Realistic Earth map + all leader options?

Hellius

Chieftain
Joined
Feb 2, 2010
Messages
2
Sorry if this is the wrong section. First post. :mischief:

I was wondering if there is a scenario compatible with Beyond the Sword that would allow me to choose any leader from any civilization on a realistic earth.

The only maps (I'm aware of) which provide the realism I desire are the "Earth" scenarios, but the leaders are limited.

I would appreciate a little directive. Thanks!
 
You will not believe it, but this hasn't been done yet.
This kind of map is not really supported by civ with the normal features, so it can't be done in a map alone.

And welcome to CFC :).



EDIT: Removed all my attachements in this thread, they are all obsolete. Rather check out the working version here.
 
Well, let me ask a few follow-up questions.

First, is this possible?

Second, if it is possible, is it possible to have the civs start in their historic locations?

Third, is there a way to make this an option in a specific mod (could I add it to my mod) and if so is there a way to do this for three different sized maps?
 
1) Yes, is possible.
2) Yes, but someone has to collect all the starting points for all civs, and that has to be done map dependend.
3) That can be done dependend on the name of the map, and i would add the code (which i will not write here, that's a bit more complicated, and i haven't done this [it will need time]) in the CvEventManager, so that would work for mods.
 
So wait a minute. This is entirely possible then? That's awesome. You think you could do this The_J? I don't know how to make code or anything, but I can at least help get some good maps and figure out starting locations for you.
 
^I can totally help too in helping figure out starting locations and all that non-python-voodoo. :D

This sounds really interesting.
 
The only possible problem that I see with this is if by Every leader you literally mean every civ included in the game. Even with regular BTS that would require a truly massive map. And that map in turn might run slow or cause problems when loading.
 
well you could still have a "huge map" probably, if you mean still have only 18 players, but the ability to pick any of them. It would have to be an empty map with no starting points, and somewhere in the SDK or python, you would need to set starting points for each civ, in the event that they were chosen for that particular game. Could be tricky
 
So wait a minute. This is entirely possible then? That's awesome. You think you could do this The_J? I don't know how to make code or anything, but I can at least help get some good maps and figure out starting locations for you.

^I can totally help too in helping figure out starting locations and all that non-python-voodoo. :D

This sounds really interesting.

Don't hurry. Until next week friday i'll have 3 exams at the university and have to finish the protocoll for the last 2 weeks of the lab work, then i'll have to fix my one promotion, fix the buddha, think about the flavian ampitheatre...and then i'll have maybe the time, if the next lab is not already starting...:sad:.
But nice to know, that there's somebody out there, who will help me :), thanks.

well you could still have a "huge map" probably, if you mean still have only 18 players, but the ability to pick any of them. It would have to be an empty map with no starting points, and somewhere in the SDK or python, you would need to set starting points for each civ, in the event that they were chosen for that particular game. Could be tricky

That's exactly what i'm thinking of ;).
You just start a game with a map, check, what map it is, load the coordinates, check, what civs are on the map, re-place the units to the correct positions, flush the insight in the wrong map sections, flush accidentially connected leaders, and this is it :).
 
I just want to say, that i'll not be able to work on this for probably the next 2 weeks, because my RL timeplane has changed :(, sorry.

Hey man, it's fine, you are under no obligation to do this for anyone.

Although if you could find a moment to fix the Bamyan and Flavian thing that would be fantastic. :mischief:

Kidding. Take your time brother.
 
Sorry if this is the wrong section. First post. :mischief:

I was wondering if there is a scenario compatible with Beyond the Sword that would allow me to choose any leader from any civilization on a realistic earth.

The only maps (I'm aware of) which provide the realism I desire are the "Earth" scenarios, but the leaders are limited.

I would appreciate a little directive. Thanks!


Have you check out GEM map? I play Rise of mankind, and exclusivly use this map which comes with 3 option, 31 with preset positions, 31, no preset position (or leaders) and a 37 preset position map. The actual map is superb, but you do need a decent computer to run it (I think it is 192 X 120 ish). Also, changing leaders and so forth is very easy, even if you not a modding expert, so if you know who you want to be you can just edit an exsiting map file, save it an off you go. If this appeals to you at all, let me know and I will give you some details on the process.
 
Have you check out GEM map? I play Rise of mankind, and exclusivly use this map which comes with 3 option, 31 with preset positions, 31, no preset position (or leaders) and a 37 preset position map. The actual map is superb, but you do need a decent computer to run it (I think it is 192 X 120 ish). Also, changing leaders and so forth is very easy, even if you not a modding expert, so if you know who you want to be you can just edit an exsiting map file, save it an off you go. If this appeals to you at all, let me know and I will give you some details on the process.

I could be mistaken, but if you edit the map file and remove the leaders from the civ lines, doesn't that allow you to select which leader you want when starting a new game? It has been a while, but I think that I have gotten it to work that way.
 
Okay, i don't have civ here, but i try to do some things.
But because of this, i need some help.

First, i would need the standard BtS CivilizationsInfos.xml, to get all keys for the civs. Could somebody please attach it?
Second (and after first), it would be nice, if somebody with enabled python exceptions could test a dummy for me. Will probably crash because of programming erros, but you never know.
 
Okay, i don't have civ here, but i try to do some things.
But because of this, i need some help.

First, i would need the standard BtS CivilizationsInfos.xml, to get all keys for the civs. Could somebody please attach it?
Second (and after first), it would be nice, if somebody with enabled python exceptions could test a dummy for me. Will probably crash because of programming erros, but you never know.

I might be able to find some time to do that for you just give me instructions and everythng. Here is the standard BtS CivilizationInfos.xml...

Good luck. :goodjob:
 

Attachments

Thank you :).

Okay, the files are attached.
The files are all in the right folder, etc., but i guess, the PythonCallbackDefines.xml has to be in, because i use the command unit.setXY, which i guess, is deactivated. Could you look in the file, and if needed, copy it into the mod and activate the callback?
Also the mods name has to be "StartingPoints", because the name is in the CvEventManager, so don't rename it at the moment.

If added one map for testing to the mod, it's Earth-Neutral-by-sr.civbeyondswordwbsave. First load the mod, then load the map, and hopefully, it will not throw an exception. Then, all civs should be placed on the same tile, besides aztecs and arabia, which are on one of the surrounding tiles. This is just for testing, i want to see, if that works.
Starting points are defined in XML\CustomXML\Earth-Neutral-by-sr_StartingPoints.xml. Should be obvious, what to do there, if something has to be changed ;).

Because i'm not very familiar with some things, it could maybe throw an exception, that the program maybe tries to load Earth-Neutral-by-sr._StartingPoints.xml, Earth-Neutral-by-sr.w_StartingPoints.xml or Earth-Neutral-by-s_StartingPoints.xml.
In that case, look at cvEventManager, the line MapName = MapName[0:-22], and play with the -22, in the first case make it -23, in the second -24, in the third -21.

I hope, it will not just crash :/.

:religion: please, work, please :religion:.

And again thank you for your help :).
 
Thank you :).

Okay, the files are attached.
The files are all in the right folder, etc., but i guess, the PythonCallbackDefines.xml has to be in, because i use the command unit.setXY, which i guess, is deactivated. Could you look in the file, and if needed, copy it into the mod and activate the callback?

I'm not entirely sure what you want me to do here. I copied the PythonCallbackDefines.xml file into the XML folder, but I'm not sure what callback to activate. Here's the file:

Code:
<?xml version="1.0"?>
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Global Defines -->
<Civ4Defines xmlns="x-schema:CIV4GlobalDefinesSchema.xml">
	<Define>
		<DefineName>USE_CANNOT_FOUND_CITY_CALLBACK</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>USE_CAN_FOUND_CITIES_ON_WATER_CALLBACK</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>USE_IS_PLAYER_RESEARCH_CALLBACK</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>USE_CAN_RESEARCH_CALLBACK</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>USE_CANNOT_DO_CIVIC_CALLBACK</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>USE_CAN_DO_CIVIC_CALLBACK</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>USE_CANNOT_CONSTRUCT_CALLBACK</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>USE_CAN_CONSTRUCT_CALLBACK</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>USE_CAN_DECLARE_WAR_CALLBACK</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>USE_CANNOT_RESEARCH_CALLBACK</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>USE_GET_UNIT_COST_MOD_CALLBACK</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>USE_GET_BUILDING_COST_MOD_CALLBACK</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>USE_GET_CITY_FOUND_VALUE_CALLBACK</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>USE_CANNOT_HANDLE_ACTION_CALLBACK</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>USE_CAN_BUILD_CALLBACK</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>USE_CANNOT_TRAIN_CALLBACK</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>USE_CAN_TRAIN_CALLBACK</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>USE_UNIT_CANNOT_MOVE_INTO_CALLBACK</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>USE_CANNOT_SPREAD_RELIGION_CALLBACK</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>USE_FINISH_TEXT_CALLBACK</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>USE_ON_UNIT_SET_XY_CALLBACK</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>USE_ON_UNIT_SELECTED_CALLBACK</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>USE_ON_UPDATE_CALLBACK</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>USE_ON_UNIT_CREATED_CALLBACK</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
	<Define>
		<DefineName>USE_ON_UNIT_LOST_CALLBACK</DefineName>
		<iDefineIntVal>0</iDefineIntVal>
	</Define>
</Civ4Defines>

So, which one do I have to activate?

Also the mods name has to be "StartingPoints", because the name is in the CvEventManager, so don't rename it at the moment.

If added one map for testing to the mod, it's Earth-Neutral-by-sr.civbeyondswordwbsave. First load the mod, then load the map, and hopefully, it will not throw an exception. Then, all civs should be placed on the same tile, besides aztecs and arabia, which are on one of the surrounding tiles. This is just for testing, i want to see, if that works.
Starting points are defined in XML\CustomXML\Earth-Neutral-by-sr_StartingPoints.xml. Should be obvious, what to do there, if something has to be changed ;).

Alright, well I'm not really sure how to use this now. I haven't tested it yet, so I'm not sure what will happen, but are you saying all of the units will start on the same tile? For every civ?

Because i'm not very familiar with some things, it could maybe throw an exception, that the program maybe tries to load Earth-Neutral-by-sr._StartingPoints.xml, Earth-Neutral-by-sr.w_StartingPoints.xml or Earth-Neutral-by-s_StartingPoints.xml.
In that case, look at cvEventManager, the line MapName = MapName[0:-22], and play with the -22, in the first case make it -23, in the second -24, in the third -21.

I hope, it will not just crash :/.

:religion: please, work, please :religion:.

And again thank you for your help :).

I'm going to try it out as-is right now and tell you what happens. If you need me to change anything right now, let me know. I'll BRB.
 
Back
Top Bottom