Modmodding Q&A Thread

What is the meaning of "Exposed to Python", anyway?
It means that this specific method can be called from Python code, or more specifically, that there is a method in the Python API that calls this method.

Also, I do not of the ability or tools to compile a DLL.
That's lazy freeloader talk.
 
It means that this specific method can be called from Python code, or more specifically, that there is a method in the Python API that calls this method.

What is the point of making the civ list "Exposed to Python" if you still have to edit the DLL to change it. Not trying to be rude, but I honestly don't understand.

That's lazy freeloader talk.

Is there someplace I could hire someone to do the DLL for me?
 
What is the point of making the civ list "Exposed to Python" if you still have to edit the DLL to change it. Not trying to be rude, but I honestly don't understand.
The civ list is not exposed to Python. There is no such thing as a civ list. If you want to talk about the subject of adding civs to the game, you have to educate yourself on it first.

Is there someplace I could hire someone to do the DLL for me?
You really don't like hard work and making an effort do you.
 
Where can I do this?
As I said, I wrote a whole guide for adding a civilization to DoC, which is linked to in the forum index thread. There is an older version of it buried somewhere in this thread (it also had its own thread back then), which might be more applicable to SoI because the mods have diverged some more since then.
 
In Various Delectat module, it has an era file. The only difference between it and the original is that it has a Futuristic era (separate from the Future era). However, the Futuristic era is identical to the future era and doesn't appear anywhere else in the mod. Can I remove the file from the mod to increase compatibility?

I have already removed most of the units in the Various Delectat units.xml file, except for the Settler, wolf and city builder, because they are the only units that cannot be made to be compatible with the base units.xml file.
 
I assume you have tried if it works?
 
As long as it works I'm happy to approve it :) I'd be great if we could reduce the maintenance requirements for the VD module.
 
As long as it works I'm happy to approve it :) I'd be great if we could reduce the maintenance requirements for the VD module.

I forgot to mention, I also removed all unmodified eras from the soundtrack module era.xml file. It doesn't come up with xml errors, however, I'm not sure how to test whether or not this effects the sound.
It should work, but it might not since me removing empty boolean tags caused hotkeys to stop working.
 
That should be worth a test at least.
 
Say, in Git, I made a commit and push many months ago, but now I want to abandon it and change my fork to the current version. How on earth do I do that?
 
That's why you usually use branches when working on a feature inside a fork (or even when you own the parent project). Develop exists only to update from the parent repo and to branch off from. Actual changes are made inside a branch, which is then used for a pull request. This way, you can abandon branches you don't care about anymore, and even branch off develop multiple times.

But if you have a commit in your develop branch that you want to undo, there are two ways to do it: undo the commit itself, or pull the current state from the DoC parent repo again while overriding your commits. I don't know how to do the former with Tortoise, so let's go with the other option.

1) right-click the repository folder and select Git Synch
2) make sure to select as "Remote URL" not "origin" (which is pointing to your fork) but the DoC repo. If you haven't done so yet, you can add it with "manage", entering a name for it ("doc-base" or whatever) and putting in the URL for the DoC repo.
3) select the check box with "Force" (if you don't select force, git will reject the pull because of your commit)
4) click "Pull"

That should do it.
 
Thanks. When I look for this advice online, I feel I need someone like Donald Trump to explain it in really simple language.
 
Huh, looks like your old changes remained in the branch. I'm just going to squash your commits into one so it's not a problem for the mod history.
 
This is technically not a question, but the resolution to a problem I had, in the hopes that my misery might bring others some entertainment.

Remember that issue I had with Secularism apparently no longer enabling the building of all world wonders that require a state religion? Well I have spent this afternoon more or less starting from scratch, creating a new folder with the most up to date version of DoC, and merging my own files into that. At several points I started the mod to see if the issue reoccurred, but everything seemed to work fine, and when I finally came to CIV4CivicInfos.xml I worked very very carefully, to make sure absolutely nothing slipped past me. When I got to Secularism I noticed something strange, which was present in DoC but missing in my modmod:

<Help>TXT_KEY_CIVIC_SECULARISM_HELP</Help>

Why would there be a help tag I wondered? Almost no other civics seem to have it? Except for Pantheon... *computing* Noooooo, that couldn't be it, right? I tested it ingame via Worldbuilder, so it couldn't just have been me deleting the description, right?

A few tests later I came to the following conclusions:

1. I'm an idiot. :crazyeye:
2. Adopting Secularism doesn't enable the building of wonders that require a religion if you don't have that religion in a given city, thus explaining why in all of the tests, conducted with China in the 600AD scenario, I couldn't build Notre Dame even with Engineering, but Borobudur in Buddhist Kaifeng with Secularism and not without.
3. Adopting Secularism also doesn't enable the building of wonders that require Pantheon.
4. Secularism was working as intended all along, I just misunderstood its exact effect and accidentally deleted the help tag describing the effect. :wallbash:
 
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