gapetit
King
- Joined
- Mar 25, 2010
- Messages
- 909
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.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
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Necrons are knock-off terminators, essentially. Here is what I have in hand. I can fit the first guy with whatever armaments you like."happen to be a big Terminator fans "
A couple of prospects: "Ancient" from the seventh block and "Doomed Megalopolis" are suitably post-apoc.Not sure if there's any existing dark ruined city sprites for ToT though.
Oooh that one is great!!!"Doomed Megalopolis" are suitably post-apoc.
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.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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Great contribution. ThanksJust 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 scenariothat I was asking Gapetit
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.I don't remember if I hadn't kept the MGE version, because I do have the ToT coversion of the scenario![]()
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.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.
I understand. It's more for the general "atmosphere" and to force the player into different tactics for different aircraft types.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.