I've been making a total conversion mod for Civ 2 MGE and stumbled upon a few problems, which I hope some of you might be able to help me with.
First things first. It's a space-galaxy total conversion, somewhat similar to Kobayashi's Star Wars mod or in a long shot to his Star Gate, although instead of planets I use stars of different kinds and other space objects (dwarf stars, novae, supergiants, neutron stars and so on), on a map that resembles a spiral galaxy much like M51 Whirlpool galaxy, with a 3x3 black hole in the middle and satellite galaxies surrounding it, on a 130x250 map.
Problem no 1.
Is there a good way to convert jpg files into set of 4 or even 9 tiles replacing river/mountain/hill types of terrain with continuity? It's something like in the aforementioned Star Gate scenario, where there are planets that take a square composed of 9 tiles on the world map. I've done this with GIMP and a black hole picture but it was a tedious, slow and frustrating experience. Although the final result was very satisfying, I had to literally manually pick every pixel I wanted to cut and put into one tile square in the terrain2.gif. Any way to do this faster/easier?
Problem no 2.
Tech Replacement. I've done a complete switch of all techs, I made a whole tree where each one depends on the previous techs in a logical and cohesive way, beginning with nil, nil techs, ending with future tech, including all the extra U1-U3 and X1-X7.
The problem is, when the game begins and starting techs are given to civilizations, the game doesn't chose from nil techs in rules.txt or any 2nd stage technologies, but assigns them by their original name. So in my case a tech which is around 60-65th on the list is being granted at the beginning since it replaced code of laws. Similarly with all the other base techs. I understand I can fix this by making the beginning techs in my scenario to correspond exactly to the original civ2's starting techs, but this means there's gonna be a revolution in the whole tech tree since I already assigned all the corresponding wonders and city improvements to them. Any other way, other than making the scenario and removing techs via cheat mode?
I would like this game to be playable from the start by choosing custom world and replacing original civ2mge files. I want to be able to choose how many civs I'm gonna play against, which tribe to play, barb level, custom rules etc, and not via the Begin Scenario option in the main menu.
Also it would be wonderful if there was some kinda program that would create a tech tree with desired names and connections and maybe also transform it into ready rules.txt @civilize section.
Problem no 3.
Is there a way to change to which techs the government types are assigned? I can change the tech name alright but if I want to make communism government independent from the "cathedral efectivness' decrese" typical for Com tech then it's impossible. It seems that tech's special options are hardcoded into the game, but what about government prerequisites? Other than that, there's a couple of special features to techs that I would like to switch or remove but can't seem to find a way: navigation causes a drop in trade revenues so in a total conversion I have to either remove the tech completely (I'd rather not do that) or make it somehow connected logically with trade to justify the drop in total conversion world that I'm making. Also Invention causes the huts to stop giving techs which is another thing I'd love to change. Same with nuclear power extending ship range by one. It seriously limits my ability to convert these techs to anything since they're assigned special features I don't know how to edit.
Same issue with techs that provide advanced terrain improvements - railroad, refrigeration, construction and radio.
Problem no 4.
The map that I created is composed of hundreds of 1 tile "islands" (star systems) and there is not a single spot on the entire map that doesn't have at least 1 tile of ocean access (except for mid of the 3x3 black hole but it's going to be impossible to place a city there). The problem is that creating the galaxy's spiral arms caused them to have the same continent number, which also limits trade revenues significantly. Many "pieces" of the galaxy, the arms I mean, are technically land tiles that stretch very far and are often composed of many tiles, not just single ones, connected on the edge without any larger aggregation. However, they all have the same continent number as every other - which is 63. Any idea why this happened? Too many "islands"? Since I'm planning to make at least 3 different trade units and make trading a priority in this game, this is quite an issue.
Other than the above, I've had a couple of smaller issues but these I think I'll be able to fix on my own. I'd greatly appreciate any help that expert scenario makers could provide.
First things first. It's a space-galaxy total conversion, somewhat similar to Kobayashi's Star Wars mod or in a long shot to his Star Gate, although instead of planets I use stars of different kinds and other space objects (dwarf stars, novae, supergiants, neutron stars and so on), on a map that resembles a spiral galaxy much like M51 Whirlpool galaxy, with a 3x3 black hole in the middle and satellite galaxies surrounding it, on a 130x250 map.
Problem no 1.
Is there a good way to convert jpg files into set of 4 or even 9 tiles replacing river/mountain/hill types of terrain with continuity? It's something like in the aforementioned Star Gate scenario, where there are planets that take a square composed of 9 tiles on the world map. I've done this with GIMP and a black hole picture but it was a tedious, slow and frustrating experience. Although the final result was very satisfying, I had to literally manually pick every pixel I wanted to cut and put into one tile square in the terrain2.gif. Any way to do this faster/easier?
Problem no 2.
Tech Replacement. I've done a complete switch of all techs, I made a whole tree where each one depends on the previous techs in a logical and cohesive way, beginning with nil, nil techs, ending with future tech, including all the extra U1-U3 and X1-X7.
The problem is, when the game begins and starting techs are given to civilizations, the game doesn't chose from nil techs in rules.txt or any 2nd stage technologies, but assigns them by their original name. So in my case a tech which is around 60-65th on the list is being granted at the beginning since it replaced code of laws. Similarly with all the other base techs. I understand I can fix this by making the beginning techs in my scenario to correspond exactly to the original civ2's starting techs, but this means there's gonna be a revolution in the whole tech tree since I already assigned all the corresponding wonders and city improvements to them. Any other way, other than making the scenario and removing techs via cheat mode?
I would like this game to be playable from the start by choosing custom world and replacing original civ2mge files. I want to be able to choose how many civs I'm gonna play against, which tribe to play, barb level, custom rules etc, and not via the Begin Scenario option in the main menu.
Also it would be wonderful if there was some kinda program that would create a tech tree with desired names and connections and maybe also transform it into ready rules.txt @civilize section.
Problem no 3.
Is there a way to change to which techs the government types are assigned? I can change the tech name alright but if I want to make communism government independent from the "cathedral efectivness' decrese" typical for Com tech then it's impossible. It seems that tech's special options are hardcoded into the game, but what about government prerequisites? Other than that, there's a couple of special features to techs that I would like to switch or remove but can't seem to find a way: navigation causes a drop in trade revenues so in a total conversion I have to either remove the tech completely (I'd rather not do that) or make it somehow connected logically with trade to justify the drop in total conversion world that I'm making. Also Invention causes the huts to stop giving techs which is another thing I'd love to change. Same with nuclear power extending ship range by one. It seriously limits my ability to convert these techs to anything since they're assigned special features I don't know how to edit.
Same issue with techs that provide advanced terrain improvements - railroad, refrigeration, construction and radio.
Problem no 4.
The map that I created is composed of hundreds of 1 tile "islands" (star systems) and there is not a single spot on the entire map that doesn't have at least 1 tile of ocean access (except for mid of the 3x3 black hole but it's going to be impossible to place a city there). The problem is that creating the galaxy's spiral arms caused them to have the same continent number, which also limits trade revenues significantly. Many "pieces" of the galaxy, the arms I mean, are technically land tiles that stretch very far and are often composed of many tiles, not just single ones, connected on the edge without any larger aggregation. However, they all have the same continent number as every other - which is 63. Any idea why this happened? Too many "islands"? Since I'm planning to make at least 3 different trade units and make trading a priority in this game, this is quite an issue.
Other than the above, I've had a couple of smaller issues but these I think I'll be able to fix on my own. I'd greatly appreciate any help that expert scenario makers could provide.