The diplomacy is reset any time a rebel player is revived. So it firstly cancels all deals, then signs peace deals with everyone except its major civ counterpart - with whom it declares war (unless already at war).@ baldyr: presumably the razing thing is about minor to major so what about the diplo reset?
Yeah? How are they put where they are? Can't you simply delete their starting location coordinates in the player entries?but it is impossible... The rebels cannot simply be stoped from spawning.. (the units are not put there but spawn there) I have tried this.. so It is either remove rebels from game or keep them where they are... (removing will cause errors like the ones incountered with the j's code...)
unless you have another suggestion?
Yeah, its the one generated from CvPlayer::setAlive. The problem is that the WBS has 10 "rebel" Civs that really aren't present on the map - unless a rebellion is taking place. This causes 10 such messages to be displayed after the initial turn - once the game realizes that those players are dead (or when the pre-placed units outside of the playable portion of the map are automatically deleted one turn later).Regarding the message - I don't really understand the scenario or the problem. Are you talking about the message that appears when a Civ is destroyed? What's the problem?
No, I never said that. The bullet seems to be added to all in-game text messages. So the dirty solution of simply replacing the message string with an empty string would probably just cause 10 bullets to appear at the top of the interface on the first turn. I don't know if j_mie6 ever tried it though?I looked at the code that displays the TXT_KEY_MISC_CIV_DESTROYED message, and there's no bullet added there.
hm... I think I had tried that before but I will take another look soon!