DLL - Various Mod Components

Would it be too much of a pun, then, to say that this is a God-send?

Sounds good for Sovereignty, which switches dummy Policies left-and-right (another pun... because you choose between leftist-rightist-centre reforms... I'll show myself out :p)
William also fixethed the issue with the 'Select Social Policy' notification becoming brokeneth.

Meethinketh I shall be doneth witheth the 'God-Send' referenceseth :D
 
Move prophet into the capital and found a religion, you have to pick Pantheon, Founder and Follower beliefs only

But this will make it impossible to get a prophet naturally( with fath, before Industrial ), and the top panel shows an enhanced religion has found. Never happened in BNW. I cannot even take your next step though.
 
The problem doesn't like with the DLL, Tokata (hence the "SEP" reference).

Since, when testing with the natural DLL (the game's own) and the modified (VMC), the issue persists, we can naturally and safely assume the problem isn't with this modification.
You might get a solution to your problem in the mod's (the one that changes Byzantine's trait) thread.
 
But this will make it impossible to get a prophet naturally( with fath, before Industrial ), and the top panel shows an enhanced religion has found. Never happened in BNW. I cannot even take your next step though.

I have no idea what other mods (EUI?) you're using or what steps you are trying ... complete, reproducible, step-by-step details are the life-blood of debugging.

But my point is, I see NO differences between how prophets behave in vanilla BNW compared to BNW+VMC. In the normal course of play they spawn the same; if I drop them in with FireTuner they behave the same; if I add them via traits they behave with the same bugs. So there MUST be something else in your game setup (beyond my control) that's affecting what you're experiencing.
 
The problem doesn't like with the DLL, Tokata (hence the "SEP" reference).

Since, when testing with the natural DLL (the game's own) and the modified (VMC), the issue persists, we can naturally and safely assume the problem isn't with this modification.
You might get a solution to your problem in the mod's (the one that changes Byzantine's trait) thread.

Well, thanks, bane. :) I'm now going to take another test (because I noticed whoward's test doesn't contain what I wanted to express, and there must be something wrong with my English...)
If I get a same result (with DLL contains problems while BNW not), I will post my results later (maybe with screenshots?). If not, I will post 'Ol Korekt' here and try to give myself a check though.
I'm worrying about behaving like wasting his time, and I'm not. Noticed that CvReligionClasses.cpp has only changed 30 lines between DLL v75 and DLL v77, It's nature for him to think there being no problem in this simple change at all.


I can't replicate anything your indicating.
I'm going to do this now.
 
It's nature for him to think there being no problem ...

It's not a case of thinking the code is correct ... I can't replicate anything your indicating.

Step
By
Step
Instructions
I
Clicked
This
Then
I
Clicked
That
 
Did some test, seems that truely I made some mistake. First I must say sorry to whoward. :p

Then post my results because it is still a BUG even vanilla BNW contains it.

Summary:
a) Just like whoward said, a prophet borned outside a city ,and with a religion already exist in its civ, is not able to enhance this religion.
b) Directly creating a religion will cause the top panel consider there being an enhanced religion, but other prophets can still born naturally.
c) I noticed that other prophets can no longer born naturally yesterday, but am not able to repeat this today. Maybe there's something I remembered wrong.

Using:
Another simple mod for a trait.
Simply the same results with DLL-VMC or not.
Code:
<GameData>
	<Traits>
		<Replace>
			<Type>TRAIT_EXTRA_BELIEF</Type>
			<Description>TXT_KEY_TRAIT_EXTRA_BELIEF</Description>
			<ShortDescription>TXT_KEY_TRAIT_EXTRA_BELIEF_SHORT</ShortDescription>
			<FreeUnit>UNITCLASS_PROPHET</FreeUnit>
			<FreeUnitPrereqTech>TECH_MINING</FreeUnitPrereqTech>
		</Replace>
	</Traits>
</GameData>

CASE 1:
- Turn 1 -
A prophet from faith and another prophet from trait borns.
Click 'Create a Religion' using the one from faith.
Create a Religion derectly.
The top panel shows wrong tips about a 'existing' enhanced religion.
The trait-prophet is able to enhance a religion.

CASE2:
- Turn 1 -
Prophet from trait borns.
Do nothing.
- Turn 2 -
A prophet from faith borns.
Click 'Create a Religion' using the one from faith.
Create a Religion derectly.
The top panel shows wrong tips.

The trait-prophet is able to enhance a religion.

CASE3:
- Turn 1 -
A prophet from faith borns.
Click 'Create a Religion' using the one from faith.
Create a Religion derectly.
The top panel shows wrong tips.

- Turn 2 -
Prophet from trait borns.
The trait-prophet is not able to enhance a religion.

CASE4:
- Turn 1 -
Set Faith to 100.
- Turn 2 -
Can create a panthon. Do it.
Set Faith to 1000.
- Turn 3 -
A prophet from faith borns. Faith cleared.
Create a religion.
Set Faith to 1000.
- Turn 4 -
Another prophet from faith borns. Faith cleared.
No BUGs in this case.
 
Not tested, but there's nothing in the code that checks for -ve modifiers (unlike Firaxis ;) )
 
v78 uploaded to web-site and GitHub

  • Japanese translation (courtesy of Sub6)
  • C4DF restart fix
  • Fix for free religious units from traits
  • Unit Lua API - GetMaxHitPointsBase(), SetMaxHitPointsBase(iValue) and ChangeMaxHitPointsBase(iChange)
  • Additional unit supply from traits
 
DO NOT USE V78 - CTDs when loading save games

(I've had to give my slightly nibbled cakes back :( )
 
v79 uploaded to web site and GitHub

Fixes load issue (will also load v77/v78 saves)

(Can I have my cakes back please? :mischief:)
 
If I don't change the three files you mentioned in UNITS_MAX_HP, would I get a CTD or simply wrong calculations in the panels?

Just the wrong calcs.
 
"Units - Tough Nuts" - example of giving units >100 HPs

Please note, this mod is only an example of how to change the base max hit points for a unit class (via the <Units> table) along with example promotions to give specific units additional max hit points, either as a fixed amount or a percentage of base max hit points.

It is NOT a complete stand-alone mod.

To make it stand-alone, you will need to add and then mod three core game UI files - PlotMouseoverInclude.lua, EnemyUnitPanel.lua and UnitPanel.lua - to remove references to GameDefines.MAX_HIT_POINTS (also coded as GameDefines["MAX_HIT_POINTS"]) and replace them with pUnit:GetMaxHitPoints() (or appropriate variant).

Without the appropriate changes, a unit's hit points will show as (100 - damage), as the game tracks damage taken by a unit and not it's remaining hit points.

However, creating such a mod will make it incompatible with every other mod/pseudo-DLC that also alters any of these three files. Conversely, any mod that alters these three files while keeping the coding to GameDefines.MAX_HIT_POINTS will be incompatible with any mod trying to use the new max hit points feature(s).

Note: Any Pick'N'Mix mod that alters these files, eg "UI - Condensed Promotions" has been changed as required in the latest version.
 
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