[Civ2] Civilization II MGE User Interface Additions (CIV2UIA)

Alright, so the inadvertent consequence of fixing the dye/copper bug is the reduction of chance for uranium to be supplied?
Do I understand it correctly that it's not that anything in the uranium calculation was changed per se, it's just that other commodities now work properly?
Am I correct again in understanding that regardless of what type of terrain I settle on, there's no meaningful change in the occurrence of uranium?
Would it be possible to add a toggle in the launcher options to disable the dye/copper fix? I'd rather play with that than not have uranium, at least in some games.
 
Alright, so the inadvertent consequence of fixing the dye/copper bug is the reduction of chance for uranium to be supplied?
Do I understand it correctly that it's not that anything in the uranium calculation was changed per se, it's just that other commodities now work properly?
Am I correct again in understanding that regardless of what type of terrain I settle on, there's no meaningful change in the occurrence of uranium?
Would it be possible to add a toggle in the launcher options to disable the dye/copper fix? I'd rather play with that than not have uranium, at least in some games.
Rich (BB code):
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Try finding TWO such sections of HEX code using an editor by opening the civ2 file and replacing the numbers highlighted in bold red with blue. Ideally, this should include the Uranium product in the Offer list when calculating the random second product based on coordinates; the previous calculation only allowed Oil to appear in this way
Rich (BB code):
8B 45 F8 99 33 C2 2B C2 83 E0 01 33 C2 2B C2 83 C0 01 F7 D8 89 45 F8
 
Last edited:
Rich (BB code):
8B 45 F8 99 33 C2 2B C2 83 E0 00 33 C2 2B C2 83 C0 02 F7 D8 89 45 F8
Try finding TWO such sections of HEX code using an editor by opening the civ2 file and replacing the numbers highlighted in bold red with blue. Ideally, this should include the Uranium product in the Offer list when calculating the random second product based on coordinates; the previous calculation only allowed Oil to appear in this way
Rich (BB code):
8B 45 F8 99 33 C2 2B C2 83 E0 01 33 C2 2B C2 83 C0 01 F7 D8 89 45 F8
Thanks, that worked.
 
Hey I have a request related to a QOL feature that was present in the original Civ 2 game but doesn't work in any later release, whether MGE or ToT.

I can upload a video if needed but I will try to explain as best I can. If someone was able to implement this feature I would be eternally grateful, in fact I would be willing to pay the person since it is so important to me.


The problem has to do with keyboard commands. I get hand cramps if I use the mouse too much and so in any game I play, if there is a way for me to use the keyboard then I will use it as much as humanly possible.

When playing vanilla Civ 2, at the end of your turn after all your units have moved etc, you have a blinking white box on a tile, indicating what tile is active. If you happen to be on a tile with multiple units on it, you may press the "A key" and a dialog box will appear indicating a list of units present on the tile, at which point you can use the arrow keys to scroll to whichever unit you want to activate.

Now, in the old original version of Civ 2 this white square indicating the active tile can be moved using the numpad.. This is EXTREMELY useful especially when conducting large battles and sieges etc, being that, you are able to move through your lines activating, fortifying, moving, etc etc your troops. You can quickly move around the map using the numpad rather than having to use the mouse for every little thing.

If there is no way to sort this feature out, I am afraid I will have a lot of trouble playing MGE etc, since the game is already so mouse intensive. I will be forced to play the original version of Civ 2 rather than MGE therefore forfeiting the opportunity to play all kinds of great custom maps and scenarios etc.

I'm quite upset about the whole situation to say the least!

Any help would be greatly appreciated!
 
When playing vanilla Civ 2, at the end of your turn after all your units have moved etc, you have a blinking white box on a tile, indicating what tile is active. If you happen to be on a tile with multiple units on it, you may press the "A key" and a dialog box will appear indicating a list of units present on the tile, at which point you can use the arrow keys to scroll to whichever unit you want to activate.

Now, in the old original version of Civ 2 this white square indicating the active tile can be moved using the numpad.. This is EXTREMELY useful especially when conducting large battles and sieges etc, being that, you are able to move through your lines activating, fortifying, moving, etc etc your troops. You can quickly move around the map using the numpad rather than having to use the mouse for every little thing.
The white blinking cursor can be moved with the numpad if there is at least one active unit ready to move. However, if all units have finished their turn or are sleeping or fortifying, etc., then, indeed, the white cursor cannot be moved with the numpad - only with mouse.
This can be fixed soon.
 
The white blinking cursor can be moved with the numpad if there is at least one active unit ready to move. However, if all units have finished their turn or are sleeping or fortifying, etc., then, indeed, the white cursor cannot be moved with the numpad - only with mouse.
This can be fixed soon.

I just tested this and you are correct, if there are active units you are able to move the blinking cursor.. However at the end of your turn, you are not. It's a little frustrating to say the least.

If this can be fixed as I said I would appreciate it GREATLY. As I had said I can get hand cramps using the mouse to much from years and years of video games, and one of the reasons I love these old games so much is they tend to have many more keyboard commands than newer titles!

Another thing I do for ease of use, if anyone is in the same situation as me, is use a program called AutoHotKey which enables you to set up endless hotkeys and can make games much more enjoyable.

I'll give another example of a feature that bugs me a bit, whether it can be addressed or not I am not aware.

You know how when a city builds a unit, or if you open a city window after the start of your turn is over, that is all the dialog boxes for bulidings being built etc are gone.. You can press enter to open the city screen, and then there are several hotkeys available for use, that are otherwise not available when you are viewing the city screen during the start of your turn that is when a buliding is built. For exampl you can press "A" to change production, or "B" to buy, or "R" to rename your city, Just another thought!
 
Oh my! You are a GOD!!

I am so grateful.. I had been sooo super excited to play Denis Kozhin's super large earth map (which requires MGE) and now I will be able to play it without worry!!

Thank you so much good Sir!
 
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