![]() |
| General | Hosted Sites | Civ5 | CivRev | Civ4Col | Civ4 | Civ3 | Civ2 | Civ1 | Misc | Marketplace |
![]() |
|
|
Welcome to Civilization Fanatics' Center. You are currently viewing our site as a guest which gives you limited access to our site features. By joining our free community, you will be able to participate in the discussions, search the forum, send private messages, vote in polls, upload your own screenshots to the gallery, and access many other special features. Registration is fast, simple and absolutely free, so sign up today! If you have any problems with the registration process or your account login, please contact support. |
|
|||||||
![]() |
|
|
Thread Tools |
|
|
#1 |
|
Chieftain
Join Date: Sep 2006
Location: Australia
Posts: 69
|
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 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 :) |
|
|
|
|
|
#2 |
|
King
Join Date: Oct 2000
Location: Bakersfield, CA USA
Posts: 743
|
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! CivPartisan |
|
|
|
|
|
#3 |
|
Chieftain
Join Date: Sep 2006
Location: Australia
Posts: 69
|
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 |
|
|
|
|
|
#4 |
|
Chieftain
Join Date: Nov 2002
Location: Canadian bush & Florida
Posts: 81
|
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"?
__________________
Excerpts from the Manual of the Civilization Fanatic : Money can buy happiness, just raise the luxury rate to 50%. Money is not the root of all evil, it is the root of great empires. |
|
|
|
|
|
#5 |
|
King
Join Date: Oct 2000
Location: Bakersfield, CA USA
Posts: 743
|
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, CivPartisan |
|
|
|
|
|
#6 |
|
Chieftain
Join Date: Nov 2002
Location: Canadian bush & Florida
Posts: 81
|
@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.
__________________
Excerpts from the Manual of the Civilization Fanatic : Money can buy happiness, just raise the luxury rate to 50%. Money is not the root of all evil, it is the root of great empires. |
|
|
|
|
|
#7 |
|
Chieftain
Join Date: Sep 2006
Location: Australia
Posts: 69
|
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.
|
|
|
|
|
|
#8 |
|
King
Join Date: Oct 2000
Location: Bakersfield, CA USA
Posts: 743
|
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! CivPartisan |
|
|
|
|
|
#9 | |
|
Chieftain
Join Date: Sep 2006
Location: Australia
Posts: 69
|
Quote:
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
|
|
|
|
|
|
|
#10 |
|
Chieftain
Join Date: Nov 2002
Location: Canadian bush & Florida
Posts: 81
|
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.
__________________
Excerpts from the Manual of the Civilization Fanatic : Money can buy happiness, just raise the luxury rate to 50%. Money is not the root of all evil, it is the root of great empires. Last edited by AGRICOLA; Jul 21, 2008 at 09:31 PM. |
|
|
|
|
|
#11 |
|
King
Join Date: Oct 2000
Location: Bakersfield, CA USA
Posts: 743
|
@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! CivPartisan |
|
|
|
|
|
#12 |
|
Chieftain
Join Date: Sep 2006
Location: Australia
Posts: 69
|
Im happy to try it out
|
|
|
|
|
|
#13 |
|
Chieftain
Join Date: Sep 2006
Location: Australia
Posts: 69
|
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 |
|
|
|
|
|
#14 |
|
King
Join Date: Oct 2000
Location: Bakersfield, CA USA
Posts: 743
|
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! ![]() CivPartisan |
|
|
|
|
|
#15 |
|
Chieftain
Join Date: Jul 2008
Posts: 10
|
|
|
|
|
|
|
#16 |
|
Chieftain
Join Date: Sep 2006
Location: Australia
Posts: 69
|
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?
|
|
|
|
|
|
#17 | |
|
Chieftain
Join Date: Nov 2002
Location: Canadian bush & Florida
Posts: 81
|
Quote:
I suppose you could alter game.txt in a vanilla game and see what happens.
__________________
Excerpts from the Manual of the Civilization Fanatic : Money can buy happiness, just raise the luxury rate to 50%. Money is not the root of all evil, it is the root of great empires. |
|
|
|
|
|
|
#18 | |
|
King
Join Date: Oct 2000
Location: Bakersfield, CA USA
Posts: 743
|
Quote:
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! CivPartisan |
|
|
|
|
|
|
#19 |
|
aka Wobbegong
|
It's just a game menu hack. It doesn't affect the AI.
__________________
Catfish's Cave - Resources for Civilization 2: Test of Time | Test of Time FAQ | War of the Ring Scenario
|
|
|
|
|
|
#20 | |
|
King
Join Date: Oct 2000
Location: Bakersfield, CA USA
Posts: 743
|
Quote:
@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! CivPartisan |
|
|
|
|
![]() |
| Bookmarks |
|
| Thread Tools | |
|
|
Similar Threads
|
||||
| Thread | Thread Starter | Forum | Replies | Last Post |
| [SDK] Beyond the Sword: 3-square radius cities & 34-civ mod | dj_anion | Civ4 - Mod Components | 18 | Jul 28, 2010 07:06 PM |
| [BTS][Graphic Mod] King Kong's Flags & Colours Mod [based on Bad Ronald's Mod] | KingKongTR | Civ4 - Graphics Modpacks | 33 | Sep 28, 2009 12:11 PM |
| Allow posts in Project & Mod Devolpment? (civ 4) | TheLastOne36 | Site Feedback | 1 | Jul 27, 2007 09:22 AM |
| Civ IV & Warlords mod & map contest! | GFGuy | Civ4 - General Discussions | 0 | May 30, 2007 12:29 PM |
| Civ 3 C&C Mod? | MarineCorps | Site Feedback | 31 | Nov 20, 2003 05:41 AM |