Need some help with map transport

JPetroski

Deity
SLeague Staff
Joined
Jan 24, 2011
Messages
4,900
Hey all...

I'm running into a major snag in Bombing the Reich... Why is it that this unit can freely move between map 1 and 2 (low alt, high alt):

00100000, 00001100, 0, 0000000000000000, 1001101001101111, 0000000000000111, 00000000

But this unit cannot?

00000100, 00001100, 0, 0000000000000000, 1001101001101111, 0000000000000111, 00000000

Aren't these the same exact stats (other than column A, anyway, which should show which civs can use it - this part works)...

I'm just using the default @Map_Transport_Relationships and @INITIAL_SETTINGS from the science game:
Spoiler :

@MAP_TRANSPORT_RELATIONSHIPS
0,1 ; 0/1 Gravitic Grid Funestis and Orbit
0,1 ; 1/2 SSTO Pad Funestis and Orbit
0,1 ; 2/3 Planetary Base Funestis and Orbit
0,2 ; 3/1 Gravitic Grid Funestis and Naumachia
0,0 ; 4/2 SSTO Pad .
0,2 ; 5/3 Planetary Base Funestis and Naumachia
0,3 ; 6/1 Gravitic Grid Funestis and Nona
0,0 ; 7/2 SSTO Pad .
0,0 ; 8/3 Planetary Base .
1,2 ; 9/1 Gravitic Grid Orbit and Naumachia
0,0 ; 10/2 SSTO Pad .
1,2 ; 11/3 Planetary Base Orbit and Naumachia
1,3 ; 12/1 Gravitic Grid Orbit and Nona
0,0 ; 13/2 SSTO Pad .
0,0 ; 14/3 Planetary Base .
2,3 ; 15/1 Gravitic Grid Naumachia and Nona

@INITIAL_SETTINGS
0,0,4 ; Cadre
0,3,2 ; Ellecor
0,0,4 ; True Colony
0,3,2 ; Grau
0,0,4 ; Clerisy
0,3,2 ; Iihibati
0,0,4 ; Engineers
0,0,4 ; Star Officers
0,3,2 ; Ponn Jahr
0,0,4 ; Funesti
0,3,2 ; Vallan
0,0,4 ; Seekers
0,3,2 ; Det Pin
0,0,4 ; Uridians
0,0,4 ; Enclave
0,3,2 ; Selephon
0,0,4 ; Liberests
0,3,2 ; Jilda
0,0,4 ; Sciolists
0,3,2 ; Ka Rhee
0,0,4 ; Observers



What am I missing here that is stopping my units from working correctly?
 
Ouch... I just found this paragraph:

"Those 640 "unknown" bytes in ToT's "Settings" section are actually the units' transport site relationships, read from the Advanced Unit fields in rules.txt and written to the .sav file when it's first created. Thereafter, modification is only possible via hex editing or the Transport action in events – editing the rules file will have no effect. The block consists of 80 (max number of units) x 8 (4 shorts) bytes, starting at byte 12 (dec)."

from this link:

http://apolyton.net/showthread.php/114076-Civilization-II-SAV-SCN-file-format

Looks like I've either got to learn how to hex edit, or replace everything on the map :eek:
 
Just in case anyone was sitting on the edge of their seat, wondering what would happen :D ... Thanks in HUGE part to Catfish's website, and the troubles of many, many designers of the past, I have managed to at least figure out enough hex editing to solve this problem without having to redo the map. Especially handy considering I don't have spare copies of the maps anymore :)
 
Those map transport relationships could be simplified if you've got no transporter builders in the scenario:
Code:
@MAP_TRANSPORT_RELATIONSHIPS
0,1
0,2
0,3
1,2
1,3
2,3
That covers the 6 transport possibilities, which is all you need. You can change these in rules.txt; they are not saved to the SAV/SCN file.

The @UNITS_ADVANCED entry for your first unit would then look like this:

00100000, 00001100, 0, 0000000000000000, 0000000000111111, 0000000000000001, 00000000

The @INITIAL_SETTINGS table is not required at all. It's for map generation.

Looks like I've either got to learn how to hex edit, or replace everything on the map :eek:
Or use the Transport event.

Especially handy considering I don't have spare copies of the maps anymore :)
You can export maps in ToT or MapEdit.
 
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