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Exploration Continued Expanded (Obsolete)

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Is it possible to seperate the "Colony" part of this mod? For the game im trying to set-up, i just need a mod that makes cities founded a certain distance away, puppet-cities - colonies.
 
It was out!
(:cry:)
(Mum! This cruel modder took my component! :cry:)
 
If i reckon correctly, the vanilla folder is in the UI folder. But i might be wrong.
 
What do you mean by, "in the same location"? Where/What is "the vanilla folder"?

As Natan says, it's in "\JFD's Exploration Continued Expanded\Shared\Lua\UI\"

However, atm, you shouldn't need it (and may not ever). Trade and Colonies are the components that make this mod incompatible with other mods that edit the UI, but they're neither active, and Trade may not return at my hand, and, if so, Colonies will be made much more modular - I hope.
 
If i reckon correctly, the vanilla folder is in the UI folder. But i might be wrong.


As Natan says, it's in "\JFD's Exploration Continued Expanded\Shared\Lua\UI\"

However, atm, you shouldn't need it (and may not ever). Trade and Colonies are the components that make this mod incompatible with other mods that edit the UI, but they're neither active, and Trade may not return at my hand, and, if so, Colonies will be made much more modular - I hope.

Thanks. Colonies sound really interesting. Cant wait until it's implemented
 
Hello,

Could you try to implement support for Community Balance Patch, or at-least provide steps on how to do it myself?

Community Balance Patch is a huge part of my mod collection, as is with a lot of people; so implementing compatibility with Community Balance Patch would be a big help.

The real issue with using both Exploration Continued Expanded and Community Balance Patch at the same time is that you can't open the City View / City Screen, which makes gameplay almost impossible.

I'm not an experienced modder, so I couldn't implement compatibility. The issue definitely lies in the CityView.lua and CityView.xml, which both mods use.

Any sort of help or solution would mean the world to me and a lot of others. I'd really like to continue my play with both mods.

Thanks in advance!
 
You might want to note in your OP that my Civ-Appropriate Great Generals and Admirals names mod is completely incompatible. Having both mods running at the same time will cause one or the other to fail in various ways.

  • If your mod loads second, it will delete all the civ-assigned GG and GA names my mod adds, effectively returning the game to the native state (I think) of random names are what you get when you pop a GG or GA.
  • If mine loads second it will wipe your names. Not sure what that will do to the rest of your mod's systems. Mine will still run correctly (I think) for re-assigning the names of the GG and GA.

I'll have to remember to add a note to my mod description informing users it is probably 100% bad for compatibility with ExCE.
 
Hello,

Could you try to implement support for Community Balance Patch, or at-least provide steps on how to do it myself?

Community Balance Patch is a huge part of my mod collection, as is with a lot of people; so implementing compatibility with Community Balance Patch would be a big help.

The real issue with using both Exploration Continued Expanded and Community Balance Patch at the same time is that you can't open the City View / City Screen, which makes gameplay almost impossible.

I'm not an experienced modder, so I couldn't implement compatibility. The issue definitely lies in the CityView.lua and CityView.xml, which both mods use.

Any sort of help or solution would mean the world to me and a lot of others. I'd really like to continue my play with both mods.

Thanks in advance!
I'm using both mods and they work perfectly. Did you try each mod individually? Maybe you didn't install CBP properly
 
Hello,

Could you try to implement support for Community Balance Patch, or at-least provide steps on how to do it myself?

Community Balance Patch is a huge part of my mod collection, as is with a lot of people; so implementing compatibility with Community Balance Patch would be a big help.

The real issue with using both Exploration Continued Expanded and Community Balance Patch at the same time is that you can't open the City View / City Screen, which makes gameplay almost impossible.

I'm not an experienced modder, so I couldn't implement compatibility. The issue definitely lies in the CityView.lua and CityView.xml, which both mods use.

Any sort of help or solution would mean the world to me and a lot of others. I'd really like to continue my play with both mods.

Thanks in advance!

Atm, they should work fine together. Try redownloading ExCE - sounds like you have an outdated version in which the CityView was replaced to accomodate the Trade and Colonies components, which are no longer active as of the latest version.

You might want to note in your OP that my Civ-Appropriate Great Generals and Admirals names mod is completely incompatible. Having both mods running at the same time will cause one or the other to fail in various ways.

  • If your mod loads second, it will delete all the civ-assigned GG and GA names my mod adds, effectively returning the game to the native state (I think) of random names are what you get when you pop a GG or GA.
  • If mine loads second it will wipe your names. Not sure what that will do to the rest of your mod's systems. Mine will still run correctly (I think) for re-assigning the names of the GG and GA.

I'll have to remember to add a note to my mod description informing users it is probably 100% bad for compatibility with ExCE.

Why is this, do you supose?
 
Why is this, do you supose?
Because we're both doing a form of <Delete> in the <Unit_UniqueNames> table on all Great Admirals and Great Generals.

Mine:
Code:
<GameData>
	<Unit_UniqueNames>
		<Delete>
			<UnitType>UNIT_GREAT_GENERAL</UnitType>
		</Delete>
		<Delete>
			<UnitType>UNIT_GREAT_ADMIRAL</UnitType>
		</Delete>
	</Unit_UniqueNames>
</GameData>
Yours:
Code:
DELETE FROM Unit_UniqueNames WHERE UnitType IN ('UNIT_GREAT_ADMIRAL', 'UNIT_GREAT_GENERAL', 'UNIT_MERCHANT');
 
The mod will fail regardless, though. :cry:
 
I assumed you had some gameplay-effects reasons for clearing out the names of the Great Generals and Great Admirals.

Gameplay effects reasons as in:
  • something in your lua that when Great General Name_X is spawned, the lua does Y as a mini-event
Looking through your code I did not find anything, however, so I'm assuming I would be good to go to simply add a reference in my mod to make yours load first.

Could result in 'name-doubling' in some cases where I've used some of the historical explorer/generals of Spain and Portugal as Great Generals, but since so far as I can see you've always used "JFD" somewhere in the Great General and Great Admiral TXT_KEYS it won't actually cause interference, it just might look a little odd to a player to be using Vasco De Gama as a Great Admiral, only to encounter a Great Explorer belonging to another player but with the same name. I haven't had a chance to look to see how many potentials for this there really are between the two mods.
 
Yeah, I only deleted them because some of the names were shifted to the Recon line, and I was too lazy to take them out specifically of the GG/GM/GA lists. I'll add a reference to your mod next update.
 
Yeah, I only deleted them because some of the names were shifted to the Recon line, and I was too lazy to take them out specifically of the GG/GM/GA lists. I'll add a reference to your mod next update.
No, let me add the reference in mine. If yours loads after mine, mine will essentially be disabled.
 
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