R.E.D. DLL for Brave New World

Hi Gedemon, i followed your step for exam 1 but when in game my range unit can not stack with meele unit.

I edited SQL file in R.E.D . Anything wrong with me ?

Thanks
 
could you post your code ? (in code and spoiler tag if possible, or attached as a zip)
 
I edited SQL file from that link: My Games\Sid Meier's Civilization 5\MODS\R.E.D. DLL (v 7)\SQL

Removed -- symbol but it does not work in game, do i miss something else ?

In game their have some opts of R.E.D ? Do i need to disable all to make this code active ?

Thanks, Gedemon

Spoiler :
/*
R.E.D. DLL Configuration
by Gedemon (2013)

*/

/*****************************\
DLL MANDATORY SECTION
Do not remove any line !
\*****************************/

-- Unit stack Class
-- StackClass: can be any string, each different class can stack with another class, but not units of the same class
-- MaxStack: 0 means use plots limit, -1 means no stacking limit, values above 0 means a specific limit for this unit type. Can be combined with StackClass
ALTER TABLE Units ADD COLUMN StackClass text DEFAULT 'DEFAULT';
ALTER TABLE Units ADD COLUMN MaxStack integer DEFAULT '-1';

/* City Stacking Base Limit (for unit of same type in a domain) 0 = use PLOT_UNIT_LIMIT, -1 = unlimited */
INSERT INTO Defines (Name, Value) VALUES ('CITY_LAND_UNIT_LIMIT', 0);
INSERT INTO Defines (Name, Value) VALUES ('CITY_SEA_UNIT_LIMIT', 0);
INSERT INTO Defines (Name, Value) VALUES ('CITY_AIR_UNIT_LIMIT', -1);



/*****************************************************\
OPTION/EXAMPLE SECTION
Remove the -- at the beggining of a line
to activate the code
\*****************************************************/

/* Scout as a separate stacking class, will stack with civilian and military units */
--UPDATE Units SET StackClass ='RECON' WHERE Type = 'UNIT_SCOUT';

/* Worker as a separate stacking class, will stack with settlers, great people and military units */
--UPDATE Units SET StackClass ='WORKER' WHERE Type = 'UNIT_WORKER';

/* Unlimited stacking for Great People, any number of GP will stack with any other units */
--UPDATE Units SET MaxStack ='-1', StackClass ='GREAT_PEOPLE' WHERE Special = 'SPECIALUNIT_PEOPLE';

/* Ranged land units as support class (stack with other units) */
UPDATE Units SET StackClass ='RANGED' WHERE RangedCombat > 0 AND Domain = 'DOMAIN_LAND';
 
how do you launch the game ?
 
I launch game from file (not steam), active mods (R.E.D first) then nothing happen. Does it mean by mods conflict ?
 
there will be incompatibilities with other mods using custom DLL, yes.

edit: and it won't work on mac, as all DLL mods.
 
Here my mod list (I used window 7):

Code:
- [BNW] Colonialist Legacies - Mexican Republic (v 1)
- City-State Diplomacy Mod (CSD)  for Brave New World (v 18)
- Civ 5 Extended City Radius (v 1)
- Civ IV Diplomatic Features (v 10)
- Diplomacy - City States (v 2)
- Diplomacy - CivIV Features (v 1)
- DLL - Various Mod Components (v 37) (I think it maybe here !!! Need your advise Gedemon)
- Emigration (v 5)
- Great Prophet Historical Names (BNW or GK) (v 26)
- Historical Religions (BNW or GK) (v 35)
- More City-Sates Luxuries (v 3)
- More Great Musicians
- More Luxuries and Optimized Resource Distribution (v 141)
- More War (v 3)
- R.E.D. DLL (v 7)
- UI for Unit Stacking (v 1)
 
Yes, if you activate both "Various Mod Components" and "R.E.D. DLL", one will not be loaded.
 
Here my mod list:

Code:
- DLL - Various Mod Components (v 37)
- R.E.D. DLL (v 7)

RTFM - "IMPORTANT - Only one mod with a replacement DLL may be active at a time."
 
Small teaser...

Spoiler :
attachment.php
 

Attachments

  • teaser.jpg
    teaser.jpg
    315.4 KB · Views: 704
Thanks for sharing this awesome mod, I can't really play without it :)

A few questions:
Im playing with CCTP as many other players do and "DLL - Various Mod Components" is a recommended mod to use since it make many features available. So i wonder if is it possible to make this mod work with DLL - Various Mod Components from whoward69?

Also, some of the features in "R.E.D. DLL for Brave New World" is critical to anyone who play with stacked units, I always do, especially this feature:
  • GAMEOPTION_BEST_DEFENDER_BY_HEALTH: force the combat engine to pick the unit that will have the most Health left after the attack to defend a plot. If unchecked, the unit with the best fighting strength is used (even if it has only 1 HP left...)
Is it possible that this feature or any of the other features can work without DLL or be made into as a standalone mod?
Your the only one I have seen that have made this feature available and as said its critical, I cant play without.

I will really appreciate if some kind of solution is possible :)
Cheers
 
All the actual features of the mod can't be done without the DLL, that's why I've made it.

You can't use 2 modded DLL at the same time, but you can merge their code and compile a new DLL with the features of both

If I had done things the correct way and taken the time to better organize the GitHub repository, you'll just had to merge the Best Defender branch and the Various Mod Components branch using Git.

But as the patches code where applied on different branches (I think we should have made it only on the master), I'm afraid that Git will be confused by the history when merging.

Still, it won't be hard to do it with an external program, but it requires at least some understanding of the codes you're merging (note: maybe it's not the easiest way, but I've learned a lot while merging code when I've started modding, and the "best defender" diff is not complex)

An absolute prerequisite is to know how to compile the game DLL
 
All the actual features of the mod can't be done without the DLL, that's why I've made it.

You can't use 2 modded DLL at the same time, but you can merge their code and compile a new DLL with the features of both

If I had done things the correct way and taken the time to better organize the GitHub repository, you'll just had to merge the Best Defender branch and the Various Mod Components branch using Git.

But as the patches code where applied on different branches (I think we should have made it only on the master), I'm afraid that Git will be confused by the history when merging.

Still, it won't be hard to do it with an external program, but it requires at least some understanding of the codes you're merging (note: maybe it's not the easiest way, but I've learned a lot while merging code when I've started modding, and the "best defender" diff is not complex)

An absolute prerequisite is to know how to compile the game DLL
Thanks for a quick reply. I have no clue about programming so do you have any suggestion to where I should start to make this possible? A quicker and better solution is ofc to ask if you can do it for me, anything I can do to convince you to take on such a task? I can make a donation ofc :D
or an even better solution is that you and whoward69 merge your awesome work together and make a new uber DLL package. I vote for this solution :cool:
 
or an even better solution is that you and whoward69 merge your awesome work together and make a new uber DLL package. I vote for this solution :cool:

Its not only the code of this both superior modders, also the smart ai mod uses very nice additiones for the dll (ai buy in its own cities f.e)

I asked whoward of merging smart ai and whowards dll togethere.

Maybe with enough time and a good tutorial i could might provide more help , but i got other priorities yet.
 
Small teaser...

...image snipped

Just getting reacquainted here.

What's the highlight in the teaser? Is it the culture total and delta values in the plot tooltip? If so, that's a much appreciated addition.

In recent games, I find myself experimenting towards more efficient approaches to increase my own (plot based) culture against a near neighbor. This is particularly challenging vs a rival capital.

Probably more a question for the Diffusion thread, but I'm wondering whether my habit of rebuilding my roads so they run adjacent to the cultural border (as Nottingham has in your screenshot) is a worthwhile strategy. It seems to help, but it's hard to gauge the correlation without seeing those growth/decay values.
 
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