But didn't you successfully compile the BtS DLL for your mod component?
What's the difference? Just copy the project and use DoC's sources.Yes, I am specifically talking about DoC's DLL now.
It's in AIWars.checkTurn().Where is the trigger for the Roman and Greek conquerors? I can find the function in UniquePower.py, but I can't find a trigger.
It's in AIWars.checkTurn().
What's the difference? Just copy the project and use DoC's sources.
1>------ Build started: Project: CvGameCoreDLL, Configuration: Debug Win32 ------
1>Performing Makefile project actions
1>makefile(218) : fatal error U1050: Target "" not supported. Supported targets: Debug Release Assert Profile
1>Stop.
1>Project : error PRJ0019: A tool returned an error code from "Performing Makefile project actions"
1>Build log was saved at "file://c:\Games\Sid Meier's Civilization 4 Complete\Beyond the Sword\Mods\RFC Dawn of :) :) :) :):) :) :) :):) :) :) :):) :) :) :) Visual Studio\CvGameCoreDLL\Debug\BuildLog.htm"
1>CvGameCoreDLL - 2 error(s), 0 warning(s)
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
You have to select the target in Visual Studio. If the makefile is properly imported there should be a dropdown menu. You want release for best performance.
1>CvPlot.obj : error LNK2019: unresolved external symbol _GetProcessMemoryInfo@12 referenced in function "bool __cdecl NeedToFreeMemory(void)" (?NeedToFreeMemory@@YA_NXZ)
1>Release\CvGameCoreDLL.dll : fatal error LNK1120: 1 unresolved externals
1>NMAKE : warning U4010: 'Release\CvGameCoreDLL.dll' : build failed; /K specified, continuing ...
1>NMAKE : warning U4011: 'Release' : not all dependents available; target not built
1>Project : error PRJ0019: A tool returned an error code from "Performing Makefile project actions"
It's Nightingale's makefile.Where did you get that makefile from anyway, or did you write it yourself?
The short answer is no, buildings are referenced by position in the XML file in the DLL.Are there any DLL effects depending on the relative positions of buildings in the XML, like with the relative positions of civics? I just noticed that my inclusion of the City Hall building wrecked havoc on some Python related stuff because I forgot about Consts, and figured I might as well make sure about the DLL too while I'm fixing that.
Edit: Just noticed this in Consts above the buildings block: "update Persian UHV every time this is changed", I suspect this is because the game needs to know which of the buildings count as "wonders" and "shrines" exactly, and "iBeginWonders = iGreatSphinx # different from DLL constant because that includes national wonders" makes me believe that at least some of that is handled in the DLL, and that apparently everything starting from iGreatSphinx is treated as a wonder by the game at least as far as Python is concerned. Sooooo now I am a bit confused, is there actually any way of adding a generic building without adjusting the DLL or messing up something in the background?
The short answer is no, buildings are referenced by position in the XML file in the DLL.