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Modding Q&A

register... those slots are where the Civilization Titles and Names are placed and should work. Because only the Title is saved and working but not the Name, there is something causing the name Romulus to be posted rather than the name you set for the Leader.
If you can find where the name Romulus is posted in the Game, it may help trouble shoot the problem.

Check your Leader names in all areas.
 
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I know about 'favoured' and 'shunned' government settings and the limited scope of these. I also know I could potentially prevent an AI from accessing a government type by only making it accessible if you learn an optional, very expensive tech.

Q: Is there any other way in the default editor, in relation to a randomly generated map/game with random Civs, that you can prevent all AIs from accessing a government type?

If not, then I'm kind of stuck with the situation where the AI and the human player have different criteria for selecting the optimum government type at a particular time / situation in the game (e.g. that makes the AI overwhelmingly disregard Communism in favour of Fascism in default Conquests settings and makes the AI always disregard Feudalism in its default location in the tech tree).

I think I'm going to have the pleasure of making duplicate government types for the human and AI, using corruption levels, trade bonus and free unit support settings to encourage / discourage the AI. For example, Monarchy (CPU) and Monarchy (Human), but with one version with better unit support but slower worker units and military police settings.

I just wanted to check I wasn't missing something before I embark on that chore and the painstaking testing to make sure the AI selects the version of the government intended for them. Thanks in advance for any consideration!
 
register... those slots are where the Civilization Titles and Names are placed and should work. Because only the Title is saved and working but not the Name, there is something causing the name Romulus to be posted rather than the name you set for the Leader.
If you can find where the name Romulus is posted in the Game, it may help trouble shoot the problem.

Check your Leader names in all areas.
I've done it all, checked civilopedia and diplomacy and can't find this thing
 
Can someone remind me where I should look if I want to change customized faction names? All my factions names have Romulus first instead or King or Chief. I do not see anything to change in Civilopedia nor editor.
The information is not in the Civilopedia it is in the Biq as @Vuldacon mentioned under Civs. Unless there is something else corrupted. Post your biq and somebody can verify.
 
This information coming from this very first message when you starts the game, it must sits there but can't locate this text anywhere.
 

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This text is from the script text file in the text folder of your scenario. Please search in that file with the term #DAWN_OF_SCENARIO.
 
This text is from the script text file in the text folder of your scenario. Please search in that file with the term #DAWN_OF_SCENARIO.
Yes!!! I did not know where was it. The Romulus name was coming from the doubled names put in Civs and Scenario Properties. I killed two bird with one stone, thank you!

I came across another strange thing, maybe you know where is the problem. I use my previous mod settings in terms of tech development and buildings. I never had any issues before, so I thought if I change some units, rename factions, I will have easy job to do. I'm modifying conquest scenario in conquest folder. The biggest change until now was to throwing away large number of units and preplacing cities, majority of them are empty (no buildings, no units) plus adding text changes in Civilopedia. When I do test game, every building I finish freezing the game. When I move conquest scenario to main game folder and start a new game all is fine, I can build buildings and game is not freezing. Also noticed, when I set in scenario properties(conquest) that civ should start from second era plus it has few free techs, some gold, etc, it is working as a conquest game but my settings are off when I move it to main game folder and start a new game. I made sure to move Civilopedia.txt to main game folder/text, so this error not coming form text document. Any idea?
 
There are too many possibilities in your report where errors can occure, but one thing you should check is, if old entries of previous settings in the virtual store of your pc are playing havoc with you.
 
I have nothing in that folder unfortunately. Is there a way to produce report about potential conflicts?
Some reports are by pop-up messages in Civ 3, some are in the C3X mod about not found terms. As you always wrote about the civilopedia text file when moving your scenario to the mainfolder (and back): The civilopedia text file is only describing and therefore not important for those operations. Important are the other text files, especially the pediaIcons text file and the labels and script text files.
 
Luckily it was easy to fix, I removed many units and did not add any to faction I wanted to test.
Realised one more thing, I forgot about relation of encircled slot to 3 slots below. Is this slot should have a number equal to other tree?, for instance town - 1, city - 2, metro - 3 = first slot 6? or not
 

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According to the Civ3ConquestsEdit your red encircled slot determins the default number of free units in that government. The number of free units for town/city/metropolis determins the number of free units above and beyond the allowed default free units.

Free Units1.jpg


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According to the Civ3ConquestsEdit your red encircled slot determins the default number of free units in that government. The number of free units for town/city/metropolis determins the number of free units above and beyond the allowed default free units.

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Perhaps my English is not good enough here or my mind too tired from chasing my own tail in order to solve above issues. I'm getting confused here "above and beyond", what it means? that I can set more units in cities to be free than in the first slot which determines more generally free units in selected goverment? Or I can only use the number from the first slot, let's 7 and spread it across towns and cities? So, towns 1, cities 2, metros 4?, any extra number let's say I make towns 2, will cost gold?
 
That is number of units you get for free. It doesn't matter how many cities you have or what size the cities are. So, if that number was 10, you could have 10 units before you have to pay any support costs for them. Once you have 11 units, then the game looks at how many free units you are allowed PER town/city/metro. In your screenshot that would be 1/1/1. If you have 1 city, then you don't have to pay anything for your first 11 units. If you have 3 cities, you wouldn't have to pay any support costs for the first 13 units.
 
"Above and beyond" in this context, just means "in addition to". So you get "w" units free for your entire empire, PLUS "x" free units per each town, "y" free units per each city, and "z" free units per each metro.

Any extra units which would take you over your current "allowable total of free units = w + x(towns) + y(cities) + z(metros)", is what you have to pay unit-maintenance on, at the gpt per-unit rate set for that government.

(Now crossposting but **** it, I wrote it, so Imma post it anyway...) :D
 
I wanted to make a scenario in which every AI civ would be on its own. So in the editor for every advance i'd unchecked "Enables military alliances", "Enables mutual protection pacts", "Enables right of passage treaties" etc. To my surprise, an AI civ my civ was in conflict with still managed to pass a very long way through the territory of another AI civ to attack my civ from it. Apparently both AI civs didn't fight one another despite at least some dozen moves one civ had trampling the land of another civ. I wonder how was that possible with the "Enables right of passage treaties" option turned off?
 
I wanted to make a scenario in which every AI civ would be on its own. So in the editor for every advance i'd unchecked "Enables military alliances", "Enables mutual protection pacts", "Enables right of passage treaties" etc. To my surprise, an AI civ my civ was in conflict with still managed to pass a very long way through the territory of another AI civ to attack my civ from it. Apparently both AI civs didn't fight one another despite at least some dozen moves one civ had trampling the land of another civ. I wonder how was that possible with the "Enables right of passage treaties" option turned off?
A RoP is not required for units to pass through another Civ's territory. Usually, they'll kick you out, but it sounds like maybe one Civ was significantly more powerful so it didn't want to be hostile? Anyhow, with flintlock's C3X patch there is an option that prevents Civs from trespassing without an RoP.
 
A RoP is not required for units to pass through another Civ's territory. Usually, they'll kick you out, but it sounds like maybe one Civ was significantly more powerful so it didn't want to be hostile? Anyhow, with flintlock's C3X patch there is an option that prevents Civs from trespassing without an RoP.
Thanks for the clarification and for the link. Indeed, AIs usually kick my units in a couple of turns while in this case a dozen of turns of marching near the capital was allowed. I think the allowing civ was maybe a bit stronger than another civ, but not much. Unfortunately, I know no way to know exactly how much strong or advanced the AI civs were.
Even if the passing civ were much weaker it still could damage at least a lot of terrain improvements because the number of passing units was very big. Also the allowing civ had the maximum level of aggression.
It was a C3C game.
 
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