DLL - Various Mod Components

That's very odd, 'cos' I always change mine half-way through the game to 1000 and "Bribe a City State" and I get the alerts at 1000+ gold

Anything in the lua.log file?
 
Hi, I wondered if your dll is considered compatible with YnAEMP? Because I got stuck when founding World Congress on it while using your 34civ.dll instead of Gedemon's own. Worked fine up to then. Your other dll with 22 civs also worked out. I noticed at your pick'n'mix site that the one for 34 is older (v.52), whereas the normal one is v.60... So is the one for more civs out of date, or is it basically incompatible? (I have no idea what a dll does, so I couldn't really tell)

I've been mass-consuming your mods for a long time, they're all great and sensible, love them a lot. Don't think I could really play the game without them... Really convenient to have them all in one place too :)
 
The standard C++ logic in SetNumFreeBuilding() is totally screwed - it calls SetNumRealBuilding(0) at one point (via DoSellBuilding())! Because the method isn't exposed to Lua, you never normally see this.
Yeah, I saw that. It makes sense given the game function of free buildings. But of course I'm going beyond normal game function with multiple instances of buildings (using this to modulate some building effects). So far, I've seen no problem with "Real" buildings except that I had to modify UI to give proper yields and other effects. I think that modulating "Free" buildings was OK for most effects and yields, except specifically faith which seems to be applied as a "change" rather than a "set".
 
That's very odd, 'cos' I always change mine half-way through the game to 1000 and "Bribe a City State" and I get the alerts at 1000+ gold

Anything in the lua.log file?

Nothing at all (connected to this). As a matter of fact I just tried testing this but right now I get no gold alerts from the at all!

Could it incompatibility - with Religion - Recurring Purchase Notify (v 1) perhaps?

\Skodkim
 
Is there any espionage API document? It seems mean that many APIs can be used after the API_ESPIONAGE is set to 1.
I downloaded the Global - Espionage Reports (v 2) MOD, but the related LUA file just operated database.
 
Is there any espionage API document?

No, as you can use the code as the documentation.

CvLuaCity
  • LUAAPIEXTN(HasDiplomat, bool, iPlayer);
  • LUAAPIEXTN(HasSpy, bool, iPlayer);
  • LUAAPIEXTN(HasCounterSpy, bool);
  • LUAAPIEXTN(GetCounterSpy, int);
CvLuaPlayer
  • LUAAPIEXTN(EspionageCreateSpy, void);
  • LUAAPIEXTN(EspionagePromoteSpy, void, iSpyIndex);
  • LUAAPIEXTN(EspionageSetPassive, void, iSpyIndex, bPassive);
  • LUAAPIEXTN(EspionageSetOutcome, void, iSpyIndex, iSpyResult, bAffectsDiplomacy);
 
No, as you can use the code as the documentation.

CvLuaCity
  • LUAAPIEXTN(HasDiplomat, bool, iPlayer);
  • LUAAPIEXTN(HasSpy, bool, iPlayer);
  • LUAAPIEXTN(HasCounterSpy, bool);
  • LUAAPIEXTN(GetCounterSpy, int);
CvLuaPlayer
  • LUAAPIEXTN(EspionageCreateSpy, void);
  • LUAAPIEXTN(EspionagePromoteSpy, void, iSpyIndex);
  • LUAAPIEXTN(EspionageSetPassive, void, iSpyIndex, bPassive);
  • LUAAPIEXTN(EspionageSetOutcome, void, iSpyIndex, iSpyResult, bAffectsDiplomacy);

Thx! That's quite helpful for creating an espionage civilization.
 
pPlayer:EspionageSetPassive(iSpy, true) disables the standard action (steal tech, rig vote) for the spy - useful when you want to write your own code for what the spy is doing (mapping the surrounding countryside, engaged in sanbotage, etc)

pPlayer:EspionageSetOutcome(...) enables Lua to determine the consequences of the action (eg caught in the act of sabotage and kicked out of the city or executed)

See Global - Espionage Mapping for a complex mod using this API
 
I am getting a CTD on turn 282. The last change I made was to city working distance buy=5 & work = 4. Hopefully I zipped and attached properly. I am playing a few mods that are not yours but I have been playing them for some time without issues and they are simple for the most part except for 4 of JD's civs which I started using a few weeks ago but have gone to end of game without issue. I am going to undo the changes to city working distance and start again.

I am playing the most recent version of DLL v60 and my game is at the latest version as well.
 

Attachments

At a guess, whatever is logging the message "Don't take plot from friend" probably can't cope with cities extending beyond ring 3
 
I'm having a similar problem to a poster from 2-3 pages ago. Civ V doesn't recognize DLL - Various Mod Components v 60. It unpacks everything else I download from Pick 'n' Mix Mods but that specific mod doesn't unpack properly and the MOD file just disappears. I had previously deleted my entire MODS folder and cache - reinstalled the game recently as well due to an entirely different problem.

However, DLL - Various Mod Components v 59 unpacks without any problems and the game recognizes it. I wonder if there's a problem specific to v 60...
 
.civ5mod files are just .7z files under a different name, so you can use utilities such as WinRAR to manually unpack them.
 
I just tried testing this but right now I get no gold alerts at all!

I'm digging into this. It's weird, if you set the alert text, no more alerts until you save/reload (so I'm guessing the cache is getting screwed somehow, although I currently have no idea how!)
 
While I remember, couple of "minor" things coming in v61

1) I think I've found all the occurrences where the number of buildings in a city isn't multiplied by the yield from the building. Eg, building A gives +2 tourism, standard DLL, three buildings of type A in a city give +2 tourism, v61 DLL, three buildings will give +6 tourism

2) Really free Great People (watch out for the Maya!), ie, free GP from City States, buildings, traits, policies, eg, don't count against the "earnt" GPs. Eg, 99 of 100 progress against a great scientist and you complete Liberty and pick a GS, it will still be 99 of 100 and not 99 of 200
 
So, as you may know, I'm a big fan of CombatResult/CombatEnded GameEvents, but I'm having a hard time figuring them out in terms of firing time and other minor issues.

- If I use SetBaseCombatStrength() during a CombatResult, the Unit will not return to its normal CS, right? That change will be permanent, not only during that fight, is that correct?
- On the same vein, if I use the aforementioned method the Human player won't get to see that change in the Unit Panel, right? So, if two exactly equal units are fighting, but mine gets +1000% Combat Strength during a CombatResult, the combat panel will still show the possible result as a possible tie? (if so, any workaround for this?)
- How to abort an attack? I'm using if pAttPlayer then -- In case the combat was aborted... at the start of every CombatResult (I don't think CombatEnded needs it, though) since I saw it in Gedemon's code.


Thanks in advance. :)
 
Looking forward to v61. The truly free GP has been something I've wanted for a while.

Also: Am I missing a section with a change-log on the mod site or here? I'll see that a mod's been updated, but not know how or what to expect.

Thanks, Elliot S
 
While I remember, couple of "minor" things coming in v61

2) Really free Great People (watch out for the Maya!), ie, free GP from City States, buildings, traits, policies, eg, don't count against the "earnt" GPs. Eg, 99 of 100 progress against a great scientist and you complete Liberty and pick a GS, it will still be 99 of 100 and not 99 of 200

Oh my god, that is awesome. That has been one of the most major annoyances for me with this game. Great job, thanks!
 
At a guess, whatever is logging the message "Don't take plot from friend" probably can't cope with cities extending beyond ring 3

I think that would be in DLL60. I went back to the standard work/acquire distance and had the same failure at 320 so I went back to DLL 53 no problems. I always play Epic /large or huge so the games last a lot longer, upgrades have more value and I decided to only play domination since the others were so easy to attain and shortened the game. I do think it has to do with the Fortress borders mod but that mod has worked for a long time up to DLL53 without issue. The most recent game with DLL53 I built forts in my territory and friend territory which captured land that would eventually belong to them then abandoned the fort until the ownership of those plots disappeared and then entered the fort which immediately takes control again. I believe this is where DLL60 had a problem based upon my noobish look at the lua errors and your suggestion. When you play a long game and find out you have no coal or oil this becomes important or you start over which .... When you think about the mod it makes sense. If a civilization built a fort it certainly would control the adjoining territory not just the ground it was built on. I am hoping you will find the culprit or better yet provide a similar mod of your own. In the past I have always stay current on your mod levels but now I am not sure what updates depend upon the higher level DLL. Thanks for all the great work.
 
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