WHoward's Pick 'N' Mix Mods

I'm assuming I should put this here, with the Trade Routes Enhancements mod, version 3, the recall button seems to be messing up. Some trade routes I establish, mostly ones between my own cities, show the turns remaining and when I control click it the unit is recalled. But for some trade routes, the turns remaining is replaced with the red recall "R" and continues on the trade route normally no matter no many times I control click it. The only other mods that were active were the DLL mod and IGE.
 
Recall is just that, a recall it is NOT an immediate teleport home. It's the equivalent of sending a messenger to the port/market to hold the ship/caravan. If the ship/caravan isn't there (ie it's on route) the messenger will wait and stop them when they get back. If you have researched Radio, the messenger will contact the ship/caravan and they will immediately turn around, but you still have to wait for them to actually arrive
 
Recall is just that, a recall it is NOT an immediate teleport home. It's the equivalent of sending a messenger to the port/market to hold the ship/caravan. If the ship/caravan isn't there (ie it's on route) the messenger will wait and stop them when they get back. If you have researched Radio, the messenger will contact the ship/caravan and they will immediately turn around, but you still have to wait for them to actually arrive

I understand that, what I mean is they never stop once they complete the homebound leg. Even with radio, they don't come straight back. They continue to move back and forth between cities and trading.



This is what I meant by the turns remaining being replaced by the red recall R. I just set up these trade routes and they started with that R and no matter how many times I control click it, the unit continues to trade back and forth.

This is the save game I used to test it, the same one from the picture. The only mods active were the DLL v32, Trade Route Enhancements v3, and Ingame editor v38.
 
On this day of giving thanks for people who have improved your life I would like to thank WHoward for all his hard work to make my gaming experience better....:goodjob:
 
On this day of giving thanks for people who have improved your life I would like to thank WHoward for all his hard work to make my gaming experience better....:goodjob:

:) Your welcome :)
 
This is the save game I used to test it, the same one from the picture. The only mods active were the DLL v32, Trade Route Enhancements v3, and Ingame editor v38.

Downloaded (so you can now remove the save to free up your disk quota)
 
This is the save game I used to test it,

Turn 6, every tech researched, 5 turns until a session, etc, etc. This is not a test game but a seriously hacked (in the originally meaning of the word) and potentially very broken game.

I'm guessing you gave yourself the trade units via IGE as if you give yourself money and then buy the units in the capital everything works as expected.

So, if you push the game core through pathways it doesn't expect with IGE it breaks other mods ... doesn't surprise me in the least.
 
Playing with City Working distance a lot lately and discovered an interesting issue: Automated workers will go outside the 3 ring for luxuries, and strategic resources but not food sources and not to repair pillage or clean fallout. They definitely are not aware that all five rings are workable. The same bug may exist in the city placement of worked tiles too, I'm trying to nail that down.

I think the issue with automated workers is that the score for improving a none strategic/luxury resource in ring 4 or 5 is so low that they will always find something else to do - even if it is on the other side of the planet - unless you contrive a situation (one city, all other plots improved) where they are more or less forced to do it. The same seems to be true for the City Governor to use tiles in rings 4 and 5, they will usually place citizens as specialists (unemployed) unless forced to (ie starving) - see attached screen grabs

Edit: "Automated Player Workers" use exactly the same code / decision making logic for what to improve as AI Workers
 

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Turn 6, every tech researched, 5 turns until a session, etc, etc. This is not a test game but a seriously hacked (in the originally meaning of the word) and potentially very broken game.

I'm guessing you gave yourself the trade units via IGE as if you give yourself money and then buy the units in the capital everything works as expected.

So, if you push the game core through pathways it doesn't expect with IGE it breaks other mods ... doesn't surprise me in the least.

The only reason I didn't post the regular game I found the problem on was because it used a few more mods. Most mods were yours but I has a couple that weren't and I didn't want to have you download anything. But if that's how you feel then here, this is another save game, without IGE and only using your mods, DLL v32 and Trade Enhancements v3.
 

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I think the issue with automated workers is that the score for improving a none strategic/luxury resource in ring 4 or 5 is so low that they will always find something else to do - even if it is on the other side of the planet - unless you contrive a situation (one city, all other plots improved) where they are more or less forced to do it. The same seems to be true for the City Governor to use tiles in rings 4 and 5, they will usually place citizens as specialists (unemployed) unless forced to (ie starving) - see attached screen grabs

Edit: "Automated Player Workers" use exactly the same code / decision making logic for what to improve as AI Workers

That makes sense. The only thing I wish you could tweak is getting them to go out to the 4 or 5 ring to repair pillaged lands. But, I get what is going on now at least.
 
is getting them to go out to the 4 or 5 ring to repair pillaged lands.

Repair is actually a "build something here, oh hang on there's a burnt out one I just need to repair it" - so suffers from the same distance issues as building the thing in the first place
 
this is another save game, without IGE and only using your mods, DLL v32 and Trade Enhancements v3.

Many thanks, much more useful as it exhibits consistent behaviour when creating a new trade route.

Have tracked this down to an uninitialized member of a structure (why Firaxis (re-)initialise structures in many places in the code is beyond me), so it'll be fixed in the next release (v33)
 
I inquired about possibly allowing for the capture of other civ settlers and you came up with what I thought was a logical answer. Well it seems that the AI plays with a different view. I attacked a Byzantium settler and when I captured it I was asked it I wanted to return the worker back to the Ottomans. I have screen shots if interested. I am posting this thinking that may change your mind and include captured civ setters may remain a settler.
 
I inquired about possibly allowing for the capture of other civ settlers and you came up with what I thought was a logical answer. Well it seems that the AI plays with a different view. I attacked a Byzantium settler and when I captured it I was asked it I wanted to return the worker back to the Ottomans. I have screen shots if interested. I am posting this thinking that may change your mind and include captured civ setters may remain a settler.

I've made all the multipliers/divisors configurable in the next version so you'll be able to change "* 0 / 8" for war to "*1 / 8" (or whatever) for a very slim chance of "turning" them
 
Hello
I have a problem with the mod : working city distance, i can't make it work :x
After installing various mod (communitas, cultural city, various UI improvment...) and everything working fine, i realize my cities were not working 5 tiles, just the normal 3 tiles.
I first thought it was a conflict with one mod, so I turned off all mods except working distance, the "dll various mod component" and IGE (to rapidly check if the main city can worked up to 5 tiles), but the mod seems to not be working.

I tried using different version's combination of "DLL - Various Mod Components" and "Global - City Working Distance" (v3, v4), but so far, nothing work.
Also, a curious behavior : the V31 "DLL - Various Mod Components - 34 Civs mod" refuse to load in the mod menu : the game tells me that this version is not compatible with the game

I have the last Steam version of civilization 5 brave new world (1.0.3.144).

I already tried deleting the cache and followed the various "how to solve problems" on the site, but nothing so far :x

Any ideas what i'm doing wrong ?

Maybe it can help, i was playing god & king until very recently (i bought BNW during the last steam sales ^^)

Thank you
 
It's not immediately obvious how it works, but it's pretty simple. If you don't change the xml then starting as India gives you 4 rings per city. Building the hanging gardens in a city will make that city able to work 4 tiles, or 5 tiles if you are India.

The exploration finisher is supposed to give you another ring in all your cities (so India would have 5 rings everyone else 4 - except in the city they built the Hanging Gardens in, if they did.

But, I'm not sure the exploration finisher works as written. Other than that build the Hanging Gardens basically.

Or, you can edit the pretty simple xml file and do all kinds of things like change the default city working distance for all civs to 5, or a specific civ, or a set of civs, or any wonder you want can be used to add 1 or 2 rings to a city.
 
Thank you for the quick response.
I have very basic knowledge with xml files. Could you point me to the files i need to modify to have 5 rings working cities? ^^

Thx in advance :p
 
Ok, thank you very much ^^

Edit : just to say (again :p) : a big thank you.
After editing the file, everything works. :)
 
Can Whoward's 34 civ DLL work with Gedemon Yet (not) Another Earth Maps Pack and YnAEMP DLL Leader Fix???
 
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