WHoward's Pick 'N' Mix Mods

And a question:
I'd like to use Enhanced Demographics in a multiplayer modpack, but I find the "tables" too revealing.
Can I just comment something out of /UI/demographics.xml or something? (I tried some things, but it made the button unresponsive)

To answer my own question:
To 'remove' (or actually hide) the button for the table, I needed to change line 46 in /UI/demographics.xml from
Code:
<Button Anchor="L,T" Size="300,24" Offset="0,0" String="TXT_KEY_DEMOGRAPHICS_TABLES" ID="TablesButton">
to
Code:
<Button Anchor="L,T" Size="0,24" Offset="0,0" String="TXT_KEY_DEMOGRAPHICS_TABLES" ID="TablesButton">
Basically changing the width of the button from 300 to 0. I also changed the width of the other two buttons (line 36 and 56) from 300 to 450.

It's probably an ugly solution, but it works :p
 
Rather than change the width to 0, add Hidden="1" as an attribute (but still change the width of the other buttons)
 
I have CTDs while at war and capturing/razing cities. I'm not sure if maybe Unit - Population could cause a problem or some JFD's mod (custom Civ, CiD).

At the bottom of Lua.log there is log about Unit - Population.

Any idea what caused CTD and how to check it out? I thought about Unit - Population, because I have problems only if I play aggressively. If I play peacefully - no CTDs.
 

Attachments

You appear to be using the Community Patch DLL ("Community Patch v68 (PNM v51+)") so would need to report the CTD to them
 
They released new version with "Integrated Whoward's VMC v69", so I think they'll not answer me. I think I just need start a new game with new version and test.

Thx for the answer anyway.
 
That just means they rolled the code from v69 of my DLL into the CP DLL. The CvMiniDump file you attached is only any use to them, I can't read it (wrong version of the code base)
 
I tried V11 of Unit - Herdsmen and I think everything is fine now. I tried to move horses worked by my city to a new place - no problems; not improved horses not worked by any city - no problems. Question anyway: Could moving horses into forest/jungle cause problems? Pasture can't be in forest, but with Herdsman it can.

However, still, with V69 of your DLL integrated into CP DLL, razing cities gives CTD. Sometime Population Unit spawns and sometimes it crashes. I captured a city, decided to raze it, a few turns it was razing and Unit - Population spawned, enemy killed it and captured city back. Next I captured it back and I was razing it again, then, while AI's turn - CTD.

I reported it in CP Bug Reports thread, but I post here anyway, could you check your Unit - Population, if they're really ok? I'm attaching logs if you'd like to look at them.

No idea how to post already uploaded attachments, I'll just paste link to it - http://forums.civfanatics.com/attachment.php?attachmentid=402903&d=1452260477
 
I tried V11 of Unit - Herdsmen and I think everything is fine now. I tried to move horses worked by my city to a new place - no problems; not improved horses not worked by any city - no problems. Question anyway: Could moving horses into forest/jungle cause problems? Pasture can't be in forest, but with Herdsman it can.

It is not fine. In v11 the Terracotta Army Wonder still gives you a duplicate of a "Herdsman(with horses)" unit that then can unrustle without losing the horses. Example savegame attached. (Why are herdsman with horses a combat unit and the ones with cows and sheep not? That's the one of the things triggering the problem here.)
 

Attachments

I've found the Herdsman(Horses) issue, it'll be fixed in the next upload

For the time being, in the UnitsHerdsman.lua file

change
Code:
      print(string.format("horses with unit %[B][COLOR="red"]s[/COLOR][/B], horses on plot %d", [B][COLOR="Red"]s[/COLOR][/B]UnitHorses, pPlot:GetNumResource()))
to
Code:
      print(string.format("horses with unit %[B][COLOR="SeaGreen"]i[/COLOR][/B], horses on plot %d", [B][COLOR="seagreen"]i[/COLOR][/B]UnitHorses, pPlot:GetNumResource()))
 
edit:
I'm an idiot. I was asking about the extra great work slots and cultural overview screen, after more digging I found out about Dynamic Culture Overview. Sorry for the idiocy
 
I think this might be related to the Improvemement - Airbases mod:

Sometimes the air units on carriers don't get their names greyed out when they were moved already, so it shows all units on the carrier in white color, even though some or all of them have no APs left.
Might be related to FlagPromotions or could be an issue of the airbases-mod.
Any thoughts?

Airbases + Flagpromotions merged LUA
 
Sorry for asking this really dumb question, but I'm new to using mods in Civ 5. How does one enable the 62-civ DLL? I read the mod description, and I don't know what it means by "manually copying" the 62-civ DLL over the 34-civ one, as there is only one file included. I've tried Googling every search term I could think of, tried searching the Pick n' Mix site, tried searching reddit, tried doing a search on this site, but I couldn't find any explanation of how to use this mod. I just need a simple explanation. If this isn't the right thread or forum, please refer me to someone else that can help, or tell me to piss off or something. Thanks for your time.
 
Sorry for asking this really dumb question, but I'm new to using mods in Civ 5. How does one enable the 62-civ DLL? I read the mod description, and I don't know what it means by "manually copying" the 62-civ DLL over the 34-civ one, as there is only one file included. I've tried Googling every search term I could think of, tried searching the Pick n' Mix site, tried searching reddit, tried doing a search on this site, but I couldn't find any explanation of how to use this mod. I just need a simple explanation. If this isn't the right thread or forum, please refer me to someone else that can help, or tell me to piss off or something. Thanks for your time.

You need to extract the .civ5mod file with a program like 7zip or WinRAR. The resulting folder will contain the actual DLLs.
 
Regarding Great Work Vaults, is it intended that items stored in banks don't produce any tourism?
 
Regarding Great Work Vaults, is it intended that items stored in banks don't produce any tourism?

They still produce tourism, but nothing else (culture/science), unlike the ones in universities which produce tourism and science ... yes I know it makes no sense, but there was a good reason (probably the mess of spaghetti code in the dll) for it!

Are there any plans to integrate the updated features into the PNM-mod

Plans ... no (blame real life) ... hope/desire ... yes. Probably nothing until Easter. Possibly not even then, as I'd really like to dig into the "units appearing as owned by other civs" code issues
 
They still produce tourism, but nothing else (culture/science), unlike the ones in universities which produce tourism and science ... yes I know it makes no sense, but there was a good reason (probably the mess of spaghetti code in the dll) for it!

I just tried it several times, and I'm pretty sure they don't produce tourism,. I noticed when I created artifacts and my tourism didn't go up at all.
When you switch artifacts/ GWs between the bank and any other building you can also see that there is no tourism for banks.
Universities with their science output however work fine.


Plans ... no (blame real life) ... hope/desire ... yes. Probably nothing until Easter. Possibly not even then, as I'd really like to dig into the "units appearing as owned by other civs" code issues

"units appearing as owned by other civs" sounds interesting. What exactly is it about?
 
I just tried it several times, and I'm pretty sure they don't produce tourism,.
That's good then! Makes much more sense :)



"units appearing as owned by other civs" sounds interesting. What exactly is it about?
May I direct you towards ModCast 62 ...
 
That's good then! Makes much more sense :)

Hehe, indeed! :) I also like the idea to have the vaults as some kind of storage space for artifacts/ GWs that don't fit into my art-buildings!
My only concern was if the AI can handle this too, so they don't 'lose' any toursim they'd otherwise receive.

I'm listening to the Modcast right now!
 
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