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Would it be possible to implement a Multi-Civ Control ?


Manimal
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Hi,

I'd like to make a scenario where Brits, Gauls and Ibers make an alliance to push back the Roman expansion.
I wanted a single player to control these 3 different civilisations.
However the Alpha 0.0.25 engine does not allow me to do that, and it crashes when I alter the "Civ" variable as a list of strings.

This is how I've done it, to no avail :

  "PlayerData": [
    {
     "Civ": {
        "brit",
        "gaul",
        "iber"
      },
      "Color": {
        "b": 149,
        "g": 55,
        "r": 21
      },
      "Resources": {
        "food": 300,
        "metal": 300,
        "stone": 300,
        "wood": 300
      },
      "etc": etc
     },

By the way, this might allow players to produce the original units from captured buildings in mutliplayer games.

Thanks for eventual help.

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1. Foul solution

Create the map normally with 4 civs (2 teams), disable the AI for your civs, start the game and then switch between your civs by opening the developer overlay (see wiki/HotKeys) and selecting Change perspective, after that you can change the civ via the dropdown menu.

image.jpeg.c9afa0cebe634f1f49bd5d2366b0a740.jpeg

2. Mod solution

Create a map where all 3 civilisations belong to the same player and change the template files. Usually the civ that you pick determines what kind of buildings and units you can make, you would need to change the {civ} string to {native} in some template files (e.g. templates/mixins/builder.xml or templates/template_structure_military_stable.xml. This ensures that a unit builds its native civilisation-specific structure and produces native civilisation-specific units from that structure.

Ref: docs.wildfiregames.com/entity-docs/trunk.html#component.Builder

image.thumb.jpeg.f3e50af347f9ac2a4d24ba89ed536b73.jpeg

3. Advanced solution - Triggers

Similar question came up via IRC 0ad-dev 8/Mar/16 @18:19

Ref: wiki/Triggers

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