DLL - Various Mod Components

would I be able to use your passable tunnel as a separate mod? I'd very much like to have canals
 
which components do I need to make a separate passable fort mod? I'm thinking of making one.
 
I had a really ugly crash on the weekend. All my mods were gone and after a few flush my game would not reload anymore.

I am going to restart a new one disabling everything except for city states unraze.

I had a promotion expansion mod which i think might have played up with the condensed promotion.
 
I had a really ugly crash on the weekend. All my mods were gone and after a few flush my game would not reload anymore.

There's not a lot I can do about the poor upgrades that happen at Steam which then result in Steam deleting all your mods. It's a known problem with Steam (and the primary reason none of my mods are there any more, and never will be). There are many threads about it. And many threads about how to download mods, and then trick it into forgetting about them.
 
I've already seen enough to simply say I do not offer any Mac support at all with my mods. I'm not bending over backwards for a problem I didn't create.

I have pretty much the same feelings about Steam
 
would I be able to use your passable tunnel as a separate mod? I'd very much like to have canals

Not without the DLL changes - which will only work on a PC
 
Whoward,

Question, just out of curiosity .... i am familiar with the xml modding. I was just thinking, is lua modding the same concept ?. Say, i was to isolate the CvPlayerai.cpp. would i be following the same procedure as implementing an xml mod or does that cpp have references to some dll and i got the lua modding all wrong.

Any help from anyone is much appreciated, thanks.

I just started doing xml mods and this city states no razing has been an obsession for a while now, hence the interest in lua.
 
i am familiar with the xml modding. I was just thinking, is lua modding the same concept?

No. Not even close. XML modding is changing or adding to the values in the database that the existing code works with to change or extend (eg new civs) the existing behaviour of the game.

Lua modding is adding new code to add new behaviours

Say, i was to isolate the CvPlayerAI.cpp. Would i be following the same procedure as implementing an xml mod or does that cpp have references to some dll and i got the lua modding all wrong.

CvPlayerAI.cpp *IS* part of the DLL. It is C++ code (and hence needs compiling into a DLL) and not Lua
 
whoward69, I have recently stopped using some other mods and almost everything is from Pick'N'Mix Mods. There a couple fo things I would like to changed. Mainly I want to change MIN_CITY_RANGE among a couple of others. I could code this before and it worked just fine. Now I think it is getting over written. Can you tell me where I can change this in your mods or if it is even defined. Thanks
 
None of my mods alter MIN_CITY_RANGE, so you'll either need to edit it directly in the core game files (there are two versions of those files so make sure you change the one for G&K) or write your own mod to alter it - there is a basic empty mod here for making such simple changes
 
V13 uploaded to my site

  • BUGFIX_INTERCEPTOR_STRENGTH
  • NukeDetonated event
    • NuclearDetonation(iPlayer, iX, iY, bWar, bBystanders)
  • SendCanMoveIntoEvent column on Units
  • Promotions - Subs Silent Running
  • Promotions - AntiAir Specialisations
  • UI - Promotion Tree updates for Subs and AA promotion trees
  • Unit promotion/upgrade events (need an example of usage)
    • CanHavePromotion(iPlayer, iUnit, iPromotionType)
    • UnitPromoted(iPlayer, iUnit, iPromotionType)
    • CanHaveAnyUpgrade(iPlayer, iUnit)
    • CanHaveUpgrade(iPlayer, iUnit, iUnitClassType, iUnitType)
    • UnitUpgraded(iPlayer, iOldUnit, iNewUnit, bGoodyHut)
  • Trireme attacks helicopter and wins bug fixed (I hope!)
 
yes, gunship can now defend itself against trireme and other ships. It works very well. Thanks.

The only thing is that the gunship appears to be quite weak when attacking a trireme. It makes around 35HP of damage. I would expect a gunship should be able to take out a trireme in one shot almost. Is it because of :
<Row Class="0" Name="UNITS_HOVERING_COASTAL_ATTACKS_DIVISOR" Value="2"/>

If I replace the value="2" by value="1", will the gunship be stronger? Will it be too strong compared to more modern ships (destroyer, etc.)?
 
If I replace the value="2" by value="1", will the gunship be stronger? Will it be too strong compared to more modern ships (destroyer, etc.)?

Basically RangedAttack = MeleeAttack/UNITS_HOVERING_COASTAL_ATTACKS_DIVISOR, so yes if you change that to 1 it will be double strength.

"Will it be too strong" comes under "balance" in my book and one person's "balanced" is another's "underpowered" while yet another's "overkill" - so just go with whatever makes you happy :)
 
Most users have trouble following a manual install even if I give them a link to the DLL on your page. Worse yet, if I set a dependency and they look at that, it just gives them the unique id not the name of the mod, which is useless for finding and installing it. To make it worse links in my Steams descriptions not only can't be clicked, but they can't be copied and pasted.

I want to use the abilities of this DLL with my mods, but not if users can't realistically find and install it. What am I missing? Is there a tag I can use inside steam comments to make a url work? A field I am forgetting to set to turn the unreadable ID into a mod name? Anything??
 
IIRC to get a hyperlink into the Steam description you have to upload the mod and then manually go into the Steam Workshop entry and edit the description to fix the link (you can also fix the [NEWLINE] etc stuff while you're at it as the SDK doesn't translate from Civ5 codes to Steam codes) - the old GameSpy system was so much better IMHO

Even though you have to enter the name of the dependant mod in the SDK, surprisingly it doesn't copy that info into the .modinfo file, so no, there is no way to change the GUID into a meaningful name - you'll need to add the details into the mod description ... see comments above.
 
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