WHoward's Pick 'N' Mix Mods

12-mile limit - all the logic in Lua (see below) so if you don't like my criteria you can write your own ;)

attachment.php


Because of the fish, you can buy the tile not adjacent to the shoreline (50 gold, bottom left), but not the other three tiles (despite the fact that there's oil on the coastal one, which I can't see yet, but will be able to when I research Biology)

Code:
function OnCityCanAcquirePlot(iPlayer, iCity, iPlotX, iPlotY)
  local pPlot = Map.GetPlot(iPlotX, iPlotY)

  if (pPlot:IsWater() and not pPlot:IsAdjacentToLand()) then
    -- Non-coastal water, check for visible resources
    if (pPlot:GetResourceType(Players[iPlayer]:GetTeam()) == -1) then
      return false
    end
  end

  -- By default we can acquire the plot
  return true
end
-- Note the double hook here - Firaxis only did half the job!
GameEvents.CityCanAcquirePlot.Add(OnCityCanAcquirePlot)
GameEvents.CityCanBuyPlot.Add(OnCityCanAcquirePlot)
 

Attachments

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Veeery slick, Slick! :hatsoff:

Should we look for it on your site soon?
 
A small report:

UI-Wonder Planner -> Built -> Group wonders that affect tourism has the spy-icon instead of the tourism-icon
Is it possible to add the dlc wonders' effects to the list?

minor question:
ui-overlay city limits - is it possible to only see city limits of cities that you have actually discovered. I didn't even met the civilization and I knew they were there by lokking into the strategic city limits overlay...
 
Should we look for it on your site soon?

Probably over the weekend (I've learnt from my last few pushes not to do this unless I have time immediately afterwards to fix the issues caused by upload timeouts!)
 
"Global - Espionage Mapping" ...

I now have a version of this for BNW, it will be in the next push (probably sometime over the weekend)
 
one suggestion for the next "ui - diary" update:

- expire date of deals that give gold or gold per turn <-> resource

The "finances" option now includes the expiry of deals that involve Gold and/or GPT
 
i just played a game, i wanted to found a pantheon.

one turn before i checked the "ui - religion spread map " everything working so far...

then one turn after that i check the map again (but didn't choose the pantheon) and there is an appcrash.

Since I know the mod is not compatible with ui - found pantheon and i don't play with this one, still does it have to do something with it?

I reloaded my last save game, and then first chose my pantheon belief and then look at the map, it didn't crash!

Can't reproduce this - let me know if it happens again (contents of the lua.log file may also be helpful)
 
Is it possible to add the dlc wonders' effects to the list?

Not sure I understand what you mean, as the three wonders from the DLC (Statue of Zeus, Temple of Artemis and the one I can't spell) are in the list already
 
Here the Translation for
UI - Enhanced Rankings (v 10)
UI - Diary (v 14) (update)
UI - Summary Specialists (v 8)
UI - Summary Luxuries (v 11)

Many thanks - currently adding these.

I've recently added two more entries to "UI - Diary" so could do with translations for

Code:
Gold Trade Expires (from {1_civ})
GPT Trade Expires (from {1_civ})
 
@whoward69,

Regarding Early & Late Naval changes, are you planing on correcting the help text and tech tree icons or it stays the way it is?

Thanks
 
are you planing on correcting the help text

Like most (if not all) programmers, documentation (help text etc) is very low on my list of tasks to do ;)

One day ... [tumbleweed passes by]
 
Love the mods, thanks tons WHoward... having a small issue, the Specialist assignment area is not showing up in my city list? Has anyone encountered this?

Tried the usual stuff, like deleting cache, moduserdata, etc. It's a pain in the butt to track down the culprit because need to play a game until the point you get specialist slots. I'll give a mod list if needed, but was hoping someone had seen this before and had a quick solution.

Thanks!
 
Hi,

I'm intrigued by the one tile shore limit, may I ask you to share your thoughts regarding its purpose?

I don't pretend that Civ V is a history or reality simulator, but this aspect of controlling deep sea hexes has always bothered me as being a bit much. Navies exist to control deep water. We can always say that shore based artillery and small craft can exert a "zone of control" over a 12-mile or so deep coastline, but anything over that requires a blue-water navy. That's why we have boats and ships in the game. So it has always galled me - particularly on TSL maps that I play a lot - that massive swaths of, say, the Mediterranean or Baltic are exclusively the domain of one civ or the other.

So I want to try playing with this mod to see how it affects overall gameplay and my sense of gaming satisfaction. I think it will make civs work harder to build navies if they truly want to control their offshore regions. No more of this claiming islands halfway across an ocean, at least not without a settler.

Hope that answers your question. I'm happy to discuss this in a PM or on a specific thread so as to not hijack WHoward's topic here. :) My apologies, WHoward, for taking this long to answer in the first place...
 
having a small issue, the Specialist assignment area is not showing up in my city list?

The problem is in "UI - City Expansion" (the only one of my mods that touches the CityView.lua file)

At line 1390

Code:
if thisBuildingClass.MaxGlobalInstances <= 0 and thisBuildingClass.MaxTeamInstances <= 0 
and (not isBNW [B][COLOR="Red"]and[/COLOR][/B] thisBuildingClass.MaxPlayerInstances ~= 1) then

should be

Code:
if thisBuildingClass.MaxGlobalInstances <= 0 and thisBuildingClass.MaxTeamInstances <= 0 
and (not isBNW [B][COLOR="Green"]or[/COLOR][/B] thisBuildingClass.MaxPlayerInstances ~= 1) then
 
Here the German Translation for "UI - Wonder Planner (v 8)".

I integrated the German Translation in "UIWonderPlanner.xml".

Added in "UIWonderPlanner.xml":
TXT_KEY_WONDER
TXT_KEY_TECHNOLOGY
TXT_KEY_NEEDED
TXT_KEY_SORT_CITY
(For you and my Language)

Changes in "WonderPlanner.xml"
TextButton ID="SortPlannerName" String="Wonder" to
TextButton ID="SortPlannerName" String="TXT_KEY_WONDER"

TextButton ID="SortPlannerTech" String="Technology" to
TextButton ID="SortPlannerTech" String="TXT_KEY_TECHNOLOGY"

TextButton ID="SortPlannerTechsNeeded" String="Needed" to
TextButton ID="SortPlannerTechsNeeded" String="TXT_KEY_NEEDED"

TextButton ID="SortBuiltName" String="Wonder" to
TextButton ID="SortBuiltName" String="TXT_KEY_WONDER"

TextButton ID="SortBuiltCity" String="City" to
TextButton ID="SortBuiltCity" String="TXT_KEY_SORT_CITY"

This was a only way, to complete German Language.
 
Changes in "WonderPlanner.xml"
TextButton ID="SortPlannerName" String="Wonder" to
TextButton ID="SortPlannerName" String="TXT_KEY_WONDER"

My bad :blush:
 
Latest updates now on web-site (and nav panel is working again!)

Added, fixed, or non-issues from the last 8 or 9 pages of posts

  • UPDATED: V20 of DLL, includes source for BNW (GK is currently "stuck" at V19- I may back-port the changes at some point in the future)
  • NEW: Global - Spice Islands
  • NEW: Global - Coastal Waters Only
  • NEW: Global - Raze Major Capitals
  • BNW VERSION: Global - Espionage Mapping (BNW)
  • FIX: UI-Wonder Planner -> Built -> Group wonders that affect tourism has the spy-icon instead of the tourism-icon
  • TRANSLATION: UI - Diary, German translation
  • TRANSLATION: UI - Summary Specialists, German translation
  • TRANSLATION: UI - Summary Luxuries, German translation
  • TRANSLATION: UI - Trade Opportunities, German translation
  • TRANSLATION: UI - Wonder Planner, German translation
  • TRANSLATION: Global - Espionage mapping (GK and BNW), German translation
  • TRANSLATION: UI - Enhanced Rankings, German translation
  • NON-ISSUE: "In Enhanced Rankings the 'tourism per turn' is a duplicate" - it's actually different (one calls pPlayer:GetTourism() the other pPlayer:GetNumCivsInfluentialOn())
  • FIX: UI - Overlay City Limits only shows limits of cities you have found
  • FIX: Global - Coastal Waters Only includes off-shore tiles with features (atolls, natural wonders, etc) in those which can be acquired
  • UPDATE: City working distance is incresed for finishing Exploration (not Commerce) - if you want different permutations, write your own modmod!
  • FIX: UI - Summary Clock/Shipping should no longer disable the Escape key in other situations (close City View, etc)
  • FIX: UI - Summary Specialist no longer displays "ICON_CULTURE Writer: ..." but the actual icon. Can't replicate the "-10 turns, 198 of 100" issue
  • NON-ISSUE: UI - Condensed Promotions, "right click on Unit Name is now 'rename', not open 'UI - Upgrade Tree'." This is intentional, right click the unit flag icon to open the upgrade tree
  • NON-ISSUE: UI - Upgrade Tree, "shows no special (civ specific) units", the upgrade tree from the Diplo Corner menu never did (too many of them to fit), civ specific upgrades only show when the upgrade path is displayed for the selected unit
  • FIX: UI - City Expansion, fixed issue with specialist buildings not displaying
 
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