Knighttime
Prince
- Joined
- Sep 20, 2002
- Messages
- 380
I've come up with 5 random questions about game behavior or customizations in Civ2:ToT, and I'm hoping that someone here has knowledge that they're willing to share, or can point me to someplace where answers have already been documented.
#1. The Test of Time Advance Slot Properties says that tech 46, Map Making, allows civilizations to exchange maps. But when I start a new game and none of the tribes have Map Making, and I send an emissary to any tribe, under "Have a proposal to make..." the option of "Ask to share world maps." is always available and works normally. The AI typically refuses to share, but I see no indication that having Map Making (or not having it) makes any difference. Is the Advance Slot Properties documentation simply incorrect?
#2. I don't usually build the Great Library, because I'd prefer to be first in the tech race rather than third or lower (and only in those positions would the GL really benefit me). But I built it in a recent game when I was playing at Deity level, and was surprised by the way it worked. I expected that at the point in time it was built, I would immediately receive any techs that were already known by two or more tribes, and then I would continue to receive a new tech going forward whenever that condition was met.
But it turns out that the first of those did not happen: I didn't receive any immediate techs at all, even though there were multiple that were known by at least two other tribes. I did learn new techs going forward, though, as AI tribes researched them. But there were actually a couple of techs that every tribe except me already knew at the time I built the Library, so they were never researched afterwards, and I never caught up on this "backlog". I had to research those techs on my own in order to get them. Is this behavior well-known to others and I just never realized it? or is something bizarre going on here?
#3. How does the minimap in the corner of the screen choose the color to show for each terrain type? Is there a specific pixel in the Terrain1.bmp image for that terrain which is used? Or does it do some sort of average across the set of all pixels used for that terrain type on the main map? I tried changing the four center pixels only to a wildly different shade, but this didn't seem to have any effect.
#4. After you launch your spaceship, it shows an image of it "sailing" across the stars -- really the spaceship image is fixed in place, and there is a scrolling background which is black with white dots. How is that background generated? Within ss.dll (which contains all of the other spaceship images), 498.gif and 499.gif are fixed images with starry backgrounds, but changing both of those images does not affect this behavior. Within civ2art.dll, 2000.gif and 30000.gif are both "starry sky" images (black images with white dots) but editing these also didn't seem to make a difference to the scrolling spaceship background. Does anyone know if it's possible to customize this and how to do so?
#5. I'm struggling to control the movement of Barbarian units with Lua events (using TOTPP). Because they often seem to wander about aimlessly instead of conducting coordinated attacks, I was experimenting with finding Barbarian units and giving them a GoTo order for a nearby (non-barbarian) city. But this seems to have no effect at all on their behavior. It's not even like they start heading in the right direction but veer off after a couple turns; even immediately after being given the correct order and destination, they will sometimes head in the exact opposite direction.
I know there are quite a few scenarios out there that use the 'MoveUnit' command in the macro language, and successfully as far as I know. Did this macro command work for Barbarians though? or have they always "played by their own rules" and failed to follow instructions? If this did work, does that mean there's something about doing this with Lua that isn't working? It seems the correct instructions would be:
I'm basing the order value on the note here, which says that 0x0B was the Go To order in older versions of Civ2, but in Test of Time it is now 0x0C.
Thanks in advance to anyone who can help out!
#1. The Test of Time Advance Slot Properties says that tech 46, Map Making, allows civilizations to exchange maps. But when I start a new game and none of the tribes have Map Making, and I send an emissary to any tribe, under "Have a proposal to make..." the option of "Ask to share world maps." is always available and works normally. The AI typically refuses to share, but I see no indication that having Map Making (or not having it) makes any difference. Is the Advance Slot Properties documentation simply incorrect?
#2. I don't usually build the Great Library, because I'd prefer to be first in the tech race rather than third or lower (and only in those positions would the GL really benefit me). But I built it in a recent game when I was playing at Deity level, and was surprised by the way it worked. I expected that at the point in time it was built, I would immediately receive any techs that were already known by two or more tribes, and then I would continue to receive a new tech going forward whenever that condition was met.
But it turns out that the first of those did not happen: I didn't receive any immediate techs at all, even though there were multiple that were known by at least two other tribes. I did learn new techs going forward, though, as AI tribes researched them. But there were actually a couple of techs that every tribe except me already knew at the time I built the Library, so they were never researched afterwards, and I never caught up on this "backlog". I had to research those techs on my own in order to get them. Is this behavior well-known to others and I just never realized it? or is something bizarre going on here?
#3. How does the minimap in the corner of the screen choose the color to show for each terrain type? Is there a specific pixel in the Terrain1.bmp image for that terrain which is used? Or does it do some sort of average across the set of all pixels used for that terrain type on the main map? I tried changing the four center pixels only to a wildly different shade, but this didn't seem to have any effect.
#4. After you launch your spaceship, it shows an image of it "sailing" across the stars -- really the spaceship image is fixed in place, and there is a scrolling background which is black with white dots. How is that background generated? Within ss.dll (which contains all of the other spaceship images), 498.gif and 499.gif are fixed images with starry backgrounds, but changing both of those images does not affect this behavior. Within civ2art.dll, 2000.gif and 30000.gif are both "starry sky" images (black images with white dots) but editing these also didn't seem to make a difference to the scrolling spaceship background. Does anyone know if it's possible to customize this and how to do so?
#5. I'm struggling to control the movement of Barbarian units with Lua events (using TOTPP). Because they often seem to wander about aimlessly instead of conducting coordinated attacks, I was experimenting with finding Barbarian units and giving them a GoTo order for a nearby (non-barbarian) city. But this seems to have no effect at all on their behavior. It's not even like they start heading in the right direction but veer off after a couple turns; even immediately after being given the correct order and destination, they will sometimes head in the exact opposite direction.
I know there are quite a few scenarios out there that use the 'MoveUnit' command in the macro language, and successfully as far as I know. Did this macro command work for Barbarians though? or have they always "played by their own rules" and failed to follow instructions? If this did work, does that mean there's something about doing this with Lua that isn't working? It seems the correct instructions would be:
Code:
unit.order = 0x0C
unit.gotoTile = city.location
Thanks in advance to anyone who can help out!