Realistic Earth map + all leader options?

First attempt didn't work as far as I could tell. I was Carthage and wound up in Scandinavia, and I think you said that you set them to all start in the same tile, which means that didn't work. Or you did set them like this for some reason, I don't know. Here's a map...

attachment.php

...I think I'll try to figure out which callback to activate and try it again.
 

Attachments

  • FirstTest.jpg
    FirstTest.jpg
    68.7 KB · Views: 224
Okay, I set the callback. But it didn't work. I'm ASSUMING that perhaps the python was getting run though, because I got a lot of lag when the game first started, and it lagged a lot when I went into worldbuilder. I have attached an image of where the starting points were. I was the Americans (started somwhere in northern modern-day-Russia in case you can't tell from the map). Maybe there is an issue with starting every civ on the same tile. I think we should try one where they all have different starting points (I know that might be annoying), another possible problem might be where you set the starting point at. Were you sure it wasn't on a water tile?

Anyway, so far it doesn't work.

I should also point out that I didn't get any python error pop-ups or anything like that though, and I'm pretty sure I have them on for my mod. Although I should probably double-check that.
 

Attachments

  • SecondTest.jpg
    SecondTest.jpg
    66.4 KB · Views: 81
The lag should be okay, it means, that something has been done.
Yes, i had checked the plot, it was grassland.
Starting at one point: Yes, that could be an issue, but there are some issues that come before that, like this one:
Could it be, that first my placement algorithm has run...and then the civilization civ placing algorithm took all the units and replaced them? Looking at the map, i see this:
PHP:
BeginPlayer
	Team=0
	LeaderType=NONE
	CivType=NONE
	Color=NONE
	ArtStyle=NONE
	Handicap=HANDICAP_NOBLE
	RandomStartLocation=true
EndPlayer

So that could have happend. So i suggest for now first using a map with fixed starting positions for now, so that we can exclude this possibility. So i've added a second map now, the earth map by rhye. There should be 18 civs on it with fixed positions, but they now should be replaced to only one point.
I've also added some messages to indicate, what units have been moved to where.

So could you please test it with the second map :)?
Don't forget the callbackDefines.xml.
 
Okay, I'll try this out in one second (I just have to finish up these buttons). Could you just tell me what should happen when it works? I mean are there just going to be a bunch of starting units from the different civs in the same area/around the same tile or what? And if so, is there a specific tile they will appear on?
 
Yes, they should all appear on the same tile (because i've set the positions in the XML on only one point, so that you can easier see, that it worked).
The tile has the coordinates X = 5 and Y = 35 -> i have no idea, where this is, but i guess, somewhere in the pacific ocean.
 
Alright, here are my findings:

Firstly, I think the choice of map may have been bad. When I started the game, I chose Egypt, and started in Egypt. But I also noticed that there were limited civilizations (America, Arabia, Aztecs, etc. were not available, which means I was limited to the choices available, which probably means that these civs will start in their own territory anyway) so that was the first problem. I should also note that, in WB, all of the civs started in their ethnic homelands.

Second, again, there was lag. And I know you mentioned that lag meant something was happening, but honestly this was EXTREME lag. I am currently developing a mod with fully-flavored civs, and a lot of python and there is basically no lag when I run it. This had TERRIBLE lag and was at the gamestart, so to me that is not good.

So to sum it up, I chose Egypt, started in Egypt. Had only civs that are available in Rhye's early game, So in my estimation, the map is at fault, because as far as I know the starting locations are pre-set for that map. I think what you need to do is go back to an Earth map with NO pre-set starting locations and work from there. And just to make sure it isn't only my computer why don't we use a small map with only like seven to ten civ slots?

P.S. The reason it took me so long is because I wound up going out drinking, so I just got home. :goodjob:

EDIT: Maybe try to set all of the start points in a known location, like maybe Australia or Greenland or something just so we know it's working.
 
Civ choice: Just for testing, man, just for testing.

Lag: I changed one thing now, so the CallbackDefines is now not more needed, and the lag should only appear directly after game start and should not affect the later game.

Starting points at know locations: I don't have civ here, so i can't say, where australia is on that map ;). I can only look at the file with an texteditor, and say, that the file is grassland and not ocean.


Okay, next version:
Like said, i've changed one thing, so the CallbackDefines is not more needed. Instead of replacing the units, i create new ones and kill the old units.
That will hopefully also prevent the replacing by the engine itself.
Could you please test it :)? Doesn't matter, which map you choose. And could you please look at the ingame log, if you get messages about replaced units?
Thank you :).
 
I got no message about any units in the log, nor did it seem to work. :(

I attached a screen with the map, my spot is circled in red. I assume your intent is for all of the civs to start in the same spot? Obviously they didn't. So I guess that didn't work.

EDIT: Oops, forgot the pic.

EDIT 2: Are you sure I don't need the CallbackDefines file?
 

Attachments

  • ThirdAttempt.jpg
    ThirdAttempt.jpg
    62.9 KB · Views: 66
Yes, i'm sure, that you don't need it.

Attached a new version.
I've only added some output, which should show up in the ingame log.
Please start it, and look at it. And if there's something in, please make a screenshot.
Thanks :).

You mean the event log right, not the files in the "Logs" folder?
 
Didn't work, nothing in the event log and the same general set up as far as civ-placement goes (so I didn't bother with a screen shot). Just for clarification, again, I know it works when all the civs are grouped together right?

Another thing is, maybe I'm doing this wrong, but I'm supposed to select "Play Scenario" then choose either one of the maps you provided correct?
 
I got a shitload of Python exceptions when loading the mod up. Then I got this one at the start of my game:

attachment.php

I hope that is helpful.
 

Attachments

  • StartingPointsPic.jpg
    StartingPointsPic.jpg
    39.8 KB · Views: 174
Okay, that tells me, that the resorting code is executed.

Last attempt:
In the attachment i've removed my own error from above.
Instead of printing several messages to the event log, i've now added statements to print it into the PythonDbg.log.
If this does not tell us anything, then i really have no idea :(.
I'll then bring the mod planed to crash, but i will do that on my own. I'll be back at my civ computer at the end of the next week, and will then be able to tell you more.


So could you please try it out again and attach the log :)?
Thank you :).
 
Yeah, I'll do that, let me set it all up.

EDIT: You are definitely going to have to change something up, I got a bunch of python error pop ups while the mod was loading. I'll still try to run a game and then post the log.
 
Hmm, still didn't work. I started in a desert/flood plains tile. Looked around, nobody was around me. Here are some of the log files, I put a couple more in just in case. Good luck man.
 

Attachments

I did actually, I forgot to report it. Anyway this time Civ loaded up with no python error messages, and I got a python pop-up at gamestart, I tried to take a screencap but it showed up blank for some reason. Anyway here are the logs.

Needless to say, it didn't work. :(
 

Attachments

Back
Top Bottom