[Civ2] "civ2mod" savegame editor by tek10 for Civilization 2 MGE

Blake00

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FYI guys I just accidentally stumbled across this rather interesting find. It appears to be a Civ2 MGE savegame editor but this one was made by tek10 recently and is only 2 years old. Not entirely sure of it's capabilities yet as it needs to be compiled. If anyone feels like testing it, reviewing it and posting a screenshot of what it looks like here.. be my guest! :)


This is a program to modify saved game files for Civilization II MGE. It is intented to complement the cheat mode by allowing you to change things that cheat mode will not. It is written in C so that it runs very fast, doesn't depend on interpreters like java.exe or node.exe, and because I wanted to write something in C again. It uses the format information from hexedit.rtf

usage: civ2mod savefile [newsavefile]

No makefile. It was created using cygwin gcc on Windows 10. To compile:

cc civ2mod.c -o civ2mod
 
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Did you ever test that?

I'm also looking for a way to change sound files. I swapped in bowmen (medieval replacement for pikemen) on UNITS.GIF so that it appears at the top of the unit list, instead of leaving it at CUSTOM1. But that means it can't use the custom sound I made for it, which is pulled from English longbowmen in Braveheart.
 
Nah I'm not a programmer so I can rarely be bothered compiling peoples stuff. That's why I posted it here in hopes that someone else would be more skilled & motivated to give it a go but oh well haha.

And yeah unfortunately if you wish to ensure a correct build order list then you're stuck using the early unit positions with forced (& often shared) sounds in MGE. Only Test of Time allows custom sounds for every unit slot.

For my MGE scenarios with custom units & sounds I had to do quite the juggling act using guides like this one..
 
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I'm also looking for a way to change sound files. I swapped in bowmen (medieval replacement for pikemen) on UNITS.GIF so that it appears at the top of the unit list, instead of leaving it at CUSTOM1. But that means it can't use the custom sound I made for it, which is pulled from English longbowmen in Braveheart.
The sounds used by attacking units are grouped into groups and used by a number of units.
For example, in priority order @UNITS units:
in lines 15, 16, 18, 19
in lines 20, 21
in lines 7, 9, 10, 11
in lines 8, 12, 13, 14
in lines 37, 38, 39, 40
etc. somewhere each unit is assigned its own soundfor custom units, sounds are highlighted separately -
Sound effects for these 11 units may be added by providing CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV (lines 51 through 53) for the extra units and Extra1.wav through extra8.wav for the 8 test units (lines 54 through 61)
In order to assign your own sound to a specific unit and so that it does not overlap with others, you need to edit the code, in my mod I used this somewhere
 
The sounds used by attacking units are grouped into groups and used by a number of units.
For example, in priority order @UNITS units:
in lines 15, 16, 18, 19
in lines 20, 21
in lines 7, 9, 10, 11
in lines 8, 12, 13, 14
in lines 37, 38, 39, 40
etc. somewhere each unit is assigned its own soundfor custom units, sounds are highlighted separately -
Sound effects for these 11 units may be added by providing CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV (lines 51 through 53) for the extra units and Extra1.wav through extra8.wav for the 8 test units (lines 54 through 61)
In order to assign your own sound to a specific unit and so that it does not overlap with others, you need to edit the code, in my mod I used this somewhere
Thanks. I've got the Custom and Extra units sounds sorted out: EXTRA1.WAV and CUSTOM1.WAV (although I think the CUSTOM ones refer to the Extra units cited in Rules.TXT and UNITS.GIF).
Nah I'm not a programmer so I can rarely be bothered compiling peoples stuff. That's why I posted it here in hopes that someone else would be more skilled & motivated to give it a go but oh well haha.

And yeah unfortunately if you wish to ensure a correct build order list then you're stuck using the early unit positions with forced (& often shared) sounds in MGE. Only Test of Time allows custom sounds for every unit slot.

For my MGE scenarios with custom units & sounds I had to do quite the juggling act using guides like this one..
Thanks for the link. I'll see if there's a way. Maybe I can group my Bowmen with Archers and get them both on a group with a single sound file in use that I can replace?
 
Thanks for the link. I'll see if there's a way. Maybe I can group my Bowmen with Archers and get them both on a group with a single sound file in use that I can replace?
Yeah you could but you'll have to juggle other things out of the way which create a new problem as then they need to go somewhere which forces other things out haha. I remember spending days juggling units around in somne of my scenarios because every fix created a new problem. Of course it's not a problem if you care about the build display order, but when you do.. urgh it's hell.
 
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