Here is how I was able to compile the DLL. Thanks to whoward69 and Gedemon for several hints. Download and run. Start Steam and select Library -> Library -> Tools. Find 'Sid Meier's Civilization V SDK', right-click it, and select Install Game. Copy 'C: Program Files (x86) Steam SteamApps common sid meier's civilization v sdk CvGameCoreSource' to 'My Documents Visual Studio 2008 Projects CvGameCoreSource'. Open 'CvGameCoreSource CvGameCoreDLL CvGameCoreDLL.rc' in notepad.
On line 10, replace 'afxres.h' with 'windows.h' 5. Open 'CvGameCoreSource CvGameCoreDLL_Expansion1 CvGameCoreDLL.rc' in notepad. On line 10, replace 'afxres.h' with 'windows.h' 6.
Open 'CvGameCoreSource CvGameCoreDLL_Expansion2 CvGameCoreDLL.rc' in notepad. On line 10, replace 'afxres.h' with 'windows.h' 7. Start Visual C++ 2008 Express Edition. File -> Open -> Project/Solution.
When i open my civ V it says 'The application was unable to start correctly (0xc0000142). Click OK to close the application.' I reinstalled it. Nov 20, 2017 - The applications are usually games (CIV 5, Battlenet, or Starbound) however error. The application error 0xc0000142 mostly pops up due to dll load error. According to Windows 10 users, the esrv.exe application error.
Open CvGameCoreSource CvGameCoreDLL.vs2008.sln 8. Right-click CvGameCoreDLL and select Properties -> Configuration Properties -> Linker.
Change the Output File to: $(OutDir) CvGameCoreDLLFinal Release.dll 9. Right-click CvGameCoreDLL_Expansion1 and select Properties -> Configuration Properties -> Linker. Change the Output File to: $(OutDir) CvGameCore_Expansion1.dll 10. Right-click CvGameCoreDLL_Expansion2 and select Properties -> Configuration Properties -> Linker. Change the Output File to: $(OutDir) CvGameCore_Expansion2.dll 11. Build -> Build Solution. You could also right-click a single DLL and just build that one.
Find the new DLL in 'CvGameCoreSource BuildOutput'. Add it to the root directory of your mod, and set the 'Import into VFS' property to true. Adobe photoshop cs5 language pack engb google drive. Click to expand.See post #2 and #4 Basically you add the DLL as a file (in the root) to your ModBuddy project and set VFS=true, and then build your mod as usual BUT (and it's a very big but) you can only play with one mod that has it's own (new) DLL at a time - so if both IGE and CSD (say) start shipping with their own DLL you're going to have to make a choice, one or the other but not both at the same time.
DLL modding is going to favour the 'total conversions'. It does rather destroy my 'many small mods on the buffet table' approach. See post #2 and #4 Basically you add the DLL as a file (in the root) to your ModBuddy project and set VFS=true, and then build your mod as usual BUT (and it's a very big but) you can only play with one mod that has it's own (new) DLL at a time - so if both IGE and CSD (say) start shipping with their own DLL you're going to have to make a choice, one or the other but not both at the same time.
DLL modding is going to favour the 'total conversions'. It does rather destroy my 'many small mods on the buffet table' approach.