Interesting play variant

Great to see you inspired again, was beginning to miss you! :)

Some more change proposals:

-If you could alow for larger Events files in MGE, I'd be very happy.
-Giving airplanes the ability to pillage would be a wet dream come true.
-Also, more combinations in unit roles would be great: flying spies, air/land transporters, ships with ability to carry missiles alone etc.
-Make a new 'may land on aircraft carrier' flag, to disalow larger bombers to land physically and to experiment with artillery units carrying only missile units etc.
-Removing the eternity movement for railroads. Make only movement on railroads double or tripled or something would be better.
-Somehow make it possible to chose specifically where terrain resources should be.

-But as you said, the most desireable of them all are more then 7 civs...

-Another thing, with civcity you can chose whether cities can produce ships/coastal improvements or not. Is it possible to chose whether a city can't produce land units as well?
 
001909E4: 90 0F
001909E5: 90 85
001909E6: 90 AE
001909E7: 90 0A
001909E8: 90 00
001909E9: 90 00

You can expel every unit of civilization you are in peace with, not only diplomats.

Explaination: these are the offsets(hex) you should change values of. The first bytes are the values you should put there and the second are the values that were in original file civ2.exe
 
There are many bugs in the game. Maybe we should start a thread and try to create a list.
But I think it would be quite hard for you - for example black clicking - if you click in black part of the map the program behaves like on the revealed map - doesn't center on cities and units, shows demand of hidden cities etc. Also the continent number of the black squares is shown.
 
Eivind IV said:
Some more change proposals:

-Also, more combinations in unit roles would be great: flying spies, air/land transporters, ships with ability to carry missiles alone etc.

-Removing the eternity movement for railroads. Make only movement on railroads double or tripled or something would be better.

-Somehow make it possible to chose specifically where terrain resources should be.

-But as you said, the most desireable of them all are more then 7 civs...
My comments pertain to Test of Time. Now this is something the manual and Civilopedia don't tell you...

- Once you get Astral Portals in the Fantasy game, you can teleport ships to the Sky World, Dwarves to the Underwater world, and many other odd combinations. Once the units arrive on the new world, they work as normal. I've had Dwarves terraforming Magic Clouds and impassable terrain in the Underwater world. These new terrains are not mentioned in the Civilopedia, and they are quite strange. I've yet to discover anything that messes up the game.

- One ToT change that would be wonderful in the Fantasy game would be for Underground cities to be able to produce ships to travel the water areas there. Currently I use the Astral Portal to teleport Shield Boats to the Underground, but it would be nice to have "native" units.

- I don't agree with the comment about Railroads. The late stages of the games take long enough without stretching out the turns even more.

- More than 7 civs would be wonderful! :)

- Removing the limit (or at least significantly expanding it) for the number of cities would be wonderful, too. It's impossible to get good coverage of Naumachia in the Science Fiction game, because at that stage of the game the number of cities has already been mostly used up.
 
Would it be possible to have Barbarian settlers that act like an AI civ? That would be cool.
 
Valka D'Ur said:
I've had Dwarves terraforming Magic Clouds and impassable terrain in the Underwater world. These new terrains are not mentioned in the Civilopedia, and they are quite strange.
That's odd. According to the rules file for the Fantasy game, you can mine, but not terraform Magic Clouds. There are a number of spare terrain slots for the secondary maps that are clumsily given the prefix 'z' so that they appear at the end of the terrain list in the Civilopedia. You shouldn't be able to create these. :hmm: Make sure you save your Fantasy games in the Fantasy folder and get the 1.1 patch if you haven't already.
Valka D'Ur said:
One ToT change that would be wonderful in the Fantasy game would be for Underground cities to be able to produce ships to travel the water areas there. Currently I use the Astral Portal to teleport Shield Boats to the Underground, but it would be nice to have "native" units.
You don't need to perform any assembly coding/hex-hacking to achieve that. Those restrictions are created in column B of the @UNITS_ADVANCED section in rules.txt. Place the attached file in your Fantasy directory (backup the original first). It will allow you to build longboats, dragon boats and shield boats on the Underworld map.
 

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- Removing the limit (or at least significantly expanding it) for the number of cities would be wonderful, too.
It is so wonderful, that nobody has the savegame file with 255 cities, so I could test it.

UPD: OK, I have found a file.
 
A couple of suggestions from me :):

- nameable tiles
- nameable units
- real visible borders

I have other ideas too, but i think they would just take too much time.

cheers, and keep on the good work ;) Skyer

Tomasz
 
I'm wondering if you are fighting fixed table sizes in the savegame rather than numerical limits in the program...
 
:hmm: Yes, I was wondering... Suppose you manage to make the changes needed to fully support more than 255 cities, or more than 8 civs. All the data structures to allow that in a savegame would change, so Civ2 wouldn't be able to load old savegames anymore. So you wouldn't be able to test it on an existing game either, only on new games created with the edited exe.
 
Here:

For those, who don't like the hostilities of AI. The program designed so, that every turn civilization, whom you had negotiations with at least once, hates you on the maximum level. Every turn the program sets attitude=100 which is the most hated attitude(Hostile in peace, Uncooperative in alliance...)

Here is a variant, where every turn AI becomes not evil, but neutral.
 

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- nameable tiles
Yes!
- nameable units
YES!!
- real visible borders
OH GOD YES!!!

Though these all seem like "add-ons" that might be tricky to do using Skyer's methods. Not that I really have a terribly keen grasp of Skyer's methods.

I'd vote increasing the number of units (128 or more is fine by me :cool: ), increasing the number of tech advances, and definitely the number of civs also.

Some way to ensure that AI units DO NOT enter your territory (city radii) while at peace would be nice, too. One of Civ2's greatest annoyances (MGE or TOT) is having to constantly "Insist You Withdraw Your Troops." I could live without visible borders if we just had this fix.
 
Then again ... to make the game more challenging, one could endeavor to eliminate some of the "cheats" that give the human player an inordinate advantage over the AI. For example, one of the most powerful cheats in the game is the "ship chain." Prior to the invention of the Railroad and its unlimited movement -- something which also give an inordinate advantage to the human player -- the ability to theoretically send units (esp. caravans) anyplace in the world in a single turn really undercuts the (apparent) intended design of the game. ...
 
MikeLynch said:
Some way to ensure that AI units DO NOT enter your territory (city radii) while at peace would be nice, too. One of Civ2's greatest annoyances (MGE or TOT) is having to constantly "Insist You Withdraw Your Troops." I could live without visible borders if we just had this fix.

I think in the first page of this thread Skyer mentions a patch to allow expelling all units from your territory, not just dip/spies. This might be what you're after.
 
Do you have a patched (1.1) civ2.exe TOT file? In my version patch doesn't know that I have TOT, so doesn't patch.
 
I think in the first page of this thread Skyer mentions a patch to allow expelling all units from your territory, not just dip/spies. This might be what you're after.
Sort of... except that they'll still enter your territory. Plus won't this mean that *every* time you try to move your unit into a square w/an enemy unit on it, you'll get the "Attack/Expel" dialog box?? That could get tedious... though for pacifistic players it might be the next best thing to preventing them from entering in the first place.
 
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