Civ2 MGE several fixes and additions with support for music tracks

 
I think he says 200 "turn".

In Russian, the word "ход" [khod] can mean both "move" in the general sense, and "turn" in the particular sense in relation to board or computer games. By default, the online translator translates only in a general sense. I also constantly encounter this problem, and I try to fix it manually. However, sometimes manual correction can be missed due to oversight.
 
In any case, thank you all for your answers! It reassures me and in hindsight I would have asked the question two days ago, I could have moved forward on something else for my MOD! I also use a translator, I don't have an excellent level of English..
 
Ah that would be great news!

Image quality level and this possible in MGE! Would there also be the use of a 24-bit palette?
I managed to implement support for 16/24 bit colors in bmp files (by transferring and adapting the necessary procedures from TOT here), having spent about a month, however, due to the fact that I had to make a lot of changes and I did it right away on my modification, I do not plan to transfer it to the original game, and it will no longer be the original game
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UPD updated the download link
1. Corrected some places where new pictures were used, so when pressing F6 and selecting the Goal option, the new pictures were cut off or went beyond the allotted boundaries, now everything is correct, also there I slightly expanded the space for displaying squads and the window where all this is displayed was made in two rows (this is the RESEARCHGOAL option in the game.txt file)
2. Corrected the icons of shields, coins and food in the civilopedia window, which could shift depending on the choice of window sizes
These are small edits because of which I will not change the version of the game, for now it will remain version 16
 
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I managed to implement support for 16/24 bit colors in bmp files (by transferring and adapting the necessary procedures from TOT here), having spent about a month, however, due to the fact that I had to make a lot of changes and I did it right away on my modification, I do not plan to transfer it to the original game, and it will no longer be the original game
---
UPD updated the download link
1. Corrected some places where new pictures were used, so when pressing F6 and selecting the Goal option, the new pictures were cut off or went beyond the allotted boundaries, now everything is correct, also there I slightly expanded the space for displaying squads and the window where all this is displayed was made in two rows (this is the RESEARCHGOAL option in the game.txt file)
2. Corrected the icons of shields, coins and food in the civilopedia window, which could shift depending on the choice of window sizes
These are small edits because of which I will not change the version of the game, for now it will remain version 16
Hi,

I understand your choice, indeed not to distort the MGE version too much.

Thanks for the other modifications concerning RESEARCHGOAL it looks good in game. ^^

Top!
 
try this file if you like it I will leave it like this or you can slightly reduce/increase the icons
when choosing to use new icons or the old ones they will adapt to the size to fit into the allotted space
icons from the list of construction in the city, help tips, sale, purchase, etc
also made the list of construction in the city as a list of two columns (this is the PRODUCTION option in the game.txt file)
 

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try this file if you like it I will leave it like this or you can slightly reduce/increase the icons
when choosing to use new icons or the old ones they will adapt to the size to fit into the allotted space
icons from the list of construction in the city, help tips, sale, purchase, etc
also made the list of construction in the city as a list of two columns (this is the PRODUCTION option in the game.txt file)
Hi,

It's practical indeed to be able to have the construction of the city on two columns, I'm integrating that into my game.txt!

Thanks
 
download link updated
item 45 added (allows you to delete your city), as well as all edits above
Work perfectly !
Capture d’écran 2024-11-07 123936.png
 
More out of curiosity than practical necessity:

is it possible to arbitrarily increase/decrease the number of city tiles processed (which is 21 by default), similar to how the total area of a city changes in later versions of Civ?

Obviously, even if theoretically the possibility of an increase exists, for this you will have to change/break the city window. However, at least 2 tiles can be added to the city window without significantly changing the existing graphics file, thus increasing the total number of city tiles to 23:
1.jpg


Overall, it was interesting and fun to play Civ2 with cities that were 40 tiles or more in size.
 
Hi @duplj , another request that I got from another topic, is there a way to add 1 or maybe even more experience levels above veteran to the units? This would be incredibly great, adding a lot of depth to the game.
 
More out of curiosity than practical necessity:

is it possible to arbitrarily increase/decrease the number of city tiles processed (which is 21 by default), similar to how the total area of a city changes in later versions of Civ?

Obviously, even if theoretically the possibility of an increase exists, for this you will have to change/break the city window. However, at least 2 tiles can be added to the city window without significantly changing the existing graphics file, thus increasing the total number of city tiles to 23:
View attachment 708655

Overall, it was interesting and fun to play Civ2 with cities that were 40 tiles or more in size.
It is possible to do, but as usual it takes time and find all the connections that are interconnected with this, for example this is a graphical representation, then this is reading resources, then the location of food icons, commerce, etc. on new cells, squads if they exist, etc. and finally, the participation of the cell in the mouse clickability
It is easier to expand by two cells, since the existing variables will allow you to fit two more bytes, to expand more you need to move some variables to a new place to increase the available space
In general, it worked out, only the clickability of these cells is sensitive to half of the cell, the upper one to the lower half when you click the mouse, the lower one to the upper half

These edits already change the original game purposefully, I think if they are added, then either to your own modification, or as a separate file. If the players here express a desire to include this here, then I will add it
 
Hi @duplj , another request that I got from another topic, is there a way to add 1 or maybe even more experience levels above veteran to the units? This would be incredibly great, adding a lot of depth to the game.
need to see, I think it is feasible, but how much will it take to break the existing game and change the code. veteran status as far as I remember is determined by the flag, changing this flag is probably no longer expandable, need to see how to do it differently, in general I'll see
 
It is possible to do, but as usual it takes time and find all the connections that are interconnected with this, for example this is a graphical representation, then this is reading resources, then the location of food icons, commerce, etc. on new cells, squads if they exist, etc. and finally, the participation of the cell in the mouse clickability
It is easier to expand by two cells, since the existing variables will allow you to fit two more bytes, to expand more you need to move some variables to a new place to increase the available space
In general, it worked out, only the clickability of these cells is sensitive to half of the cell, the upper one to the lower half when you click the mouse, the lower one to the upper half

These edits already change the original game purposefully, I think if they are added, then either to your own modification, or as a separate file. If the players here express a desire to include this here, then I will add it


Judging by the video, the added 2 new cells really work fully, amazingly! Your Civ2 editing skills are gorgeous.


1.jpg



Is it possible to add 2 more, turning the total area of the city into a diamond with 25 cells? Or is the Graphics window fixed and cannot be expanded?

I'll explain why I would like such an extension. The rhombic configuration of the city area will allow cities to be placed on the map with full coverage of the entire map area, without mutual intersection of city areas, and without areas that are not captured by any city. On a random map this doesn't matter much. Due to the random configuration of the land masses, the cities will most likely overlap anyway. On a specially created map, the “rhomb” configuration will allow you to plan in advance the placement of cities with complete coverage of the entire landmass, and without intersections. Therefore, an area of 25 squares (if this is possible, of course) seems to me to be the minimum necessary in order to introduce such a radical change to the game. Otherwise, “the game is not worth the candle.”
Ideally, I would of course like to see a dynamic city area in the game (like in Civ4, 5, etc.), which changes up or down depending on population growth. Or, the initial differentiation of cities of maximum size by area (conventionally 50 cells), medium (let's say, as it is now), and minimum (9 cells). In this case, the configuration of the areas could be absolutely arbitrary (for example, “pseudo-oval” as it is now, or any other). However, this is most likely clearly beyond the capabilities of the Civ2 platform.

Hi @duplj , another request that I got from another topic, is there a way to add 1 or maybe even more experience levels above veteran to the units? This would be incredibly great, adding a lot of depth to the game.
need to see, I think it is feasible, but how much will it take to break the existing game and change the code. veteran status as far as I remember is determined by the flag, changing this flag is probably no longer expandable, need to see how to do it differently, in general I'll see

Regarding additional veteran status. I would also probably like to see him in the game. However, it is not very clear how "second-tier veteran" will interact with barracks and Sun Tzu's.

Personally, my gaming preferences: a unit can only gain veteran status in combat. Therefore, personally, in my version of Civ2, I exclude both barracks and Sun Tzu's from the game. Your Civ2Mult modification has a superbly implemented “unit training” game mechanic, where veterancy can be obtained randomly. This is an excellent alternative to barracks. However, I would still like to see some penalty for the player for training, similar to the “unit upgrade” mechanics also available in your modification. In the original game, the construction and maintenance of barracks require the player to make significant investments in both money and shields. In general, I am of the opinion that any bonuses for the player should have a "downside" in the form of restrictions and penalties to avoid overly linear gameplay, and maintain overall game balance.
 
Civ2 Is a 30 years old game with huge imbalance and simplifications we cannot pretend to much, still We play it.

In my opinion, adding 4 (maybe 5? I dunno) tiers of experience to the single units, can add a lot of depth, tactics and strategy to the game, for example with time, after a long war you can have very powerful battleship or extremely competent tank units and the AI as well.

This may led to interesting situations where a disadvantages AI may survive or prevail thanks to the experienced units or you might transfer your better units to an important front and keep conscripts at home.
Let's see what duplj pulls out of the hat.
 
Judging by the video, the added 2 new cells really work fully, amazingly! Your Civ2 editing skills are gorgeous.


Is it possible to add 2 more, turning the total area of the city into a diamond with 25 cells? Or is the Graphics window fixed and cannot be expanded?

I'll explain why I would like such an extension. The rhombic configuration of the city area will allow cities to be placed on the map with full coverage of the entire map area, without mutual intersection of city areas, and without areas that are not captured by any city. On a random map this doesn't matter much. Due to the random configuration of the land masses, the cities will most likely overlap anyway. On a specially created map, the “rhomb” configuration will allow you to plan in advance the placement of cities with complete coverage of the entire landmass, and without intersections. Therefore, an area of 25 squares (if this is possible, of course) seems to me to be the minimum necessary in order to introduce such a radical change to the game. Otherwise, “the game is not worth the candle.”
Ideally, I would of course like to see a dynamic city area in the game (like in Civ4, 5, etc.), which changes up or down depending on population growth. Or, the initial differentiation of cities of maximum size by area (conventionally 50 cells), medium (let's say, as it is now), and minimum (9 cells). In this case, the configuration of the areas could be absolutely arbitrary (for example, “pseudo-oval” as it is now, or any other). However, this is most likely clearly beyond the capabilities of the Civ2 platform.
it's not hard to get to the rhombus, but further it will be more difficult, but I think this is enough
graphics the window could be redrawed, find all the elements that are in the city window and move them, but this is obviously long and time-consuming, it's easier to reduce it and there is such a mechanism, but I don't want to reduce it too much otherwise it will be small
 

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