DLL - Various Mod Components

iam lucky that i disabled the auto
update function for CiV.
You can do this still in the offline settings for steam. Then you can go online without any problems.;)
 
iam lucky that i disabled the auto
update function for CiV.
You can do this still in the offline settings for steam. Then you can go online without any problems.;)

If I unplug internet connection, then steam starts in offline mode but do not allow disable auto-update for CiV.
 
Ah ok, but i still can change the update function in my offline mode, anyway strange....
 
I figured out how avoid patch auto-update temporarily.
Just unplug internet connection and play launch the game (steam is unable to download patch update).
Btw, remember to close steam before re-enabling internet connection ;)
 
As per the other thread, this is still being tested and is the G&K port to patch 1.0.3.18

The BNW port will follow in due course - there are only so many free hours in a day ;)
 
The BNW port will follow in due course - there are only so many free hours in a day

Thats not a good enough excuse son.....find more dammit! :trouble:
 
ww2's comments are very much in jest :lol:

(We have lots of pm/email exchanges about lack of time to work on our mods due to that "inconsiderate real-life" getting in the way.)
 
I figured that it was in jest.

If I was a wealthy as Bill Gates, I would offer you a 100,000 pound a year job working full-time on Civ5 mods.

(Unfortunately, in 1979 I made a choice not to work on ideas related to taking the Arpanet into sometihing that consumers could use (ordering pizza from home and having it delivered, watching movies at home on their TV, listening to music on their stero, reading magazines and newspapers on a computer monitor, sending and receivning letters and photographs, etc. etc. )

I figured that the cost of fiber-optic cable was too expensive and disk memory was too expensive. I totally missed the rapid decline in hardware costs that enabled the internet as we know it now.

I was such a fool 44 years ago.)
 
I figured that it was in jest.

If I was a wealthy as Bill Gates, I would offer you a 100,000 pound a year job working full-time on Civ5 mods.

(Unfortunately, in 1979 I made a choice not to work on ideas related to taking the Arpanet into sometihing that consumers could use (ordering pizza from home and having it delivered, watching movies at home on their TV, listening to music on their stero, reading magazines and newspapers on a computer monitor, sending and receivning letters and photographs, etc. etc. )

I figured that the cost of fiber-optic cable was too expensive and disk memory was too expensive. I totally missed the rapid decline in hardware costs that enabled the internet as we know it now.

I was such a fool 44 years ago.)

Don't feel lonely...44 years ago, I was trying to convince my tech-savvy friends to come up with an infrared system to link stereo components without wiring them together. They said, don't bother, it's too complicated and there's no market for wireless thingies. Close, but no cigar, as the saying goes... :cry::crazyeye::D
 
A new DLL mod has been posted to my web-site - see post #166 here http://forums.civfanatics.com/showthread.php?t=430157&page=9

Please note that both the name and the GUID of the mod has been changed - this has been done intentionally to stop the new DLL's being used with the old micro-mods and vice-versa

Also note that the first released version of this mod has been set to V19 so as to correspond to the DLL version number

W
 
It appears the DLL combined with custom maps (civ5map files) causes the game to crash to desktop before even entering the Dawn of Man screen. Map scripts seem to work fine.
 
It appears the DLL combined with custom maps (civ5map files) causes the game to crash to desktop before even entering the Dawn of Man screen. Map scripts seem to work fine.

Doesn't surprise me as World Builder will be writing a save file that won't include all the additional fields in the data structures expected by the DLL
 
Doesn't surprise me as World Builder will be writing a save file that won't include all the additional fields in the data structures expected by the DLL

Okay, so it's super complicated. Don't suppose you have any idea on how to fix it?
 
On another note: city stacking seems to be limited to one unit only regardless of whether GLOBAL_STACKING_RULES is enabled or not. I don't know if this is intended, but it's a minor annoyance considering I prefer to play with unlimited UPT, regardless of the plot's type. As your DLL defines CITY_UNIT_LIMIT, I tried adding a row for it with a bigger value on GlobalDefines but its presence causes the game to crash upon city founding. PLOT_UNIT_LIMIT has no effect on city plots.
 
Have you considered increasing the number of players from 22 in your DLL similar to Gedemon's standalone DLLs?
 
For the time being I'm only updating the dll for BNW, so the dll for G&K is "stuck" at V19
 
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