Modmodding Q&A Thread

... I think merijn implemented something like that? Not sure how to display this right now.
 
You must be in Map Mode.

It displays the cityname on top of the screen, below the x,y-coordinates. It shows the CNM of the selected civ in the dropdown menu.
 
Now this might be a no-brainer, but I figure better safe than sorry: Regardless of source files or compiling or whatever, if I were to delete CvGamecoreDLL.dll in the Assets folder of my modmod and replace it with CvGamecoreDLL.dll from Dawn of Civilization after I pulled it from Git, my code would be up to date, right?
 
Now this might be a no-brainer, but I figure better safe than sorry: Regardless of source files or compiling or whatever, if I were to delete CvGamecoreDLL.dll in the Assets folder of my modmod and replace it with CvGamecoreDLL.dll from Dawn of Civilization after I pulled it from Git, my code would be up to date, right?

If I got it right, you didn't make any changes to dll yourself? If yes, and if by code you actually mean mod's dll (C++ component of the mod) then yes. This won't make your Python/xml/art/map/etc. files up do date. (There's probably a more elegant way of doing all this through Git.) You should also replace contents of CvGameCoreDLL folder as actual source code is contained there. (This last thing isn't necessary for your mod to work, but it would be advisable to have the right version of source code in case you (or somebody else) decide to make further modifications there.)
 
Well of course I would merge all the other files (XML, Python, maps etc.) the old fashioned way with Winmerge, but for the DLL I would need to compile and that's too much work.
 
Yeah, I strongly advise to also merge the C++ sources from DoC. As long as you did not change the sources yourself the merge should go through without your help and you should be able to overwrite your DLL with the latest one.
 
Now this might sound like a stupid question, but where can I see which files you changed exactly in a given commit? For accepted pull requests you always post a link leading to it in the Git Update Log thread, but not for changes you implemented yourself.
 
You can either look in the log (right click on the DoC folder -> show log) or you can look at each individual commit here. And when you update, there is an option to view all changed files.
 
The Zoroastrian buttons that I have imported work correctly in the city screen, civilopedia and map. However in the list of buildings in the city that appears when you hover over a city bar it appears pink. How do I fix this?
 
Now this might sound like a stupid question, but where can I see which files you changed exactly in a given commit? For accepted pull requests you always post a link leading to it in the Git Update Log thread, but not for changes you implemented yourself.
merijn's link is a good place to start (you get there by clicking "commits" on the main repository page on Github). Whenever I implement a larger feature I usually also merge it by pull request, which is linked to in the commit list. So you can also look at the diff of all those changes there.

The Zoroastrian buttons that I have imported work correctly in the city screen, civilopedia and map. However in the list of buildings in the city that appears when you hover over a city bar it appears pink. How do I fix this?
I also had this problem once but I don't remember how I solved it. Will look into the code later.
 
The Zoroastrian buttons that I have imported work correctly in the city screen, civilopedia and map. However in the list of buildings in the city that appears when you hover over a city bar it appears pink. How do I fix this?

Could it be that the folder name of the art files has a space in it? If so, just replace it with an _ (and edit the XML).
 
Code:
if iCivicEgalitarianism in lCivics:
		if iCivicRepublic in lCivics: return 2
		[I]if set([iCivicDirectRule, iCivicVassalage, iCivicAbsolutism, iCivicRepresentation, iCivicTotalitarianism]) & lCivics: return -3[/I]
		if iCivicEnvironmentalism in lCivics: return 2
		if iCivicSecularism in lCivics: return 2

Am I just not getting Python or have I discovered something redundant? I found this piece of code in Stability.py, and if I understand it correctly Egalitarianism gives you -3 stability when combined with Direct Rule, Vassalage, Absolutism, Representation or Totalitarianism, which is obviously impossible as Egalitarianism is in the same category as all of those civics.
 
Yeah, looking at the log that is a mistake that occurred when rewriting that code. It's supposed to be every civic except Public Welfare. This part of the code is very cryptic and I'm going to rewrite it to make it more legible.
 
Where is Egypt's UP handled? Please don't tell me it's in the DLL, I just renamed Dynasticism to Dynasty in all files I could find.
 
It's in the DLL, but the code is independent of the XML tags. But generally, unless you know what you're doing, don't rename XML tags.
 
It's in the DLL, but the code is independent of the XML tags. But generally, unless you know what you're doing, don't rename XML tags.

But I already renamed like half of all civics XML tags months ago. :X
 
As long as you stick to the previous order of civics, everything should still work.
 
As long as you stick to the previous order of civics, everything should still work.

With regards to Egypt's UP or in general? Because I did edit some Python files as well.
 
Also with regard to other civic related things implemented in the DLL. Python is fine as long as you adjust Consts.py.
 
What about slavery, as in the Atlantic slave trade? Are the civics you need to use it hard coded in the DLL or somewhere else?
 
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