How do you edit rivers in existing senario maps?

Lefty Scaevola

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I want to correct the rivers and add some palaces in an exiting senario. I can find a way to do it with the snario editer and I cant load the map out of a .scn file to the map editor.
Is ther a way to do these with the senario editor or to load the map into the map editor?
 
You can't edit the rivers from within civ2. To load a scn map into the map editor, simply start the scenario and save the game, you can then load in the savegame file into the civ2 map editor, which will treat it as if it was a map file.

There is, however, no way to convert your edited map back to a scenario, without placing everything once again, cities, units etc.
 
Well that pretty much shotts that execise for s senario with close to 1000 units in it. What a adding palaces or specific city improvements. The senario edit just have a fuction for copuing another cities improvments, and that does not seem to work for palaces?
 
To add improvements, simply activate the cheat menu, and then choose the thing to build as usual in the city screen. The build options in the city will reveal a "cheat" button, that will instantly create the selected unit or improvement. For units, you can use f1 in addition to the above. palaces can be added by this procedure, but can only be removed by using "copy improvements" or using Carl Fritz' util civcity (which can do a lot of other stuff too)

BTW, in correction to my previous answer, you can REMOVE rivers from within civ2, by changing the terrain to ocean and then back to land again, but there is no way to ADD new rivers....
 
Originally posted by Morten Blaabjerg


BTW, in correction to my previous answer, you can REMOVE rivers from within civ2, by changing the terrain to ocean and then back to land again, but there is no way to ADD new rivers....

Yes that really sucks. In my latest project, I did the rivers very carefully because of this but some changes midway still required an adjustment to the rivers.
 
You have discovered scrolls of ancient wisdom: Adding rivers after you start designing your scenario. (This is a post made a couple of years ago by Harlan Thompson)

It has long been thought that rivers could only be created in the map editor. Now, thanks to LeMay and Harlan Thompson, this is revealed not to be the case. To create rivers:

1) Open up the rules.txt file and change the base time for engineers to transform terrain in the cosmic principles section to zero (0). Also in the rules.txt file, temporarily change the terrain that all the terrains you plan to alter are transformed into to "no". After you have finished making rivers, change them back.

2) Create three (or more on other terrain types. For example, mountains take eight) engineers on each of the squares you want rivers to appear. Lastly, create any unit of that civilization off to one side (see next step for why).

3) Select the unit off to one side, and give it any order. This
"initializes" the method, and tells the program that all future sets of engineers will be making funky terrain. Without using the mouse, issue the "o" (transform) command to engineers on the squares you want rivers to appear on as they start blinking in turn. As the third engineer on a desert, plains, or grassland square (or more on any other terrain) receives the transform command, the terrain will turn into a odd river/coal/desert combination.

4) To restore the proper terrain type, simply use the cheat menu to alter terrain. All the funny-looking graphics will disappear, but the river will remain. I wouldn't recommend it for anything except adding rivers once the file is in .sav format. There are some wierd effects, like river graphics appearing on adjacent squares, and the view cursor graphic "sticking" on the square.
 
I've used both these methods successfully.

This won't make sense with mapcopy until you figure out how to use it. If you use mapcopy, be sure in the civ2 map editor to use the analyze map function "N" before saving the map and importing it back into the save file with mapcopy. Otherwise the naval AI will be messed up. The analyze map function creates something called continent numbers which is vital to the functioning of the game. The details are in the mapcopy documentation.
 
Originally posted by techumseh
You have discovered scrolls of ancient wisdom: Adding rivers after you start designing your scenario. (This is a post made a couple of years ago by Harlan Thompson)
1) Open up the rules.txt file and change the base time for engineers to transform terrain in the cosmic principles section to zero (0). Also in the rules.txt file, temporarily change the terrain that all the terrains you plan to alter are transformed into to "no". After you have finished making rivers, change them back.

Yhis parragraph appears unclear or to be missing something. How do you create the terrain type which has a river included or does this just happen when you lable it "no".
 
Either the current mapcopy version is brocken or I am not opening it correctly. When I select open on the mapcopy.exe it rns for about a second and this closes. Do I do something other than "open" to run it, perhaps select a .scn file and "open with" mapcopy.exe?
 
If you're running on Windows XP, programmes like DelEvent and batch written a few years age on Win95 don't work.

I've not found a way to run these programs in XP.... Yet.... :scan:
 
I have tried it on win98, which it suposedly works on, and on WinMillenium.
 
Lefty,
Mapcopy runs as a command line. Here's an example.

mapcopy.exe 1889jan.mp 1889jan.sav

Mapcopy is the same folder as the map (mp) file and the save file.
Otherwise you have to specify the full paths.
 
So I would extract the mapcopy.exe to the senario folder (or where?), execute the above command, and then where would the extracted map be? The read me with the program does not give instructions on theses points.
 
Here's how I do it.
Create the map with the civ2 map editor by loading the sav file. Make the needed terrain changes with the map editor.
Just before saving, use the analyze map function.
Save as MP.
Run mapcopy. It will be simpler if you copy the mp and sav files to the same folder mapcopy is in. Copy the updated sav file to your scenario's folder. You don't have to mess around with moving files around if type in the full pathname of all the files, but there is more typing to do.
 
I think I have a hadnle on it. It appear the easiest methohd would be to unzip the mapcopy into the sanario folder, do everythin in there, and delete the extra stuff after finishing.

1. I open sanrio and make a .sav file
2. use the map editor to load the map from that sav file (no state with mapcopy.exe here?)
3. edit map
4. analyze map
5. sav map to .sav file
6. use mapcopy.exe to put map into .scn file (this use a dos? command or the fun function ? from the windows button?)

"mapcopy.exe namedate.mp name.scn"
this is correct command verbatin including spaces?
 
Mapcopy is a DOS program, so it runs in a DOS window just like the delevent.exe that comes with CIVII. If you're going to have to run it often in the making of a scenario, you could set up a .pif file (a shortcut to mapcopy).

I think you have a couple of points not quite right.
1. I open sanrio (scenario) and make a .sav file
Since you can't edit the scn file directly, you should already have a .sav file from which you generate the scn file.
5. sav map to .sav file
Save it as an mp file. That's the only way you can save it in the map editor. In the map editor, you can load mp's and sav's but you can only save mp's.
6. use mapcopy.exe to put map into .scn file ...
"mapcopy.exe namedate.mp name.scn"
NO a .sav file, the syntax of mapcopy does not allow you to write to .sav file.
 
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