True Alternative Leaders

I wonder if you can make it so that when you select the options for random civs when starting up a game, it never picks two of the same civilizations.
 
I was also thinking about that. In my opinion, it would be better if there was an option you check when setting up the game "Allow Multiple Leaders", because there might be some people who want to have the same civ multiple times.
 
Sorry JFD... :(

Confirmed for being my twin... :p don't you have EUI?!
Also, I assume this isn't compatible with really advanced setup?
 
When we enter a new game are we going to see one civilization or we can also see same civilization but different leaders ? If there is not could you make an option for that in the setup screen ?
 
Bug: It looks like the Civilization Selection screen will enable you to choose Civs with the Playable tag set to 0/false.

You sure? Works for me.

Confirmed for being my twin... :p don't you have EUI?!
Also, I assume this isn't compatible with really advanced setup?

No, it works fine as far as I tested.

I wonder if you can make it so that when you select the options for random civs when starting up a game, it never picks two of the same civilizations.

I won't, and probably can't, change what civs are chosen in-game for other players.
 
Updated.

  • [*}Thanks to Sukritact, can now specify a distint group in the DervivativeCiv tag. See instructions in OP for details.
  • Fixed issue with Cultural Diversity support.
  • Added the ability to sort by Culture Type,
 
Tested with the latest version and confirmed that Civs set to Playable 0/false can be selected if they belong to a DerivativeCiv which is Playable 1/true. However, it will properly exclude Civs which have Playable 0/false and are also not set to be the DerivativeCiv of another one which is playable. The Advanced Setup screen also works fine in this regard; it's only the Select Civilization screen which does this.

I wonder if you can make it so that when you select the options for random civs when starting up a game, it never picks two of the same civilizations.

You can do this using Really Advanced Setup with the Civ Groups mod-mod.
 
Now this might be a stupid question, but since this also changes the selection screen for vanilla games, will it count as using a mod for getting achievements? I assume not, since I didn't technically activate a mod, but I'd like to be sure.
 
Tested with the latest version and confirmed that Civs set to Playable 0/false can be selected if they belong to a DerivativeCiv which is Playable 1/true. However, it will properly exclude Civs which have Playable 0/false and are also not set to be the DerivativeCiv of another one which is playable. The Advanced Setup screen also works fine in this regard; it's only the Select Civilization screen which does this.

Ah, will see if I can fix this.

Now this might be a stupid question, but since this also changes the selection screen for vanilla games, will it count as using a mod for getting achievements? I assume not, since I didn't technically activate a mod, but I'd like to be sure.

You can still get achievements with this.
 
I wonder if you can make it so that when you select the options for random civs when starting up a game, it never picks two of the same civilizations.

I won't, and probably can't, change what civs are chosen in-game for other players.

What you've already done is fantastic, but it would be even better if someone could do that, though I'm guessing it's a DLL change.

One question from me - I'm wondering if there could be "DerivativeCiv" decisions and events?
 
One question from me - I'm wondering if there could be "DerivativeCiv" decisions and events?
Certainly:

Spoiler :
Code:
local Event_ItalianStatesPatronage = {}
	Event_ItalianStatesPatronage.Name = "TXT_KEY_EVENT_ITALIANSTATESPATRONAGE"
	Event_ItalianStatesPatronage.Desc = "TXT_KEY_EVENT_ITALIANSTATESPATRONAGE_DESC"
	
	Event_ItalianStatesPatronage.tValidCivs =	{}
	for row in GameInfo.Civilizations() do
		local s_LoopCivGroup = row.DerivativeCiv or row.Type
		if "TXT_KEY_JFD_TAL_ITALIAN_STATES" == s_LoopCivGroup then
			Event_ItalianStatesPatronage.tValidCivs[row.Type] = true
		end
	end


	Event_ItalianStatesPatronage.Weight = 20
	Event_ItalianStatesPatronage.CanFunc = (
		function(pPlayer)
			if pPlayer:GetCurrentEra() ~= GameInfoTypes.ERA_RENAISSANCE then return false end
			if load(pPlayer, "Event_ItalianStatesPatronage") == true then return false end
			local sCivType = GameInfo.Civilizations[pPlayer:GetCivilizationType()].Type
			return Event_ItalianStatesPatronage.tValidCivs[sCivType]
		end
		)

for iSlot = 0, GameDefines.MAX_MAJOR_CIVS-1, 1 do
	local slotStatus = PreGame.GetSlotStatus(iSlot)
	if (slotStatus == SlotStatus["SS_TAKEN"] or slotStatus == SlotStatus["SS_COMPUTER"]) then
		local iCiv = PreGame.GetCivilization(iSlot)
		local sCiv = GameInfo.Civilizations[iCiv].Type
		if Event_ItalianStatesPatronage.tValidCivs[sCiv] then
			tEvents.Event_ItalianStatesPatronage = Event_ItalianStatesPatronage
			break		
		end
	end
end
 
I think I might have found some sort of mod conflict or bug here. When a mod with this activated with TPangolin's Australia Civ, the Civilopedia was messed up.

Here's the part from the Lua.log file:
Code:
[25488.828] Runtime Error: C:\Users\Admin\Documents\My Games\Sid Meier's Civilization 5\MODS\Hyperdimension Neptunia - Core Files (v 1)\Lua\Replacements\CivilopediaScreen.lua:7198: attempt to index field '?' (a nil value)
stack traceback:
	C:\Users\Admin\Documents\My Games\Sid Meier's Civilization 5\MODS\Hyperdimension Neptunia - Core Files (v 1)\Lua\Replacements\CivilopediaScreen.lua:7198: in function 'DisplayList'
	C:\Users\Admin\Documents\My Games\Sid Meier's Civilization 5\MODS\Hyperdimension Neptunia - Core Files (v 1)\Lua\Replacements\CivilopediaScreen.lua:273: in function 'SetSelectedCategory'
	C:\Users\Admin\Documents\My Games\Sid Meier's Civilization 5\MODS\Hyperdimension Neptunia - Core Files (v 1)\Lua\Replacements\CivilopediaScreen.lua:7758: in function <C:\Users\Admin\Documents\My Games\Sid Meier's Civilization 5\MODS\Hyperdimension Neptunia - Core Files (v 1)\Lua\Replacements\CivilopediaScreen.lua:7745>

Note it still happens with the Civilopedia part of the mod. I haven't tried this with the Civ Selection files you have, though.

Here's the mods I used:
[61832.953] MapLabels: Installed mods:
[61832.968] MapLabels: *ENABLED: [BNW] - Colonialist Legacies - Australia (v 3) 03934433-eafb-4ec5-a481-ed72a16b1990
[61832.968] MapLabels: *ENABLED: Quick Turns (v 10) 0410e638-98da-4d02-930a-daf4c3a120ef
[61832.968] MapLabels: *ENABLED: Ingame Editor (v 39) 170c8ed1-b516-4fe2-b571-befeac39d220
[61832.968] MapLabels: *ENABLED: Hyperdimension Neptunia - Lastation mk2 (v 3) 2ac21d6c-88fb-4545-b88c-9e7438c26628
[61832.968] MapLabels: *ENABLED: Really Advanced Setup (v 15) 34feb829-33fb-4241-956f-462e6877e070
[61832.968] MapLabels: *ENABLED: Super Mario Bros. - The Koopa Troop (v 2) 4856ae03-dde5-43bd-8afc-ad98e6c25352
[61832.968] MapLabels: *ENABLED: Gibraltar, Reef, and Krakatoa Fixes (v 101) 69a59cfc-6df8-4e46-9d81-de551804925d
[61832.968] MapLabels: *ENABLED: Hyperdimension Neptunia - Core Files (v 2) 7790caac-36b6-4748-beeb-0a3fbba8b863
[61832.968] MapLabels: *ENABLED: JFD's The Kingdom of Sardinia-Piedmont (v 1) 8c4344a8-5539-4e28-bf67-35bdb2b0d57a
[61832.968] MapLabels: *ENABLED: Stan Pines' Gravity Falls Civilization (v 8) 8e886fd7-1fe5-46a5-9c34-015e4dc24a8e
[61832.968] MapLabels: *ENABLED: Hyperdimension Neptunia - Leanbox (v 6) a5165ba5-6afc-4111-bcf9-b8f47f13f82d
[61832.968] MapLabels: *ENABLED: JFD's Civilopedia (v 1) bbaaa06e-3dcf-4480-b9ed-ddea6200e19b
[61832.968] MapLabels: *ENABLED: Music Changer (v 2) c12bdc20-b6f7-4547-a9b8-f6ac4c1bcfeb
[61832.968] MapLabels: *ENABLED: Spongebob Squarepants: Mr. Krabs and the Krusty Krab Civilization (BNW Only) (v 5) d29ccc5e-53d8-47e3-9215-d58183f04f7e
[61832.968] MapLabels: *ENABLED: JFD's The Dominion of New Zealand (v 1) e2c1842b-c584-4364-b449-80aa2f93a5aa
[61832.968] MapLabels: *ENABLED: Map Labels (v 6) e576894a-ed2b-4033-be14-ed1c8ceb81d3
 
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