DLL - Various Mod Components

These are my mods, if you can something conflicting.

Any which arn't mine ;) (with the possible exception of R.E.D Modpack)

But if I had to pick one it would be Tree Growth as I know that has its own notification replacment which will certainly conflict with a few of mine on that list
 
You also have a number of the micro-mods from above but are still using V16 of the DLL (and not V17) which is incorrect
Crashed again at turn 17 with the updated DLL. Forrest growth was off all the time I just forgot to cross it out.
Tried playing with only your DLL mod and got to turn 25 without crashing before I stopped, so I guess that's ok. Also tried clearing moduser data/cache folders and playing with all mods, and managed to crash at 2nd turn. Tried removing RED and leaving everything else on, crashed at 31.

Also one of the mods makes the strategic view wrong; it displays wrong icons for resources. Don't know if it's one of yours.
 
I know this will have been answered somewhere but I can't find it, how do I pick and choose from the mods in this? I've got an XML file open in Notepad, can I just turn on/off by changing the...

Value="X"

... bits to 1 or 0 as required?
 
<gif removed>

Apparently, city state gifts isn't compatible with City States Leaders for G+K (Flags). You should probably update the info for it. I downloaded Glary utilities to check for duplicate files in the mod folder and lo and behold.



Moderator Action: I'm not sure of the exact meaning of the gif in the context of this thread, but I'm pretty sure it's not necessary for the discussion, so it has been removed.
 
I know this will have been answered somewhere but I can't find it, how do I pick and choose from the mods in this? I've got an XML file open in Notepad, can I just turn on/off by changing the...

Value="X"

... bits to 1 or 0 as required?

You download the mods you want from his site. I think all are off by default.
 
end)
[*]Building may generate negative happiness (you will need to fix the ":) -2" oddity in the UI!)

Thanks a lot, this one of the real needed tweaks :goodjob:.
Hope someone could fix the ui, my lua skill is so noobish)
 
The City Working Distance mod isn't working for me. I still have the same mods as of #222 except for Units - Subs Immune Under Ice and City Working Distance.
 
Do you know of way to make your mods compatible with the Civ IV Diplomacy mod, since they both use the vGameCore_Expansion1.dll. Or with Raze Capitals mod, which also uses the same file.
 
Do you know of way to make your mods compatible with the Civ IV Diplomacy mod,

**YOU** would need to take the C++ code from my DLL (which is in the Source sub-folder in the mod itself) and merge it with the changes in the C++ code from those other mod(s) (assuming they publish their C++ code changes) and then compile your own DLL
 
Sorry for jumping the gun, after taking the Hanging Gardens wonder I noticed that the row went from 3 to 4. I assumed that I had 5 tiles at the start of the game, should have known that from the previous posts above.

Could you please tell me when the rows of workable tiles are going to increase? Is it tied to specific wonders, tech, eras or ?
 
Sorry for jumping the gun, after taking the Hanging Gardens wonder I noticed that the row went from 3 to 4. I assumed that I had 5 tiles at the start of the game, should have known that from the previous posts above.

Could you please tell me when the rows of workable tiles are going to increase? Is it tied to specific wonders, tech, eras or ?
It's xml based. Whoward's mods are often like mini tutorials. In this one he shows four different ways his mod can be used, but only three are active by default:

Civilization Trait: India (Population Growth) gets an extra ring to start with.
Wonder/Building: Hanging Gardens gives an extra ring.
Policy: Completing the Commerce Tree gives an extra ring.

Note, doing all three of these things will still only result in five rings, not six :)
 
Ah, I see now. Thanks for the info.

Do you know what the 4th one is? Seeing how I'm never Gandhi and just in-case I don't get the Hanging Gardens I'd like to know other options.
 
The mod was originally just written to increase the working distance of cities, then it was requested that the range should be dependant on techs/policies/traits/buildings/wonders, so it was changed to "Ghandi +1 working distance in all cities (trait)" and "Hanging Gardens increase the working distance of the city it is built in by +1 (wonder)" - I need to update the description and also generate a "cover image" for the mod

You could write your own mod (or edit that one) to make any changes you want
 
Unfortunately I have no idea on how to make or edit mods for Civ5 at all. Skyrim and New Vegas are a little better, but nothing like Civ5.

I definitely like the idea that it expands as your civ grows throughout the ages. I was going to recommend that one be added to a tech tree so everyone gets a chance to go up to 5. The first one I thought of was Medieval Era but that's when you get the Commerce policy one. So I was thinking Renaissance or Industrial Era, Renaissance as growth from a society perspective and Industrial from the scientific advances going on. I would say Industrial personally, but those are just my ideas.
 
Version 18 is now on my web site (and also in GitHub)

  • EVENTS_UNIT_PREKILL - sends an event just before CvUnit::kill() is called
  • BUGFIX_CITY_STACKING - fixes the issue where a melee unit can't attack out of a city if there is a ship in port, also stops a newly created ranged unit from being able to fire (and hence break the stacking limit restrictions) if there are other ground units in the city (see micro-mod "Global - No Followup From Cities")
  • GLOBAL_NO_FOLLOWUP_FROM_CITIES - units attacking from a city, citadel or fort will not follow up if they kill the defending unit (see micro-mod "Global - No Followup From Cities")
  • Fixed a bug in city expansion where every plot acquired counted as being purchased (which could really annoy the neighbours!)
  • Fixed a rare Great General generation bug where they could appear on top of an embarked unit
  • Fixed the bug with units waking up when under direct fire (so you could decide what to do with them) losing their fortification bonus

Unlikely to be any further updates until after BNW is released

(For a sneak preview of my current project, see attached :scan: )
 

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I like the "No Followup" idea. But it also made sense that the city defenders would be less effective after sending out a sortie. Although, between the method in the vanilla game and this, I think I prefer this gameplay-wise.

Since you've got a handle on the city stacking code, could you make it so units can stack only in cities (with/without limit)?
 
Since you've got a handle on the city stacking code, could you make it so units can stack only in cities (with/without limit)?

OK, so there may be a V19 before BNW ;)
 
So ...
... if a player has a certain trait/policy/wonder/tech/belief, the number of workable rings for ALL cities should increase
... if a city has a certain building/wonder, the number of workable rings for that SPECIFIC city only should increase

Is that what you had in mind?

is there any chance of creating a link to eras?

i tried adding to CustomModDbUpdates.sql to read
Code:
ALTER TABLE Eras
  ADD CityWorkingChange INTEGER DEFAULT 0;
ALTER TABLE Traits
  ADD CityWorkingChange INTEGER DEFAULT 0;
ALTER TABLE Policies
  ADD CityWorkingChange INTEGER DEFAULT 0;
ALTER TABLE Technologies
  ADD CityWorkingChange INTEGER DEFAULT 0;
ALTER TABLE Buildings
  ADD CityWorkingChange INTEGER DEFAULT 0;
and updating specific Eras to have a value for CityWorkingChange
Code:
<Eras>
		<Update>
			<Where Type="ERA_MEDIEVAL"/>
			<Set CityWorkingChange="1"/>
		</Update>
	</Eras>

but i guess it's buried in the .dll
 
Since you've got a handle on the city stacking code, could you make it so units can stack only in cities (with/without limit)?

Like this ;)

attachment.php
 

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