Plus I think any terrain type, old or new, can be made to use a 16-tile group in Terrain2 -- it's not limited to the three types that have historically appeared there.You'd also get 5 or 6 new terrain types with ToTPP.
I know you're a big MGE fan but I'd really encourage you to try this out in ToT if possible -- I think you'd impress yourself with the end result.I believe you could actually make it look exactly like the "original game in all it's beauty" that you posted on Jan 20, without any of the pixelation or artifacting that you get from downscaling the 470,740 colors in your original image to the 256 that MGE can support.
Just my two cents though. As long as you're having fun, don't let me get in your way! Keep up the good work.
Plus I think any terrain type, old or new, can be made to use a 16-tile group in Terrain2 -- it's not limited to the three types that have historically appeared there.
And there would be an extra 46 unit slots...
Plus I think any terrain type, old or new, can be made to use a 16-tile group in Terrain2 -- it's not limited to the three types that have historically appeared there.
And there would be an extra 46 unit slots...
Can you explain this more please? Is it possible to have a 4th 16 title terrain? If so, any idea how to make it work?
Animating custom terrain resources is possible, I think, but I'm not aware of any mods or scenarios that have actually attempted it. Same with custom animated units: it's possible with ToT, I think, but all the ToT scenarios I've seen just used 2D units like FW, MGE, etc. (If you're ambitious, you can use static sprites to customize unit colors by tribe, without getting into animation.) The units aren't really "higher resolution", just a little larger (well, taller): 64x64 instead of 64x48. I think the true color support makes the most difference.... animating terrain objects which could be used for cool burning flames, animating units (or alternatively I think I saw somewhere that modders can do higher resolution 2D units in ToT these days using some trick??)...
Sure, makes sense. I actually feel the same about ToT though -- it's still fun to try and get more out of it than people expect.It's more that I just fell into MGE modding as it's what I had experience in ... I find it kind of addictive just to try and get way more out of it than people expect.

That's probably true, and honestly if you want to play the traditional base game, using MGE with FoxAhead's CIV2UIA is actually nicer than ToT (IMHO) because the default graphics in ToT are so lousy. But once you start getting into mods... I think the more someone's interested in playing Civ2 mods, the more likely it is that they've made the jump to ToT.Outside of the core Civ fan & modding community its safe to say way more people have a copy of or even know of MGE's existence versus ToT.
Well, yeah, more options can mean more work -- but just to be clear, it doesn't have to. You don't need to use animated units, or extra terrain types, or more unit slots -- you could keep your scope the same and just use more colors! But could you hold yourself back?Plus those points on why ToT is better above would also mean a lot of extra work and time haha, I really cbf working out animating units etc and having to draw heaps more buildings and units etc, I kind of want this project to be over as soon as possible as it shouldn't have even happened lol.

Well, it would be great to see you finish and release some of those projectsMy original plan was to release my 23yr old Star Wars mod, do the HoMM2 mod with Metro and then be done with Civ2 modding as my main focus was doing this big classic Civ games in HD video series for youtube where I mostly covered other peoples mods... So here I am now NOT working on my videos and juggling 4 different scenario/mods haha.. hell its 5 if we count my ToT Graphics for Civ2MGE mod project too arrrgh haha.
but then it would be great to see you stick around and keep producing more Civ2 content!If you posted the scenario that you want converted in the Modified Scenarios Workshop thread, I think someone would probably step up to help you. (Or did you try that already?) Many of the recent conversions have been done by gapetit, so you could even try asking him directly, but I think there are still a couple others around who know how the conversion process works. I've never done it myself, unfortunately.However the potential 6th project I've been mulling over for months, a enhanced remastered version of the good old Master of Magic Jnr scenario in Civ2 Fantastic Worlds would indeed finally bring me over to ToT as I really want to recreate the dual worlds of Arcanus and Myrror from MoM and only ToT can do that. However that requires a guru of that difficult MGE to ToT scenario conversion program and no one has come forward to help me so maybe that'll keep me away from taking on this project haha.
Yes, definitely possible. This is the patch named "Terrain overlays" in the TOTPP launcher, and I basically followed the steps outlined in the patch description that TNO put together. It's been awhile since I got this working, though, so I don't recall if I had any particular issues... nothing comes to mind at the moment. I didn't experiment with different tile heights, I just used 32 pixel images like Terrain2 has always supported.Can you explain this more please? Is it possible to have a 4th 16 title terrain? If so, any idea how to make it work?
Actually I meant 47, but I think it's even more than that. The base version of ToT supports 80 unit types, and TOTPP allows you to increase that all the way to 127. But it looks like there are only 62 unit types in the Rules.txt in my Civ2MGE folder, the last one being "Test Unit 8", is that correct? If that's the max, then going from MGE to ToT+ToTPP would be an increase of 65.I'm a bit more interested in the extra 46 unit slots.

Animating custom terrain resources is possible, I think, but I'm not aware of any mods or scenarios that have actually attempted it. Same with custom animated units: it's possible with ToT, I think, but all the ToT scenarios I've seen just used 2D units like FW, MGE, etc.
you could keep your scope the same and just use more colors!
If you posted the scenario that you want converted in the Modified Scenarios Workshop thread, I think someone would probably step up to help you. (Or did you try that already?) Many of the recent conversions have been done by gapetit, so you could even try asking him directly, but I think there are still a couple others around who know how the conversion process works. I've never done it myself, unfortunately.
Well, it would be great to see you finish and release some of those projectsbut then it would be great to see you stick around and keep producing more Civ2 content!
Death to all but MGE.![]()

WOW! I did not know that no one had figured out how to do animating units and terrain in ToT!! Even @Catfish never did it?? That guy's the guru of all things ToT lol. I hadn't encountered custom animating units & terrain either but just figured that was because it wasn't done much.
I made some animated ToT unit graphics by converting Civ 3 units and I think they are looking pretty well. You can see their animations as they are shown in the game in this thread: https://forums.civfanatics.com/threads/animated-units-for-civ-2-tot.411816/
As these units are still available for download, everybody could still test the quality of those units.
I also made an interesting ToT space scenario using two maps and simply animated ToT units. The thread at CFC can be found here: https://forums.civfanatics.com/threads/new-scifi-game-for-civ2-tot.421505/
At present it´s not available to the public and with the closure of the SOC site, that hosted this scenario, nearly all screenshots in that thread are gone.
Most Civ 3 units could be converted to animated Civ 2 ToT units. Especially infantry units fit very well in the 64x64 box. Problematic are big ships as they must be sized down massively.
The problem with animated Civ 2 ToT units is different: The programming of Civ 2 ToT here unfortunately is really outdated and there was found no way to fix this with Lua: There are no defensive animations possible in Civ 2 ToT, meaning, per example the animated swordsman beats on another unit and that unit is not animated and stands still until one of both units falls down. The other problem is, that for the movement animations, that can be done in good quality, Civ 2 ToT is not able to deliver the proper different movement sounds - only a 'clack, clack' or one other sound file, what is somewhat silly to hear a foot marching infantry for a moving jet plane.


@Blake: Most scenarios actually have animated units because you can see some battle graphics. You simply didn't realize it because that was nothing special in MGE but a lot of work in TOT. I guess that and the non-blinking active unti was what scared me off most.
You can have them all animated, but it's simply not worth the effort.
Blake00, thank you very much for all your 'digs' in the internet, but the modding stuff of the SOC site - including my Civ 2 ToT space scenario - is backed up very well. Lost are only most of those screenshots that were connected to the posts at that site, but these screenshots can be reproduced easily by using the backed up files.
If I do diagonal rivers across 2 squares I get the red car and white car combo.. if I use the full 1x3 combo then a nice limousine and green car join the little parking party haha. All cars are taken from the car parks in the original level of course. Those with a keen eye will notice I've also imported in the water fountains seen in the original map so you'll see them pop up here and there in the nice park & trees areas. Naturally in the final product I'll have that funny Monkey Burger place and a Petrol Station next to those car parks too. Disclaimer: All buildings in this shot are just unfinished WIP placeholders.Looks really super cool. Can you post a screenshot that hasn't been zoomed into?