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The Community Library is a framework and foundation mod that makes expansive changes to the vanilla code, providing improved mod support, greater cross-mod compatability, generalised helper functions and features that make some things easier to do, and to fix bugs in the vanilla code.

Vanilla Code - Since the game has two branches, base-game and DLC, using "base-game" to both describe the branch, and the game's code before modding is ambiguous. Instead, I shall endevour to use "vanilla code" when refereing to the game's unmodded code throughout thgis document and wiki.

Modders who wish to make use of the COmmunity Library in their own mods should look at the navigation bar on the right hand side, starting with Setup.

Players who are using the Community Library, and want an overview of the Mod Options and Vanilla Fixes that have been implemented, see below.

Mod Options

Auto-Relaunch on Mod List Change

Default Value: false
If enabled, this mod will attempt to relaunch the game, using an external batch file (relauncher.bat) stored in its root folder. It will visually appear as the system console opening for several seconds, while it waits for the application to close.
If you are not comfortable with this feature, leave it disabled.

Spawn Shipwrecks

Default value: false
Shipwrecks are a temporary form of ancient ruin that can appear when a unit dies at sea, or a city's docks are destroyed.
If enabled, shipwrecks will appear in your game even if no mod requires them.
This option exists to allow you to use shipwrecks even when you do not use a mod that requires them. It does not disable shipwrecks if another mod requires them.

Pan To Holy Order Screen

Default Value: true
If enabled, when you select "GO TO" from a message, and the the target is a holy order, it will automatically open the holy order screen to that holy order, in addition to panning to their capitol.

Display "No Faith" on Faith Button

Default Vaue: true If enabled, the Faith button for locations with no holy order present will read "No Faith" instead of being blank.

Show Ophanim's Faith at Elder Tomb

Default Value: true
If enabled, and playing as Ophanim, the Elder Tomb will display Ophanim's faith, and Ophanim's faith will be accessible using the location's view faith button.

Enhanced Trade Route Links

Default Value: true
If enabled, trade route links are drawn slightly thicker than other links, and disrupted trade routes are dimmed.

Reaslistsic Trade Routes

Default Value: false If enabled, trade routes will be created using a modified pathfinding algorithm that priorities built up areas with markets, and avoids areas of low habitability. This should create a more realistic and varied trade network.

Allow Culture-Specific Minor Settlement Graphics

Default Value: true
The Community Library provides mods with a means of adding minor settlement graphics to cultures. While this can enhance immersion, it can also result in the map being less readable.
If enabled, culture mods can display culture specific graphics for minor human settlements, such as farms and cathedrals.

Use Precise Distance Divisor

Default Value: true
If enabled, the distance-related divisor for challenge utilities will find exact paths to the challenge instead of assuming that the shortest possible path is valid. This makes the AI smarter, but it will negatively impact performance.
If disabled, AI will not be able to account for modded features that change their movement speed, or pathfinding types that may prevent them from taking the shortest path. Vanilla examples of this is include Aquaphibious, used by Deep Ones, and DesertOnly, used by the First Daughter.

Enshadow in Dwarven Cities

Default Value: false If enabled, dwarven cities will contain the "Enshadow" challenge.

Lay Low in Dwarven Cities

Default Value: false If enabled, dwarven cities will contain the "Lay Low" challenge.

Dwarven Expansion mechanics

Default Value: false If enabled, dwarves will be able to rebuild and expand their underground holdings, to a limited degree.

Dwarven Surface Fortresses

Default Value: false If enabled, dwarves will rapidly expand onto surface locations that neighbour their settlements, once awareness of the underground reaches 100%. These settlements will always be cities, contain fortresses, and will be connected to trade routes.

Target Orc Horde Count

Default Value: 2
The number of orc hordes that should exist on the map. To disable orc hordes, turn them off in the new game settings, and, for performance benefits, disable the Orcs Plus mod, if enabled (disabling Orcs Plus requires the game to be relaunched).

Dynamic Orc Horde Count

Default Value; false
If enabled, reduces the Target Orc Horde Count by 1 on small maps, and increases it by 1 on large maps.

Target Natural Wonder Count

Default Value: 1
The number of natural wonders that should exist on the map.

Dynamic Natural Wonder Count

Default Value: false
If enabled, reduces the Target Natural Wonder Count by 1 on small maps, and increases it by 1 on large maps.

God Sorting Option

The Community Library offers a variety of options for sorting the gods on the new game screen. These are:

God Sort: Alphabetise (false) - If enabled, the gods in the new game screen will be sorted alphabetically, within their respective blocks.
God Sort: Keep SWWF First (true) - If enabled, She Who Will Feast will always be the first god in the list.
God Sort: Last Played First (false) - If enabled, the god of the last game that you started or loaded will be first, before SWWF.
God Sort: Differentiate Modded Gods (true) - If enabled, all modded gods will be listed after all base-game gods.
God Sort: Bonus Gods Last (true) - If enabled, all gods whose names start with "Bonus God: " will be sorted after all other gods in their respective blocks (vanilla and modded).
God Sort: Minor Gods After Major Gods (true) - If enabled, all gods whose names start with "Minor God: " will be sorted after all other gods in their respective blocks (vanilla and modded), but before all gods whose names start with "Bonus God: ".
God Sort: Ignore God-Name Prefixes - If enabled, the sorting algorithm will skip prefixes to a god's name, and sort by the god's actual name, when placing them within their block. This only support prefixes that end in ": ". God Sort: Ignore "The" at Start of God Names (false) - If Enabled, the sorting algorithm will skip the word "The " if it is the first word in a god's name.

The default settings will provide gods in the following blocks:

She Who Will Feast > All Vanilla Gods without prefixes > Vanilla Gods with "Bonus God: " prefix >
All Moded Gods without prefixes > Modded Gods with "Minor God: " prefix > Modded Gods with "Bonus God: " prefixes.

By default these gods will appear in the default order within those blocks, which is release order for vanilla gods, and load order for modded gods.

Vanilla Fixes

This section lists all fixes that have been applied to the base game's code, and that are not covered by a mod option.

They are split between four categories: DLC Only (fixes that only effect the DLC), Base-Game Only (fixes that only effect the base-game), Both (fixes that effect both the base-game and DLC), Temporary Mod Fixes (temporary fixes to other mods that conflict with the Community Library)

DLC Only

  • Make agents prefer their current layer when retreating from combat.
  • Prevent Diplomatic actions (war, improve relations, worsen relations) between factions on the surface and underground if awareness is below 100%.
  • Prevent Diplomatic actions (war) between Orcs and another faction when one is on the surface and the other underground, and the orcs do not yet have access to the underground (have not ever had a mine).
  • Opportunistic Encroachment now cannot effect Dwarven cities, and considers if orcs have knowledge of the underground before operating across links connecting the surface and underground.
  • Fixed a typo in the Xerxes event chain that prevented the image from being loaded.
  • Prevented Cthonians attacking Dwarven settlements belonging to the Dark Empire, or one of Othanim's Theocracies, as a fix for Dark Empire Dwarves not defending themselves against Cthonians.

Base-Game Only

  • Renames Human Soul to Soul in properties map mode to match DLC.

Both

  • When a Warlord that is a Prophet of a religion forms an orcish raiding party, the religion no longer believes they are dead.
  • Fixed Orcish Raiders maxHP not properly adjusting based on the commanding Warlord's Command stat.
  • Fixed Orc Hordebanner "Attack Here" challenge being usable even when the hordebanner's associated orcs have been wiped out.
  • Fixed "Enshadowed Population outside of Dark Empire" victory score counting those inside the Dark Empire. This will make the game noticeably harder when aiming for Dark Empire wins.
  • Fixed Null reference exception when searching houses in the House map mode.
  • Fixed the behaviour of armies attempting to joing an ongoing battle.
    • An army will now join an existing battle as long as they are of a dark aligned social group and they will only be fighting alongside other armies from dark-aligned social groups, or they are from a non-dark-aligned social group and they will only be fighting alongside other armies from non-dark-aligned social groups.
  • Fixed the "Disrupt Conclave" challenge improperly calculating and displaying progress.
  • Changed the behaviour of the "See Heroes" button, such that it is only visible if a unit calls that location home. Furthermor, it's text now dynamically reflects whether an agent, and army, or both, call that location home.
  • Changed Desert-Only movement type to include Volcanic Terrain. This avoids a situation where The First Daughter army can become stuck ijn the area of a geomantic volcanic eruption, or the eruption caused by She Who WIll Feast breaking the last seal.
  • Fixed wording in the description for the "Opportunistic Encroachment" challenge.
  • Fixed typo in She Who Will Feast's dark empire victory message.

Temporary Mod Fixes

When those mods update, these fixes will render the mods incompatible with the Community Library until I remove them.

  • (Ixthus (Base Game)) Eternal Cities will no longer cause a crash when a shipwreck expires in their location.
  • (Covens, Curses, and Curios (Base Game)) Cursed Boots will now also check for pending agent battles where the player agent is the attacker in the battle.