WHoward's Pick 'N' Mix Mods

I can appreciate your sentiments, W. Have been a Civ fan for many years, but have been very disappointed by how the Steam 'middle-man' interface has made using Civ5 harder than previous versions, not easier. Add that to all the initial Civ5 bugginess. Thanks for posting your mods here, I just hope I can get them to work with the game I'm in the middle of. Took me a long time to craft a balance of mods that fits closest to my ideal gameplay, and my Celts were just starting to get the upper hand on those pesky Carthaginians!

Hope you continue to post creative and useful mods here. They've made Civ5 worth playing, despite my initial dissatisfaction with some of the vanilla setup and bugs.
 
I'm not sure if this is the right place to post but I will anyway...I'm having some issues with City Happiness and mods that change TopPanel.lua. How can I go about getting rid of the parts in City Happiness that affect TopPanel.lua?

EDIT: I am referring to UI/City Happiness in the Pick 'n' Mix mods. In UpdateData() in the .lua file there is a "stripped-down" version of TopPanel.lua which seems to interfere with a mod that changes TopPanel.lua. I added in this Edit because the next poster after me showed confusion to my question.

EDIT: Never mind, I fixed my issue.
 
Since there is no specific UI - Wonder Planner thread (that I could find) I will post here:

Line 364 of WonderPlanner.lua you try to get the value of Column Yield for each row in the table Building_BuildClassYieldChanges. However, according to SQLite Manager, there is no such column. The column is called "YieldChange".

Also, because of the sheer number of wonders I've included, it takes a full 4 seconds for the screen to initialize upon clicking on the Drop Down option. How can I make it so that it initializes more efficiently?
 
Was playing with "Various DLL Mod Components" V.7 and noticed no nukes or atomic bombs work. I use them, the animation plays, and the would-be affected units graphics disappear, both their icons remain, and act as if they are really there, and all units, including cities do not get damaged. This happens in all the games I've tried it in. I've even went opened up an In-Game Editor and tested after the 1st turn and nukes still didn't work.
 
Was playing with "Various DLL Mod Components" V.7 and noticed no nukes or atomic bombs work. I use them, the animation plays, and the would-be affected units graphics disappear, both their icons remain, and act as if they are really there, and all units, including cities do not get damaged. This happens in all the games I've tried it in. I've even went opened up an In-Game Editor and tested after the 1st turn and nukes still didn't work.

That's weird. :crazyeye:

I'll add it to the list of things to look at.
 
I've tracked it down to over zealous removal of the achievement code - looks like I've taken out some required code as well!
 
So now you know why there are no achievements!!!

Code:
//--Start Achievements
//--Don't allow most in multiplayer so friends can't achieve-whore it up together
 
V9 is now on the "DLL - Various Mod Components" thread - it fixes the nukes issue - you can copy the .dll file from V9 over the V7 version if you need to keep playing a game with V7 enabled
 
Happy New Year Mr. Howard, I'd like to ask your permission to use your Classical-Techs Mod as a basis to make a complete new TechTree Mod, as it's much more robust than the original TechTree, we were supplied with.
 
Thank you, I'll try not to disturb you further about this matter.

Not disturbing me at. It was just quicker to link the page than type it again :)
 
No problem, you've helped me enough times already, in fact you dug the Mod out of your archives to give it to me. It's just that I've expanded it a bit and it seems a lot more will happen, but still your fixed LUA is like a rock so I may want to use it further and I was just politely asking permission.

I understand and concur with your concerns, heck I have the same problem where one wants to help in their own field, but people take advantage. But I am not in your field, I'm just playing here.
 
William, as I can't found the related post I will post my questions here.

You once created the TBM (the one without core changes) mod, but this isn't working properly any longer. Not sure about if its due to my mod combo (mainly using your ones) or related to G.K. latest patch. I guess it because the latest G.K. patch, as you haven't maintained the mod since quite a while.

I just wonder if you plan to revive the TBM mod again? Anyway, I would appreciate if you could make it work again.
 
The TBM mod was crippled with the changes to the event sequencing introduced with patch 674 (the first one to support the Steam Workshop). It was significantly painful working around these to get the Prospectors and Herdsmen working again, that I just dropped the TBM as I rarely used it and the graphics will never update properly anyway.

I still have the code, but have too many other things I want to do before first.
 
Mmmh! As I rememeber, the problem I experienced while using the mod was that the TBM coudn't access mountain tiles. Checking the XMLs and comparing them with existing units (worker, helicopters), doesn't show me an obvious problem.

When you talking about changes in "event sequencing" and looking on your code, then I don't think that this is the actual problem. Your LUA code seems only manipulate terrain type as soon as you press the "build road" button. But as I can't get on the mountain at all this is not the main problem. It may become a consequtive problem, as soon as the first is solved.

Any hints?
 
A quick test with FireTuner shows that the CAN_MOVE_IMPASSABLE promotion is no longer enough for land units to enter mountain tiles, they also need HOVERING_UNIT - which makes them leviate over the mountains - so once again Firaxis take a perfectly working solution and break it for no apparent reason.
 
BINGO!

Adding the free promotion PROMOTION_HOVERING_UNIT made it. Anything else is working as it should.

Thank you very much for the quick and competent help. Keep on creating wonderful mods, William!


PS: for those interrested in revive the TBM mod as well:
Open file "UnitsTBM.XML" and replace this:

PHP:
<Unit_FreePromotions>
	<Row>
		<UnitType>UNIT_TBM</UnitType>
		<PromotionType>PROMOTION_CAN_MOVE_MOUNTAINS</PromotionType>
	</Row>
</Unit_FreePromotions>

with that:

PHP:
<Unit_FreePromotions>
	<Row>
		<UnitType>UNIT_TBM</UnitType>
		<PromotionType>PROMOTION_CAN_MOVE_MOUNTAINS</PromotionType>
	</Row>
	<Row>
		<UnitType>UNIT_TBM</UnitType>
		<PromotionType>PROMOTION_HOVERING_UNIT</PromotionType>		
	</Row>
</Unit_FreePromotions>
 
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