Open fire-eggs opened 5 years ago
Need to check 'civilization destroyed' replay data
Note: two babylonians
I did note that the Babylonians got an "advanced tribe" from a hut in this game. Perhaps that is where the 2d civilization is coming from.
Could the second civ come out if the 1st is destroyed and a similar color civ is automatically spawned (in this case instead of Greeks there should be English and Zulus instead of Bablyonians)??
Sure, if SWY had implemented respawn. There is no code in CivOne for respawn, which is why this is a problem.
Getting worse:
Note: there is a TODO in Message.cs / Run() which suggests that AdvisorMessage runs twice. As the "civilization conquered" replay data is established as a side-effect of a message, this could be a contributing factor?
Did some playtests and the leaders' screens seem to always be off when loading the game. This was never an issue when starting and finishing the game without saving/loading (you can easily test that with cheats).
ReplayData stores info on destroyed civs.
Also, the leader will be overwritten
[rseed=7595; 7 civs; earth; chinese]