It's easy to see that a project at this magnitude has awaken some of the civ2 legends again. Great job TheNamelessOne! Keep up the good work. I myself will return when we're able to choose more civs...
An idea for a feature: the ability to cheat in multiples of a single wonder would be handy for scenario design (e.g. each civilization having their own Leonardo's).
That map will load in MapEdit. It's 24780 tiles. The maximum is 32767. As for the map editor, see post #27.I noticed that on the excellent world map that you posted in my map thread on the Scenario League forum, you'd somehow enlargened the map dimensions far beyond what is normally allowed by the map editor, or even MapEdit, which I use for externally editing my maps.
I've had extra terrains working since they were introduced. Those lines are fine; I even substituted them into my working game without error. I can generate a similar error message in @CIVILIZE if I have no clear line between that section and @COSMIC2, which is placed below @COSMIC in my rules file. Check that you've got at least one blank line between the sections; comments (semi-colons) don't count. [Edit: Post your rules file if you can't resolve it.]I can't get the extra terrains to work, probably because I'm forgetting some delimiter ... Is there anything wrong with the lines? I tried several iterations but none work.
For me it says "Global Wide.mp is not a valid CivilizationII map", and then closes. Are there multiple versions of MapEdit? Perhaps I have the wrong one?That map will load in MapEdit. It's 24780 tiles. The maximum is 32767. As for the map editor, see post #27.
I've got version 2.1 (build 240) and it has no problem loading that map. A corrupt map file is a possibility; try re-downloading it.For me it says "Global Wide.mp is not a valid CivilizationII map", and then closes. Are there multiple versions of MapEdit? Perhaps I have the wrong one?
Omg OMG yes yes YES!!!1 This is most important... Nothing is as annoying as the AI constantly parading its troops in your territory, to absolutely no purpose at all (unless to purposely annoy you, which would make the programmers of Civ II some of the most evil people who ever lived).And: Can't you simple make them not entering your cities' zones of control if you are at peace with them?
So... Uh-oh?Component 'MSCOMCT2.OCX' or one of its dependencies is not correctly registered: a file is missing or invalid
I've had extra terrains working since they were introduced. Those lines are fine; I even substituted them into my working game without error. I can generate a similar error message in @CIVILIZE if I have no clear line between that section and @COSMIC2, which is placed below @COSMIC in my rules file. Check that you've got at least one blank line between the sections; comments (semi-colons) don't count. [Edit: Post your rules file if you can't resolve it.]
Mercator's ToT map editor is simply the MGE version modified to work with ToT game files and permit the creation of larger (>10000 tiles) maps. Remember, ToT has no map editor, so the official ToT 1.1 patch and the ToTPP don't touch it (although, it is dependent on a few ToT files). I have Win7 64-bit. Both map editors run on my machine. The 'ToT' map editor should be inside your main ToT folder. Was ToT already running when you launched the map editor? If so, close it. Both versions of the editor can load large maps, so if you can run the unmodified MGE version, then no problem.@Catfish: As I suspected, there is a problem with the editor. Namely, it won't start at all. I didn't install ToTPP yet, but I don't think that can be the problem... I first tried the editor with the unpatched game, then when I had patched to 1.1. Tried compatibility modes, but no response at all. There isn't even an error message, a flash on the screen or anything at all. Could it be Windows 7 that's the culprit? I find that Windows 8 is cancer on most old games, and 7 is only a little better.
It's hard-coded.Is there a way to increase the number of starting locations on a map?
That rules file generates Error "-7" in module "3" data:11 0, but it's missing the extra @TERRAIN lines, so I can't tell exactly what went wrong when you added them. When I added an extra terrain type, the game loaded correctly. I've attached a 12-terrain rules file that works without error on my WotR setup. If you get further error messages, see this thread, download TheNamelessOne's errors.zip and place its DLLs in your scenario folder. Or try DebugView (post #8 of that thread); that'll give more detailed info about these types of crashes.I attached the last one here - if you can find something I'd be very grateful.
ToT wasn't running when I tried to start the editor. It is in the ToT folder ofc. It could be some problem that's unique to my pc... This piece of junk has caused me more headaches than I can remember (due to all the headaches, heh). Anyway the MGE editor works fine, so no problem.Mercator's ToT map editor is simply the MGE version modified to work with ToT game files and permit the creation of larger (>10000 tiles) maps. Remember, ToT has no map editor, so the official ToT 1.1 patch and the ToTPP don't touch it (although, it is dependent on a few ToT files). I have Win7 64-bit. Both map editors run on my machine. The 'ToT' map editor should be inside your main ToT folder. Was ToT already running when you launched the map editor? If so, close it. Both versions of the editor can load large maps, so if you can run the unmodified MGE version, then no problem.
Aww. I guess you can't have everything, even with the miracles TheNamelessOne is working. I'll have to be careful about which civs I pick then. In a way such limitations are a richness, but I'd still rather have the 40 civs.It's hard-coded.
That rules file generates Error "-7" in module "3" data:11 0, but it's missing the extra @TERRAIN lines, so I can't tell exactly what went wrong when you added them. When I added an extra terrain type, the game loaded correctly. I've attached a 12-terrain rules file that works without error on my WotR setup. If you get further error messages, see this thread, download TheNamelessOne's errors.zip and place its DLLs in your scenario folder. Or try DebugView (post #8 of that thread); that'll give more detailed info about these types of crashes.
When you start making a mine on a Hill tile (possibly also other improvements, but at least it works with Mines), then tell another Settler to make a city on that same tile, [...] then once the Mine is finished, the city tile will have +2 extra Shields
Perhaps there's a way to add an "RemoveImprovement" action to complement the "BestowImprovement" one? (which I have not used until now however so I don't know if that could actually be used to simulate some kind of similar effect)
-a 'raze city' order (remembers me of the good old Warlords 1 days). It can cost money though (e.g. the amount of money a conquerer would get)
-much more units. I mean... many are good ... more are better!
EDIT2: If the Forest/Hill/Mountain terrains can be 'unlocked', too, so that more slots may be added, then things like fjords, coral reefs and mangrove swamps become possible, vastly enhancing the look of the map. *fingers crossed*
EDIT3: ... Overflow for science/shields maybe? (I'm not getting my hopes up, but it'd be extra awesome. Nothing is more annoying than producing 79 shields per turn and having to wait 2 turns to build a tank.
... Um. That's what you get by not visiting here for weeks I guess. So I hoped for something that's already done. How do you make this work, though? Just by inserting extra rows of terrain in Terrain2.bmp? How about actually putting them on the map, though? I can't use the ToT map editor since it won't even start for me... And anyway I doubt the extra buttons for the overlays would just appear in the editor. And they're not resources either, so the Ctrl+1/2 trick won't do it. Some instructions would be nice here. Also, two further questions regarding this:You know about the overlay patch, right? Or do you mean something different by 'unlocking'?
Sweet! So do you mean the extra shields would still be lost after building completion, or that they would go towards the next building (or unit or wonder)? If it's the latter, then imo it's no problem, as that's how it works in Civ V. You can think of it as leftover materials going towards the next project, so it's not at all unrealistic (imo). If otoh the shields would be lost due to some mechanical limitation that affects buildings only, then it's no biggie either. Any benefit is better than no benefit, and anyway this is mostly noticeable with units, since buildings have varying shield costs and therefore you don't notice as much if you're a few shields short of some particular number. Only obsessive micromanagers will, well, obsess over it, and they live for their obsessions, so it's ok in the final end.Technically this is actually quite easy, just remove the code where the number of shields is set to 0 after production is complete. It might make a little less sense for improvements though, since you can only build one each, and you need to change production after completion.
By 'overlay', do you mean that it works like with rivers, so that both the underlying terrain and the new overlay affect the final output of the tile? Or is it like with Forest, Mountains and Hills, in that the effect of the overlay supercedes that of the underlying terrain? I guess I could just test it, but as I said I don't know how yet.
Sweet! So do you mean the extra shields would still be lost after building completion, or that they would go towards the next building (or unit or wonder)? If it's the latter, then imo it's no problem, as that's how it works in Civ V.
EDIT: How about for science btw? Is it harder to accomplish?
EDIT2: Could you make the city tile yields customizable?
... Am I missing something? I installed Catfish's mod and tried placing some Jungle on the default world map via the 'cheat' command. However, both 'Desert Jungle' crazyeye and 'Grassland Jungle' had the same exact yield (1 food and nothing else). Did Catfish make some further modification, or is the overlay not functioning correctly? Imo it would be better if it imposed its own yield, or added to the underlying yield, rather than being just visual eye candy. So... Don't make it work correctly I guess? Or make it configurable, if it's possible. I'll work around it either way, and it's fantabulous to have this, but the more options the better.The overlays work like the forest, mountain and hill overlays. They're only used for improved visuals and have no effect on tile yields or resources whatsoever. For examples, see Catfish' graphics mod packs here.
Wonderful (pun intended I guess ). I wonder (sorry!) why the original creators made it this way to begin with, since it's so easy to change to a vastly better mechanic? I guess the world just wasn't ready for overflow in 1996.They carry over to the next production order. I've also made it configurable per production type (unit, improvement, wonder).
*fingers crossed* (we need a smiley like that, pronto!)Haven't looked into it yet, but I suspect it is equally simple.
Cool, and by cool, I mean totally sweet.I already have a patch to add bonus yields to city tiles, I could make this more configurable I guess.
It's not that different from the MGE map editor. My next port of call would be system security, eg, UAC, HIPS, anti-virus/malware. Did you install ToT in the Program Files folder?ToT wasn't running when I tried to start the editor. It is in the ToT folder ofc. It could be some problem that's unique to my pc... This piece of junk has caused me more headaches than I can remember
Ha! I think I got it: Problem was the @TRANSFORM Section! I had not added additional lines there, so for 16 terrains only 11 transform specs existed. If I add five lines there as well everything loads fine.
I believe so. Overlays serve a purely aesthetic purpose. As TNO said, they function the same way as forest, hills and mountains, which, in non-ToTPP Civ2, are essentially hard-coded graphical overlays. They do not affect game mechanics. If you wish to change the terrain stats, then edit them under @TERRAIN in rules.txt. With the ToTPP, you now have 16 terrain slots at your disposal. The Original game graphics mod is exactly what it says. In other words, it's pure vanilla Civ2 game mechanics with the original 11 terrain types. There is no 'Desert Jungle' or 'Grassland Jungle', only jungle.... Am I missing something?