That's a good question. Not having a stability map is what makes a minor civ in RFC.
If the game crashes before the map is even completely loaded, there is an error in your WBSave file. Did you edit it on your own without the WB?I think the problem is that it doesn't fetch the 500AD data properly from C++ or Python. I think that the Babylon listing is a result of that. The game crashes before I can see the line (if it even hypothetically gives the line) or any other error.
That's the same as adding an entirely new civ. I would still suggest the guide from Jarkov's Civilizations in Abundance thread in the RFC modmods section. It's a little outdated because I simplified the process a bit (by gathering all the variables you have to set in CvRhyes.cpp), but the steps are all still the same. And it's A LOT of work.just wanted to make the celts into the scottish/irish
That's the same as adding an entirely new civ. I would still suggest the guide from Jarkov's Civilizations in Abundance thread in the RFC modmods section. It's a little outdated because I simplified the process a bit (by gathering all the variables you have to set in CvRhyes.cpp), but the steps are all still the same. And it's A LOT of work.
How do I change the Byzantine trait to give +1 gold per city in addition to the already existing bonus of espionage points???
Have you enabled Egypt?I made my own altered 600AD scenario and started up a game of Brazil on Marathon. It said I had to wait for the AI to auto-play four hundred and something turns, so I waited. About 150-200 turns in, the end-game clock that appears when the end-date is looming came up. It reached zero in the Middle Ages and Kublai won the time victory (I looked in WB, he was a giant).
The only thing I've done is change the scenario around.
Thanks for the correction.The guide is in the RFC Korea thread.
It sounds like the game doesn't recognize your scenario as a 600 AD scenario. It tells them apart by checking if Egypt is playable since that is only the case for the 3000 BC scenario.
Are there any errors in the logs?In trying to make a modmodmod for a different starting year, I changed the (GameTurn=x) in the WB file, and renamed it. That's all I did. It crashes when loading the map, every time.
The initScenario() method in RiseAndFall.py is a good starting point. It calls the respective createXXXStartingUnits methods for the current scenario, which you can modify to change the spawning units.I did exactly the same and it worked. (SVN621) How I remove the spawning units (which should spawn later on)?
Open the scenario with Notepad++, search for Egypt and see if the entry says Playable=True somewhere. It's very easy to accidentally place an Egyptian lion while using the worldbuilder.Egypt is not playable, and I have not added it to the scenario via WB.
At least, I think. How should I check?
Open the scenario with Notepad++, search for Egypt and see if the entry says Playable=True somewhere. It's very easy to accidentally place an Egyptian lion while using the worldbuilder.