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Old Jul 03, 2012, 12:47 AM   #21
Catfish
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I just wish there was 64-bit versions of CivCity and DelEvent...
There's a 64-bit compatible version of the latter. See this thread. Nice links, indeed.
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Old Jul 03, 2012, 03:06 PM   #22
CurtSibling
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Cheers, old boy...
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Old Jul 07, 2012, 02:02 PM   #23
Peregrine
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Thanx Catfish; it worked. I can now build and name cities and civ2 doesn't crash. I can now modify scenarios. (Although I have to monkey around w/the "authorization" stuff in order to change files. aaargh.)

About civ2 unlimited; I've apparently installed it. I say "apparently" because, when I told windows to search for it, it went directly to the civ2 exe. Does this mean that it's installed? If it's in the main civ2 exe, will it function in ALL scenarios as they are played? how, exactly does it alter the events file? How much more event space becomes available? Some scenarios could greatly benefit if I had more event space to use.

Now for the civStack thing. Where do I find this and what does it do? If it creates invisible fortresses on every tile, that's not going to work, as the AI will totally muck up in that case.
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Old Jul 07, 2012, 07:46 PM   #24
Catfish
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Originally Posted by Peregrine View Post
About civ2 unlimited; I've apparently installed it. I say "apparently" because, when I told windows to search for it, it went directly to the civ2 exe. Does this mean that it's installed? If it's in the main civ2 exe, will it function in ALL scenarios as they are played?
I run it from the civ2.exe folder. I'm not sure it works from anywhere else. It's a game launcher that patches Civ2 in memory. Yes, it will affect all scenarios and games, but because it patches memory, the effect is not permanent. You need to launch the game with it every time you wish to play using those options. As Agricola intimated earlier, if, for example, you use it to increase the units cap, and create a scenario with more units than the game can normally handle, anyone else who plays your scenario must also launch their game with Civ2Unlimited.

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how, exactly does it alter the events file? How much more event space becomes available? Some scenarios could greatly benefit if I had more event space to use.
It doesn't - any more. If you're running a version that has the 'increased memory for events option', then you have the wrong version. That's an older beta. The events extender is buggy. You want the version that McMonkey linked to earlier in the thread. ToT has triple the events space of MGE. End of discussion.

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Now for the civStack thing. Where do I find this and what does it do? If it creates invisible fortresses on every tile, that's not going to work, as the AI will totally muck up in that case.
That's a utility created by Mercator. It can be found on his site (see McMonkey's link). Yes, it creates fortresses or airbases on every tile; invisible if you make them so.

BTW, MastermindX just released a new version of the 64-bit compatibility patcher. Here's the thread.
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Old Jul 07, 2012, 08:23 PM   #25
Peregrine
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Installed the unlimited and extended utilities successfully. Everything works. Too bad about the events extension, would've been nice. The extended utility has the stacking option, which I checkmarked, though have yet to test it.

These modifications, in combination, have the potential to change the game substantially. Safe stacking, vastly increased wealth and units, impassable terrain. Several unsatisfactory work-arounds are now unnecessary, and there is now an increased flexibility. Deserts and mountains can be made into very real barriers to unit movement. ARMIES can be built, deployed, and marched to destinations in a far more realistic way. Practically unlimited wealth can be accumulated. Large scenarios won't suddenly become unplayable due to "too many units . . ."

Does anyone know what effect these utilities, once installed, will have on a scenario that is created after installation? Will the scenarios have these elements "embedded" within them?
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