In depth look at the WBS file

BeginUnit is the subsection that defines a unit at this plot. A unit is defined in the following way:
Code:
	BeginUnit
		UnitType=AAAA, UnitOwner=BBBB
		Level=CCCC, Experience=DDDD
		PromotionType=EEEE
		UnitAIType=FFFF
	EndUnit

This can now be expanded to
Code:
	BeginUnit
		UnitType=AAAA, UnitOwner=OOOO
		UnitName=NNNN
		LeaderUnitType=GGGGGG
		Damage=XXXXX
		Level=LLLL, Experience=EEEEE
		PromotionType=PPPPPPP
		FacingDirection=DDDDD
		Sleep
		UnitAIType=UNITAI_?????
	EndUnit
AAAA = <Type>??????</Type> in Civ4UnitInfos file
OOOO = Team number from scenario
NNNN = Unique Name, e.g. 21st Army Group
GGGG = Usually UNIT_GREAT_GENERAL
XXXX = Any starting damage
LLLL = Promotion Level, EEEE = Experience (recommended to set this higher than 0 to avoid disbanding by the AI)
PPPP = <Type>??????</Type> in Civ4PromotionInfos file. This line can be repeated for multiple initial promotions.
Sleep = Unit not activated at start of scenario
UNITAI = <Type>??????</Type> in Civ4UnitAIInfos file.
 
Need to change the description from

Sleep = Unit not activated at start of scenario

to

Sleep or Intercept = Unit not active or on Intercept
 
How to reduce the number of civilizations in a scenario? For example, how to edit the Earth18Civs scenario to only contain nine civs?

Simply deleting some players (BeginPlayer --- EndPlayer) won't help, the whole game crashes when I try to start the scenario. I even tried to delete nine teams and nine civs, and assign numbers 0-8 to the civ's team info - still crashes ("xxx stopped working").

Thanks for help and excuse my poor english (Czech Rep.)! :)
 
You have to replace these entries with "empty" entries.
An emptry entry for a team looks like this:
PHP:
BeginTeam
	TeamID=0
	ContactWithTeam=0
	RevealMap=0
EndTeam

An empty entry for a civilization looks like this:
PHP:
BeginPlayer
	Team=0
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer

Just replace the entries with the old ones, and change the team/player numbers.
 
How do you force civics on the Civ throughout the game? Even if it means that it can be only changed by a non-AI, or something, I still want to know.
 
Sorry to bother you all but I do have a question. My question is in reference to building a scenario per the WBS help-guide posted on the forums in the creation/customization forum here: http://forums.civfanatics.com/showthread.php?t=135669

I am having some real issues. If you would only like to answer if I post on the forums for everyone to see, I have done so here: http://forums.civfanatics.com/showthread.php?p=10117443#post10117443

My issue: When I follow the instructions and start a game, the game immediately says "You have been defeated" and the game ends upon start up. I don't understand why when all I'm doing is simply modding a worldbuilder save file and making these changes:

STARTING:

BeginPlayer
Team=0
LeaderType=NONE
CivType=NONE
Color=NONE
ArtStyle=NONE
Handicap=HANDICAP_NOBLE
EndPlayer

CHANGING TO:

BeginPlayer
Team=0
LeaderType=LEADER_WASHINGTON
CivType=CIVILIZATION_AMERICA
Color=PLAYERCOLOR_BLUE
ArtStyle=ARTSTYLE_EUROPEAN
Handicap=HANDICAP_NOBLE
EndPlayer


I have NOT touched these settings:
BeginTeam
TeamID=0
ContactWithTeam=0
RevealMap=0
EndTeam


Anyway....can you please assist as to a step I am missing, or why I would be receiving the immediate start-up message of "You have been defeated" upon game start?
 
Can you please change this section in post 6 from

BeginCity is the subsection that defines a city at this plot. A city is defined in the following way:
Code:
	BeginCity
		CityOwner=AAAA
		CityName=BBBB
		CityPopulation=CCCC
		ProductionUnit=DDDD
		ProductionBuilding=EEEE
		ProductionProject=FFFF
		ProductionProcess=GGGG
		BuildingType=HHHH
		ReligionType=IIII
		HolyCityReligionType=JJJJ
		ScriptData=KKKK
		PlayerLLLLCulture=MMMM
	EndCity

Where:
AAAA = the city owner. Similar to unit owner it is the value between 0 and 17 of the player who owns this city.
BBBB = the name of the city. This can be any value. EG: CityName=My City
CCCC = the starting population in the city. This is how many population points the city starts with.
DDDD = the unit that the city is building at game start. Only one Production type is used (the first one in the city definition). These values are defined in CIV4UnitInfos.xml
EEEE = the building that the city is building at game start. Only one Production type is used (the first one in the city definition). These values are defined in CIV4BuildingInfos.xml
FFFF = the project that the city is building at game start. Only one Production type is used (the first one in the city definition). These values are defined in CIV4ProjectInfo.xml
GGGG = the process (science/wealth/culture) that the city is building at game start. Only one Production type is used (the first one in the city definition). These values are defined in CIV4ProcessInfo.xml
HHHH = the buildings that the city already has at game start. Any number of BuildingTypes can be defined on seperate lines. These values are defined in CIV4BuildingInfos.xml
IIII = the religions that the city has at game start. Any number of religions can be defined on seperate lines. These values are defined in CIV4RelgionInfos.xml
JJJJ = the Holy City of the defined religions. Any number of these can be defined on seperate lines. These values are defined in CIV4ReligionInfos.xml
KKKK = any scripts assigned to the city. This analysis does not go into these scripts.
LLLL & MMMM = the starting culture that the city has. LLLL is the player number and MMMM is the amount of culture. EG: Player3Culture=100 means this city begins with 100 points of player 3's culture. You can define a culture level for any number of players.

To the following

BeginCity is the subsection that defines a city at this plot. A city is defined in the following way:
Code:
	BeginCity
		CityOwner=[B]AAAA[/B]
		CityName=[B]BBBB[/B]
		CityPopulation=[B]CCCC[/B]
		ProductionUnit=[B]DDDD[/B]
		ProductionBuilding=[B]EEEE[/B]
		ProductionProject=[B]FFFF[/B]
		ProductionProcess=[B]GGGG[/B]
		BuildingType=[B]HHHH[/B]
		ReligionType=[B]IIII[/B]
		HolyCityReligionType=[B]JJJJ[/B]
		ScriptData=[B]KKKK[/B]
                FreeSpecialistType=[B]SSSS[/B]
		Player[B]LLLL[/B]Culture=[B]MMMM[/B]
	EndCity

Where:
AAAA = the city owner. Similar to unit owner it is the value between 0 and 17 of the player who owns this city.
BBBB = the name of the city. This can be any value. EG: CityName=My City
CCCC = the starting population in the city. This is how many population points the city starts with.
DDDD = the unit that the city is building at game start. Only one Production type is used (the first one in the city definition). These values are defined in CIV4UnitInfos.xml
EEEE = the building that the city is building at game start. Only one Production type is used (the first one in the city definition). These values are defined in CIV4BuildingInfos.xml
FFFF = the project that the city is building at game start. Only one Production type is used (the first one in the city definition). These values are defined in CIV4ProjectInfo.xml
GGGG = the process (science/wealth/culture) that the city is building at game start. Only one Production type is used (the first one in the city definition). These values are defined in CIV4ProcessInfo.xml
HHHH = the buildings that the city already has at game start. Any number of BuildingType can be defined on separate lines. These values are defined in CIV4BuildingInfos.xml
IIII = the religions that the city has at game start. Any number of religions can be defined on separate lines. These values are defined in CIV4RelgionInfos.xml
JJJJ = the Holy City of the defined religions. Any number of these can be defined on separate lines. These values are defined in CIV4ReligionInfos.xml
KKKK = any scripts assigned to the city. This analysis does not go into these scripts.
SSSS = the specialist the city has at game start. Any number of FreeSpecialistType can be added on separate lines These values are defined in CIV4SpecialistInfos.xml. e.g. a city may have strong artistic tendencies so you add multiple lines of "FreeSpecialistType=SPECIALIST_GREAT_ARTIST". Other cities may be more scientific, engineering, or other specialization. This can give more flavour to your cities.
LLLL & MMMM = the starting culture that the city has. LLLL is the player number and MMMM is the amount of culture. EG: Player3Culture=100 means this city begins with 100 points of player 3's culture. You can define a culture level for any number of players.
 
I try to ask you. I would like to play with 35 civ, and play with all 35. how can I do? can you explain it step by step. thanks
 
You will need an updated DLL from a mod - like this
 
If I want to force the Civilization but leave the Leader optional (i.e be able to play as either Catherine or Stalin or Peter of Russia, but force Russia), can I assign multiple LeaderTypes to the PlayerInfo?
 
No, not possible, sorry :(.

That's so...lame. So there's no way to make the Leader optional within the scope of the Civilization? One would think that would be possible...I guess it would require a DLL mod.
 
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