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WHoward's Pick 'N' Mix Mods

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

  1. PawelS

    PawelS Ancient Druid

    Joined:
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    Poland
    That's too bad, I'd really like to use it in my mod. Perhaps I can try to update it for BNW myself...
     
  2. Xenomorph

    Xenomorph King

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    If you successfully update it I'd like to know as well.
     
  3. Barghaest

    Barghaest King

    Joined:
    Apr 18, 2011
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    758
    First, let me say great work on all those mods. Your Enhanced DLL is absolutely wonderful (and made some of the things I wanted to do in my mod - crossing mountains/ice, cross class promotions, etc - so much easier than the brutal implementation I was using previously). Also, dissecting several of your mods has greatly increased my understanding of modding.

    Now, after reading your Terms of Use, I feel there's a question missing: Can I freely distribute a compendium of your mods of which I claim no ownership but bear responsibility for keeping up to date?

    I created a compendium of your mods I wished to reference for mine (excluding DLL so it retains it's unique ID since it's required by others) and after a few quick tests to make sure it was functioning decided rather than hammer my mod into this framework, I'd rather keep this compendium of non-original work separate and just have my mod require it and do whatever changes via SQL/XML. So, here's a snippet of the .modinfo:

    Spoiler :
    Code:
        <Name>Pick N Mix Compendium</Name>
        <Stability>Beta</Stability>
        <Teaser>Compendium of Pick N Mix Mods</Teaser>
        <Description>This is merely a compendium of several Pick N Mix Mods by William Howard that I use/reference with my mod. None of the work contained inside is mine, I merely combined them into one mod to clean up my Mod selection window and have less required files for my mod. All originals can be obtained at http://www.picknmixmods.com/main/home/home.html (as can the DLL - Various Mod Components which is required by this compendium).
    
    Any complaints about errors or lack of updates should be directed towards Barghaest at http://forums.civfanatics.com/ and NOT Mr. Howard.</Description>
        <Authors>William Howard (compiled by Lucifer)</Authors>
        <SpecialThanks>William Howard who did all the work in these mods</SpecialThanks>
    


    Would this be satisfactory to allow me to distribute this separately as a requirement for my mod or would you prefer if I went ahead and incorporated this (along with my changes to your content) into my mod directly?
     
  4. whoward69

    whoward69 DLL Minion

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    @Barghaest: PM sent
     
  5. rltmd317

    rltmd317 Chieftain

    Joined:
    Dec 31, 2012
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    76
    whoward, might you consider adding the same production bonus for founding a city in a jungle as founding in a forest. There was a simple mod that used to work but I just realized it has stopped. Not sure when that happened. I tried to incorporate it myself with no luck. Not a real modder lol. Thanks for all the work on these great mods...t
     
  6. whoward69

    whoward69 DLL Minion

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    Grab the "My - Changes" mod and add the following to the sql file

    Code:
    UPDATE BuildFeatures
      SET Production=20
      WHERE FeatureType = 'FEATURE_JUNGLE' AND Remove = 1
      AND BuildType IN (
        SELECT BuildType
        FROM BuildFeatures
        WHERE Production <> 0 AND Remove = 1 AND FeatureType = 'FEATURE_FOREST'
      );
    
    UPDATE BuildFeatures
      SET Production=20
      WHERE BuildType = 'BUILD_REMOVE_JUNGLE';
    
     
  7. rltmd317

    rltmd317 Chieftain

    Joined:
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    I wanted to respond and thank you for the code for removing jungle for production but I think since the patch there is something that prevents this from working. I tried your code, plus two other mods none which work. No other mods enabled. I did not go into any debugging but thank you for the response. Great work, I play 134 of your mods including the combined dll and the companion mods and I can not thank you enough for your efforts. You have changed the game experience for the better......:goodjob:
     
  8. whoward69

    whoward69 DLL Minion

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    Double check that it's actually enabled / executing / correctly copied, as it definitely works for BNW latest version

    (The oranges were on Jungle)
     
  9. skodkim

    skodkim Deity

    Joined:
    Jan 16, 2004
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    2,284
    Location:
    Denmark
    Hi Whoward

    I've been looking for Graphics for an improvement based on the standard farm (different yields, only buildable on flood plains with/without wheat, normal farm improvement still buildable on other tiles). Unfortunately (as you know) you can't use the standard farm ArtDefineTag as it simply does not show up on the map. Lacking better alternatives I've also used ART_DEF_IMPROVEMENT_MONOLITH_EURO and ART_DEF_IMPROVEMENT_POLDER. The latter looks ok but unfortunately roads don't show up when built on tiles with the "farm" improvement.

    Today found out that you have a Farm Replacement mod. Will this do the trick? If so is it just a matter of activating your mod and setting the following?:

    <ArtDefineTag>ART_DEF_IMPROVEMENT_ARABLE</ArtDefineTag>

    \Skodkim
     
  10. whoward69

    whoward69 DLL Minion

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    The art in the Farm Imp mod was borrowed from the CCTP project's reskins of various plantation resources (as the credits in the mod state :) )

    If you activate the mod, you'll be able to use that ART_DEF_ tag, but you may also want to change it so it no longer deactivates the standard farm graphics
     
  11. skodkim

    skodkim Deity

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    Denmark
    Thanks for the reply. Seems to be working fine based on a small test and it looks great! I’ve spent so many hours on this irritating little “bug”.

    One question though: You use randomized graphics for the improvement. Is there any way I could tweak it so the art marked with a blue circle is always used when there's wheat and the one marked with the red circle when there's no resources (makes it easier distinct the improvement from others)?

    \Skodkim
     
  12. whoward69

    whoward69 DLL Minion

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    Remove two of Corn/Mango/Tobacco (leaving only the one required) and change RANDOM to SNAPSHOT in the sql file
     
  13. skodkim

    skodkim Deity

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    Denmark
    Thanks for the reply. I'll give that a try later today.

    I actually had another question. I've played a few games with the "Global - City States Gifts (BNW)" mod. It seems to work fine for the first encounters but after meeting a few CS I start getting no gifts but influence points. Is this intended?

    I tweaked the gift amount a little bit manually in the xml (sql?) file - could this cause it (e.g. is there a max cap for gifts)?

    \Skodkim
     
  14. whoward69

    whoward69 DLL Minion

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    No gift should only happen for military city states, as they only give a free unit to the first major to meet them, and then that's only a %chance (60 for friendly, 30 for neutral, 0 for hostile, IIRC)

    If you look in CustomMods.log, you'll see all the major meets minors for what reward being logged
     
  15. whoward69

    whoward69 DLL Minion

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    As there seems to be a lot of activity at the moment trying to get mods to play nicely with each other ...

    Core UI files changed by the Pick'N'Mix mods

    By core UI file
    Spoiler :
    Column 1
    ActionInfoPanel UI - City Expansion
    AdvancedSetup Maps - Improved Small Landmasses
    AssignStartingPlots Maps - Improved CS Luxuries
    Bombardment Global - City Bombard Range
    ChooseInternationalTradeRoutePopup UI - Trade Route Enhancements
    ChooseTradeUnitNewHome UI - Trade Route Enhancements
    CityBannerManager UI - Improved City Banner
    CityStateDiploPopup Global - City State Gifts
    CityStateGreetingPopup Global - CS Gifts
    CityView UI - City Expansion
    CultureOverview Global - Great Work Research
    CultureOverview Global - Great Work Valuts
    CultureOverview Global - Palace Extra Great Work
    Demographics UI - Enhanced Demographics
    DiploCityStatesStatus UI - Trade Opportunities
    DiploOverview UI - Trade Opportunities
    DiploTradeStatus UI - Trade Opportunities
    EnemyUnitPanel Units - Steampunk Airships
    EspionageOverview Global - Espionage Mapping
    GenericWorldAnchor UI - Small Resource Icons
    InfoCorner UI - Map Pins
    MiniMapPanel UI - Overlay Antiquities
    MiniMapPanel UI - Overlay Barbarians
    MiniMapPanel UI - Overlay City Limits
    MiniMapPanel UI - Overlay Continents
    MiniMapPanel UI - Overlay Luxuries
    MiniMapPanel UI - Overlay Resources
    MiniMapPanel UI - Overlay Road And Rail
    MiniMapPanel UI - Overlay Wonders
    NotificationPanel UI - Notification Options
    PlotMouseoverInclude UI - Antiquity Site Tooltips
    ProductionPopup UI - City Production Queue Enhancements
    ResourceIconManager Maps - Rotate Start Position
    resourceIconManager UI - Small Resource Icons
    ResourceIconManager Units - Herdsmen
    ResourceIconManager Units - Mounted Units
    TerrainGenerator Maps - Improved Small Landmasses
    TradeRouteOverview UI - Trade Route Enhancements
    UnitFlagManager Improvement - Airbases
    UnitList UI - Unit List Enhancements
    UnitPanel UI - Condensed Promotions
    Wonder Popup UI - Project Splash Screens
    WonderPopup UI - National Wonder Splash Screens


    By mod
    Spoiler :
    Column 1
    Global - City Bombard Range Bombardment
    Global - City State Gifts CityStateDiploPopup
    Global - CS Gifts CityStateGreetingPopup
    Global - Espionage Mapping EspionageOverview
    Global - Great Work Research CultureOverview
    Global - Great Work Valuts CultureOverview
    Global - Palace Extra Great Work CultureOverview
    Improvement - Airbases UnitFlagManager
    Maps - Improved CS Luxuries AssignStartingPlots
    Maps - Improved Small Landmasses AdvancedSetup
    Maps - Improved Small Landmasses TerrainGenerator
    Maps - Rotate Start Position ResourceIconManager
    UI - Antiquity Site Tooltips PlotMouseoverInclude
    UI - City Expansion ActionInfoPanel
    UI - City Expansion CityView
    UI - City Production Queue Enhancements ProductionPopup
    UI - Condensed Promotions UnitPanel
    UI - Enhanced Demographics Demographics
    UI - Improved City Banner CityBannerManager
    UI - Map Pins InfoCorner
    UI - National Wonder Splash Screens WonderPopup
    UI - Notification Options NotificationPanel
    UI - Overlay Antiquities MiniMapPanel
    UI - Overlay Barbarians MiniMapPanel
    UI - Overlay City Limits MiniMapPanel
    UI - Overlay Continents MiniMapPanel
    UI - Overlay Luxuries MiniMapPanel
    UI - Overlay Resources MiniMapPanel
    UI - Overlay Road And Rail MiniMapPanel
    UI - Overlay Wonders MiniMapPanel
    UI - Project Splash Screens Wonder Popup
    UI - Small Resource Icons GenericWorldAnchor
    UI - Small Resource Icons resourceIconManager
    UI - Trade Opportunities DiploCityStatesStatus
    UI - Trade Opportunities DiploOverview
    UI - Trade Opportunities DiploTradeStatus
    UI - Trade Route Enhancements ChooseInternationalTradeRoutePopup
    UI - Trade Route Enhancements ChooseTradeUnitNewHome
    UI - Trade Route Enhancements TradeRouteOverview
    UI - Unit List Enhancements UnitList
    Units - Herdsmen ResourceIconManager
    Units - Mounted Units ResourceIconManager
    Units - Steampunk Airships EnemyUnitPanel


    These lists were compiled from the UI .lua files, it is possible that a) I missed some and b) some mods may edit the UI .xml file and not the .lua file, in which case they won't appear
     
  16. Icarus1

    Icarus1 Chieftain

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    Is it possible for someone to move this mod to the Steam Workshop? I would love to try it out, but cannot find the modhub.
     
  17. whoward69

    whoward69 DLL Minion

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    NO!

    See the link in my sig for all of my mods.
     
  18. Taa

    Taa Warlord

    Joined:
    Jan 1, 2009
    Messages:
    229
    Great work whoward...just love this excellent mods :)

    A few questions:
    Im using CCTP and many of the mods is already included in CCTP, and Im also using 4-5 other mods in this package that work great with CCTP like Map pins, National wonder splash screens and Overlay wonders.

    But when I try to use others and especially City Bombard Range (love the idea of this mod) I cant even enable them in the ingame mod selection. It say:
    "mod is missing required dependencies". But requirements is the same as mods that work together with CCTP so why dont these work?

    And please make "City Bombard Range" workable with CCTP...please :D

    Some mods this is happening with:
    Global - City Bombard Range (v 1) , Global - City State Airbases (v 3) , Global - Espionage Reports (v 2) , Global - No Followup From Cities (v 3) , Global - Naval Nearest Water (v 2) , City Expansion (v 13)
     
  19. whoward69

    whoward69 DLL Minion

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    All questions for the CCTP team as I have no idea what they've done to make the mods compatible with their work
     
  20. kaspergm

    kaspergm Deity

    Joined:
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    Hi whoward69, as reported in my recent thread about issues with unit panel, it turned out that the problem was the UI - Condensed Promotions mod - I did not know this mod was only G&K compatible and not BnW compatible. I think this mod was great, so I would like to know whether you have plans of making a fully BnW compatible version?
     

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