DLL - Various Mod Components

I want to love this mod, but I can't get the "DLL - Various Mod Components" to install. I keep getting an error in the mod selector "This version of the game is not compatible with this mod".

BNW v 1.0.xx

Any ideas?
 
Depends what the .xx is, needs to be the latest patch 3.276/279

Edit: Also needs to be the PC version of the game
 
I have the game version 1.0.3.279 with all Expansions and DLC on the PC

When viewing the city my production and gold markers on the map look like food. I believe it's a conflict between DLL - Various Mod Components (CSD and C4D) and EUI, removing either solves the problem. I have posted this exact post on the other mods bug report page. Hopefully between the three of us we can figure this out. I've attached a picture of what's going on with my lua.log, it won't let me post the same lua.log or picture because I've already posted it on the EUI mod page 109. http://forums.civfanatics.com/showthread.php?t=512263&page=109
 
EUI (possibly any pseudo-DLC) is exposing a weirdness in the way the GameInfo cache works

Without EUI
Code:
[ Lua State = YieldIconManager ]
> GameInfo.Yields[1].ImageTexture
 YieldAtlas.dds
> for row in DB.Query("SELECT ImageTexture FROM Yields WHERE ID=1") do print(row.ImageTexture) end
 YieldIconManager: YieldAtlas.dds

With EUI
Code:
[ Lua State = YieldIconManager ]
> GameInfo.Yields[1].ImageTexture
 YieldIconManager: _cmdr = {GameInfo.Yields[1].ImageTexture}:1:  [COLOR="Red"]Cannot find key - ImageTexture
[/COLOR]> for row in DB.Query("SELECT ImageTexture FROM Yields WHERE ID=1") do print(row.ImageTexture) end
 YieldIconManager: YieldAtlas.dds

I've recoded YieldIconManager to allow for this (or, as you've discovered, you can just remove the lua/xml pair of files), so it won't be an issue from v69 onwards.

However, if this is a weirdness in the way the GameInfo cache is handled/affected by pseudo-DLC, it has wider ranging implications for players merging mods into DLC
 
I see. And what if you disallow units of different civs on the same tile in general?

I'd missed your PM (from ages ago!) about CTDs under some situations, so I'll look into this again. One of the big issues with banning units from different civs in the same tile is it can interfere with the path-finding code (when a unit passes through without stopping) - and I really don't have the spare time to dive back into the path-finder at the moment.
 
However, if this is a weirdness in the way the GameInfo cache is handled/affected by pseudo-DLC, it has wider ranging implications for players merging mods into DLC

Don't worry, this issue does not happen when using fake-DLC modpacks, so no need for further investigations here. :)
Deleting the YieldIconManager-files is only required when playing via the mods-menu.

I'd missed your PM (from ages ago!) about CTDs under some situations, so I'll look into this again. One of the big issues with banning units from different civs in the same tile is it can interfere with the path-finding code (when a unit passes through without stopping) - and I really don't have the spare time to dive back into the path-finder at the moment.

No problem!
Oh, I see. Hmm.. well.. maybe it's okay when you just have a look how Ilteroi and Gazebo solved this in the CP and adopt these changes to the VMC? I mean they will include new versions of VMC to the CP anyways, so it might be the best solution for everyone, if the approach to solve this issue is the very same in both projects?
You don't have to reinvent the wheel, they won't have to adjust anything with the pathfinding when upgrading to v69, everyone wins. :D
 
Any chance to work with City State Diplomacy (v 25) and Civ IV Diplomatic Features (v 10) but keeping the Pioneer and Colonist add on that is on the City State Diplomacy (v 25) attached DLL?

I understand that all of them modify the DLL, so if I use your CvGameCore_Expansion2.dll as you recommend to gain compatibility, then I won´t have those units (Pioneer and Colonist)... right?
 
Not sure but JFD's ExCE also has pioneers&colonists, maybe you could try that? His mods are mostly modular so you can disable other stuff. Also I'm pretty sure there were small mods just adding an upgrade tree to settlers, might be a good idea to check steam workshop.
 
Any chance to work with City State Diplomacy (v 25) and Civ IV Diplomatic Features (v 10) but keeping the Pioneer and Colonist add on that is on the City State Diplomacy (v 25) attached DLL?

I understand that all of them modify the DLL, so if I use your CvGameCore_Expansion2.dll as you recommend to gain compatibility, then I won´t have those units (Pioneer and Colonist)... right?
My understanding is that there's no longer a need to get a separate "combined DLL" as since VMC v51, it includes v23 of the CSD DLL and v10.03 of the Civ4DF DLL. I'm not sure that the version of the CSD DLL has been updated in VMC since then, however.

You can certainly use the Community Patch DLL instead (you don't need to run the entire CBP, just the "Core" DLL; however, you will still find a greatly improved AI as a side effect). The CP DLL includes the VMC DLL (and I'm pretty sure it's current with v68 at this point).
 
I just found a bug that affects trading with other leaders using v68:

When you make an offer they don't accept, all interface elements vanish and all you see is the blank leaderscreen and the rotating earth-shaped cursor. All you can do from there is pressing Esc to go back to the worldview.
I started a new game to reproduce the error, and when making an offer they won't accept it just went back to the main-screen for trading, and the leader did not comment the offer at all.
When clicking on 'trade' again, the offer was still there. So either way it's not working as it should.
In situations where you are the one making the offer that's not a big deal, but when they offere something and you want to negotiate, it's pretty annoying.

I switched to v66 to verify it's an issue of v68, and everything worked fine there!
I'm not using any of the STFU-mods, so maybe it is connected to this new element?


edit:
I've noticed 1 more thing: When there is scenario #2 (the offer just closes and they don't comment it, when clicking on 'trade' the offer is still there), they will always start commenting it the third time you try it. Without exceptions. As long as you don't make any edits to the offer.
Just in case this helps figuring out what the problem is.
 
Found and squished over Christmas.

If you're 'au fait' with FireTuner, you can remove the diplo screen with "UI.RequestLeaveLeader()"
 
Oh that's great!
Does that mean there will be a v69 soonish? :)

edit:
I'm about to start a new game today, so if there will be a new one, I could test it immediately!
 
If I postpone the "WTH does the game randomly crash if there are units from two different civs in a fort when they declare war on each other" investigations/possible fix, yes, there'll be a new version sometime today (UK time)
 
If I postpone the "WTH does the game randomly crash if there are units from two different civs in a fort when they declare war on each other" investigations/possible fix, yes, there'll be a new version sometime today (UK time)

Yeah, sounds good! :goodjob:

Have you also encountered crashes in those situations so far? I must admit that I was very new to modding when I observed these crashes and there might have been other reasons (bad mod constellation and so on). My game was never unstable or something, but there is a very slight chance it was caused by something else.
But at least it definitely leads to weird behaviour like units becoming invisible/ strange animations, so if 2 units per fort somehow can be avoided, this will be an improvement in any case. :)

I can try it out again and report the results, maybe in a multiplayer game where I don't have to wait for the AI to randomly move over one of my forts.
 
Only managed to get the "invisible unit", not the crash. Also, if you want a good laugh, put an archer in the fort with an enemy and have them shoot themselves!
 
v69 uploaded to my web site and pushed to GitHub
 
v70a for testing units in a tile (usually with a fort improvement) from multiple civs on the outbreak of war.

The weaker (as defined by the GetPower() method - which takes into account promotions) unit(s) are evicted to nearby plots
 
v70a for testing units in a tile (usually with a fort improvement) from multiple civs on the outbreak of war.

The weaker (as defined by the GetPower() method - which takes into account promotions) unit(s) are evicted to nearby plots

Wow, placing units to nearby plots is very sophisticated! I will test this in a MP game today!
 
Wow, placing units to nearby plots is very sophisticated!

I was aiming to mimic the "teleport hostile units out of my territory on out-break of war" mechanism

I will test this in a MP game today!

Why not just use FireTuner to place an AI unit in the fort with you, and then declare war?
 
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