Historical Spawn Dates

Just decided to pick this mod back up and try it out again after a long hiatus, but discovered I'm running into an error where the first civ to spawn receives all techs. I tried to track down a solution on my own and found this comment on the Steam page for the mod:

blueashgarden Sep 13, 2013 @ 3:20pm I love this idea for a mod, but I seem to continue to encounter a problem. It seems that the first civ that spawns receives every tech in the game.

Was there ever a solution found for this bug? Like blueashgarden described, when I start a game with Egypt (or any civ of my choice as long as they are the first civ to spawn, i.e. Greece or India, when they are the earliest chosen civs) there's no error. But otherwise, the error occurs consistently. I've attached my lua.log in case that helps.
Thanks in advance for your assistance--hope this mod becomes playable for me again soon as it's my favorite way to play!

Tried once more as a test with no additional human players since the error described above has been happening in human multiplayer/hotseat games with YnAEMP and Custom Advanced Setup mods activated, and the game told me I won a cultural victory on turn 11. Tried again several times with different civs, even in a two-civ single player game, and I always get this notification at turn 11! Crazy stuff, any idea what's wrong with the mod?

I attached my lua.log again, please let me know what else I can do or what other information you need! Sorry to bug you with this, thanks again!
 
It has probably already beeen asked a billion times but: would it be possible to add an option to make newly spawned civs declare war on the civ that settled on their home spot?
Maybe with more troops and less settlers? Also riots in some nearby cities would be cool!

I would love to play it on ynaemp but as it is it almost ruins the experience :(

On the other side in randomly generated maps it's absolutely great!
 
I've had some recent trouble adding internal support within my Civilisation mods for Historical Spawn Dates. Please see this thread for more info. Perhaps there is something that can be done.
 
First of all, thanks so much for making this mod, it looks awesome :)
Secondly, I'd like to incorporate part of it into one of my civs to adjust its number of turns relative to other civs. Is it possible to copy and paste just some of the coding so that just my modded civ starts at a specific year, and if so what code do I need? I looked through the lua and... some part of my brain probably died just trying to comprehend it :crazyeye:
And does the global defines table entry of civs starting at 4000 BC screw anything up or is the purpose of this mod to override that?

Credit of course if you can help me incorporate this into my mod.
TIA,
AW

EDIT: To clarify, I'm not asking how to add compatibility for HSD to my mod. I'm asking what part of the coding found within HSD would I need in order to modify one of my new civ's spawn year without depending on HSD.
 
(Patch releasing later today, 10/27/14)

Version 1.0.3.276

[EXPLOIT]
• Fixed tech overflow bug that could allow a user to get free tech each turn for multiple turns. The size of the maximum allowable science overflow is now set at 5 turns of science (about the same as a unmodified research agreement) OR the unmodified cost of the last tech researched, whichever is larger. AI also understands this adjustment.

I think this basically means that the mod is now broken because all the catching up of newly spawned civs is done with research overflow, or am I wrong?
Later I will try the mod and see how it works now.
 
I would love to see this one come back. Does any one have any idea what the fall patch broke?
 
I think this basically means that the mod is now broken because all the catching up of newly spawned civs is done with research overflow, or am I wrong?
Later I will try the mod and see how it works now.

in the defines (Defines.lua or HSD_Defines.lua, can't remember how is the file structure on the released version), try to change

Code:
HUMAN_USE_BONUS_TECHS =			false -- if true, the human player can chose all bonus techs at once (based on average number of techs of other civs), else he gets 1 tech per turn with bakers overflow (based on average bakers of all techs from other civs).

to

Code:
HUMAN_USE_BONUS_TECHS =			true -- if true, the human player can chose all bonus techs at once (based on average number of techs of other civs), else he gets 1 tech per turn with bakers overflow (based on average bakers of all techs from other civs).

to change the way the tech bonus is awarded.

I'm sorry, but I won't have time to do anything more to fix the default option in the near future.
 
ho, right, it will require more work/test then, I can't remember if the AI can use pPlayer:ChooseTech()
 
If I have time and I can remember to do it I'll have a look at the code and try to use pPlayer:ChooseTech().
If it works I can post the fix. (if it's ok with you!)
 
of course it would be ok :)
 
Ok so I think I fixed it.
Basically with this every new civ spawns with all the techs of the tech leader.
It was the simplest solution to make it playable and do not change too much from the original code.

Here it is. (just overwrite the same file in the lua folder of the mod)

If someone is interested please try it out and let me know if it works, I tried it but my version of the mod is heavily modified so maybe I forgot something in the version I uploaded, or idk :P

PS: I discovered that pPlayer:ChooseTech() does not work for AI's and to make things simple I made IA and human acquisition of techs the same, but I could revert it to free techs for humans pretty easily if preferred.
 
Awesome! I hope the fix works. I'm going to try it out tonight probably. If I can get Dynamic City Naming to work on YNAEMP, we will once again not be that far off from Rhye's for V.
 
Awesome! I hope the fix works. I'm going to try it out tonight probably. If I can get Dynamic City Naming to work on YNAEMP, we will once again not be that far off from Rhye's for V.
explain the problem in the YnAEMP thread, I'll help if I can (my time is limited, but what was preventing me to code it was more the idea to fill the DB with all the names... but IIRC I've just made the DB, no actual code or filling the entries)

And thanks Bonci :)
 
Only played the one game and apologises if this has been reported but it seems if you set a city-state and a civ to spawn on the same turn the mod breaks (The civ will spawn, the city-state will not and no further civs or city-states will spawn later in the game). Haven't tested for two civs spawning on the same turn, or two city-states....
 
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