changing out Civs via notepad

Niner

Chieftain
Joined
May 22, 2008
Messages
24
Ok,

1st Refar you;re the man for helping me out.

Just to clarify in a more understanding way because I was confused asking so I can only imagine how it was tryign to decifer what I was trying to ask.

i went in and did some copying to help..

lets say I want to swap out the Arabians for the Maya..

BeginPlayer
Team=0
LeaderType=LEADER_SALADIN
LeaderName=Saladin
CivDesc=Arabian Empire
CivShortDesc=Arabia
CivAdjective=Arabian
FlagDecal=Art/Interface/TeamColor/FlagDECAL_Arabic.dds
WhiteFlag=0
CivType=CIVILIZATION_ARABIA
Color=PLAYERCOLOR_LIGHT_GREEN
ArtStyle=ARTSTYLE_MIDDLE_EAST
PlayableCiv=1
MinorNationStatus=0
StartingGold=28
StartingX=128, StartingY=16
StateReligion=
StartingEra=ERA_ANCIENT
RandomStartLocation=false
CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_DESPOTISM
CivicOption=CIVICOPTION_LEGAL, Civic=CIVIC_BARBARISM
CivicOption=CIVICOPTION_LABOR, Civic=CIVIC_TRIBALISM
CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_DECENTRALIZATION
CivicOption=CIVICOPTION_RELIGION, Civic=CIVIC_PAGANISM
Handicap=HANDICAP_NOBLE
EndPlayer



According to Refar I only need to swap out the:

Team=0
LeaderType=LEADER_SALADIN
LeaderName=Saladin
CivDesc=Arabian Empire
CivShortDesc=Arabia
CivAdjective=Arabian


with the info like

LeaderType=LEADER_PACAL
LeaderName=Pacal II
CivDesc=Mayan Empire
CivShortDesc=Maya
CivAdjective=Mayan

and everythign else will handle itself? Then I go to the matching team number and fix these two how they should be:

BeginTeam
TeamID=0
Tech=TECH_MYSTICISM
Tech=TECH_THE_WHEEL
ContactWithTeam=0
RevealMap=0
EndTeam


and thats it?

This is what I am really trying to hammer out which is why Im basically asking again but a little more detailed and it makes sense...

Refar, Thank You so much you;re the man! Thanks for catching me up on my geography past to current!


Niners!
 
You missed

CivType=CIVILIZATION_ARABIA

which need to be

CivType=CIVILIZATION_MAYA

Those CivDesc, CivAdjective stuff is just how the civ will be called in game.
CivType is what determines what the civ will really be.

In a more general manner...
Below are the only lines that are actually mandatory:
Code:
BeginPlayer
	LeaderType=NONE
	CivType=NONE
	Team=0
	RandomStartLocation=true
EndPlayer
If you fill in a leader and a civ (must either fill both or leave both) that Civ will be used. If you set RandomLocation to false, like in your scenario, you need to provide a location... So in your case the mandatory part would look something like this:
Code:
BeginPlayer
	LeaderType=LEADER_PACAL
	CivType=CIVILIZATION_MAYA
	Team=0
	RandomStartLocation=false
        StartingX=128, StartingY=16
EndPlayer
The rest is optional - you can fill it if you want, or leave it - in which case defaults will be used.
So for example - if you are ok with the default names (Pacal II / Maya) and teamcolor/flag for the mayans, you can just drop the following lines:
Code:
LeaderName=Saladin
CivDesc=Arabian Empire
CivShortDesc=Arabia
CivAdjective=Arabian
FlagDecal=Art/Interface/TeamColor/FlagDECAL_Arabic.dds

Here's a Thread by Dale, with Explanations for the most of the WBS entries.
http://forums.civfanatics.com/showthread.php?t=135669
 
Thank you! Thank you! Thank you!

I hope others can use this info aswell and also check the link..

Thanks!
 
ooooh, 1 more quick question.. This is more a curiosity question...


what if I changed:

BeginMap
grid width=192
grid height=120
top latitude=90
bottom latitude=-66
wrap X=1
wrap Y=0
world size=WORLDSIZE_PLANETARY
climate=CLIMATE_TEMPERATE
sealevel=SEALEVEL_MEDIUM
num plots written=23040
num signs written=0
Randomize Resources=false
EndMap


the number of plots to like 19500?

will that shrink the map making it run a little faster? The diffrence besides indepth detail itself is the size of the oceans comapred to Ryhe Upscaled Euro map..

I see the larger oceans make for a better sea battle and actually require a real navy because you cant get from the east coast of the US to Africa in 2 turns.. but it makes the game run slower so i was just wondering if there was a way to make the map a little smaller (eliminate a little bit of ocean) but keep it working and the land masses the same..
 
I did not tried it on my own.

Where i am 100% sure, is: If your scenario comes with a premade map (it usually does...) it will not shrink the map in the sense of scaling everything down (This would require some kind of re-sizing alogrithm which is just not there).

It might crop the map to the new size, cutting away the rest (IIRC - not really sure here - 0,0 is the lower left corner of the map. If so, some strips on top and to the right on the map would be cut away)
Or it might just crash the game.

If a random map will be generated in your scenario, it will probably actually have the size you specified. But why would you want to mess with a scenario file for a random map...
 
I was just hoping to knock a bit of ocean space out to hopefully speed up the game in the latter era's

but if it will cause a EPIC crash then forgetaboutit I'll suffer the turns length out
 
Back
Top Bottom