Single Player bugs and crashes v36 plus (SVN) - After the 24th of October 2015

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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.
 
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.
 
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.

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.
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.
So what I've done now is I've taken Human culture away from the PC AND NPC neanderthal players and given them automatically the Neanderthal Culture autobuilding, which gives the Neanderthal Culture Resource that is required for most all Neanderthal units. The building of the Neanderthal Embassy gives access to the unique HN Neanderthal Warrior (which is NOT something the Neanderthal players, PC nor NPC gets.) That unit requires the Embassy itself. However, the Embassy also gives the Culture Resource and thus gives access to all the new coming neanderthal units.

It will seem imbalancing on a few levels but it shouldn't be too bad. The Neanderthal player get's a lot of benefit from this but suffers a research penalty. The NPC does as well but that's all they can train and their buildings will be very limited. The player who builds the Embassy gets a LOT of benefit from the embassy but it's temporary as it obsoletes at Sedentary Lifestyle.

The units are going to take a little extra work. They are going to be Neanderthal, rather than Human by UnitCombat and that should limit the promotions they can select in some slightly painful ways. So they may get a bit more strength but their ability to master certain skills will be limited.

I'm also thinking we should NOT allow Neanderthals to have any throwing or distance units at all. Keep them 100% melee and limited to elephants and mammoths for mounts for the most part.
 
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.
 
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?

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
 
Last edited:
Have these txt errors, but they shouldnt be unless someone changed these from standard CivIV
 

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Have these txt errors, but they shouldnt be unless someone changed these from standard CivIV
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.
 
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
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 -->
 
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 noticed that it "adjust" the scenario for multiple players, meaning it adds some team and player sections ie
BeginTeam
TeamID=34
ContactWithTeam=34
RevealMap=0
EndTeam
....
BeginPlayer
Team=34
LeaderType=NONE
CivType=NONE
EndPlayer
Can it be because of that?
 
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?
Possibly. That's pretty strange indeed. But still more important is to ensure that the indexes for the NPC players are established correctly.
 
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 -->

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.
 
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
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 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.
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.

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:mischief: There are a number of things I would like to see done with trade routes, including 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.
 
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 take a look. Not sure why this isn't the default behavior in the first place though.

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
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.

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.
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.
 
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?

It does that for single player also. You always get the max number of slots put in the file.


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.

That's because the civs are numbered 0-49. 0 beimg the human player.

All teams are created by WB even those that are not used. So if I have a game with 7 civs:

0 is my civ.
1 to 6 the AI civs.
7 to 39 would be empty civ slots. (when the limit was 40 civs.

Not sure how it will react if it then finds additional civs at the end of the list.
Your new 40 to 49. Probably just crash. I'll try it and report back.

EDIT

As I suspected - you get a "failed to read worldbuilder file" message.
 
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Not sure how it will react if it then finds additional civs at the end of the list.
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.

EDIT: I've been doing some auditing. Technically, the maximum number of players is 51, thus 50, thus Barbarians should be player(and team) 50. The list counts from 0 even in the save so it IS saving the actual player and team ID as they show in the DLL.

As Pit has observed, the barbarian team, which has ALWAYS been = to the same number as MAX_CIV_PLAYERS (well... I returned it to this with this update whereas the first attempt to split and all the problems that came with it had everything to do with the core expecting this to be true and not finding it to be so.)

So I really don't know why the barbarian team is not saving. Otherwise the save appears correct.
 
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