Bugs, bugs, bugs
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I've fixed today the bug, that not enough civs come in the game for invalid civs, now all are replaced
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Had even more bugs here: The civ, which came in for an invalid one, didn't start with
a) their starting techs
b) the additional starting techs from difficulty level
c) the additional units from the difficulty level
a+b is fixed now, all information is automatically read from the XML files, also for new civs, new techs, etc.
c is also fixed, but had to hardcode some things.
In HandicapInfos.xml iAIStartingUnitMultiplier, iAIStartingDefenseUnits, iAIStartingWorkerUnits and iAIStartingExploreUnits are mentioned. But nowhere is mentioned, which units these are.
They seeme to be settler, archer, worker and scout, but i have no idea, where this is defined. So i had to add these unit names to the .py file. I hope, this will not result in problems for mods here :/.
UUs are automatically detected, also for new civs, so that e.g. the babylonians start with bowmen, not with archers.
I hope, i did not forget anything there.
Another bug is left: Accidential contact.
At one point, i startet as the arabians, and had immediatly contact with bismarck. Seems, that his units by default startet in the area, where the arabians where moved to. This does not seem to happen very often, minimum not very often to the human player (didn't check for AI), but is something, which has to be fixed.
I can't just remove a contact which has been established, there's no command for this
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This means, that i have to be careful, to where i move the units. I should check first, if there are other units around, and then maybe move the units later to this point, after they've been removed. But this will sure cause some problems in areas with high civ population, like europe or mesopotamia. Could lead to an infinite loop at some points. So this is something, which has to be tested carefully, and i didn't have the time to do it today. I'll definetly do it next weekend.
I also haven't got the permission from all mapmakers (-sr is missing), so there are 2 arguments for waiting another week. This will also give me the chance to add 1 or 2 more maps to the mod.
-> Release will probably be next week
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