DLL - Various Mod Components

Try the attached. Version in the log file should read "Version 92 - Build Aug 28 2019 10:43:59"
 

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After testing, this version is perfect.
Thank you for your kindness and thank you for all your effort contributed into this most important dll mod!:c5happy::c5happy:
 
I have just uploaded v93 of the DLL to my web site and GitHub.

This release adds no new functionality, in fact it does the reverse.

I have removed support for CSD, Civ4 Diplo Features and RED Events.

Anybody still using CSD is almost certainly using VP by now, and the version (v23) included in DLL-VMC is buggy and incomplete for several ideas added after v21

Same goes for C4DF, it's in VP and has been updated since the release I included in DLL-VMC

Of the seven RED Events, five were specifically for the RED scenarios and as far as I'm aware support for these was abandoned a long time ago. Of the remaining two events, they pretty much do the same thing and I'll be adding one new event in v94 of DLL-VMC to replicate the lost functionality.

With CSD and C4DF removed, end game AI turns will complete faster (although I doubt you'll see a noticeable difference per turn, but per playing session they'll add up), and it also simplifies the code base for a couple of ideas I have (that may or may not get implemented!)
 
Concerning pro rata purchases:
Code:
UPDATE CustomModOptions SET Value = '1' WHERE Name = 'BUILDINGS_PRO_RATA_PURCHASE';
Is it required to have the depreciation value set? And what does 80 do? Is it supposed to dissuade pro rata purchasing?
Code:
UPDATE CustomModOptions SET Value = '80' WHERE Name = 'BUILDINGS_PRO_RATA_PURCHASE_DEPRECIATION';
 
Pro rata purchase is the percentage of the hammers already added to the building that are converted to a gold discount. So a building that you'd already allocated 100 hammers to would be discounted by 80 gold if you purchased it before completing it
 
v94 is now on my web site and GitHub. As requested, I've also updated the 34/43/62 civs version to v94

Adds a new event (PlayerDoneTurn) and an Lua API method
 
Nice continuous hard works!
1 thing, I will report an compatibility report with EUI.
In the formal EUI, I mean that not included in VP, there is a function that shows resources icons on the center of a map tile.
When I change the version of DLL - VMC from v89 to v94, this function is not activated (see attached files).
This function is defined in YieldIconManager.lua so I guess you did something around it.
Just an report, take it eazy.
 

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I've not changed anything, but you've probably deleted the YieldIconManager.lua/.xml files that ship with the DLL in the past and forgotten when doing the update. They're in ...\My Games\Sid Meier's Civilization 5\MODS\DLL - Various Mod Components (v 94)\UI\InGame
 
Start here - http://www.picknmixmods.com/main/privacy/usage.html, specifically

"Q) Can I bundle all your Summary Xyz mods (say) into a single mod (ie a mod-pack) and distribute it as my own mod?
A) No, you are not adding any original work

Q) Can I bundle all your Summary Xyz mods (say) along with mods from other authors into a single mod (ie a mod-pack) and distribute it as my own mod?
A) No, you are not adding any original work"

I'm guessing the "mp_" bit refers to "multiplayer", if that requires you to run some program to create a "pseudo DLC" from the mods, then I'd consider that task "original work" so the above wouldn't apply.

Don't know what you mean by "basis to add mods onto". Almost all of my mods stand alone, with the exception of those that depend on C++ changes in DLL-VMC.
 
hi ,
well, i just want to build up a "modpack (dlc) so i can play it.
consists out of the stand alone components that interests me.

no distribution hat so ever, just want to try civ v with your stuff :)

now that this is out of the way,
i understand you have a dll , does this include ai changes and fixes? like vox pop?

so you have any recommendation on preferred mod components to start with?
 
Summary Great People is not calculating correctly. The values differ from what is listed on the top panel as well as in city. What is causing this?
 

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EUI means nothing to me. I'd need to see the original UI screen grab (including the tooltips) either for the top left panel or the great people section of the city screen.

EDIT: Having played 200 turns checking this mod, I can see nothing wrong with it, so I can only assume it's a compatibility issue with VP and/or EUI. As I don't play with either, you'll need to solve this yourself.
 
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… especially player trading and shoshone scout in multiplayer … if the DLL itself does not work in multiplayer

Almost certainly not. I don't play multiplayer, I have no way to reproduce multiplayer bugs, I have no way to test for them, therefore, to be brutally honest, have no interest/motivation in trying to fix them in the small amount of time I now play/mod Civ V.

All my source code is available on GitHub, and there are several updated posts on how to compile the DLL on Windows 10 with the latest versions of Visual Studio.
 
v94 is now on my web site and GitHub. As requested, I've also updated the 34/43/62 civs version to v94

Adds a new event (PlayerDoneTurn) and an Lua API method

Ah, Maybe i need to update mine? I came here about an issue i've been having that i seam to have pinpointed to this mod.
(Seams when i use more than 22 civs, No city states spawn and other weird things like Marshes uses tundra graphics happen, as well as icon glitches.)
Would you think this update fixes these? I figured i ask before i try more things.

Hi whoward :)
I'm just curious if the bugs reported 2-3 years ago by me were finally fixed (especially player trading and shoshone scout in multiplayer).
I really love all of your mods, but cant use any of them, if the DLL itself does not work in multiplayer =(

Multiplayer has always been an issue with CIV V and mods.
What i use as a work around is a mod that lets me play modded HOT SEAT (advanced setup something)
Then my friend connects via Parsec.
It's not perfect but It's something, Though gets slight lag if you live on opposite places on the earth.
 
2whoward69: Good time of the year to you. I'm playing Super Power: Clash of Civilizations with your DLL, recently I updated from v.87 (34civc) to v.94 (34civs) (thanks for the update btw!) and I stumbled upon a misbehavior of the game - some promotions for some units aren't working. Namely it's "sunder", "barrage" and the like for range units (coded in NewAttackEffects.lua of this mod). After some digging I found out, that with DLL v.92 it works just fine, but after v.93 it is no longer working. So it must be something changed within DLL itself, what causes this error, because digging in CustomModOptions.xml returned no results. Do you have some ideas what can be the cause of this problem and how is it to (easily) fix w/o returning to v.87? Unfortunatelly I'm a noob in programming, especially C++/DLL.
 
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