Unit Statistics for FFH

Fixed it, should both be in there now. I hope you can actually tell what the Hero Slayer picture is (at least the important bit), I was just looking at it and it is pretty clear to me, but I saw the full size version...
 
Got a wierd Python exception that I figured I would post in case you can tell what it is. First popped up after my hunter, hired from an event, captured an animal, and then popped up again anytime I tried to settle an animal.
 
There were some problems with captured units, but I *think* I fixed them in version (c). Which one are you playing with?
 
I will definitely be using this minimod from now on, those extra stats are priceless! Forgive the obvious question, does this work with the new patch J?
 
If you install patch j, the unit statistics mod will be disabled. If you then install the unit statistics mod again, you can re-enable it. However, while some changes of the patch will be retained (for example the events and models), others will be lost (mainly the CtD and OOS fixes).

I recommend to either continue with patch h or do without the unit statistics mod until the source code for the current patch is released.
 
Even though this hasn't been updated ot the latest patch, I decided to go ahead and use it with the latest version. So far, I haven't had a problem.

Well, that is to say, the UnitStats mod seems to be working fine. I decided to make some other changes to CvUnit.cpp (letting HN unit capture units, not automatically granting weapons promotions, letting all units conduct spy missions (eventually I'll limit this to Esus units)), but none of those work. I don't get it, if it is reading your portions of the code enough to let the unitstats mod work, why is it ignoring all my changes?
 
Did you actually compile the changes and put the new CvGameCoreDLL in the right place? The .cpp files are not directly loaded by the game, they are just part of the source code that has to be re-compiled every time you make a change.
 
Oh, for some reason I was under the impression that it would read them first if they were in the SDKfiles folder, but I guess that is not the case. I had tried to compile it a while back, but was getting lots of errors because the .rc file was included (this isn't mentioned in the main post of the "Installing and using the SDK" thread, but I found it several pages in). I fixed that, but am now getting errors that seem to be related specifically to your changes:

Project : CvGameCoreDLL
Compiler : Microsoft Visual C++ Toolkit 2003 (called directly)
Directory : C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\CvGameCoreDLL030h\CvGameCoreDLL030h\
--------------------------------------------------------------------------------
Switching to target: Final Release
Linking dynamic library: ..\Beyond the Sword\Assets\CvGameCoreDLL.dll
Creating library ..\Beyond the Sword\Assets\CvGameCoreDLL.lib and object ..\Beyond the Sword\Assets\CvGameCoreDLL.exp
CvUnit.obj : error LNK2019: unresolved external symbol "public: int __thiscall CvGlobals::getUSE_UNIT_STATISTICS_CALLBACK(void)" (?getUSE_UNIT_STATISTICS_CALLBACK@CvGlobals@@QAEHXZ) referenced in function "protected: void __thiscall CvUnit::collateralCombat(class CvPlot const *,class CvUnit *)" (?collateralCombat@CvUnit@@IAEXPBVCvPlot@@PAV1@@Z)
..\Beyond the Sword\Assets\CvGameCoreDLL.dll : fatal error LNK1120: 1 unresolved externals
Process terminated with status 1 (0 minutes, 6 seconds)
2 errors, 0 warnings
 
Hum, I haven't seen that error message before. Have you added all four modified files (CvGlobals.cpp, CvGlobals.h, CvUnit.cpp and CvUnit.h) to the source code folder? There will be problems if you only added CvUnit.cpp and CvUnit.h, but left out the other two.
 
I'm pretty sure I copied all the files. I also added a slightly edited CvCity.cpp and commented out some lines in your CvUnit.cpp (to allow HN units to capture units but not cities, and to make all Esus units able to conduct spy missions) but I don't think that should matter. I do see defines in CvGlobals.cpp that clearly come from your modmod.

Edit: I thought that I'd forgotten CvzGlobals.h, but I was searching from your define going down from near the bottom of the file.


The error makes it look like it is searching for the define in the default BtS dll instead of your files. Why is that?


Edit2: Ok, it seems to be working now. "Build" does not work, but "Rebuild" does.
 
NICE!!! You rock :)
I'm testing it right away (haven't had the chance yet, since I'd already upgraded past patch .h when I found out about this).
 
Bumping the thread to say that a version compatible with patch d is up (the one for patch c was largely ignored).
 
Give us something and we'll ask for more! Any way to name units? i.e. Axeman of Siege Tentationis or Phalanx of the Fire Axe
 
Coincidentally, a unit naming system was included in earlier versions of the mod, but was removed for the current release. It was bloated with too many options and no longer worked the way it should. While it will not be re-implemented in the unit statistics mod, I could make a stand alone system that can be fed with a list of unit names (or a system to automatically generated them), if there is enough interest.
 
Hmm...how did I overlook that you already posted a 0.32 version?

I may have to start the SDK portion of my modmod soon, to include UnitStats, xienwolf's xml modcomp, and Broader Alignments (probably from Fall Further, since it is more updated and has a few other things I'll probably borrow, like allowing paradropping when not in a city). I'm including Marnok's Explorable Lairs modmod and FFHBUG too, but I don't think they use the SDK.

(I don't suppose someone would like to do the merge for me? I've compiled DLLs before, but not one with this many changes.)


Oh, one more thing. Does anyone know know why the Abandon City/Raze Building Python-only modcomp work with normal FfH, but not with UnitStats? I haven't tried in 0.32 yet, but in .31 it always worked so long as UnitStats was not included.
 
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