JosEPh_II
TBS WarLord
Team 40 is barbarians. Neanders will soon be team 44.
<snip>
How did you get around Barbarians Always supposed to be Team 50?
Since you made them team 40 is this the root of the Save game problem?
JosEPh

Team 40 is barbarians. Neanders will soon be team 44.
<snip>
How did you get around Barbarians Always supposed to be Team 50?
Since you made them team 40 is this the root of the Save game problem?
JosEPh![]()
I changed the hardcoded indexes of all NPCs. Barbarians are NPCs as well. 40 (0-39) players is now the limit rather than 50 (0-49). Barbarians are still the first NPC, being index 40. You can also have indexes 41-50. Animals will be taking up the next 3 and then Neanderthals and then unused (so far) slots. One of the first I'm thinking of past that would be Insectoids, which on Earth would initially mean our locust swarms.
I've explained how I went about all of this in a post replying to you previously. The exe assumes only one NPC slot and assumes it is barbarians. It assumes it based on a define we can manipulate so the EXE only believes the game is setup to go as far as index 40 and that index 40 will be barbarians. I've had to create workarounds to get the rest of the NPC players initialized, saved/loaded, and with teams in particular, re-initialized before any data for their teams is called for. So yes, this has been a tricky procedure but I think we're most of the way there as far as getting those potential 'team data' calls taken care of. Most of the crashes we've had to address have been during the process of initializing the teams themselves so has been extra tricky... having to do with their automatic establishment of war with all other players. This, due to the assumption that the code is making that such an in-game initialization would only be made for a NEW team rather than one that has had previous definition but simply isn't initialized at the moment. Anyhow, we're getting there.
<CivilizationInfo>
<Type>CIVILIZATION_ALPHA_ANIMAL</Type>
<Description>TXT_KEY_CIV_ALPHA_ANIMAL_DESC</Description>
<ShortDescription>TXT_KEY_CIV_ALPHA_ANIMAL_SHORT_DESC</ShortDescription>
<Adjective>TXT_KEY_CIV_ALPHA_ANIMAL_ADJECTIVE</Adjective>
<Civilopedia>TXT_KEY_CIV_ALPHA_ANIMAL_PEDIA</Civilopedia>
<DefaultPlayerColor>PLAYERCOLOR_ANIMAL</DefaultPlayerColor>
<ArtDefineTag>ART_DEF_CIVILIZATION_ANIMAL_CREATURES</ArtDefineTag>
<ArtStyleType>ARTSTYLE_BARBARIAN</ArtStyleType>
<UnitArtStyleType>UNIT_ARTSTYLE_BARBARIAN</UnitArtStyleType>
1st paragraph was sufficient. The 2nd is....well....a bit condescendingdaddy.
JosEPh
I didn't mean it to be condescending... I'm just struggling to put into English what's happening in C++. And trying to answer your question as directly as possible.
Explaining code complexity is difficult and you never know how far to explain stuff without going to far![]()
@Toffer: I'll be handing off the rest for you to define from this portion:
Code:<CivilizationInfo> <Type>CIVILIZATION_ALPHA_ANIMAL</Type> <Description>TXT_KEY_CIV_ALPHA_ANIMAL_DESC</Description> <ShortDescription>TXT_KEY_CIV_ALPHA_ANIMAL_SHORT_DESC</ShortDescription> <Adjective>TXT_KEY_CIV_ALPHA_ANIMAL_ADJECTIVE</Adjective> <Civilopedia>TXT_KEY_CIV_ALPHA_ANIMAL_PEDIA</Civilopedia> <DefaultPlayerColor>PLAYERCOLOR_ANIMAL</DefaultPlayerColor> <ArtDefineTag>ART_DEF_CIVILIZATION_ANIMAL_CREATURES</ArtDefineTag> <ArtStyleType>ARTSTYLE_BARBARIAN</ArtStyleType> <UnitArtStyleType>UNIT_ARTSTYLE_BARBARIAN</UnitArtStyleType>
I'm making the leaderhead for all animal teams:
![]()
Which one looks best?
I know it doesn't matter much as it will almost never be seen, though it is nice to have a proper one.
If your going to go with this kind of flag, can you OUTLINE the face in a WIDE white otherwise the flag will be indistinguishable, like the deer one, infact the black agg one needs more white in the eyes also, cant tell what it is, sorry..>
Not flag; leaderhead.
Are we only going to have 1, or are u'll planning to do for each , pass/agg/etc??
@Toffer: I'll be handing off the rest for you to define from this portion:
Code:<CivilizationInfo> <Type>CIVILIZATION_ALPHA_ANIMAL</Type> <Description>TXT_KEY_CIV_ALPHA_ANIMAL_DESC</Description> <ShortDescription>TXT_KEY_CIV_ALPHA_ANIMAL_SHORT_DESC</ShortDescription> <Adjective>TXT_KEY_CIV_ALPHA_ANIMAL_ADJECTIVE</Adjective> <Civilopedia>TXT_KEY_CIV_ALPHA_ANIMAL_PEDIA</Civilopedia> <DefaultPlayerColor>PLAYERCOLOR_ANIMAL</DefaultPlayerColor> <ArtDefineTag>ART_DEF_CIVILIZATION_ANIMAL_CREATURES</ArtDefineTag> <ArtStyleType>ARTSTYLE_BARBARIAN</ArtStyleType> <UnitArtStyleType>UNIT_ARTSTYLE_BARBARIAN</UnitArtStyleType>
The one on the left is overcomplicated, whereas the one on the right is simpler and has two colours, making it easier to discern at a glance.
OK i think i have figured out what to do with these new animals flags, try this:
1. Deer one: Deer yes, green background NO, rather have a white background that way u can clearly see the deer.
2. Aggressive eyes/teeth: perfect but needs MORE white outline of EYEs more more more, PLUS rather than all black, change the outline of it in white, that way U again can see the flag and what it is better . .
3. Claws: like this one, but the green background NO, again rather have a white background for u again can see what the item is . .
see upclose and big, is one thing, but ingame is another .. .
just my thoughts . . . . . . anyone else?? but i rather like my idea . .