DLL - Various Mod Components

Here's a question: Using only the DLL mod without any components, the influence of hostile city states drops at 2.5 instead of 1.5 per turn. Any chance to fix this or is it intended?

It's a bug (introduced via CSD). Fixed in v74
 
Could you make a way to forbid ships through an allied CS located in the isthmus until some technology has been found?

Enable via EVENTS_MINORS_INTERACTION
Code:
function OnUnitCanTransitMinorCity(iPlayer, iUnit, iCS, iCity, iPlotX, iPlotY)
    -- Is iPlayer's iUnit allowed to transit through iCS's city iCity at (iPlotX, iPlotY)
    return true
end)
GameEvents.UnitCanTransitMinorCity.Add(OnUnitCanTransitMinorCity)

Edit: Also
Code:
function OnPlayerCanTransitMinorCity(iPlayer, iCS, iCity, iPlotX, iPlotY)
    -- Is iPlayer allowed to transit through iCS's city iCity at (iPlotX, iPlotY)
    return true
end)
GameEvents.PlayerCanTransitMinorCity.Add(OnPlayerCanTransitMinorCity)

The former is for a specific unit (ie can this ship sail through that CS, can this tank roll along the CS's main road), the latter is for generic routes (can this player form a city connection via that CS)
 
V74 uploaded to my web site and GitHub

@Serps - XP system rewritten to store XP internally to 2 dp (ie multiplied by 100) so that promotion should now work - please test! If you use "UI - Unit List Enhancements", while the XP column shows as 18 (say) if you hover over it, it will display 1,825 of 3,000 (ie the internal numbers)
 
The new “airlift events” in v74 are pretty good. If an airlift can been done by a specific Unit (in the same plot or nearby it), that will be expected. :)
 
If an airlift can been done by a specific Unit (in the same plot or nearby it)

If you mean can a helicopter airlift a combat unit it's next to, that should be possible - check out the "Units - Paratroop Enhancements" mod which does something similar with the para-drop events
 
@Serps - XP system rewritten to store XP internally to 2 dp (ie multiplied by 100) so that promotion should now work - please test! If you use "UI - Unit List Enhancements", while the XP column shows as 18 (say) if you hover over it, it will display 1,825 of 3,000 (ie the internal numbers)
great! :)
After a quick test, it does work! :)

Somewhere you wrote, that we have to delete website cache, to get a updated picknmix website?
How to do this with firefox for a single website? All I find with google is "Ctrl + F5", but this does not update your website (DLL should be on the top of "updated").
 
So if I use the new Events "GameEvents.CanAirliftFrom.Add" and "GameEvents.CanAirliftTo.Add" in v74 to replace "GameEvents.CanParadropFrom.Add" and "GameEvents.ParadropAt.Add" in "Units - Paratroop Enhancements", it'll work?
That looks good! :lol:

Wish this feature of Units can been added into DLL like "AllowsAirliftFrom" and "AllowsAirliftTo" of Improvements. ;)
 
So if I use the new Events "GameEvents.CanAirliftFrom.Add" and "GameEvents.CanAirliftTo.Add" in v74 to replace "GameEvents.CanParadropFrom.Add" and "GameEvents.ParadropAt.Add" in "Units - Paratroop Enhancements", it'll work?
Unlikely! What I said was that the para-drop mod does something similar so you could use that as a starting point ... a search-and-replace of event names is very unlikely to work!
 
Somewhere you wrote, that we have to delete website cache, to get a updated picknmix website. How to do this with firefox?

NFI - don't use it.

However, the part of the page that browsers cache and refuse to let go of can be accessed directly as http://www.picknmixmods.com/parts/categories.html

Go to that link (it'll look crap on the page), then click Ctrl-F5 to force the browser to reload it, then access the site normally
 
NFI - don't use it.

However, the part of the page that browsers cache and refuse to let go of can be accessed directly as http://www.picknmixmods.com/parts/categories.html

Go to that link (it'll look crap on the page), then click Ctrl-F5 to force the browser to reload it, then access the site normally

What is NFI ?

I did what you wrote, but the top mod of the "updated" mods is still "AI - Warmonger Adjustments".
Is it an issue on my, or your side?
 
NFI = No ... Idea (you'll have to work out what the F stands for as I'm not allowed to type it here)

Several mods were updated/added, not just the DLL. So long as your "new" list includes a "No radaring" mod, that's the most up to date list
 
NFI = No ... Idea (you'll have to work out what the F stands for as I'm not allowed to type it here)

Several mods were updated/added, not just the DLL. So long as your "new" list includes a "No radaring" mod, that's the most up to date list

yes, it does inlcude that mod, thanks.
I thought it is also ranked. The Warmonger mod was updated 28 february while the DLL was updated yesterday. So I thought the DLL has to be on the top of that list ;)
Thanks for clarifying that.
 
We (the Civ5 community) fixed it before Firaxis did - I just didn't publish the micro-mod before now

And the Firaxis fix doesn't actually fix the overflow maths problem, it just fudges it by setting a limit on the amount of overflow you receive.
 
I knew that you fixed this crappy bug before official patch and I used your mod with gratitude. But just out of curiosity, I wonder this micro-mod exists for what now. Does this remove the limit the max beaker overflow and use correct overflow math instead of bugged one? Or just for old version playing users?
 
When adding the "Global - No Radaring Exploit" micro-mod I noticed that there was no micro-mod to switch on the fix for the science exploit - you had to edit the CustomModOptions.xml file by hand. So I wrote one - "Global - No Science Overflow Exploit"

By default, everything in the DLL is off (with the exception of a few minor code bug fixes and Lua API extensions), so without hand-editing the CustomModOptions.xml file (or writing your own mod) there was no way to switch the correct fix on (ie stop using the Firaxis hack)
 
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