sman1975
Emperor
Hi, everyone!
I'm building a mod that lets you play a WW2 scenario on any map, with 20 custom Civs included, along with a few other game changes to make the scenario feel more consistent/coherent.
I'm trying to let the player select their desired civ (either a new custom or normal game civ), then "force" the rest of the AI civs in the game to come from the rest of the 20 custom civs.
I've tried several approaches, including replacing Advanced Setup, KillUnits+KillCities+AddPlayer, and SetCivilization+SetLeaderType+SetPlayerColor. None have really worked well.
I'm currently leaning towards the last solution, which replaces the AI Civ/Leader/colors but it has 2 basic problems: After the replacement (which occurs at SequenceGameInitComplete), the game still uses the original leader's Diplo screen, and the civ cultural boundary colors on the minimap retain the original civ's player colors.
I've noticed if I save the game after the first turn, then reload the game, the leader and the minimap boundary colors magically become the replaced leader/colors - which means they are "correct" for the scenario. Obviously, this isn't good enough.
Question: does anyone know how to "replace" an AI civ with a new AI civ at game start?
Thanks!
Ps - I was favoring this approach as it didn't interfere with normal game setup, meaning Really Advanced Setup compatibility.
Pss - I've avoided other AI replacement solutions, mainly due to the caching problem up front, as is so thoroughly analyzed here: https://forums.civfanatics.com/thre...e-difficulty-list-in-basic-game-setup.519367/
I'm building a mod that lets you play a WW2 scenario on any map, with 20 custom Civs included, along with a few other game changes to make the scenario feel more consistent/coherent.
I'm trying to let the player select their desired civ (either a new custom or normal game civ), then "force" the rest of the AI civs in the game to come from the rest of the 20 custom civs.
I've tried several approaches, including replacing Advanced Setup, KillUnits+KillCities+AddPlayer, and SetCivilization+SetLeaderType+SetPlayerColor. None have really worked well.
I'm currently leaning towards the last solution, which replaces the AI Civ/Leader/colors but it has 2 basic problems: After the replacement (which occurs at SequenceGameInitComplete), the game still uses the original leader's Diplo screen, and the civ cultural boundary colors on the minimap retain the original civ's player colors.
I've noticed if I save the game after the first turn, then reload the game, the leader and the minimap boundary colors magically become the replaced leader/colors - which means they are "correct" for the scenario. Obviously, this isn't good enough.
Question: does anyone know how to "replace" an AI civ with a new AI civ at game start?
Thanks!
Ps - I was favoring this approach as it didn't interfere with normal game setup, meaning Really Advanced Setup compatibility.
Pss - I've avoided other AI replacement solutions, mainly due to the caching problem up front, as is so thoroughly analyzed here: https://forums.civfanatics.com/thre...e-difficulty-list-in-basic-game-setup.519367/