Modified Scenarios Workshop

Hello. I've tried to improve the graphics of all the scenarios that I had already uploaded, especially the terrains, so most of them you will see that they have been changed at the end of the year... On the other hand I have decided to upload new past scenarios to ToT, or improvements from previous conversions, which like those of Catfish, do not have the bug of the units without "city" or "none" assignment fixed. This last process that I will focus on next year. These are the most famous and consecrated scenarios by the Civ-2 community, so I will try to avoid errors or distortions that spoil the development of the game. On an aesthetic level, I have in most of them the excellent graphics of Fairline, so the quality in that field is difficult to improve. I think its improvement to more complex versions of ToTPP and LUA is not, because I encourage talented people to include improvements. I hope you enjoy it as much as I do. Best regards
 
Doing amazing work mate.

Btw I've been thinking a ToT remaster of my mini-remaster of Paul's Terminator Future War scenario would be pretty cool. It has a relatively small amount of custom units but I lack the talent to do better versions of them. However if unit specialists @Fairline or @Tanelorn happen to be a big Terminator fans and you're happy to convert the scenario file over @gapetit I could do a new better ash terrain set for ToT and I've still got all the pedia icon images in their original size to do bigger ones for ToT. Not sure if there's any existing dark ruined city sprites for ToT though.
https://forums.civfanatics.com/threads/terminator-future-war-scenario.669099/post-16083841

 
Doing amazing work mate.

Btw I've been thinking a ToT remaster of my mini-remaster of Paul's Terminator Future War scenario would be pretty cool. It has a relatively small amount of custom units but I lack the talent to do better versions of them. However if unit specialists @Fairline or @Tanelorn happen to be a big Terminator fans and you're happy to convert the scenario file over @gapetit I could do a new better ash terrain set for ToT and I've still got all the pedia icon images in their original size to do bigger ones for ToT. Not sure if there's any existing dark ruined city sprites for ToT though.
https://forums.civfanatics.com/threads/terminator-future-war-scenario.669099/post-16083841

I am delighted to make that conversion. I'm a fan of Terminator and I hope that graphic artists will be encouraged to move this scenario to ToT.
 
"happen to be a big Terminator fans "
Necrons are knock-off terminators, essentially. Here is what I have in hand. I can fit the first guy with whatever armaments you like.
Tanelorn Necrons.png
 
Awesome.. so if we can just solve the unit art problem then the rest will fall into place. :)

After removing all the unused units or units that were just default Civ2 models we're left with the below batch of custom units Paul made. All the human solders and some of the 'skinned' terminators are just a variant of the same human solder model (different coloured t-shirt, camo pants, hair & eyes) with different guns in their hands (rifle, laser & plasma) so something similar could be done again with a suitable ToT quality soldier model. Modified versions of Tanelorns necrons could probably take care of the 2 endoskeleton terminators. Suitable models for dog, human bomber (maybe a thunderbolt 2 warthog like in Salvation would better suit now) and human bike rider can prob be found in the units threads too. So really the bigger hurdle are the remaining Skynet craft such as the HK-Centurion, liquid form T-1000 (just above the bomber), Goliath HK-Tank, HK-Fighter, HK-Bomber, and Hornet Group (near the dog.. I should rename this one as I believe he means the HK-VTOL). I had a look over the Terminator wiki site at SkyNET Tanks, Aircraft, Endoskeletons, & other HK units and there's certainly plenty of images from the various movies & video games for all these guys but sadly nothing cartoonish 2D/2.5D so they'd have to be drawn from scratch like Paul had to unfortunately.

1736150104109.png
 
Regarding this bit.. it looks like Gapetit converted a special rare version of Nikola's scenario enhanced by Jeelen. The original Star Contact Part I that we host here at CFC has no sounds and it appears that Jeelen fixed the problem however Gapetit doesn't have the original copy anymore. Not the end of the world since we have his Test of Time conversion above still, but it would be nice to replace the soundless version we currently host for MGE with the fixed one. I've PM'd Jeelen/Agent327 about it however he hasn't visited the site for a few years and last we spoke he didn't have his Civ2 files anymore sadly. However I've also asked him if he did the same sound fix enhancement to Nikola Kuprešanin's sequel scenario Star Contact Part II: Star Wars Vs Star Trek, as our hosted copy of that has no sounds too.

A few of us probably have these old 2 scenarios in our collections so if folks could take a peak at their copies when they can spare a minute and let me know if they've got sound folders in them that would great as you may have the lost Jeelen enhanced/fixed copies I can preserve!
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Just a quick update to say I found the lost special version of Star Contact Part I - The Star Wars with sounds by Jeelen for MGE (that I was asking Gapetit & others about earlier in this thread) and have updated the download. :)
 
I don't remember if I hadn't kept the MGE version, because I do have the ToT coversion of the scenario :think:
Yeah looking at our old messages in this thread I can see that I looked at your ToT conversion and noticed it had sounds and that you'd included Nikola's old readme which had a note from Jeelen saying he'd fixed the missing sounds issue. I asked you if the MGE copy you used for the conversion therefore had these missing sounds but you checked and couldn't find it. So that kicked off my search for the mystery Jeelen sounds version I didn't know about. I found him mentioning it in his old Civ2 thread here but the download was dead. Took a year and half but I eventually found the file in Thunderfalls backups and got there in the end haha.

Oh and when comparing the Jeelen version to the original Nikola version there appears to be no changes to the scenario, rules and graphic files so it doesn't look like he made any serious changes (ie reallocating units to different MGE sound slots) and just simply added in a whole bunch of star wars sounds as best as he could. So there's probably nothing there to warrant you wasting time redoing the conversion to ToT. :)
 
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Hi everyone. Currently I'm trying to modify Cruel Sea v2.0 for TOT to support more advanced features (still doesn't require PP, but the final version probably will).
What I did so far:
1. Combined 2 unit files into one.
2. Changed some unit stats*
3. Added new units for Germany (F-167 torpedo bomber and Do-24 flying boat)
Currently I'm trying to combine events into single file, using flags to distinguish between early and late events.

Changed stats:
1. all planes except for naval based aviation have "trireme" flags
2. all flying boats are "helicopters", with adjusted movement
3. all planes are "submarines"

Planned features are:
1. Combining events into a single file
2. Adding even more unit to all factions, eventually removal of generic ones entirely
3. Removal of visible sea mines entirely.
With all planes being submarines (and with potentially raising defensive values of City Defences unit) sea mines designed to block attacking cities should be unnecessary.
4. Switching to PP & Lua scripting for events and game mechanics

Does anyone have unit graphics for H-39 super-battleship? (It was supposed to be bigger version of Bismarck class.)
 

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Interesting. a) What does giving the "trireme" flag to land-based aircraft do? And b) Planes with the sub flag are great to represent torpedo planes especially, but the AI will not use them properly. They will try to attack ships in port, which they can't do, being subs, and the AI will just park them next to the port, turn after turn.
a) Trireme flag can cause planes to be lost over open sea, at least for human players. This could create meaningful difference between naval and land-based aviation.
b) This may not be a problem, depending on how many turns planes can stay in the air (for most it's 2).
I guess these changes need testing. If the planes keep hovering around cities, maybe I could use MOVEUNIT command in the events file to move them away "by force" if necessary.
 
a) I was not aware of that. However, it's not a realistic difference between land and sea based aviation. Land based aircraft don't crash more frequently because they're land based. There's nothing superior about carrier based planes; if anything it's the opposite.
I understand. It's more for the general "atmosphere" and to force the player into different tactics for different aircraft types.
 
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