Scenario Design Contest

I like loocas' idea a lot but I think that we should make seperate scenarios. I wouldn't like to have to lose any of your ideas if we tried to work together and I think that it would go better if we had two seperate scenarios because our ideas are sort of different.

It also looks like your idea is more of a normal civ game with cities and seperate civs while mine is a dungeon. The time frames also look different so perhaps they could go in order. Yours being the time during which Perp first orders the carnies around and mine is once the voices are calmed for a bit and they finally go for an assault inside the tower of eyes.
 
Of course I am interested in this, too. Good outlet for some of the unused ideas from the DA mod.

It would be really helpful if someone could work up a sample of a separate python file to dump all of the scenario .py stuff into. I have had little luck getting my custom py files to ever work. They never seem to link in correctly or get activated.

Anyway, this would be a much cleaner way for Kael et al to evaluate the dozens of scenarios that will get submitted. It there a way to make ALL of the custom scenario stuff modular, so that it won't overwrite the FfH2 main files but, instead, just replace it?

Kind of bummed that we can't add new sounds, units, or other assets but, yeah, if we did that Vehem would just win. :)

Anyway -- would it be possible to get a little guidance from soem of you more experienced modders? Thanks!
 
I'm all for modularity, unless you guys make the installation fail proof.
 
That's the idea I started with. The reason I changed is because I feel that if things take place purely in Perp's head, then the act of the player overcoming the challenges suggests that Perp's defeating the voices. We know that's very much not the case. If there were a way for the scenario's mechanics to show that he still suffers from the people in his head after the player has won, then I'd be all for it. Having other local civs play the roles of the voices suggests that he's confronting them, but not exorcising them, at the expense of others. The "plot" of my scenario is that Perp influences the carnies to attack the golems, but is distracted by voices so uses the carnies to attack the locals whom he mistakes for the voices.

thats a good point. hadnt quite thought about that :p lol
 
I like loocas' idea a lot but I think that we should make seperate scenarios. I wouldn't like to have to lose any of your ideas if we tried to work together and I think that it would go better if we had two seperate scenarios because our ideas are sort of different.

It also looks like your idea is more of a normal civ game with cities and seperate civs while mine is a dungeon. The time frames also look different so perhaps they could go in order. Yours being the time during which Perp first orders the carnies around and mine is once the voices are calmed for a bit and they finally go for an assault inside the tower of eyes.

I agree. You're right that they could go in order. It think it will be a cool dungeon, all golemy and such.

thats a good point. hadnt quite thought about that :p lol

Hmm... now I'm thinking that psychic llamas could make a pretty interesting addition to Perp's scenario... :p
 
Stupid question, but here goes. I have an idea for a scenario, but no idea of where to begin. I did a quick search in the forums but didn't find a basic guide. I have no problems messing with python, but are there pointers for where to change what? The pieces I assume are:

1. Create map and place units (how do we do this? Start a new game and open Worldbuilder?)
2. Create the new units & improvements in HTML (again I assume we will just add to the bottom of the HTML that Kael setup, which will get overridden if a new patch or scenario is tried out). Also edit the two event files to create events that only happen if triggered by python.
3. Change the python in ScenarioFunction.py to trigger events and spawn enemies. (This one I know how to do).

Also where are all the pieces in the HTML so that we can look at what has been done already. I know of the following:
1. ScenarioFunctions.py
2. Scenario folder (don't know how to look at what is inside those)
3. Civ4GameText_FFH.XML
4. Event Files
5. ???
 
I started a scenario (inspired by Civ2 scenario Prince of Darkness by Techumseh - http://csc.apolyton.net/scenarios/prince.shtml ), but I am running into a few issues, some of which have to do with the constraints listed here. I don't really care for the contest and might end up making a modmod instead, but I'd rather not and I believe some of the points may be interesting for others.
I've been working with the patch "c" version, then been internet less for two weeks, so a few things may be obsolete as I haven't had time yet to check the latest patch.
Some are minor remarks, some are more serious issues:

- Determining scenario name: Instead of using a specific enum, I just check for my WBSave name. This is more flexible and would allow several winners for the contest (but expanding the enim would work too).
- setFoundDisabled doesn't prevent the barbarians from spawning cities in the Cult scenario.
- I can't seem to access getName() for units. I can make do with getID() but that leads to some problems regarding save/open. Am I doing something wrong or is only setName available from Python? I guess I could use pUnit.scenarioCounter().
- onUnitMove seems to never get called. I suppose it'd slow down the game too much? I can work around using warning posts, but these are improvements, which means it's not practical when I'd like an atRange from a city. I can circumvent this by checking all units in given plots every turn, but would like to be sure that onUnitMove is indeed disabled, so I'm not doing something complex for no good reason.
- Ring of Carcer and Goblin Forts are a problem with the worldbuilder: I create a map, put a Ring, save, quit, load, save, and every save in the WB adds one Brigit in the Ring. Same with goblin archers in the forts. It's possible to delete them by manually editing the WBSave but I don't know whether I should put zero or one of Brigit in the WB file, as I don't know if the duplication is made on open or on save?
-I'm trying to use a big unit or "something" to make a tile impassable until "something" happens. I thought using a held Meshabber of Dis would do (the tile being "the Gates of Dis"). The beast seems to vanish after one or two turns of play however. I can use something different, but wonder why the Meshabber disappears. Particularly because I'd like him to appear/be unheld late game by scripting, and if he vanishes immediately afterwards, it won't work.
-I suppose I can't get a regular nuke effect out of a new (one use) spell with the constraints? I'll have to kill units by python instead?
-Is there a way to give a city to a player? I want a barbarian city to 'surrender' when a player comes near. I currently do it by killing all units in it, gifting a unit to the player nearby, popping up some text, and hoping he won't be stupid and will take the city. But this leads to discontent and may have side effects like destroying some buildings (I know I could add them back in the onCityTaken(?) function). Funny thing is, I tried to kill all the barb units in the city, then put one player unit in the city, and when I do that, the barbs don't die and no unit is created, no error is reported either. If I don't put a new unit in the city but beside it, the player can take it easily. Any ideas about how to better do this?
-Another question, does the ai know how to do MASSIVE sea attacks? The goal of the scenario is to prevent Infernals from conquering the world, so if the player fails, they should conquer it. But there are seas and other such obstacles. In his Civ2 scenario, Techumseh would create lots of flying hyper strong untis with almost infinite range. I can definitely spawn hordes of flying promoted combat boosted demons, or spawn them from everywhere, but I'd rather have them board ships. However I am not sure that, if I spawned one transport ship per turn in every coastal city and a good amount of troops, the ai would use them to actually kill the other players. Can I trust the ai? If not, is it possible to give the various units orders to attack every city by sea and see them actually perform the orders? I don't think there's a ATTACK_SEA_LEMMING ai?

In addition to this, I had to do a few changes outside the sf file:

- I'd like to keep some persistent data, so save/load would be nice to use. I don't know of mods that use this function however, so I am not sure whether it works. The way I envisoned this requires the ScenarioFunction class to actually hold some data, which means it has to be a singleton... Actually, it would probably be much easier to use if it was a singleton created by a factory which decides which subclass to use based on the scenario instead of doing "if" in every function.
I suppose I can use the ScenarioCounter though, but what type is this? I have one side quest (and ideally one more per playable nation but I'll probably not get there anytime soon), so I'd use it as a bitfield. Is it 32 bits? 64? Mind you I can probably get around most of this (except a hidden delay counter) with setPythonActive on some plots.

- I tried to factor the Mercurian gate effect into a function. It's just to avoid copy-paste, I can do it without modifying the events py, but it's not as clean as making it a function. (I just wanted the Mercurian Gate to be created by an event with a choice from the player, but the player can't take control of the Mercurians.)

- onUnitKilled doesn't pass the attacker to sf. I must shamefully admit that I use this to prevent NPCs from killing one unit which the storyline says can only be killed by the player. The issue is that I can balance land units easily enough, but ships are much much harder to balance: They all have about the same strength, and even a heroic buccaneer combat1 frigate manages to get killed by nasty Lanun triremes :( If I boost the ship too much, the player's ship, which is supposed to be the best in the game, will then have trouble beating it (unless you play a nation that has access to fireball/maelstrom or such spells that can damage the other ship a little bit first).

- I start the game with Hyborem alive and well, in the fabled city of Dis. I want him to grow a bit by conquering some independant cities. Right now, these cities are barbarians. I come across a few problems with barbarians however:
--Hyborem doesn't attack them. He just moves along like they were old friends. How can I force him to be at war with them?
--I suppose I'll probably have to convert the Riders and other nasty Armageddon Counter spawned units to be under Hyborem control. Any better way than checking all barb units on the start of every turn?
--Also, is there a possibility to change the graphics of some barbarian archers so they aren't orcish? I can use barbarian bloodpets to avoid having orcish warriors, or elven archers instead of goblin archers, but I'd rather have some regular-looking (Bannor?) models. Is there a way to do this in the constraints of the scenario?

Last, a small question about war/peace. I've seen it's possible to control the war/peace by scenario, be permanent or not, but I'd like some playres (Hyborem, Sheaim, Illians) to be permanently at war against everyone else (including the barbs), and the other nations to be able to declare war on each other if they want to. The idea is its better to cooperate, but if you're the Bannor and your Calabim neighbours want to declare war on you, they can, so you'd better be at least a little diplomat. If someone has been nice enough to read to this point, do they have a hint for this too?

Sorry for the length of the post, and thanks again Kael and team for this great mod.
 
By the way, I have the first part of the scenario done (about 100-150 turns, depending on which civ one plays - they are not balanced yet, and some will definitely never be balanced so they are more challenging to play). I would like to knwo if anyone with decent art skills could do me some pictures?
I can make some with copy-paste and grabbing some in-game images, but it's long and not necessarily beautiful.
I need pictures of a pirate ship and a floating castle to go with some text popups.

And what's the best width for images that get popped up in the scenarios? I picked 600px, but it's a bit short.
 
Ring of Carcer and Goblin Forts are a problem with the worldbuilder: I create a map, put a Ring, save, quit, load, save, and every save in the WB adds one Brigit in the Ring. Same with goblin archers in the forts. It's possible to delete them by manually editing the WBSave but I don't know whether I should put zero or one of Brigit in the WB file, as I don't know if the duplication is made on open or on save?
Start these improvements without any units placed.
The beast seems to vanish after one or two turns of play however. I can use something different, but wonder why the Meshabber disappears. Particularly because I'd like him to appear/be unheld late game by scripting, and if he vanishes immediately afterwards, it won't work.
The barbarian player sometimes deletes units it doesn't think are needed. It's annoying for scenarios, though good for improving performance. Perhaps if you placed a neutral unit that is at war with the barbarians nearby and held both, it would consider the held unit important enough to keep around.
Another question, does the ai know how to do MASSIVE sea attacks?
I don't think so. It can and will do sea invasions, but rarely on a scale needed to harm a player's empire, I think. If you want, you could consider using a land bridge between the continent with some burning sands at choke points so only the infernals could pass that way. But probably you don't want that for aestetic reasons.

- I start the game with Hyborem alive and well, in the fabled city of Dis. I want him to grow a bit by conquering some independant cities. Right now, these cities are barbarians. I come across a few problems with barbarians however:
--Hyborem doesn't attack them. He just moves along like they were old friends.
Well, they are. There's a way, I'm sure, to script him into war with barbs. Another option would be to add another non-playable civ that starts with cities, at war with Hyborem, and no units.
--Also, is there a possibility to change the graphics of some barbarian archers so they aren't orcish? I can use barbarian bloodpets to avoid having orcish warriors, or elven archers instead of goblin archers, but I'd rather have some regular-looking (Bannor?) models. Is there a way to do this in the constraints of the scenario?
I'm not sure, but mercenaries withcity garrison would probably do the trick?
 
Stupid question, but here goes. I have an idea for a scenario, but no idea of where to begin. I did a quick search in the forums but didn't find a basic guide. I have no problems messing with python, but are there pointers for where to change what? The pieces I assume are:

1. Create map and place units (how do we do this? Start a new game and open Worldbuilder?)
2. Create the new units & improvements in HTML (again I assume we will just add to the bottom of the HTML that Kael setup, which will get overridden if a new patch or scenario is tried out). Also edit the two event files to create events that only happen if triggered by python.
3. Change the python in ScenarioFunction.py to trigger events and spawn enemies. (This one I know how to do).

Also where are all the pieces in the HTML so that we can look at what has been done already. I know of the following:
1. ScenarioFunctions.py
2. Scenario folder (don't know how to look at what is inside those)
3. Civ4GameText_FFH.XML
4. Event Files
5. ???

You don't get to 'add' new units in the traditional sense of the word (No modifications to those particular XML files) all you can do is modify them via 'on built' type stuff or by pre-creating them in WB.

The functions in ScenarioFunctions.py are primarily called from the EventHandler.py (At least, for the entry point style functions). It's a pretty random grab-bag of stuff that only allows access to the code in the places the 'official' scenarios got it. The event files for RANDOM events are fine (Though I'm not sure why you are referring to these things as HTML, did you mean XML?)
 
- I can't seem to access getName() for units.
You have both getName() which give you the name with type in () afterwards and getNameNoDesc() which tell you the name without the type. Why do you say you can't access it? You should be able to...


- onUnitMove seems to never get called. I suppose it'd slow down the game too much?
Exactly.

-Is there a way to give a city to a player?
CyPlayer, acquireCity(CyCity pCity, BOOL bConquest, BOOL bTrade)

-Another question, does the ai know how to do MASSIVE sea attacks? ... Can I trust the ai? If not, is it possible to give the various units orders to attack every city by sea and see them actually perform the orders? I don't think there's a ATTACK_SEA_LEMMING ai?
It can happend. Don't expect it to.
You can make your own code for forcing the units to attack oversea when you think the time is right, but it won't be easy. You need to use CySelectionGroup pushMission(MissionType eMission, INT iData1, INT iData2, INT iFlags, BOOL bAppend, BOOL bManual, MissionAIType eMissionAI, CyPlot pMissionAIPlot, CyUnit pMissionAIUnit). A lot.


- I start the game with Hyborem alive and well, in the fabled city of Dis. I want him to grow a bit by conquering some independant cities. Right now, these cities are barbarians. I come across a few problems with barbarians however:
--Hyborem doesn't attack them. He just moves along like they were old friends. How can I force him to be at war with them?
CyTeam declareWar(TeamType eTeam, BOOL bNewDiplo)


Last, a small question about war/peace. I've seen it's possible to control the war/peace by scenario, be permanent or not, but I'd like some playres (Hyborem, Sheaim, Illians) to be permanently at war against everyone else (including the barbs), and the other nations to be able to declare war on each other if they want to. The idea is its better to cooperate, but if you're the Bannor and your Calabim neighbours want to declare war on you, they can, so you'd better be at least a little diplomat. If someone has been nice enough to read to this point, do they have a hint for this too?
You can set which teams a civ should have permanent war/peace with in the scenario file. I don't have time to find out how right now but I'll edit this post in a few hours.

*edit*
After ContactWithTeam=X and AtWar=X (if any) in the scenario file you can add PermanentWarPeace=X and the team will be forced to stay at war or peace with that team.
 
Thanks for the answers.
Unfortnately, I upgraded to patch "l" and the WorldBuilder saves no longer work well: Built cottages, farms, towns, are no longer loaded.
Another issue is merging. I just merged the ScenarioFunctions.py file and it's a real pain.

I suggest a small change along this line:
Replace
Code:
class ScnearioFunction:
by
Code:
def ScenarioFunctions():
	if ('Map-for-Prince-of-Darkness.CivBeyondSwordWBSave' in CyMap().getMapScriptName()):
		return MyScenarioFunctionsSubClass()
	return ScenarioFunctionsImpl()

class ScenarioFunctionsImpl:

Obviously, the if could be different, like
Code:
if gc.getGame().isOption(GameOptionTypes.GAMEOPTION_WB_THE_MOMUS):
or GAMEOPTION_WB_EXTRA...
The good thing is, instead of merging every modified function at each patch, modders would just have to merge their subclass of ScenarioFunctions. Right now, I have to merge doTurn, gameStart, onCityAcquired, onMoveWarningPost, onImprovementDestroyed, onUnitKilled( but I have to add an argument so I'll still have to merge that one I believe). It's not a whole lot, but it's a little bit everywhere in the file and there are conflicts. Using subclasses would make my modifications in a single place and make it very easy to merge.

If you think it's worthwhile, I could refactor the whole file into several classes, one per scenario I believe it would be easier to read and maintain. The risk being I might screw everything by mistake.
 
Sorry, what I wrote wouldn't work since at construction time I can't access the worldbuilder, so it must be deferred in gameStart(self) something like this:
Spoiler :
Code:
class ScenarioFunctionsDefault:
	#All the current code goes here

class ScenarioFunctions:
	def __init__(self):
		self.forward = ScenarioFunctionsDefault()

	def gameStart(self):
		if ('Map-for-Prince-of-Darkness.CivBeyondSwordWBSave' in CyMap().getMapScriptName()):
			self.forward = ScenarioFunctionsPOD()
		self.forward.gameStart()
	
	def cannotResearch(self, ePlayer, eTech, bTrade):
		return self.forward.cannotResearch(ePlayer, eTech, bTrade)

	def cannotTrain(self, pCity, eUnit, bContinue, bTestVisible, bIgnoreCost, bIgnoreUpgrades):
		return self.forward.cannotTrain(pCity, eUnit, bContinue, bTestVisible, bIgnoreCost, bIgnoreUpgrades)

	def doTurn(self):
		self.forward.doTurn()

	def getGoalTag(self, pPlayer):
		return self.forward.getGoalTag(pPlayer)

	def onCityAcquired(self, iPreviousOwner, iNewOwner, pCity, bConquest, bTrade):
		self.forward.onCityAcquired(iPreviousOwner, iNewOwner, pCity, bConquest, bTrade)

	def onCityBuilt(self, pCity):
		self.forward.onCityBuilt(pCity)

	def onCityRazed(self, city, iPlayer):
		self.forward.onCityRazed(city, iPlayer)

	def onImprovementDestroyed(self, iImprovement, iOwner, iX, iY):
		self.forward.onImprovementDestroyed(iImprovement, iOwner, iX, iY)

	def atRangeJungleAltar(self, pCaster, pPlot):
		self.forward.atRangeJungleAltar(pCaster, pPlot)

	def onMoveJungleAltar(self, pCaster, pPlot):
		self.forward.onMoveJungleAltar(pCaster, pPlot)

	def onMoveMirrorOfHeaven(self, pCaster, pPlot):
		self.forward.onMoveMirrorOfHeaven(pCaster, pPlot)

	def onMovePortal(self, pCaster, pPlot):
		self.forward.onMovePortal(pCaster, pPlot)

	def onMoveWarningPost(self, pCaster, pPlot):
		self.forward.onMoveWarningPost(pCaster, pPlot)

	def onReligionFounded(self, iReligion, iFounder):
		self.forward.onReligionFounded(iReligion, iFounder)

	def onTechAcquired(self, iTechType, iTeam, iPlayer, bAnnounce):
		self.forward.onTechAcquired(iTechType, iTeam, iPlayer, bAnnounce)

	def onUnitCreated(self, pUnit):
		self.forward.onUnitCreated(pUnit)

	def onUnitKilled(self, pUnit, iAttacker):
		self.forward.onUnitKilled(pUnit, iAttacker)

	def onVictory(self, iPlayer, iVictory):
		self.forward.onVictory(iPlayer, iVictory)

	def openChest(self, caster, pPlot):
		return self.forward.openChest(caster, pPlot)

	def playerDefeated(self, pPlayer):
		self.forward.playerDefeated(pPlayer)

This works, contrary to the previous snippets I posted. :blush:
 
I'm having trouble getting any python from ScenarioFunctions to trigger at all. I've got Option=GAMEOPTION_WB_EXTRA enabled in my mapscript, and all the python I've added is dependent on
Code:
if gc.getGame().isOption(GameOptionTypes.GAMEOPTION_WB_EXTRA):

What am I missing?

I just realized what's wrong here. It's what's wrong with all the world: Windows Vista. I forgot it doesn't let programs write to the Programs File folder. :mad:
 
Sorry, what I wrote wouldn't work since at construction time I can't access the worldbuilder, so it must be deferred in gameStart(self) something like this:
Spoiler :
Code:
class ScenarioFunctionsDefault:
	#All the current code goes here

class ScenarioFunctions:
	def __init__(self):
		self.forward = ScenarioFunctionsDefault()

	def gameStart(self):
		if ('Map-for-Prince-of-Darkness.CivBeyondSwordWBSave' in CyMap().getMapScriptName()):
			self.forward = ScenarioFunctionsPOD()
		self.forward.gameStart()
	
	def cannotResearch(self, ePlayer, eTech, bTrade):
		return self.forward.cannotResearch(ePlayer, eTech, bTrade)

	def cannotTrain(self, pCity, eUnit, bContinue, bTestVisible, bIgnoreCost, bIgnoreUpgrades):
		return self.forward.cannotTrain(pCity, eUnit, bContinue, bTestVisible, bIgnoreCost, bIgnoreUpgrades)

	def doTurn(self):
		self.forward.doTurn()

	def getGoalTag(self, pPlayer):
		return self.forward.getGoalTag(pPlayer)

	def onCityAcquired(self, iPreviousOwner, iNewOwner, pCity, bConquest, bTrade):
		self.forward.onCityAcquired(iPreviousOwner, iNewOwner, pCity, bConquest, bTrade)

	def onCityBuilt(self, pCity):
		self.forward.onCityBuilt(pCity)

	def onCityRazed(self, city, iPlayer):
		self.forward.onCityRazed(city, iPlayer)

	def onImprovementDestroyed(self, iImprovement, iOwner, iX, iY):
		self.forward.onImprovementDestroyed(iImprovement, iOwner, iX, iY)

	def atRangeJungleAltar(self, pCaster, pPlot):
		self.forward.atRangeJungleAltar(pCaster, pPlot)

	def onMoveJungleAltar(self, pCaster, pPlot):
		self.forward.onMoveJungleAltar(pCaster, pPlot)

	def onMoveMirrorOfHeaven(self, pCaster, pPlot):
		self.forward.onMoveMirrorOfHeaven(pCaster, pPlot)

	def onMovePortal(self, pCaster, pPlot):
		self.forward.onMovePortal(pCaster, pPlot)

	def onMoveWarningPost(self, pCaster, pPlot):
		self.forward.onMoveWarningPost(pCaster, pPlot)

	def onReligionFounded(self, iReligion, iFounder):
		self.forward.onReligionFounded(iReligion, iFounder)

	def onTechAcquired(self, iTechType, iTeam, iPlayer, bAnnounce):
		self.forward.onTechAcquired(iTechType, iTeam, iPlayer, bAnnounce)

	def onUnitCreated(self, pUnit):
		self.forward.onUnitCreated(pUnit)

	def onUnitKilled(self, pUnit, iAttacker):
		self.forward.onUnitKilled(pUnit, iAttacker)

	def onVictory(self, iPlayer, iVictory):
		self.forward.onVictory(iPlayer, iVictory)

	def openChest(self, caster, pPlot):
		return self.forward.openChest(caster, pPlot)

	def playerDefeated(self, pPlayer):
		self.forward.playerDefeated(pPlayer)

This works, contrary to the previous snippets I posted. :blush:


Apparantly we don't like changing the code:

http://forums.civfanatics.com/showthread.php?t=303320
 
Could someone post an example of how to get one's new scenario into the "scenario picker" screen? I have gone through the python and xml files looking for a logical candidate for the code but haven't found it. If someone could even just point me in the right direction by referencing the file that controls the scenario selection, that would be a huge help.

Second, a question/plea to Kael and the team =

I understand that the Scenariocounter function is set up to handle an integer. This is awesome, since this, as well as the unitcounter function, allow reading and writing dynamic information to and from the scenario and -- most importantly -- have the current game status saved as a part of the savegame file. You will recall that I was struggling with this a while back for the DA modmod.

But will these functions handle more than just a single integer? Or even handle an array as an argument? If not, would it be at all possible to tweak the SDK to make these functions handle strings instead of just integers? That change could unlock a huge amount of potential for scenarios.

Thanks!
 
There's a save and load function taking a string in the py api but I've never seen anyone use them.
Did you try putting the WBSave in the same folder as the other scenarios? Otherwise just running the scenario from the screen as all regular scenarios works fine if not better.
 
There's a save and load function taking a string in the py api but I've never seen anyone use them.

And for good reason. They do not seem to work well, if at all. Coordinating this function with my own modmod was something that I eventually just gave up on.

.Did you try putting the WBSave in the same folder as the other scenarios?

I did, but the FfH2 scenario picker screen did not pick it up. I suspect that there is an xml file or py file that sets the structure and options on the picker screen somewhere -- that is what I am seeking.

Otherwise just running the scenario from the screen as all regular scenarios works fine if not better.

Good idea. I will do that for now. I will have to get the custom scenario python stuff to refer to a WB save instead of a scenario designation. It looks like some people have already gotten that to work, though.

Thanks LDiCesare!
 
Okay - I found out how to link my scenario into the picker screen.

Easy once I found the correct file! And I am beginning to suspect that this is just the first implicit obstacle to keep out all but the truly determined. ;)

As for the counter integer limitation, well, perhaps using prime number combinations could accomplish what I am attempting. Gonna need some big primes, though.... :eek:
 
Back
Top Bottom