Modded Civilizations not loading in scenario

Veneke

King
Joined
Sep 13, 2007
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Location
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I'm in the process of developing a 1000 AD scenario for the standard sized world map I've created, but I'm having trouble getting new Civilizations to load properly when Load Scenario is selected.

The mod builds fine and loads correctly. In other words, when I load the Mod and go to set up a game on a random map all of the Civilizations (including the new modded ones) are available to select. The trouble is that when Load Scenario is selected only the vanilla Civs are displayed. Attempting to start the scenario, however, causes the game to crash entirely.

The map itself was opened in the SDK with the appropriate Mod selected and the Civs subsequently placed. So, this wasn't a case of the map being built with the wrong mod selected.

Any ideas what's going on?
 
Sorry, no idea on this one. I've got the same exact problem in my mod. I created 3 new civs and none of them show up after selecting load scenario. The game doesn't crash for me though.
 
My understanding is that this is a base Civ5 bug. If you go into the "advanced setup," you should see all of your civs and be able to select them just fine.
 
Well the "Advanced Setup" option is greyed out when Load Scenario option is selected. When Load Scenario isn't selected and I go to the Advanced Setup screen none of the cities in the scenario are available and Civs start randomly on the map.
 
My apologies... I didn't read carefully and just threw out a bug that has been bugging me lately. Someone else will have to answer that is more familiar with scenarios.
 
I had the same problem in my Mesopotamia scenario.

My fix was merely to replace vanilla civs with the modded civs (using updates instead of new civilization rows).

This corrects the issue albeit it is a pain in the ass to handle.

If this response confuses you, I'll post an example.
 
Ah. Yeah, sorry. Would you mind posting the example? I think I know what you mean, I'm just not entirely sure how to go about doing it.
 
Taken from Ancient Mesopotamia:

Spoiler :

Code:
<Civilizations>
		<Delete Type="CIVILIZATION_AMERICA"/>
		<!--<Delete Type="CIVILIZATION_ARABIA"/> Lydia -->
		<!--<Delete Type="CIVILIZATION_AZTEC"/> Mitanni -->
		<Delete Type="CIVILIZATION_CHINA"/>
		<Delete Type="CIVILIZATION_DENMARK"/>
		<Delete Type="CIVILIZATION_ENGLAND"/>
		<Delete Type="CIVILIZATION_FRANCE"/>
		<Delete Type="CIVILIZATION_GERMANY"/>
		<!--<Delete Type="CIVILIZATION_INDIA"/> Hittites -->
		<Delete Type="CIVILIZATION_JAPAN"/>
		<Delete Type="CIVILIZATION_KOREA"/>
		<Delete Type="CIVILIZATION_MONGOL"/>
		<Delete Type="CIVILIZATION_RUSSIA"/>
		<!-- <Delete Type="CIVILIZATION_SIAM"/> Medes -->
		<Delete Type="CIVILIZATION_SONGHAI"/>
		<Delete Type="CIVILIZATION_SPAIN"/>
		<Delete Type="CIVILIZATION_INCA"/>
		<!--<Delete Type="CIVILIZATION_OTTOMAN"/> Phoenicia -->
		<Delete Type="CIVILIZATION_IROQUOIS"/>
		<Delete Type="CIVILIZATION_POLYNESIA"/>


Notice in this example how I deleted every civ in the game (minus the base ones that would be staying (Greece, Egypt, Persia), and then proceeded to pull civs out from the list that I would using as "templates" for my new ones. I clearly label them so I can reference them.

Now we take the Hittites, who will be replacing the India civ.
Spoiler :

Code:
<Update>
			<Where Type="CIVILIZATION_INDIA"/>
			<Set>
				<Description>TXT_KEY_CIV_HITTITE_DESC</Description>
				<ShortDescription>TXT_KEY_CIV_HITTITE_SHORT_DESC</ShortDescription>
				<Adjective>TXT_KEY_CIV_HITTITE_ADJECTIVE</Adjective>
				<CivilopediaTag>TXT_KEY_CIV5_HITTITE</CivilopediaTag>
				<DefaultPlayerColor>PLAYERCOLOR_BROWN</DefaultPlayerColor>
				<ArtStyleType>ARTSTYLE_MIDDLE_EAST</ArtStyleType>
				<ArtStyleSuffix>_AFRI</ArtStyleSuffix>
				<ArtStylePrefix>AFRICAN </ArtStylePrefix>
				<PortraitIndex>1</PortraitIndex>
				<IconAtlas>ATLAS_ANCIENT_WORLD_CIV</IconAtlas>
				<AlphaIconAtlas>ATLAS_ANCIENT_WORLD_ALPHA_CIV</AlphaIconAtlas>
				<MapImage>HITTITE_MAP.dds</MapImage>
				<DawnOfManQuote>TXT_KEY_DAWN_OF_MAN_MESOPOTAMIA</DawnOfManQuote>
				<DawnOfManImage>HITTITE_DOM.dds</DawnOfManImage>
				<DawnOfManAudio>AS2D_DOM_SPEECH_HITTITE</DawnOfManAudio>
			</Set>
		</Update>

Okay so India looks like the Hittites (in terms of artstyle, map image, dawn of man image, its civ icon, name, civilopedia, etc.

Next I begin to change the civilization overrides (unique units, buildings).
Spoiler :

Code:
<Civilization_BuildingClassOverrides>
		<Delete CivilizationType="CIVILIZATION_INDIA"/>
                <Row>
			<CivilizationType>CIVILIZATION_INDIA</CivilizationType>
			<BuildingClassType>BUILDINGCLASS_FORGE</BuildingClassType>
			<BuildingType>BUILDING_IRON_FORGE</BuildingType>
		</Row>
</Civilization_BuildingClassOverrides>
<Civilization_UnitClassOverrides>
		<Delete CivilizationType="CIVILIZATION_INDIA"/>
                <Row>
			<CivilizationType>CIVILIZATION_INDIA</CivilizationType>
			<UnitClassType>UNITCLASS_CHARIOT_ARCHER</UnitClassType>
			<UnitType>UNIT_HITTITE_THREEMANCHARIOT</UnitType>
		</Row>
</Civilization_UnitClassOverrides>
<Civilization_CityNames>
		<Delete CivilizationType="CIVILIZATION_INDIA"/> 
                <Row>
			<CivilizationType>CIVILIZATION_INDIA</CivilizationType>
			<CityName>TXT_HITTITE_CITY_HATTUSA</CityName>
		</Row>
                ....


Then you'll want to change the leader of the civ to something else.

Spoiler :

Code:
<Civilization_Leaders>
		<Update>
			<Where CivilizationType="CIVILIZATION_INDIA"/>
			<Set>
				<LeaderheadType>LEADER_SUPPILULIUMA</LeaderheadType>
			</Set>
		</Update>
</Civilization_Leaders>


And finally you'll want to delete the leader Gandhi and then add your own (in this case, I used ambrox62's Suppiluliuma.
 
Hmm... okay. So these updates are saved in their own .xml file and everything else, including artwork etc, is done as normal yeah?
 
Welp it doesn't matter which .xml file it goes into, as long as the syntax is correct and it's updating the originals correctly.

2D Artwork is handled through the atlases. You can always change the atlas to a custom one, with a new number, and the civ's icon should change to the new one. In the end, you get a completely custom civ, one that will be properly loaded on scenario load. The civ's style is set in the <ArtStyleType> so it can be European, Middle East...etc.

It's a really dumb error though, and this is just a workaround for a hopeful future patch.
 
Cool, and yes I understand that this is only a temp fix. Still, if the alternative is not to mod scenarios at all it's a fix I'll embrace with open arms.
 
Cool, and yes I understand that this is only a temp fix. Still, if the alternative is not to mod scenarios at all it's a fix I'll embrace with open arms.

Good luck with it then :)
 
I have exactly the same problem. This is very frustratring. Putmalk's fix works, but this is a rather complicated solution... Did anybody find something ?
 
Thanks for the tip, but I'm unable to make it work. I tried, but my modded civ (Mycenae, Minoan...) just don't show up. I only have the vanilla civs : Rome, Greece... I guess I'm just a dumb with ModBuddy...

I'll stick to what I know : XML.
 
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