It's all right, actually. I was looking at KINKS.PIC of Elizabeth and Shaka Zulu. There are KINGS.PIC there as well, the familiar ones. I have never seen the alternative pictures for Zulus and English in the game, so I was wondering. Now I'm guessing these alternatives were meant for EGA graphic...
I though I was done with the modpack, too. It was fun. This version that you can pick up here on this topic pretty much works.
But then today I sort of repacked all of it into version 1.2, which works without having to install and uninstall things. Like Civ1 total conversion scenario Blake...
And then, yes, another thing, shouldn't the units be in light grey, since white is already used for a national color?
The more I look into this, the more possible little improvements there is.
I'd recommend this version
https://www.myabandonware.com/game/civilization-ii-multiplayer-gold-edition-3hr
with plenty scenarios available here at civfanatics.
And this launhcer is a splendid utility as well...
version 1.2 of Graphic Modpack
new features:
- intro movie (movie from civ1)
- animated heraldry (animated portraits of 14 leaders from civ1 +7 more)
- included is an old codec (for civ2 on newer machines to be able to play old media files such as world wonders movies, advisors movies and...
Less technologies means less to research, but also less to exchange with other civilizations. In a test run, with 6 opponents, it is true, twentieth century came about century earlier than it would in real life. It will take some guess work to modify research speed accordingly.
Greeks and Romans indeed start close together. That should not be the case in every game though. The game on Earth is meant to start this way:
Player selects:
- start on premade world
- selects world.mp
- selects his tribe, Russians, for example
- selects 6 opponents
- don't randomize starting...
You'd have to zoom in on this picture full screen, because this is quite a zoom out. I played Romans on autopilot, so the Greeks destroyed Rome, and two thousand years later, after thousand of years of war with Carthaginians from Mongolia, here we are in city of Antium with 280.000 population...
Yes, but wouldn't you need 7 unit slots just to make a phalanx in 7 colors? if I'm understanding this right, there are not that many unused unit slots available. About 20 there are, that fits 3x6=18, that's 3 colorful units only. Most of the units would still be white?
Played around with a map generator. Not the part that generates most of the map, just the part that generates resources.
Went to some lengths for this last modification of rules, because with a hybrid game like this one, here you can't miss, even if you're not very precise, and will attach some...
Hah, the same thing happened to me last time I was writing a rather lengthy post, trying to cover loose ends about the bugs in rules.txt.
Before I slowly posted a reply, there were new pixel precise ideas here.
Not much can be done, it is all because of barbarian units. On the other hand, if...
Here is the patch with modified technology tree.
rules.txt
description.txt
cities.gif
3 improvements that were mentioned yesterday about city colors were implemented.
combustion - makes barracks obsolete
industry & automobile - doesn't change the color of the cities
Changing the tech tree...
Something wrong with the file or checksum, but never mind, I recreated the idea with little trial and error. Basically just measured how big the flag is and a position a city square could be without having edges chopped off. I was curious.
I like idea of 7 civs each having their original color...
Here is the improved txt files for this.
rules.txt
game.txt
description.txt
Solved the things like aqueduct limits, unit support costs under monarchy, missing religion, Bach and Michelangelo. The new txt files are included in zip.
Also added an installer to this bundle, which was a thing I...
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