Lozzy_Ozzy
Rapture
I've got civ2 ToT but Mge sounds better, should i get it and where from? 


Lozzy_Ozzy said:I've got civ2 ToT but Mge sounds better,![]()
ToT is a vast improvement over MGE in most respects other than the horrendous graphics used for the former. You can replace these easily enough and I suggest you have a look at Catfish's site here http://users.tpg.com.au/jpwbeest/gazza said:(...) I suggest you have a look at Catfish's site here http://users.tpg.com.au/jpwbeest/
Mercator said:Have a look at his Civ2 versions comparison table.
Turning on the sound helps.yoshi said:(the only way you know that combat is taking place is by watching the health bars of the combatants--you may not even notice if zoomed out).
There are a lot more issues than that. I ended up writing a checklist.yoshi said:The problem with converting MGE scens to ToT format is that there are some graphics distortions (like units being placed too high in the slot in ToT--note that ToT unit slots are bigger than MGE slots in terms of height).
I thought this was the same for both MGE and ToT, ie, 100.yoshi said:...more techs,
I believe this is more a limitation of CivSprite than the ToT sprite format. [jk] You could try hex-editing the sprite files. [/jk]yoshi said:The downside to sprites is that you can't set the number of frames in a unit animation (i.e. you're stuck with the number that the original unit animation uses). If this could be overcome, I think more ToT modders would use sprites.

Wobbegong said:Turning on the sound helps.
... 
You're right. Well, still plenty of stuff that isn't in MGE.I thought this was the same for both MGE and ToT, ie, 100.
I believe this is more a limitation of CivSprite than the ToT sprite format. [jk] You could try hex-editing the sprite files. [/jk]

to he that creates a program that does though.yoshi said:...
(For the record, I meant localizing combat.)
If you're really keen
, you can export all of the frames from one of the animated units and replace them all with a new bitmap. Then when you've done that you can paste the old-style combat animation icons over the new unit's combat frames. Import the new frames. Repeat for all the units in your scenario. 
Maybe it's my gibbering.yoshi said:I feel sea-sick...wait a minute, wouldn't I just be exporting, putting my own stuff into the bitmap, then putting the default units back (i.e. ending where I started)?! Clearly I misunderstood...
You'd be replacing the original animations with a new set of non-animated (identical) unit icons. To simulate combat, you'd then paste those old explosion frames from icons.bmp onto the new unit's combat frames before importing them back into the sprite file. The idea is insane - please don't try it. 
Exactly.yoshi said:I was actually thinking of that at one point but the effort just didn't seem remotely worth it...

yoshi said:...hell, you might as well ask me to take a short walk across Siberia just for the view.

yoshi said:That reminds me: I want to be able to view the unit animation without having to import the new sprite, load ToT and be moving the unit around just to see how the animation plays out. Anybody know of any programs that would let me do this? For that matter, anyone know of a program that would let be view multiple frames at the same time (overlapping them)? I have yet to do any real work using ToT sprite because I just don't have the time to go thorough all the processes for each unit sprite.

