DLL - Various Mod Components

Speaking of bugs ... in general and to one and all ...

V50 is coming very soon, so if there are any bugs that have been reported but I've omitted to address (sorry, things have been hectic here) or any you know of but haven't reported ... now would be a good time :)
 
V50 is attached to post #1 in the "combined DLL" thread - includes the following elements of "Smart AI mod" by Ninakoru
  • Omit obsolete/no value items as part of a deal if asked to balance things out (v50)
  • Use Great people more effectively, plant some improvements early, and later use GP powers (v50)
  • Delay grand strategy bias until the Renaissance (v50)
  • Make better policy choices ignoring grand strategy until medieval and giving less importance to opening branches vs unlocked branches (v50)
  • Stop making archaeologists sooner and also disband archaeologists if there are not valid targets (v50)
  • Disband long obsolete units, eg triremes in industrial era (v50)
  • Upgrade more units per turn if there are lots of units that can be upgraded. Also upgrade air units more often (v50)
  • Units with at least 75% health will avoid healing (v50)
  • Units won't randomly embark to water tiles (v50)
  • AI will hold planes back for interceptions and perform air sweep missions more efficiently, if enemy aircraft are nearby (v50)

The other two areas I'm trying to incorporate are
  • Improves the AI's melee tactics (disabled)
  • Ranged units are always able to move AND shoot on the same turn and should not attack over and over a city with 1 HP remaining. (disabled)

The remaining four (possibly five) features from that mod (carrier changes, worker changes, AI promotion picking, and something(s) I've forgotten) won't be implement as they are either alternative solutions (eg carrier logic has been pushed to xml) or too hard coded to be generic (eg AI promotion picking makes no allowances for new promotions added by mods)

You'll need the attached micro-mod to enable the Smart AI code and select which bits you want to use.
 
Hello. I was going to use DLL varius mod components 34 civs. Version 45. And i added Passable fort, Pontoon bridge and paratroop enhancements. but get this message in mod section with those 3 mods: Mod is missing required dependencies. the mods worked with dll varius mod component 22 civ. so how can i get it to work with the 34 civ mod?
 
In the 34 civ mod sub-folder, open the .modinfo file with a text editor (Notepad will do) and change the mod id to the following

Code:
<Mod id="d1b6328c-ff44-4b0d-aad7-c657f83610cd"

save the .modinfo and restart Civ - all should now be OK
 
V51a (attached to this post) can be written over the top of the dll in v50 - it implements the move-and-shoot code and improved AI melee tactics from Smart AI. It needs some testing before I release it into the wild!
 
V51a (attached to this post) can be written over the top of the dll in v50 - it implements the move-and-shoot code and improved AI melee tactics from Smart AI. It needs some testing before I release it into the wild!

Why is v50 downloading as a .php file?
 
Why is v50 downloading as a .php file?
Because your browser is trying to be too clever. Just right click the link and save as.
 
Hey whoward. I'm having an issue when I use v50 that the city expansion notifications don't automatically disappear. Does this on vanilla and when using cep. I also use eui.
 
EUI has completely rewritten notification handling and is no longer compatible with "UI - City Expansion" so I doubt that combination would work.

And I'm sorry, but I spent more time than I have trying to track down interactions between CEP and my DLL that I (personally) no longer support this combination - although others on this thread may be able to help you out
 
So if you're not using "UI - City Expansion" what are you using to turn the purple hex city expansion notifications on?
 
So if I don't have CSD mod and Civ IV Diplomacy Features mod but I have Smart AI mod and other various Pick'N'mix mods that are DLL - Various Mod Components dependant would my game work properly?

For example I hade DLL - Various Mod Components V41 and it worked perfectly. After I downloaded V48 a few weeks back some items were broken like the World Congress voting (I was getting all the votes), all the great works had weird TXT_names. So I had to go back to V41. Not sure why that was happening but I am guessing it had to do with the combination of the mods. So on V50 has all that been fixed? In other words I am interested in Pick'N'mix mods and Smart AI V2 mods only.
 
I have Smart AI mod and other various Pick'N'mix mods that are DLL - Various Mod Components dependant would my game work properly?
No.

(I really struggle to comprehend what people don't understand about "Only one mod with a replacement DLL may be active at a time".)


I was getting all the votes ... all the great works had weird TXT_names ... has all that been fixed?

Yes and yes

(Or why people don't bother reading the back-thread - especially when the answers are on the same page as their question!)
 
I can't seem to find the Flagship promotion. Where does it come in on the promotion tree? (I know the mod is working because I could find the promotion in the Civilopedia).
 
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