DLL - Various Mod Components

Think of it as a big tool-kit for helping to build other mods, rather than a big mod that does loads of things itself. I should probably list all the other mods that use bits of it at some point!
Edit - following mods depend on / reference the DLL, there may be others that can take advantage of features if they are available (eg the UU Danish Longboat)

  • Global - City States Gifts
  • Global - Enable Magellan
  • Global - Espionage Mapping
  • Global - Espionage Race
  • Goody Huts - Tech Refund
  • Improvement - Tunnel
  • Promotions - Heli AirRecon
  • Promotions - Jet Long Range Recon
  • Promotions - Terrain Crossing
  • UI - City Production
  • UI - Diary
  • Unique Building - Cistern
  • Unique Building - Compendium
  • Units - Paratroop Enhancements
 
hmmmm , ok. I think i am understanding this system of yours and it's looking pretty sweet.
So the list above are mods that needs the dll 0 and 1 edited.


Now, if i want your UI for: clock, happiness, promtions list, no dll reference needed as it's not mentioned in your custommods.xml.


Now, if i have enabled the espionage dll references, i will need the espionage mods from your site.


If i switched CS focus to 1 in the dll, i need the ui city production.....


Have i understood correctly ? :-)
 
Quick question:


Allied millitary states requires a patch to unitpanel.lua.


What patch do i need to download for this feature to work correctly ?


thanks.
 
Allied millitary states requires a patch to unitpanel.lua.

It works, it's just that the tooltip is wrong - it won't tell you you can upgrade in an allied CS.

UnitPanel.lua is a file that is modified by many mods, so I tend to leave it alone - especially for something as trival as a tool-tip change. That's more of a comment to any scenario builders using that feature of the dll that they need to fix the tool-tip in their own mod.
 
hmmmm , ok. I think i am understanding this system of yours and it's looking pretty sweet.

The DLL is a mainly a tool-kit.

If one of my mods needs the DLL it will have the correct dependancy set - you won't be able to enable the mod in game without the DLL being enabled - that's mods like "Goody Huts - Tech Refund" and "UB - Cistern"

Some of my mods can take advantage of functionality within the DLL and will change their behaviour if you have it installed - for example "UI - Diary" will remind you when you have agreed to go to war as it hooks one of the events the DLL will generate (if enabled)

Most of my mods do not need the DLL at all.

Rather than making many, many changes to the DLL and saying "you can either install this and get all the changes or not and get none of them" - which goes against my pick-and-mix approach - (almost) every modded feature within the DLL can be turned on or off individually - so the pick-and-mix approach is extended into the DLL. You the player get to choose what you want to play with. The ones that can't be turned off are typically very minor bug fixes (like the code that always gives aqueducts, even if the civ has a UB for the aqueduct) or API additions (that have no effect unless explicitly called - get the API that manipulates spies)

This approach also means I don't have to put every XML, SQL, LUA, UI, etc file into the DLL mod - I can still keep all the code for tunnels in a seperate mod (which you only need to download if you want to play with tunnels) and not add bloat to the DLL mod

W
 
Hmmm... perhaps I should consider a modmod to make your DLL switches (or some of them) changable on the start up screen or from a special 'advanced options' screen or something...

BTW: I've been looking for a way to detect and react to the presense of other mods. Sounds like you found one? I will be reading through that UI - Diary.
 
Hmmm... perhaps I should consider a modmod to make your DLL switches (or some of them) changable on the start up screen or from a special 'advanced options' screen or something...

That only works when the game is started, the settings won't be reset when a game is loaded ... several of us are running into this problem at the moment - see http://forums.civfanatics.com/showthread.php?t=492310
 
BTW: I've been looking for a way to detect and react to the presense of other mods. Sounds like you found one? I will be reading through that UI - Diary.

Depends when you want to do it - at database load time, you'll need to set your mod to depend on / reference the other mod and then use SQL to detect it in the database - usually via WHERE EXISTS clauses. If you only need to know from within lua there are some methods on the Modding object that will tell you if a mod is installed and active or not.

UI - Diary just detects events from the DLL and reacts to them
 
Hmmm... perhaps I should consider a modmod to make your DLL switches (or some of them) changable on the start up screen or from a special 'advanced options' screen or something...

Good idea. I've added a Lua method on Game to permit such a modmod to force the cached options to reload
 
Hi, please explain those options:

Code:
    <!-- Permits coastal units to cross oceans -->
    <Row Class="2" Name="PROMOTIONS_CROSS_OCEANS" Value="1"/>

"Coastal unit" is for example Trireme and it can enter ocean after some kind of promotion (even in the ancient era)?

Also:
Code:
	<!-- Permits Deep Water (Ocean) embarkation for hovering units -->
    <Row Class="2" Name="PROMOTIONS_DEEP_WATER_EMBARKATION" Value="1"/>

Is this "Embark upgrade" to all units before Optics or some kind of promotion must be achieved?
 
Suggest you read through this thread, as it covers the design goals behind those two promotion attributes
 
Whoward

When i enabled your dll, is my game using a totally new code ? My Marathon game has become so much better in my hotseat games. Ai is exploring way better than before, they actually come back for ten turn war agreements which they never did before , nice nice .

so far so good, i only had one game crash but i have like a dozen mods active.

As.for condensed promotin ui, does it show up after the notification panel if full ?
 
Not so much new as added to. I'd love to take credit for improving the AI explorer, but I've made no changes there!

If you mean "UI - Condensed Promotions" they should always be active, but as it changes UnitPanel.lua/xml they may not be displaying if one of your other mods also updates those files and has loaded later.
 
V13 (some minor bug fixes and additional events) might be delayed a bit, but it should be worth the wait ;)

attachment.php


(In case you can't read it, the text on the left says "0 turns until border growth")
 
Added some missing Game Events, most are in V12, a few will be added to V13 (IsAbleToDeclareWar and three related plus CitySoldBuilding)

Bold = new events, bold italics = new events, code from Gedemon's RED dll

Yellow = TestAll, Blue = TestAny, Orange = GetValue, Green = Notify, Red = Very inefficient TestAll (which I really do not recommend enabling!)

attachment.php

I can't find any info on CombatResult... what does it return?
 
Hi, I noticed a weird bug in my current game which I *think* might come from your promotion changes. At one turn, my unit had the penalty for attacking over rivers no matter what unit it targeted and even though it was in fact not attacking over a river at all (see screenshot here). On the next turn, I didn't get this penalty however, and I'm not even sure if the penalty was actually applied, because my Riffleman did in fact kill the Crossbow completely, even though the prediction said it wouldn't. I know this is a bit vague, but I wanted to let you know, in case you come across something that might explain this.
 
hi, I'm running civ5 on steam in Mac.
I have alreacy activated the dll various mod comp.
but how do i use the passable fort? it doesn't seem to work. do i need to modify other files? how do i do that?
step by step would be appreciated.. i'm not a coder..
 
how do I enable the all passable forts?
if I'm using Mac.

Depending on whether or not you have "All Forts Passable" enabled, you may need to be adjacent to the fort/citadel to enter it

All Forts NOT Passable - ship cannot route through fort, but can enter it from adjacent tile (this is because the fort is on a Lake and not Coastal)

attachment.php


All Forts NOT Passable - ship cannot enter fort from city (either by routing or directly) as the fort is not coastal

attachment.php


All Forts ARE Passable - ships may pass and route freely

attachment.php
 
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