Hi, I'm new here + I have a problem

WilhelmBr

Chieftain
Joined
Jul 23, 2008
Messages
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Hi! It's my first time here! :)
I just finished a scenario for ToT and just now I realise that it "reset" the civs' special titles (such as "4, Archbishop, Archbishop") to the default titles. How can I fix it, guys? :)
BTW, is there any ToT sprite units out there that I could "borrow" for my scenario (it's a "Age of Discovery" scenario)? Since I wanted to use the sprite units, I had to reuse some of the default ones ("Fanatics" as "eagle Warriors", for example)...
 
I really wish I could help...you might try searching the forums to see if this has already been answered...

Good luck!

CivPartisan
 
WilhelmBr said:
I just finished a scenario for ToT and just now I realise that it "reset" the civs' special titles (such as "4, Archbishop, Archbishop") to the default titles. How can I fix it, guys? :)
Well, this one I have answered before. See the last post in this thread. I should add that this workaround isn't perfect. To work for the human player it requires the game to be saved and reloaded, whereas the titles for AI tribes are set correctly from the start.

WilhelmBr said:
BTW, is there any ToT sprite units out there that I could "borrow" for my scenario (it's a "Age of Discovery" scenario)? Since I wanted to use the sprite units, I had to reuse some of the default ones ("Fanatics" as "eagle Warriors", for example)...
I'm afraid there's very little in the way of custom animated sprites for ToT. Blue Lion (aka Civinator) was working on some for a time. See his thread at Apolyton. Of course, you don't have to use animated sprites in ToT. You can always use bitmaps or even static sprites (if you want common units to be differentiated by tribe colours). There's plenty of the former - and I mean true 24-bit colour units, not rehashed 8-bit ones from earlier versions of Civ2. Note that most of ToT is rendered in 15-bit colour; older versions of Civ2 use a very limited 8-bit palette.

WilhelmBr said:
BTW, is it possible to use Heralds animations with ToT?
Microprose ditched animated heralds from the game - so, no. You can, however, edit the graphics in the diplomacy screen. They're found in the file mk.dll in the main ToT directory. You'll need something like Resource Hacker to edit the file. The palettes are rubbish, though.
 
I really wish I could help...you might try searching the forums to see if this has already been answered...

Good luck!

Thanks ;)

Well, this one I have answered before. See the last post in this thread. I should add that this workaround isn't perfect. To work for the human player it requires the game to be saved and reloaded, whereas the titles for AI tribes are set correctly from the start.

That's working as you said, thanks ;)
It's finally finnished, how can I post it at the download area?

I'm afraid there's very little in the way of custom animated sprites for ToT. Blue Lion (aka Civinator) was working on some for a time. See his thread at Apolyton.

Thanks for the link, his new legion unit looks great :)
Too bad there isn't any renaissance new sprite units for ToT, I'd surely make a good use of them :D
But that's okay, the ToT Partisans works good as the Landsknechts and the Fanatics, as the Eagle Warriors. And the Bombard from Fanatsy units also makes an excelent replacement for the catapult (I'm keeping as much from the original rules as possible; all regular techs are there and I just gave different names and pictures for the ancient Wonders and Units) :D

Of course, you don't have to use animated sprites in ToT. You can always use bitmaps or even static sprites (if you want common units to be differentiated by tribe colours). There's plenty of the former - and I mean true 24-bit colour units, not rehashed 8-bit ones from earlier versions of Civ2. Note that most of ToT is rendered in 15-bit colour; older versions of Civ2 use a very limited 8-bit palette.

Yes, indeed. But I was hoping I could use the sprite units for this scenario. I also made this scenario for the original Civ2, and I used there the bitmap units ;)

Microprose ditched animated heralds from the game - so, no.

Nah, but that's also okay. The Heralds aren't a big deal, it's just that I'm excited because I finally figured out how to use the four "modern european" heralds + the aztec herald (and, of course, the pictures of the correspondent leaders) at the same time in a single scenario. That's so easy, but it took about a year for me to find out (and at least ten years cursing Microprose for putting the Aztecs and Spanish (and French and Germans) with the same colour) :lol:

You can, however, edit the graphics in the diplomacy screen. They're found in the file mk.dll in the main ToT directory. You'll need something like Resource Hacker to edit the file. The palettes are rubbish, though.

Yeah, I did it already, but only for fixing the french leaders. I replaced those greek impostors with the original pictures of Louis XIV and Joan of Arc from the original Civ2. :)
 
BTW, is there any way I can make the Landsknecht (mercenary) units stop causing unhappyness at his home city without having to make it from "NONE" (it would be better if he still had a shield upkeep, I guess), or setting his attack as 0 (making him useless), or making him a caravan unit (not useful for attack cities) or diplomat, or making him a Air Superiority "fighter"?

EDIT: Or pehaps it would even be better if all Landsknecht units were setted as "NONE", balanced with a high shield cost (mercenaries are expensive anyway). Is thete any way to make all Landsknecht units setted as such, including those produced at cities? Or pehaps is there a way to kill every new Landsknecht produced and replace it with a "NONE" one?
 
WilhelmBr said:
It's finally finnished, how can I post it at the download area?
See this page. When you're logged in, there's an Add File link at the top of each Downloads Database page.
WilhelmBr said:
BTW, is there any way I can make the Landsknecht (mercenary) units stop causing unhappyness at his home city without having to make it from "NONE" (it would be better if he still had a shield upkeep, I guess), or setting his attack as 0 (making him useless), or making him a caravan unit (not useful for attack cities) or diplomat, or making him a Air Superiority "fighter"?
If you mean specific unit attributes, I can't think of anything - other than the types of examples you mentioned. As you indicated, none of them are really suitable.
WilhelmBr said:
EDIT: Or pehaps it would even be better if all Landsknecht units were setted as "NONE", balanced with a high shield cost (mercenaries are expensive anyway). Is thete any way to make all Landsknecht units setted as such, including those produced at cities?
Not for ones produced in cities. You can create 'None' units with events.
WilhelmBr said:
Or pehaps is there a way to kill every new Landsknecht produced and replace it with a "NONE" one?
I don't see a practicable method. I suppose you could tie Landsknecht production in with research. Every time a player researches some recruitment technology they receive one or more mercenary units. Once received, the tech is taken away so it can be researched again. If it's a mod you're working on (as opposed to a scenario), then you might want to use the InCapital parameter instead of specific locations, eg:

Code:
@IF
ReceivedTechnology
receiver=Anybody
technology=[TechNumber]
@THEN
CreateUnit
owner=TriggerReceiver
unit=Landsknechts
count=2
veteran=true
homecity=none
InCapital
locations
0,0
endlocations
TakeTechnology
whom=TriggerReceiver
technology=[TechNumber]
@ENDIF

Of course a player won't lose the technology until the turn after receiving it, so they won't be able to research it twice in succession. To solve that problem, you could include a second technology that produces identical results to the first.

If it were me, I'd keep things simple and live with the unhappiness issue.
 
See this page. When you're logged in, there's an Add File link at the top of each Downloads Database page.
Thanks! :)

I don't see a practicable method. I suppose you could tie Landsknecht production in with research. Every time a player researches some recruitment technology they receive one or more mercenary units. Once received, the tech is taken away so it can be researched again.

That's actually a really good idea! I guess I'll let the Landsknecht as standard units, but I do know that I'll use this idea for other scenarios ;)

If it's a mod you're working on (as opposed to a scenario), then you might want to use the InCapital parameter instead of specific locations

That's both, I guess (a scenario that could very easily work as a mod). And, in fact, you just answered my next question: I was considering to use a "capture the colonists" idea, much like Colonization. So, each enemy settler you kill, you gain a new settler for you. And the one thing I was needing was to know how to send these new settlers to the capitals of each civ, thanks a lot ;)

If it were me, I'd keep things simple and live with the unhappiness issue.

Lol! Yes, I guess the Dutch don't really need them for being playable, after all (my biggest problem now is that the AIs are too stupid even at Deity, I guess this scenario is just too easy with any faction... :cry:)
 
WilhelmBr said:
And the one thing I was needing was to know how to send these new settlers to the capitals of each civ, thanks a lot ;)
Look at the event structure in my previous post. Notice the InCapital parameter immediately before the 'locations' line. When that parameter is used, the locations are ignored (although dummy ones still need to be included), and units are created in the capital.
WilhelmBr said:
Lol! Yes, I guess the Dutch don't really need them for being playable...
I take it you're keen on the Dutch having a Republic or Democracy.
 
Look at the event structure in my previous post. Notice the InCapital parameter immediately before the 'locations' line. When that parameter is used, the locations are ignored (although dummy ones still need to be included), and units are created in the capital.
Indeed. It works perfectly ;)

I take it you're keen on the Dutch having a Republic or Democracy.

Yes, that's my idea :) I know that may not be 100% accurate since the scenario begins in 1500 AD, the Dutch Republic begins only 50 years later, but I guess this helps picturing the dutch historical special traits, with much more "gold", "luxuries" and "trade", a significant technological advantage and military less powerful except for defending their own home. The problem with the dutch is that the AI insists that it wants only to expand the dutch empire to the east, that a filled with barbarian units (Neutral Villages, sort of a "impassable terrain" but that actuall can be destroyed, but only with some effort), while America, Africa and India have many barbarian cities that can be conquered ou empty space that can be settled. Well, at least a human player could have fun with them, even if the AI doen't know what to do with them ;)
 
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