DLL - Various Mod Components

Speaking of the DEEPWATER_EMBARKATION promotion, have you changed something about this lately?

Nope. It's added by "Units - Steampunk Airships" IIRC - have you removed that mod?
 
Anybody know the current code state of Smart AI v3 and JdH's Multiplayer Diplo mod - last I heard bugs were still being removed from both.
 
Nope. It's added by "Units - Steampunk Airships" IIRC - have you removed that mod?

Hm, that's odd, I never used this mod (only because I have my own steampunk-mod that also includes the Land Ironclads), but still my gunships used to have this promotion.
But you are right, it's added by "Units - Steampunk Airships" so everything is working fine, thanks. :)


JdH is still working on some bugfixes for Active Diplomacy and some bugs were already fixed by Gazebo. Not sure about Smart AI v3.

Are you considering to integrate Active Diplo?
 
Are you considering to integrate Active Diplo?

Only in that I'm currently ripping out V10 of Civ 4 Diplo Features and adding in V11, and while making such major changes that break saved games I may as well make them all.
 
Only in that I'm currently ripping out V10 of Civ 4 Diplo Features and adding in V11, and while making such major changes that break saved games I may as well make them all.
that would be really great ! :)
I think it would be best to ask Gazebo and Ninakoru directly :)
 
Anybody know the current code state of Smart AI v3 and JdH's Multiplayer Diplo mod - last I heard bugs were still being removed from both.

I looked at the Smart AI v3 code, and many changes overlap with stuff already in the VMC or CP dlls (borrowed some changes from both as well, it looks like). I don't know that integration is necessary.

JdH has been silent for a little while, but he said he's still working on the Active Diplo stuff.

Thread: https://github.com/LoneGazebo/Community-Patch-DLL/issues/1272

G
 
Only in that I'm currently ripping out V10 of Civ 4 Diplo Features and adding in V11, and while making such major changes that break saved games I may as well make them all.

That really sounds great!! I hope so much that JDH has a fix soon!


Btw when I had a look at your Steampunk-Mod, I noticed the UnitsSteampunkAirshipsUnitPanel.sql and EnemyUnitPanel.lua. May I ask what these files do? Made me really curious!
 

Thanks for the link!
So.. the EnemyUnitPanel.lua is required to make promotions invisible, and the UnitsSteampunkAirshipsUnitPanel.sql sets the default for promotions to 1 (visible).

But in the XML of the mod where the promotions are, I don't see a single promotion that is using the <ShowInUnitPanel>0<ShowInUnitPanel>, so this is either a leftover of something you wanted to add OR I got something wrong. :D

??
 
OR there is another minor change in EnemyUnitPanel.lua (you'd need to do a diff with the original to find it, but it may be to allow for the fact that helicopter attacks change to ranged when hovering over coast) and the SQL is there to maintain compatibility with other mods. (When I make a change to a core file in one mod, I replicate it to all other mods that change the same core file)
 
A small request that is just something aesthetical:

When using the DeepwaterEmbarkation and hovering units in general, would it be possible to make this:

heli1.jpg


look like that:

heli2.jpg


?

So it fits better to the general look of routes?
Just in case this is something which can be done easily!
 
I can probably make one broken image look like another ;)

"Mummy, make the nasty man who wants me to look in the path finding code go away" :D
 
JdH has been silent for a little while, but he said he's still working on the Active Diplo stuff.

Thanks for the info. Reading the GitHub issue thread, I'll let JdH fix the issues and get a stable version before I look into possible integration.
 
You see broken images? That's weird, I see them!
But let me try another image hoster:

pic1:
SARECx7.jpg


pic2:
vfBEF9A.jpg


I hope it works now!
 
"Mummy, make the nasty man who wants me to look in the path finding code go away" :D

Haha, I haven't noticed that the first time I read your post :lol:
(maybe it looked like part of the signature to me)

Well when you announce that you are doing major changes to the DLL you have to expect that people will request all kinds of funny stuff I'd say. :D
 
Lua API methods new in v76

Code:
pCity:CountFeature(iFeatureType)
pCity:CountWorkedFeature(iFeatureType)
pCity:CountImprovement(iImprovementType)
pCity:CountWorkedImprovement(iImprovementType)
pCity:CountPlotType(iPlotType)
pCity:CountWorkedPlotType(iPlotType)
pCity:CountResource(iResourceType)
pCity:CountWorkedResource(iResourceType)
pCity:CountTerrain(iTerrainType)
pCity:CountWorkedTerrain(iTerrainType)

pPlayer:CountAllFeature(iFeatureType)
pPlayer:CountAllWorkedFeature(iFeatureType)
pPlayer:CountAllImprovement(iImprovementType)
pPlayer:CountAllWorkedImprovement(iImprovementType)
pPlayer:CountAllPlotType(iPlotType)
pPlayer:CountAllWorkedPlotType(iPlotType)
pPlayer:CountAllResource(iResourceType)
pPlayer:CountAllWorkedResource(iResourceType)
pPlayer:CountAllTerrain(iTerrainType)
pPlayer:CountAllWorkedTerrain(iTerrainType)

pPlot:GetNumTradeRoutes()

pCity and pPlayer ones should help with traits "gain X for each N (worked) tiles"

pPlot:GetNumTradeRoutes() answers the recurring question "how many trade routes in this plot" without have to get and count all the trade route description strings!
 
V76 on web-site and GitHub

API as above plus ...

... CivIV Diplo Features support upgraded from 10.03 to 11.04

(I'll update the combined DLL thread later)
 
Lua API methods new in v76

Code:
pCity:CountFeature(iFeatureType)
pCity:CountWorkedFeature(iFeatureType)
pCity:CountImprovement(iImprovementType)
pCity:CountWorkedImprovement(iImprovementType)
pCity:CountPlotType(iPlotType)
pCity:CountWorkedPlotType(iPlotType)
pCity:CountResource(iResourceType)
pCity:CountWorkedResource(iResourceType)
pCity:CountTerrain(iTerrainType)
pCity:CountWorkedTerrain(iTerrainType)

pPlayer:CountAllFeature(iFeatureType)
pPlayer:CountAllWorkedFeature(iFeatureType)
pPlayer:CountAllImprovement(iImprovementType)
pPlayer:CountAllWorkedImprovement(iImprovementType)
pPlayer:CountAllPlotType(iPlotType)
pPlayer:CountAllWorkedPlotType(iPlotType)
pPlayer:CountAllResource(iResourceType)
pPlayer:CountAllWorkedResource(iResourceType)
pPlayer:CountAllTerrain(iTerrainType)
pPlayer:CountAllWorkedTerrain(iTerrainType)

pPlot:GetNumTradeRoutes()

pCity and pPlayer ones should help with traits "gain X for each N (worked) tiles"

pPlot:GetNumTradeRoutes() answers the recurring question "how many trade routes in this plot" without have to get and count all the trade route description strings!

Any of these borrowed from the CP? Just curious (for merging purposes).

G
 
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