Quotes from Trigger The Kid in Green
First thanks for your kind words about TerraForm.
I always wanted to create a map where all the civilisations are in one part, and there's a beautiful land, just beyond the horizon, that is so full of resources that whoever gets there first stands a really good chance of winning. And now I have.
I can only say that when you get your scenario working my reward would be that you post it as a GameOfTheMonth .
My hex-edited CIV.exe file has different values for movement, defence and attack for the units, than the original game had. One thing I noticed - I added some units to the map in 3980BC and they all had the original values for the first turn only, before reverting to the values I had set in the civ.exe file for subsequent moves. Strange, huh?
TerraForm gives any unit added to the map 1 movement factor, after that I believe the game, on each new turn for a country, refreshes the value from a table found in the SVE file. The table is generated when you create a new world. Why the game was designed to have the values in the EXE that seem to only be used when a world is created and then use the table in SVE file during game play is a mystery to me. But it does allow for a lot of manipulation of the way units behave.
Manipulation of these values allows one to control the production life cycle of a unit, moves, attack and defense values. Some of the fields seem to be unit specific, but there are some interesting things that can be achieve like allowing land units and aircraft to carry other units. (I always thought the game needed parachutists)
First thanks for your kind words about TerraForm.
I always wanted to create a map where all the civilisations are in one part, and there's a beautiful land, just beyond the horizon, that is so full of resources that whoever gets there first stands a really good chance of winning. And now I have.
I can only say that when you get your scenario working my reward would be that you post it as a GameOfTheMonth .
My hex-edited CIV.exe file has different values for movement, defence and attack for the units, than the original game had. One thing I noticed - I added some units to the map in 3980BC and they all had the original values for the first turn only, before reverting to the values I had set in the civ.exe file for subsequent moves. Strange, huh?
TerraForm gives any unit added to the map 1 movement factor, after that I believe the game, on each new turn for a country, refreshes the value from a table found in the SVE file. The table is generated when you create a new world. Why the game was designed to have the values in the EXE that seem to only be used when a world is created and then use the table in SVE file during game play is a mystery to me. But it does allow for a lot of manipulation of the way units behave.
SVE file Unit Descriptor
Manipulation of these values allows one to control the production life cycle of a unit, moves, attack and defense values. Some of the fields seem to be unit specific, but there are some interesting things that can be achieve like allowing land units and aircraft to carry other units. (I always thought the game needed parachutists)