DLL - Various Mod Components

Very well...

The files I have looked at so far, contain no notes of what you have changed. You made the changes, but didn't update the changes with a note saying "whoward".
 
The files I have looked at so far, contain no notes of what you have changed. You made the changes, but didn't update the changes with a note saying "whoward".

Quod erat demonstrandum
 
Quod erat demonstrandum

If you're gonna converse with me, care to to do it in English?



Yes, Winmerge is a helpful tool. It does not tell me what changes were made between the original and whoward's DLL. I need to know this before merging with the Civ IV dll.
 
It does if you compare the original source folder and whoward's source folder.
 
try notepad++; it has an compare [with display of differences] between 2/3 files. That module is in the packet manager.
 
"Quod erat demonstrandum" more commonly written as "QED" (but that was under the 5 char min required by the forum) Translates from the Latin as "which had to be demonstrated".

You are asking me to flag every single change I have made in the source. Every single change I have made IS ALREADY MARKED.

QED, you don't know what you're looking at.
 
My apologies, the files I took a look at weren't changed and didn't have flags.

Didn't think about that GED, thanks.

Off topic: Quite the literary man are we whoward? I appreciate the explanation, but you come off as quite the intrusive person though. I'm sure you're not, however, and just have a different way of expressing yourself via the internet. Right? ;)
 
@Acoustic,

I just want to clarify that Winmerge is an excellent tool when it comes to comparing tow text files of any kind, it's easy to use and it highlights the differences and if one file has more lines it will add spaces in the other file in the right places so you can find added lines and changed lines with ease.

That's what they tried to tell you, it's used first and foremost as a comparison tool.
 
Yes, I've used winmerge since day 1 of editing for CiV. It would have taken me a lot longer to compare Whowards files to the original and THEN compare them to the Civ IV. If he had already had a version where he noted the files he changed (which he did, and which I overlooked), it would save me a lot of time.
 
Version 21 is now up on the web site and source code is in GitHub

  • Global - Enable Magellan: Adds a notification when someone circumnavigates the globe (does not itself enable the circumnavigate option)
  • Global - Local Generals: Great Generals and Admirals gained from combat experience spawn in the war-zone and not in a distant city
  • Global - Passable Forts: Ships may enter coastal forts/citadels
  • Global - Passable Forts Any: Ships may enter any forts/citadels
  • Global - City Forest Bonus: Give initial production boost for cities founded on forests, as if the forest had been chopped down by a worker
  • Global - CS Gift Ships: City States will gift ships
  • Global - CS Upgrades: Units in allied militaristic City States can upgrade
  • Global - CS Raze Rarely: City States will only raze captured cities if they are very unhappy
  • Global - No Conquered Spaceships: Removes assembled spaceship parts from conquered capitals
  • Global - Allies Block Blockades: Adjacent allied ships block blockades by enemy ships 2 or more tiles away
  • Global - Short Embarked Blockades: Embarked combat units only blockade adjacent tiles
  • Global - Grateful Settlers: Other player's settlers captured from Barbarians will sometimes remain as settlers
  • Global - Subs Under Ice Immunity: Subs under ice are immune to all attacks except from other subs
  • Global - Promotion Classes: Permits units to have promotion trees different from their assigned CombatClass
  • Global - Alpine Passes: Mountain plots return their terrain as TERRAIN_MOUNTAIN and any land unit may enter a mountain that has a road/rail route
  • Global - City State Gifts: City States give different gifts depending on their type (cultural, religious, maritime, etc)
  • Global - Quick Routes: Route To will only build roads, or upgrade road to rail, for human players
  • Global - Paratroops Movement: Paratroops can move/attack after the drop, if the drop is not at max range
  • Global - Paratroops AA Damage: Paratroops take AA damage from hostile units
  • Global - Nukes Melt Ice: Nukes will melt ice
  • Global - Stacking Rules: Changes the stacking limits based on what the tile is (city, fort, plain, etc)
  • Global - City Working: Permits cities to work tiles up to MAXIMUM_ACQUIRE_PLOT_DISTANCE
  • Global - No Follow-up From Cities: Units attacking from cities, forts or citadels will not follow-up if they kill the defender
  • Global - Max Major Civs: Compile only option for changing the maximum playable major civs from 22 to between 2 and 62

  • Buildings - Pro-Rata Purchase: Purchase of buildings in cities allows for any current production

  • Traits - Crosses Ice: Permits land units to cross ice

  • Promotions - Variable Recon: Permits variable recon ranges by creating extra recon range promotions (like extra sight range)
  • Promotions - Cross Mountains: Permits land units to cross mountains (like the Carthage trait)
  • Promotions - Cross Oceans: Permits coastal units to cross oceans
  • Promotions - Cross Ice: Permits land units to cross ice
  • Promotions - Half Move: Adds a HalfMove feature to the UnitPromotions_Terrains and UnitPromotions_Features tables
  • Promotions - Deep Water Embarkation: Permits Deep Water (Ocean) embarkation for hovering units

  • UI - City Production: Permit the focus (gold, science, etc) of puppet cities to be set (but not what is being built or how specialists are allocated)
  • UI - City Expansion: Permit human players to choose they own city tiles due to cultural expansion

  • Units - Local Workers: Restricts worker suggestions to local tiles
  • Units - Hovering Land Only Heal: Hovering unit can only heal over land
  • Units - Hovering Coastal Attacks: Permits hovering units to attack coastal shipping

  • Religion - No Preferences: Removes religion preference
  • Religion - Randomise: Randomises religion choice (if preferred religion unavailable) - use with Religion - No Preferences for totally random religions
  • Religion - Conversion Modifiers: Adds ConversionModifier and GlobalConversionModifier (in the same vein as espionage modifiers) to buildings
  • Religion - Keep Prophet Overflow: Keeps overflow faith from spawning a Great Prophet if the base spawn chance is 100%

  • Events - New Era: Sent when the team/player enters a new era
  • Events - Diplo Events: Sent during Game.DoFromUIDiploEven
  • Events - Goody Tech: Sent if a Goody Hut is giving a tech
  • Events - Natural Wonder Discovery: Event sent when the team discovers a new Natural Wonder
  • Events - Minors: Events sent on status change with City States
  • Events - Found Religion: Events sent when a player is about to found a religion
  • Events - Acquire Beliefs: Events sent when choosing beliefs
  • Events - Paradrops: Events sent to ascertain if a unit can start a paradrop from this tile
  • Events - Can Move Into: Event sent to ascertain if a unit can move into a given plot
  • Events - Nuclear Detonation: Event sent when a nuke is fired
  • Events - War And Peace: Events sent about war and peace
  • Events - City: Events sent after a city produces/buys something
  • Events - Unit Upgrades: Events sent as units are promoted/upgraded
  • Events - Rebase: Events sent to ascertain if a unit can rebase to a specific plot
  • Events - Great People: Sent by Great People actions
  • Events - City Borders: Sent to ascertain if a city can acquire a plot
  • Events - City Razing: Sent to ascertain if a player can over-ride the standard razing rules for the specified city and raze it anyway
  • Events - Area Resources: Sent to ascertain if an area can have civ specific resources and to place those resources
  • Events - Unit Prekill: Sent just before a unit is killed
  • Events - RED: Events generated by the RED (by Gedemon) dll mod code

  • API - Espionage API: Adds various Lua methods to the Player object for controlling spies
  • API - Religion: Enables the Religion API
  • API - Plot Based Damage: Enabes the Plot Based Damage API (replaces fixed damage from mountains)
  • API - Extensions: Enables the Extensions API
  • API - Lua Extensions: Enables the LUA Extensions API

  • Config - AI In XML: Push various hard-coded values controlling the AI out into XML

  • BugFix - Free Food Building: Fixes the NumCitiesFreeFoodBuilding (policy finisher) bug where the civilization has a UB for the Aquaduct
  • BugFix - Naval Free Units: Fixes the bug where the naval Civilization_FreeUnits start on land
  • BugFix - Naval Nearest Water: Fixes the bug where the naval units jump to the nearest city and not the nearest available water plot
  • BugFix - Barb Camp Terrains: Fixes the bug where Barb Camps ignore the ValidTerrains and ValidFeatures tables
  • BugFix - Barb Camp Spawning: Fixes the bug where Barb Camps won't spawn units if they are added via pPlot:SetImprovementType()
  • BugFix - Remove Ghost Routes: Fixes the bug where you can't remove roads in no-mans-land originally built by a now dead player
  • BugFix - Units Awake In Danger: Fixes healing units ignoring enemy units and sleeping units under direct fire remaining asleep - thanks to hulkster for highlighting the latter issue
  • BugFix - Workers Visible Danger: Fixes workers stopping what they are doing at any hint of danger to only when they can see an enemy unit
  • BugFix - Interceptor Strength: Fixes the bug in calculating AA interception strength which takes terrain into account
  • BugFix - Unit Power Calculation: Fixes the very dodgy maths in the calculation of a unit's power
  • BugFix - Unit Power Bonus Vs Domain Only: Fixes the Anti-Air non-domain bonuses issue, requires BUGFIX_UNIT_POWER_CALC to be enabled
  • BugFix - Unit Power Naval Consistency: Fixes the naval imbalance in a unit's power calculation, requires BUGFIX_UNIT_POWER_CALC to be enabled
  • BugFix - Hovering Pathfinder: Fixes a bug in the pathfinder code for hovering units at the coast
  • BugFix - Embarking Pathfinder: Fixes a bug in the pathfinder code for embarking
  • BugFix - City Stacking: Fixes the bug where stacked ranged units may attack out of cities but melee units may not
  • BugFix - Range 3 Targetting: Fixes the Range-3 targetting bug - code by DaveMcW

Modified source code is no longer supplied as it can be obtained from https://github.com/Gedemon/Civ5-DLL/tree/PNM_Various_Mod_Components_GK
 
V21 includes support for changing the maximum number of playable majors from 22 to any number between 2 and 62 - but you will need to edit the value in CustomModsGlobal.h and recompile.

For a pre-compiled dll supporting 34 majors see post #90 in this thread

In order to use more than 22 majors with .civ5maps and map scripts you will also need the updated AssignStartingPlots.lua file included in "Maps - Improved CS Luxuries". If you think you are likely to set majors + minors greater than 63 during game setup (you'll know if you did as the game will crash!) you will also need the updated AdvancedSetup.lua file from "Maps - Improved Small Landmasses"

Note that the following map scripts are still incompatible with more than 22 majors as they either redefine method(s) from AssignStartingPlots.lua or contain additional checks
  • Great_Plains.lua (redefines AssignLuxuryRoles() method)
  • Great_Plains_XP.lua (redefines AssignLuxuryRoles() method)
  • Amazon.lua (redefines AssignLuxuryRoles() method)
  • Amazon_XP.lua (redefines AssignLuxuryRoles() method)
  • Frontier.lua (checks for 22 civs)
  • Hemispheres.lua (checks for 22 civs)
  • Skirmish.lua (checks for 22 civs)
  • West_vs_East.lua (checks for 22 civs)

The in-game tutorial system is also incompatible with a changed number of majors as it assumes that there is a City State in slot 22
 
If someone was to use the DLL only w/o any of your other mods, would they only pick up the "BugFix" changes? I have a friend starting Civ and I would like him to have bug fixes before delving into things that change the game.
 
I have been using the Global - 2 Units Per Tile mod. In G+K it worked everywhere, including cities. In BNW it no longer works on the tile when it is a city. The game does not let me move a second unit into a city. It won't let me purchase a civilian unit with faith (like a missionary) until the current civilian unit is outside the city.

Is this an easy problem to resolve, or is this a major headache, and won't be done for a while - or at all?
 
@WHoward, I've had two consistent CTD's while playing with your DLL and immediately after selecting the tenet that gives you six free Foreign Legion units. Now truth be told I use a lot of other mods alongside yours, but the game plays well and loads from saves just fine up to this particular problem...and I'm well into the Atomic Age on a huge map. I was wondering if there might be something that comes to mind to you that could be an issue from any particular one of your many PickNmix mods, since I use so many of those all the time? (By the way, I am NOT using Blublu's mod that returns the Foreign Legion to France.)
My favorite suspect is that it may be an issue with the Unique Buildings Compendium since it replaced the Foreign Legion with the Patisserie - and I am using that mod in this game.
 
So does this work with BNW? Because I'm getting missing dependencies when I try to select it.
EDIT: Restarted the game and now it's working. Weird.
 
I'm not getting the free aqueducts with the Tradition finisher when using this - anyone else had this issue?
 
Back
Top Bottom