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DLL - Various Mod Components

Discussion in 'Civ5 - Mod Components' started by whoward69, Nov 4, 2012.

  1. Lynnes

    Lynnes King

    Joined:
    Aug 23, 2015
    Messages:
    886
    Thanks for the update!
    So are you going to release a V68 that addresses the faith issue?
    I mean... no game of Civ goes on forever, right? ;)

    I think it's completely acceptable to start a new game after updating the DLL-mod.
     
  2. whoward69

    whoward69 DLL Minion

    Joined:
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    Location:
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    DLL testing games have a very long shelf life
     
  3. Lynnes

    Lynnes King

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    So will it be fixed in the next version?
     
  4. whoward69

    whoward69 DLL Minion

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    Curiousier and curiouser!

    It's only happening for Faith, which is very odd as the Faith code is mainly derived from the Culture code
     
  5. balparmak

    balparmak Warlord

    Joined:
    Sep 20, 2015
    Messages:
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    @whoward69

    This will be completely unrelated to the topic but I'm curious about which mods do you use, do you have a list or sth? I'm always looking for more mods that go well together, and there is no place like a modder's list for that :)
     
  6. whoward69

    whoward69 DLL Minion

    Joined:
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    8,518
    Location:
    Near Portsmouth, UK
    Removing a couple I'm currently developing/debugging
    Spoiler :

    AI - Secondary Workers And Settlers
    AI - Warmonger Adjustments
    Bugfix - Research Overflow Exploit
    Buildings - Guilds Great Work Displays
    Buildings - Lighthouse Near Sea
    Buildings - Mill Changes
    Buildings - Storage Yard and Stockpile
    Colored Religions
    DLL - Various Mod Components
    Diplomacy - Auto-Denounce
    Diplomacy - No Expansion Dialogs
    Diplomacy - No Pointless Dialogs
    Global - Allies Block Blockades
    Global - Archaeologist Dig Sites
    Global - Barbarian XP Level 6
    Global - CS Liberate After Buyout
    Global - CS Raze Rarely
    Global - CS Unit Upgrades
    Global - City Forest Bonus
    Global - City State Airbases
    Global - City States Gifts
    Global - City States No Allied Skirmishes
    Global - City Working Distance
    Global - Civilians Move After Purchase
    Global - Commander Influence Borders
    Global - Counter Espionage
    Global - Counter Religion
    Global - Enable Magellan
    Global - Espionage Race
    Global - Fortify Almost Healed
    Global - Grateful Settlers
    Global - Great Work Research
    Global - Great Work Vaults
    Global - Local Generals
    Global - National Wonders Exclude Razing
    Global - Naval Nearest Water
    Global - No Conquered Allies
    Global - No Conquered Spaceships
    Global - No Followup From Cities
    Global - No Ocean Plundering
    Global - Palace Extra Great Work
    Global - Passable Forts
    Global - Pro-rata Buildings Purchase
    Global - Random City Names
    Global - Religious Settlers
    Global - Remove Ghost Routes
    Global - Separate Great Admiral
    Global - Spice Islands
    Global - Trading Posts Flat Land
    Global - Truly Free Great People
    Global - Units Awake In Danger
    Global - Venice Keeps Resources
    Goody Huts - No Auto-Mapping
    Goody Huts - Tech Refund
    Improvement - Airbases
    Improvement - Tunnel
    LiveTuner - Icon Viewer
    LiveTuner - Notifications Panel
    LiveTuner - Routes Panel
    LiveTuner - Tech and Policy Panels
    LiveTuner - Texture Viewer
    LiveTuner - Unit Panel
    Maps - Improved CS Luxuries
    Maps - Improved River Systems
    Maps - Improved Small Landmasses
    Maps - Random Goody Huts
    Maps - Rotate Start Position
    My - Changes
    NaturalWonders - Equality
    Policy - Free Warrior
    Policy - Reveal Capitals
    Promotions - AntiAir Only Defensive
    Promotions - AntiAir Specialisations
    Promotions - Crossovers
    Promotions - Extra Cargo
    Promotions - Flagship
    Promotions - Heli AirRecon
    Promotions - Jet Long Range Recon
    Promotions - No InstaHeal
    Promotions - Siege Defensive Terrain
    Promotions - Terrain Crossing
    Religion - Bonus Beliefs
    Religion - Fixed Pantheons
    Religion - Fixed Prophets
    Religion - Natural Wonder Epiphany
    Religion - Randomise
    Religion - Recurring Purchase Notify
    Tech - Satellites Reveal Cities
    Trade - Marble Shipments
    UI - Antiquity Site Tooltips
    UI - Auto Map Pins
    UI - City Expansion
    UI - City Happiness
    UI - City Production
    UI - City Production Queue Enhancements
    UI - City Religions
    UI - Condensed Promotions
    UI - Destination
    UI - Diary
    UI - Enhanced Demographics
    UI - Enhanced Rankings
    UI - Gold Alerts
    UI - Great Work Manager
    UI - Improved City Banner
    UI - Map Pins
    UI - Multiple Great Library Splashes
    UI - National Wonder Splash Screens
    UI - No Auto-Embark Workers
    UI - Notification Options
    UI - Overlay Antiquities
    UI - Overlay Barbarians
    UI - Overlay City Limits
    UI - Overlay Continents
    UI - Overlay Harbours And Airports
    UI - Overlay Luxuries
    UI - Overlay Resources
    UI - Overlay Road And Rail
    UI - Overlay Wonders
    UI - Project Splash Screens
    UI - Promotion Tree
    UI - Religion Spread
    UI - Small Resource Icons
    UI - Summary Antiquities
    UI - Summary Barbarians
    UI - Summary City States
    UI - Summary Clock
    UI - Summary Luxuries
    UI - Summary Shipping
    UI - Summary Specialists
    UI - Trade Opportunities
    UI - Trade Routes Enhancements
    UI - Unit List Enhancements
    UI - Upgrade Tree
    UI - Wonder Planner
    Unique Building - Agora
    Unique Building - Basilica
    Unique Building - Bull Ring
    Unique Building - Cavalry Garrison
    Unique Building - Cistern
    Unique Building - City Gate
    Unique Building - Dojo
    Unique Building - Riverport
    Unique Building - Smokehouse
    Unique Building - Turkish Baths
    Unique Building - Village Green
    Unique Unit - Longboat
    Units - Cheap Workboats
    Units - Galleon
    Units - Mech Infantry
    Units - Mounted Units
    Units - Naval Changes - Early Eras
    Units - Naval Changes - Late Eras
    Units - Paratroop Enhancements
    Units - Pikeman to Musketman
    Units - Population
    Units - Rangers
    Units - Sub Upgrades
    Units - Subs Ignore Borders
    Units - Subs Immune Under Ice
    Units - Super Carrier
    Units - Visible Trade Units
    ZNW-Symbolic Ideology Tenets
     
  7. whoward69

    whoward69 DLL Minion

    Joined:
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    8,518
    Location:
    Near Portsmouth, UK
    V67 and the "Diplomacy - ..." mods have been uploaded to my website, and the V67 code is on GitHub
     
  8. Lynnes

    Lynnes King

    Joined:
    Aug 23, 2015
    Messages:
    886
    There is a small typo in the ImprovementAirbases.lua with "iMaxAircraftPerAirbaseLate" that prevents the capacity to upgrade to 5 with the RADAR-Tech.
    For my personal use I also changed the description to reflect this upgrade (otherwise you don't know about it unless you remembered it from the description of your download-site ;) ). Maybe you want to include that, too.
     
  9. whoward69

    whoward69 DLL Minion

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    Messages:
    8,518
    Location:
    Near Portsmouth, UK
    Short answer: Yes, will be fixed in v68 - breaking save games in the process ... you'll know, as it just crashes to the desktop!

    Long answer: I've tracked down the issue and it's just too much work to fix it. Basically, when a policy affects a building, some bonus yields are added to two variables (one is a count for the tooltips and one is a total of all bonuses from all sources), while others are only added to the total (and the tooltip is either not calculated at all - as the game core doesn't have anything that will add that yield to the tooltip, or recalculates the tooltip value from scratch). This is a real PITA as far as unified yields is concerned, so an attempt was made to consolidate the code. This works for some yields, but not others, even when the coding appears to be very, very similar. Culture it works for, Faith it does not. Go figure!

    As v68 will break the save game format, I'm also taking the opportunity to add in a couple of other features that also break the save format.
     
  10. balparmak

    balparmak Warlord

    Joined:
    Sep 20, 2015
    Messages:
    123
    I guess I have most of them, but will check the remaining, many thanks!

     
  11. whoward69

    whoward69 DLL Minion

    Joined:
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    Messages:
    8,518
    Location:
    Near Portsmouth, UK
    Teaser

    Spoiler :
    Code:
    > for i,e in ipairs(Players[0]:GetMilitaryLog()) do print(string.format("Turn %i at (%i, %i): %s", e.Turn, e.Plot:GetX(), e.Plot:GetY(), e.Message)) end
     WorldView: Turn 10 at (19, 23): Your Ranger (24 damage) attacked an enemy Brute (42 damage)!
     WorldView: Turn 11 at (19, 23): Your Ranger (19 damage) attacked an enemy Brute (35 damage)!
     WorldView: Turn 12 at (18, 23): Your Ranger (19 damage) destroyed an enemy Brute!
     WorldView: Turn 12 at (18, 23): You have captured a Barbarian Encampment and recovered 25 Gold!
     WorldView: Turn 13 at (18, 23): Your Ranger (18 damage) attacked an enemy Brute (40 damage)!
     WorldView: Turn 13 at (18, 23): While defending, your Ranger (5 damage) killed a Barbarian Brute!
     WorldView: Turn 21 at (33, 15): An enemy Brute (25 damage) attacked your Scout (26 damage)!
     WorldView: Turn 26 at (29, 19): Your Archer bombarded an enemy Brute! (21 damage)
     WorldView: Turn 26 at (27, 30): Your Scout (26 damage) destroyed an enemy Brute!
     WorldView: Turn 27 at (30, 19): Your Archer bombarded an enemy Brute! (28 damage)
     WorldView: Turn 28 at (29, 19): Your Archer bombarded an enemy Brute and destroyed it!
     WorldView: Turn 28 at (23, 33): Your Ranger (18 damage) attacked an enemy Brute (46 damage)!
     WorldView: Turn 29 at (23, 33): Your Ranger (22 damage) attacked an enemy Brute (43 damage)!
     WorldView: Turn 29 at (29, 20): Your Archer bombarded an enemy Brute! (21 damage)
     WorldView: Turn 30 at (24, 33): Your Ranger (16 damage) destroyed an enemy Brute!
     WorldView: Turn 30 at (24, 33): You have captured a Barbarian Encampment and recovered 25 Gold!
     WorldView: Turn 30 at (29, 20): Your Archer bombarded an enemy Brute! (20 damage)
     WorldView: Turn 31 at (29, 20): Your Archer bombarded an enemy Brute! (23 damage)
     WorldView: Turn 31 at (25, 34): Your Ranger (11 damage) attacked an enemy Brute (49 damage)!
     WorldView: Turn 32 at (29, 20): Your Archer bombarded an enemy Brute! (25 damage)
     WorldView: Turn 32 at (26, 34): Your Ranger (8 damage) destroyed an enemy Brute!
     WorldView: Turn 33 at (29, 20): Your Archer bombarded an enemy Brute and destroyed it!
     WorldView: Turn 34 at (29, 20): You have captured a Barbarian Encampment and recovered 25 Gold!
    
    Code:
    > for i,e in ipairs(Players[0]:GetDiplomacyLog()) do print(string.format("Turn %i: %s", e.Turn, e.Message)) end
     WorldView: Turn 5: Greetings. I am Askia of the Songhai. We are a fair people - but those who cross us will find only destruction. You would do well to avoid repeating the mistakes others have made in the past.
     WorldView: Turn 21: What brings you to Brazil my friend? I am Pedro, do we have business to conduct?
     WorldView: Turn 25: We should consider exchanging embassies, which would allow for more advanced diplomacy between our peoples.
     WorldView: Turn 32: We would like to set up an embassy in your capital. What do you think?
    


    Now to write the UI

    One down, one to duplicate

     

    Attached Files:

  12. seamus2010

    seamus2010 Chieftain

    Joined:
    Jun 23, 2013
    Messages:
    66
    The "3 Units Per City" mods crashes my game when I try to load a save with it turned on. Same with the "2 Units Per Fort" mod. Any ideas?

    mod list

     
  13. Craig_Sutter

    Craig_Sutter Deity

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    Location:
    Calgary, Canada
    I have a suggestion...

    Would it be possible to add a lua function that changes the terrain that a city can be founded upon. For example, in the xml you can set that cities cannot be founded on Tundra... however, that does not change over time. I would like some function such as Unit:CanFoundCity(playerid, plottype, etc) so that I can trigger ability to found a city based upon a technology or policy.

    I hope that's clear.
     
  14. Lynnes

    Lynnes King

    Joined:
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    My quess would be

    Great Admiral Aquaculture

    ;)
     
  15. whoward69

    whoward69 DLL Minion

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    Today's teaser ...



    Spoiler :
     

    Attached Files:

  16. Lynnes

    Lynnes King

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    Messages:
    886
    That looks nice!
     
  17. seamus2010

    seamus2010 Chieftain

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    Messages:
    66
    Thanks, but I've tried it with Great Admiral Aquaculture turned off, it still crashes when I try to load a save.
     
  18. Serp

    Serp King

    Joined:
    Apr 1, 2015
    Messages:
    642
    Hey whoward, I have a question about your AI -warmonger adjustment mod:
    why is "WARMONGER_THREAT_PER_TURN_DECAY" 10 and in the base game it seems to be -5?
    What does it mean if it is negative or positive? Is a positive number an increment instead of decay?

    the problem is, that your mod is included in my modpack, but in the database this entry is -5 instead of 10. Maybe another mod is the cause for this. But Alexej reported a problem with warmongering, it does not decay: http://forums.civfanatics.com/showthread.php?p=14028821#post14028821 .
    So now I need to know, if it would be fine if 10 (and all other entries from your mod) would be in the database.
     
  19. Lynnes

    Lynnes King

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    I thought this was caused by changing the version of the Warmonger-mod from v1 to v2 during the same game/ save, but I get Warmonger penalities even when I've never been at war with someone, and it seems to be rising (global threat already, not a single war).
    So maybe there is a missing - ?
     
  20. whoward69

    whoward69 DLL Minion

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    Ooops! It should indeed be -10

    In my defense, I'll also fix Firaxis' bug in the C++ source code

    Code:
        // WH - This is a bug, it should be -5
        m_iWARMONGER_THREAT_PER_TURN_DECAY(5),
    
     

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