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Old Jul 10, 2008, 01:53 AM   #1
wonx2150
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Hammer Civ 2 C & C Mod

Civ 2 C&C mod v0.6

This version adds the new map Madagascar to the MOD. There is a few other minor changes including fixing up some of the graphic problems and improving the terrain. I have also changed some of the buildings and there graphics and introduced 3 new units to NOD. The new units are Cyborg (new infantry) Harpy and Banshee (new aircraft). These units are taken straight from Tiberian sun and you’re welcome to use them if you would like. They are only slightly modified by me.

Although the new NOD units are only available in Madagascar. You’re welcome to add them to any of the other scenarios if you would like.

--
Due to the size of having 3 different sound folders I’ve not included the Uprising and Africa maps sound files use the same ones from 0.5 they haven’t changedJ.

To install: Place it into your Civ II to folder and copy the sound effects from 0.5 to the Africa and Uprising (it’s the main folder) so you have sound. Madagascar has its own sound and is in this download. If you don’t have 0.5 you can download it from http://wonx2150.dragonhost.net.au/Civ%20Creations/

If there’s any problems or you need help .


Civ 2 C&C mod v0.5

Yes that's correct Ive finished version 0.5 now . There isn't a lot of new features Ive fixed up the problem with the City names and shields having different colors. Ive also finished my Africa map based on NOD's Campaign from the original C&C.

Enjoy and keep reporting those bugs, I'm going to start working on 0.6 very soon.

Civ 2 C&C mod v0.4a

This is just a fix of the rules file, Ive uploaded the entire mod again as i figured its not very big. Anyone with very slow net can say and ill upload just the rules. It corrects some problems with the teck tree and units .

Enjoy and keep reporting those bugs, I'm working on 0.5 at the moment.

--

Civ2 C&C mod v0.4

Yes 0.4 is out , Theirs a few changes including Sound for all those people that like to listen to there Civ 2 :P

The changes include

* Sounds effects for all units.
* New Graphics for some units.
* Some new buildings.
* No more spy's.
* And I'm sure theirs others Ive forgotten

I havnt made and new maps yet although im working on the idea. The plan will be that there will probably be sub folders in this so there can be differnt terrain for europe to africa and so on . Also ill work on a new teck tree soon so that games can be played from the very start

Let us know what you think

Download:
http://forums.civfanatics.com/downlo...o=file&id=9958

--

Civ 2 C & C Mod 0.3


Introduction :
This scenario/mod is an experiment at adding in Command and Conquer Original into Civ 2. It’s not all there for example Ion cannons don’t exist and I’m sure there’s other things I missed. This is only version 0.3 though so if there’s enough interest for me and others ill try and make improvements and expand it.

This mod features 1 scenario its not great but it shows off the new units and Tiberian (that again needs work :P) there is NO Sound effects as of yet so some of the units may sound weird (using original sound effects I don’t play unit sounds turned on so I’ve not noticed. Ill try to fix this later on. Also I’ve not changed any buildings apart from the Manhattan project (which is Temple of NOD). And yer i know the unit graphics need some work ill aim to improve them with time

let us know what you think some feedback would be nice

Download:
http://forums.civfanatics.com/downlo...o=file&id=9958

Last edited by wonx2150; Aug 23, 2008 at 10:26 PM. Reason: 0.5 is now out :)
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Old Jul 15, 2008, 08:45 PM   #2
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Hello Wonx2150,

Looks like you've put some work into this already...

I'd like to start with a few questions:

1) Which C&C chapter is this one emulating...is this based on Tiberian Sun (I'm sorry I'm not as familiar with C&C as I probably should be...please tolerate me)

2) I am assuming you've recreated the C&C map...so which version of civ are you using? You can do some different things like create units on the fly at specific turns if you are using MGE...I believe...and there are some other cool things you might want to try like changing the terrain at a moments notice...again...this can be written into the scenario (you have to have Fantastic Worlds or higher though).

I like the shields

I was wondering if there are spies in C&C...I believe right off a spy stole some technology from me...this kinda goes against your rules no tech from conquest...you might want to eliminate spies altogether...

Like I said, I am not as familiar with C&C as I should be so just let me know...

I think a C&C scenario is a great idea...just rip the graphics and sounds directly and you can do even more with it...

(I'm sorry, I got confused and also posted this on the download page..oops!)

Cheers!

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Old Jul 16, 2008, 01:37 AM   #3
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Smile

Hey CivPartisan

Here's an answer to your questions .

1. I'm not quite sure which version its based on mostly number 1 and ive considered a few ideas from Tib sun.

2. Im now using MGE, I downloaded the update patch thingie from this site a few weeks ago, so I'm a bit new to some of its features im learning to use them slowly.

3. No theres no spys in C&C. Ill have to disable them, or is there a way to change how they work? It would be good to make them able to blow stuff up but not steal teck? There is spys in Red Alert and maybe something like it in the later C&C's i dont remember.

Ive got plans to try and use the original games graphics and sound yep just havnt got around to it yet. Ill try to in the future

Thanks for your feedback i dont often seem to get it. Its appriciated and shows someone likes it

Thanks again

Wonx2150
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Old Jul 16, 2008, 10:49 AM   #4
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There is a way to change what a spy can do.

You will have to include a game.txt file with your scen.

In vanilla MGE, the spy option section in game.txt looks like this:

============================================

@SPYMENU
@width=320
@title=%STRING0 %STRING1 arrives in %STRING2

@SPYOPTIONS
Establish Embassy
Investigate City
Steal Technology
Industrial Sabotage
Poison Water Supply
Plant Nuclear Device
Incite a Revolt

@SABOTAGEOPTIONS
@width=320
@title=Spy Options
@options
Bribe Unit.
Sabotage Unit.

========================================

You can limit the number of options and change their description as as shown below.

@SPYMENU
@width=320
@title=%STRING0 %STRING1 arrives in %STRING2

@SPYOPTIONS
Observe Enemy Positions
Observe Enemy Positions






@SABOTAGEOPTIONS
@width=320
@title=Spy Options
@options
Bribe Unit.
Sabotage Unit.


Note that if you remove an option, you must leave a blank line..........i.e. do not change the number of lines between @SPYOPTIONS and @SABOTAGEOPTIONS or you will get some unexpected results.

What do you mean by 'blow stuff up"?
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Old Jul 16, 2008, 01:59 PM   #5
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Good answer AG!

However...I think what wonx wants to do is create a unit that can infiltrate a city or base and do something different than just attack like a unit...Also, spies cannot be obtainable by the enemy--it will not matter how you set the game.txt, your enemy will steal tech if they have spies as those rules are internal to the game engine.

I would suggest

000000000000001 = Two space visibility
000000000000010 = Ignore zones of control
000000100000000 = Can make paradrops
000100000000000 = Free support for fundamentalism (fanatics)

So that would mean your you have to change your rules.txt

Go the Fanatics Unit and put in this code
Spy, nil, 0, 3.,0, 0a,0d, 1h,1f, 3,0, 6, Fun, 000100100000011

I suggest this because you can change Fundatmentalism as inaccessible to other governments....change GDI or whichever is your main civ and mark no government switching in the scenario...

Now, only one player (the GDI I suppose) would have spies but they don't really do anything except let you know where enemy units are. Block off the map in some areas to make the scenario more difficult...

Here is a cool trick...use a grassland graphic for the shaded area that covers the map...it gives the impression the map is reveaved but it really isn't. It makes use of your spies more effectively (even though they are really just fanatics).

Another option would be to make your spies in the caravan slot and change the items of the caravan to contraband or missions...

Go to the rules.txt...change "silk" and other commodities to "Mission 1", "2" and so on and get money for the missions just like the spy is being paid off.

Of course, these are just some experimental options that might not be what you looking for and are totally up to you...

Be aware that the unit slots are hard wired...slots 1,2 on the unit.gif work best for settlers/engineers, fanatics are the only slot to link with fundamentalist gov, the elephant will also make the elephant sound unless you change it, diplomat/spy slots are always those, and units might freakout if you place unusual values like 99 defense or attack which is usually reserved for the nuclear weapon. You should read Tecumseh's Scenario making for beginners...it has several pages with better info than I can give right off the top of my head here...

I hope this was of some help...I look forward to your next file...

Coolness,

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Old Jul 16, 2008, 10:55 PM   #6
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@CivPartisan

I was trying to keep the changes within what can be accomplished with minimal alterations to vanilla MGE, which is what wonx2150 seems to want. As you say, anything else would require some or all of writing an events file, reworking of tech tree and editing the rules file so that only the human player can build the unit. I suspect that that may be more than wonx2150 wants to undertake at the present. Hopefully, what you have said will encourage the gentleman to look at some of the more sophisticated aspects of scenario development.

BTW, the example I gave is for a motorcycle recce unit [not in either the diplo or spy slot but has role=6] that can only investigate cities. It is from Red Front TOT [Test of Time], a redux of Captain Nemo's classic RF 1.4 that is currently undergoing alpha testing over at Poly.
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Money is not the root of all evil, it is the root of great empires.
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Old Jul 16, 2008, 11:25 PM   #7
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now im not sure what 2 do :P

Thanks for your suggestions.

I'm not really sure ill bother at all with spys for now might just disable them when i get around to release 0.4.

Although i might look into it at a later date, as the commandos in C&C can blow up buildings with in your base much like a spy can do it within your city.

So it might have protential . Ill try to get on with doing some more work on this mod soon, Ive been trying 2 improve an old scenario i made lately Im getting there slowly.
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Old Jul 20, 2008, 11:36 AM   #8
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Hey AG,

Your right on that...rereading it now...I see you have it the way it probably should be. Your knowledge of Civ2 mechanics is impressive. I just always suggest that a new modder play with the rules first. The game.txt file is huge, and an accidental keystroke can render it useless...and that is also true of any of the text files I suppose...and I made that mistake once...and left the scenario unfinished for a long time...

On the other hand...I may use what you have posted here for one of my new mods if you don't mind Most of the time...I forget this stuff...so if it weren't for CivFanatics...I'd have no memory!

Also, wonx2150- just take your time...there's no rush...although I am inspired to play the next set of files...do what you feel comfortable with...I'm often surprised with what people come up with when it comes to making a scenario...when the scenario hall of fame used to be up...a number of scenarios I commented on were models of cleverness and simplicity...

Hey...I'm going to add you folks to my buddy list...

Cheers!

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Old Jul 20, 2008, 09:49 PM   #9
wonx2150
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Quote:
Originally Posted by CivPartisan View Post
The game.txt file is huge, and an accidental keystroke can render it useless...and that is also true of any of the text files I suppose...and I made that mistake once...and left the scenario unfinished for a long time...

I know that feeling happened to me with one of my first mods and it remained unfinished for about 3 years. Until someone on here downloaded it and found my mistake :P

Feel free to use anything in this mod i don't mind. Same goes for any of my work feel free to use it.

Ive been playing all the C&C games lately looking for inspiration but so far none.. I also looked at sound files and stuff but i don't know how to get them out of the original C&C, any suggestions? They arnt just sitting there (like they are in some games).

- Wonx
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Old Jul 20, 2008, 10:43 PM   #10
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Finding a missing or an extra line or some other error in text files is no problem if you have MSWord or some similar word processor. Copy the contents of text files into Word files and use the TOOLS/TRACK CHANGES/COMPARE DOCUMENTS function to compare a file that works and the problem file.
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Last edited by AGRICOLA; Jul 21, 2008 at 09:31 PM.
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Old Jul 21, 2008, 06:38 PM   #11
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@wonx2150

As far as sounds go, try here. It's a zip file with windows theme for C&C and said to have music...you might find some better stuff here. It's a site called Command and Conquer Mania! It's old but has a lot of working links still. And, there are sounds at the bottom of the C&C Mania page.

Otherwise, you may need try plugging some kind of recording device into your sound card (not recommended). I have not looked for any sound capture programs on the net ::AG, do you know of any?::

You would be famous if you could get some original sound for this modpack...and it would be totally cool! Please try

@AG

Thanks- I didn't even know a word processor could do that!

I've been working on a new scenario too...and I will start a new thread in a day or so...it's a new Mars scenario...if either of you are interested, I am going to need some play testers...

Cheers!

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Old Jul 21, 2008, 06:52 PM   #12
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Im happy to try it out
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Old Jul 21, 2008, 07:59 PM   #13
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Ive made some new tiberian :)

Hey Again

Ive started working towards 0.4 and my first new idea is replacing the Tiberian with something a bit better :P and also including blue Tiberian (despite it not appearing in C&C 1.)

So here's my idea let me know what you think

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Old Jul 23, 2008, 03:38 PM   #14
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Hey,

Anything is possible in Civ! You should feel free to expand on the concept and help it build a story for your scenario...

Good luck!

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Old Jul 24, 2008, 05:04 PM   #15
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Quote:
Originally Posted by AGRICOLA View Post
There is a way to change what a spy can do.
Interesting. If I remove the "Incite revolt" option, will it affect only human players or the IAs as well?
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Old Jul 24, 2008, 05:57 PM   #16
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Hammer i havnt got as far as spys yet :P

I haven't got onto dealing with trying 2 make the spy's do what i want. At the moment the next version will mostly just include new graphics (terrain and unit) as for fixing the spy's ill have a try. If someone wants to help that would be handy.

Ive got some other new ideas to that ill implement later on. Ill totally redo teck tree, if i can so that it works from the start of a new game. Im also thinking of renaming all the civs to differnt C&C names maybe GDI europe NOD europe and so on, :P and also do the citys to suit.

Ill edit this post when i remember my other good ideas .

Anyone know how i could create an ION cannon in Civ 2? Its a space based cannon thingie the GDI have they use to shoot earth with to destroy NOD. Nod have got nukes and GDI have nothing atm and im not sure how id make it, any suggestions?
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Old Jul 24, 2008, 06:37 PM   #17
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Quote:
Originally Posted by WilhelmBr View Post
If I remove the "Incite revolt" option, will it affect only human players or the IAs as well?
I have no idea because very few scens have spy type units and even fewer have altered spy abilities. Spies are a bit of a wild card that scen designers do not want to wander around and possibly upset the course of a carefully designed scen.

I suppose you could alter game.txt in a vanilla game and see what happens.
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Old Jul 24, 2008, 11:32 PM   #18
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Quote:
Originally Posted by AGRICOLA
I have no idea because very few scens have spy type units and even fewer have altered spy abilities. Spies are a bit of a wild card that scen designers do not want to wander around and possibly upset the course of a carefully designed scen.

I suppose you could alter game.txt in a vanilla game and see what happens.
I have done this before in my OUTERSPACE! scenario but in a limited fashion. I also did it to a great extent to an unfinished scenario called NORTH AND SOUTH, but since part of that project was lost I don't have the game.txt to show you. If I remember right, removing the options only affected the human player and did not affect the computer players. However, a workaround would be to make spies unavailable for the computer players.

Here is an example from the OUTERSPACE! modpack:

@SPYOPTIONS
Install Data Terminal
Investigate Station
Steal Technology
Industrial Sabotage
Tap Energy Supply
Plant Nuclear Device
Incite a Revolt

As you can see, I left all options in this scenario intact but only slightly change a few names. In the other scenario, I actually removed options (steal technology) but I don't remember the exact outcome. I'd have to do as AG says, "...see what happens"

By the way, I've started a thread for an update to my Antarctica Scenario...you can go there and check out the news here!

I've got other scenarios that I am working on...but I don't expect to make changes to the spy unit that will disable options...I do expect to make changes to the Mars2! scenario but I have not done that yet. As soon as I straighten out the cities and names on it...I'll upload for play test. Maybe I'll have some of those changes in game.txt by then for you to look at.

Cheers!

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Old Jul 25, 2008, 01:36 AM   #19
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Interesting. If I remove the "Incite revolt" option, will it affect only human players or the IAs as well?
It's just a game menu hack. It doesn't affect the AI.
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Old Jul 25, 2008, 11:02 AM   #20
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Thumbs up Some scenario ideas you might want to use...

Quote:
Originally Posted by Wobbegong:
It's just a game menu hack. It doesn't affect the AI.
You're right Wobbe...it just hacks the menu...checked it just a few minutes ago...

@wonx2150
Also, keep in mind that you can just create conditions which make the game seem to do what you want....I would suggest that you figure out what kind of game play that you want the player to have...is this a scenario entirely of conquest? If it is...erase goodie huts and offer bonuses such as destroying a unit to gain other units normally acquired by techs or you can make a unit look like map terrain (you might want to put a flag on it, like a rendezvous point) with a defense of "0"- place it in the custom slot and give it a C&C fanfare wav file- when this unit is destroyed- have a text message that says, "Reinforcements have arrived" and give units or give technology or money, whatever you decide.

Here are some additional ideas- choose as you will, just a few thoughts:

Just think...hmmm...you could do this, and maybe with spies....

Limit the number of units that any civ can make...you might even just have 5 or 6 standard units that could be built by any civ (I did this in the Birth of America scenario). Then control the special forces and elite units through the scenario itself...this helps add balance to the scenario so the AI isn't kicking your arse with 20 elite tactical fighters while you're still trying to get the technology to build a tank.

...and if you want, maybe I could put together a nice title.gif for you

Let me know if you need any help.

Cheers!

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