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Problem #1: The screen where you choose the civ that you wish to play seems to have room for only 44 civs. Unfortunately, I have 53 -- where is the file for the picture of the list of civ buttons, and can I alter the size, or make a new one? I'd really like to get all of the civs on the screen, plus any that I might add in the future....
Problem #2: The 49th through the 53rd civs that I added come up on the above-mentioned screen, but are not allowed choices. I can hit the button, but when I click "OK", the last allowed civ is still on the main screen. Have I done something wrong? I've checked over my code, and see no problems. Do I have to change something somewhere besides the civ_str and civilization files? I've already marked in the civilization.txt file that there are 53 civs. Please help!
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Walterwise
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Tennessee,USA
Sep 1999 time: 05:13
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John,
I sympathize with you as I have been watching for replys here myself because I am trying to accomplish the same thing. I have not had much luck except that I changed a civ to one that I needed for a scenario and I could see in in the cheat mode. This is what I needed as I will then edit my map for the scenario with the new civ.
Sorry I could not be of more help. Are you editing a scenario file or the main civ file?
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Wow! You've been hitting the archives, ETB! I forgot I even started this thread....
The only solution that I have seen (I eventually picked 44 civs that I liked best, and put them up) is on the Ancient Civs Mod, which has about 50 civs on it. His solution (and I'm sorry I can't remember the name!) was to make the 45th and above civs with "zz" preceeding each name. In this way, they don't show on the chart for your choices, but of course you'll end up with civs like "zzInuits" and the like.
Sorry, it's the best I could do.
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Nordicus
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Vancouver, B.C., Canada
Oct 1999 time: 21:13
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John, ETB...hey!
Uh, I think his name is Charles Perez--the guy who did the ancient civs, right? I think that's him....
Yeah, the 45 are shown in game thru the cheat mode are the ones you can use--the ZZ before a civ in civilisation.txt does nothing; you have to put the ZZ in the quotes in civ_str.txt.
ETB: I have some files for you, prob'ly send them out shortly.
John, if you have had bad luck with that other map, I have another version which Don fixed up (it sovles many problems, but thru the process my trade goods get whacked, so you get elephants in North America, gators in deep Russian, et cetera... )
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skorpion59
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Tulsa, Oklahoma, USA
May 1999 time: 23:13
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Nordicus,
When you can, send me your latest files. The code actually makes allowances for 4 goods per tile. As long as the game understands what you have done, the map should understand. If you can place the good via the cheat menu, I don't understand why it wouldn't pick it up. I will look at it again.
Don
UPDATE: 12/25, 04:38 AP Time
I checked this out and it DOES save your goods. (Sugar on a beach is your good right?) Sorry about that, I must not of had the right file in the right place. When you get me the latest I will do it again.
Oh, and how many Civs do you want? I thought about a 16 Civ version and a 32 Civ version.
BTW, the following info does NOT get saved:
Presence of a City
Presence of a Radar or Listening Post
Whether a tile is within a city radius
[This message has been edited by skorpion59 (edited December 25, 1999).]
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Nordicus
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Vancouver, B.C., Canada
Oct 1999 time: 21:13
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Hey, Don...sent out the files...
4 trade goods!!? How do you know this?
If it's true, that's very good to hear...but something might have to be added in terms of cheat menu space for the 3rd & 4th choices, hey? Because I notice that if you change (for exmpl. jungle terrain 2nd trade good from cocoa (simulating spice or such) to grapes (simulating tropical fruit) and go back into your map to make changes, when you alter a tile near a changed trade good, that good will automatically change into the new form, according to the new file changes.
Interesting trivia...
Oh, yeah--sugar...well, salt, really 
Hey, I was desperate...
But this is really good news--now I don't have to pick and choose among the trade goods I made; I can use all of them, making the game much more interesting/realistic.
I'm going to start a (yet another) thread about this in hopes that someone will be willing to help.
Thanks--any further details about what you've found out would be superb.
(Yeah, sounds sensible--one with 16 civs, one with 32. Good idea.
How was you Christmas?)
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