public void Load( BinaryFormatter formatter ) { Description = formatter.ReadString((int)BIQEspionageSizes.Description); DiplomatSpyMissionName = formatter.ReadString((int)BIQEspionageSizes.DiplomatSpyMissionName); CivilopediaEntry = formatter.ReadString((int)BIQEspionageSizes.CivilopediaEntry); MissionPerformedBy = formatter.ReadInt32(); BaseCost = formatter.ReadInt32(); }
public void Load( BinaryFormatter formatter ) { WorkerName = formatter.ReadString( ( int ) BIQWorkerJobSizes.WorkerName ); CivilopediaEntry = formatter.ReadString( ( int ) BIQWorkerJobSizes.CivilopediaEntry ); Turns = formatter.ReadInt32(); Required = formatter.ReadInt32(); RequireResource1 = formatter.ReadInt32(); RequireResource2 = formatter.ReadInt32(); Order = formatter.ReadString( ( int ) BIQWorkerJobSizes.Order ); }
public void Load( BinaryFormatter formatter ) { OptimalNumberOfCities = formatter.ReadInt32(); TechRate = formatter.ReadInt32(); Empty = formatter.ReadString( ( int ) BIQWorldSizeSizes.Empty ); Name = formatter.ReadString( ( int ) BIQWorldSizeSizes.Name ); Height = formatter.ReadInt32(); DistanceBetweenCivs = formatter.ReadInt32(); NumberOfCivs = formatter.ReadInt32(); Width = formatter.ReadInt32(); }
public void Load( BinaryFormatter formatter ) { NumTotalResources = formatter.ReadInt32(); int bytesOfAllowedResourceDataToInput = ( NumTotalResources + 7 ) / 8; PossibleResources = new List<byte>(); for ( int j = 0; j < bytesOfAllowedResourceDataToInput; j++ ) PossibleResources.Add ( formatter.ReadByte() ); Name = formatter.ReadString( ( int ) BIQTerrainSizes.Name ); Civlopedia = formatter.ReadString( ( int ) BIQTerrainSizes.CivilopediaEntry ); FoodBonus = formatter.ReadInt32(); ShieldsBonus = formatter.ReadInt32(); CommerceBonus = formatter.ReadInt32(); DefenceBonus = formatter.ReadInt32(); MovementCost = formatter.ReadInt32(); Food = formatter.ReadInt32(); Shields = formatter.ReadInt32(); Commerce = formatter.ReadInt32(); WorkerJob = formatter.ReadInt32(); PollutionEffect = formatter.ReadInt32(); AllowCities = formatter.ReadByte(); AllowColonies = formatter.ReadByte(); Impassible = formatter.ReadByte(); ImpassibleWheeled = formatter.ReadByte(); AllowAirfields = formatter.ReadByte(); AllowForts = formatter.ReadByte(); AllowOutposts = formatter.ReadByte(); AllowRadarTowers = formatter.ReadByte(); Unknown1 = formatter.ReadInt32(); LandmarkEnabled = formatter.ReadByte(); LandmarkFood = formatter.ReadInt32(); LandmarkShields = formatter.ReadInt32(); LandmarkCommerce = formatter.ReadInt32(); LandmarkFoodBonus = formatter.ReadInt32(); LandmarkShieldBonus = formatter.ReadInt32(); LandmarkCommerceBonus = formatter.ReadInt32(); LandmarkMovementCost = formatter.ReadInt32(); LandmarkDefenseBonus = formatter.ReadInt32(); LandmarkName = formatter.ReadString( ( int ) BIQTerrainSizes.LandmarkName ); LandmarkCivlopedia = formatter.ReadString( ( int ) BIQTerrainSizes.LandmarkCivlopedia); Unknown2 = formatter.ReadInt32(); TerrainFlags = formatter.ReadInt32(); DiseaseStrength = formatter.ReadInt32(); }
public void Load( BinaryFormatter formatter ) { CultureOpinionName = formatter.ReadString( ( int ) BIQCultureSizes.CultureName ); ChanceOfSuccessfulPropaganda = formatter.ReadInt32(); CultureRatioPercentage = formatter.ReadInt32(); CultureRatioDenominator = formatter.ReadInt32(); CultureRatioNumerator = formatter.ReadInt32(); InitialResistanceChance = formatter.ReadInt32(); ContinuedResistanceChance = formatter.ReadInt32(); }
public void Load( BinaryFormatter formatter ) { Unknown1 = formatter.ReadInt32(); Name = formatter.ReadString( ( int ) BIQFlavourSizes.Name ); RelationWithOtherFlavor = new List<int>(); NumberOfFlavors = formatter.ReadInt32(); for ( int i = 0; i < NumberOfFlavors; i++ ) RelationWithOtherFlavor.Add( formatter.ReadInt32() ); }
public void Load( BinaryFormatter formatter ) { Name = formatter.ReadString ( (int) BIQGameUnitSizes.Name ); OwnerType = formatter.ReadInt32(); ExperienceLevel = formatter.ReadInt32(); Owner = formatter.ReadInt32(); PRTONumber = formatter.ReadInt32(); AIStrategy = formatter.ReadInt32(); X = formatter.ReadInt32(); Y = formatter.ReadInt32(); PTWCustomName = formatter.ReadString( ( int ) BIQGameUnitSizes.PTWCustomName ); UseCivilizationKing = formatter.ReadInt32(); }
public void Load( BinaryFormatter formatter ) { ZoneOfControl = formatter.ReadInt32(); Name = formatter.ReadString( ( int ) BIQUnitSizes.Name ); Civlopedia = formatter.ReadString( ( int ) BIQUnitSizes.Civlopedia ); BombardStrength = formatter.ReadInt32(); BombardRange = formatter.ReadInt32(); Capacity = formatter.ReadInt32(); Cost = formatter.ReadInt32(); Defence = formatter.ReadInt32(); IconIndex = formatter.ReadInt32(); Attack = formatter.ReadInt32(); OperationalRange = formatter.ReadInt32(); PopulationCost = formatter.ReadInt32(); RateOfFire = formatter.ReadInt32(); Movement = formatter.ReadInt32(); Tech = formatter.ReadInt32(); UpgradeTo = formatter.ReadInt32(); Resource1 = formatter.ReadInt32(); Resource2 = formatter.ReadInt32(); Resource3 = formatter.ReadInt32(); UnitAbilities = formatter.ReadInt32(); AIStrategy = formatter.ReadInt32(); AvailableTo = formatter.ReadInt32(); StandardOrdersSpecialActions = formatter.ReadInt32(); AirMissions = formatter.ReadInt32(); UnitClass = formatter.ReadInt32(); OtherStrategy = formatter.ReadInt32(); HitPointBonus = formatter.ReadInt32(); PTWStandardOrders = formatter.ReadInt32(); PTWSpecialActions = formatter.ReadInt32(); PTWWorkerActions = formatter.ReadInt32(); PTWAirMissions = formatter.ReadInt32(); PTWActionsMix = formatter.ReadShort16(); Unknown1 = formatter.ReadShort16(); BombardEffects = formatter.ReadInt32(); IgnoreMovementCost = new List<byte>(); for ( int i = 0; i < 14; i++ ) IgnoreMovementCost.Add ( formatter.ReadByte() ); RequireSupport = formatter.ReadInt32(); UseExactCost = formatter.ReadInt32(); TelepadRange = formatter.ReadInt32(); Unknown4 = formatter.ReadInt32(); NumLegalUnitTelepads = formatter.ReadInt32(); LegalUnitTelepads = new List<int>(); for ( int i = 0; i < NumLegalUnitTelepads; i++ ) LegalUnitTelepads.Add( formatter.ReadInt32() ); EnslaveResults = formatter.ReadInt32(); Unknown6 = formatter.ReadInt32(); NumberOfStealthTargets = formatter.ReadInt32(); StealthTargets = new List<int>(); for ( int i = 0; i < NumberOfStealthTargets; i++ ) StealthTargets.Add ( formatter.ReadInt32() ); Unknown7 = formatter.ReadInt32(); NumLegalBuildingTelepads = formatter.ReadInt32(); LegalBuildingTelepads = new List<int>(); for ( int i = 0; i < NumLegalBuildingTelepads; i++ ) LegalBuildingTelepads.Add( formatter.ReadInt32() ); CreateCraters = formatter.ReadByte(); WorkerStrength1 = formatter.ReadInt32(); int temp = formatter.ReadInt32(); if ( temp == 1 ) { WorkerStrength2 = temp; WorkerStrength3 = formatter.ReadInt32(); temp = formatter.ReadInt32(); } Unknown9 = temp; AitDefense = formatter.ReadInt32(); }
public void Load( BinaryFormatter formatter ) { DefaultCitizen = formatter.ReadInt32(); SingularCitizens = formatter.ReadString( ( int ) BIQCitizenSizes.Singular ); CivilopediaEntry = formatter.ReadString( ( int ) BIQCitizenSizes.Civlopedia ); PluralName = formatter.ReadString( ( int ) BIQCitizenSizes.Plural ); Prerequisite = formatter.ReadInt32(); Luxuries = formatter.ReadInt32(); Research = formatter.ReadInt32(); Taxes = formatter.ReadInt32(); Corruption = formatter.ReadInt32(); Construction = formatter.ReadInt32(); }
public void Load( BinaryFormatter formatter ) { Description = formatter.ReadString( ( int ) BIQBuildingSizes.Description ); Name = formatter.ReadString( ( int ) BIQBuildingSizes.Name ); Civlopedia = formatter.ReadString( ( int ) BIQBuildingSizes.Civlopedia ); DoublesHappinessOf = formatter.ReadInt32(); GainInEveryCity = formatter.ReadInt32(); GainInEveryCityOnContinent = formatter.ReadInt32(); RequiredBuilding = formatter.ReadInt32(); Cost = formatter.ReadInt32(); Culture = formatter.ReadInt32(); BombardmentDefense = formatter.ReadInt32(); NavalBombardmentDefense = formatter.ReadInt32(); DefenseBonus = formatter.ReadInt32(); NavalDefenseBonus = formatter.ReadInt32(); MaintenanceCost = formatter.ReadInt32(); HappyFacesAllCities = formatter.ReadInt32(); HappyFaces = formatter.ReadInt32(); UnhappyFacesAllCities = formatter.ReadInt32(); UnhappyFaces = formatter.ReadInt32(); NumberOfRequiredBuildings = formatter.ReadInt32(); AirPower = formatter.ReadInt32(); NavalPower = formatter.ReadInt32(); Pollution = formatter.ReadInt32(); Production = formatter.ReadInt32(); RequiredGovernment = formatter.ReadInt32(); SpaceshipPart = formatter.ReadInt32(); RequiredAdvance = formatter.ReadInt32(); RenderedObsoleteBy = formatter.ReadInt32(); RequiredResource1 = formatter.ReadInt32(); RequiredResource2 = formatter.ReadInt32(); Improvements = formatter.ReadInt32(); OtherCharacteristics = formatter.ReadInt32(); SmallWonders = formatter.ReadInt32(); Wonders = formatter.ReadInt32(); NumberOfArmiesRequired = formatter.ReadInt32(); Flavors = formatter.ReadInt32(); // Binary Unknown = formatter.ReadInt32(); UnitProduced = formatter.ReadInt32(); // (PRTO ref) UnitFrequency = formatter.ReadInt32(); }
public void Load( BinaryFormatter formatter ) { HasWalls = formatter.ReadByte(); HasPalace = formatter.ReadByte(); Name = formatter.ReadString((int)BIQCitySizes.Name); OwnerType = formatter.ReadInt32(); NumBuildings = formatter.ReadInt32(); Buildings = new List<int>(); for ( int i = 0; i < NumBuildings; i++ ) Buildings.Add( formatter.ReadInt32() ); Culture = formatter.ReadInt32(); Owner = formatter.ReadInt32(); Size = formatter.ReadInt32(); X = formatter.ReadInt32(); Y = formatter.ReadInt32(); CityLevel = formatter.ReadInt32(); BorderLevel = formatter.ReadInt32(); UseAutoName = formatter.ReadInt32(); }
public void Load( BinaryFormatter formatter ) { DifficultyLevelName = formatter.ReadString( ( int ) BIQDifficultySizes.DifficultyName ); NumberOfCitizensBornContent = formatter.ReadInt32(); MaxGovernmentTransitionTime = formatter.ReadInt32(); NumberOfDefensiveLandUnitsAIStartsWith = formatter.ReadInt32(); NumberOfOffensiveLandUnitsAIStartsWith = formatter.ReadInt32(); ExtraStartUnit1 = formatter.ReadInt32(); ExtraStartUnit2 = formatter.ReadInt32(); AdditionalFreeSupport = formatter.ReadInt32(); BonusForEachCity = formatter.ReadInt32(); AttackBonusAgainstBarbarians = formatter.ReadInt32(); CostFactor = formatter.ReadInt32(); PercentageOfOptimalCities = formatter.ReadInt32(); AIToAITradeRate = formatter.ReadInt32(); CorruptionPercentage = formatter.ReadInt32(); MilitaryLaw = formatter.ReadInt32(); }
public void Load( BinaryFormatter formatter ) { Name = formatter.ReadString( ( int ) BIQResourceSizes.Name ); CivilopediaEntry = formatter.ReadString( ( int ) BIQResourceSizes.Civlopedia ); Type = formatter.ReadInt32(); AppearanceRatio = formatter.ReadInt32(); DisappearanceProbability = formatter.ReadInt32(); Icon = formatter.ReadInt32(); Prerequisite = formatter.ReadInt32(); FoodBonus = formatter.ReadInt32(); ShieldsBonus = formatter.ReadInt32(); CommerceBonus = formatter.ReadInt32(); }
public void Load( BinaryFormatter formatter ) { ExperienceLevelName = formatter.ReadString( ( int ) BIQExperienceSizes.ExperienceLevelName ); BaseHitPoints = formatter.ReadInt32(); RetreatBonus = formatter.ReadInt32(); }
public static void Load( BinaryFormatter formatter ) { NumResources = formatter.ReadInt32(); ResourceOccurence = new List<int>(); for ( int i = 0; i < NumResources; i++ ) ResourceOccurence.Add( formatter.ReadInt32() ); NumContinents = formatter.ReadInt32(); Height = formatter.ReadInt32(); DistanceBetweenCivs = formatter.ReadInt32(); NumCivs = formatter.ReadInt32(); Unknown1 = formatter.ReadInt32(); Unknown2 = formatter.ReadInt32(); Width = formatter.ReadInt32(); Unknown3 = formatter.ReadInt32(); Unknown4 = formatter.ReadString( ( int ) BIQMapSizes.Unknown4 ); MapSeed = formatter.ReadInt32(); Flags = formatter.ReadInt32(); formatter.ReadString(4); Tiles = new List<BIQTile>(); int iNumTiles = formatter.ReadInt32(); for (int i = 0; i < iNumTiles; i++) { BIQTile tile = new BIQTile(); // Read the size formatter.ReadInt32(); tile.Load(formatter); Tiles.Add(tile); } }
public void Load( BinaryFormatter formatter ) { AdvanceName = formatter.ReadString((int)BIQAdvanceSizes.AdvanceName); CivilopediaEntry = formatter.ReadString((int)BIQAdvanceSizes.CivilopediaEntry); Cost = formatter.ReadInt32(); Era = formatter.ReadInt32(); Icon = formatter.ReadInt32(); X = formatter.ReadInt32(); Y = formatter.ReadInt32(); Preq1 = formatter.ReadInt32(); Preq2 = formatter.ReadInt32(); Preq3 = formatter.ReadInt32(); Preq4 = formatter.ReadInt32(); Flags = formatter.ReadInt32(); Flavours = formatter.ReadInt32(); QuestionMark = formatter.ReadInt32(); }
public void Load( BinaryFormatter formatter ) { EraName = formatter.ReadString((int)BIQEraSizes.EraName); CivilopediaEntry = formatter.ReadString((int)BIQEraSizes.CivilopediaEntry); Researcher1 = formatter.ReadString((int)BIQEraSizes.Researcher1); Researcher2 = formatter.ReadString((int)BIQEraSizes.Researcher2); Researcher3 = formatter.ReadString((int)BIQEraSizes.Researcher3); Researcher4 = formatter.ReadString((int)BIQEraSizes.Researcher4); Researcher5 = formatter.ReadString((int)BIQEraSizes.Researcher5); NumberOfUsedResearcherNames = formatter.ReadInt32(); Unknown = formatter.ReadInt32(); }
public void Load( BinaryFormatter formatter ) { NumCityNames = formatter.ReadInt32(); CityNames = new List<string>(); for ( int i = 0; i < NumCityNames; i++ ) CityNames.Add( formatter.ReadString( ( int ) BIQCivilizationSizes.CityName ) ); NumLeaders = formatter.ReadInt32(); LeaderNames = new List<string>(); for ( int i = 0; i < NumLeaders; i++ ) LeaderNames.Add( formatter.ReadString( ( int ) BIQCivilizationSizes.LeaderNames ) ); LeaderName = formatter.ReadString( ( int ) BIQCivilizationSizes.LeaderName ); LeaderTitle = formatter.ReadString( ( int ) BIQCivilizationSizes.LeaderTitle ); CivilopediaEntry = formatter.ReadString( ( int ) BIQCivilizationSizes.CivilopediaEntry ); Adjective = formatter.ReadString( ( int ) BIQCivilizationSizes.Adjective ); CivilizationName = formatter.ReadString( ( int ) BIQCivilizationSizes.CivilizationName ); Noun = formatter.ReadString( ( int ) BIQCivilizationSizes.Noun ); Forward = new List<string>(); for ( int c = 0; c < 4; c++ ) Forward.Add( formatter.ReadString( ( int ) BIQCivilizationSizes.Forward ) ); Reverse = new List<string>(); for ( int c = 0; c < 4; c++ ) Reverse.Add( formatter.ReadString( ( int ) BIQCivilizationSizes.Reverse ) ); CultureGroup = formatter.ReadInt32(); LeaderGender = formatter.ReadInt32(); CivilizationGender = formatter.ReadInt32(); AggressionLevel = formatter.ReadInt32(); UniqueCounter = formatter.ReadInt32(); ShunnedGovernment = formatter.ReadInt32(); FavoriteGovernment = formatter.ReadInt32(); DefaultColor = formatter.ReadInt32(); UniqueColor = formatter.ReadInt32(); FreeTech1 = formatter.ReadInt32(); FreeTech2 = formatter.ReadInt32(); FreeTech3 = formatter.ReadInt32(); FreeTech4 = formatter.ReadInt32(); Bonuses = formatter.ReadInt32(); GovernorSettings = formatter.ReadInt32(); BuildNever = formatter.ReadInt32(); BuildOften = formatter.ReadInt32(); Plurality = formatter.ReadInt32(); KingUnit = formatter.ReadInt32(); Flavours = formatter.ReadInt32(); Unknown = formatter.ReadInt32(); DiplomacyTextIndex = formatter.ReadInt32(); NumScientificLeaders = formatter.ReadInt32(); ScientificLeaderName = new List<string>(); for ( int i = 0; i < NumScientificLeaders; i++ ) ScientificLeaderName.Add( formatter.ReadString( ( int ) BIQCivilizationSizes.ScientificLeaderName ) ); }
public void Load( BinaryFormatter formatter ) { UseDefaultRules = formatter.ReadInt32(); DefaultVictoryConditions = formatter.ReadInt32(); NumberOfPlayableCivs = formatter.ReadInt32(); IdOfPlayableCivs = new List<int>(); for ( int i = 0; i < NumberOfPlayableCivs; i++ ) IdOfPlayableCivs.Add( formatter.ReadInt32() ); VictoryConditionsAndRules = formatter.ReadInt32(); PlaceCaptureUnits = formatter.ReadInt32(); AutoPlaceKings = formatter.ReadInt32(); AutoPlaceVictoryLocations = formatter.ReadInt32(); DebugMode = formatter.ReadInt32(); UseTimeLimit = formatter.ReadInt32(); BaseTimeUnit = formatter.ReadInt32(); StartMonth = formatter.ReadInt32(); StartWeek = formatter.ReadInt32(); StartYear = formatter.ReadInt32(); MinuteTimeLimit = formatter.ReadInt32(); TurnTimeLimit = formatter.ReadInt32(); TurnsPerTimescalePart = new List<int>(); for ( int i = 0; i < 7; i++ ) TurnsPerTimescalePart.Add( formatter.ReadInt32() ); TimeUnitsPerTurn = new List<int>(); for ( int i = 0; i < 7; i++ ) TimeUnitsPerTurn.Add( formatter.ReadInt32() ); ScenarioSearchFolders = formatter.ReadString( ( int ) BIQGameSizes.ScenarioSearchFolders ); CivPartOfWhichAlliance = new List<int>(); for ( int i = 0; i < NumberOfPlayableCivs; i++ ) CivPartOfWhichAlliance.Add( formatter.ReadInt32() ); VictoryPointLimit = formatter.ReadInt32(); CityEliminationCount = formatter.ReadInt32(); OneCityCultureWinLimit = formatter.ReadInt32(); AllCitiesCultureWinLimit = formatter.ReadInt32(); DominationTerrainPercent = formatter.ReadInt32(); DominationPopulationPercent = formatter.ReadInt32(); WonderVP = formatter.ReadInt32(); DefeatingOpposingUnitVP = formatter.ReadInt32(); AdvancementVP = formatter.ReadInt32(); CityConquestVP = formatter.ReadInt32(); VictoryPointVP = formatter.ReadInt32(); CaptureSpecialUnitVP = formatter.ReadInt32(); Unknown1 = formatter.ReadInt32(); Unknown2 = formatter.ReadByte(); Alliance0 = formatter.ReadString( ( int ) BIQGameSizes.Alliance0 ); Alliance1 = formatter.ReadString( ( int ) BIQGameSizes.Alliance1 ); Alliance2 = formatter.ReadString( ( int ) BIQGameSizes.Alliance2 ); Alliance3 = formatter.ReadString( ( int ) BIQGameSizes.Alliance3 ); Alliance4 = formatter.ReadString( ( int ) BIQGameSizes.Alliance4 ); warWith0 = new List<int>(); warWith1 = new List<int>(); warWith2 = new List<int>(); warWith3 = new List<int>(); warWith4 = new List<int>(); for ( int i = 0; i < 5; i++ ) { warWith0.Add( formatter.ReadInt32() ); warWith1.Add( formatter.ReadInt32() ); warWith2.Add( formatter.ReadInt32() ); warWith3.Add( formatter.ReadInt32() ); warWith4.Add( formatter.ReadInt32() ); } AllianceVictoryType = formatter.ReadInt32(); PlaugeName = formatter.ReadString( ( int ) BIQGameSizes.PlaugeName ); PermitPlagues = formatter.ReadByte(); PlagueEarliestStart = formatter.ReadInt32(); PlagueVariation = formatter.ReadInt32(); PlagueDuration = formatter.ReadInt32(); PlagueStrength = formatter.ReadInt32(); PlagueGracePeriod = formatter.ReadInt32(); PlagueMaxOccurance = formatter.ReadInt32(); Unknown3 = formatter.ReadInt32(); Unknown4 = formatter.ReadString( ( int ) BIQGameSizes.Unknown4 ); RespawnFlagUnits = formatter.ReadInt32(); CaptureAnyFlag = formatter.ReadByte(); GoldForCapture = formatter.ReadInt32(); MapVisible = formatter.ReadByte(); RetainCulture = formatter.ReadByte(); Unknown5 = formatter.ReadInt32(); EruptionPeriod = formatter.ReadInt32(); if ( BIQHeader.MajorVer == 12 && BIQHeader.MinorVer >= 7 ) { MpBaseTime = formatter.ReadInt32(); MpCityTime = formatter.ReadInt32(); MpUnitTime = formatter.ReadInt32(); } else { MpBaseTime = 24; MpCityTime = 2; MpUnitTime = 3; } }
public void Load( BinaryFormatter formatter ) { DefaultType = formatter.ReadInt32(); TransitionType = formatter.ReadInt32(); RequiresMaintenance = formatter.ReadInt32(); Unknown = formatter.ReadInt32(); StandardTilePenalty = formatter.ReadInt32(); StandardTradeBonus = formatter.ReadInt32(); GovernmentName = formatter.ReadString((int)BIQGovernmentSizes.GovernmentName); CivilopediaEntry = formatter.ReadString((int)BIQGovernmentSizes.CivilopediaEntry); MaleRulerTitle1 = formatter.ReadString((int)BIQGovernmentSizes.MaleRulerTitle1); FemaleRulerTitle1 = formatter.ReadString((int)BIQGovernmentSizes.FemaleRulerTitle1); MaleRulerTitle2 = formatter.ReadString((int)BIQGovernmentSizes.MaleRulerTitle2); FemaleRulerTitle2 = formatter.ReadString((int)BIQGovernmentSizes.FemaleRulerTitle2); MaleRulerTitle3 = formatter.ReadString((int)BIQGovernmentSizes.MaleRulerTitle3); FemaleRulerTitle3 = formatter.ReadString((int)BIQGovernmentSizes.FemaleRulerTitle3); MaleRulerTitle4 = formatter.ReadString((int)BIQGovernmentSizes.MaleRulerTitle4); FemaleRulerTitle4 = formatter.ReadString((int)BIQGovernmentSizes.FemaleRulerTitle4); CorruptionAndWaste = formatter.ReadInt32(); ImmuneTo = formatter.ReadInt32(); DiplomatsAre = formatter.ReadInt32(); SpiesAre = formatter.ReadInt32(); NumberOfGovernments = formatter.ReadInt32(); GovernmentsPerformance = new List<BIQGovernment.SGovernmentPerformance>(); for ( int o = 0; o < NumberOfGovernments; o++ ) { SGovernmentPerformance governmentsPerformance = new SGovernmentPerformance(); governmentsPerformance.CanBribeThisGovernmentType = formatter.ReadInt32(); governmentsPerformance.BriberyModifierVs = formatter.ReadInt32(); governmentsPerformance.ResistanceModifierVs = formatter.ReadInt32(); GovernmentsPerformance.Add( governmentsPerformance ); } Hurrying = formatter.ReadInt32(); AssimilationChance = formatter.ReadInt32(); DraftLimit = formatter.ReadInt32(); MilitaryPoliceLimit = formatter.ReadInt32(); RulerTitlePairsUsed = formatter.ReadInt32();// (max is 4); PrerequisiteTechnologyIndex = formatter.ReadInt32();// #; ScienceRateCap = formatter.ReadInt32();// (10 = 100% of gold can go to science); WorkerRate = formatter.ReadInt32(); Unknown1 = formatter.ReadInt32(); //??? (-1 for Despotism/Communism, 0 for Anarchy/Monarchy, 1 for Republic/Democracy) Unknown2 = formatter.ReadInt32(); // ???; // (1 for Republic/Democracy, 0 for the rest) Unknown3 = formatter.ReadInt32(); //???; FreeUnits = formatter.ReadInt32(); // (-1 = all, >=0 number of free units) FreeUnitsPerTown = formatter.ReadInt32(); FreeUnitsPerCity = formatter.ReadInt32(); FreeUnitsPerMetropolis = formatter.ReadInt32(); CostUnit = formatter.ReadInt32(); WarWeariness = formatter.ReadInt32(); Xenophobic = formatter.ReadInt32(); ForceResettle = formatter.ReadInt32(); }
public void Load( BinaryFormatter formatter ) { CustomCivData = formatter.ReadInt32(); HumanPlayer = formatter.ReadInt32(); LeaderName = formatter.ReadString((int)BIQLeadSizes.LeaderName); Unknown1 = formatter.ReadInt32(); Unknown2 = formatter.ReadInt32(); NumberOfDifferentStartUnits = formatter.ReadInt32(); DifferentStartUnits = new List<StartUnits>(); for (int i = 0; i < NumberOfDifferentStartUnits; i++) { StartUnits startUnits = new StartUnits(); startUnits.UnitsOfThisType = formatter.ReadInt32(); startUnits.TypeOfStartingUnit = formatter.ReadInt32(); DifferentStartUnits.Add(startUnits); } GenderOfLeaderName = formatter.ReadInt32(); NumberOfStartingTechnologies = formatter.ReadInt32(); StartingTechnologies = new List<int>(); for (int i = 0; i < NumberOfStartingTechnologies; i++) StartingTechnologies.Add(formatter.ReadInt32()); Difficulty = formatter.ReadInt32(); InitialEra = formatter.ReadInt32(); StartCash = formatter.ReadInt32(); Government = formatter.ReadInt32(); Civ = formatter.ReadInt32(); Color = formatter.ReadInt32(); SkipFirstTurn = formatter.ReadInt32(); Unknown3 = formatter.ReadInt32(); StartEmbassies = formatter.ReadByte(); }
public static void Load( BinaryFormatter formatter ) { CitySizeLevelName1 = formatter.ReadString((int)BIQGeneralSizes.CitySizeLevelName1); CitySizeLevelName2 = formatter.ReadString((int)BIQGeneralSizes.CitySizeLevelName2); CitySizeLevelName3 = formatter.ReadString((int)BIQGeneralSizes.CitySizeLevelName3); NumSpaceShipParts = formatter.ReadInt32(); NumNeeded = new List<int>(); for ( int o = 0; o < NumSpaceShipParts; o++ ) NumNeeded.Add( formatter.ReadInt32() ); AdvancedBarbarian = formatter.ReadInt32(); BasicBarbarian = formatter.ReadInt32(); BarbarianSeaUnit = formatter.ReadInt32(); NeededToSupportCity = formatter.ReadInt32(); ChanceOfRioting = formatter.ReadInt32(); DraftPenalty = formatter.ReadInt32(); ShieldGoldCost = formatter.ReadInt32(); FortressDefBonus = formatter.ReadInt32(); CitizenHappyFace = formatter.ReadInt32(); Unknown1 = formatter.ReadInt32(); Unknown2 = formatter.ReadInt32(); ForestShieldValue = formatter.ReadInt32(); ShieldGoldValue = formatter.ReadInt32(); CitizenShieldValue = formatter.ReadInt32(); DefaultDiffLevel = formatter.ReadInt32(); BattleCreatedUnit = formatter.ReadInt32(); BuildArmyUnit = formatter.ReadInt32(); BuildDefBonus = formatter.ReadInt32(); CitizenDefBonus = formatter.ReadInt32(); DefMoneyResource = formatter.ReadInt32(); InterceptEnemyAir = formatter.ReadInt32(); InterceptEnemyStealth = formatter.ReadInt32(); StartingGold = formatter.ReadInt32(); Unknown3 = formatter.ReadInt32(); FoodPerCitizen = formatter.ReadInt32(); RiverDefBonus = formatter.ReadInt32(); TurnHurryPenalty = formatter.ReadInt32(); Scout = formatter.ReadInt32(); Slave = formatter.ReadInt32(); RoadMovementRate = formatter.ReadInt32(); StartUnit1 = formatter.ReadInt32(); StartUnit2 = formatter.ReadInt32(); WeLoveKingMinPop = formatter.ReadInt32(); TownDefBonus = formatter.ReadInt32(); CityDefBonus = formatter.ReadInt32(); MetropolisDefBonus = formatter.ReadInt32(); MinLevel1CitySize = formatter.ReadInt32(); MinLevel2CitySize = formatter.ReadInt32(); Unknown4 = formatter.ReadInt32(); FortDefBonus = formatter.ReadInt32(); NumCultureLevels = formatter.ReadInt32(); CultureNames = new List<string>(); for ( int i = 0; i < NumCultureLevels; i++ ) CultureNames.Add ( formatter.ReadString(64)); BorderExpansionMultiplier = formatter.ReadInt32(); BorderFactor = formatter.ReadInt32(); FutureTechCost = formatter.ReadInt32(); GoldenAgeDuration = formatter.ReadInt32(); MaxResearchTime = formatter.ReadInt32(); MinResearchTime = formatter.ReadInt32(); FlagUnit = formatter.ReadInt32(); UpgradeCost = formatter.ReadInt32(); }