More units than Extra1-8: Possible?

MikeLynch

Just a Baker Street Muse
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The subject says it all. I've been modding my own copy of Civ2MGE for years now, and I've always wondered: is there a hack, a patch, something, ANYthing that would allow me to have a taller units.gif file? Besides ToT. :)
 
sorry, but no :(
only if you have multiplied units and rulesfiles which could work with the standard unitsfile because many units gets obsolete after a time. in this new file the obsolete units could be changed and a new tech could make them buildable again ;)
 
Ah, I see -- meaning in mid-game I'd need to shut down the program and rename, say, units.gif to units-old.gif, then rename units-new.gif to units.gif? (and the corresponding Rules file, obviously) Do I have this concept right?

Jeez, it's so simple, but I never thought of it. So you could effectively double the number of units?! But how could you make the "new techs" for them? Because if, say, Alphabet becomes Hypersonic Futurejobbery in rules-new.txt, then won't that cause problems in the game b/c Alphabet's not there anymore?
 
there are many more techs than units so it should be no problem to use new techs and leave the old ones there.

You can't swap all the units or existing units would morph immediately. Its more like obsolete units and those which were used as triggers/heros and such which are already dead. In some cases you can replace an exiting unit with an 'upgrade' like T-34/76 => T-35/85, sort of an pseudo Leonardo Workshop.

Also if you ensure the protagonist has the real Leonardo Workshop, you can ensure that no obsolete units exist when you do the swap.
 
Also if you ensure the protagonist has the real Leonardo Workshop, you can ensure that no obsolete units exist when you do the swap
Hmm...yes, but that could be difficult or impossible in a non-scenario game against AI . . .
 
Okay, let me rephrase the "besides ToT" part. Is there a ToT modpack that makes it look and, essentially, function exactly like MGE? Because I actually do own ToT.
 
its a nice idea to use the file swap, a batch file can be made to make it user friendly. But to me it seems it will only work if you are introducing 'upgraded' versions of units. If not the player can just hoard obsolete units and get free advanced units after the swap-over, if for example you replace warriors with killer robots or something. Anyone know a way around this? i wish there was a trigger to destroy all of a kind of unit, so you could be sure that all very obsolete units were dead and burried.
 
its a nice idea to use the file swap, a batch file can be made to make it user friendly. But to me it seems it will only work if you are introducing 'upgraded' versions of units. If not the player can just hoard obsolete units and get free advanced units after the swap-over, if for example you replace warriors with killer robots or something. Anyone know a way around this? i wish there was a trigger to destroy all of a kind of unit, so you could be sure that all very obsolete units were dead and burried.
 
Yes, I actually already did visit the Cradle of Civ.

Now how bad would it be if I went to all the trouble of fixing the city, unit, and terrain graphics -- and the sounds, mostly -- beFORE installing the patch? :rolleyes:

Actually, let me rephrase my question: what does the patch modify, exactly? I can't seem to find that information. Also, is there a newer patch than 1.1? There doesn't appear to be.
 
1.1 is the only ToT patch.

But I'm not sure what it modifies. Definitely the civ2 executable, and possibly some text files (rules, events) and DLL's. I don't think it changes any of the graphics.

Make a copy of all the files you changed, then apply the patch. You'll see soon enough which of your adjusted files are overwritten (compare the file dates).
 
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