Palaiologos2
Prince
Is it possible to Hex edit two resource squares next to each other?
To show a great ore deposit for instance.
To show a great ore deposit for instance.
Yes. There are 2 bytes at the end of each map block in the SAV/SCN file that contain the resource seed. Don't know why they needed 2 bytes; there are only 64 patterns.Btw how do you change the resource seed in a saved game? Is it even possible?
I would've hex edited the map tiles in the SAV file to assign the desired terrain slots. The method I described was a non-hex editing method, but it creates rivers. Since that time, Keu created CivRiver, so you can remove rivers without resorting to hex editing. Hex editing also allows access to terrain slots 12-15 (count starting at 1), not just 16.What do you mean by "hex-edited the terrain slots to begin with"?
Terrain slot 15 has the same characteristics as resource #1, terrain slot 4. Terrain slot 15 doesn't have any resources as it doesn't really exist.Hex editing the terrain slots at specific coordinates in-game to be the first resource of terrain slot 15?
That was advice given to someone at the map-creation stage. Using MapEdit, you can export the MP file as a bitmap and edit it with a graphics editor. There's a palette index for each terrain slot that denotes resource suppression. Paint sections of the map with those colours and then open the BMP in MapEdit. MapEdit can then export the map as an MP file again. If you're already working on a SAV file, then you're looking at hex editing individual terrain tiles.How do you combine the gfx editor with map edit? In particular i want to suppress resources from the Caspian Sea, but not the mediterranean.
I would've hex edited the map tiles in the SAV file to assign the desired terrain slots. The method I described was a non-hex editing method, but it creates rivers. Since that time, Keu created CivRiver, so you can remove rivers without resorting to hex editing. Hex editing also allows access to terrain slots 12-15 (count starting at 1), not just 16.
Terrain slot 15 has the same characteristics as resource #1, terrain slot 4. Terrain slot 15 doesn't have any resources as it doesn't really exist.
That was advice given to someone at the map-creation stage. Using MapEdit, you can export the MP file as a bitmap and edit it with a graphics editor. There's a palette index for each terrain slot that denotes resource suppression. Paint sections of the map with those colours and then open the BMP in MapEdit. MapEdit can then export the map as an MP file again. If you're already working on a SAV file, then you're looking at hex editing individual terrain tiles.
Yes, like so:Ok so terrain slot 12 is the desert resource 1, yes?
@TERRAIN
01 Desert, 1,2, 0,1,0, yes, 1, 5, 5, yes, 1, 5, 3, Pln, no, ; Drt
02 Plains, 1,2, 1,1,0, yes, 1, 5, 1, For, 0,15, 0, Grs, no, ; Pln
03 Grassland, 1,2, 2,1,0, yes, 1, 5, 2, For, 0,10, 0, Hil, no, ; Grs
04 Forest, 2,3, 1,2,0, Pln, 0, 5, 5, no, 0, 0, 0, Grs, no, ; For
05 Hills, 2,4, 1,0,0, yes, 1,10, 0, yes, 3,10, 1, Pln, no, ; Hil
06 Mountains, 3,6, 0,1,0, no, 1,10, 0, yes, 1,10, 6, Hil, no, ; Mou
07 Tundra, 1,2, 1,0,0, yes, 1,10, 1, no, 0, 0, 0, Drt, no, ; Tun
08 Glacier, 2,2, 0,0,0, no, 0, 0, 0, yes, 1,15, 3, Tun, no, ; Gla
09 Swamp, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, no, ; Swa
10 Jungle, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, no, ; Jun
11 Ocean, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, no, ; Oce
12 Oasis, 1,2, 3,1,0,
13 Buffalo, 1,2, 1,3,0,
14 Grassland, 1,2, 2,1,0,
15 Pheasant, 2,3, 3,2,0,
16 Coal, 2,4, 1,2,0,
The 'placeable resources' don't actually belong to any of the standard terrain slots because they occupy their own terrain slots. They bear the names and stats of the first 5 resources in the terrain list. Since half the fields in the @TERRAIN table are missing for slots 12-16, those fields are given null values. Filling out the table doesn't work. Sixteen is the maximum number of terrain slots because that's the maximum value of 4 bits.Does that mean you can put resources on grassland? there are 3 grassland entries in the @terrain in the rules.txt.
If you transform one of these terrain oddities, the first 4 bits are zeroed, giving you the first terrain slot (terrain number 0)...
Yes. The two shades define areas of suppressed and unsuppressed resources (see attached). Any resources which fall over the suppressed regions will not appear in the game.You mean there are f.e two shades of blue in the map preview of the mapedit that one denotes ocean tiles with resources(depending on the seed number) and the other resource supressed ocean tiles?
Yep.And one can hex-edit individual tiles to hide resources, yes?