View Full Version : [WARLORDS-SDK] 32 Civs in-game


Dale
Jul 26, 2006, 05:53 PM
For those who want it, a Warlords DLL file set to 32 civs.

http://forums.civfanatics.com/downloads.php?do=file&id=2679

This is the Warlords SDK with only one change: MAX_CIVS set to 32 from 18. This means you will have 33 civs in the game (including barbs) at maximum.

Notes:
1. There are UI problems with this DLL. There are physically too many civs to display down the right hand side of the screen in the score area. Also, the diplomacy window becomes useless with overlaps. These should be possible to fix in Python.
2. Turns WILL be slow. With this many civs in the game each turn will be a "go have a smoke" affair. This is due to a lot of checks run on all civs (even dead/not used ones). I want to point out that as you add more civs, due to the links between related data structures in the game, the amount of RAM used is exponential as civs increase, not linear as most people assume. EG: for diplo links each link is one way from CivA to CivB (thus there are two links between CivA and CivB). Thus total diplo links is (# of civs - 1)^2.
3. Ensure you have enough civs and leaders defined in the XML files to cover all civs in your game. Otherwise you get double-ups which cause problems. Also, you will run into XML errors on load.
4. Just using this DLL by default in Warlords does not guarentee 32 civs selectable. You need a scenario file setup that has 32 slots in it. I will not be providing this sorry. To create one: start an 18 civ game, open WB and save it out. Open the WBS file in notepad and manually add the remaining civs into the header ensuring you define start locs for them. Start the game and run your scenario. I think this will work, I haven't tried it.

Yes, I know it's complicated to get it running, but remember that anything over 18 civs is not supported officially. Really this feature is for the benefit of modders who can create their scenarios using this feature.

While it is possible to have any number of civs in a game, it is a bit of work to get it running correctly. However, the design was never intended to support more than 18 civs in the game, so no one really knows what will happen in a game with 18+ civs (24 is as high as beta testers tried successfully). Also remember to consider RAM usage. It's pointless have the most awesome scenario in the world if no one can run it due to the amount of RAM used.

Dale

Red Door
Jul 26, 2006, 06:09 PM
Great idea! Thank you so much for this.

Mrdie
Jul 26, 2006, 07:49 PM
This should be stickied!

Dale
Jul 27, 2006, 09:30 AM
Original post edited now that I've got time to write a proper post. ;)

IrishDragon
Jul 27, 2006, 03:09 PM
will it be possible wit sdk to run 32 civs or more properly?

Sayounara
Jul 27, 2006, 06:57 PM
This dill will not allow me to play any games with The Ottomen in it... are you sure the only thing changed was 18-32 max civs?

Dale
Jul 28, 2006, 02:40 AM
If that's all I say I changed, that's all I changed.

PeteT
Jul 31, 2006, 11:21 AM
bump

Maybe this thread should be stickied for awhile. So many peeps keep asking this question.

Flamegrape
Jul 31, 2006, 01:58 PM
Okay, I have to ask this because I can't find it on the forums. WHERE is a tutorial or guide on how to add a civilization to CIV4?
:sad:

EDIT: Nevermind. I found it.

http://civ4wiki.com/wiki/index.php/Adding_a_Civilization

Red Door
Jul 31, 2006, 02:35 PM
bump

Maybe this thread should be stickied for awhile. So many peeps keep asking this question.

It doesn't matter. The peeps say they searched for it, but don't and ask the same question every time. And they become trolls at those who are tired of listening to their damn crap.

T.A JONES
Jul 31, 2006, 07:56 PM
Whoo Hoo!! 32 Civs :eek: Time to go Tech shopping!!, it be worth it.
Oh ya better grab Warlords while I'm at it! :lol:

IrishDragon
Aug 02, 2006, 03:29 PM
can you add more than 32 civs. I have 45 civs I want yhough this might not be playable

Craterus22
Aug 03, 2006, 10:42 PM
has anyone made a mod file for this yet (similar to the earth24 map)?

Thanks...

Flamegrape
Aug 05, 2006, 03:54 PM
4. Just using this DLL by default in Warlords does not guarentee 32 civs selectable. You need a scenario file setup that has 32 slots in it. I will not be providing this sorry. To create one: start an 18 civ game, open WB and save it out. Open the WBS file in notepad and manually add the remaining civs into the header ensuring you define start locs for them. Start the game and run your scenario. I think this will work, I haven't tried it.
I tried it. It didn't work. Did anyone get this to work? Can someone show me how they did it? I added the slots in my WBS file but they don't show up in the game.

EDIT: Nevermind! I figured it out. I put the .dll in the wrong directory.

The Great Apple
Aug 06, 2006, 12:29 PM
Hmmm. I just had a go a decreasing the max number of Civs in a game (to make it go faster on smaller maps), but it gave me a crash on game initialization. Checking the dump file it seems to be happening somewhere while initializing the teams.

Anybody else attempted this? Anybody succeeded?

Zebra 9
Aug 08, 2006, 08:09 AM
Awsome! I can deal with those problems. All I needed were 24 but that's alright.

Flamegrape
Aug 08, 2006, 06:08 PM
Hmmm. I just had a go a decreasing the max number of Civs in a game (to make it go faster on smaller maps), but it gave me a crash on game initialization. Checking the dump file it seems to be happening somewhere while initializing the teams.

Anybody else attempted this? Anybody succeeded?
I don't understand. You can do this already without any modification.

The Great Apple
Aug 08, 2006, 06:26 PM
I don't understand. You can do this already without any modification.As Dale explained above. Raising the player cap decreases performance even if you don't use the additional players. Likewise, lowering it should increase performance if you aren't going to use extra players.

Impaler[WrG]
Aug 10, 2006, 12:20 PM
It would be even nicer if it was a global define so an individual could adjust it to their needs at will to speed performance or play with more Civs when desired.

strategyonly
Sep 01, 2006, 09:27 AM
Not Found

The requested URL /thesdale/CvGameCoreDLL.dll was not found on this server.

Dale
Sep 01, 2006, 03:40 PM
I've uploaded it to the file database. Download link in first post. :)

IrishDragon
Sep 01, 2006, 03:54 PM
Dale, does this mod worh if you edit the xml map files to create a massive map with 32 civs or does it only work using WB

clinton
Sep 01, 2006, 09:32 PM
Does increasing the civ limit but not using those civs slow down the game? As in, is a 18 civ game with a 32 civ limit much slower than an 18 civ game with a 64 civ limit?

If there's no difference, it would be good if you could release a version with a really large limit (as large as possible, 250 maybe, even more?) and let players choose their own limit based on their hardware/map size.

I think it would be cool to have a 200 civ game, on a normal map. A few "superpowers" and lots of small one city civs. This might seem unrealistic on current hardware, but hardware is only going to improve as time goes on.

Anyway, it would be great if you could release a version with the highest limit you've got to run a map and maybe one turn (disregarding how long that turn takes to process).

Ball Lightning
Sep 02, 2006, 02:31 AM
Sticky this thread!

I would like a 200 civ game too, but on a normal map there wouldn't be enough room.

ocedius
Sep 02, 2006, 06:14 AM
Sticky this thread!

I would like a 200 civ game too, but on a normal map there wouldn't be enough room.

A 200 civ game would work ... if you had a cluster for processing :p BL, the performance difference is significant for an SDK modded game which had 24 instead of 18 players, and the previous posts in this thread mention why that is. 32 just increases the lag time, no to mention rendering the default diplomacy/foreign advisor screen near useless.

zulu9812
Sep 03, 2006, 01:16 AM
I'd like to add this to my own mod - is the source code available?

The Great Apple
Sep 03, 2006, 08:33 AM
I'd like to add this to my own mod - is the source code available?CvDefines.h - simply change the MAX_CIV_PLAYERS to whatever you want it to be.

Impaler[WrG]
Sep 03, 2006, 06:40 PM
I'm wondering if this could be changed to use a GlobalDefine so you could easily change it without re-compiling the whole DLL.

richm
Oct 05, 2006, 12:09 AM
Dale, I wonder if you could help with this mod we are trying to play it but there seems to be a problem. I wonder if you could look at http://www.strategamer.com/forum/showthread.php?t=363&page=2 and possibly give us your expert opinion. Any input would be greatly appreciated. It might be a server problem but nobody seems very sure. Thank you

Craterus22
Nov 14, 2006, 07:19 PM
32 just increases the lag time, no to mention rendering the default diplomacy/foreign advisor screen near useless.

I have never used the diplomacy/foreign advisor screen...

Anyone update this for 2.08 patch yet?

Dale
Nov 14, 2006, 10:52 PM
I'll do an update tomorrow morning for 2.08.

Drtad
Nov 14, 2006, 11:04 PM
I think Nevermind posted DLLs (version 2.08) for 24 civs, 32 civs, and even one for 50 civs a few days ago.

OverloadUT
Nov 16, 2006, 01:18 PM
I'll do an update tomorrow morning for 2.08.
Just curious if this is ready yet? :)

Dale
Nov 16, 2006, 03:41 PM
Did nevermind create one for 2.08 or not? If not, I'll do one.

OverloadUT
Nov 16, 2006, 05:13 PM
Did nevermind create one for 2.08 or not? If not, I'll do one.
I just found the thread. He just links to one someone else makes. But looks like it's the same thing.

Here's the thread. (http://forums.civfanatics.com/showthread.php?t=192620)

Now to see if our 32 player PTBS game can be updated!

Nigther
Nov 17, 2006, 05:27 AM
I would be very thankfull if you made an dll Dale because with neverminds you have to load it as a mod.

So if it isn't to hard for you, please. :)

NeverMind
Nov 17, 2006, 10:33 AM
Nigther, just copy the .dll you need from mod\assets folder to your CustomAssets.

But note. Any dll with more MAX_CIV_PLAYERS causes crashes of WBS scenarios made with standard 18civs limit dll.

That's why I would not recommend CustomAssets in this case.

Dale
Nov 17, 2006, 01:09 PM
You can get around that crash by filling in the team and player sections in the WBS header up to the civ limit in the dll you use.

Nigther
Nov 17, 2006, 02:52 PM
Ok, thanks alot for the info guys, it works now!

But is there any way I can get this to work together with a mod? I mean without the mod maker including it in the mod himself.

Dale
Nov 17, 2006, 04:57 PM
Well..... depends on the mod. If they've got a dll file, they'll have to add it.

Otherwise, as long as the scenario can handle it, and there's enough leaders/civs in the xml files, should be cool.

Dale

The Navy Seal
Feb 09, 2007, 05:47 PM
This is great i'll use it for my mod.