Knighttime
Prince
- Joined
- Sep 20, 2002
- Messages
- 380
Thanks very much!Had a session with this yesterday and it's very impressive - it is a very detailed and innovative modpack with a real feel for the medieval period![]()
Is it possible to play on pre-existing maps of Europe with the correct civ starting locations? I've been playing on the randomly generated maps and assume there's no option to use anything else? I suppose I'd need to make a scenario in order to do this, right?
... Otherwise I think mods can be played with preset maps (and in the case of my space mod even with two preset maps) but my space mod has no fixed starting locations for the civs. ...
Yep, I know this would be a popular feature. Message received loud and clear!I was under the impression this cannot be played with a pre-made map. It's the feature most on my wishlist for a later expansion![]()

Any game played on a real-world map with real-world starting positions provides an immediate and substantial advantage to the human player. Even without any exploration, you can probably guess where you'll be able to build coastal cities, where mountain ranges will be, and where opposing nations can be found. The AI, which is always at a strategic disadvantage anyway, has none of that knowledge.
The problem with a true .scn file is that it requires the tribes to be selected as part of the creation process. So while the mod allows for 21 playable nations, any given scenario file that I might provide is limited to 7.
Technical issues with playing Medieval Millennium on a pre-made map within a mod:
- Sometimes causes TOT to freeze/crash before the first turn begins.
- Extensive event code runs on the first turn to set up a random map for use in MM, reassigning terrain types etc., and this logic isn't necessarily suitable for a pre-made map. But there isn't a simple way for Lua to tell (once the game begins) whether the map was created randomly or imported.
- Most pre-made maps of Europe are too large and/or include far too much territory to the south or east -- territory that is outside the historic range of any of the 21 playable nations. This leads to imbalanced starting positions, and wouldn't work well at all with my logic that generates barbarians.
- Date issue described by Civinator? (I wasn't even aware of this one!)
@Civinator, I'm aware of your space mod and I think I downloaded it awhile ago, but I confess I haven't really investigated it. I will definitely look at that more closely as part of trying to address this issue for Medieval Millennium. Thanks for sharing your perspective and experiences.
Overall, I'm not willing to add official support for pre-made maps until I'm satisfied that they will work well. Sorry, my perfectionist tendencies are showing through!

The symbol indicates that it's a ranged unit, and specifically what type of projectile it fires. If you look at the projectile units (they appear at the end of the Unit Types civilopedia) you'll see that the "Bolts" unit begins with the same symbol: –+ Bolts I thought this might be a useful way to help players mentally align these units, without digging as deeply into the help text where the relationships between ranged units and projectiles are identified ("Special Notes" button within a Unit Type civilopedia entry).Also, I was tinkering with the units for my own copy and was trying to work out what the symbols refer to after the name of some units (eg Crossbowman –+); forgive me if I've missed something that explains this in your documentation.
You may also run into issues during the game related to the update of castle graphics, since there are multiple versions of Cities.bmp used in the game at various points, and an event that copies the correct file at the correct time. This occurs entirely within the Medieval Millennium scenario directory (not affecting any base game files), but I wonder if you'll hit the same "Access denied" error. This could make things rather confusing for you, if you can't visually distinguish between various types of castles.Yes, your guess is completly true.My Civ 2ToT on my Win10 64 bit pc is installed in the Program Files (x86) folder and I don´t have any bigger problems with that installation, as I have drawn a link to the virtualstore of my pc.
The Windows usage of VirtualStore is complex and many people don't really understand it. As a result, I think most people are best served if they avoid this topic entirely by installing Test of Time into a directory like C:\Games rather than C:\Program Files. That's just my opinion though. In the setup you currently have, I wonder what would happen if you placed your entire Medieval Millennium directory within the correct VirtualStore location, and ran the install script from there?

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