DLL - Various Mod Components

Doesn't fix the Faith issue (due to incompatible save game formats)

Thanks for the update!
So are you going to release a V68 that addresses the faith issue?
I mean... no game of Civ goes on forever, right? ;)

I think it's completely acceptable to start a new game after updating the DLL-mod.
 
Edit 3: It would be useful to know which yields the Faith issue affects ... I'm guessing Faith and Culture but none of the rest (Gold, Food, Production, Science, Tourism, GA points)

Curiousier and curiouser!

It's only happening for Faith, which is very odd as the Faith code is mainly derived from the Culture code
 
Removing a couple I'm currently developing/debugging
Spoiler :

AI - Secondary Workers And Settlers
AI - Warmonger Adjustments
Bugfix - Research Overflow Exploit
Buildings - Guilds Great Work Displays
Buildings - Lighthouse Near Sea
Buildings - Mill Changes
Buildings - Storage Yard and Stockpile
Colored Religions
DLL - Various Mod Components
Diplomacy - Auto-Denounce
Diplomacy - No Expansion Dialogs
Diplomacy - No Pointless Dialogs
Global - Allies Block Blockades
Global - Archaeologist Dig Sites
Global - Barbarian XP Level 6
Global - CS Liberate After Buyout
Global - CS Raze Rarely
Global - CS Unit Upgrades
Global - City Forest Bonus
Global - City State Airbases
Global - City States Gifts
Global - City States No Allied Skirmishes
Global - City Working Distance
Global - Civilians Move After Purchase
Global - Commander Influence Borders
Global - Counter Espionage
Global - Counter Religion
Global - Enable Magellan
Global - Espionage Race
Global - Fortify Almost Healed
Global - Grateful Settlers
Global - Great Work Research
Global - Great Work Vaults
Global - Local Generals
Global - National Wonders Exclude Razing
Global - Naval Nearest Water
Global - No Conquered Allies
Global - No Conquered Spaceships
Global - No Followup From Cities
Global - No Ocean Plundering
Global - Palace Extra Great Work
Global - Passable Forts
Global - Pro-rata Buildings Purchase
Global - Random City Names
Global - Religious Settlers
Global - Remove Ghost Routes
Global - Separate Great Admiral
Global - Spice Islands
Global - Trading Posts Flat Land
Global - Truly Free Great People
Global - Units Awake In Danger
Global - Venice Keeps Resources
Goody Huts - No Auto-Mapping
Goody Huts - Tech Refund
Improvement - Airbases
Improvement - Tunnel
LiveTuner - Icon Viewer
LiveTuner - Notifications Panel
LiveTuner - Routes Panel
LiveTuner - Tech and Policy Panels
LiveTuner - Texture Viewer
LiveTuner - Unit Panel
Maps - Improved CS Luxuries
Maps - Improved River Systems
Maps - Improved Small Landmasses
Maps - Random Goody Huts
Maps - Rotate Start Position
My - Changes
NaturalWonders - Equality
Policy - Free Warrior
Policy - Reveal Capitals
Promotions - AntiAir Only Defensive
Promotions - AntiAir Specialisations
Promotions - Crossovers
Promotions - Extra Cargo
Promotions - Flagship
Promotions - Heli AirRecon
Promotions - Jet Long Range Recon
Promotions - No InstaHeal
Promotions - Siege Defensive Terrain
Promotions - Terrain Crossing
Religion - Bonus Beliefs
Religion - Fixed Pantheons
Religion - Fixed Prophets
Religion - Natural Wonder Epiphany
Religion - Randomise
Religion - Recurring Purchase Notify
Tech - Satellites Reveal Cities
Trade - Marble Shipments
UI - Antiquity Site Tooltips
UI - Auto Map Pins
UI - City Expansion
UI - City Happiness
UI - City Production
UI - City Production Queue Enhancements
UI - City Religions
UI - Condensed Promotions
UI - Destination
UI - Diary
UI - Enhanced Demographics
UI - Enhanced Rankings
UI - Gold Alerts
UI - Great Work Manager
UI - Improved City Banner
UI - Map Pins
UI - Multiple Great Library Splashes
UI - National Wonder Splash Screens
UI - No Auto-Embark Workers
UI - Notification Options
UI - Overlay Antiquities
UI - Overlay Barbarians
UI - Overlay City Limits
UI - Overlay Continents
UI - Overlay Harbours And Airports
UI - Overlay Luxuries
UI - Overlay Resources
UI - Overlay Road And Rail
UI - Overlay Wonders
UI - Project Splash Screens
UI - Promotion Tree
UI - Religion Spread
UI - Small Resource Icons
UI - Summary Antiquities
UI - Summary Barbarians
UI - Summary City States
UI - Summary Clock
UI - Summary Luxuries
UI - Summary Shipping
UI - Summary Specialists
UI - Trade Opportunities
UI - Trade Routes Enhancements
UI - Unit List Enhancements
UI - Upgrade Tree
UI - Wonder Planner
Unique Building - Agora
Unique Building - Basilica
Unique Building - Bull Ring
Unique Building - Cavalry Garrison
Unique Building - Cistern
Unique Building - City Gate
Unique Building - Dojo
Unique Building - Riverport
Unique Building - Smokehouse
Unique Building - Turkish Baths
Unique Building - Village Green
Unique Unit - Longboat
Units - Cheap Workboats
Units - Galleon
Units - Mech Infantry
Units - Mounted Units
Units - Naval Changes - Early Eras
Units - Naval Changes - Late Eras
Units - Paratroop Enhancements
Units - Pikeman to Musketman
Units - Population
Units - Rangers
Units - Sub Upgrades
Units - Subs Ignore Borders
Units - Subs Immune Under Ice
Units - Super Carrier
Units - Visible Trade Units
ZNW-Symbolic Ideology Tenets
 
V67 and the "Diplomacy - ..." mods have been uploaded to my website, and the V67 code is on GitHub
 
There is a small typo in the ImprovementAirbases.lua with "iMaxAircraftPerAirbaseLate" that prevents the capacity to upgrade to 5 with the RADAR-Tech.
For my personal use I also changed the description to reflect this upgrade (otherwise you don't know about it unless you remembered it from the description of your download-site ;) ). Maybe you want to include that, too.
 
So will it be fixed in the next version?

Short answer: Yes, will be fixed in v68 - breaking save games in the process ... you'll know, as it just crashes to the desktop!

Long answer: I've tracked down the issue and it's just too much work to fix it. Basically, when a policy affects a building, some bonus yields are added to two variables (one is a count for the tooltips and one is a total of all bonuses from all sources), while others are only added to the total (and the tooltip is either not calculated at all - as the game core doesn't have anything that will add that yield to the tooltip, or recalculates the tooltip value from scratch). This is a real PITA as far as unified yields is concerned, so an attempt was made to consolidate the code. This works for some yields, but not others, even when the coding appears to be very, very similar. Culture it works for, Faith it does not. Go figure!

As v68 will break the save game format, I'm also taking the opportunity to add in a couple of other features that also break the save format.
 
I guess I have most of them, but will check the remaining, many thanks!

Removing a couple I'm currently developing/debugging
Spoiler :

AI - Secondary Workers And Settlers
AI - Warmonger Adjustments
Bugfix - Research Overflow Exploit
Buildings - Guilds Great Work Displays
Buildings - Lighthouse Near Sea
Buildings - Mill Changes
Buildings - Storage Yard and Stockpile
Colored Religions
DLL - Various Mod Components
Diplomacy - Auto-Denounce
Diplomacy - No Expansion Dialogs
Diplomacy - No Pointless Dialogs
Global - Allies Block Blockades
Global - Archaeologist Dig Sites
Global - Barbarian XP Level 6
Global - CS Liberate After Buyout
Global - CS Raze Rarely
Global - CS Unit Upgrades
Global - City Forest Bonus
Global - City State Airbases
Global - City States Gifts
Global - City States No Allied Skirmishes
Global - City Working Distance
Global - Civilians Move After Purchase
Global - Commander Influence Borders
Global - Counter Espionage
Global - Counter Religion
Global - Enable Magellan
Global - Espionage Race
Global - Fortify Almost Healed
Global - Grateful Settlers
Global - Great Work Research
Global - Great Work Vaults
Global - Local Generals
Global - National Wonders Exclude Razing
Global - Naval Nearest Water
Global - No Conquered Allies
Global - No Conquered Spaceships
Global - No Followup From Cities
Global - No Ocean Plundering
Global - Palace Extra Great Work
Global - Passable Forts
Global - Pro-rata Buildings Purchase
Global - Random City Names
Global - Religious Settlers
Global - Remove Ghost Routes
Global - Separate Great Admiral
Global - Spice Islands
Global - Trading Posts Flat Land
Global - Truly Free Great People
Global - Units Awake In Danger
Global - Venice Keeps Resources
Goody Huts - No Auto-Mapping
Goody Huts - Tech Refund
Improvement - Airbases
Improvement - Tunnel
LiveTuner - Icon Viewer
LiveTuner - Notifications Panel
LiveTuner - Routes Panel
LiveTuner - Tech and Policy Panels
LiveTuner - Texture Viewer
LiveTuner - Unit Panel
Maps - Improved CS Luxuries
Maps - Improved River Systems
Maps - Improved Small Landmasses
Maps - Random Goody Huts
Maps - Rotate Start Position
My - Changes
NaturalWonders - Equality
Policy - Free Warrior
Policy - Reveal Capitals
Promotions - AntiAir Only Defensive
Promotions - AntiAir Specialisations
Promotions - Crossovers
Promotions - Extra Cargo
Promotions - Flagship
Promotions - Heli AirRecon
Promotions - Jet Long Range Recon
Promotions - No InstaHeal
Promotions - Siege Defensive Terrain
Promotions - Terrain Crossing
Religion - Bonus Beliefs
Religion - Fixed Pantheons
Religion - Fixed Prophets
Religion - Natural Wonder Epiphany
Religion - Randomise
Religion - Recurring Purchase Notify
Tech - Satellites Reveal Cities
Trade - Marble Shipments
UI - Antiquity Site Tooltips
UI - Auto Map Pins
UI - City Expansion
UI - City Happiness
UI - City Production
UI - City Production Queue Enhancements
UI - City Religions
UI - Condensed Promotions
UI - Destination
UI - Diary
UI - Enhanced Demographics
UI - Enhanced Rankings
UI - Gold Alerts
UI - Great Work Manager
UI - Improved City Banner
UI - Map Pins
UI - Multiple Great Library Splashes
UI - National Wonder Splash Screens
UI - No Auto-Embark Workers
UI - Notification Options
UI - Overlay Antiquities
UI - Overlay Barbarians
UI - Overlay City Limits
UI - Overlay Continents
UI - Overlay Harbours And Airports
UI - Overlay Luxuries
UI - Overlay Resources
UI - Overlay Road And Rail
UI - Overlay Wonders
UI - Project Splash Screens
UI - Promotion Tree
UI - Religion Spread
UI - Small Resource Icons
UI - Summary Antiquities
UI - Summary Barbarians
UI - Summary City States
UI - Summary Clock
UI - Summary Luxuries
UI - Summary Shipping
UI - Summary Specialists
UI - Trade Opportunities
UI - Trade Routes Enhancements
UI - Unit List Enhancements
UI - Upgrade Tree
UI - Wonder Planner
Unique Building - Agora
Unique Building - Basilica
Unique Building - Bull Ring
Unique Building - Cavalry Garrison
Unique Building - Cistern
Unique Building - City Gate
Unique Building - Dojo
Unique Building - Riverport
Unique Building - Smokehouse
Unique Building - Turkish Baths
Unique Building - Village Green
Unique Unit - Longboat
Units - Cheap Workboats
Units - Galleon
Units - Mech Infantry
Units - Mounted Units
Units - Naval Changes - Early Eras
Units - Naval Changes - Late Eras
Units - Paratroop Enhancements
Units - Pikeman to Musketman
Units - Population
Units - Rangers
Units - Sub Upgrades
Units - Subs Ignore Borders
Units - Subs Immune Under Ice
Units - Super Carrier
Units - Visible Trade Units
ZNW-Symbolic Ideology Tenets
 
Teaser

Spoiler :
Code:
> for i,e in ipairs(Players[0]:GetMilitaryLog()) do print(string.format("Turn %i at (%i, %i): %s", e.Turn, e.Plot:GetX(), e.Plot:GetY(), e.Message)) end
 WorldView: Turn 10 at (19, 23): Your Ranger (24 damage) attacked an enemy Brute (42 damage)!
 WorldView: Turn 11 at (19, 23): Your Ranger (19 damage) attacked an enemy Brute (35 damage)!
 WorldView: Turn 12 at (18, 23): Your Ranger (19 damage) destroyed an enemy Brute!
 WorldView: Turn 12 at (18, 23): You have captured a Barbarian Encampment and recovered 25 Gold!
 WorldView: Turn 13 at (18, 23): Your Ranger (18 damage) attacked an enemy Brute (40 damage)!
 WorldView: Turn 13 at (18, 23): While defending, your Ranger (5 damage) killed a Barbarian Brute!
 WorldView: Turn 21 at (33, 15): An enemy Brute (25 damage) attacked your Scout (26 damage)!
 WorldView: Turn 26 at (29, 19): Your Archer bombarded an enemy Brute! (21 damage)
 WorldView: Turn 26 at (27, 30): Your Scout (26 damage) destroyed an enemy Brute!
 WorldView: Turn 27 at (30, 19): Your Archer bombarded an enemy Brute! (28 damage)
 WorldView: Turn 28 at (29, 19): Your Archer bombarded an enemy Brute and destroyed it!
 WorldView: Turn 28 at (23, 33): Your Ranger (18 damage) attacked an enemy Brute (46 damage)!
 WorldView: Turn 29 at (23, 33): Your Ranger (22 damage) attacked an enemy Brute (43 damage)!
 WorldView: Turn 29 at (29, 20): Your Archer bombarded an enemy Brute! (21 damage)
 WorldView: Turn 30 at (24, 33): Your Ranger (16 damage) destroyed an enemy Brute!
 WorldView: Turn 30 at (24, 33): You have captured a Barbarian Encampment and recovered 25 Gold!
 WorldView: Turn 30 at (29, 20): Your Archer bombarded an enemy Brute! (20 damage)
 WorldView: Turn 31 at (29, 20): Your Archer bombarded an enemy Brute! (23 damage)
 WorldView: Turn 31 at (25, 34): Your Ranger (11 damage) attacked an enemy Brute (49 damage)!
 WorldView: Turn 32 at (29, 20): Your Archer bombarded an enemy Brute! (25 damage)
 WorldView: Turn 32 at (26, 34): Your Ranger (8 damage) destroyed an enemy Brute!
 WorldView: Turn 33 at (29, 20): Your Archer bombarded an enemy Brute and destroyed it!
 WorldView: Turn 34 at (29, 20): You have captured a Barbarian Encampment and recovered 25 Gold!
Code:
> for i,e in ipairs(Players[0]:GetDiplomacyLog()) do print(string.format("Turn %i: %s", e.Turn, e.Message)) end
 WorldView: Turn 5: Greetings. I am Askia of the Songhai. We are a fair people - but those who cross us will find only destruction. You would do well to avoid repeating the mistakes others have made in the past.
 WorldView: Turn 21: What brings you to Brazil my friend? I am Pedro, do we have business to conduct?
 WorldView: Turn 25: We should consider exchanging embassies, which would allow for more advanced diplomacy between our peoples.
 WorldView: Turn 32: We would like to set up an embassy in your capital. What do you think?

Now to write the UI

One down, one to duplicate

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The "3 Units Per City" mods crashes my game when I try to load a save with it turned on. Same with the "2 Units Per Fort" mod. Any ideas?

mod list

NiLMrnX.png
 
I have a suggestion...

Would it be possible to add a lua function that changes the terrain that a city can be founded upon. For example, in the xml you can set that cities cannot be founded on Tundra... however, that does not change over time. I would like some function such as Unit:CanFoundCity(playerid, plottype, etc) so that I can trigger ability to found a city based upon a technology or policy.

I hope that's clear.
 
Today's teaser ...

attachment.php


Spoiler :
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Hey whoward, I have a question about your AI -warmonger adjustment mod:
why is "WARMONGER_THREAT_PER_TURN_DECAY" 10 and in the base game it seems to be -5?
What does it mean if it is negative or positive? Is a positive number an increment instead of decay?

the problem is, that your mod is included in my modpack, but in the database this entry is -5 instead of 10. Maybe another mod is the cause for this. But Alexej reported a problem with warmongering, it does not decay: http://forums.civfanatics.com/showthread.php?p=14028821#post14028821 .
So now I need to know, if it would be fine if 10 (and all other entries from your mod) would be in the database.
 
I thought this was caused by changing the version of the Warmonger-mod from v1 to v2 during the same game/ save, but I get Warmonger penalities even when I've never been at war with someone, and it seems to be rising (global threat already, not a single war).
So maybe there is a missing - ?
 
Ooops! It should indeed be -10

In my defense, I'll also fix Firaxis' bug in the C++ source code

Code:
    // WH - This is a bug, it should be -5
    m_iWARMONGER_THREAT_PER_TURN_DECAY(5),
 
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