DLL - Various Mod Components

  • India's UA means all their cities can work ring 4
  • Hanging Gardens adds one to the host city's working distance
  • Completing the Exploration policy adds one to the working distance of all cities

All of these are set in the XML of the "Global - City Working Distance" so can be changed/removed/added as you want
 
@William Howard,
Thank you very much, I'd forgotten about much of that. I hate when that happens... :D
 
I'm not perfectly clear on whether I can use Game.ReloadGameDataDefines() to update text strings in-game.

Basically, to avoid the limitation of custom diplo modifiers I thought I could update the database and change the text associated with "TXT_KEY_SPECIFIC_DIPLO_STRING_1," saving the need to use the other two.

Could you confirm whether I'm mistaken about ReloadGameDataDefines' function. Thanks.
 
ICould you confirm whether I'm mistaken about ReloadGameDataDefines' function. Thanks.

Does exactly what it says on the tin

Reloads <GameData> <Defines>
 
If I am using your DLL for 34 Civs (along with all of your fantastic mods!), would it be possible to use the scenario editor in worldbuilder to add more civilizations to the map? (choose their start locations, etc.). Or does this only work when randomly generating start locations?

I have downloaded it and tried to add some civs using the scenario editor and I am unable to add more than 22 with your 34 Civ DLL enabled. If anyone knows of a way to change that, thanks in advance! (If it is not possible then sorry to bother).
 
World Builder is compiled by Firaxis with the standard limits of 22 civs and 41 minors (plus the barbs for a total of 64 players) - we (the C++/DLL modders) can't do anything about that as we don't have the World Builder source code.

You can add more than 22 civs, but you need to add those beyond 22 via your own Lua mod
 
I am still not clear with howto use this mod correctly ...

Can i make this clear ?

- Download mod A,
- Mod A is supported by DDL - VMC
- Delete .dll file from mod A
- Go game active DDL - VMC then mod A
- Work ?
 
For some reason the DLL version 51 is causing me to have a ghost worker when I play as Belgium with the starting worker mod enabled (and I've heard that this happens when Belgium builds the Pyramids).
 
Belgium isn't a standard civ, so (as I don't have a crystal ball) I'll need a link.
 
For some reason the DLL version 51 is causing me to have a ghost worker when I play as Belgium with the starting worker mod enabled (and I've heard that this happens when Belgium builds the Pyramids).

The unit:Convert function isn't deleting the original unit with the DLL enabled, then - for game start, at least. If whoward doesn't know this to be a standard issue, then I'll use a different method of giving Belgium a unique Worker.
 
CvUnit::convert() is still calling CvUnit::kill() - you should be able to see this by hooking the (new) prekill game event.

Is there another mod returning an incorrect value for workers for the standard CanSaveUnit game event?
 
Disabled every bit of code except for the SerialEventUnitCreated that replaces the Worker for Belgium and every other mod sans Belgium and the DLL, but the ghost worker is still left behind. Same ghosting issue occurs with Carthage, which converts their GG into a GA and back, but leaves behind copies of those units. Only with this DLL, however.
 
Weird. I've only just twigged that Belgium is one of yours (late night, and it's early here). Downloading now to try and track this down.
 
I appreciate any insight. I could stand to make a compatibility patch anyway, as your DLL would allow less under-handed methods of implementing what I have (the unique Worker is the only way I can otherwise disable the standard plantation and replace it with a unique one, but I expect you have a CanBuildimprovement or CanBuild or some such that would be more efficient).
 
Short answer: It appears to be a graphical bug being caused by a graphical bug fix! As the original graphical bug is very rare, I'll back the fix out in the next release (v52) of the DLL
 
For some reason the DLL version 51 is causing me to have a ghost worker when I play as Belgium with the starting worker mod enabled (and I've heard that this happens when Belgium builds the Pyramids).

I've just posted a hotfix (replacement v51 .dll file) in the JFD's Civilizations thread that should fix this.
 
Hi after i download mod pickandmix from whoward69. Go game and active.

Everything went well until, i couldnt load file from save.

The systeam said : " Not all required mods are installed"

What should i do ?

Thanks
 
Are you loading from the menu AFTER the Mods Browser screen (Next -> Single Player -> Load Game)

And if so, did you disable/enable any mods between the save and the load?
 
No i load direct from game. Not try from menu yet

Edit 2 : Try to load from Menu, no change anything but still not load from save

Do i need to change value or active anything from DLL - Various Mod ?

Edit 3: It seems mod conflicts again, i will try to find out. Save/load work correctly after i disable all these mods
 
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