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Community Patch for Civilization V - Brave New World

License: Other

Lua 29.66% C++ 68.94% C 1.02% Inno Setup 0.03% Rich Text Format 0.20% Batchfile 0.01% Python 0.14%

community-patch-dll's Introduction

Community-Patch-DLL

This is the repository for the Civ V SDK + Vox Populi Mod.

What is Vox Populi

Started in 2014, Vox Populi (formerly known as the "Community Balance Patch/Overhaul") is a collaborative effort to improve Civilization V's AI and gameplay. It consists of a collection of mods (see below) that are designed to work together seamlessly.

  • The Community Patch (CP) is the base mod
    • Contains the gamecore DLL, which is based on C++ code linked against the official Civ V SDK
    • Contains bugfixes (also for multiplayer), performance improvements and many AI enhancements, but minimal gameplay changes
    • Can be used standalone and is the basis for many other mods
  • Vox Populi
    • Expands and changes the core mechanics of the game, offering an entirely new Civilization V experience that feels and plays like an evolution of the series
    • Includes City-State Diplomacy by Gazebo, Civ 4 Diplomacy Features by Putmalk and More Luxuries by Barathor
  • EUI (optional)
    • Enhanced User Interface

Where can I learn more

Check out the forum.

How can I play this

  • You need the latest version of Civilization V (1.0.3.279) with all expansions and DLC.
  • This thread on CivFanatics contains a link to the latest release, along with installation instructions.
  • You may also download the automatic installer for your desired version from the Releases page.

Development and debugging

See DEVELOPMENT.md file for more information.

community-patch-dll's People

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community-patch-dll's Issues

[12.4.1] [UI] Caravan income display

Caravans were boosted recently, but it is unclear in the UI how the totals are generated now. For example, I just started a new game and found a city-state, and here is the info I have for the trade route available:

Gold base: 1
Washington Gold per turn: 0.15
Cape Town Gold per turn: 0.2
Next to River: +25%
Total: 2.36 Gold

Given the information given, I would assume that the total would be (1 + 0.15 + 0.2) * 125% = 1.69 Gold. How is the calculation different now?

[12.4.1/66.2] Two settings that don't work

Hi

I've set both COMMUNITY_CORE_BALANCE_SETTLER_MOVE_START and COMMUNITY_CORE_BARBARIAN_THEFT to 0 but settlers still move before my first turn in a scenario game and barbarians still steal gold from my cities.

I double checked with the COMMUNITY in the database and both entries show Value 0.

\Skodkim

Krepost bugs

Krepost unlocks at Bronze Working, instead of Military Training as the Barracks does. Also, the Krepost doesn't say that it reduces Disorder.

Can't process first City State turn.

Playing on an archipelago map seems to break city states somehow. I imagine this probably happens on several map types, but considering archipelago is a standard map type that doesn't even require hitting the "additional options" button, its complete non-functionality seems highly significant.

CTD on Gandhi AI First Turn (UNITCLASS_MISSIONARY is UNKNOWN)

VERSION INFO: CP (66.7) + CBP (12.9) + CSD (25.2) + H&P

Sorry for the terse bug report, but this may be a simple fix and I don't have time to diagnose further right now.

I'm seeing a CTD in turn 1 on Gandhi's turn. Error in CustomMods.log:

.\CvPlayer.cpp: 4345 - GetSpecificUnitType for player Gandhi: UNITCLASS_MISSIONARY is UNKNOWN!!!
.\CvPlayer.cpp: 4345 - GetSpecificUnitType for player Gandhi: UNITCLASS_MISSIONARY is UNKNOWN!!!

net_message_debug shows India starting, but not completing its turn:

[61324.211] DBG: changeNumGameTurnActive(1) m_iNumActive=1 : setTurnActive() for player 4 Gandhi

BuilderTaskingLog.csv shows India as last civ and not attempting to move its unit:

India 1 // Delhi \
India 1 food 180 -53
India 1 production 120 0
India 1 gold 20 -60
India 1 science 0 -100
India 1 culture 0 0
India 1 faith 0 0
India 1 tourism 0 0
India 1 goldenage 0 0
India 1 0 0
India 1 0 0
India 1 0 0
India 1 0 0
India 1 \ end Delhi //

Civilizations prior to India have completed their turns. Those after, do not.

[CSD] [UI] Great Diplomat and Great Persons panel

The Great Persons panel doesn't have a separate category for Great Diplomats. The bar for Great Diplomats appears under the heading of Great Engineers. It seems that sometimes, this is there in addition to the actual Great Engineers counter (so that your capital appears twice under Great Engineers), and sometimes, the Great Diplomats bar is there instead of the Great Engineers bar.

Landship faith buy

Landship can be bought for faith even if you don't have any religion tenets for it.

There's a problem with the 'Core Files' directory structure.

I had a minor hiccup with my local copy of the repo so I decided to clone it again.
There's a problem with the directory structure of the:

Community Patch\Core Files & \Core Changes

It looks like the was a nested folder copy. This sometimes happens when you drag folders/files into Visual Studio or ModBuddy.

The folder Core Files is now nested 14 deep and the folder Core Changes and its files are also duplicated inside it in each level.

Unfortunately, I cannot now clone this repo and fix it. The clone process errors out in the 'checkout' stage, the tree is too big.

All it needs is someone to remove the offending folders and files to restore it to original.

Just to clarify, this is a minor error probably due to drag/drop not working too well inside Visual Studio and/or ModBuddy. Thalassicus made a couple of these errors when we did CEP.

[12.4.1] Farms on wheat

It seems farms on wheat was buffed from +1 to +2 food in stead of removing the bonus and tying it to the wheat resource itself. Right now unimproved wheat give +1 food (intended) while the farm gives +1 food (intended) plus an additional +2 food on the resource (unintended).

Just remove the following lines from Improvement_ResourceType_Yields in TerrainChanges.xml

Delete ResourceType="RESOURCE_WHEAT" /

IMPROVEMENT_FARM
RESOURCE_WHEAT
YIELD_FOOD
2

\Skodkim

[Bug] passable fort (whoward's minimod) is not recognize by trade routes

Problem:
Trade routes doesn't recognize the water channel opened up by passable fort (whoward's minimod).

How it happened:
In my game I have this huge peninsula blocking my trade route so I build a citadel so that the ships can sell through. But the cargo ships don't seem to recognize it.

[Bug] Venice becomes quite buggy

Hi,

I found out that Venice possibly due to its unique UA, becomes quite buggy.

I previously reported that it cannot build national wonder, which was fixed gladly.
Now, I found out that :

  1. Global City Forest Bonus Mod is not working for Venice (virtually its first and only city)
  2. The experience in combat is not counted towards great general/admiral.

To ensure this only bugged Venice, I fired up another game as the Celts and find out that both problem did not happen. So it has to be Venice.

I also tried different map size and different time pace, the same bug arise.

Inclusion of CEP files in the mod structure

Just wondering if it is a good idea to have the CEP files included in the modinfo at this moment. To my mind it would make much more sense to: fix them, import them and then include them.

The number of files should/will be pruned and the names of them definitely will change.

Am I just a worrier?

[13/66.9/26] CityStateStatusHelper scipt error

Just got a quest from a city state and got the attached error message.

I'm using a lot of other mods including EUI, so there's a chance it's not related to CPP or CSD (both active).

civ5screen0000
\Skodkim

[13/66.9] Terrain defense not logical

Unless it's graphical forests give +25% defense and hills 10% defense. That's fine I suppose but why do Forests on hills only give 10% defense?

Using other mods (EUI, E&D, CSD, ...) but I don't think it's related to any of them.

\Skodkim

CIV 4 Diplo Mod - War starting after CS declaring war

What happened :

  • Germany is my vassal. I'm at war with Ethiopa, and so was Germany.
  • My turn starts : I make peace with a city state which was previously allied with Ethiopia.
  • I end my turn.
  • Germany, during its turn, makes peace with Ethiopia
  • Ethiopia regains control of the previously mentionned CS : this CS declares war on me and ...
  • Germany and Ethiopia starts being at war again
  • And the CS is at war with me.

So it seems that the CS changing its state toward me (peace/war) triggered a war between Germany and Ethiopia, which in the same turn signed a peace treaty. If I remember correctly, it's impossible to declare war again (during X turns) after a peace treaty (I don't know if the AI must respect this rule though), which leaves only one possibility : an automatic war trigger because of the CS, which does not seem to make sense to me.

From Gazebo : "This is a lingering bug in the civ 4 diplomacy features mod. As I didn't write the mod, I'd have to spend some time with it to figure out how to solve it. It is a fringe case, and an odd one at that, but I'll keep it in mind if I ever get around to fixing that mod."

image

Flood Plain cities have normal desert movement penalty.

Founding a city on a flood plain seems to remove the actual "flood plain" terrain type. As a result, moving onto the tile uses the increased movement cost of regular desert. The inherent road / railroad cities eventually get mostly mitigates the issue, but it can still be problematic at times. Overall a very minor bug, but still occasionally irritating.

Civil servant specialist diminishes production by 1

If this is intended please add it to the description.

But I would advise to remove the malus as it leads to the citizen managemant rarely choosing the civil servants. So it may be that te AI ignores them in most cases.

Conscription

Conscription spawns a new ranged unit even for conquering cities.

3 maybe-bugs

Perhaps these are intentional, but I will report them just in case:

  1. The Monastery doesn't grant any tourism with the "Sacred Sites" Reformation belief.
  2. The Maya's "Pyramid" (replacement for the Shrine) is still unlocked with Pottery instead of Agriculture.
  3. India can buy Inquisitors; however, it seemed like the "Remove Heresy" action wasn't working.

kstream values in CvCity.cpp

I've fiddled with this to no end, and I cannot get a successful compile using the mod-standard read/write values for CvCity.cpp lines 14871 and 15139. Anyone else have any ideas?

Changes\AI\Diplomacy\Diplomacy\Diplomacy\Diplomacy\Diplomacy\Diplomacy\Diplomacy\Diplomacy\Diplomacy\Diplomacy\Diplomacy\Diplomacy\Diplomacy\Diplomacy\Diplomacy\Diplomacy_Data.xml

Hi
I think the commit d06fbac (and merge 0b72eb3) have a problem with Diplomacy_Data.xml duplicated a number of times in semi-infinite number of Diplomacy sub-folder.
can't checkout this commit.

Also for
Community Balance Patch\Balance Changes\Minors\Minors\Minors\Minors\Minors\Minors\Minors\Minors\Minors\Minors\Minors\Minors\Minors\Minors\Minors\Minors\MinorBonuses.sql

Clearing camps not generating culture with might opener.

When the barbs guarding it moved out of a camp to attack one of my units, I was able to move in with another unit and take it. Doing so yielded no culture. After that happened I started paying closer attention while killing barbs in camps and saw that while the barbarian gave the normal culture yield, the camp was giving nothing.

The might opener still claims that clearing camps gives culture, and not getting it is crippling might's culture gain, which was already weakened by moving culture on city capture to the finisher. As such, I'm hoping this is a bug with the effect and not with the description.

[12.4.1] [UI] Strategy vs Help text

Several buildings have information in their strategy text (which shows up in the 'pedia), but not in their help text (which shows up in tooltips). For example:

  • National College and Hermitage don't list their yield per pop in the tooltip
  • Satrap's Court is also missing the yield per pop
  • The Coffee House doesn't indicate that it gives +10% prod / building (like the windmill it replaces) -- not sure if this is correct or not
  • The religious national wonders don't indicate the ability to get a reformation belief

Diplo - Not being able to choose the number of votes to buy from an AI civ

It would make more sense to know how many votes you are "buying" from the AI.

It still feels weird to have somebody voting "yes" and "no" at the same time, as you can't do that in the vote screen.

Gazebo : "Yeah. It'd be comparable to how favors work in BE, but I haven't seen how they weighted them. Once we get that dll, I might see about translating the concept over via votes."

"Mastery" not working

The religious belief mastery (+1 yield per specialist) has no effect on the yields of specialists.

Venice gets a Settler with Pyramids

Upon completion of the Pyramids, Venice gets a Settler unit; however, that unit doesn't have the settle action. Should they get a Merchant of Venice instead?

Engineering adding a trade route

Discovering Engineering adds a possible trade route. Is this intended? At least it is not in the decription of the tech.

I suggest to just remove it. There are a lot of TR around lately. Or nerf them a bit (20%).

[12.4.1] [Bug] Chop Forest not unlocked by Mining

I just started a new game, researched Mining, and got a worker. When I try to chop a forest, I am informed that I need to have Animal Husbandry. I can confirm that once I researched Animal Husbandry, I was then able to chop down a forest.

Organization (imperialism)

The +2 prod boni are not displayed in the building descriptions. Workshop still +4 not +6. The boni do work however.

Obsolete units

Not sure if it is a bug, but pikeman don't get obsoleted with musketman and knights not with lancers.

AI can't/won't expand

Currently in a game with sweden as my neighbor. On epic speed, turn 107, they are beelining the military techs, bottom side, but have not gotten pottery, therefore, they can't expand. is this intentional? All the other 6 civs have gotten pottery and are expanding correctly. I apologize if this is too long.

Population gain from ruins not triggering on-growth effects.

The title is fairly self-explanatory. If exploring ruins gets you survivors that settle in one of your cities, effects that trigger when your city grows will not happen. This both undoes progress toward your next activation and makes said activation harder to achieve, making the "reward" more of a punishment. This bug is most easily seen by playing India and taking goddess of love from the start, but seems to apply to all similar effects.

[12.4] Make it clear that some buildings are better at reducing specialized unhappiness

Right now, it isn't clear in the UI that the Circus reduces Boredom more effectively than the Colosseum. Maybe the Circus could say "Greatly reduces Boredom"? Or maybe -- since it seems that most of the specialized happiness effects have a range from 1-3 -- a building could either "slightly reduce boredom" (+1), "reduce boredom" (+2), or "greatly reduce boredom" (+3).

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