Interesting play variant

Expel all units:

TOT
 

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No stack kills. Like in Civ3.

The first part of file is in previous message.
 

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No stack kills. Like in Civ3.
Cool-- is this MGE or TOT? And does the change provide the other benefits of fortresses or just the no stack kill benefit?
 
Expel all units:
TOT

I may be somehow messing up the extraction of these two .RAR files, but it's not working for me. Do I extract the file in part1.rar or part2.rar? And has anyone else tested this?
 
No stack kills + Raze City Unit

Unit type (role in rules.txt) #8 is Raze City unit. When you build it, your city will be abandoned and no matter what size it was.
 

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Skyer1 said:
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.

Omg I love you.

I do have a question though. There are two files, which one do I extract into the folder? Both?
 
Mercator, how did you figured out the ammount of memory given on events.txt? Could you tell exact ammount (in bytes) for TOT?
 
Originally posted by Mercator
I was wondering, do you know the Mess patch or A-patch for MSN Messenger? They're small programs that edit MSN Messenger, removing banners etc. They have a simple interface where you can tick checkboxes to implement certain hacks. Could you create something like that for Civ2? That way people wouldn't have to download all your different patches for every thing you do, with every patch just doing one thing. But they could download one program and decide however many patches they want to apply.

Skyer, IMHO, this idea is well worth exploring, not only because it is user friendly but, in the long run, it might save you a lot of work. As you develop new patches, you would have to update at most 2 files (MGE patch and TOT patch) for posting. If you increase the version number as you go along, your grateful public would always know what the latest version is. :)
 
The number I get is 61,634 bytes. I byte more generates error message when loading scenario.

This is the size given by both Windows file properties and a check with a hex editor. ;)
 
Skyer2 said:
Mercator, how did you figured out the ammount of memory given on events.txt? Could you tell exact ammount (in bytes) for TOT?

Well, the macro.txt gives a rought indication... I believe Catfish also found something... But I've been using a program called WinHack to look into Civ2's process memory. It's a bit of an irritating program, to be honest, but anyway... Not sure how I did it now. Probably just used as many events as possible, then checked the memory, located the events, and looked where it ended.

So ToT uses 106480 bytes for events (it could be a bit less, or a bit more)... Memory offsets: 0x006C24F0 to 0x006DC4DF (or :hmm: I might be off by a few bytes there).

For that matter, units are at (about) 0x00607C58 to 0x0061BC57, or 81920 bytes. That's enough for 2048 units... Though there seems to be some room for a few more before other data starts.
 
Originally posted by Skyer
Here is the file, where I guess, I removed the units number limit and cities number limit.

I said "I guess", because I didn't test it.
Attached Files
civ2.part1.txt (390.6 KB, 18 views)
civ2.part2.txt (163.1 KB, 16 views)

You posted the above for MGE on Dec 21/05 and a fair number of people have downloaded the files. However, as far as I can tell, there has been no feedback on this thread or elsewhere. When you posted the TOT civ2.exe on Poly on Jan 31/06, you had test results within less than 12 hours. I think that I know why.

The download at Poly was a simple zip of the nolimits civ2.exe file for TOT. No instructions were needed by users. I eventually managed to figure out what to do with the downloads you have posted at CFC. Is there any possibility that you could simply zip the MGE civ2.exe and post a link to where it can be downloaded. I don't know if RAR is more popular worldwide than WinZip, but Poly, CFC, etc. tend to use WinZip almost exclusively.


The results of my test of the MGE civ2.exe with no units or cities limits are at

http://apolyton.net/forums/showthread.php?s=&postid=4277026&t=5254#post4277026
 
The Person said:
Of course there is the point that ToT is hard to come by, but isn't that true for all Civ2 versions?

I bought TOT last week for £2 on ebay.... its not that hard to find!
 
Skyer,
can you make the "no stack kills" for MGE too please
B.
 
Wow, this is an awesome discussion.

I wouldn't mind seeing spy satellites--air, large visibility and movement, no attack or defense value, and it can only Investigate City (not incite or sabotage).

I'd also love to see some kind of amphibious assault vehilce--something that could travel over both sea and land and attack the other civs from either domain.
 
I wouldn't mind seeing spy satellites--air, large visibility and movement, no attack or defense value, and it can only Investigate City (not incite or sabotage).
The problem with this is that the AI builds unreasonable numbers of any air unit with a high movement score, whether or not it has an A/D above 0. I tried it and it was too frustrating to keep. Giving it "Investigate City" (which could only be accomplished thru hex editing, I'd imagine) might not change matters.

I'd also love to see some kind of amphibious assault vehilce--something that could travel over both sea and land and attack the other civs from either domain.
Try Domain 3. It's been researched. No hex editing required.
 
Do you mean if you could use one Settler to build all of your cities? There has to be some sort of challenge, that leads to my thread.
 
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