DLL - Various Mod Components

The bugfix is for non-military units with MoveAfterPurchase set to true, eg settlers, workers, religious units, great people et al. (Firaxis only implement enough to get Landsnechts to work, not any unit) - see "Global - Civilians Move After Purchase (v 1)"

If you want all military units to be able to move after purchase you'll need to alter the sql

The test was with workers but I hadn't realized that a "global" mod was needed.

Maybe you should introduce a line saying See also: "Global - Civilians Move After Purchase (v 1)" in the CustomModOptions.xml file.

Thanks for the help - IMHO you're doing a fantastic job with this :goodjob:

\Skodkim
 
Maybe you should introduce a line saying See also: "Global - Civilians Move After Purchase (v 1)" in the CustomModOptions.xml file.

Usually I remember to "hook them up" (see the rest of the entries in that file), but sometimes one slips through - I'll stick it on the list of minor things to fix for the next release
 
Hi Whoward

Just had a reproduceable CTD in CiV thats related to meating a certain City State (Ormus). Tried loading again to test again and it happens no matter how I met them - the first time I used IGE to meet players (testing something) and the second time I simply moved a unit close to them.

I dont know if this is related to any of your mods since I use other mods as well but I've never seen anything like it before using them (your mods). Among other mods I use DLL - Various Mod Components (v 33) and Global - City States Gifts (BNW) (v 3).

I've looked through the log files but haven't really found anything. Custommods.log shows something about meeting the CS so I've attached it to the post.

Edit:Sorry - it was my fault. As I writoe I was testing something so I was triggering a meeting with City states before founding my first city. Maritime city states give food which is probably the only yield that requires a city and I guess that caused the CTD.

\Skodkim
 
Maritime city states give food which is probably the only yield that requires a city and I guess that caused the CTD.

Yep, it tries to add the "doggie bag" directly to the city - I'll add a null pointer check there anyway.
 
Yep, it tries to add the "doggie bag" directly to the city - I'll add a null pointer check there anyway.

Fine - but I should have thought of this. Was using the game in an unintended way and I doubt this will happen very often :)

\Skodkim
 
Hi Whoward

I was wondering if it was possible for you to let users alter some of the hard coded values in civ using your dll mod?

right now two things come to mind:
  1. the increase in tech cost per city
  2. the trade route distance - possibly scaled by map distance

Furthermore there's a nice dll addition to the city state diplomacy mod (link) that makes the ai more intelligent in regards to picking which city state to invest in. Would you be interested in adopting this in your mod?

\Skodkim
 
I was wondering if it was possible for you to let users alter some of the hard coded values in civ using your dll mod?

right now two things come to mind:
  1. the increase in tech cost per city
  2. the trade route distance - possibly scaled by map distance

Furthermore there's a nice dll addition to the city state diplomacy mod (link) that makes the ai more intelligent in regards to picking which city state to invest in. Would you be interested in adopting this in your mod?

\Skodkim

Tech cost per city is in Civ5Worlds.xml, not sure where the other is (certainly some scaling factors are in the techs)

Merging DLL mods depends on the depth of the changes and the stability of those sections of code. I've been taking a break from C++ DLL modding recently, but am beginning to get back into it, so may add that to the list of things to look at.

W
 
Tech cost per city is in Civ5Worlds.xml, not sure where the other is (certainly some scaling factors are in the techs)

Merging DLL mods depends on the depth of the changes and the stability of those sections of code. I've been taking a break from C++ DLL modding recently, but am beginning to get back into it, so may add that to the list of things to look at.

W

Fantastic with the tech increase - I never knew! Alle the research and forum reading that I've done shows that the basic trade route distance is defined in the dll and that it isn't scaled by map size. Therefore all we can do at present (as you yourself point out) is to make certain techs boost it.

Please don't go too far away from dll modding - it's much needed in CiV and the things you've done are great! :goodjob:

\Skodkim
 
Please Whoward69 make more then 22 civ mod that can be combined withe Gedemon YetNotAnotherEarthMapsPack
 
Please don't go too far away from dll modding

Bored with DDS compression formats now ;)

V34 of the DLL should be out over the weekend, fixes the null pointer with City State gifts (which can also trigger if you make a small map with lots of city states and wander your settler around at the start), also "Religious Settlers" - settlers trained in a city with one or more religions will take their (random) religion with them to their new city. And probably some others I've forgotten!
 
also "Religious Settlers" - settlers trained in a city with one or more religions will take their (random) religion with them to their new city. And probably some others I've forgotten!

Fantastic!

Is "Religious Settlers" a new mod (Can't seem to find it on your home page)?

Is it safe to upgrade dll in the middle of a game? Would like to start a new game tonight but v34 (and specifically Religious Settlers) sound great!

\Skodkim
 
If you would be willing to send me a version it would probably just not effect the game until v34 is released, right? :rolleyes:

\Skodkim

The mod is not marked as "affects saved games" (as it doesn't) so you should be able to switch it in/out anyway. If not, you can always just hand edit the CustomModOptions.xml file to turn it on when V34 is out
 
The mod is not marked as "affects saved games" (as it doesn't) so you should be able to switch it in/out anyway. If not, you can always just hand edit the CustomModOptions.xml file to turn it on when V34 is out

Thanks!

\Skodkim
 
V34 and "Global - Religious Settlers" are now on my web site

EDIT: And source code is on GitHub
 
Hi

I just found out that version 3.12.1 of the Communitas mod package is imcompatible with Whowards dll mod v35.

The following id from database.log. It appears the table "plots" is the culprit.
Spoiler :
[6779.429] columns StrategicViewType, TileType are not unique
[6779.429] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[6791.877] no such table: ContentPackage.LocalizedText
[6795.668] columns StrategicViewType, TileType are not unique
[6795.668] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[6802.111]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 6558992 71669968
PageCache: 7 13
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 6143424 59011680
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6664

Prepared Statements:
Current: 6
------------------------------
[6802.579]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 6560168 71669968
PageCache: 7 13
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 6144600 59011680
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6664

Prepared Statements:
Current: 6
------------------------------
[6821.830] no such column: Cost
[6822.906] table Plots already exists
[6822.906] In XMLSerializer while building table Plots from file XML/CustomModDbUpdates.xml.
[6823.889] no such column: Cost
[6826.447] no such table: Plot_Yields
[6826.447] In Query - select Yields.ID, Yield from Plot_Yields inner join Yields on YieldType = Yields.Type where PlotType = ?
[6826.447] no such table: Plot_Yields
[6826.447] In Query - select Yields.ID, Yield from Plot_Yields inner join Yields on YieldType = Yields.Type where PlotType = ?
[6826.447] no such table: Plot_Yields
[6826.447] In Query - select Yields.ID, Yield from Plot_Yields inner join Yields on YieldType = Yields.Type where PlotType = ?
[6826.447] no such table: Plot_Yields
[6826.447] In Query - select Yields.ID, Yield from Plot_Yields inner join Yields on YieldType = Yields.Type where PlotType = ?
[6826.650] no such table: Belief_PlotYieldChanges
[6826.650] In Query - select Plots.ID as PlotID, Yields.ID as YieldID, Yield from Belief_PlotYieldChanges inner join Plots on Plots.Type = PlotType inner join Yields on Yields.Type = YieldType where BeliefType = ?


I've posted this both in the CEP and dll threads hoping for a solution.

\Skodkim
 
Don't use CivUP et al, but try deleting the file "DLL - Various Mod Components (v 35)\XML\CustomModDbUpdates.xml" - it may fix it.
 
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