WHoward's Pick 'N' Mix Mods

Can Whoward's 34 civ DLL work with Gedemon Yet (not) Another Earth Maps Pack and YnAEMP DLL Leader Fix???

Never tried it, but I doubt it - there are significant differences between the two code base last time I compared them
 
Hi Whoward

Any chance of a description of how Units - Population (v 7) works (when running BNW)?

As I recall there was some kind of issue with BNW in earlier versions making it work slightly different than when running G&K.

\Skodkim
 
It changed when Garrison was removed.

As a city burns there is a random chance of spawning "population" (aka refugees)

For a City State these are added directly as +1 pop to the capital
For an AI there is a 75% chance these appear as a Worker unit and a 25% chance these appear as a Settler unit (without major mods to the DLL, the AI can't handle a combat unit that can also settle)
For the human these appear as a Population unit (old-west style wagon train icon). You can use these to found a new city or, if you park them in an existing non-puppet city they will add +1 to the pop
 
Hi, WHoward.

Sorry to bug you about this again, but have you given any further consideration to a full BNW overhaul for your Unique Buildings? If yes, I was wondering if you had considered Culture bonuses from resources for such buildings as the Dojo & Bull ring? Anyway, I look forward to hearing back from you, as I really *loved* your Unique Building mods in G&K :-).

Aussie.
 
It changed when Garrison was removed.

As a city burns there is a random chance of spawning "population" (aka refugees)

For a City State these are added directly as +1 pop to the capital
For an AI there is a 75% chance these appear as a Worker unit and a 25% chance these appear as a Settler unit (without major mods to the DLL, the AI can't handle a combat unit that can also settle)
For the human these appear as a Population unit (old-west style wagon train icon). You can use these to found a new city or, if you park them in an existing non-puppet city they will add +1 to the pop

Thanks for the reply. I just tried it and it seems great. There's just one thing that bugs me: When you move the unit into a friendly city it automatically makes the city grow and disappears. Would it be possible to make that an active action instead?

The reason I'm asking is twofold:
  1. Eliminates the chance of accidently using the unit in an unintended city
  2. Opens up for new effects. To be concrete I'm thinking about adding a small hurry effect to the unit (like the engineers only smaller). IRL slaves (which I guess the unit could represent) were used to build Great Wonders like the Pyramids.

\Skodkim
 
When you move the unit into a friendly city it automatically makes the city grow and disappears. Would it be possible to make that an active action instead?

That's why the unit is a combat unit, it used to "hijack" the garrison event to add the unit to the population, but when Firaxis removed that action it got changed.

It's all done in Lua, so if you wanted to mod the mod to change the effect you could. The problem with making it an action is that you'll have to mod the core UnitAction.lua file, and I try to avoid changing core files for minor effects as much as possible as it just introduces potential conflicts with other mods. I may dig into the DLL and see if the garrison action can be resurrected.

W
 
As I captured a settler from barbarians last night I was thinking why they cant just build their own city and become like a barbarian city state. This might be way too much coding but I just thought I might bring it up as something to think about.
 
Thank you for your great DLL-mod whoward, it adds so much that should have been in the original game! :goodjob:

However I must admit that I can't use it as much as I'd like to because I am playing multiplayer most of the time, which is a shame of course!

So now me and my mp-companions would like to use your mod(s) in multiplayer by overwriting the original DLL and adding the new XMLs to the Expansion2.Civ5Pkg (or any other DLC-Pkg).
This works well for other modifications that add content to the game and modified DLLs in general, but with yours we had no luck so far. :confused:

Do you have some hints that could do the trick (what to do with the SQL for example)?
I really hope you can help us out here, that would be great! :)
 
Do you have some hints that could do the trick (what to do with the SQL for example)?

Don't play MP, so can't really help. But the sql is just a different way to update the GameData databse (like the xml files), so probably just needs handling the same way. You'll need to take care of file execution order though
 
It's not only for MP, but to have your DLL as a standard for the whole game without deactivating achievements etc, which keeps many players from using mods as well!

So could there be another way to add additional XML-files and update the database other than the Pkg? Just in case it cannot handle the SQL, for I never saw an entry for a single SQL-file in a Pkg.
One strange issue is that the game CTD when you try to load it with your DLL for 1.0.3.144, while this doesn't happen with the one for 1.0.3.18.

This would be amazing, and a lot of players who don't use mods because of achievements/ MP would be very happy about this! :)
 
It's not only for MP, but to have your DLL as a standard for the whole game without deactivating achievements etc, which keeps many players from using mods as well!

Waste of time people trying to do that, as my DLL excludes ALL the achievement detection/logging code.
 
Oh, how come?

You mean other than the fact that achievements don't work with mods, so there's no point doing needless calculations every turn?
 
You mean other than the fact that achievements don't work with mods, so there's no point doing needless calculations every turn?

Yeah, it's for this reason (since I dislike unmodded Civ V's gameplay) that I broke down this past week and just downloaded all those save files for achievements I was missing and got em completed so my OCD is placated and I can play purely modded games from now on (half those missing achievements were ones I'd technically earned in Modded games anyway...) instead of having to apply my mod as direct xml modifications to the core files - which is why I'm now working on actually packaging the damned thing so other people can play it...
 
Hi Whoeard

Using a number of your mods and enjoying it!

One thing I often find is missing though is the ability to see trade route posibilites of cities without actually transferring the caravan to the city first. I find it quite annoying that I need to move the caravans from city to city (costing one turn for wach transfer) just to see which city has the best trade route possibilities.

Is that something you can (and are willing to) do?

\Skodkim
 
Hi Whoeard

Using a number of your mods and enjoying it!

One thing I often find is missing though is the ability to see trade route posibilites of cities without actually transferring the caravan to the city first. I find it quite annoying that I need to move the caravans from city to city (costing one turn for wach transfer) just to see which city has the best trade route possibilities.

Is that something you can (and are willing to) do?

\Skodkim

That feature is available in unmodded BNW. Just click on Trade Overview and select the middle option for all Available Routes, which are then sortable by highest Gold, highest Research, etc.
 
Feeling silly now :)

A question then. Will the promotion tree mod showing available promotions for different unitclasses show the correct info if the promotions paths have been moded?

\Skodkim
 
One thing I often find is missing though is the ability to see trade route posibilites of cities without actually transferring the caravan to the city first.

You can see them as per the next post, or if you're using my "UI - Trade Routes Enhancements" mod, they appear in the mouse-over tool tip for each city to can rehome the trade unit in.
 
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