DLL - Various Mod Components

When you use GrantPolicy method to give human player lots of policies, the 'may adopt policy' notification never pops up. Can this be fixed?
 
That should only be a side-effect of using the old method (free pol=1, free pol=0). Are you using mods that mix the approaches?
 
In that case, please post your mod, the CustomMods.log file, and the steps need (from game start) to replicate the error
 
Steps to replicate the bug:
1. Start the game in classical era.
2. Adopt 2 vanilla policies.
3. Give human player lots of policies that do not increase next policy cost.
 

Attachments

Important bits in magenta

This however leads to a number of issues
- buildings (eg Prora) that give "happiness per X policies" include the orphaned policies in the count X
- the player's overall score includes a (small) amount per policy adopted, this also includes orphaned policies
- orphaned policies are included in the replay data, which can lead to weird roller-coaster looking graphs
- the player's count of remaining polices that can be adopted gets skewed, resulting in the loss of the Adopt Policy notification

We could write a method that calculates if a policy is an orphan (doesn't reference the PolicyBranchType
table either directly or indirectly) but that would then break every existing mod that uses dummy policies and
the free policy exploit.

So the adopted solution is to add a "Dummy" column to the Policies table to explicitly flag a policy as a dummy.
This way, existing mods are unaffected and new mods can use the new database column (along with the new Grant/Revoke/Swap API)
and not have to bother with the free policy exploit. Happiness all round
 
All my dummy policies now have Dummy column set to 1 but I still get no adopt policy notification. Should dummy policy use any columns other than Type and Dummy ?
 
I have your DLL - Various Mod Components - 34 Civs (v 66) downloaded, and recently downloaded the Community Patch, but in the mod listings I am unable to click it cos it says there is already a version of it active (and that goes away if I deselect your mod).

There are some mods I am interested in which say they require the latest CP version. If I keep your mod active instead, would I be able to use those mods? And if that is not the case, is there any way I can use the CP instead whilst still having more civs than allowed in the base game?

Sorry if this is not the right place to be asking this but it says they are different versions of the same thing and I have no idea how dll works, so I'm guessing this is the right place?
 
I have your DLL - Various Mod Components - 34 Civs (v 66) downloaded, and recently downloaded the Community Patch, but in the mod listings I am unable to click it cos it says there is already a version of it active (and that goes away if I deselect your mod).

The base CP has the same internal ID number as DLL - VMC, because it's technically an altered version of it (as such, anything that depends on VMC can be used with CP, but not vice versa).

There are some mods I am interested in which say they require the latest CP version. If I keep your mod active instead, would I be able to use those mods?

No.

And if that is not the case, is there any way I can use the CP instead whilst still having more civs than allowed in the base game?

IIRC Gazebo has more-major-civ versions of the CP planned for release in the future.
 
Oh I see, thanks for answering.

IIRC Gazebo has more-major-civ versions of the CP planned for release in the future.

Ah well, I guess I'll wait for that before trying out those mods.
 
CP and VMC have the same mod ID but handle dummy policies differently. This makes it hard to make a mod that uses dummy policies compatible with both of them. Can something be done about this?
 
One for the CP team, as both the Mod GUID (d1b6328c-ff44-4b0d-aad7-c657f83610cd) and the (internal) DLL GUID (CF7D28A8-1684-4420-AF45-11070C0B8C4A) "belong" to "DLL - Various Mod Components"
 
Code:
    <!-- Fixes the bug where the naval units jump to the nearest city and not the nearest available non-lake water plot (v19) -->
    <!-- See also: "Global - Naval Nearest Water" -->
    <Row Class="1" Name="BUGFIX_NAVAL_NEAREST_WATER" Value="0"/>
 
Back
Top Bottom