jdog5000
Revolutionary
I think zappara meant iNativeAmerica vs iNativeAmerican, which I have just fixed ... good find zappara.
) I should check but I can't remember what it is. >.< Little help here?
I glanced through BarbarianCiv (I'm assuming he had this option on since he was telling about later civs) but didn't notice anything that could cause the above situation. Am I even looking at the right file or is the bug somewhere else?Hi,
i tried to setup a game, where all civs would be in war with each other for duration of the game. I have set up the following options:
- start as minor civs
- permanent war or peace
- permanent alliances
This worked at the beginning of the game (i'm at war with every civ i met early on).
But for later civs i get a dialog with only one option: there will be peace in our times. And that's it. After that, I can't even declare war on them.
So the above settings aren't working as i thought they would.
What would be corrent settings for my "problem"?
Is it even possible to setup such a game?
I'm playing RoM 2.8, BtS 3.19.
but then again
. It occurs a few turns through with either the combination of Revolutions/IDW and/or barbworld/IDW.
. The modload assert has been around for a long time I think
. The gameinit assert only happened once and I cannot track it at this stage
.


The first error I must stress is in the combination of barbworld/revolutions + IDW (took me some time to track down). I'd say it is due to the changes that were made to IDW and city capturing (from memory) that happened after 2.7.
Cheers
I'll leave the permanent alliance bug for a short while (agree that fixing permanent alliance is important) and hope that Jdog might get onto it. Meanwhile I'll go back and work on Lemmy's MP changes. I think Lemmy is actually testing his MP code utilising his own mod, and hopefully will pass on any findings to RevDCM.Tried this, and it leads nowhere, you just end up watching the function go around through CvString.h and CvGlobals and CvTeam as the function adds the tech to the team. Nothing interesting going on here, at least nothing that appears to stand out.Hmmm ... that is a strange one.
If you have a chance, the first step to try debugging this is to figure out which call to CvTeam::setHasTech is being called. Put a break point at the top of that function and check out the call stack when it triggers for your team (0 in single player usually). There are a whole bunch of ways techs can be acquired, figuring out which one is causing it should be a useful clue.