DanF5771
Emperor
- Joined
- Feb 21, 2008
- Messages
- 1,194
Hi fellow fanatics.
I see the S&T forum is currently very active with a lot of Cookbooks / Universities / Challenges / LHCs ... That is of course very cool and has brought me back to the old problem of switching game speed and difficulty for a 4000 BC starting save via a WB-scenario-file. Right now quite a lot of work which also involves the danger of exposing yourself to spoiler information is needed to achieve the correct settings and to get the number of starting units and starting techs right for the various difficulties/speeds. Thus I've looked into the WB's Python code CvWBDesc.py and added/changed a few lines of code in order to try to make these kind of switches much more convenient.
1. Change:
Upon starting a new game from a WB-file now ALL the AIs (including the barbs!) will receive the free starting techs according to the difficulty level (Monarch ... Deity). Likewise the human player will receive his free starting techs for difficulties < Noble.
2. Change:
Saving a WB-file will now trigger the creation of a 2nd file (with "_Template" added to the filename), which is a copy of the normal scenario-file but which apart from all the map info only contains the units of the human and the regular 2 starting techs of the respective civilizations. The AIs' units and all the techs which were given for free according to the difficulty (human + AI) are not saved. Furthermore the game settings for speedType and maxTurns remain unset (NONE/0) and only the human player will be saved with isPlayableCiv = 1. Starting from this template will make the game automatically add the correct starting units for the AIs in their starting plots according to the chosen handicap while the units of the human player are loaded from the file (thus no jumping around of the starting Warrior/Scout). The correct techs are added due to Change#1.
The cool thing I found out is that the game automatically creates a new WB-file called WBQuickSave.CivBeyondSwordWBSave for the 1st game after a fresh start of Civ. With the changed CvWBDesc.py the template copy of that file will also be created, so one doesn't even have to open up the WB (and see Horses + Copper in the BFC... ) to produce this template for a given 4000 BC save. Just restart Civ by double-clicking the 4000 BC save and immediately exit to main menu again. Then choose single player --> play a scenario and select the freshly created WBQuickSave_Template. Choose your favourite difficulty and speed and have fun.
The attached modified CvWBDesc.py needs to be unpacked+saved to ...\CustomAssets\python\pywb\CvWBDesc.py. I'd be glad if you tried it out. Please let me know how it works for you. Since I'm far from being a Python expert, I hope I didn't introduce any / too many bugs. I'd be especially thrilled about a feedback from the Python Gurus of the BUG-Team . Wouldn't it make sense to include these/similar changes in a future version?
I see the S&T forum is currently very active with a lot of Cookbooks / Universities / Challenges / LHCs ... That is of course very cool and has brought me back to the old problem of switching game speed and difficulty for a 4000 BC starting save via a WB-scenario-file. Right now quite a lot of work which also involves the danger of exposing yourself to spoiler information is needed to achieve the correct settings and to get the number of starting units and starting techs right for the various difficulties/speeds. Thus I've looked into the WB's Python code CvWBDesc.py and added/changed a few lines of code in order to try to make these kind of switches much more convenient.
1. Change:
Upon starting a new game from a WB-file now ALL the AIs (including the barbs!) will receive the free starting techs according to the difficulty level (Monarch ... Deity). Likewise the human player will receive his free starting techs for difficulties < Noble.
2. Change:
Saving a WB-file will now trigger the creation of a 2nd file (with "_Template" added to the filename), which is a copy of the normal scenario-file but which apart from all the map info only contains the units of the human and the regular 2 starting techs of the respective civilizations. The AIs' units and all the techs which were given for free according to the difficulty (human + AI) are not saved. Furthermore the game settings for speedType and maxTurns remain unset (NONE/0) and only the human player will be saved with isPlayableCiv = 1. Starting from this template will make the game automatically add the correct starting units for the AIs in their starting plots according to the chosen handicap while the units of the human player are loaded from the file (thus no jumping around of the starting Warrior/Scout). The correct techs are added due to Change#1.
The cool thing I found out is that the game automatically creates a new WB-file called WBQuickSave.CivBeyondSwordWBSave for the 1st game after a fresh start of Civ. With the changed CvWBDesc.py the template copy of that file will also be created, so one doesn't even have to open up the WB (and see Horses + Copper in the BFC... ) to produce this template for a given 4000 BC save. Just restart Civ by double-clicking the 4000 BC save and immediately exit to main menu again. Then choose single player --> play a scenario and select the freshly created WBQuickSave_Template. Choose your favourite difficulty and speed and have fun.
The attached modified CvWBDesc.py needs to be unpacked+saved to ...\CustomAssets\python\pywb\CvWBDesc.py. I'd be glad if you tried it out. Please let me know how it works for you. Since I'm far from being a Python expert, I hope I didn't introduce any / too many bugs. I'd be especially thrilled about a feedback from the Python Gurus of the BUG-Team . Wouldn't it make sense to include these/similar changes in a future version?