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PBEM11 Organizing Thread

I suspect only way to fix this is to start from the scratch. That is really not my idea of having fun so I suggest we continue as is. Barbs are annoying and somewhat unbalance the game, but the alternative doesn't appeal me.
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I think they changed a game setting (no random events) in the Apolyton demogame using a purpose-built mod. One player would load the mod, load the save, save it, and the setting would be changed and the mod could be uninstalled. That was pitboss, don't know if that makes a difference.
I have to run.
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Ok. If there is a way to remove them, without starting again, I'm supporter.
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novice Wrote:I think they changed a game setting (no random events) in the Apolyton demogame using a purpose-built mod. One player would load the mod, load the save, save it, and the setting would be changed and the mod could be uninstalled. That was pitboss, don't know if that makes a difference.

That's really clever. I think we should try to do this. While I don't mind barbs that much in principle, everyone has been chosen leaders/civs and been playing so far under the assumption that they are off.

Do you know if they did this with just python?
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Ruff, I guess you're the best person to fix the barb issue. Do you think you could do it? Although I'm also in the camp that don't mind continuing with barbs on.
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SevenSpirits Wrote:That's really clever. I think we should try to do this. While I don't mind barbs that much in principle, everyone has been chosen leaders/civs and been playing so far under the assumption that they are off.

Do you know if they did this with just python?

I think they did it in the dll, recompiling some C code. I seem to recall that T-Hawk was involved.
I have to run.
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It was Pitboss 1 here, to turn on the option AI Takeover, so that we could kick a password-forgetful player into AI and then a human take over from that AI again.

I think the same approach could work here to turn on "No Barbarians". It was a DLL recompile, not Python. I am traveling this week, but do have remote access to my work computer which is where the DLL compile happens, though I can't test it myself within Civ. This would not affect any barbs that have already spawned on the map. I think testing it is as simple as looking on the F8 screen for "No Barbarians".

Should I do a DLL compile and email it to somebody? Too big to attach on the forum.
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SevenSpirits Wrote:That's really clever. I think we should try to do this. While I don't mind barbs that much in principle, everyone has been chosen leaders/civs and been playing so far under the assumption that they are off.

Not me. I thought they were on. Shows how much attention I pay.

I think a restart would be lame personally.
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Can someone explain how you then load the multiplayer game with the modified assets?

I might be able to do it myself, but this is the part I definitely don't understand.
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You don't load a game mod, you just swap the DLL in place so the game uses the new one. This will not work at all if "Lock Modified Assets" was checked at game start. (That's what prevented PBEM 4 from fixing their mod bug where the F9 screen instantly crashes.)

I've compiled the DLL, who should get it by email?
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