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  1. tupi

    Civil War in Civ1

    How civil war event works in CivDos... 1)Civil war event is called if AI civ has more than 4 cities and somebody captured their capital and human player's place is lower than place of this AI civ. Problem: city counter and civ place are updated only at the beginning of new turn, so as long as...
  2. tupi

    Most useless hack: 26 newspaper headlines

    Normally, game randomly selects from 14 joke headlines: from *NEWSA "Lions Defeat Gladiators 7-0!" to *NEWSN "Marie Antionette's diet secret: Cake!" This hack adds such messages for all letters. I created special KING.TXT with additional headlines. Of couse, you can use this KING.TXT as a base...
  3. tupi

    Barbarian Great Library bug: investigation

    Probably many of you know that when the Great Library is destroyed (or captured by Barbarians) game goes crazy in various ways. It can crash randomly, it writes some (it seems) random data at (it seems) some random places. Why? At the first glance, we can see that game checks only that city of...
  4. tupi

    Bugfix: restored AI diplomats in civdos v03/04/05 and cumulative bugfix for civdos v05

    You see, I usually play v05 because I think it's "finished" and "definitive". But alas, it turned out at least one new bug was introduced (in v03). But I want a definitive civdos experience. In civdos v01 AI can produce diplomats and will use them to steal tech from you. In v03 and later, a bug...
  5. tupi

    Some notes about diplomacy.

    Some notes about diplomacy. Can be a bit spoiler'y, so read it at your own risk. Here are some easy-for-me-to-write-in-human-language notes. See pastebin below with full diplomacy routine (written in more or less c, from disasm and decomp of the original game) for more detailed info. 1...
  6. tupi

    How AI buys things in its cities (its pretty buggy btw)

    Actually darkpanda dissected this one before, in JCivED code, I think? But he did not post about it on forums. Well, this is not so interesting, but let's see... What rules for AI to buy things in its cities? First thing to say: AI don't need to buy things 'as a whole', as the human player...
  7. tupi

    Yet another Christmas mod (portraits of leaders)

    LINK HERE: https://drive.google.com/file/d/1RGc45yCgVHznaOpUDlPmujFHZmavWPO_/view?usp=sharing So, we have JCivED by darkpanda. It's a great tool to change some civ graphics. And also 2021 is near (30 years of Civ, btw!), etc. It's never too early for some Christmas spirit, I think. Also do not...
  8. tupi

    Rare and unused messages in CivDos

    This thead will be about some unused or very rare messages in the game. Like, I always was fastinating about some messages in KING.TXT (GAPE/CRUSADE/HELPME). I had found only one statement on the forums that somebody saw '*GAPE' message. Btw, I tried to fulfil all conditions for that (and even...
  9. tupi

    Shift+5,6 cheat for .5 version of Civ: restored! (kinda)

    In the earliest retail version (.1) of CivDos there's a shift+5,6 cheat to reveal all map and to get some debug options. In .5 version of CivDos this flag still exists (its address: 0xd806), but it's always 0 and there's no way to change it. However all checks for this flag still in the game...
  10. tupi

    AI logic: revolutions/government change

    So, how and when AI civs change their government. 1) every turn (after main city loop) AI checks if anarchy flag (diplomacy bit 'ALLY' with barbarians) is 1. If it's so, it calls 'change govt' function which in this case just sets anarchy flag to 0. This means that AI revolution always takes 1...
  11. tupi

    Computer player logic: tax/science/luxuries distribution

    Maybe it's not too interesting, but I want to share it anyway, so new thread here. M.b. it's better to create sort of common thread for any previously unknown game rules of civ 1 extracted by decompilation/disassemby? For clarification: 1 point of taxes is 10% in menu. So, tax rate + luxuries...
  12. tupi

    How civilization 'place' (1-7) is determined.

    All civs in the game are always 'sorted' from the best to the worst. It can be from 1 to 7 (7 = best, 1 = worst). This variable is matter, for example, for civil war (your place should be lower than the enemy place). It seems that number of advisers on negotiations screen uses this variable too...
  13. tupi

    Civ 1 explained: AI wonders

    As you know, in Civ 1 computer player is a cheating bastard and it gets Wonders for free. And here is the exact algorithm how it does that. https://pastebin.com/Psx6QegR This routine runs at the beginning of every turn right after check for global warming (in the same function). Game calls this...
  14. tupi

    Civilization advances and Civ graphics/appearance

    So, some info about how CIV 'looks'. Even if some of this is pretty common knowledge. Also there's can be some slightly errors. For some visual changes, you need some certain civilization advance: modern advisors (also 'scientists' instead of 'wise men'): Invention - most well-known and...
  15. tupi

    City Capture and Destroyed City Improvements

    Maybe this info is well known, but I didn't find it in CivOne code. But maybe I didn't look closely enough. So. When you capture a city, some buildings are gone. Of course, the palace always is deleted. But 3 other improvements are also always deleted: temple, courthouse and cathedral make...
  16. tupi

    Civ Rating (your Civilization Rating exceeds even...) - numbers

    You see https://civilization.fandom.com/wiki/Hall_of_Fame_(Civ1) is not very accurate about that... And I could not find this info elsewhere so I tested myself. JCivED is the great tool, after all. Maybe Rome on 640k a day contains this info, but I don't have this book (yet...) So I tested it...
  17. tupi

    Names for unused civs?

    Hi. Sorry for Engrish, primarily. I love CivDos and play it all my life, but I can't find any information about some strange thing. May be it's not so important, but... I remember it from childhood, i seen it in my russian version, and now i finally find english version with working...
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