whoward69
DLL Minion
It's something you're doing wrong then
You'll get better results if you actually use the DLL in the mod
Code:
... import="[COLOR="Red"]0[/COLOR]">CvGameCore_Expansion1.dll</File>
(Needs to be 1, ie VFS=true)
It's something you're doing wrong then
... import="[COLOR="Red"]0[/COLOR]">CvGameCore_Expansion1.dll</File>
You'll get better results if you actually use the DLL in the mod
Code:... import="[COLOR="Red"]0[/COLOR]">CvGameCore_Expansion1.dll</File>
(Needs to be 1, ie VFS=true)
function DoXY(iPlayer, iUnit, iX, iY)
pPlot = Map.GetPlot(iX, iY)
print(pPlot:GetOwner())
end
GameEvents.UnitSetXY.Add(DoXY)
iterator(Player) Players()
Create ability to open any popup from a notification
Create the ability to add new end turn blocking notifications
I think that would make a great addition! Thank you.Also, feel free to add my custom mission code to the community DLL.
Is this really not an option? I only need one dll for my mod and there is no reason it has to match anyone else's. But that's my perspective for a total conversion mod. From the pick & mix perspective, I guess you want one single community dll with xml switches. Too much work to try to do both.Of course, in a compiled language, the true method for keeping things modular is compiling different branches of the code, or compiling with only the features you want. But because we have this "one DLL to rule them all" restriction placed upon us by Fieaxes, the best we can hope for is flexible runtime design (and xml switches perhaps, as Whoward uses).
This is totally controlled and accessible via xml, though the restriction is on plantation improvement. But you could make a "banana plantation" improvement that doesn't remove the feature if you really want it, so no need for dll modding here. The silly thing about bananas is the -1p for building plantation on it (which, combined with the long build time and -2s from university makes it not a good idea). But this also is completely accessible via xml modding.Fix(?) have improving bananas no longer remove the jungle.
This would be very welcome. Though I'm not sure that a dll solution is easier than a Lua solution. I have "hidden" xml tags for buildings, techs and promotions that are all implemented through Lua.One sample thought for such a tool might be allowing users to add more flexible traits to civs without requiring them to mod 'hidden buildings' and other tricks.
It doesn't (shouldn't) be an either or. The community dll would be the bases for your total conversion DLL (if you wanted) and you could branch off that and add your changes (in a private branch even if you wanted to keep them from being messed with). That way your total conversion DLL is only having to code what isn't in the community DLL.Is this really not an option? I only need one dll for my mod and there is no reason it has to match anyone else's. But that's my perspective for a total conversion mod. From the pick & mix perspective, I guess you want one single community dll with xml switches. Too much work to try to do both.
Great, one less things to worry about then. See, this is exactly how you can be very helpfulThis is totally controlled and accessible via xml, though the restriction is on plantation improvement. But you could make a "banana plantation" improvement that doesn't remove the feature if you really want it, so no need for dll modding here. The silly thing about bananas is the -1p for building plantation on it (which, combined with the long build time and -2s from university makes it not a good idea). But this also is completely accessible via xml modding.
Is this really not an option?