View Full Version : In depth look at the WBS file
Dale Oct 31, 2005, 04:48 AM Okay, so you've created a scenario, but wish to mod if further.
Well here your questions will hopefully be answered. ;)
I will be filling in the blanks to the WBS manual I wrote in this thread for all modders to explore even deeper into the world of WBS modding.
For answers to xml and python questions, please see the relevant threads. :)
Dale
Dale Oct 31, 2005, 04:49 AM BeginGame
This section describes to the Civ4 engine the game setup parameters. Specifically they refer to the options you choose when starting a new game from the menu. Below is a list of ALL possible variables, and the values they can have.
Tutorial= the setting to turn on the tutorial. By default this setting is 0 which mean do not turn the tutorial on. Setting this value to 1 will turn on the Civ4 tutorial.
Era= the era that the game is to start in. This value can be any of the Civ4 eras as defined in CIV4EraInfos.xml. Default is NONE.
Speed= the speed of the game. This is where you can set if the game is NORMAL speed or EPIC as defined in CIV4GameSpeedInfo.xml. Default is NONE.
Calendar= the calendar used in the scenario. This is what determines the date as displayed on the main screen and the time jump between turns. This is defined in CIV4BasicInfos.xml. Default is CALENDAR_DEFAULT.
Option= the selected game options (not player options) in the scenario. These options are defined in CIV4GameOptionInfos.xml and you can have any number of these options set in the scenario. EG: You can have Option=GAMEOPTION_NO_CITY_RAZING and on the next line Option=GAMEOPTION_NO_CITY_FLIPPING. Default is no options specified.
MPOption= the selected multi-player options in the scenario. These options are defined in CIV4MPOptionInfos.xml and as per Options= you can have any number in your scenario. Default is no options specified.
ForceControl= the specified options that cannot be changed in the scenario. By setting these options they appear greyed out in the scenario setup menu so the player cannot change them. Default is no forced options specified. These values are defined in CIV4ForceControlInfos.xml.
Victory= the different victory types in the scenario. These are defined in CIV4VictoryInfo.xml and you may specify any/all of them. Each victory must be specified on it's own line like the last few settings. By defining a victory type it means the player/AI has the possibility of winning the game that way. Default is no victory types set (and no defined victory types mean all are possible). But if you define any (even just one) then all others are locked out.
GameTurn= the game turn that the scenario begins on. Every scenario starts turn 0 (the first turn is defined as zero[0]) but you can start the scenario on a different turn number by defining this variable. EG: WW2 started September 1939. You define the calendar as CALENDAR_MONTHS. The first turn is always the first calendar segment (in this case January). To specify September you would set GameTurn=8.
MaxTurns= the maximum number of turns in the scenario. This must be set higher than GameTurn (obviously can't start after the end). EG: You have a scenario that you want to run for 300 years, and your calendar is set to CALENDAR_YEARS. Setting MaxTurns=300 will end the game with score victory after turn 299 (remember 0 is the first turn).
MaxCityElimination= the number of cities a multi-player player can lose before losing the game. EG: MaxCityElimination=3 means that each player will lose the game if they lose 3 cities.
TargetScore= the score a player must achieve to win the game. For an example the Desert War scenario uses TargetScore=6 as there are 6 objective cities in the game. If one team holds all 6 cities then they win the game. By itself you can define the actual score a player must achieve (in the score list on the right of the interface) but coupled with python can be an extremely powerful scoring utility. You must have Victory=VICTORY_SCORE for this method to work.
StartYear= the physical date that the game begins in. EG: WW2 starts in 1939 so you would set StartYear=1939. To specify a BC date use a negative number. Default is -4000 (4000BC).
Description= the text displayed in the scenario menu when the scenario is selected. It displays under the map window.
ModPath= the path to the folder containing your modified files. Only set this if you have also modified xml or python files. Otherwise save you WBS file to PublicMaps and leave this line blank. If set it will force the scenario to use the settings in the mod folder defined rather than the default settings of Civ4. EG: ModPath=Mods\MyMod\.
This ends the description of ALL settings possible in the BeginGame section of the WBS file.
Dale Oct 31, 2005, 04:49 AM BeginTeam
This section of the WBS file describes each team (not player) in the scenario. In SP games you can even create teams. Please note: every player MUST be part of a team, even if there is only one player in the team. Below is a list of ALL possible variables, and the values they can have.
Tech= the list of technologies that the team begins with. By defining a list of techs here you control how much prior knowledge each team will begin with. EG: Tech=TECH_MYSTICISM will give the tech mysticism to the team. These are defined in CIV4TechInfos.xml.
ContactWithTeam= the amount of diplomatic contacts the team has. Each diplomatic contact is defined seperately. EG: ContactWithTeam=0 and on the next line ContactWithTeam=1 will enable diplomacy between the two teams.
AtWar= the list of teams that this team begins at war with. EG: AtWar=1 means this team will be at war with team 1 at the onset of the scenario.
PermanentWarPeace= the list of teams that the status of war/peace cannot be changed for. EG: Team 0 has AtWar=1 and PermanentWarPeace=1 and PermanentWarPeace=2. This means team 0 cannot sue for peace with team 1 and cannot declare war on team 2.
OpenBordersWithTeam= the list of teams that an open border agreement exists with at the start of the game. This can be cancelled later.
DefensivePactWithTeam= the list of teams that a defensive pact exists at the start of the game. This can be cancelled later unless permanent war peace is defined.
ProjectType= the projects existing in the team. This way you can define if a team project exists in a team at the start of the game. These values are defined in CIV4ProjectInfo.xml.
RevealMap= the state of the team knowing the whole map at the start of the game. Valid options are 0 (don't know map) and 1 (knows map). If left out then default is 0.
This gives you all the options available to teams. You need to make sure if you add an entry to one team that the corresponding entry is in the other team too. EG: Team 0 has ContactWithTeam=1 and team 1 has ContactWithTeam=0.
Dale Oct 31, 2005, 04:50 AM BeginPlayer
This section defines all the player settings for the game. These settings will allow you to change all behaviour for the players.
CivDesc= the descriptive name to give the civ. This is the name that civ takes on in the game. EG: CivDesc=Kingdom of Ghent.
CivShortDesc= the short descriptive name to give the civ. This is the short name that civ is known as. EG: CivShortDesc=Ghent.
LeaderName= the name of the leader of that civ. This name is what the king or emporer or whoever is called. EG: LeaderName=Chief Two-Dogs.
CivAdjective= the descriptive name of the civ. This can be determined by completing this sentance: "I am <LeaderName> who leads the <CivDesc> which is populated by the <CivAdjective> people." EG: I am Chief Tow-Dogs who leads the Kingdom of Ghent which is populated by the Ghentese people.
FlagDecal= the DDS file of the civ's flag. These are defined in the folder ../Art/Interface/TeamColor/. EG: FlagDecal=Art/Interface/TeamColor/FlagDECAL_UK.dds
WhiteFlag= the setting which gives the civ's flag (what the units hold) a white background or the background of the colour of the civ. Valid settings are 1 (use white) or 0 (use civ's default colour).
LeaderType= the leader settings to use for this civ. These values are defined in CIV4LeaderHeadInfos.xml. EG: LeaderType=LEADER_ELIZABETH.
CivType= the civilization to use for this player. These values are defined in CIV4CivilizationInfos.xml. EG: CivType=CIVILIZATION_ENGLAND.
Team= the team number that this civ is part of. The team settings are defined in BeginTeam above in the WBS file. More than one civ can be part of a team, and every civ must be part of a team (even by itself). EG: Team=1
Handicap= the default handicap that the AI takes if no human takes this civ. These values are defined in CIV4HandicapInfo.xml. EG: Handicap=HANDICAP_NOBLE
Color= the default colour of the civ. The colour defines the civ's border colour, the colour of the name, etc. These values are defined in CIV4PlayerColorInfos.xml. EG: Color=PLAYERCOLOR_CYAN
ArtStyle= the style of art that the civ uses. This values defines building graphics and tile improvements. These values are defined in GlobalTypes.xml.
PlayableCiv= the setting to turn on whether this civ can be played by a human or not. Valid values are 0 (AI only) or 1 (playable by human).
MinorNationStatus= the setting to determine if a civ is a minor nation in relation to diplomacy. Valid values are 0 (full power civ) or 1 (minor nation civ that won't do diplomacy with anyone).
StartingGold= the amount of gold that civ starts with in the scenario.
StartingX= the X-axis location of the starting plot of this civ. Only valid if there are no cities on the map for this civ.
StartingY= the Y-axis location of the starting plot of this civ. Only valid if there are no cities on the map for this civ.
StateReligion= the State Religion that the civ starts the game with. These values are defined in CIV4ReligionInfo.xml.
StartingEra= the era that the civ begins the game in in regards to graphics. These values are defined in CIV4EraInfos.xml.
CivicOption=XXXX, Civic=YYYY where XXXX is the civic category and YYYY is the actual civic. This setting forces the civ to that civic at the start of the game. Civic options are defined in CIV4CivicOptionInfos.xml and civics are defined in CIV4CivicInfos.xml. EG: CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_UNIVERSAL_SUFFRAGE
AttitudePlayer=XXX, AttitudeExtra=YYY where XXX is the player number affected and YYY is the amount to change diplomatic attitude towards that player. EG: AttitudePlayer=1, AttitudeExtra=-15 will change this civ's attitude towards player 1 by -15.
CityList= the name of cities that the civ has available when founding new cities. EG: CityList=Shanghai will cause this civ to use Shanghai as a city name. You can have as many pre-defined city names using CityList as you wish, each one on a seperate line. If these are left out the default city names are used.
This covers all the settings possible in the BeginPlayer section of the WBS file. Each seperate player must be defined. Remember, every player must be part of a team, even if by themselves.
Dale Oct 31, 2005, 04:50 AM BeginMap
This section describes the map settings to the Civ4 engine. Here you can define all about the map and how it plays. Below is a list of ALL possible variables, and the values they can have.
grid width= the width of the map in number of plots. NOTE: The grid width begins at zero so the first column of plots will be 0 NOT 1. However you still define grid width in real terms. EG: Map is 20 tiles wide grid width=20.
grid height= the height of the map in number of plots. NOTE: The grid height begins at zero so the first row of plots will be 0 NOT 1. However you still define grid height in real terms. EG: Map is 20 tiles high grid height=20.
top latitude= the latitude value of the top row of plots. By default this value is 90 (the north pole) which means the polar ice caps will be placed on the map by the engine in zoomed out globe view. If you specify less (EG: top latitude=45) then the polar ice caps will not be displayed.
bottom latitude= the latitude value of the bottom row of plots. By default this value is 90 (the south pole) and works exactly like top latitude does.
wrap X= the wrapping setting on the x-axis (horizontal). By default this is 1 (map wraps at the left-right edges). If you set this value to 0 then the x-axis does not wrap. Combined with the y wrap setting you can create flat maps, doughnut maps or maps that wrap left-right or top-bottom.
wrap Y= the wrapping setting on the y-axis (vertical). By default this is 0 (no wrapping at the top-bottom edges). This setting works the same as wrap X.
world size= the map size setting of the scenario. This is usually set when you setup the map in the WBS in-game. However you may want to change it. These values are defined in CIV4WorldInfo.xml.
climate= the climate setting of the game. These are the same as setting in a new game setup from the main menu. These values are defined in CIV4ClimateInfo.xml.
sealevel= the sea level setting of the game. These are the same as setting in a new game setup from the main menu. These values are defined in CIV4SeaLevelInfo.xml.
num plots written= the total number of plots in the game. This value is derived by multiplying the values from grid width and grid height above. EG: grid width=50 and grid height=50 then num plots written=2500 (50 * 50).
This is all the settings available to setup a map within the WBS file. As you can see the map engine is very flexible.
Dale Oct 31, 2005, 04:51 AM BeginPlot
This section will fill in the last section of the WBS file: the Plots section. Each plot on the map will have its own BeginPlot...EndPlot section. This is going to be a big one, with lots of nested explanations. So strap yourself in for the ride....
x=XXX,y=YYY where XXX = the column (vertical) that the plot resides in on the map and YYY = the row (horizontal) that the plot resides in on the map. Columns begin at 0 (zero) on the left edge of the map and increase by 1 to the right. Rows begin at 0 (zero) on the bottom edge of the map and increase by 1 upwards. Bottom right plot is 0,0 and top right plot is (mapwidth - 1),(mapheight - 1).
Landmark= the setting to point to a sign or landmark on the map. The value is the text to be displayed by the landmark. EG: Landmark=This is a landmark!
ScriptData= the pointer to a plot script. In the WBS it is possible to assign a script to a city. This reference does not go into these scripts.
isNOfRiver and isWOfRiver are the two settings to place a river through this plot. They do not require a value being flags to the graphics engine. isNOfRiver (is north of river) defines the river as being on the bottom edge of the plot and isWOfRiver (is west of river) defines the river as being on the right edge of the plot. These settings MUST be used in conjunction with RiverNSDirection or RiverWEDirection.
RiverNSDirection= and RiverWEDirection= the direction that the water flows along the river. Valid values are 0=north, 1=east, 2=south, 3=west. These settings MUST be used in conjunction with isNOfRiver or isWOfRiver. EG:
isNOfRiver
RiverWEDirection=3
# This will create a river on the bottom edge of the tile flowing from right to left.
isWOfRiver
RiverNSDirection=0
# This will create a river on the right edge of the tile flowing from bottom to top.
StartingPlot is the flag used by the Civ4 engine to define a civilizations starting location. This will assign a random civ from the scenario at this location. If you wish to specify that a civ gets the same starting location each game then define it through that civ's BeginPlayer section.
BonusType= the setting to place a bonus at this plot. Resources are classed as bonuses (but bonuses are not just resources). These values are defined in CIV4BonusInfos.xml. EG: BonusType=BONUS_WHEAT
ImprovementType= the setting to place an improvement at this plot. These are defined in CIV4ImprovementInfos.xml. EG: ImprovementType=IMPROVEMENT_MINE
FeatureType=XXX, FeatureVariety=YYY where XXX is the terrain feature to place on this plot and YYY is which variety of the valid terrain feature to place. Forests is an example of a terrain feature, while the FeatureVariety will determine which version of the forest is placed (pines, hardwood, etc). These are defined in CIV4FeatureInfos.xml. EG: FeatureType=FEATURE_FOREST, FeatureVariety=1
RouteType= the setting to place a particular transportation type in the plot. Routes are also important as they define trade routes too. These settings are defined in CIV4RouteInfos.xml. EG: RouteType=ROUTE_RAILROAD
TerrainType= the base terrain type of the plot. These values are defined in CIV4TerrainInfos.xml. EVERY plot will have a TerrainType setting. EG: TerrainType=TERRAIN_GRASS
PlotType= the setting which determines the height of the plot. This basically determines if the plot is below sea level, a hill, a mountain, or flat terrain. Valid values are 0=mountain, 1=hilly, 2=flat, 3=below sea level.
BeginUnit is the subsection that defines a unit at this plot. A unit is defined in the following way:
BeginUnit
UnitType=AAAA, UnitOwner=BBBB
Level=CCCC, Experience=DDDD
PromotionType=EEEE
UnitAIType=FFFF
EndUnit
Where:
AAAA = the unit type that is at the plot. These values are defined in CIV4UnitInfos.xml.
BBBB = the unit owner (the player number who owns this unit). The first player is player 0 with the last possible player being player 17 (equals 18 players).
CCCC = the experience level of the unit. Each level means one more promotion is possible. EG: Level=0 means no promotions, Level=2 means 2 promotions.
DDDD = the actual experience of the unit. This reflects how many points it has gained towards the next promotion level.
EEEE = the promotions this unit has. You assign as many PromotionType lines as Levels given to the unit above. These values are defined in CIV4PromotionInfos.xml.
FFFF = the usage of the unit for the AI. Assigning the correct UnitAIType for a unit is important as it tells the AI what the unit is used for. EG: Settler units should get UnitAIType=UNITAI_SETTLE
BeginCity is the subsection that defines a city at this plot. A city is defined in the following way:
BeginCity
CityOwner=AAAA
CityName=BBBB
CityPopulation=CCCC
ProductionUnit=DDDD
ProductionBuilding=EEEE
ProductionProject=FFFF
ProductionProcess=GGGG
BuildingType=HHHH
ReligionType=IIII
HolyCityReligionType=JJJJ
ScriptData=KKKK
PlayerLLLLCulture=MMMM
EndCity
Where:
AAAA = the city owner. Similar to unit owner it is the value between 0 and 17 of the player who owns this city.
BBBB = the name of the city. This can be any value. EG: CityName=My City
CCCC = the starting population in the city. This is how many population points the city starts with.
DDDD = the unit that the city is building at game start. Only one Production type is used (the first one in the city definition). These values are defined in CIV4UnitInfos.xml
EEEE = the building that the city is building at game start. Only one Production type is used (the first one in the city definition). These values are defined in CIV4BuildingInfos.xml
FFFF = the project that the city is building at game start. Only one Production type is used (the first one in the city definition). These values are defined in CIV4ProjectInfo.xml
GGGG = the process (science/wealth/culture) that the city is building at game start. Only one Production type is used (the first one in the city definition). These values are defined in CIV4ProcessInfo.xml
HHHH = the buildings that the city already has at game start. Any number of BuildingTypes can be defined on seperate lines. These values are defined in CIV4BuildingInfos.xml
IIII = the religions that the city has at game start. Any number of religions can be defined on seperate lines. These values are defined in CIV4RelgionInfos.xml
JJJJ = the Holy City of the defined religions. Any number of these can be defined on seperate lines. These values are defined in CIV4ReligionInfos.xml
KKKK = any scripts assigned to the city. This analysis does not go into these scripts.
LLLL & MMMM = the starting culture that the city has. LLLL is the player number and MMMM is the amount of culture. EG: Player3Culture=100 means this city begins with 100 points of player 3's culture. You can define a culture level for any number of players.
TeamReveal= the list of teams that this plot is revealed to at the start of the game. The teams in this list will be able to view the plot, but fog of war may still be over the plot. The list is simply a list of the team numbers seperated by a comma. The list MUST end with a comma. EG: TeamReveal=TeamReveal=0,1,2,3,
Thus ends the large section that is BeginPlot. Each plot on the map requires its own BeginPlot, and the sequence of BeginPlot section is in sorted by column then row. EG: plot sequence is (0,0), (0,1), (0,2), (1,0), (1,2), etc.
Dale Oct 31, 2005, 04:52 AM The bare minimum WBS file
This section will list the bare minimum WBS file to be loaded into Civ4. Basically you could copy/paste this and use it for a template.
NOTE: This will NOT load into the game until you have filled out the plots more. This template will require more plots than just 1.
Version=11
BeginGame
Tutorial=0
EndGame
BeginTeam
ContactWithTeam=0
EndTeam
BeginTeam
ContactWithTeam=1
EndTeam
BeginTeam
ContactWithTeam=2
EndTeam
BeginTeam
ContactWithTeam=3
EndTeam
BeginTeam
ContactWithTeam=4
EndTeam
BeginTeam
ContactWithTeam=5
EndTeam
BeginTeam
ContactWithTeam=6
EndTeam
BeginTeam
ContactWithTeam=7
EndTeam
BeginTeam
ContactWithTeam=8
EndTeam
BeginTeam
ContactWithTeam=9
EndTeam
BeginTeam
ContactWithTeam=10
EndTeam
BeginTeam
ContactWithTeam=11
EndTeam
BeginTeam
ContactWithTeam=12
EndTeam
BeginTeam
ContactWithTeam=13
EndTeam
BeginTeam
ContactWithTeam=14
EndTeam
BeginTeam
ContactWithTeam=15
EndTeam
BeginTeam
ContactWithTeam=16
EndTeam
BeginTeam
ContactWithTeam=17
EndTeam
BeginPlayer
LeaderType=NONE
CivType=NONE
Team=0
EndPlayer
BeginPlayer
LeaderType=NONE
CivType=NONE
Team=1
EndPlayer
BeginPlayer
LeaderType=NONE
CivType=NONE
Team=2
EndPlayer
BeginPlayer
LeaderType=NONE
CivType=NONE
Team=3
EndPlayer
BeginPlayer
LeaderType=NONE
CivType=NONE
Team=4
EndPlayer
BeginPlayer
LeaderType=NONE
CivType=NONE
Team=5
EndPlayer
BeginPlayer
LeaderType=NONE
CivType=NONE
Team=6
EndPlayer
BeginPlayer
LeaderType=NONE
CivType=NONE
Team=7
EndPlayer
BeginPlayer
LeaderType=NONE
CivType=NONE
Team=8
EndPlayer
BeginPlayer
LeaderType=NONE
CivType=NONE
Team=9
EndPlayer
BeginPlayer
LeaderType=NONE
CivType=NONE
Team=10
EndPlayer
BeginPlayer
LeaderType=NONE
CivType=NONE
Team=11
EndPlayer
BeginPlayer
LeaderType=NONE
CivType=NONE
Team=12
EndPlayer
BeginPlayer
LeaderType=NONE
CivType=NONE
Team=13
EndPlayer
BeginPlayer
LeaderType=NONE
CivType=NONE
Team=14
EndPlayer
BeginPlayer
LeaderType=NONE
CivType=NONE
Team=15
EndPlayer
BeginPlayer
LeaderType=NONE
CivType=NONE
Team=16
EndPlayer
BeginPlayer
LeaderType=NONE
CivType=NONE
Team=17
EndPlayer
BeginMap
grid width=1
grid height=1
top latitude=90
bottom latitude=-90
wrap X=1
wrap Y=0
world size=WORLDSIZE_DUEL
climate=CLIMATE_TEMPERATE
sealevel=SEALEVEL_MEDIUM
num plots written=1
EndMap
### Plot Info ###
BeginPlot
x=0,y=0
TerrainType=TERRAIN_OCEAN
PlotType=3
EndPlot
Dale Oct 31, 2005, 03:38 PM If you have any questions regarding the above, please ask. I'll help out as much as I can. :)
Happy modding!
Dale
jbfballrb Oct 31, 2005, 04:20 PM you havent gotten there yet, but id still like to know:
what is the minor nations status, just beneath playable?
Commander Bello Oct 31, 2005, 04:57 PM Good job, Dale! Thanks so far for your efforts! :goodjob:
Dale Oct 31, 2005, 06:30 PM jbfballrb:
I'll get to that in BeginPlayer. ;)
Commander Bello:
Thanks. :) Though it does help that I've been messing with the WBS for about 6 months now. ;)
Dale
Uty Nov 01, 2005, 07:31 AM Dale,
This is exactly the sort of information Firaxis needs to start including with their releases. Part of my work has been the implimentation of a radiology protocol called DICOM and if we don't document the hell out of everything our users can't do anything with our product. So thanks for posting this.
Dale Nov 01, 2005, 02:06 PM Updated with BeginPlayer info.
Uty:
That's my job from the beta tests, to document the WBS. :)
Dale
Jecrell Nov 01, 2005, 02:10 PM Dale -- you rock :)
Dale Nov 02, 2005, 01:05 PM Updated with most BeginPlot details. BeginUnit and BeginCity subsections remain to be filled in.
Dale
jbfballrb Nov 02, 2005, 05:18 PM so, a minor dude is basically all on his own, and cant do anything? may be useful....
edit: what about the second Civic part?
CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_DESPOTISM
CivicOption=CIVICOPTION_LEGAL, Civic=CIVIC_BARBARISM
CivicOption=CIVICOPTION_LABOR, Civic=CIVIC_TRIBALISM
CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_DECENTRALIZATION
CivicOption=CIVICOPTION_RELIGION, Civic=CIVIC_PAGANISM
----------------------------------------------------------
CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_UNIVERSAL_SUFFRAGE
CivicOption=CIVICOPTION_LEGAL, Civic=CIVIC_VASSALAGE
CivicOption=CIVICOPTION_LABOR, Civic=CIVIC_EMANCIPATION
CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_MERCANTILISM
CivicOption=CIVICOPTION_RELIGION, Civic=CIVIC_FREE_RELIGION
is that the anarchy/start civic thing, or something else?
hajmyis Nov 03, 2005, 10:44 AM how do i make a blank map with just ocean plots, and begin there to make a map
Dale Nov 03, 2005, 01:06 PM how do i make a blank map with just ocean plots, and begin there to make a map
Use the template above but expand the plot section to include plots to the size of the map you want. EG: if you want a 50*50 map your plot section will look like:
BeginPlot
x=0,y=0
TerrainType=TERRAIN_OCEAN
PlotType=3
EndPlot
BeginPlot
x=0,y=1
TerrainType=TERRAIN_OCEAN
PlotType=3
EndPlot
BeginPlot
x=0,y=2
....
.... and so on ....
....
BeginPlot
x=49,y=48
TerrainType=TERRAIN_OCEAN
PlotType=3
EndPlot
BeginPlot
x=49,y=49
TerrainType=TERRAIN_OCEAN
PlotType=3
EndPlot
Then don't forget to fix up the BeginMap section with the width and height and total plot numbers.
Dale
Dale Nov 03, 2005, 01:11 PM Analysis completed. :) BeginPlot fully updated to include units and city definitions.
Dale
hajmyis Nov 03, 2005, 01:32 PM u should make a file for me to downlaod were it is just a blank ocean map the is a huge map...8)
Dale Nov 03, 2005, 01:48 PM Or in world builder just click on the "change all plots" icon and select ocean. ;)
Feet Nov 03, 2005, 01:59 PM Or in world builder just click on the "change all plots" icon and select ocean. ;)
That doen't actually work all that well. You can still see the land that was there from the randomly generated map you started with under the ocean...
Unless this disappears after you reload your wbs file, I didn't try that...
arthoggz Nov 03, 2005, 03:01 PM hey i couldn't get the world builder file out of the zip thingy. so could u e-mail me the instructions of world builder with a file that i can acually open?
hajmyis Nov 04, 2005, 03:11 AM That doen't actually work all that well. You can still see the land that was there from the randomly generated map you started with under the ocean...
Unless this disappears after you reload your wbs file, I didn't try that...
I konw this pisses me off, i click change all plots to ocean but i still the what the map used to like just in ocean form......there are still mountians and hills to be seen...grrrr i wish there was still a map edtior like civ 3 had
Dale Nov 04, 2005, 03:30 AM To avoid the funny ocean after deleting land you simply save the WBS, then reload.
Hemperor Nov 06, 2005, 03:40 PM Hey Dale you mentioned random events in one of your tutorials.
I was wondering how I may mod them in.
Dale Nov 07, 2005, 08:18 AM Python scripting.
MSTK Nov 07, 2005, 05:50 PM I don't have much to say here except that this tutorial is extremely awesome. To the extreme.
The hip lingo aside, I'd like to thank you alot. I'll be using this guide quite often in my future ventures.
don_lahnum_jr Nov 07, 2005, 06:04 PM How do I modify the leaders traits? I would like to get a leader with Ind/Phi.
kswoll Nov 13, 2005, 09:41 AM Hi Dale, don't know if you can help me. I'm in the process of writing a map generator program and I'm using all the info xml files to populate the combos for the various world builder options. Except for the calendar entries, I was able to find descriptions for all the entries in one of the text xml files in the Assets/Text directory. For the calendar entries, their description is: TXT_KEY_CALENDAR_DEFAULT, TXT_KEY_CALENDAR_YEARS, TXT_KEY_CALENDAR_TURNS, etc. Usually, strings like this appear in those text files so we can extrapolate a useful description. i.e. Right above the calendar entries in CIV4BasicInfos.xml, is TXT_KEY_CONCEPT_WONDERS which can be found in CIV4GameTextInfos_Objects.xml and resolves to "Wonders" in english. However, searching for the string TXT_KEY_CALENDAR_DEFAULT anywhere in the Assets directory comes up with only one hit: the original reference in CIV4BasicInfos.xml. So, any idea where to find the description for the calendar entries?
Dale Nov 13, 2005, 12:37 PM Okay, the calendar entries:
- DEFAULT: Hardcoded. You can't change this one.
- YEARS: Hardcoded. Actually just converts the gameturn to a date in the display.
- MONTHS: Civ4BasicInfos.xml
- SEASONS: Civ4BasicInfos.xml
You can create a custom calendar too by defining it in Civ4BasicInfos.xml same as MONTHS or SEASONS. I created a custom calendar for my Age of Discovery scenario where there's only Summer and Winter. I defined it through Civ4BasicInfos.xml.
Dale
Junuxx Nov 13, 2005, 01:03 PM Thanks Dale, your guide has been an extremely useful resource for figuring out how my program could generate wbs files :goodjob:
kswoll Nov 13, 2005, 08:30 PM Thanks for the reply Dale.
starbolt Nov 14, 2005, 04:10 PM u should make a file for me to downlaod were it is just a blank ocean map the is a huge map...8)
Just save to desktop as a .html file and use your browser.
My javascript_foo would not allow me to handle the radio buttons I wanted to do, so you have to type things out yourself. Sorry.
---
<html>
<head>
<script language=javascript>
function Create_Summary()
{
document.test.history.value = "";
for (var j=0; j < document.test.y_coord.value; j++)
{
for (var i=0; i < document.test.x_coord.value; i++)
{
var block = "BeginPlot\n\t" + "x=" + i + ",y=" + j + "\n\tTerrainType=";
block += document.test.terrain.value + "\n\tPlotType=";
block += document.test.pl_type.value + "\nEndPlot\n";
document.test.history.value += block;
}
}
}
</script>
</head>
<body>
<form name="test">
<table>
<tr>
<td align=right>Width: </td>
<td>
<input type=text name="x_coord" size=4 maxlength=4 onblur='Create_Summary();'>
</td>
</tr>
<tr>
<td align=right>Height: </td>
<td>
<input type=text name=y_coord size=4 maxlength=4 onblur='Create_Summary();'>
</td>
</tr>
<tr>
<td align=right valign=top>Terrain: </td>
<td>
<input type=text name=terrain size=20 maxlength=20 onblur='Create_Summary();'><br>
examples include TERRAIN_OCEAN
</td>
</tr>
<tr>
<td align=right valign=top>Terrain: </td>
<td>
<input type=text name=pl_type size=1 maxlength=1 onblur='Create_Summary();'><br>
0=>mountain<br>
1=>hilly<br>
2=>flat<br>
3=>below sea level<br>
</td>
</tr>
<tr>
<td colspan=2> </td>
</tr>
<tr>
<td colspan=2 align=center>
<textarea name="history" cols=40 rows=21 wrap></textarea>
</td>
</tr>
</table>
<INPUT TYPE="button" NAME=".defaults" VALUE="CLEAR" onclick="document.test.history.value='';">
</form>
</body>
</html>
Junuxx Nov 14, 2005, 05:36 PM ...Or you use the program in my signature... :)
NickSD Nov 15, 2005, 06:40 AM Okay, so you've created a scenario, but wish to mod if further.How do I create a scenario?
Then how do I get into its XML?
Sorry, old school civ3er here. total newb.
Exavier Nov 17, 2005, 08:19 AM Here is a question i have been searching every thread i can think of and haven't found an answer.
I am trying to make a multiplayer map. I have the map in a working condition but is there a way to randomize the start location? Basicly i set 8 start locations and it will randomly place the players there, like any other stratagy game does.
I ask because atm everyone spawns in the same spot all the time. and personally i get sick of starting in the same spot on the map :P
wotan321 Nov 17, 2005, 08:57 AM When I open up the builder and am editing a unit, I notice you can change the promotions and experience points. At the bottom is a box for "Script". What is that "Script" about?
Thanks for any light you can shed on that subject.
Arne Nov 21, 2005, 03:56 AM How are BeginMap
world size= the map size setting of the scenario. This is usually set when you setup the map in the WBS in-game. However you may want to change it. These values are defined in CIV4WorldInfo.xml.and
BeginGame
Speed= the speed of the game. This is where you can set if the game is NORMAL speed or EPIC as defined in CIV4GameSpeedInfo.xml. Default is NONE.
Victory= the different victory types in the scenario. These are defined in CIV4VictoryInfo.xml and you may specify any/all of them. Each victory must be specified on it's own line like the last few settings. By defining a victory type it means the player/AI has the possibility of winning the game that way. Default is no victory types set (and no defined victory types mean all are possible). But if you define any (even just one) then all others are locked out.
MaxTurns= the maximum number of turns in the scenario. This must be set higher than GameTurn (obviously can't start after the end). EG: You have a scenario that you want to run for 300 years, and your calendar is set to CALENDAR_YEARS. Setting MaxTurns=300 will end the game with score victory after turn 299 (remember 0 is the first turn).connected? I want to make a map with fixed starting positions but nothing else fixed. There are some "problems":
1. I don't see a way, how to place starting locations without determine leaders. The way I worked out, the leader names and civ names are in German now for all Civ4-versions. I don't want to make also a English, French, Italian, Spain... version of a simple map WBS file. Any hints?
2. How exactly is game lenght defined? I want to make it possible, to choosing the N° of turns, game speed and so on by the player of that map themself, not by me (the creator of that map). I allready set Speed=NONE, there is no "Victory" line, no "Max Turns", only "world size" is still defined "standard". (here (http://www.civforum.de/attachment.php?attachmentid=44399) is the file, if you want to have a look) But one player today reported, the game still will be finished in renaissance-"age". Now I don't know why. Any help? :crazyeye:
artemisarrow Nov 22, 2005, 01:56 AM dale, on the tutorial u made for making a senario... the ivory color key isnt working when using it on bmp coverting to map... how can i fix this, no ivory appears on my map in the game.. thank u
Dale Nov 22, 2005, 02:45 AM How do I create a scenario?
Then how do I get into its XML?
Use the in-game World Builder. Manual stickied in main creation forum. There's no xml files for a normal scenario. If you want to mod any xml files, you need to create a Mod folder like "Desert War" and put them in there. :)
I am trying to make a multiplayer map. I have the map in a working condition but is there a way to randomize the start location? Basicly i set 8 start locations and it will randomly place the players there, like any other stratagy game does.
I ask because atm everyone spawns in the same spot all the time. and personally i get sick of starting in the same spot on the map :P
To do this, define the starting locs in the PLOTS section, not the PLAYERS section. :)
When I open up the builder and am editing a unit, I notice you can change the promotions and experience points. At the bottom is a box for "Script". What is that "Script" about?
Don't know. There's also one for cities. I assume it's to run a python script. It'll probably become clear in Jan when the SDK is released. :)
1. I don't see a way, how to place starting locations without determine leaders. The way I worked out, the leader names and civ names are in German now for all Civ4-versions. I don't want to make also a English, French, Italian, Spain... version of a simple map WBS file. Any hints?
You can define starting locs in PLOTS not the PLAYERS section. That way start locs are random. I don't know how to define random leaders to the player slots though. I don't think it's possible. However, to use the localised language names delete the descriptions, names and civ names. :)
2. How exactly is game lenght defined? I want to make it possible, to choosing the N° of turns, game speed and so on by the player of that map themself, not by me (the creator of that map). I allready set Speed=NONE, there is no "Victory" line, no "Max Turns", only "world size" is still defined "standard". (here is the file, if you want to have a look) But one player today reported, the game still will be finished in renaissance-"age". Now I don't know why. Any help?
Sorry, there's no way to allow the player to define game length in turns.
Dale
Dale Nov 22, 2005, 02:47 AM dale, on the tutorial u made for making a senario... the ivory color key isnt working when using it on bmp coverting to map... how can i fix this, no ivory appears on my map in the game.. thank u
Have you put the cheat code into you .ini file? See the first post of the World Builder manual for instructions. :) Otherwise you won't see resources you don't know the tech for yet.
Dale
kswoll Nov 24, 2005, 10:53 AM Dale, do you know of any idiosynchracies with WrapX and the latitudes? I notice when I try to create a flat map by tweaking a map I created in the WorldBuilder, the map is not not flat. However, when I copy the latitude values from a flat map like DesertWar:
top latitude=0
bottom latitude=0
Then the map does become flat and ceases to wrap on the left and right. Is this a rule? In my program, I'm trying to figure out whether I should programatically set the latitudes to zero and prevent users from changing it when WrapX is false. Just curious if you can provide more insight on the relationship and requirements of these two sets of properties. Thanks.
Dale Nov 24, 2005, 12:16 PM Remember, with latitudes, 90 is the north pole and -90 is the south pole. Don't confuse with 180 and -180. ;)
Dale
BTW, I've only made flat maps with zero latitudes.
kswoll Nov 24, 2005, 10:25 PM Remember, with latitudes, 90 is the north pole and -90 is the south pole. Don't confuse with 180 and -180. ;)
Dale
BTW, I've only made flat maps with zero latitudes.
Hi Dale,
Thanks for the reply. However, I'm not quite sure what you're getting at. My point is that there are settings for latiudes (the default, no less) that do NOT work when setting WrapX to true. In other words, taking a map and turning WrapX to true is not sufficient to create a flat map that does not wrap on the X axis. The latitudes must be set to zero (like in the DesertWar map) in order to see a flat map in WorldBuilder when you load it in. I was surprised by this nuance, so I was wondering if there were any other gotchas relating to latitudes and wrapping in general, or if you could provide any clarification for WHY one must override the default latitude values in order to create a flat map. However, your final note that you've only created flat maps with zero latitudes answers my question I think. :) Thanks.
Dale Nov 25, 2005, 08:59 AM Yeah I've no idea. It's how it works. :)
Dale
ShroudedMist Nov 27, 2005, 11:05 AM Here is a WBS related question which hopefully someone didnt already ask and get answered.
Does anyone know how to setup a WBS file so that the civilization and start position for a specific player is already set but they then get to choose the leader when they go to load the scenario?
I tried removing the techs listed in the team section since they're associated with the specific leader and the leader specified in the player info while leaving the civilization name. Unfortunately, when you do this that civilization then becomes unchoosable when you go to play a new game.
Any ideas or have I simply missed something obvious?
Dale Nov 27, 2005, 12:09 PM At this point, you can only choose between:
A) Define no players and you can choose from all of them.
B) You define all the players in the game and have to set the leaders for each player.
You can't define players and have multiple leader choices.
Dale
ShroudedMist Nov 27, 2005, 01:01 PM Great Dale. Thx for the reply. That's what I figured when I saw how CivIV handled it when I made those changes. That answers half of my question.
Now, if you choose to have things be random can you have it setup to have the actual start locations preset? Hmm although you've actually answered this since start location is defined in the player info setting.
Junuxx Nov 27, 2005, 02:54 PM I have a question a bit related to the last one.
I have a utility that writes WBS files with StartingPlots defined in the plots section, but it seems that the number of civs starting on the map is not always equal to the amount of StartingPlots placed. Is this correct, and if so, where do I define the number of players?
Any help would be appreciated :)
vbraun Nov 27, 2005, 04:56 PM Could you add this to the Civ4Wiki (http://civ4wiki.com/wiki/index.php/Main_Page)? If not can we copy and paste it into the wiki?
Dale Nov 28, 2005, 12:27 PM ShroudedMist:
You can define starting locations in the plot area. The engine assigns a random civ to one of these starting locs so you don't start at the same one each game.
Junuxx:
The more starting locs you define in the plots area, the more randomness is in the actual starting loc chosen for each game. EG: 5 civs, 5 starting locs. Player 1 starts in 1 of 5 locs. 5 civs, 20 starting locs. Player 1 starts in 1 of 20 locs. It's better to have more starting locs for more randomness.
vbraun:
Feel free to add it to the wiki. :)
Dale
Junuxx Nov 29, 2005, 03:06 PM Thanks for replying Dale, although it wasn't really what I meant.
I'm looking for a way to define the number of civs actually starting on the map. I'd like that number to equal the number of starting plots I defined.
Fireb Dec 04, 2005, 04:25 AM Good work Dale!
One question:
The worldbuilder allows you to remame (instances of) units. However, this information is not saved in the WBS (and according to list of parameters above, there is no way to do this).
Is there any way to mod the .wbs schema to include this (or other) information?
Tnx
Dale Dec 04, 2005, 03:06 PM Not at present. The schemas, and what information is loaded via the WBS (through a python script) and xml are controlled by the DLL.
In Jan we should be able to add our own xml files in, and other information to be loaded. :)
Dale
Reveilled Dec 10, 2005, 11:16 AM Is there a way I can disable religions in the WBS file? The map/mini-scenario I'm making should only have Christianity as a religion, but a few turns into playing the game, religious holy cities start popping up all over the place.
jalapeno_dude Dec 10, 2005, 02:30 PM Couldn't you just edit the technologies so the religions aren't founded?
Reveilled Dec 10, 2005, 02:51 PM Couldn't you just edit the technologies so the religions aren't founded?
Yes, but I'd prefer if there was a way to do this without requiring anything but a WBS download.
Dale Dec 10, 2005, 03:19 PM Is there a way I can disable religions in the WBS file? The map/mini-scenario I'm making should only have Christianity as a religion, but a few turns into playing the game, religious holy cities start popping up all over the place.
Sorry, no. Like mentioned above, you need to disable/delete the techs/religions.
Fachy Dec 11, 2005, 08:09 PM I've been trying very hard to find WHERE to store WBS info for a scenario. So for example, I decide to make a scenario (with no specific map) where I'm using the realistic-religions mod, and I decide to make the turn = 1 season...
It seems impossible to do that without entering world builder from the game (AFTER intializing a new game using the religions mod) and creating a WBS file then editing it!
But I know it isn't impossible coz for instance the Desert War mod doesn't use any WBS files (which I can see), they just have the normal editted xml files in the Mod folder, and yet their turns is not 1 year! :confused: :confused:
Junuxx Dec 12, 2005, 04:27 AM @Fachy: It's not in the wbs, it's in the XML
@Dale:
Nevermind, I already found th solution to my problem, it's also in the xml.
Dale Dec 12, 2005, 01:34 PM I've been trying very hard to find WHERE to store WBS info for a scenario. So for example, I decide to make a scenario (with no specific map) where I'm using the realistic-religions mod, and I decide to make the turn = 1 season...
It seems impossible to do that without entering world builder from the game (AFTER intializing a new game using the religions mod) and creating a WBS file then editing it!
But I know it isn't impossible coz for instance the Desert War mod doesn't use any WBS files (which I can see), they just have the normal editted xml files in the Mod folder, and yet their turns is not 1 year! :confused: :confused:
Desert War's WBS file is in the PublicMaps folder.
Dale
Fachy Dec 12, 2005, 03:59 PM Junx, it's not in the xml.. only its DEFINITION is there, but you can't make a game running by months just by editting xml
Dale, you're right. So it's true: you can't make the turn by-seasons unless you reveal the whole map, and have a friend do that so you don't see it :D
Gr3yHound Dec 13, 2005, 07:39 PM MPOption= the selected multi-player options in the scenario. These options are defined in CIV4MPOptionInfos.xml and as per Options= you can have any number in your scenario. Default is no options specified.
hm how´s that going? that looks like the usual options ported to multiplayer (always war etc.) Do you know how that works?
<!--MULTIPLAYER OPTIONS-->
<TEXT>
<Tag>TXT_KEY_MP_OPTION_SIMULTANEOUS_TURNS</Tag>
<English>Simultaneous Turns</English>
<French>Tours simultanés</French>
<German>Simultanrunden</German>
<Italian>Turni simultanei</Italian>
<Spanish>Turnos simultáneos</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_MP_OPTION_TAKEOVER_AI</Tag>
<English>Take over AI</English>
<French>Prendre contrôle IA</French>
<German>KI übernehmen</German>
<Italian>Prendi il controllo della IA</Italian>
<Spanish>IA de relevo</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_MP_OPTION_DOUBLE_CITY_ELIMINATION</Tag>
<English>Double City Elimination</English>
<French>Elimination de deux ville</French>
<German>Zweifache Stadteliminierung</German>
<Italian>Eliminazione città doppia</Italian>
<Spanish>Eliminación de ciudades duplicadas</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_MP_OPTION_ALWAYS_PEACE</Tag>
<English>Always Peace</English>
<French>Paix constante</French>
<German>Immer Frieden</German>
<Italian>Sempre in pace</Italian>
<Spanish>Siempre en paz</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_MP_OPTION_TURN_TIMER</Tag>
<English>Turn Timer</English>
<French>Chrono tour</French>
<German>Rundenzähler</German>
<Italian>Timer del turno</Italian>
<Spanish>Contador del turno</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_MP_OPTION_100_TURN_LIMIT</Tag>
<English>100 Turn Limit</English>
<French>Limite de 100 tours</French>
<German>100-Runden-Limit</German>
<Italian>Limite di 100 turni</Italian>
<Spanish>Límite de 100 turnos</Spanish>
</TEXT>
Fachy Dec 31, 2005, 12:39 AM *Shoots himself* I editted the WBS file to use seasons, and it did so alright, but it's using 1 season/turn!! Shouldn't it be using the number of seasons in the increment game speed xml? (aka 40 seasons for the first bla bla turns then 25 seasons..etc)?
Dale Dec 31, 2005, 01:46 PM Fachy:
Anything you put into the WBS over-rides the xml. So it will by design do 1 season per turn.
Dale
Fachy Dec 31, 2005, 06:40 PM You mean there's noway to have the "default" in the WBS act as seasons?? :cry:
Otterbear Dec 31, 2005, 10:04 PM Okay, the calendar entries:
- DEFAULT: Hardcoded. You can't change this one.
- YEARS: Hardcoded. Actually just converts the gameturn to a date in the display.
- MONTHS: Civ4BasicInfos.xml
- SEASONS: Civ4BasicInfos.xml
You can create a custom calendar too by defining it in Civ4BasicInfos.xml same as MONTHS or SEASONS. I created a custom calendar for my Age of Discovery scenario where there's only Summer and Winter. I defined it through Civ4BasicInfos.xml.
Dale
This is quite interesting as I haven't noticed / wasn't even aware that there were/are seasons or seasonal changes. Does this have any actual effect on game play?
white rabbit Jan 03, 2006, 02:59 PM Ive created a good map, but I dont want to use the civilisations that are now saved in it.
How can I save the map out of WBS to use as a default map ( a .py file?)
as when i start a game of civ from the main menu, ie not with pre-set civs, but as if you were starting on a random map?
lumpthing Jan 23, 2006, 05:09 AM Thanks very much for such a useful resource Dale!
Is there a quick way to find out the x,y co-ordinates of specific plots (for setting start locations), or do I have to count manually?
spincrus Feb 04, 2006, 07:12 AM For some strange reason, StartigX and StartingY don't seem to work when defined in each player's info.
Radoico Feb 05, 2006, 09:07 AM Sorry if my question is too basic, if is not for this forum, please advise. :)
Please, I would like to change the Calendar, because I think the game should have more turns (around 1000), and the years distance between turns should be smaller, instead of 40 years, 20 years, 10 years etc. till 2050 (as time goes by).
Thanks,
Radoico
spincrus Feb 07, 2006, 05:25 AM @Radoico: You can do that from the CIV4GameSpeedInfo.xml in the folder ...\Assets\XML\GameInfo :cool:
krokyk Feb 27, 2006, 05:27 AM BeginCity
CityOwner=AAAA
CityName=BBBB
CityPopulation=CCCC
ProductionUnit=DDDD
ProductionBuilding=EEEE
ProductionProject=FFFF
ProductionProcess=GGGG
BuildingType=HHHH
ReligionType=IIII
HolyCityReligionType=JJJJ
ScriptData=KKKK
PlayerLLLLCulture=MMMM
EndCity
Isn't something missing there, something like CityCulture attribute?
I realized that during making of my own editor for Civ4. As long as I followed this guide carefully, I didn't implement this city "attribute" and program kept crashing due to CityCulture string in wbs file which couldn't be recognized.
So is this the only one thing or any more are missing???
Thanx...
LikeCiv Mar 13, 2006, 02:11 PM Any wasy you could make me an WBS file (does not need to include map portion) that is a 4 player game with specific starting locations i.e. each player has all blank information except for the start x and y?
I am having problems modifying the WBS file of a map I made - it does not seem to accept the changes.
Appreciate any help.
Like Civ.
asioasioasio Mar 14, 2006, 07:10 AM I have problem with leaderheads
if i describe players on the map as follows:
BeginPlayer
LeaderType=LEADER_QIN_SHI_HUANG
CivType=CIVILIZATION_CHINA
Team=2
StartingX=22,
StartingY=60
EndPlayer
When i start new game i can't choose Mao to play. i may play only with Huang
when i type it as none for all players, for example:
BeginPlayer
LeaderType=NONE
CivType=NONE
Team=2
StartingX=22,
StartingY=60
EndPlayer
I may choose Mao or Qin Shi Hang
but he doesn't start in desire location
and other players are other then i want or starting in bed locations
What should i'll do to solve this problem? could anyone tell me how i should write lines of code in the map to have the option to choose wich leaderhead i wan't to play, but not to start in bad loication.
it's very important to fix it ;( sorry for my bad english
LikeCiv Mar 14, 2006, 02:37 PM PLayer 0 Starting Location
BeginPlot
x=14,y=15
TerrainType=TERRAIN_GRASS
PlotType=2
BeginUnit
UnitType=UNIT_SETTLER, UnitOwner=0
Damage=0
Level=1, Experience=0
UnitAIType=UNITAI_SETTLE
EndUnit
TeamReveal=0,
EndPlot
Player 3 Starting Location:
BeginPlot
x=29,y=36
RiverNSDirection=2
isWOfRiver
TerrainType=TERRAIN_GRASS
PlotType=2
BeginUnit
UnitType=UNIT_ARCHER, UnitOwner=3
Damage=0
Level=1, Experience=0
UnitAIType=UNITAI_CITY_DEFENSE
EndUnit
BeginUnit
UnitType=UNIT_ARCHER, UnitOwner=3
Damage=0
Level=1, Experience=0
UnitAIType=UNITAI_EXPLORE
EndUnit
BeginUnit
UnitType=UNIT_WORKER, UnitOwner=3
Damage=0
Level=1, Experience=0
UnitAIType=UNITAI_WORKER
EndUnit
BeginUnit
UnitType=UNIT_SETTLER, UnitOwner=3
Damage=0
Level=1, Experience=0
UnitAIType=UNITAI_SETTLE
EndUnit
TeamReveal=3,
EndPlot
As was mentioned above (By Dale I think), you need to put the starting locations in the WBS file in the plots section. I cut and paste this one out of a sample file, so I think this will work.
Like Civ.
LikeCiv Mar 14, 2006, 10:25 PM OKay - Still can't get this working - thought I was onto something when I finally understood Dale's comments about starting locations in the plots section.
Any comments anyone - this is what I am doing:
I want to customize a MP map with fixed starting locations, but player gets to choose the leader.
I start a single player game with 4 players (me and 3 Ai's), customize the map the way I want to, save the WBS file in the Public maps section, and then use notepad to reset all of the players to blank.
Keeps seeming to crash Civ.
Arghh! Am I missing something (besides a brain?)
LikeCiv
asioasioasio Mar 15, 2006, 04:49 AM OK But when i'll put starting locations in plots section, probably it will put random leaders in random locations. I'll test it, but i think it will give me for example Aztecs in China, Where i don't want Aztecs at game at all
asioasioasio Mar 15, 2006, 11:10 AM I read this topic again and i found answer for this problem. Now i know it's rather impossible but if anyone would discover how to write it it would be usefull, thx for info in wbs it was veryusefull
LikeCiv-> maybe we will found magic code to fix it :) thx for your advice and attention
TheWusel Mar 20, 2006, 06:40 AM Hello,
i have a given Scenario with 18 Nations. Now i want to convert it into a pbem scenario and i want to change the order of the players. What I mean: In the scenario the american-turn for example is before the england. But I want that the american-turn is after the british one. How do I change it?
I testet some modifications but then Civ4 just loaded until the screen, where italy appears in light and civ4 stops here with loading.
What am I got to do?
-TheWusel
Schumiker Apr 06, 2006, 05:27 PM Thanks Dale, your help has been very useful for me.
But i've still got two questions :
- Is it possible to add great specialist to cities?
- How make a team (permanent alliance) at the beginning of the game?
Krikkitone Apr 11, 2006, 11:02 AM Questions on the Minor Nation Status;
Can you have a Playable, Minor Nation?
Is the 'disabled diplomacy' the only thing that is changed?
e.g.
Anything they are Prohibited from doing, Space Race, etc.?
Do they get the full leader Abilities and UU?
Do they get WW (or are they never actually in 'War' just never in 'contact')?
And an answer for schumiker, for each player you give them a team (normally each player counts as their own team, but this can be changed)
Schumiker Apr 11, 2006, 03:32 PM And an answer for schumiker, for each player you give them a team (normally each player counts as their own team, but this can be changed)
Thanks Krikkitone, i just tried and understood. For exemple, if you put five players in team 2, they will be players 2,3,4,5 and 6. So the first player of team 3 will be Player7 (it was my problem).
For your question , i've just tried to make a playable Minor Nation (so it's possible) and took it : I'm in war from the beginning with every other nations (the nation isn't in any war normally in the scenario) and I can't build any part needed for the Space Race.
Krikkitone Apr 12, 2006, 12:24 AM Thanks, I'm guessing its basically an Always War, Can't win type situation (I would guess they probably aren't allowed to vote in the UN, even if they could build it.)
I'm also going to take a wild guess and say they don't get War Weariness, as it would never fade for them and would rapidly render such a player a non factor.
Any insight on the Leader/UU?
(sorry taking a break from the game...but here I am on the forum...arggh)
Schumiker Apr 12, 2006, 04:07 AM I tried different situations for a playable Minor Nation :
- All cities have no external Trade Routes.
- Civics seem to work, like specifications of the leader and i can build UU.
- I can't build the UN (but i can build other Wonders).
- I can vote like all the other nations and minor nations.
- If the UN is already built in one of my cities, nobody can vote for me as Secretary General. The two are those with more population.
Krikkitone Apr 12, 2006, 10:24 AM Thanks, I was thinking of trying the given scenarios as some of the non-playables, and wondering if I should keep the 'Minor' status. (It Would be interesting... keeping it means the only 'win' would be conquest... probably better to remove it and just edit in War relations with everyone I'm near.)
The 1000AD Byzantines seem to be an intersting option, because they have Open Borders relations listed, I guess that's to set the story right If they are made playable non-minor nations.
Tae Apr 25, 2006, 08:21 AM I am tagging this for when I am home.
This is the tutorial I am looking for...thanks.
Portus Apr 30, 2006, 02:50 AM hi
how do i accesse that feactures. there is any specific file....
tanks
Krikkitone May 20, 2006, 09:52 PM AttitudePlayer=XXX, AttitudeExtra=YYY where XXX is the player number affected and YYY is the amount to change diplomatic attitude towards that player. EG: AttitudePlayer=1, AttitudeExtra=-15 will change this civ's attitude towards player 1 by -15.
Does this change over time or is it fixed throughout the entire scenario
strategyonly Jun 16, 2006, 08:27 AM deleted, got my answer someplace else.
CHRISROOM Jun 19, 2006, 01:17 PM how do I change the "dawn of man" message, do turn events (ex: message at a certain turn or destroy or add something at a certain turn), and have a full date (ex: 8:00 PM December 7, 1941) and only change the hours. Also, when I do the "modpath" link, do I copy all assets and folders to the mods folder, or do I just put the files that I edited alone, or do I put the files I edited into the folders, but not the default ones?
CHRISROOM Jun 20, 2006, 02:42 PM please help
Telvanni Jul 18, 2006, 05:11 PM Hello Dale!
I was wondering how to change the "attributes" of a terrain tile?
I am currently working on a Carribean Map, but the small Island Towns only produce one hammer each turn! And it won't help if I put Iron or Copper under the Town, and Fish are no good either!
So I thought: "What would Rhye do?"
And he would change the tile of the Town, so that it gave more hammers!
But I don't know how to do so?
Is it possible to make a "new" terrain tile, that looks identicaly to an existing one, but have different attributes? That would be optimal!
But changing an existing one would be fine too
Thanks in advance!
Splinter13 Aug 08, 2006, 10:46 PM my question is... how do you get to the WBS file?? how do you edit all those things.. I know how to get into the world builder but like you said i want to mod it more using XML and what you just talked about so if you could maybe run me down on just how to get to it
Thanks a lot
- Confused first time modder
KrakenRouge Aug 18, 2006, 01:58 PM my question is... how do you get to the WBS file?? how do you edit all those things.. I know how to get into the world builder but like you said i want to mod it more using XML and what you just talked about so if you could maybe run me down on just how to get to it
Thanks a lot
- Confused first time modder
I think I can answer your question. What you need to do is go into the files as you would outside of the game. Go to My Documents/ My Games/ Warlords. After that you go into whichever directory it is that has your map files. Youll see the file with the WBS ending to it, then you right click, and instead of clicking open, click OPEN WITH, and then choose NOTEPAD. Youll be able to see all the jargon hes talking about and alter it.:)
wotan321 Aug 22, 2006, 05:57 PM Sleeping Units?
In one of my downloaded scenarios, each unit on the map is asleep. That means when the scenario begins, all units are fortified and I don't have to visit each unit to give it orders. It makes testing of new WBS files very easy. But I tried to put the "Sleep" info in a new WBS file, and it doesn't work. What am I doing wrong?
Below is an example of a unit in the WBS that starts the scenario asleep.
BeginUnit
UnitType=UNIT_MACHINE_GUN, UnitOwner=2
Damage=0
Level=1, Experience=0
PromotionType=PROMOTION_COMBAT1
Sleep
UnitAIType=UNITAI_CITY_COUNTER
EndUnit
Any help would be appreciated.
wotan321 Aug 23, 2006, 06:32 AM I notice that the Sleep command in the WBS file didn't come around until the 1.61 patch. I wonder if my mod's globaldefines.xml file is listing 1.52 instead of 1.61, and that is the problem?
[EC]immortal7 Aug 25, 2006, 05:28 PM dale what are all the possible flag decals for a civ in the game? i want to know the ones that arent utilized for existing civs. for warlords and vanilla if possible
Ozza Aug 31, 2006, 03:34 PM I managed to edit a map in notepad and was able to change leaders and move starting locations around without trouble...but when I try to remove computer opponents all of the other remaining opponents start in the wrong place and always in the same wrong place.
Any solutions, much obliged.
Cheers
Nikis-Knight Oct 08, 2006, 12:22 PM Can anyone tell me if there is a way to give units specific names and have them saved for the scenario? Doing it in WB doesn't save it, and I don't see a spot in the list under unit info in this guide. So I guess not, but if there is a way, I'd like to know.
Thanks.
Nimbus Feb 21, 2007, 10:58 PM Can anyone tell me if it is possible to take two civs out of an existing scenario??? I have a scenario and I would like to take out the last two civs (teams 16&17) but after i remove all references to teamreveal and unitreveal=16/17 and save the map, the map will no longer load.
cellardoor Mar 29, 2007, 01:02 PM Thanks, yeah I mean editing EXP & Promotions. Is there a place where all the PromotionTypes are defined? I've found CIV4PromotionInfos.xml but that's going to be a lot of work to collapse all that data into a 'PromotionType=' format?
Hoping someone has already done the work. :)
Kissa Jun 12, 2007, 10:51 AM Is there a way to lock the civics for a team,
like state_property for Russia during all the scenario ?
(not to be with stalin having free_speech civic nor hitler with universal_suffrage etc.)
Kissa Jun 19, 2007, 08:10 AM And is it possible to up the number of vassalage turns ?
Antmanbrooks Jun 20, 2007, 05:55 PM How would I go about using a premade map and changing the Civ's that start on it.
For example I want to start using the earth map but add 18 civs from the CIV Gold 3.0 mod in their accurate start locations. I want to add specific civs too, not just any random 18. :confused:
Dale Jun 21, 2007, 05:48 AM Is there a way to lock the civics for a team,
like state_property for Russia during all the scenario ?
(not to be with stalin having free_speech civic nor hitler with universal_suffrage etc.)
You can set a disabled tech in xml, then link the civic to be allowed with that tech.
Then in the WBS file in BeginPlayer set:
CivicOption=CIVICOPTION_******, Civic=CIVIV_WHAT_EVER_IT_IS
Dale Jun 21, 2007, 05:49 AM How would I go about using a premade map and changing the Civ's that start on it.
For example I want to start using the earth map but add 18 civs from the CIV Gold 3.0 mod in their accurate start locations. I want to add specific civs too, not just any random 18. :confused:
Start a HUGE custom game with the 18 civs you want. Enter world builder then load the world map you want. Then just place the civs wherever.
Antmanbrooks Jun 21, 2007, 06:37 AM Hi Dale, thanks for your help, when I go to load the map - it loads up all the civs on that map, replacing the ones I chose with new ones? Am I loading the right map or am I loading a WB save file?
How do I find the earth map - just the one that comes with the game would work fine.
Dale Jun 21, 2007, 07:51 AM In the download section is some world maps, use one of them.
Should be a WBS file. Otherwise, the other way is to open the WBS file in notepad (or equivalent text editor) and change the civs manually to what you want. :)
EDIT: The world map that comes with vanilla only has 8 civs in it, so at maximum you'll only have to redo those ones.
strategyonly Jun 21, 2007, 10:41 AM taken care of, thx.
Antmanbrooks Jun 22, 2007, 11:11 AM Excellent, I figured it out by opening the file in wordpad. It took a couple of alterations before it worked smoothly, but I got there in the end. For any new people also wanting to make simple scenario's one thing I learned was you can gain a lot of insight into what you need to write in the file by looking at other files already made.
Once again, thanks for your help Dale. :goodjob:
For some reason some of my civs started with communication links with other civs?? I managed to close them so they have no contact using wordpad though.
GarretSidzaka Aug 07, 2007, 01:53 PM this is a very nice write-up dale!!! thanks mate
Rickh123456 Aug 15, 2007, 07:55 PM Thanks Dale for the awesome amount of work that this must have entailed.
freddyfudpucker Aug 30, 2007, 04:25 PM A clarification concerning using an existing map, please. If I want to use a North America map to build a Civil War mod for example, how do I get the right civs in place?
It sounds like I load the NA map in the game and save it as a wbs. Then delete the existing civs (as described earlier), then edit in the custom civs (after creating new civs in the appropriate other xml files).
Is this correct?
Thanks,
Freddy
Minor Annoyance Sep 10, 2007, 10:06 PM When I start a custom scenario it won't let me pick the era it starts in. I've tried adding Era=none in the BeginGame section but that doesn't work. Anyway to do this?
jlpurvis2001 Sep 18, 2007, 12:15 PM Is there a way to convert a Vanilla WBS file to a BTS WBS file. Just a normal load doesn't work
strategyonly Sep 18, 2007, 12:30 PM Is there a way to convert a Vanilla WBS file to a BTS WBS file. Just a normal load doesn't work
You need to uncheck 'Hide extensions for known file types' under Windows Explorer -> Tools -> Folder Options. This should then allow to change 'CIVWARLORDSWBSAVE' to 'CivBeyondSwordWBSave'
Just make sure you go back and place the check back, then apply.
wotan321 Sep 18, 2007, 01:22 PM Can we name units from the WBS file now?
jlpurvis2001 Sep 18, 2007, 04:00 PM thank you for your help
jlpurvis2001 Sep 19, 2007, 06:55 AM I did as you suggested, and changed the file name, but when I load it up, it goes straight to the waiting for civ choices screen, and doesn't go any further. Even when I load it up from within a game, it just sits at that same screen forever.
strategyonly Sep 19, 2007, 07:17 AM I did as you suggested, and changed the file name, but when I load it up, it goes straight to the waiting for civ choices screen, and doesn't go any further. Even when I load it up from within a game, it just sits at that same screen forever.
put a copy of the file here.
jlpurvis2001 Sep 19, 2007, 12:16 PM put a copy of the file here.
Here is the File
strategyonly Sep 19, 2007, 12:43 PM Here is the File
ok try this:
jlpurvis2001 Sep 21, 2007, 06:35 AM Okay, so that worked Strategy, thanks a lot man. What did you do?
strategyonly Sep 21, 2007, 07:17 AM You had the whole top portion of WBS all wrong, so i just copy and pasted.
jlpurvis2001 Sep 21, 2007, 10:48 AM hmm...that's strange. All I did was copy and paste as well, so that's strange. I have noticed something else, and maybe it's something to do with the WBsave, but I cannot change my difficulty. Not that big of a deal, I'm just curious as to what would be causing it.
strategyonly Sep 21, 2007, 11:00 AM hmm...that's strange. All I did was copy and paste as well, so that's strange. I have noticed something else, and maybe it's something to do with the WBsave, but I cannot change my difficulty. Not that big of a deal, I'm just curious as to what would be causing it.
is it the map that i sent you or a different one?
jlpurvis2001 Sep 21, 2007, 11:09 AM exact same map you sent me, strategy. That's why I just find this all strange.
I did everything exactly as you suggested. I copied and pasted. I think I may just have to reinstall the entire Civ program and BTS, and wait for the 3.13 patch next week.
strategyonly Sep 21, 2007, 11:24 AM exact same map you sent me, strategy. That's why I just find this all strange.
I did everything exactly as you suggested. I copied and pasted. I think I may just have to reinstall the entire Civ program and BTS, and wait for the 3.13 patch next week.
send me what you have again, ok.
MrCrush Oct 12, 2007, 12:43 PM Guys, I've got myself a little problem here, I've been trying a new type of gametype, but for this I need to have EXCACTLY 16 players (RANDOM CIVS) on a costum map, inserted into 4 teams, which are at perma-war with each other, the major problem so far is getting the 16 players, first I only had 7 each try, now I have 11, but thats still 5 short.
Next, even when I have 11 players it seems to ignore all team assignments (none are in contact/war/allied with none).
BeginGame
Speed=GAMESPEED_MARATHON
Calendar=CALENDAR_DEFAULT
GameTurn=0
MaxTurns=0
StartYear=-4000
Option=GAMEOPTION_PERMANENT_ALLIANCES
Option=GAMEOPTION_NO_CHANGING_WAR_PEACE
Option=GAMEOPTION_COMPLETE_KILLS
Option=GAMEOPTION_RAGING_BARBARIANS
Victory=VICTORY_CONQUEST
Victory=VICTORY_DOMINATION
Victory=VICTORY_CULTURAL
EndGame
BeginTeam
Tech=TECH_MYSTICISM
RevealMap=0
ContactedWithTeam=0
ContactedWithTeam=1
ContactedWithTeam=2
ContactedWithTeam=3
AtWar=1
AtWar=2
AtWar=3
PermanentWarPeace=1
PermanentWarPeace=2
PermanentWarPeace=3
EndTeam
BeginTeam
Tech=TECH_MYSTICISM
RevealMap=0
ContactedWithTeam=0
ContactedWithTeam=1
ContactedWithTeam=2
ContactedWithTeam=3
AtWar=0
AtWar=2
AtWar=3
PermanentWarPeace=0
PermanentWarPeace=2
PermanentWarPeace=3
EndTeam
BeginTeam
Tech=TECH_MYSTICISM
RevealMap=0
ContactedWithTeam=0
ContactedWithTeam=1
ContactedWithTeam=2
ContactedWithTeam=3
AtWar=0
AtWar=1
AtWar=3
PermanentWarPeace=0
PermanentWarPeace=1
PermanentWarPeace=3
EndTeam
BeginTeam
Tech=TECH_MYSTICISM
RevealMap=0
ContactedWithTeam=0
ContactedWithTeam=1
ContactedWithTeam=2
ContactedWithTeam=3
AtWar=0
AtWar=1
AtWar=2
PermanentWarPeace=0
PermanentWarPeace=1
PermanentWarPeace=2
EndTeam
BeginTeam
EndTeam
BeginTeam
EndTeam
BeginTeam
EndTeam
BeginTeam
EndTeam
BeginTeam
EndTeam
BeginTeam
EndTeam
BeginTeam
EndTeam
BeginTeam
EndTeam
BeginTeam
EndTeam
BeginTeam
EndTeam
BeginTeam
EndTeam
BeginTeam
EndTeam
BeginTeam
EndTeam
BeginTeam
EndTeam
BeginTeam
EndTeam
BeginTeam
EndTeam
BeginTeam
EndTeam
BeginTeam
EndTeam
BeginTeam
EndTeam
BeginTeam
EndTeam
BeginTeam
EndTeam
BeginTeam
EndTeam
BeginPlayer
Team=0
WhiteFlag=0
LeaderType=NONE
CivType=NONE
Handicap=HANDICAP_NOBLE
PlayableCiv=1
StartingX=8, StartingY=74
MinorNationStatus=0
StartingGold=0
EndPlayer
BeginPlayer
Team=1
WhiteFlag=0
LeaderType=NONE
CivType=NONE
Handicap=HANDICAP_NOBLE
PlayableCiv=1
StartingX=55, StartingY=4
MinorNationStatus=0
StartingGold=0
EndPlayer
BeginPlayer
Team=2
WhiteFlag=0
LeaderType=NONE
CivType=NONE
Handicap=HANDICAP_NOBLE
PlayableCiv=1
StartingX=8, StartingY=45
MinorNationStatus=0
StartingGold=0
EndPlayer
BeginPlayer
Team=3
WhiteFlag=0
LeaderType=NONE
CivType=NONE
Handicap=HANDICAP_NOBLE
PlayableCiv=1
StartingX=55, StartingY=33
MinorNationStatus=0
StartingGold=0
EndPlayer
BeginPlayer
Team=0
WhiteFlag=0
LeaderType=NONE
CivType=NONE
Handicap=HANDICAP_NOBLE
PlayableCiv=1
StartingX=8, StartingY=33
MinorNationStatus=0
StartingGold=0
EndPlayer
BeginPlayer
Team=1
WhiteFlag=0
LeaderType=NONE
CivType=NONE
Handicap=HANDICAP_NOBLE
PlayableCiv=1
StartingX=55, StartingY=45
MinorNationStatus=0
StartingGold=0
EndPlayer
BeginPlayer
Team=2
WhiteFlag=0
LeaderType=NONE
CivType=NONE
Handicap=HANDICAP_NOBLE
PlayableCiv=1
StartingX=8, StartingY=4
MinorNationStatus=0
StartingGold=0
EndPlayer
BeginPlayer
Team=3
WhiteFlag=0
LeaderType=NONE
CivType=NONE
Handicap=HANDICAP_NOBLE
PlayableCiv=1
StartingX=55, StartingY=74
MinorNationStatus=0
StartingGold=0
EndPlayer
BeginPlayer
Team=0
WhiteFlag=0
LeaderType=NONE
CivType=NONE
Handicap=HANDICAP_NOBLE
PlayableCiv=1
StartingX=72, StartingY=74
MinorNationStatus=0
StartingGold=0
EndPlayer
BeginPlayer
Team=1
WhiteFlag=0
LeaderType=NONE
CivType=NONE
Handicap=HANDICAP_NOBLE
PlayableCiv=1
StartingX=119, StartingY=74
MinorNationStatus=0
StartingGold=0
EndPlayer
BeginPlayer
Team=2
WhiteFlag=0
LeaderType=NONE
CivType=NONE
Handicap=HANDICAP_NOBLE
PlayableCiv=1
StartingX=72, StartingY=45
MinorNationStatus=0
StartingGold=0
EndPlayer
BeginPlayer
Team=3
WhiteFlag=0
LeaderType=NONE
CivType=NONE
Handicap=HANDICAP_NOBLE
PlayableCiv=1
StartingX=119, StartingY=45
MinorNationStatus=0
StartingGold=0
EndPlayer
BeginPlayer
Team=0
WhiteFlag=0
LeaderType=NONE
CivType=NONE
Handicap=HANDICAP_NOBLE
PlayableCiv=1
StartingX=72, StartingY=34
MinorNationStatus=0
StartingGold=0
EndPlayer
BeginPlayer
Team=1
WhiteFlag=0
LeaderType=NONE
CivType=NONE
Handicap=HANDICAP_NOBLE
PlayableCiv=1
StartingX=119, StartingY=34
MinorNationStatus=0
StartingGold=0
EndPlayer
BeginPlayer
Team=2
WhiteFlag=0
LeaderType=NONE
CivType=NONE
Handicap=HANDICAP_NOBLE
PlayableCiv=1
StartingX=72, StartingY=4
MinorNationStatus=0
StartingGold=0
EndPlayer
BeginPlayer
Team=3
WhiteFlag=0
LeaderType=NONE
CivType=NONE
Handicap=HANDICAP_NOBLE
PlayableCiv=1
StartingX=119, StartingY=74
MinorNationStatus=0
StartingGold=0
EndPlayer
BeginPlayer
Team=16
LeaderType=NONE
CivType=NONE
Color=NONE
ArtStyle=NONE
Handicap=HANDICAP_NOBLE
EndPlayer
BeginPlayer
Team=17
LeaderType=NONE
CivType=NONE
Color=NONE
ArtStyle=NONE
Handicap=HANDICAP_NOBLE
EndPlayer
strategyonly Oct 12, 2007, 01:19 PM Thats because you have the teams listed all wrong above. You cant mess with the team numbers 1-18. You can change them to what you want once you have the custom team game set see attached 1, then it looks like this in a game (see attached 2). Then go into the my games/saves area and change the starting pts for each team and all the other stuff.
You can do it alot of different ways, but if your not that well in mapping, then do it this way.;)
aksu Oct 15, 2007, 09:02 AM Guys,
Would very appreciate if you look at my problem and help to solve the issue. I am really want to join "map/mod builders club" (;), have a few ideas but failed even to start creation of map. I have carefully learn Gale's turorial and started to draw a map. I start custom single-player game, choose continents, tiny size, define 3 nations and start game. Immediately I launch the WBuilder. I delete all units, change the plots to ocean, create 2-3 islands, put units and even cities, put some resources and save the map. (I tried to save it in different paths: Public Maps in My documents as well as on C:\\programm files\Sid's Civilization\Public Maps, the result is the same). Then I exit from the game, re-launch it again. I can see my map in list of scenarios but when I try to load this game I get a crash (comp is staying for forewhere). Then I look into the file of my map by Notepad and see that it is not complete. It looks like below:
Version=11
BeginGame
Era=ERA_ANCIENT
Speed=GAMESPEED_NORMAL
Calendar=CALENDAR_DEFAULT
Victory=VICTORY_TIME
Victory=VICTORY_CONQUEST
Victory=VICTORY_DOMINATION
Victory=VICTORY_CULTURAL
Victory=VICTORY_SPACE_RACE
Victory=VICTORY_DIPLOMATIC
GameTurn=0
MaxTurns=460
MaxCityElimination=0
TargetScore=0
StartYear=-4000
Description=
ModPath=
EndGame
BeginTeam
Tech=TECH_FISHING
Tech=TECH_HUNTING
ContactWithTeam=0
RevealMap=0
EndTeam
BeginTeam
Tech=TECH_MYSTICISM
Tech=TECH_MINING
ContactWithTeam=1
RevealMap=0
EndTeam
BeginTeam
Tech=TECH_HUNTING
Tech=TECH_MINING
ContactWithTeam=2
RevealMap=0
EndTeam
BeginTeam
ContactWithTeam=3
RevealMap=0
EndTeam
BeginTeam
ContactWithTeam=4
RevealMap=0
EndTeam
BeginTeam
ContactWithTeam=5
RevealMap=0
EndTeam
BeginTeam
ContactWithTeam=6
RevealMap=0
EndTeam
BeginTeam
ContactWithTeam=7
RevealMap=0
EndTeam
BeginTeam
ContactWithTeam=8
RevealMap=0
EndTeam
BeginTeam
ContactWithTeam=9
RevealMap=0
EndTeam
BeginTeam
ContactWithTeam=10
RevealMap=0
EndTeam
BeginTeam
ContactWithTeam=11
RevealMap=0
EndTeam
BeginTeam
ContactWithTeam=12
RevealMap=0
EndTeam
BeginTeam
ContactWithTeam=13
RevealMap=0
EndTeam
BeginTeam
ContactWithTeam=14
RevealMap=0
EndTeam
BeginTeam
ContactWithTeam=15
RevealMap=0
EndTeam
BeginTeam
ContactWithTeam=16
RevealMap=0
EndTeam
BeginTeam
ContactWithTeam=17
RevealMap=0
EndTeam
BeginPlayer
Team=0
LeaderType=LEADER_ALEXANDER
LeaderName=Alexandr Brilyov
CivDesc=зТЕГЙС
So you can see that there is no map at all: no StartPlot-EndPlot, there is only one Player, etc.
How it can be?
I use official russian localized game, I am playing it for a while and generally during a game there are no issues at all. It works properly. The only thing is this WorldBuilder issue.
May be I do something stupidly wrong? May be I shell change some settings in .ini file (I put cheatcode to chipotle, but it did not help).
kidcarson Nov 01, 2007, 01:02 AM In the vanilla civ4 there is a map called Earth Ice Age, in it you can pick your country, then on the right hand side it will show the leaders and you can then choose which leader you would like to play. How can you enable this feature on a map that i am making?
wotan321 Jan 08, 2008, 11:50 AM In the WBS file with the players listed, do the team members need to be together in the list. I see in Mr. Crush's example a few post previous, that he has his players team not organized together. Would that cause problems?
frekk Jan 09, 2008, 10:20 AM Ok, I have a question about the "startingplot" thing.
If I want to change where civs start and assign a fixed starting location to each civ, do I need to set startingplot in the applicable plots? Or can I get away with just giving the coordinates in the part that deals with the players (after beginplayer)?
If there are already units on the map, do I need to do either?
wotan321 Jan 20, 2008, 05:54 AM I have 2 civs I want to always have a defensive pact.
Do they have to be on the same team?
Or, can I have them on separate teams, and use the PermanentWarPeace= and DefensivePactWithTeam= in the two teams' section of the WBS?
and.... here's the real question....
for this to last the whole game,
.... is it necessary to have the GAMEOPTION_PERMANENT_ALLIANCES in the top of the WBS file?
Thanks.
Howei Mar 04, 2008, 09:27 AM Hello.
It is easy to put units into the WBS-file, but how can I save them as injured units?
Same for the city-buildings. Is it possible to save half-finished buildings into the WBS-file?
And third: the growth. can i save a city that is on half way to the next size?
Titus Mar 12, 2008, 10:58 AM ...................
ijnavy Mar 21, 2008, 07:23 PM Hey,
I was making an update to my mod and now for some reason when ever I edit the WBS file, the game shutdowns. I start the mod and then it says "You have been defeated". I have done this many times and it only happenes now. Can someone please help? What could of I done wrong?
Bleys Apr 07, 2008, 11:32 AM Can someone point me to the correct line in the WB file that will allow a scenario to be played at different levels, with each AI getting the proper bonus for the level chosen?
For example, I want to create a Scenario with 7 Civs, and allow players to choose whichever Leader, Level of Difficulty, and Game Speed they wish. We think we have the speed figured out, but there seems to be a problem with the AI bonuses at higher levels. At Monarch and above, the AI's should be starting with Archery, and Archers instead of Warriors as units. The scenario seems to be giving out the proper number of bonus Units, but not the Archery tech, so the bonus units end up being Warriors (which sort of allows for Warrior Rushes on Monarch, Emp and Immortal, which shouldnt ever happen).
Any information to resolve this would be appreciated. I am basically starting with a randomly generated save file, taking it into the WB, and then saving and editing that file to use as a Scenario.
Niall ban Apr 12, 2008, 07:19 AM Quick question: Is there an easy to understand guide to adding units to Civ 4. I had no problems with Civ 3 Conquests. There are some really nice units i would like to add but all the technical gobbleydegook has lost me
Niall ban
IronicBuddha Apr 12, 2008, 08:56 PM Are there any colors available that are not part of civs already?
wrestler235 Jul 30, 2008, 10:24 AM Ok, I have a question.
I've been trying to add a new civilization to a map, but every time I do, then try to use the map, after choosing my civilization(the added one doesn't even appear), the game ends and says I lost. Is there something specific I have to do? Also, what is I want to add a custom civ?
ishkabibble Aug 19, 2008, 04:17 PM I can't seem to add the projects to my scenario. I added these 3 lines to one of the teams, right after DefensivePactWithTeam :
ProjectType=PROJECT_MANHATTAN_PROJECT
ProjectType=PROJECT_THE_INTERNET
ProjectType=PROJECT_SDI
When I go back into the scenario it shows it was built in the demographics screen but its not greyed out in any of the civilizations and can't build SDI.
Am I missing something?
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