the problem is that the NPC neanderthal warrior have 3 strength and -75% city attack, to not be overpowered in the early game while the Neanderthal warrior meant for the player have 4 strength (no city penalty) to make it worth making a wonder for.
the problem is that the NPC neanderthal warrior have 3 strength and -75% city attack, to not be overpowered in the early game while the Neanderthal warrior meant for the player have 4 strength (no city penalty) to make it worth making a wonder for.
The point of the building is to make it possible for a Human player to get a Neanderthal unit, or rather to reflect a mixed community exists in this culture.As I have said before the Neanderthal Culture building should not be available to Human Culture players. In fact it should be the default for the Neanderthal player and the whole building and units from it removed.
You're saying that even ones generated now won't load afterwards?The reported problem with pre-made maps not loadings also applies to all worldbuilder files.
If you start a new game - the WBquicksave file that is created can not be loaded. The same happens if you enter WB and save a file- it can not be loaded.
You're saying that even ones generated now won't load afterwards?
Hmm... Thats strange. Question... In the notepad file for a scenario or map what does it say about the barb player?
Those text keys apparently don't exist yet, looks like whoever added those C2C resources to the event got sidetracked halfway through and forgot about it. For that matter, the choices of resources to gift look somewhat questionable to me; I'll take a look when I have time.Have these txt errors, but they shouldnt be unless someone changed these from standard CivIV
The teams have changed as follows, and by fixing it in notepad you should be able to make it work. The next trick will be to find out why it's still assigning bad team indexes in world builder.Here are the WB entries created when starting the game. (40 to 43 same as 44)
Note: in existing scenario maps these are not defined. (the limit was 0 -39.) Adding them makes no difference. I tried.
BeginPlayer
Team=44
LeaderType=NONE
CivType=NONE
Color=NONE
ArtStyle=NONE
Handicap=HANDICAP_NOBLE
EndPlayer
BeginPlayer
Team=45
LeaderType=LEADER_BARBARIAN
LeaderName=TXT_KEY_LEADER_BARBARIAN
CivDesc=TXT_KEY_CIV_INSECTOID_DESC
CivShortDesc=TXT_KEY_CIV_INSECTOID_SHORT_DESC
CivAdjective=TXT_KEY_CIV_INSECTOID_ADJECTIVE
FlagDecal=Art/Interface/TeamColor/FlagDECAL_Skullcrossbones.dds
WhiteFlag=0
CivType=CIVILIZATION_INSECTOID
Color=PLAYERCOLOR_BLACK
ArtStyle=ARTSTYLE_BARBARIAN
PlayableCiv=0
MinorNationStatus=0
StartingGold=0
StartingX=46, StartingY=17
StateReligion=
StartingEra=ERA_PREHISTORIC
RandomStartLocation=false
CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_ANARCHISM
CivicOption=CIVICOPTION_RULE, Civic=CIVIC_OBEDIENCE
CivicOption=CIVICOPTION_POWER, Civic=CIVIC_STRONGMAN
CivicOption=CIVICOPTION_SOCIETY, Civic=CIVIC_PRIMITIVE
CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_COMMUNALISM
CivicOption=CIVICOPTION_MILITARY, Civic=CIVIC_MILITIA
CivicOption=CIVICOPTION_RELIGION, Civic=CIVIC_IRRELIGION
CivicOption=CIVICOPTION_WELFARE, Civic=CIVIC_SURVIVAL
CivicOption=CIVICOPTION_GARBAGE, Civic=CIVIC_NOTRASH
CivicOption=CIVICOPTION_IMMIGRATION, Civic=CIVIC_NOBORDERS
CivicOption=CIVICOPTION_EDUCATION, Civic=CIVIC_IGNORANCE
CivicOption=CIVICOPTION_LANGUAGE, Civic=CIVIC_NO_SPEAK
CivicOption=CIVICOPTION_AGICULTURE, Civic=CIVIC_NOFARM
CivicOption=CIVICOPTION_CURRENCY, Civic=CIVIC_NO_CURRENCY
CivicOption=CIVICOPTION_LABOR, Civic=CIVIC_UNORGANIZED
Handicap=HANDICAP_NOBLE
EndPlayer
BeginPlayer
Team=46
LeaderType=LEADER_NEANDERTHAL
LeaderName=TXT_KEY_CIV_NPC_NEANDERTHAL_DESC
CivDesc=TXT_KEY_CIV_NPC_NEANDERTHAL_DESC
CivShortDesc=TXT_KEY_CIV_NPC_NEANDERTHAL_SHORT_DESC
CivAdjective=TXT_KEY_CIV_NPC_NEANDERTHAL_ADJECTIVE
FlagDecal=Art/Interface/TeamColor/FlagDecal_Neanderthal.dds
WhiteFlag=1
CivType=CIVILIZATION_NPC_NEANDERTHAL
Color=PLAYERCOLOR_NEANDERTHAL
ArtStyle=ARTSTYLE_BARBARIAN
PlayableCiv=0
MinorNationStatus=0
StartingGold=0
StartingX=25, StartingY=10
StateReligion=
StartingEra=ERA_FUTURE
RandomStartLocation=false
CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_ANARCHISM
CivicOption=CIVICOPTION_RULE, Civic=CIVIC_OBEDIENCE
CivicOption=CIVICOPTION_POWER, Civic=CIVIC_STRONGMAN
CivicOption=CIVICOPTION_SOCIETY, Civic=CIVIC_PRIMITIVE
CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_COMMUNALISM
CivicOption=CIVICOPTION_MILITARY, Civic=CIVIC_MILITIA
CivicOption=CIVICOPTION_RELIGION, Civic=CIVIC_IRRELIGION
CivicOption=CIVICOPTION_WELFARE, Civic=CIVIC_SURVIVAL
CivicOption=CIVICOPTION_GARBAGE, Civic=CIVIC_NOTRASH
CivicOption=CIVICOPTION_IMMIGRATION, Civic=CIVIC_NOBORDERS
CivicOption=CIVICOPTION_EDUCATION, Civic=CIVIC_IGNORANCE
CivicOption=CIVICOPTION_LANGUAGE, Civic=CIVIC_NO_SPEAK
CivicOption=CIVICOPTION_AGICULTURE, Civic=CIVIC_NOFARM
CivicOption=CIVICOPTION_CURRENCY, Civic=CIVIC_NO_CURRENCY
CivicOption=CIVICOPTION_LABOR, Civic=CIVIC_UNORGANIZED
Handicap=HANDICAP_NOBLE
EndPlayer
BeginPlayer
Team=47
LeaderType=LEADER_GREEN_MAN
LeaderName=TXT_KEY_LEADER_GREEN_MAN
CivDesc=TXT_KEY_CIV_ANIMAL_BEAST_DESC
CivShortDesc=TXT_KEY_CIV_ANIMAL_BEAST_DESC_SHORT
CivAdjective=TXT_KEY_CIV_ANIMAL_BEAST_ADJECTIVE
FlagDecal=Art/Interface/TeamColor/FlagDecal_Beast.dds
WhiteFlag=1
CivType=CIVILIZATION_ANIMAL_BEAST
Color=PLAYERCOLOR_ANIMAL
ArtStyle=ARTSTYLE_BARBARIAN
PlayableCiv=0
MinorNationStatus=0
StartingGold=0
StartingX=33, StartingY=35
StateReligion=
StartingEra=ERA_PREHISTORIC
RandomStartLocation=false
CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_ANARCHISM
CivicOption=CIVICOPTION_RULE, Civic=CIVIC_OBEDIENCE
CivicOption=CIVICOPTION_POWER, Civic=CIVIC_STRONGMAN
CivicOption=CIVICOPTION_SOCIETY, Civic=CIVIC_PRIMITIVE
CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_COMMUNALISM
CivicOption=CIVICOPTION_MILITARY, Civic=CIVIC_MILITIA
CivicOption=CIVICOPTION_RELIGION, Civic=CIVIC_IRRELIGION
CivicOption=CIVICOPTION_WELFARE, Civic=CIVIC_SURVIVAL
CivicOption=CIVICOPTION_GARBAGE, Civic=CIVIC_NOTRASH
CivicOption=CIVICOPTION_IMMIGRATION, Civic=CIVIC_NOBORDERS
CivicOption=CIVICOPTION_EDUCATION, Civic=CIVIC_IGNORANCE
CivicOption=CIVICOPTION_LANGUAGE, Civic=CIVIC_NO_SPEAK
CivicOption=CIVICOPTION_AGICULTURE, Civic=CIVIC_NOFARM
CivicOption=CIVICOPTION_CURRENCY, Civic=CIVIC_NO_CURRENCY
CivicOption=CIVICOPTION_LABOR, Civic=CIVIC_UNORGANIZED
Handicap=HANDICAP_NOBLE
EndPlayer
BeginPlayer
Team=48
LeaderType=LEADER_GREEN_MAN
LeaderName=TXT_KEY_LEADER_GREEN_MAN
CivDesc=TXT_KEY_CIV_ANIMAL_PREDATOR_DESC
CivShortDesc=TXT_KEY_CIV_ANIMAL_PREDATOR_DESC_SHORT
CivAdjective=TXT_KEY_CIV_ANIMAL_PREDATOR_ADJECTIVE
FlagDecal=Art/Interface/TeamColor/FlagDecal_Predator.dds
WhiteFlag=1
CivType=CIVILIZATION_ANIMAL_PREDATOR
Color=PLAYERCOLOR_NEANDERTHAL_EMPIRE
ArtStyle=ARTSTYLE_BARBARIAN
PlayableCiv=0
MinorNationStatus=0
StartingGold=0
StartingX=34, StartingY=21
StateReligion=
StartingEra=ERA_PREHISTORIC
RandomStartLocation=false
CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_ANARCHISM
CivicOption=CIVICOPTION_RULE, Civic=CIVIC_OBEDIENCE
CivicOption=CIVICOPTION_POWER, Civic=CIVIC_STRONGMAN
CivicOption=CIVICOPTION_SOCIETY, Civic=CIVIC_PRIMITIVE
CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_COMMUNALISM
CivicOption=CIVICOPTION_MILITARY, Civic=CIVIC_MILITIA
CivicOption=CIVICOPTION_RELIGION, Civic=CIVIC_IRRELIGION
CivicOption=CIVICOPTION_WELFARE, Civic=CIVIC_SURVIVAL
CivicOption=CIVICOPTION_GARBAGE, Civic=CIVIC_NOTRASH
CivicOption=CIVICOPTION_IMMIGRATION, Civic=CIVIC_NOBORDERS
CivicOption=CIVICOPTION_EDUCATION, Civic=CIVIC_IGNORANCE
CivicOption=CIVICOPTION_LANGUAGE, Civic=CIVIC_NO_SPEAK
CivicOption=CIVICOPTION_AGICULTURE, Civic=CIVIC_NOFARM
CivicOption=CIVICOPTION_CURRENCY, Civic=CIVIC_NO_CURRENCY
CivicOption=CIVICOPTION_LABOR, Civic=CIVIC_UNORGANIZED
Handicap=HANDICAP_NOBLE
EndPlayer
BeginPlayer
Team=49
LeaderType=LEADER_GREEN_MAN
LeaderName=TXT_KEY_LEADER_GREEN_MAN
CivDesc=TXT_KEY_CIV_ANIMAL_PREY_DESC
CivShortDesc=TXT_KEY_CIV_ANIMAL_PREY_DESC_SHORT
CivAdjective=TXT_KEY_CIV_ANIMAL_PREY_ADJECTIVE
FlagDecal=Art/Interface/TeamColor/FlagDecal_Creature.dds
WhiteFlag=1
CivType=CIVILIZATION_ANIMAL_PREY
Color=PLAYERCOLOR_MAORI
ArtStyle=ARTSTYLE_BARBARIAN
PlayableCiv=0
MinorNationStatus=0
StartingGold=0
StartingX=68, StartingY=8
StateReligion=
StartingEra=ERA_PREHISTORIC
RandomStartLocation=false
CivicOption=CIVICOPTION_GOVERNMENT, Civic=CIVIC_ANARCHISM
CivicOption=CIVICOPTION_RULE, Civic=CIVIC_OBEDIENCE
CivicOption=CIVICOPTION_POWER, Civic=CIVIC_STRONGMAN
CivicOption=CIVICOPTION_SOCIETY, Civic=CIVIC_PRIMITIVE
CivicOption=CIVICOPTION_ECONOMY, Civic=CIVIC_COMMUNALISM
CivicOption=CIVICOPTION_MILITARY, Civic=CIVIC_MILITIA
CivicOption=CIVICOPTION_RELIGION, Civic=CIVIC_IRRELIGION
CivicOption=CIVICOPTION_WELFARE, Civic=CIVIC_SURVIVAL
CivicOption=CIVICOPTION_GARBAGE, Civic=CIVIC_NOTRASH
CivicOption=CIVICOPTION_IMMIGRATION, Civic=CIVIC_NOBORDERS
CivicOption=CIVICOPTION_EDUCATION, Civic=CIVIC_IGNORANCE
CivicOption=CIVICOPTION_LANGUAGE, Civic=CIVIC_NO_SPEAK
CivicOption=CIVICOPTION_AGICULTURE, Civic=CIVIC_NOFARM
CivicOption=CIVICOPTION_CURRENCY, Civic=CIVIC_NO_CURRENCY
CivicOption=CIVICOPTION_LABOR, Civic=CIVIC_UNORGANIZED
Handicap=HANDICAP_NOBLE
EndPlayer
In the team entries the only one that shows up with extra detail is:
The rest just show contact with and at war.
BeginTeam
TeamID=46
Tech=TECH_NOMADIC_LIFESTYLE
Tech=TECH_GATHERING
Tech=TECH_CAVE_DWELLING
Tech=TECH_SCAVENGING
Tech=TECH_TOOL_MAKING
Tech=TECH_DUMMY_NEANDERTHAL
ContactWithTeam=0
ContactWithTeam=1
ContactWithTeam=2
ContactWithTeam=3
ContactWithTeam=4
ContactWithTeam=5
ContactWithTeam=6
ContactWithTeam=7
ContactWithTeam=8
ContactWithTeam=9
ContactWithTeam=10
ContactWithTeam=11
ContactWithTeam=12
ContactWithTeam=13
ContactWithTeam=14
ContactWithTeam=15
ContactWithTeam=16
ContactWithTeam=17
ContactWithTeam=18
ContactWithTeam=19
ContactWithTeam=20
ContactWithTeam=21
ContactWithTeam=22
ContactWithTeam=23
ContactWithTeam=24
ContactWithTeam=25
ContactWithTeam=26
ContactWithTeam=27
ContactWithTeam=28
ContactWithTeam=29
ContactWithTeam=30
ContactWithTeam=31
ContactWithTeam=32
ContactWithTeam=33
ContactWithTeam=34
ContactWithTeam=35
ContactWithTeam=36
ContactWithTeam=37
ContactWithTeam=38
ContactWithTeam=39
ContactWithTeam=40
ContactWithTeam=41
ContactWithTeam=42
ContactWithTeam=43
ContactWithTeam=44
ContactWithTeam=45
ContactWithTeam=46
ContactWithTeam=47
ContactWithTeam=48
ContactWithTeam=49
AtWar=0
AtWar=1
AtWar=2
AtWar=3
AtWar=4
AtWar=5
AtWar=6
AtWar=7
AtWar=8
AtWar=9
AtWar=10
AtWar=11
AtWar=12
AtWar=13
AtWar=14
AtWar=15
AtWar=16
AtWar=17
AtWar=18
AtWar=19
AtWar=20
AtWar=21
AtWar=22
AtWar=23
AtWar=24
AtWar=25
AtWar=26
AtWar=27
AtWar=28
AtWar=29
AtWar=30
AtWar=31
AtWar=32
AtWar=33
AtWar=34
AtWar=35
AtWar=36
AtWar=37
AtWar=38
AtWar=39
AtWar=40
AtWar=41
AtWar=42
AtWar=43
AtWar=44
AtWar=45
AtWar=47
AtWar=48
AtWar=49
RevealMap=0
EndTeam
I noticed that it "adjust" the scenario for multiple players, meaning it adds some team and player sections ieThe teams have changed as follows, and by fixing it in notepad you should be able to make it work. The next trick will be to find out why it's still assigning bad team indexes in world builder.
<!-- 50 = BARBARIAN_PLAYER was 40 - Barbarians -->
<!-- 49 = PASSIVE_ANIMAL_PLAYER was 41- Creatures -->
<!-- 48 = AGGRESSIVE_ANIMAL_PLAYER was 42 - Pretators -->
<!-- 47 = NPC8_PLAYER was 43 - Beasts -->
<!-- 46 = NPC7_PLAYER was 44 - Neanderthals -->
<!-- 45 = NPC6_PLAYER was 45 - Insectoids -->
Can it be because of that?BeginTeam
TeamID=34
ContactWithTeam=34
RevealMap=0
EndTeam
....
BeginPlayer
Team=34
LeaderType=NONE
CivType=NONE
EndPlayer
Possibly. That's pretty strange indeed. But still more important is to ensure that the indexes for the NPC players are established correctly.I noticed that it "adjust" the scenario for multiple players, meaning it adds some team and player sections ie
Can it be because of that?
The teams have changed as follows, and by fixing it in notepad you should be able to make it work. The next trick will be to find out why it's still assigning bad team indexes in world builder.
<!-- 50 = BARBARIAN_PLAYER was 40 - Barbarians -->
<!-- 49 = PASSIVE_ANIMAL_PLAYER was 41- Creatures -->
<!-- 48 = AGGRESSIVE_ANIMAL_PLAYER was 42 - Pretators -->
<!-- 47 = NPC8_PLAYER was 43 - Beasts -->
<!-- 46 = NPC7_PLAYER was 44 - Neanderthals -->
<!-- 45 = NPC6_PLAYER was 45 - Insectoids -->
I'll be looking into this soon but it would help if I knew what the option is supposed to accomplish in the first place. Is it routes upgrading like other improvements? Iirc, Koshling had disabled that ages ago but I'm not sure why. I don't ever remember routes upgrading on their own but that may be due to the option never being on and not realizing there WAS an option.What happened with "Routes_Upgrade" option in A_New_Dawn_GlobalDefines.xml?
It's no longer working for me despite setting it to "1" in both My_Modules and Assets/XML.
Is it being overwritten elsewhere, or has it been broken?
Cheers
The idea was that any time and effort spent building the route existing on the plot was taken away from the cost of building the new route on the plot. Thus the effort to upgrade a route was less than creating a route on a plot with none.I'll be looking into this soon but it would help if I knew what the option is supposed to accomplish in the first place. Is it routes upgrading like other improvements? Iirc, Koshling had disabled that ages ago but I'm not sure why. I don't ever remember routes upgrading on their own but that may be due to the option never being on and not realizing there WAS an option.
I'll take a look. Not sure why this isn't the default behavior in the first place though.The idea was that any time and effort spent building the route existing on the plot was taken away from the cost of building the new route on the plot. Thus the effort to upgrade a route was less than creating a route on a plot with none.
Well... I could probably do something along those lines if I felt it was priority enough. I doubt that by the time I'm ready to put down the project as a whole I'll have had the opportunity to work on this to this degree.Although I do like the idea of routs upgrading similar to the way improvements upgrade but I would have them upgrade if they were on trade routes; just to make things a bit more difficult for you
Land blockades basically. Was a project I just shuffled off to the next version. Bandits (Ruffian units) should have this ability. Agreed. But the trade coding is very complex and doing this without causing tremendous delays in processing is going to make it a major project. Very major.the introduction of bandits to break them in wild areas as well as areas inside your borders which are not in the work area of any of your cities or defensive improvements like watch towers and forts.
I noticed that it "adjust" the scenario for multiple players, meaning it adds some team and player sections ie
Can it be because of that?
For the text files on the WB and scenarios, these numbers would be one off based on what I'm seeing in such files. The TEAMS, if defined, need the same treatment.
Team=49 BARBARIAN_PLAYER
Team=48 PASSIVE_ANIMAL_PLAYER
Team=47 AGGRESSIVE_ANIMAL_PLAYER
Team=46 NPC8_PLAYER (Beasts)
Team=45 NPC7_PLAYER (Neanderthals) - their team is the one getting the extra techs to start with.
Team=44 NPC6_PLAYER (Insectoids)
I really don't know where or how these definitions are getting fouled up. I'll check the globals maybe.
The problem would thus be at the source of the definition of the read loop. I have no idea where this is. As I understand it, everything for wb is handled in python but I have not been able to identify where.Not sure how it will react if it then finds additional civs at the end of the list.