if you have the necessary font, but there are difficulties with writing it into the game, I can help with thisI still have my font problem but overall the image is fine, I'm in 320*240 for the time being !
send me the font, I'll try itI admit that I'm a bit stuck, I do indeed have the right font!
I've done some research all over the net and I've also tried to tinker with the hexadecimal of Civ2.exe without succeeding in doing anything. If you have an idea, I'm very interested!
Thank you in advance
replaced Arial and Arial Narrow with your font, left Times as isOk thanks !
In my opinion, there are no particular difficulties here. The changes I made here are quite compatible with any mods. The rules file in the Cosmic parameter has a few more items than the default, but you can simply copy them to yourself with the default installation. You can delete the music and set the parameter to 0, and also remove the alternative image files in the MK.dll library. The text strings that were added are indicated in the description of the readme file at the very end, you can transfer them to yourself (there are not many of them)Been thinking about how can I distribute these awesome Civilopedia image enhancements with my scenario mods. Problem is your mod uses it's own custom Rules.txt file with various cosmic enhancements and my scenario mods use their own Rules.txt files too which means I would need to alter mine with your cosmic enhancements to work with your mod, however I'm guessing that will then render my mods Rules.txt file incompatible with regular unmodded MGE installs. Also if I use this altered version of Rules.txt and then you update your mod to a new version with more stuff and a changed rules file then my mods will become incompatible with your latest versions too and won't work with anyones copies anymore lol. So this has me thinking that I can't just package a modified rules file with my mods, link to your thread and leave it at that. I would instead need to package your entire mod within my scenarios to ensure they're using the exact version the included rules file was designed for. And I'd need to modify your package for each scenario as my scenarios have no need for the music files, alternative graphics and Hitler stuff you include. Would you even be okay with someone using your stuff that way? If not then I'm all ears on any alternative ideas you have to make distributing my stuff (after it's modified to need your stuff) work lol!
replaced Arial and Arial Narrow with your font, left Times as is
this font is already in the system apparently but comes with the system installer packages, so it began to be displayed immediately in the game
try saving the file label.txt in the encoding 1252 ANSI Latin 1Hi,
Thank you for adding the font.. However, it didn't change anything in terms of the characters that go live.
The problem must come from the writing of the program as you said! What is really strange is that in some places in the game the problem is not there. I put some examples where the accents work correctly as in some titles or some types of dialog boxes:
I have one solution left, simple but which distorts the French language, it is to remove the accents and other symbols that do not work like the "ç", etc.
In any case, thank you for taking the time to try!
Madcarak
Hello,try saving the file label.txt in the encoding 1252 ANSI Latin 1
previously add to this file all the words with the necessary stresses in French
hi, you need to increase the parameter in the rules.txt file to match the number of tracksHi guys, I need help with the soundtracks, as I understand there are 18 tracks in the music folder and with this addition they now works, very well.
However I want also the classic tracks, to be clear the ones from the old civ2 on playstation, so I downloaded them from other sources, converted to WAV, renamed them TRACK19, TRACK20 etc. and put them in the music folder, but It seems they won't play, is there anything else I am missing?
Thank you, It works now!hi, you need to increase the parameter in the rules.txt file to match the number of tracks
18 ; Determines how many tracks in WAV format from the MUSIC folder can be played. A value of 0 disables playback of these tracks (min 0 max 99)
After searching a bit I came to the conclusion that it's a matter of the moves made, if less than 200 moves have passed, even the built Apollo Program does not open the constructions for building a spaceship. On move 201 (Shift-F4), the constructions appear in the city menuHello everyone,
I have a problem that prevents me from continuing my mod. I was working on replacing the space race with the creation of a dimensional machine that would allow players to win by building it. Until then I had no problems creating modules SS, components SS and structures SS. But by tinkering with the files (either TXT or DLL) I must have made a mistake somewhere and I no longer see the parts for the ship in my construction list. When I start a new game I recover all the technologies, I launch the Apollo project and it is impossible for me to see the different parts.
I currently have a save that still has the possibility of creating my ship, is it possible that in this save, it saves the files that the game used at that time?
I've been looking for 2 days, I copied the files from version 16 of your patch @duplj I reworked each of my files so that it has exactly the same options (keeping my French translation) but nothing works. I also put back the DLL files that I had modified like ss.dll where the parts of the ship and the background of the image are located.
Has anyone come across the same problem and does anyone have an idea or a solution?
Don't hesitate to ask me for the files in question, I'm copying the backup file to this email.
Thanks in advance for your feedback/advice !
Sorry.After searching a bit I came to the conclusion that it's a matter of the moves made, if less than 200 moves have passed, even the built Apollo Program does not open the constructions for building a spaceship. On move 201 (Shift-F4), the constructions appear in the city menu