whoward69
DLL Minion
Wots a "CE table"?
To increase the city working distance (if that is what you mean) is already possible with whowards dll, you can even assign it to required techs and so on. see his "City Working Distance" mod from picknmix website.Is there a way to get the CE table to work with the Various Components mod? I really want to use the extended workable tiles mod but the changed DLL is causing conflicts in the table.
<Trait_TradeRouteYieldChange>
<Row>
<TraitType>TRAIT_MOD_FOODPRODCUL_INTERNATIONAL</TraitType>
<DomainType>DOMAIN_LAND</DomainType>
<YieldType>YIELD_CULTURE</YieldType>
<Yield>5</Yield>
</Row>
</Trait_TradeRouteYieldChange>
Cheat engine
okay, no problem, it is your project, thats why I asked and it is totally fineThe future of DLL - VMC
I've had a long think over the weekend about the future direction of DLL - VMC. The mod was never a collaborative project; although I would occasional add items inspired by other people's ideas, it was always my final interpretation of their idea and solely my code.
I can see no benefit to me in changing this approach, especially as I'm playing very little CivV and coding even less.
Others are still free to clone the code base and use it as they want (within the terms of my fair usage policy), but I won't be incorporating any such changes into the main code base, unless I can see a direct advantage for me to it (so no multi-player fixes for example). Additionally I won't be justifying/altering existing functionality and/or behaviours - they were coded that way at the time for a good reason, even if I can no longer remember why. If you don't like the way something works, clone the code base and make it do what you want.
I also don't have the time to explain how the code base works and/or provide additional clarity to my DLL Tutorials. At the time I wrote the tutorials a certain familiarity with C++ was assumed, and this is still the case. There are also many posts about coding the DLL and how my mods work - Google is your friend.
Leg godt.
Intermediate difficultyI was wondering how difficult it might be to change the requirement for bombardment ability to be a building ...
Not possible, as the tech code calculates per team and not per city. Also, the caching used will need to change from per team to per city.... ultimately I don't want to change any of the underlying code mechanics behind the mod at all if possible ...
Intermediate difficulty
Not possible, as the tech code calculates per team and not per city. Also, the caching used will need to change from per team to per city.
But ...
Merry Christmas![]()
Although it has inspired me to use this to reverse engineer your Trait - River Connection mod to be a building instead of a Civ trait
Although it has inspired me to use this to reverse engineer your Trait - River Connection mod to be a building instead of a Civ trait
Assuming you're going to use a new riverside building (eg landing stage) in each city to make these connections, you'd be best starting from "Global - Air Routes", change the building requirements from airport to your new building AND use the river connection trait code to test if there's a river connection between the two landing stages
Give me a couple of days and I'll look at the code again as to why it can't be set to 0. I need to push the ships in hill cities changes anyway