Simply that Space Ship of this civilization is "LAUNCHED!" (or "LANDED", if year of arrival <= current year). 1 bit value per civilization, it's called bit flags. Not that important, but I want JCivED to be able edit everything. (Even to add "forbidden" terrain "colors" (0,4,5,8) to the map. To see what will happen.)And about point 2, which flag are you referring to?
I'm willing to spend some time to add the "edit city specialist" asked by tupi, first... But if this becomes too difficult, I'll release the new version directly before spending time on specialists.
@darkpanda one way to go about it would be an 'expert mode' (just a toggleable menu option or similar) where the in game safe limits are disabled and you keep the pieces if it blows up? For example @Quintillus 's Civ III editor has a number of 'safety levels' which achieves roughly the same thing. When you enable it, you could have a big old warning text box pop up saying something along the lines of 'only use this if you really know what you're doing!'
So if in "Active civ" I have Aztecs and I select this position in "civ identity flag" game has changed nation to Egyptian?This "identity flag" determines which of the 2 Civs is active for each Color.
Geopolitics per continent definitely will not work because every AI civ updates this data every turn. And for strategic locations, AI sets some strategic locations every turn, but I think it does not wipe them altogether. But anyway strategic locations will not help you with your problem, I think.Data>civilizations>(nation)>Geopolitics>AI Strategy
Is it possible here or elsewhere to force civilization to greater expansionism to a given continent? Unfortunately, when I am doing a scenario with islands, civilizations do not want to settle on new continents, they only stay on their own
darkpanda, what does "Recompute continents and oceans" option in "Map" tab actually do? I thought that it re-calculates sizes of oceans and continents, but nope. Its description is "adjust minimap to current player visibility", but it seems it does not do anything like this either.
I also have problem with layer 2.Thanks for noticing the wrong tooltip. This action actually updates "Layer 2", which contains the continent and ocean IDs for each squares.
Civ have map making, have tireme, and even settlers on tireme nad not unpacking settlers but floats around the map.Do AI civs build any trireme/sail etc. ships in your scenario? Are they alone on their starting continents? Do they have enough space to build at least 1 city on a seaboard? Maybe it's a good idea to give every AI civ MapMaking at the start?
Can you share the MAP/SVE for investigation ? (mp if you prefer)I also have problem with layer 2.
Sometimes counts 2 continents under one number.
I understand that give number from the largest to the smallest continent but I have now problem because continent who should have number 4 have this same number as second largest continent - 2
Should I manually change the numbers of the continents?
Also has a problem with the calculation of the bottom of the map - it is divided between continents (bottom it does not touch any of them). Meybe game have a problem with size od 1 continent?
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Indeed I can reproduce your bug, and after testing a little bit, I think the problem is related to map boundaries: you should avoid continents in the FIRST and LAST TWO ROWS and COLUMNS.
In your map the little island marked 2 in the middle left of the map has square in the second column. If you mark those squares as sea, the map and continents numbering will no longer be wrong.
Same for north pole on the top-left, which is having squares on rows 3 and 4, you sould limit poles to rows 1 and 2 (or 49 and 50 for south pole).
I found that when removing those sqaures set them to sea) the numbering will be correct.
I didn't investigate the "sea and continent" algorithm in details, but I know CIV doesn't handle those rows and columns the same as the others.
I'm also a Darklands enjoyer, so I checked the darklands art out with jcived. Yeah if you accommodate that palette offset, that would be exciting.Beware: I did this with a hardcoded hack that checks whether the PIC palette "firstIndex" value is either 0 (CIV) or 16 (DarkLands). If other games make a more sophisticated use of this value, it will not work.
I have a little request.
There are "Civs identity flags" in "Game data" tab. It's a single byte at 0xdf1e,1 bit per civ.
But game also uses array of 8 elements (2 bytes for each civ, 16 bytes total), this array starts at 0xd7f4, and contains either civ_number (for 1st civ from pair) or civ_number+8 (for second civ from pair). So, if we want to correctly change, for example, Greeks to English, we should change this field from 0x06 to 0x16. For now, it's impossible to change civ to its counterpart of the same color in JCivED. To detect what civ from the pair is in use, game always check value from this array and not "civs identity flags".
So maybe it's a good idea to add this field to Civilizations/Misc tab. Or to add them as flags to "Game data" tab: with flag: value is civ+8, without flag: value is civ+0.
"Civs identity flags" actually are used only to check that civ of this color already was spawned: if "civs identity flags" is 1 and array element is >= 8 or "civs identity flags" is 0 and array element < 8 ==> then game will not spawn civ again (it will be 3rd civ of this color in this case).
I'm testing civil war routine and so I noticed that "civs identity flags" do not change one civ from pair to another. You see, in civil war dead Egyptians always become Aztecs, dead Babylonians always become Zulu and dead Greeks always become English, but for all other civs (or for any civ added beyond "level of competition") pair is selected randomly. In my tests it did not work correctly after I manually changed civ pair in JCivED, and now I understand why.