DLL - Various Mod Components (GK)

DLL - Various Mod Components (GK)

Various DLL mod components (1.0.3.18)

Compatibility: G&K required, Hot Seat, Affects Saved Games


IMPORTANT - Only one mod with a replacement DLL may be active at a time.

As at Version 16 ...

Global - Enable Magellan: Adds a notification when someone circumnavigates the globe (does not itself enable the circumnavigate option)
Global - Local Generals: Great Generals and Admirals gained from combat experience spawn in the war-zone and not in a distant city
Global - Passable Forts: Ships may enter coastal forts/citadels
Global - Passable Forts Any: Ships may enter any forts/citadels
Global - City Forest Bonus: Give initial production boost for cities founded on forests, as if the forest had been chopped down by a worker
Global - CS Gift Ships: City States will gift ships
Global - CS Upgrades: Units in allied militaristic City States can upgrade
Global - CS Raze Rarely: City States will only raze captured cities if they are very unhappy
Global - No Conquered Spaceships: Removes assembled spaceship parts from conquered capitals
Global - Allies Block Blockades: Adjacent allied ships block blockades by enemy ships 2 or more tiles away
Global - Short Embarked Blockades: Embarked combat units only blockade adjacent tiles
Global - Grateful Settlers: Other player's settlers captured from Barbarians will sometimes remain as settlers
Global - Subs Under Ice Immunity: Subs under ice are immune to all attacks except from other subs
Global - Promotion Classes: Permits units to have promotion trees different from their assigned CombatClass
Global - Alpine Passes: Mountain plots return their terrain as TERRAIN_MOUNTAIN and any land unit may enter a mountain that has a road/rail route
Global - City State Gifts: City States give different gifts depending on their type (cultural, religious, maritime, etc)
Global - Quick Routes: Route To will only build roads, or upgrade road to rail, for human players
Global - Paratroops Movement: Paratroops can move/attack after the drop, if the drop is not at max range
Global - Paratroops AA Damage: Paratroops take AA damage from hostile units
Global - Nukes Melt Ice: Nukes will melt ice

Buildings - Pro-Rata Purchase: Purchase of buildings in cities allows for any current production

Traits - Crosses Ice: Permits land units to cross ice

Promotions - Variable Recon: Permits variable recon ranges by creating extra recon range promotions (like extra sight range)
Promotions - Cross Mountains: Permits land units to cross mountains (like the Carthage trait)
Promotions - Cross Oceans: Permits coastal units to cross oceans
Promotions - Cross Ice: Permits land units to cross ice
Promotions - Half Move: Adds a HalfMove feature to the UnitPromotions_Terrains and UnitPromotions_Features tables
Promotions - Deep Water Embarkation: Permits Deep Water (Ocean) embarkation for hovering units

UI - City Production: Permit the focus (gold, science, etc) of puppet cities to be set (but not what is being built or how specialists are allocated)
UI - City Expansion: Permit human players to choose they own city tiles due to cultural expansion

Units - Local Workers: Restricts worker suggestions to local tiles
Units - Hovering Land Only Heal: Hovering unit can only heal over land
Units - Hovering Coastal Attacks: Permits hovering units to attack coastal shipping

Religion - No Preferences: Removes religion preference
Religion - Randomise: Randomises religion choice (if preferred religion unavailable) - use with Religion - No Preferences for totally random religions
Religion - Conversion Modifiers: Adds ConversionModifier and GlobalConversionModifier (in the same vein as espionage modifiers) to buildings

Events - New Era: Sent when the team/player enters a new era
Events - Diplo Events: Sent during Game.DoFromUIDiploEven
Events - Goody Tech: Sent if a Goody Hut is giving a tech
Events - Natural WOnder Discovery: Event sent when the team discovers a new Natural Wonder
Events - Minors: Events sent on status change with City States
Events - Found Religion: Events sent when a player is about to found a religion
Events - Acquire Beliefs: Events sent when choosing beliefs
Events - Paradrops: Events sent to ascertain if a unit can start a paradrop from this tile
Events - Can Move Into: Event sent to ascertain if a unit can move into a given plot
Events - Nuclear Detonation: Event sent when a nuke is fired
Events - War And Peace: Events sent about war and peace
Events - City: Events sent after a city produces/buys something
Events - Unit Upgrades: Events sent as units are promoted/upgraded
Events - Rebase: Events sent to ascertain if a unit can rebase to a specific plot
Events - RED: Events generated by the RED (by Gedemon) dll mod code

API - Espionage API: Adds various Lua methods to the Player object for controlling spies
API - Religion: Enables the Religion API
API - Plot Based Damage: Enabes the Plot Based Damage API (replaces fixed damage from mountains)
API - Extensions: Enables the Extensions API
API - Lua Extensions: Enables the LUA Extensions API

Config - AI In XML: Push various hard-coded values controlling the AI out into XML

BugFix - Free Food Building: Fixes the NumCitiesFreeFoodBuilding (policy finisher) bug where the civilization has a UB for the Aquaduct
BugFix - Naval Free Units: Fixes the bug where the naval Civilization_FreeUnits start on land
BugFix - Naval Nearest Water: Fixes the bug where the naval units jump to the nearest city and not the nearest available water plot
BugFix - Barb Camp Terrains: Fixes the bug where Barb Camps ignore the ValidTerrains and ValidFeatures tables
BugFix - Remove Ghost Routes: Fixes the bug where you can't remove roads in no-mans-land originally built by a now dead player
BugFix - Units Awake In Danger: Fixes healing units ignoring enemy units and sleeping units under direct fire remaining asleep - thanks to hulkster for highlighting the latter issue
BugFix - Workers Visible Danger: Fixes workers stopping what they are doing at any hint of danger to only when they can see an enemy unit
BugFix - Interceptor Strength: Fixes the bug in calculating AA interception strength which takes terrain into account
BugFix - Unit Power Calculation: Fixes the very dodgy maths in the calculation of a unit's power
BugFix - Unit Power Bonus Vs Domain Only: Fixes the Anti-Air non-domain bonuses issue, requires BUGFIX_UNIT_POWER_CALC to be enabled
BugFix - Unit Power Naval Consistency: Fixes the naval imbalance in a unit's power calculation, requires BUGFIX_UNIT_POWER_CALC to be enabled
BugFix - Hovering Pathfinder: Fixes a bug in the pathfinder code for hovering units at the coast
BugFix - Embarking Pathfinder: Fixes a bug in the pathfinder code for embarking
BugFix - Range 3 Targetting: Fixes the Range-3 targetting bug - code by DaveMcW


Versions

v 1914-Jul-2013 20:35:41
v 1801-Jun-2013 10:51:30
v 1721-May-2013 06:55:18
v 1615-May-2013 09:26:10
v 1511-May-2013 08:57:27
v 1401-May-2013 17:35:18
v 1326-Apr-2013 11:19:15
v 1206-Apr-2013 14:49:55
v 1124-Mar-2013 12:51:33
v 1003-Mar-2013 21:31:28
v 919-Feb-2013 11:44:18
v 825-Dec-2012 09:40:56
v 720-Dec-2012 18:21:47
v 620-Dec-2012 18:21:47
v 516-Dec-2012 13:17:17
v 407-Dec-2012 23:30:22
v 315-Nov-2012 07:49:54
v 212-Nov-2012 21:02:44
v 105-Nov-2012 09:02:33

Versions