sman1975
Emperor
Hello,
I'm working on a WW2 scenario that can be played on any map. It keeps the WW2 Civs, Units, Techs, etc. from my World at War scenario, but won't be tied to any specific map.
As the scenario is set in the 1930's, one can assume the world map is completely known and all the Civs already have long-since met. Here is the code:
It works fine, except at the start of the game, you get to see each of the AI Civ's Diplo screen and hear that leader's First Greeting response. In a game with 19 Civs, this is a bit of a click-fest to start a game.
Is there any other way to have Civs meet each other before game starts and not have to see all these smiling faces?
Thanks!
I'm working on a WW2 scenario that can be played on any map. It keeps the WW2 Civs, Units, Techs, etc. from my World at War scenario, but won't be tied to any specific map.
As the scenario is set in the 1930's, one can assume the world map is completely known and all the Civs already have long-since met. Here is the code:
Code:
function CustomizedInitialMeetups() -- Function ensures all playable Civs have already met at game start
for iDX = 0, GameDefines.MAX_MAJOR_CIVS-1 do -- Loop through all major players
local pPlayer = Players[iDX] -- Set up the loop player pointer
if pPlayer and pPlayer:IsAlive() then -- If player is alive (at GT 0), then...
for iDY = iDX + 1, GameDefines.MAX_MAJOR_CIVS-2 do -- Loop through all major players
if (Players[iDY]:IsAlive()) and (iDX ~= iDY) then -- If the inner loop player is alive and not the same as the outer loop player, then...
Teams[pPlayer:GetTeam()]:Meet(Teams[Players[iDY]:GetTeam()]:GetID(), false) -- Introduce inner and outer loop players
end
end
end
end
end
It works fine, except at the start of the game, you get to see each of the AI Civ's Diplo screen and hear that leader's First Greeting response. In a game with 19 Civs, this is a bit of a click-fest to start a game.
Is there any other way to have Civs meet each other before game starts and not have to see all these smiling faces?
Thanks!