spawn year?

eeveebreeder

Chieftain
Joined
Jul 8, 2009
Messages
19
i've seen in sum modmods that civs have slightly different spawn years how would i do that?
ty for ur replies :D
 
I changed the roman spawn year and I delayed it after 600AD
now for the 3000BC it works all fine but when I start the 600AD scenario I lose the first turn...what should I do to make it work?
 
I changed the roman spawn year and I delayed it after 600AD
now for the 3000BC it works all fine but when I start the 600AD scenario I lose the first turn...what should I do to make it work?
The Python code has special exceptions for the 600AD start regarding everything from starting gold and stability, to what UHVs already have failed by that date. My best guess is to look in RiseAndFall.py (look for comments on "late start condition").

edit: I think I found it: look for tIsActiveOnLateStart at the very end of Consts.py - you need to enable Rome by changing the 8th 0 (zero) to 1.
 
edit: I think I found it: look for tIsActiveOnLateStart at the very end of Consts.py - you need to enable Rome by changing the 8th 0 (zero) to 1.

I've already tried but it doesn't work...I've changed the starting gold, the techs and anything that could be changed in the RiseAndFall.py but nothing...
(a small question: which is the difference between # and ##? Is ## a comment like #?)
 
I think I found something in the RiseAndFall.py...
there is a function named

def create600ADstartingUnits( self ):

so I tried to add rome in there like the other civs and i wrote

if ( pRome.isHuman() ):
utils.makeUnit(iSettler, iRome, tCapitals[iRome], 1)
utils.makeUnit(iWarrior, iRome, tCapitals[iRome], 1)

but it keeps giving me errors...
 
I just noticed that when I play the 3000BC scenario i get the "new civ popups" even during the autoplay...but the first that I get is the one for Ethiopia...could it mean that the game "thinks" that I already spawned? I'm searching in all the py files but as far as now i found nothing ):
 
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