give you the tech to display the message)

Are you using any other mods that alter the tech tree?
No. I just have the dll and some UI mods i'm working on. If i build my UI mods without the dll, everyhting works fine. If i add the dll, i don't get any tech :confused:

I'll redownload the dll so i'm sure i have the latest one and check again.

EDIT : Never mind, it works with the latest dll.
 
@Whoward: Thanks bub that did it. I thought that was on by default. Didn't realize there was two levels of passing through forts. Makes sense now. My bad.

Unfortunately the really cool map where I cut the continent in half via lakes and forts is done.
 
Razed forts?
Just had this happen with latest Civ patch, your mod and some personal modifications (but none of them should affect razing or improvements). When a fort is pillaged, at least by barbs, it gets removed completely :crazyeye:
No idea where it comes from. Might be your dll, the Firaxis patch, a combination of both or some unexpected consequences of innocent looking Lua UI mods (Murphy, i hate you :p)
 
@BobMorane - That's and easy one, blame Firaxis

Code:
<Row>
<Type>IMPROVEMENT_FORT</Type>
<DestroyedWhenPillaged>[COLOR="Red"][B]true[/B][/COLOR]</DestroyedWhenPillaged>
<BuildableOnResources>true</BuildableOnResources>
<DefenseModifier>50</DefenseModifier>
<OutsideBorders>true</OutsideBorders>
</Row>
 
Doh. I didn't even look at the XML. Never thought the cause was so dumb. Now i feel like it was me being dumb :hammer2:
I should know it by now : always search for the dumbest possible issue first.
 
Whoward, I'm experiencing a bizarre bug with this DLL. I'm using it with other mods, which are mostly minor (and mostly from your pick and mix collection), Thal's CivUP + GEM notwithstanding, but none of them use their own DLLs, and none should conflict with what your DLL does to my knowledge... not that I'd imagine a conflict would manifest in this way:

Engineer specialists, irrespective of the building they're employed in, generate over 2 million happiness. This bug doesn't appear to emerge with any particular configuration of mods, but this DLL is always the one that causes it to happen; the bug is not there will any other combination of mods I have tried, nor with all mods but this DLL enabled. Not only that, when it appears is inconsistent; rarely it will not manifest, but on a reload or in a new game it will without the changing of enabled mods.

Please help, I'd love to use your DLL!
 
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