WHoward's Pick 'N' Mix Mods

Discussion in 'Civ5 - Mod Components' started by whoward69, Jul 7, 2011.

  1. whoward69

    whoward69 DLL Minion

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    Same post

    "Global - Espionage Mapping" is shown as 3 (not yes/YES)
     
  2. LetMyPeopleGo

    LetMyPeopleGo Prince

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    @whoward69,

    I played a bit with Global - City Working Distance (v 3) and edited it to give 4 tiles distance from city as workable tiles for all cities on completion of Liberty, and ones extra tile distance for The Pyramids, only in the city it was built in.

    I tested it and it works fine, may I offer it for upload on this thread for people interested in such a compilation?
     
  3. whoward69

    whoward69 DLL Minion

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    Not really sure how that differs from "+1 tile on completion of Hanging Garden in the city and +1 to all cities on completion of Commerce" (which is what the micro-mod demonstrates) - it's just a different variation on the same theme, only useful to those players that want that particular combination.

    I'd rather not have the thread flooded with "this variation on a mod if you want these specific combinations" as over time it will confuse people as to which are my mods and which are modmods - but feel free to start your own thread in the Mod Comps sub-forum, attach the mod to that and link to it from the post above.
     
  4. LetMyPeopleGo

    LetMyPeopleGo Prince

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    OK I understand, I just chose conditions that can be fulfilled early on, Liberty is early and in away expansion and labor related, The Pyramids are also early and unlocked with Liberty, on completion of Liberty my fist cities reach their third ring so it's about the correct time. Completion of Commerce happens very late in the game for me, I hardly ever bother with it I rather go with Order.

    I chose completion of Liberty just to not enable 4 tiles radius right from the start which many people downloading your mod actually expected (me included).
     
  5. whoward69

    whoward69 DLL Minion

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    How to handle the civ specific luxuries has been holding up three major mods (Trade Ops, Summary Lux and Overlay Resources) - think I may have finally cracked it!

     

    Attached Files:

  6. rltmd317

    rltmd317 Chieftain

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    WHoward, Thanks for the great mods. Outside of R.E.D. mudpack and Colored religions these are the only ones I play. I assume that nothing has been pushed since 200 and the list on 180 is still accurate. Will you create a new list or just tell us what has been pushed since 200. Thanks for all the hard work. :)
     
  7. whoward69

    whoward69 DLL Minion

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    Funny you should ask ... my pushing program just timed out during the update, and I'm currently trying to recover the resultant mess on the nav panel :cry:
     
  8. whoward69

    whoward69 DLL Minion

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    All support for plain ole' Civ 5 has been dropped - go and buy G&K on sale somewhere!
    (So if you're not using G&K and you hit a problem, don't bother reporting it!)

    (And again, as I don't play with the CivUP/xEM mods, if you have these enabled and hit bugs in my mods there's no point in reporting them here as I do not have the time to debug CivUP et al.)

    All mods should now be "BNW compatible", although for the following mods that means they have been marked as "blocked" by BNW

    • Global - Espionage Mapping
    • UI - Multiple Unique Bonuses (GK)
    • Utils - Civilopedia Mod Entries (GK)

    I may get around to making BNW versions of these at the weekend, or I may just play some BNW games!

    Known issues, so don't bother reporting these as bugs :mischief:

    Column 1
    DLL Various Mod Components 2 Need the up-to-date source adding
    UI National Wonder Splash Screens 2 Need images for new national wonders
    LiveTuner Tech and Policy Panels 3 Tenets not showing, Piety fails in Industrial?
    Global Espionage Mapping 4 Need a BNW variant
    UI Multiple Unique Bonuses (GK) 4 Need a BNW variant
    Utils Civilopedia Mod Entries (GK) 5 Need a BNW variant


    As mentioned above, my ISP timed me out during the last update so there are no "New" or "Updated" categories on the nav pane at the moment :(

    The following is the list of mods that were pushed

    Spoiler :
    Code:
    New: UI - Overlay Luxuries
    Update: Global - Espionage Mapping
    Update: Improvement - Tunnel
    Update: LiveTuner - Icon Viewer
    Update: NaturalWonders - FountainHealingAdjacent
    Update: NaturalWonders - NoFountainHealing
    Update: Promotions - Extra Cargo
    Update: Promotions - Subs Silent Running
    Update: Religion - Civ Specific Religions
    Update: UI - Aircraft Status
    Update: UI - City Happiness
    Update: UI - City Production
    Update: UI - Condensed Promotions (GK)
    Update: UI - Diary
    Update: UI - Enhanced Rankings
    Update: UI - Map Pins
    Update: UI - Notification Options (GK)
    Update: UI - Overlay City Limits
    Update: UI - Overlay Continents
    Update: UI - Overlay Resources
    Update: UI - Overlay Road And Rail
    Update: UI - Overlay Wonders
    Update: UI - Promotion Tree
    Update: UI - Religion Spread
    Update: UI - Small Resource Icons
    Update: UI - Summary City States
    Update: UI - Summary Clock
    Update: UI - Summary Luxuries
    Update: UI - Summary Shipping
    Update: UI - Summary Specialists
    Update: UI - Trade Opportunities
    Update: UI - Unit List Enhancements
    Update: UI - Upgrade Tree
    Update: UI - Wonder Planner
    Update: Unique Building - Bull Ring
    Update: Unique Building - City Gate
    Update: Unique Building - Dojo
    Update: Unique Building - Patisserie
    Update: Unique Building - Schloss
    Update: Unique Building - Turkish Baths
    Update: Unique Unit - Longboat
    Update: Units - Galleon (GK)
    Update: Units - Herdsmen
    Update: Units - Mech Infantry
    Update: Units - Mounted Units
    Update: Units - Naval Changes (GK) - Early Eras
    Update: Units - No Mechs
    Update: Units - Population
    Update: Units - Prospectors
    Update: Units - Rangers
    Update: Units - Steampunk Airships
    Update: Units - Sub Upgrades
    Update: Units - Super Carrier
    Retired: DLL - Various Mod Components (GK)
    Retired: Global - Complete Eras (GK)
    Retired: Improvement - Airfield
    Retired: UI - City Production Queue Enhancements
    Retired: UI - Condensed Promotions
    Retired: UI - CS View City
    Retired: UI - CS View City (GK)
    Retired: UI - Found Pantheon Button
    Retired: UI - Multiple Unique Bonuses
    Retired: UI - Next Turn Clock
    Retired: UI - Next Turn Clock (GK)
    Retired: UI - Notification Options
    Retired: Unique Building - Compendium
    Retired: Units - Galleon
    Retired: Units - Militia
    Retired: Units - Naval Upgrades
    Retired: Utils - Modular DiploCorner
    Retired: Utils - Modular MiniMap Overlays
    Retired: Utils - Modular Summary Bar
    Retired: Utils - Modular UnitPanel (GK)
    Retired: Utils - Multiple Wonder Splashes
    Retired: Utils - National Wonder Splashes
    Retired: Utils - Object Database
    
     
  9. wuTz

    wuTz Warlord

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  10. whoward69

    whoward69 DLL Minion

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    [Very rude words] :mad:

    (Learning point: Never update your web site just before you go to bed!)
     
  11. whoward69

    whoward69 DLL Minion

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    @wuTz - thanks for the list - very useful.

    OK. Everything that was supposed to have been pushed last night has been re-pushed. The mods on the list are there, as are a number of others I randomly checked, so fingers crossed!
     
  12. AndreP

    AndreP Chieftain

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    In "UI - Condensed Promotions (GK) (v 8)" right klick on
    Unit Name is now "rename", not open "UI - Upgrade Tree (v 7)".

    Is this right?
     
  13. whoward69

    whoward69 DLL Minion

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    Errr no. I'll add it to the list.

    (Which reminds me I have three lots of your translations to update as well!)
     
  14. AndreP

    AndreP Chieftain

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    Upgrade Tree, shows no Specialunit only default.

    Here the Translation for
    UI - Enhanced Rankings (v 10)
    UI - Diary (v 14) (update)
    UI - Summary Specialists (v 8)
    UI - Summary Luxuries (v 11)
     
  15. whoward69

    whoward69 DLL Minion

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    I've added a CityCanAcquirePlot() event, I'll make a micro-mod for it, but the pseudo-code would be

    Code:
    GameEvents.CityCanAcquirePlot(function(iPlayer, iCity, iPlotX, iPlotY)
      -- If this is ...
      -- ... an ocean plot, 
      -- ... an ice plot,
      -- ... a coastal plot that's not a resource or adjacent to land
      -- then return false
    
      return true
    end)
    
     
  16. whoward69

    whoward69 DLL Minion

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    I've added a PlayerCanRaze() event for over-riding the default rules.

    I'll make a micro-mod but the pseudo-code would be (for example)

    Code:
    GameEvents.PlayerCanRaze(function(iPlayer, iCity)
      -- if this isn't an original CS capital then return true
      return false
    end)
    
     
  17. gunnergoz

    gunnergoz Cat Herder

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    I have no idea what a pseudo-code is, but there is nothing "pseudo" about my appreciation for your time and effort! :king: :D
    I look forward to the micro-mod, since I think I can figure out how to put that to work. :crazyeye::lol:

    I do think that this little mod will deeply affect how this game plays out in certain respects and will make it seem more realistic to me, for sure.
     
  18. Nor Me

    Nor Me Chieftain

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    With SummaryClock v8 with BNW, the escape key will close the clock pop-up. Unfortunately, I can no longer use it to bring up the main menu or close the city screen.

    I'm sure it used to work before.
     
  19. Gedemon

    Gedemon Modder Super Moderator

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    Nice, I think I'll borrow this one :D
     
  20. gunnergoz

    gunnergoz Cat Herder

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    Nice. Now I can stop bugging the both of you about it. :goodjob:
     

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