DoneBranches pr297-merge and pr318-merge can be deleted.
And MEMORY.Did you moved NPC defines somehow?
Civs 40 - 50 were meant to be reserved for NPCs
I think this WILL break saves and scenarios.
Worldbuilder saves NPCs as if they were actual civs - you need to remove them after you finish doing scenario.NPC civs will move themselves if MAX_PLAYERS is changed and the dll rebuilt. The players created / removed will be non NPC. Setting it to 100 would lead to mafs sooner for sure.
I don't think NPCs are set in scenario files, so they should be compatible as long as MAX_PLAYERS isn't set too low.
Changing MAX_PLAYERS would break saves of course. It will be left where it's at on github.
I would definitely try playing (or even creating) a Real Earth map with 100 forced-one-city civs, lol.NPC civs will move themselves if MAX_PLAYERS is changed and the dll rebuilt. The players created / removed will be non NPC. Setting it to 100 would lead to mafs sooner for sure.
I don't think NPCs are set in scenario files, so they should be compatible as long as MAX_PLAYERS isn't set too low.
Changing MAX_PLAYERS would break saves of course. It will be left where it's at on github.
Yeah, this is exactly why I had dumb trouble with editing that MAP by myself - I used WB, lol.Worldbuilder saves NPCs as if they were actual civs - you need to remove them after you finish doing scenario.
Pit's map (that one which can hold 500 cities easily) is 2x bigger than biggest maps you can generate.I would definitely try playing (or even creating) a Real Earth map with 100 forced-one-city civs, lol.
Wouldn't actually MAF that much, since AI rarely tends to create endless throngs of units (or does it) - and cities number wouldn't be much bigger than in a normal 40-civ game, if not LOWER (normal civs tend to grow into 10s of cities, if given map space, which is a lot MORE).
In fact, the current best Earth map was shown to host around FIVE HUNDRED cities - which is FIVE times MORE than in the suggested case.
And I'm currently playing it (though as a Settler, so that I can curb their growth easily with "Police Heroes", lol).Pit's map (that one which can hold 500 cities easily) is 2x bigger than biggest maps you can generate.
You can get easily plagued with MAFs here.
Think of workers, settlers, and so on. There are some units that do this, change throughout time without having to change type. Not all... not even many. But enough that it's a needed tag set really. I'm not sure if it's AS needed in C2C as it was in vanilla... but it does still count for great people and some others.,m_paszClassicalArtDefineTags(NULL)
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How many units have multiple graphics? Don't modders have a tough time getting the 1 graphic?
Waterproof Concrete and Lead Glass techs are requiring building.There is a tag on techs for prereq building class. Anyone know if it's used?
There is a tag on techs for prereq building class. Anyone know if it's used?
They were the test case and work as intended. Now it needs the next steps to be done.Waterproof Concrete and Lead Glass techs are requiring building.
Me getting a version of C2C that works!What's the next step?
The current tech tree philosophy has curtailed many of the proposals as they were tech branches that would be alternates that crossed eras. For example the split between "rote learning" and the various forms of writing. Historically a nation can get to mid-Renaissance without the need for writing at all. Just as nations can get into space without the vowels provided by an alphabet.
To work on c++ code you will need to fork our git repository, as that is where you'll find our dll's source files, .cpp and .h. We also have bat files that will compile the current source files automatically for you so that anyone on any windows computer can compile a dll without any knowledge of programming whatsoever.I am currently learning C++/Python and am wondering how I could start with understanding C2C's code and how to made modmods.