Preventing the "Only one modded Civ appears on the Select Civilization screen" issue!

ScythianBeastie

Chieftain
Joined
Oct 26, 2005
Messages
22
Location
Pantałonia
The Select Civilizations screen is really, really picky. :( For more than just one of your modded civs to appear in the list:

  • Each and every civ in the mod must have at least two Overrides (see below).
  • One type of Override is a Civilization_UnitClassOverrides value set (aka "unique unit").
  • Another type of Override is a Civilization_BuildingClassOverrides value set (aka "unique building").
  • Another item that works as an Override is a Unique Improvement. (So far, only 2 of those are possible -- the Polynesian moai and the Incan terraced farm.)
  • Each and every civ in the mod has to have at least two Overrides of some kind. They can be of the same type or of different types -- just as long as each and every civ in the mod has at least two Overrides of some kind.

Here's something that made this relatively easy: Despite the fact that they're colloquially called "unique units", "unique buildings", and "unique improvements", they can be re-used among civs. For example, you can use the Warrior as each civ's Civilization_UnitClassOverrides entry, and use the Market as each civ's Civilization_BuildingClassOverrides entry, and it will work! (Or you could use two UnitClassOverrides, or two BuildingClassOverrides... whatever you prefer.)

(NOTE: Do *not* use the Worker for the unique unit; doing this prevented civs that did not have it as their Override from irrigating hill hexes.) :scan:

Here's an example of what I ended up doing for each of the civs in my mod (replacing XYZ with each civ's three-letter code, of course):
Code:
	<Civilization_BuildingClassOverrides>
		<Row>
			<CivilizationType>CIVILIZATION_XYZ</CivilizationType>
			<BuildingClassType>BUILDINGCLASS_MARKET</BuildingClassType>
			<BuildingType>BUILDING_MARKET</BuildingType>
		</Row>
	</Civilization_BuildingClassOverrides>
	<Civilization_UnitClassOverrides>
		<Row>
			<CivilizationType>CIVILIZATION_XYZ</CivilizationType>
			<UnitClassType>UNITCLASS_WARRIOR</UnitClassType>
			<UnitType>UNIT_WARRIOR</UnitType>
		</Row>
	</Civilization_UnitClassOverrides>

I've seen a fair number of threads where this problem has been puzzling quite a few people -- could this thread be made Sticky, to help folks avoid this problem in the future?

CREDIT WHERE CREDIT IS DUE: Thank you, Putmalk, for answering my question in that old thread -- and thank you, whoward69, for adding crucial input on this! :D
 
Yeah I actually had this problem in my avatar mod for awhile when adding UUs. For awhile only Arnook would appear on the loading screen after I first started adding UUs. Only when all four civs had two UUs did they all appear.f

Too bad I didn't see this back then :P, but at least the problem is resolved now.
 
Hmm I didn't expect to see my name in the original post. Nor did I know this existed back in April. Weird.

Um anywho something that wasn't mentioned was that if you are making a scenario and using the custom game scenario interface (see: Firaxis scenarios) then this restriction does not apply because apparently their custom screen is written cleaner in LUA. XD
 
I can get multiple of my custom civs to display on the civ select screen, but on the quickstart select(outside of advanced options), it won't scroll down. So only the top 5 or so are selectable from there, the rest are listed fine in the advanced setup box, so does anyone know if there is a solution to this problem?
 
I can get multiple of my custom civs to display on the civ select screen, but on the quickstart select(outside of advanced options), it won't scroll down. So only the top 5 or so are selectable from there, the rest are listed fine in the advanced setup box, so does anyone know if there is a solution to this problem?

The list is not scrollable when you made some mistake in your civilization XML. It can be anything.
 
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