WHoward's Pick 'N' Mix Mods

I have a scenario with farms preplaced on map... a mod (not yours) adds an improvement and incidentally addresses the farm improvement bug as part of the installation. The mod crashes, I think due to the farm improvements. The mod works when I play without a scenario. Should farm improvements be removed prior to adding your component addressing this bug? Or does your mod replace on map improvements? Or am I mistaken about this being the cause of the crash?

I realize your mod is not involved here but you use a similar mechanism. If yours addresses the problem then I will alter the original mod and incorporate your solution.
 
If your copy of Civ5 patched itself last night and you are still trying to play with any pre-patch mods that make changes to the UI, I would have to say that all bets are off as to what is causing in-game crashes - as many, many UI and core XML files were altered by the patch
 
It is what I was going to say :( (but in my case with the DLL of various components)
 
As both mods seem to work fine when run separately after the patch, I think it is the fact that I have a scenario map with farms already placed. I will be testing with your farm improvement mod when I get home, but if it has similar problems to the other mod then I'll likely have to alter the scenario map to remove the farms and see how that works.
 
As both mods seem to work fine when run separately after the patch, I think it is the fact that I have a scenario map with farms already placed.

Seems to me that you've answered your own question!
 
Perhaps.

I'll let you know the results... if that is the problem, then a fix would be add lua to your mod that replaces on map farm improvements with the alternate improvements used by your mod component to replace the farm.

This would allow compatibility with scenario mods.

Of course, I'm talking out of my nether parts until I get home and do testing. :)
 
IMPORTANT: PATCH 1.0.3.18

The patch yesterday changed 310 core files (or there abouts) - lua/xml UI and xml/sql database files - see http://forums.civfanatics.com/showthread.php?t=499823

Expect most of my major mods to be broken/crippled, and please stop telling me about it!

The DLL is broken beyond repair until Firaxis release the source code and I have the time to investigate the changes, by association, all the mods that depend on the DLL are also broken.

Of the remaining mods, the following 37 are known to be broken

  • Global - City States Gifts
  • Global - Complete Eras (GK)
  • Global - Espionage Mapping
  • Improvement - Airbases
  • Maps - Improved Small Landmasses
  • Maps - Rotate Start Position
  • Religion - Civ Specific Religions
  • UI - Aircraft Status
  • UI - City Expansion
  • UI - City Production Queue Enhancements (GK)
  • UI - Condensed Promotions (GK)
  • UI - CS View City (GK)
  • UI - Enhanced Demographics
  • UI - Enhanced Rankings
  • UI - Found Pantheon Button
  • UI - Improved City Banner
  • UI - Map Pins
  • UI - Multiple Unique Bonuses (GK)
  • UI - Next Turn Clock (GK)
  • UI - Notification Options (GK)
  • UI - Overlay Barbarians
  • UI - Overlay City Limits
  • UI - Overlay Continents
  • UI - Overlay Resources
  • UI - Overlay Road And Rail
  • UI - Overlay Wonders
  • UI - Religion Spread
  • UI - Small Resource Icons
  • UI - Trade Opportunities
  • UI - Unit List Enhancements
  • Units - Herdsmen
  • Units - Mounted Units
  • Units - Steampunk Airships
  • Utils - Civilopedia Mod Entries (GK)
  • Utils - Modular DiploCorner
  • Utils - Modular MiniMap Overlays
  • Utils - Modular UnitPanel (GK)
 
I have decided to "retire" all vanilla specific versions of my mods.

So, for example, where I have both "UI - Next Turn Clock" and "UI - Next Turn Clock (GK)" only the G&K version will be updated and the vanilla specific version will be "retired". I'll create a "Retired" category on my web-site to place these in, so they can be used as reference works if desired.
 
Love your mods, thank you for them.
I use so many of these, so I eagerly await the BNW versions.
 
Just a quick update.

I have fixed all the mods broken by the xml/lua ui/db changes in the patch on my machine, BUT until I have the DLL source code I cannot fix the others. I will not be updating the website until I can do all the G&K fixes in one go.

My current plan is
1) Get the updated DLL source for G&K
2) Fix the G&K DLL and associated mods
3) Test
4) Release all G&K fixed mods - this will probably be the final G&K release of my mods
5) Install BNW and play some games
6) Port DLL code changes to BNW
7) Port associated DLL mods to BNW (if possible/meaningful)
8) Test in BNW
9) Release the BNW DLL mods
10) Port other mods to G&K incrementally (ie as I feel like I want them to play with - Expect Trade Ops and Summaries to be first.)

W
 
Thank you for the info.

And THANK YOU for your hard work.

I'm not the only one appreciating it...a lot!
 
If I was recruiting for a senior IT position in my organization, I would try very hard to recruit you. You have an incredible commitment to customer service, an outstanding passion for quality of service, a thorough appreciation of the needs of users.

My experience with IT goes back to the mid-1960s when paper tape was still used by some applications, but generally had beden replaced by punch cards. CRT monitors were just coming in. COBOL, FORTRAN and ALGOL were my first three languages, followed by BASIC and PEARL. In the 50 years since then my work has brought me into contact with thousands of IT professionals - you are (to quote from "Men in Black") one of the best of the best of the best.
 
The religion map in BPI, which is based on UI - Religion Spread, seems to be working ok still, though it's seperate from the religion info screen via TopPanel.

I've only had a quick play with things this evening and had noticed a few cosmetic differences, but the only thing that flagged up any errors was Notification Options. The Farm tweek seems ok thus far.
 
but the only thing that flagged up any errors was Notification Options.
That doesn't surprise me as it was broken big time by the muppet that thought that putting hash codes into an enum (and not using a hashing function) was a good idea

The Farm tweek seems ok thus far.
That's good to know - although being the paranoid that I am I'll still have to test it for myself ;)
 
That doesn't surprise me as it was broken big time by the muppet that thought that putting hash codes into an enum (and not using a hashing function) was a good idea


That's good to know - although being the paranoid that I am I'll still have to test it for myself ;)

Hash codes?

I should have said that I'm not on BNW yet and was going on possible post patch issues. I took a bit of a holiday from all things CiV, so I'm somewhat stubbling back in wearing a sombrero and clutching duty free :king:
 
The only time I've ever tried using a hash character, was for picking out the total number of entries in a table when doing a loop... I think... It was very early days, and I was trying loads of different things from tutorials via Google.

Is that what's going on - limited the scope of the notifications table, so that additional [modded] entries won't work, as they'd be outside of it? Or am I way off :-S
 
The only time I've ever tried using a hash character, was for picking out the total number of entries in a table when doing a loop... I think... It was very early days, and I was trying loads of different things from tutorials via Google.

Is that what's going on - limited the scope of the notifications table, so that additional [modded] entries won't work, as they'd be outside of it? Or am I way off :-S

Not hash characters but hash codes - see http://en.wikipedia.org/wiki/Hash_function
 
hey whoward is the supercarrier working with bnw or u have to update it? do u know if modded units needs to update to?
 
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