Interesting play variant

Is this a dream ?:clap: :clap:

On my wishlist there would be a functional "landcarrier" that moves on land and carries the fighters and missiles with it when moving (like an aircraft carrier at sea). I need it for a landbased space-scenario.

I wish you good luck in improving civ2.:goodjob:
 
Wobbegong said:
There was another guy doing a bit of assembly coding on the Civ2 executable in this thread, although the amount of attention he received was close to zilch.

And so were Skyer's threads until I dropped the bomb. I did see that thread too, but I was too lazy to reply. :blush:

I contacted him (approx. 4 weeks ago) about performing the same CPU fix for ToT. He graciously agreed. However, every time I tried to send him the game files (a Lite version of ToT 1.1, weighing in around 7Mb), I received returned mail. I sent him another e-mail regarding the problem, but haven't heard back. If anyone else wants to give it a shot, go for it.

*cough* Maybe when I'm back after New Year's, if I don't forget.

Man, this thread's like a pack of seagulls fighting over a chip. :lol: Good luck, Skyer. :goodjob:

:D
 
I GUESS I have changed the 62 unit limit in rulex.txt to 80 limit.

I say "I GUESS", because actually I did change it. But the question is - did I change also something else in the game, that may make it crash. I suppose, that no. In my game it didn't crash(except the error message when you exit). But needs testing.

But remember - there are 63 slots in unit.gif file. So, either edit icon.gif, or play iconless units:)
 

Attachments

Someone please test this! I do not have civ available atm. This would be the ultimate christmas present!
 
Oh, another idea I just came up with... Could you change it so that all units need food support (just like settlers do)? Without actually making them settlers, that is. Or even better, could you let just specific units or types of units need food support. Say, only attacking land units (as defined by their unit role in the RULES.TXT), or add an extra flag to the rules so people can set it for each unit separately.
 
Offset 1905AD(.5911AD) controls movement on sea or land.

Place "E9 44 00 00 00 90" from there and every unit can go overseas(AI doesn't know this).
 
Mercator said:
I did see that thread too, but I was too lazy to reply. :blush:
True to form, I see. :D
Mercator said:
*cough* Maybe when I'm back after New Year's, if I don't forget.
Well, I might try again myself.
Skyer said:
I was wrong:( It does crash. In fact it didn't on a lower numbers(64 for example), but does on 80.
You do realise that this is already present and working in the latest version of Civ2? MGE isn't the latest version of Civ2.
 
Please continue to improve MGE. MGE needs a lot of improvements. And we all apreciative it very much! And MGE's what most people have and play anyway! :)
 
0041AD08 - on this address(not hex address) program call function, which makes number of all the civs, whose color numbers are more, than 7 - equal 7.
 
Wobbegong said:
You do realise that this is already present and working in the latest version of Civ2? MGE isn't the latest version of Civ2.

Ah, but that's why I suggested it. Since he didn't have ToT, maybe he could improve MGE a bit, until he got ToT anyway, which seems to be now. ;)


Eivind IV said:
Please continue to improve MGE. MGE needs a lot of improvements. And we all apreciative it very much! And MGE's what most people have and play anyway! :)

Gaaah! Die, fiend, die!! :mischief:
 
Skyer said:
Now I have ToT:)
Oh good. :D You'll need to get the latest patch (version 1.1) if you haven't already. The game's graphics won't appeal to everyone (I don't much care for them), but these can be easily replaced.

BTW, I don't want this to turn into a squabble over which version should be 'enhanced', but when people ask that features already present in ToT be implemented in MGE, it's no different to someone with FW coming along and asking for multiplayer capability. I suppose if one wants to make the odd tweak here and there it doesn't really matter which engine is favoured, but if the intention is to create the definitive version of Civ2, then I don't see much point in trying to reinvent the wheel. I don't have much sympathy for modders who complain about limitations in MGE that were subsequently lifted or expanded in ToT. It's nearly 2006; if you're a fan of this game and you're still modifying it, get ToT and start complaining about its limitations. For those concerned with ToT's lack of back-compatibility, you should realise that implementing such things as higher city and civ limits in MGE will almost certainly require breaking compatibility anyway.
 
Wobbegong is right. There is so much more you can do with ToT, and where's the point of going to all that hard work to get MGE to be like ToT when it's already there?

Of course there is the point that ToT is hard to come by, but isn't that true for all Civ2 versions?
 
I need more ideas. I know, that the most desirable patch is >7 civilizations, but it is also the hardest one.

I need more ideas and suggestions from you - what do you want to change in the game. Free your fantasy!:) Because it should me interesting also for me. It is boring trying to improve something you don't want.

For example, for me it's weird, that nobody was interested in the hardest level in the game, because it is the most interesting to play.

I am interested in fixing 255 cities limit, but I don't have the savegame, where I can make tests.
 
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