Requesting following features

Yeah... You're far from having checked every possible issue. There is no reason to have dead, non-playable players flagged as playable anyway.

I also think that you can get away with not having a lot of the available entries in the WBS. So you could try some house-cleaning and not have all those senseless contact-with, at-war-with and so on entires lying around. One break in logic is usually all that is needed to cause a program to malfunction. And when things are a big mess its harder to spot any possible issues. (Plus there are more stuff to go through.)
 
A third file is made with just the italians and it works fine... will test with hellenic aswell and if that fails I will check the hellenic on their own and if that works it must be the leaders.
 
Yeah, just keep doing this one thing at the time. But if its not the leaders, then its something else. One at a time... Even if you don't figure out why the crash is happening, you should be able to isolate what change is causing it.
 
can we make it so that rebels cannot raze cities? remember they cannot make their own and it would be a pain if they razed them...

also how are you going to make it so that they are not at war with everybody even though they are going to be minor? or was that what you posted earlier?
 
so far Brython, Hellenic and Italian work error with a certain civ.
 
can we make it so that rebels cannot raze cities? remember they cannot make their own and it would be a pain if they razed them...
It should be possible with the canRazeCity callback in CvGameUtils. You may have to remind me of this one though, but it shouldn't be a big deal to implement. (I basically need the final index of all players as defined in the WBS to do it.)

also how are you going to make it so that they are not at war with everybody even though they are going to be minor? or was that what you posted earlier?
Yeah, war/peace status will be set/reset anytime the rebels spawn. Check the code I posted earlier tonight.

so far Brython, Hellenic and Italian work error with a certain civ.
Say what? :confused:
 
sorry I was in a rush for time... I basically meant

I tested the Italian, Hellenic and Brython rebels all in the same file together and it worked. Must be something wrong with a certain civilization, will define again when I find it. (my bets are on the pictish rebels)
 
Hate the Picts! :mad:
 
I have to do something to counter-weight my super-cute avatar, not? ;)
 
:) I tested Gaul, it works... the chance of it being the picts is now 25%... I will soon add 9 new tiles into the map which live in the place where no galley has ever been: Russia. Where the rebels can wander around in solitude and nobody will ever know they exist (apart from the Barbarian double holy city just to the east...)
 
I'm not so sure you need to add those islands. And one island would be sufficient in any case. I'm not even sure we need a land tile because the units will be killed off immediately anyway. ;) (Unless you wanna prevent the rebels from having contact with each-other.)
 
good point... just kill em... If we do have any problems though... we may have to kill them just before they are meant to appear as to avoid the bug with the last civ to be killed...

numidian rebels work... just nubian, germanic and PICTISH to go... 33.33% chance of picts being the problem
 
I just confirmed it is in fact the picts... why did I have to test them last???

I will check all aspects of it and then I'm done however don't we need to wait for asaf's DLL to come through before we can do anything
 
Make sure that its the Pictic Civ that is causing it - and not using the last available slot! (Isn't that reserved for the Barbarians anyway?)
 
I put the picts in the 16th slot and it didn't work so it must be the picts themselves (if it was reserved for barbs then the 18 civ world senario included with BTS would not work...)

EDIT: I mispelt pictish in the civilizationinfos.xml (spelt it Pictsh):lol: I think when I made the slaves I deleted the pictish rebels so when I remade them I must have spelt it wrong... It now works... Next up moving spawn points to the sea and making them all minor...

:c5happy:
 
ok I played a turn just to see what happens to them and becuase they are minor you then have contact automaticly and you get the pop-up message saying that all 8 of them are dead...

I am going to try and remove their contact tags in the WBS so that nobody ever meets them...


EDIT: impossible, the WBS will ALWAYS make it so that they know everybody... Ay idea on how to make it so they; die quietly?


:c5unhappy:
 
I think that the dead-messages are global and not dependent on any contact with anyone else.

We probably need to figure out how to make the dead from the get-go, so that the death event doesn't even trigger...

Unfortunately I don't have the experience required, so I don't have all the answers. :p
 
mayee another person will stroll by...

in anycase will you be carrying on with this for when I need a new version of the rebels and powers etc for Jamie's Medieval Mod (JMM) and Jamie's Fall of Rome (JFoR)?

JFoR: will not need anything new rebel wise but will need name changes and swaps (of course it will use new powers and a couple of features I may need)

JMM will need some new features added to the rebels regarding religious Rebellions (ooo yay!) and of course; new powers!

so what do you say? of course it will be a whole lot easier now we have the current rebels set up!

it will still be a long time untill they are set up as units, buildings, the entirly new civic option (JFoR), civs and first drafts will need to be accomplished first. (and before I start JRM1.3 must be finished)
 
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