Snuffs
Chieftain
I have 2 questions so far regarding modding cIV. They are probably fairly basic questions that I should be able to figure out myself, but the problem is that I haven't, and even after doing a couple of searches through this forum, I still haven't found any answers.
First: I would like to get into map scripting, but have been frustrated in just about all of my efforts. Basically what I have done so far is minimal editing of the Terra script that comes with the game. I was able to remove all continents besides Eurasia (and probably could have removed Eurasia as well; I just wasn't trying to - I was just trying to isolate one continent which I could work from), and then my successes ended. I started messing with the variables that, judging from their names, looked like they defined the size of the continent. Each time I tested it, I got one of three results:
1. The game crashed.
2. The entire map filled with land (no ocean at all), sometimes with randomized plots, other times with only grassland.
3. Nothing happened. The game generated Eurasia as if I had not changed anything.
I should also mention that even after I completely removed the part of the script that randomizes where Eurasia appears, Eurasia still appeared in a random area. So, basically what I've gotten out of this is that changing stuff in a map script doesn't change anything in-game. This seems to me to be a lesson I should not be learning, and the truth is something else.
The second question is quite a lot simpler: I would like to add techs to a civilization when the game starts. I saw the thread that gave techs based on starting location and other vectors, but I would like to know if there is a way to give techs without digging through the SDK. The answer from the aforementioned thread appeared to be "no," but since that was adjoined to mentions of the dawn of man screen, I wondered if you could still give techs using Python if you didn't care what the dawn of man screen said.
All right, I've asked my questions, now let the newb-bashing begin.
First: I would like to get into map scripting, but have been frustrated in just about all of my efforts. Basically what I have done so far is minimal editing of the Terra script that comes with the game. I was able to remove all continents besides Eurasia (and probably could have removed Eurasia as well; I just wasn't trying to - I was just trying to isolate one continent which I could work from), and then my successes ended. I started messing with the variables that, judging from their names, looked like they defined the size of the continent. Each time I tested it, I got one of three results:
1. The game crashed.
2. The entire map filled with land (no ocean at all), sometimes with randomized plots, other times with only grassland.
3. Nothing happened. The game generated Eurasia as if I had not changed anything.
I should also mention that even after I completely removed the part of the script that randomizes where Eurasia appears, Eurasia still appeared in a random area. So, basically what I've gotten out of this is that changing stuff in a map script doesn't change anything in-game. This seems to me to be a lesson I should not be learning, and the truth is something else.
The second question is quite a lot simpler: I would like to add techs to a civilization when the game starts. I saw the thread that gave techs based on starting location and other vectors, but I would like to know if there is a way to give techs without digging through the SDK. The answer from the aforementioned thread appeared to be "no," but since that was adjoined to mentions of the dawn of man screen, I wondered if you could still give techs using Python if you didn't care what the dawn of man screen said.
All right, I've asked my questions, now let the newb-bashing begin.
