DLL - Various Mod Components

Trading units can set the route to the remote town, the location of which is hidden by the fog of war. It would be fair if the trading units could do the tiles which are move visible.
 
Is it something that I should worry?

Spoiler :
Code:
[545945.250] WonderPlanner: UpdateWonders() enter
[545945.250] WonderPlanner: GetWonders() enter
[545992.031] Runtime Error: E:\Dokumenty\My Games\Sid Meier's Civilization 5\MODS\UI - Wonder Planner (v 14)\UI/WonderPlanner.lua:248: bad argument #2 to '?' (Key must be of type 'number' or 'string'.)
stack traceback:
	=[C]: ?
	E:\Dokumenty\My Games\Sid Meier's Civilization 5\MODS\UI - Wonder Planner (v 14)\UI/WonderPlanner.lua:248: in function 'GetWonders'
	E:\Dokumenty\My Games\Sid Meier's Civilization 5\MODS\UI - Wonder Planner (v 14)\UI/WonderPlanner.lua:287: in function 'UpdateWonders'
	E:\Dokumenty\My Games\Sid Meier's Civilization 5\MODS\UI - Wonder Planner (v 14)\UI/WonderPlanner.lua:107: in function 'UpdateData'
	E:\Dokumenty\My Games\Sid Meier's Civilization 5\MODS\UI - Wonder Planner (v 14)\UI/WonderPlanner.lua:592: in function 'OnWondersUpdate'
	E:\Dokumenty\My Games\Sid Meier's Civilization 5\MODS\UI - Wonder Planner (v 14)\UI/WonderPlanner.lua:599: in function <E:\Dokumenty\My Games\Sid Meier's Civilization 5\MODS\UI - Wonder Planner (v 14)\UI/WonderPlanner.lua:597>
[546005.125] WonderPlanner: UpdateWonders() enter
[546005.125] WonderPlanner: UpdateWonders() exit
Is it normal that after I clicked Wonder Planner icon, it's loading long and popup is blank? I have to close it and click again on icon and wonders appear.

And does it support mods that add custom wonders, like JFD's Cities in Development, Piety?
 
It reads the database to find all wonders (which is why it takes a long time the first time)

Are you using a mod that adds a wonder that doesn't have a pre-req technology (ie one that can be built immediately?) - or possibly one where pre-req limitations are implemented in Lua?
 
Hi whoward. First of all thank you and Lynnes for all the bugfixes and new features :)

Whoward,

Also, JdH's Active Diplo requires a surprisingly small amount of changes. It's not too bad, actually.

Cheers,
G
So is it still too much time? Will you add it in v73?

Assuming you won't add it, in which timeframe will you release v73 (with a fix for the last CTD isssue Lynnes posted) ?
 
JdH's mod is completely un #defined, so would require a lot of work to get to a state that I can even start integrating it ... so it's very unlikely to happen. I'd rather spend the effort on Smart AI V3. Nothing in terms of new code will be happening until at least Easter.

Jog my memory on the last CTD reported (still a bit "shell-shocked" from standing up for three days solid talking to the general public!)
 
JdH's mod is completely un #defined, so would require a lot of work to get to a state that I can even start integrating it ... so it's very unlikely to happen. I'd rather spend the effort on Smart AI V3. Nothing in terms of new code will be happening until at least Easter.

Jog my memory on the last CTD reported (still a bit "shell-shocked" from standing up for three days solid talking to the general public!)

@Active Diplomacy: Oh, too bad! But.. um.. Gazebo said it would be relatively easy?! :D

@last CTD: AI owning only puppet cities because it loses the last 'owned' city results in CTD

@talking to the general public: Sounds interesting, what did you do?
 
@Active Diplomacy: Oh, too bad! But.. um.. Gazebo said it would be relatively easy?! :D

He's either using a different code base (I'm using the one linked from the Steam thread) or has a different definition of "relative" - almost 100 changes across 13 files ... none of them delineated with #define's (see first half of the first DLL Tutorial) doesn't fit my definition!

[The picture is only about a 1/3 of the layout (it's approx. 1.8m x 3.6m)]
 
He's either using a different code base (I'm using the one linked from the Steam thread) or has a different definition of "relative" - almost 100 changes across 13 files ... none of them delineated with #define's (see first half of the first DLL Tutorial) doesn't fit my definition!

[The picture is only about a 1/3 of the layout (it's approx. 1.8m x 3.6m)]

It wasn't delineated, but most of it was for his logging system (that is not necessary for the project). Still, I don't think it is worth the effort right now, as he's currently (I hope) working on a fix for the CP's integration of it.

Nice bricks! Best I've got is a little miniature lego model of the Brandenburg Gate. :)

G
 
@Serps - done and dusted (in v71) see post #1360 and #1361
 
V73 (hopefully this weekend) should have fixed the capital puppet issue.

When searching for a new capital, the default behaviour is to pick the best (based on pop, food, hammers, gold and GP generation)

New behaviour is to only look at core (non-resistance, non-puppets, not burning) cities first, if no core city is available, it will pick
* the biggest city in resistance (at least you've decided to assimilate this one!)
* the biggest puppet
* the biggest city currently being razed

In the case of picking a puppet, the city will be annexed.
In the case of picking one which is burning to the ground, the fires will be extinguished.

Edit: Also added a CapitalChanged event (enabled via the EVENTS_CITY_CAPITAL option)
Code:
-- Event sent after a civilization moves their capital
GameEvents.CapitalChanged.Add(function(iPlayer, iNewCapital, iOldCapital)
end)
which could be used to ascertain if the AI has enough cash reserve to buy a courthouse in their new capital!

W
 
great :)

Since you are quite active, I will try to get an answer again for the following question:

I wanted to make your "Global - City States Gifts (v 4)" mod usable for multiplayer. In mutliplayer are no pop ups, so after discovering a city state you can just guess what you got from them.
I tried to add a notification into the OnPopup function (from CityStateGreetingPopup.lua), but I noticed, that this function is never called in multiplayer while discovering a city state. So I don't know, how to get the information stored in the parameter popupInfo.

so how to get the amount of gifts to display it in a notification, while the "Events.SerialEventGameMessagePopup.Add( OnPopup );" is never called?

edit:
and how does the gift mod works in multiplayer, if players are in team? Is the gift divided? Or does everyone gets the full gift?
 
The last part I can answer easily. Everyone in the team gets the gift (except for food (doggie bags) and unit gifts), and the player that actually met the CS gets twice the gift
 
The last part I can answer easily. Everyone in the team gets the gift (except for food (doggie bags) and unit gifts), and the player that actually met the CS gets twice the gift
Twice? Is that always the case, or only in a team?
How is this done in lua? So where can I see this behavior?

I would like to check if this does work in my merged version (I merged EUI with the gifts mod and maybe I destroyed this "twice" behaviour, cause I thought it is a bug :D)
 
Twice? Is that always the case, or only in a team?
Players are always in teams ... usually a team of one, but always in teams

How is this done in lua? So where can I see this behavior?
It's not, it's in the C++ code in the DLL ... so damn near impossible to destroy it ;)
 
Players are always in teams ... usually a team of one, but always in teams


It's not, it's in the C++ code in the DLL ... so damn near impossible to destroy it ;)
okay thanks :)

Now the only open question is how to inform players about the gift they got without popups :)
 
OK, you can have an event ;)

Code:
  <CustomModOptions>
	<Update>
	  <Where Name="EVENTS_MINORS_GIFTS"/>
	  <Set Value="1"/>
	</Update>
  </CustomModOptions>

Code:
GameEvents.MinorGift.Add(function(iCS, iMajor, iData2, iData3, iFlags, bOpt1, bOpt2, sType)
  -- iFlags will always be 0 and bOpt2 will always be false
  print(string.format("CS %i gave a gift to %i of %i, %i, %s, %s", iCS, iMajor, iData2, iData3, (bOpt1 and "true" or "false"), sType))
end)
 
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