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Quick Modding Questions Thread

Hey guys I've got a quick question.

I downloaded a 50 civ DLL and can't figure out where to put it. I've tried putting it in my mod's folder, in the BTS civgamecoreDll folder, and neither of those work. Where am I supposed to put it?

Edit: I also tried replacing the DLL in the assets (BTS) folder. When I did that, my game wouldn't start. So I put the original back. Apparently that isn't the right place.
 
Hey guys I've got a quick question.

I downloaded a 50 civ DLL and can't figure out where to put it. I've tried putting it in my mod's folder, in the BTS civgamecoreDll folder, and neither of those work. Where am I supposed to put it?

Create a folder in the mods folder, name it whatever you want, then in that folder create an Assets folder. Place it in that folder, and load that mod
 
Create a folder in the mods folder, name it whatever you want, then in that folder create an Assets folder. Place it in that folder, and load that mod

Edit: I got it working. Not sure what I was doing wrong. But thanks a lot for the help :)
 
there is a unit in The Sword of Islam that has a catapult and crew and changes had to be made to make that unit die properly so you might find clues there. the unit is called a "Siege Engineer" I think.

does anyone know if static leaderheads will reduce memory allocation failures in very large mods?
 
Anyone know how to set which unitart will be killed last? I thought there was something in the xml but I can't find it? I have a unit with 1 heli and 5 infantry and I want the all the infantry to be killed before the heli does in combat

I don't think it's possible to decide which unit dies first/last, but it's possible to make them die all at the same time. As srpt said, I did this in SoI & Sengoku, to save you time looking here it is, in CvUnit.cpp:
Code:
int CvUnit::getSubUnitsAlive(int iDamage) const
{
	if (iDamage >= maxHitPoints())
	{
		return 0;
	}
	else
	{
		// edead: start - mechanized units should not lose subunits so that siege crews work properly
		if (m_pUnitInfo->isKeepSubUnits())
		{
			return m_pUnitInfo->getGroupSize();
		}
		else
		// edead: end
		return std::max(1, (((m_pUnitInfo->getGroupSize() * (maxHitPoints() - iDamage)) + (maxHitPoints() / ((m_pUnitInfo->getGroupSize() * 2) + 1))) / maxHitPoints()));
	}
}

isKeepSubUnits is a new XML tag for this, while the function above simply makes sure the unit with this tag always has maximum group size, regardless of health, so everyone dies together.
 
does anyone know if static leaderheads will reduce memory allocation failures in very large mods?

Yes, either reducing the size of LHs or making them static helps somewhat. Many LHs on the forums, while beautiful, are very "wasteful" in texture use and take up 10-30 MB of memory each, where they could take up 4-5 MB each without quality loss. I can review RFCW LHs this way if you want, I've cut the size of SoI & RFCE LHs by more than half this way (they also load faster).
 
Yes, either reducing the size of LHs or making them static helps somewhat. Many LHs on the forums, while beautiful, are very "wasteful" in texture use and take up 10-30 MB of memory each, where they could take up 4-5 MB each without quality loss. I can review RFCW LHs this way if you want, I've cut the size of SoI & RFCE LHs by more than half this way (they also load faster).

yes thanks that would be very helpful. any that I am using that are also in SoI or RFCE I will replace with your smaller versions.
 
I merged WoC Lite with my mod for the large gamefonts (only other SDK comp is 50 civs) but I am having a problem with the corporations

While the corporations buttons above the citybar appear correct, in the sevopedia and in the city screen the corporation buttons are off. Both point 4 away. So for the fourth corporation, on top of the city bar it points to
<iTGAIndex>3</iTGAIndex>
Like I write in the xml. But in the pedia and in the city screen, it shows the button in the 0 spot. This happens accross the board only with corporatoins. Even if it is 0, it jumps 4 spots back into the religions. Any ideas?


Nevermind, solved it!
 
GlobalDefines.xml

Code:
	<Define>
		<DefineName>BASE_UNIT_UPGRADE_COST</DefineName>
		<iDefineIntVal>20</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>UNIT_UPGRADE_COST_PER_PRODUCTION</DefineName>
		<iDefineIntVal>3</iDefineIntVal>
	</Define>

So a unit w/ 1 cost, costs 23 to upgrade, 2 -->26 and so on.
 
GlobalDefines.xml

Code:
	<Define>
		<DefineName>BASE_UNIT_UPGRADE_COST</DefineName>
		<iDefineIntVal>20</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>UNIT_UPGRADE_COST_PER_PRODUCTION</DefineName>
		<iDefineIntVal>3</iDefineIntVal>
	</Define>

So a unit w/ 1 cost, costs 23 to upgrade, 2 -->26 and so on.

Thank you, this is me need too.
 
Is there any particular way to instigate war in a scenario?

I set attitudes appropriately but no one seems to want to go to war, or when they do, they don't really attack. I even did a test run and sicked a large civilization against a small undefended one,they just won't attack. "Aggressive AI" is on.

Would changing the handicap help, maybe?
 
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