WHoward's Pick 'N' Mix Mods

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

Yes, both Promotion Tree and Upgrade Tree are built dynamically from the database
 
Yes, both Promotion Tree and Upgrade Tree are built dynamically from the database

Ooh! That's good news! I was hoping my alterations/additions to promotions wouldn't bork this feature.
 
Should there be a reference to the mod that changes the promotions, e.g. Communitas?

No, as there could be an infinite number of them. The queries are run from Lua, which will always execute after all the xml/sql updates to the database have been applied from all active mods.
 
I've run into an issue where it appears Cover bonuses are not applied to units with an RCS since those units defend with their RCS vs ranged attacks and the bonus only increases regular CS. I noticed your DLL file lists several bugfixes associated with Unit Power calculation and was wondering if this issue was addressed in it.

If not, is changing units to ALWAYS use regular CS in defense (even against ranged attacks regardless of whether that unit has an RCS) something I could do via LUA or will that require DLL modification?
 
No, as there could be an infinite number of them. The queries are run from Lua, which will always execute after all the xml/sql updates to the database have been applied from all active mods.

Aaah - yeah, you're right. Think I found out why I thought it didn't worked. I'm playing with the communitas mod pack as well and it introduces a third promotion line for some unit types. Guess the Graphics in the promotion tree just shows two of them in that case.

BTW: Sent you a PM

\Skodkim
 
... several bugfixes associated with Unit Power calculation ...

Those are to do with the bizarre way that bonuses are added to the base combat values to determine which is the "best" unit the AI can build - they basically remove the AI's late-game love of anti-air units over all others.

Any changes to cover bonuses will require a DLL mod
 
Aaah - yeah, you're right. Think I found out why I thought it didn't worked. I'm playing with the communitas mod pack as well and it introduces a third promotion line for some unit types. Guess the Graphics in the promotion tree just shows two of them in that case.

BTW: Sent you a PM

\Skodkim

VEM/GEM had it's own version of the promotions tree mod - I rewrote the code for Thal to handle his particular requirements - so sounds like someone broke it during the port to Communitas.

Got the PM, just not had time to fully digest it ;)
 
I've run into an issue where it appears Cover bonuses are not applied to units with an RCS since those units defend with their RCS vs ranged attacks and the bonus only increases regular CS.

The code in the (BNW) dll allows for cover promotions when ranged units defend against cities (it's in the middle of CvUnit::GetMaxRangedCombatStrength(), just above the large "attacking a city" comment).

It's possible that the UnitPanel.lua code doesn't reflect the dll code. But what really kills siege weapons is their "no defensive terrain" (anti-)promotion.
 
love your mods. Question. What are events and what do they do, more specifically what do the red events do in your dll?
 
The code in the (BNW) dll allows for cover promotions when ranged units defend against cities (it's in the middle of CvUnit::GetMaxRangedCombatStrength(), just above the large "attacking a city" comment).

It's possible that the UnitPanel.lua code doesn't reflect the dll code. But what really kills siege weapons is their "no defensive terrain" (anti-)promotion.

Ah, so again it falls to my possible display issue. It's entirely possible the bonus has been affecting it but doesn't update the Combat Strength in display just have to run tests to see if damage actually sustained averages significantly less than predicted (or find a more accurate UnitPanel.lua). Thanks for the info.
 
Hey Whoward, does "34 civs DLL" work with custom maps/map scripts? I remember there were some problems with it.

Merry Christmas ;)
 
Fall patch is build 1.0.3.144 ...

... from that page "Various DLL mod components (1.0.3.144)"

(Question to self, why do I bother writing this stuff?)
 
Any particular mod(s) of the 199 in the Pick'N'Mix selection ;)

The following core files have changed between 3.128 and 3.142
  • ActionInfoPanel.lua
  • AdvancedSetup.lua
  • GameSetupScreen.lua
affecting the following mods
  • Maps - Improved Small Landmasses
  • UI - City Expansion [only affects Hot Seat players]
  • UI - Multiple Unique Bonuses (GK)
Was Multiple Unique Bonuses folded into another mod? I notice it's still in the Obsolete section and there is no further mention of it in this thread.
 
Was Multiple Unique Bonuses folded into another mod?

No, I've given up with it. Not used in any of my mods and too many changes between G&K and BNW to make it worth my while updating it.
 
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