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Shock! Horror! I've written a mod!

Discussion in 'Civ5 - Creation & Customization' started by whoward69, Aug 19, 2018.

  1. whoward69

    whoward69 DLL Minion

    Joined:
    May 30, 2011
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    Near Portsmouth, UK
    Been playing some Civ V and a bit of Civ BE recently and missed the "cities can work extra tiles" effect from combining certain artefacts and then adding the building to a city … so kinda translated it to Civ V

    Tech - City Automaton Workers

    "Upon researching Machinery cities gain an automaton, so may work one additional slot (tile or specialist) than they have population.

    One additional automatons are gained at Industrialisation and Electronics, while two are gained upon researching Robotics."


    Requires v89 of my DLL (which is the real "Shock! Horror!" as I had to re-learn C++ for DLL modding)

    Enjoy (if you're playing with my DLL that is)

    William

    PS - Will update GitHub with the new source code when I find the notes on how to do that!
    PPS - GitHub now updated
     
    Last edited: Aug 19, 2018
    Nutty, Danmacsch, Enginseer and 3 others like this.
  2. kidm1

    kidm1 Chieftain

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    i sign up to say this word 'WOW'
    it's possible they have different color of citizen??
     
  3. whoward69

    whoward69 DLL Minion

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    The way it's implemented there is no discernible difference between population and automatons when it comes to filling city slots (plots and specialists). This way the AI can use them via all the standard code.

    I did add a pCity:GetAutomatons() [returns an integer] to indicate how many automatons there are in a city, so it would be possible to change CityView.lua/xml to show this info and/or colour the "first X" slots with a different colour. But that would mean changing CityView.lua/xml and a number of other mods already do this and it would therefore introduce incompatibilities.

    Having said that, I'll probably change my own mods that alter CityView.lua/xml to include this info somehow.
     
    kidm1 likes this.
  4. jarcast2

    jarcast2 Warlord

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    Jan 10, 2018
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    Gallia Belgica
    I really like the concept :) Is the mod compatible with Vox Populi (given that basically your DLL mod components == (1) Community Patch) ?
    Currently, I have the June 14th beta version of Vox Populi with (1) Community Patch (v 88) installed (so technically it should not since you said v 89 is required).
    In that case is there a way to manually add the changes you made with your version 89 to make your automation mod compatible with (1) Community Patch (v 88) ?
     
  5. whoward69

    whoward69 DLL Minion

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    Looks like VP is reporting my version number and not it's own - I highly doubt it really is v88

    As per all my changes to the DLL, the code is clearly delineated, so it shouldn't be that hard to find them and merge them into the VP code base. Will I be doing it? No.
     
  6. ryanmusante

    ryanmusante Regular Supporter

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    It reminds me of Frostpunk. I love cold weather so much, I even play "ice-age" created worlds when I start games in Civilization. It forces the civs to tough out snow and tundra.
     
  7. whoward69

    whoward69 DLL Minion

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    DLL - VMC v90 now supports automatons via traits, policies and buildings (both local and global) as well as via techs - see the sample mods on my web site for further details
     
    Troller0001 likes this.

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