Civ Compatibility

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Oct 25, 2000
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I am a bit curious as I browse through the forum and wondering...

What does everyone think of scenarios that offer compatibility with other previous versions? Or scenarios that don't? There are good number of scenarios out there that can only be played by Civ2Gold or FW, etc. And we all know that sometimes when a player attempts to convert them (and I have yet to actually know of someone who has successfully converted a ToT scenario to Civ II) it just doesn't play right.

I'd like to know if this is something that is limiting to a lot of players or authors and whether anyone really cares that much?

Just thought I'd through that idea in the pot...tell me what you think?

John
 
I hardly ever use my classic civ2 anymore. I made my first [and so far only public] scenario with it, but now I stick completely with MGE, and live with all the limitations of it. I know Test of Time has better scripting language etc, but it lacks one important thing : mulitplayer! -thats why MGE is the best version, and since people has been able to upgrade their classic civ2 to MGE using Cedric Greenes patch, basically everybody can play MGE scenarios. :D
 
When I didn't have MGE, I was somewhat disgruntled that I couldn't play the "good" scenarios"...

Now I can create my own scenario, which has proved to be a daunting and infuriating task.

As for creating a scenario for classic, I couldn't see how it would be done (Way over my head:)).

So compatibility isn't a issue, if you have both games:D!
 
Originally posted by Morten Blaabjerg
I know Test of Time has better scripting language etc, but it lacks one important thing : mulitplayer! -thats why MGE is the best version

ToT have multiplayer options !!
 
How come its not more popular then?
-no map editor, no scenario compability with CiC/FW/MGE's ones

but we can give it the mge map editor and angelo scotto give it his Civconverter

and i think that ToT and his new rules and events options is better than MGE
 
Originally posted by Eyn
How come its not more popular then?
-no map editor, no scenario compability with CiC/FW/MGE's ones

but we can give it the mge map editor and angelo scotto give it his Civconverter

and i think that ToT and his new rules and events options is better than MGE

Yep, I also believe FW & MGE rule because of their ease of access when designing new scenarios- and due to the availability of precisely the map editor and the Civconverter, TOT has become the ultimate "top-up" for scenario makers... however, the only limitation I found in MGE were the events (too little space, and no multi-events per trigger), the units (wanted more), and to some extend the possibility to include "physically independent" maps.

Everything else is still top of the range- making of TOT a nice update, not necessarily a better choice...
 
yes but MGE have another limitations
-most of units share sounds (all ToT units may have their own attack sound)
-obsolete tech is use to give units to specific civs so that these units can't become obsolete (ToT specific units can become obsolete)

ToT have unpassable terrain, MGE must use "units" for that
ToT have specific tech civs, MGE can't if u use diplomats
this last option give the possibility fot ToT to have civs specific improvements or wonder in a game with diplomats
 
Originally posted by Eyn
yes but...
-obsolete tech is use to give units to specific civs so that these units can't become obsolete (ToT specific units can become obsolete)

ToT have unpassable terrain, MGE must use "units" for that
ToT have specific tech civs, MGE can't if u use diplomats
this last option give the possibility fot ToT to have civs specific improvements or wonder in a game with diplomats

Oh yes U can have specific units that become obsolete- just have to use separate tech trees from start on for each civ, then add secondly a second trigger tech only available to one civ (put it to NO/NO so diplomats dont steal it) and thirdly U can have various other triggers (events to make units obsolete)- works fine although u may argue it is difficult to implement...

Units used to create impassable terrain- well apart from stealing one otherwise useable unit this is not a real problem
 
"then add secondly a second trigger tech only available to one civ (put it to NO/NO so diplomats dont steal it)"


hmmm that's a long time, so i'm not sure but i think we can't research tech which need a "no, no" prerequisite tech !

yes just test it give to my civ Bronze Working Tech, savegame, change rules to "no, no" for Bronze Working, reload game and i couldn't anymore search for Currency or Iron Working (with Warrior Code)
 
Originally posted by Eyn


hmmm that's a long time, so i'm not sure but i think we can't research tech which need a "no, no" prerequisite tech !

well that's why i suggested to give the NO/NO tech to a specific civ from the start and make it one of the two prequisites of a civ specific advance...:D
 
The way to do it in MGE is this

no,no tech [Alp]----> new tech [Alp,nil] ----> unique tech tree

techs derived directly from a no,no tech correctly cannot be researched, which I learned because it caused a severe flaw in one of my scenarios and still does until the next version comes out... it has to be done from another tech derived from the no,no tech.
 
Eyn
"How come its not more popular then?
-no map editor, no scenario compability with CiC/FW/MGE's ones

but we can give it the mge map editor and angelo scotto give it his Civconverter

and i think that ToT and his new rules and events options is better than MGE "


You can edit map for Tot. You have to have MGE and Tot. Then use the MGE map editorand save it under the Tot folder. :goodjob:
 
but those who had only ToT haden't any map editor. they need to have both ToT and a previous Civ2 version
.
so i found a small "bug" with using map created with the Civ2mapeditor and ToT... when u start a new game with a map like this, it doesn't ask u if u want random bonus terrain or initial map bonus terrain !

for the french version of ToT


Morten, w.i.n.t.e.r, ok !
:p
 
Not all people have ToT or can get it, scenarios for ToT will be made for a smaller audience...

Besides: There is no mac ToT :cry: :cry: :cry: ;)
 
Originally posted by Morten Blaabjerg
The way to do it in MGE is this

no,no tech [Alp]----> new tech [Alp,nil] ----> unique tech tree

techs derived directly from a no,no tech correctly cannot be researched, which I learned because it caused a severe flaw in one of my scenarios and still does until the next version comes out... it has to be done from another tech derived from the no,no tech.

Can the derived tech be traded?
 
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