I'm assuming it is this in rise&fall.py that causes it:
def create4000BCstartingUnits( self ):
#RFGW
for iLoopCiv in range(iNumMajorPlayers):
if (tBirth[iLoopCiv] == 0 or iLoopCiv == utils.getHumanID()):
utils.makeUnit(iSettler, iLoopCiv, tCapitals[iLoopCiv], 1)
utils.makeUnit(iWarrior, iLoopCiv, tCapitals[iLoopCiv], 1)
self.assignTechs(iLoopCiv)
Everything works fine in my scenario which starts at 0 turn.
However with my scenario which starts at turn 223 it is incorrectly doing the following at the start of the scenario:
1. Creating a settler and warrior for both civs which start on turn 0.
2. Creating a settler and warrior for the human civ
I changed it to:
def create4000BCstartingUnits( self ):
#RFGW
for iLoopCiv in range(iNumMajorPlayers):
if (tBirth[iLoopCiv] == 0 or iLoopCiv == utils.getHumanID()):
utils.makeUnit(iSettler, iEgypt, tCapitals[iEgypt], 1)
utils.makeUnit(con.iSwordsman, iEgypt, tCapitals[iEgypt], 1)
utils.makeUnit(iSettler, iSumeria, tCapitals[iSumeria], 1)
utils.makeUnit(con.iSwordsman, iSumeria, tCapitals[iSumeria], 1)
It then creates 2 settler and 2 swordsman for both Egypt and Sumeria, and gives a "you have been defeated" for any other civ selected in either scenario.