Era Limited Civs

Tholish

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EDIT: In addition to a dll, this component adds two new tags to CivilizationInfos "iMinEra" and "iMaxEra." A civ cannot start in a game that is started in an era later than its MaxEra or earlier than its MinEra. Thus for example, Sumeria cannot be started after the classical era (max era=2) and America cannot be started prior to the Rennaissance (min era =4). Of course, if you don't like my decisions about when civs fit, you can easily mod the xml.

Earlier versions had problems which have been fixed and included non germane material that has been removed. Change sources are in the download.


http://forums.civfanatics.com/downloads.php?do=file&id=12661
 
I would recommend moving the Aztecs and to Medieval, since they only got started in the 13th and 14th centuries.
 
Ah, here it is then!
One question Tholish, is it possible (by another modder I mean) to change the global warming back to its normal produce, or is that code in the sdk?
 
why upload source files that you didn't modify? It's a waste, makes the download larger, and means I have to got through that frankly poor atomic gamer service.

EDIT: it also means that I have to compare to 210 files to make sure I get all the changes, when you've probably only changed 5 or 6. Grrrr...

EDIT 2: large portions of your changes appear to be un-annotated, making it impossible to tell where your changes start and end. This isn't a problem when you're merging with the original Firaxis DLL, but is a problem when you're trying to merge with another mod's source code.

Please fix these issues.
 
Which patch is this for, 3.19,3.17 or neither of them?
 
This one is for 3.19.

Tholish' other modcomp is for 3.17.

@Zulu: the "EraChanges" attachment is basically all you need if I'm not mistaken.

@Tholish: I noticed you put a maxera of 9 in the civilizations info. Does your personal mod add 2 era's to the game or something?
 
Just wanted to say it sounds like a really nice idea, and I hope to put this together in the future with Revolution in Rapture. I was thinking of totally simple tribes in the beginning and trying to spawn only civs in the correct era. Thanks again.:goodjob:
 
Its for 3.19. I'll fix the issue of too much source code. I just open in winmerge and search for Tholish. Everything I do I start with a line like this
//Tholish did the next four lines.

In some cases I was a bit too vague, like

//Tholish made the next few functions

where I figure its obvious which functions are not native civ. I can do it as a begin and end,
but I'm not doing that darn asterisk box, I think its ugly.

I can definitely remove the warming part. I was being lazy. It is definitely in the SDK part. I suppose I could figure out a way to allow switching from feature to terrain, but in the meantime I'll just take the terrain part out of the era mod.

The aztecs per se were medieval, but the culture was basically the end of a long line from the revered Toltecs. With just standard civilizations there's no other way to reflect that.
I'm updating my FutureMod to include all eras and it will show how this modcomp can be used to maximum effect, with a separate civilization for each of civilization for each era.

Going up to 9 eras was just in case somebody wants to have that many.
 
I can definitely remove the warming part. I was being lazy. It is definitely in the SDK part. I suppose I could figure out a way to allow switching from feature to terrain, but in the meantime I'll just take the terrain part out of the era mod.

Good to know. I started thinking I only needed to adjust a line in the globaldefines.xml file.

Going up to 9 eras was just in case somebody wants to have that many.

It might come handy, that's for sure. But I hope this doesn't break the eraunitartstyle stuff? I mean, if a modder creates a "stoneage" era, and uses it as the first era, then do under the current rules all units from that era AND the Ancient era fall under the EarlyArtDefineTag, or do units from the Ancient era fall under the ClassicalArtDefineTag?
 
...That means it also includes a few lines by Koma13 that make All Terrain naval units buildable inland. There aren't any in standard games, but just be aware if you mod in naval hovercraft or something....
That's something I think Civ4 needs unitwise; hovercraft units....also maybe have some wing-in-ground type units like the Russian Ekronoplan.
 
For the record, the UnitInfos in this modcomp dates from 3.17. In 3.19 there seems to have been a change to Conquistadores.
 
The first post now has relevant source files attached. For these I separated the era unit art and feature warming modifications. The compiled dll and xml provided still have it all together at this time.
 
You forgot CvCivilizationInfos.cpp in your EraSources pack. Because I got errors about not having Eras in acceptable whatever. And it said that there is nothing about Eras in CvCivilizationInfos.

I'm going to check out your FULL sources pack for that particular file.

EDIT: I checked the full pack. No such file like that.

So next step is: I will copy and paste the errors messages from my build solution so you or someone else with good coding experience can see what is wrong.
 
I copied your sources over BtS vanilla sources, no RevDCM and CAR. It compiled fine.

So it must had been my mistake with WinMerge. So I will try merging using Notepad++ this time.

Apologies for bothering you with this :).
 
I'm not THAT experienced. I know XML modding pretty good and took a couple of courses in C++.

Up above where I said to use WinMerge I should have said Microsoft VisualC++2005. The names are so similar. You can open the project in MSVC2005 and search and it will search through all the files for a particular piece of text. Sorry about that. As far as I know, winmerge doesn't do anything like that, though right after 3.19 came out there were some people talking about something advanced they were doing that merged more than one file at once.

I merged my futuremod dll with the revdcm dll (includes featurewarming, more unit art eras, and limiting civs to eras as well as code allowing inland cities to build all terrain naval units). I'm having a hard time making it work with my full mod, but it compiles fine. If you want I can post it, os79.
 
I'm not THAT experienced. I know XML modding pretty good and took a couple of courses in C++.

Up above where I said to use WinMerge I should have said Microsoft VisualC++2005. The names are so similar. You can open the project in MSVC2005 and search and it will search through all the files for a particular piece of text. Sorry about that. As far as I know, winmerge doesn't do anything like that, though right after 3.19 came out there were some people talking about something advanced they were doing that merged more than one file at once.

I merged my futuremod dll with the revdcm dll (includes featurewarming, more unit art eras, and limiting civs to eras as well as code allowing inland cities to build all terrain naval units). I'm having a hard time making it work with my full mod, but it compiles fine. If you want I can post it, os79.

Oh, thanks.

However, I successfully compiled the merge of RevDCM, CAR, and your EraLimit codes.

Now I'm working on XML and that is a stumbling block. When (1) I merged schemas of RevDCM Civilizationinfoschema and your provided civilizationinfoschema, it seems that when I merged in XML Loading, it was OK, and (2) I removed any mention of your artstyle parts by using default lines. (3) The next part is harder. I merged your lines for MinEra and MaxEra. It seems when I put in these into xml for CivilizationInfos.xml right below artstyles and above bplayable lines, the result is that when I go to Custom Game, I only see Random. No civilizations or leaderhead names at all.

I'm working on it. But if you have any insights on that that you gained from your own modding, it would be helpful :).
 
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