[WARLORDS-SDK] 32 Civs in-game

Dale

Mohawk Games Developer
Joined
Mar 14, 2002
Messages
7,848
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
 
Original post edited now that I've got time to write a proper post. ;)
 
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?
 
If that's all I say I changed, that's all I changed.
 
PeteT said:
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.
 
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:
 
Dale said:
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.
 
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?
 
The Great Apple said:
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.
 
Flamegrape said:
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.
 
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.
 
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