Scenario making for beginners.

none of my scens have events, then again i don't post the here, beacause i never finished any of them, :rolleyes: :mischief: :p :lol:
 
civ2 said:
May I upload a "scen" which contains very few events but is absolutelly graphically changed???
Like Bio aka Civ-Life from FW collection.
I changed all units and most of city graphics and all pics of structures/advances.
If you played Civ-Life you know what I mean.
Of course some txt changes in Rules/Describe/others.
But just a "themed" version of the game without any directional changes.

Haven't played Civ-Life.

Aside from graphics, gameplay should be interesting (different from vanilla; i.e. lots of changes in Rules.txt).

Talk to one of the mods (Duke of Marlbrough or Smash).
 
Well if you think its new and different enough then go for it. As I said in the other thread, gameplay is the most important thing. (Events just happen to make for more interesting gamepley most of the time.)
 
For the units, yes, just post them in the Units thread.

Civ2 doesn't have priority these days so the scen really has to be new and different to merit posting it. That is to say that considering what they're able to do with Civ3 graphics (and some of the features that are not in Civ2), the main things that make Civ2 worth bothering with is events (which Civ3 doesn't have) and the fact that pretty much any machine on this earth can run it without much of a problem.

Open a thread for your scen and if people like it, it will certainly get placed in the DL section. Not much else I can say on the topic.

I know of no scens that use Anime graphics (if that's what you meant). Sorry. Check Apolyton, CivNet, CDG, etc. They all have plenty of scens.
 
civ2 said:
Please tell me about any Anime-based scens...
Pleeeeease!!!
i have an sort-of anime based scen, it's more of a mod, right now it is a 0.6 alpha version, and hasn't made any real progress
find it heremikana 0.6 alpha
note,you mightl need an account there,
I would have uploaded it here, but i don't know how :mischief:
At CDG It is a bit simpiler, mainly beacause i have 3 threads to call my own, 1 where i shove my scenarios,1 where i shove my cities, flags and other junk, and 1 where i shove my units,
My Units Hoarde
Cities, Flags and Titles
Check 'em out :goodjob:
 
I don't know why I am posting this, but perhaps it can help someone plan for wonders while making a scenario, if you are not 100% familiar with them.

MODERN WONDERS
Cure for Cancer – (1 extra happy citizen/city)
SETI Lab (research lab in every city)
Apollo Program (allows spaceship construction)
United Nations (embassy/forced peace/democracy 50% war chance)
Manhattan Project (nuclear weapons)
Hoover Dam (Hydro power every city)
Women’s Suffrage (police station every city)

INDUSTRIAL WONDERS
Eiffel Tower (first + 25% attitude shift and gradual increase, forget aggressions quicker)
Statue of Liberty (no revolutionary unrest, any government to be chosen)
Darwin’s Voyage (2 free techs/civ)
Adam Smith’s Trading Co (pays for every facility with maintenance 1 gold)
Isaac Newton’s College (city science doubled)
J.S. Bach’s Cathedral (unhappy citizens decrease by two per city on continent)
Leonardo’s Workshop (replaces obsolete units)

MIDDLE AGES WONDERS
Shakespeare’s Theatre (all unhappy citizens in city are content)
Magellan’s Expedition (+2 ships movement rate)
Copernicus Observatory (science +50% in city)
Michelangelo’s Chapel (Cathedral in every city)
Marco Polo’s Embassy (embassy with every Civ)
King Richards Crusade (+1 shield/square in city)
Sun Tzu’s War Academy (all units produced are veteran/win combat veteran)
ANCIENT WONDERS
Great Wall (walls in every city/civs forced to sign peace/combat doubled vs. barbarians)
Oracle (doubles effect of temples)
Great Library (get techs that 2 civs know)
Lighthouse (triremes- no danger/all naval are veterans/+1 movement for naval units)
Colossus (+! Trade for each 1 trade/square)
Hanging Gardens (3 citizens happy/city + 1 happy in cities)
Pyramids (granary in every city)
 
Id like to ask a few things, ive been trying to make a scenario, but i need more information or tips;
How do i change the pictures of the leaders of the civs? ive looked all over the civ files in my computer and have found no such image.
How do you draw a good unit? all of mine end up looking like it was drawn by a 3 -year -old.
Is there any way to change the wonder or building abilities?
How can i change the pictures/info of the techs to help users of the scenario know what techs do
Is there any way to make;
more civs
more city styles
more units (beyond the extras)
more wonders/city improvements (if you can make extra abilities)
more gov. types (although what other kinds are there?)
More Terrain types
I know this is a lot, and i know not all will be awnsered.
 
Is there any way to change the wonder or building abilities? No


How can i change the pictures/info of the techs to help users of the scenario know what techs do? Pedia.txt should have that.

Is there any way to make; more civs, more city styles, more units (beyond the extras), more wonders/city improvements (if you can make extra abilities), more gov. types (although what other kinds are there?), More Terrain types? to all the above, No. It is possible to make the user change the game mid game manually, thus allowing more hero units, for example.
 
EmperorGandalf said:
How do i change the pictures of the leaders of the civs? ive looked all over the civ files in my computer and have found no such image.
The diplomacy screens can be found in the file, mk.dll. You'll need a program like ResHacker or GifX to edit it. See this thread over at Apolyton. Of course if you change this file, it will affect all of your games, so make sure you back it up.
EmperorGandalf said:
How do you draw a good unit? all of mine end up looking like it was drawn by a 3 -year -old.
Try the Graphics Workshop thread, again, over at Apolyton. It has info about drawing isometric units from scratch as well as creating units from larger images.
EmperorGandalf said:
Is there any way to change the wonder or building abilities?
No, they're hard-coded. You can effect some changes on the city improvements by controlling the availability of certain technologies. For example, temples are more effective with Ceremonial Burial. See this link for a list of hard-coded technology effects (ToT version).
EmperorGandalf said:
How can i change the pictures/info of the techs to help users of the scenario know what techs do
This depends on which version of Civ2 you're using. For all versions you can include descriptions in pedia.txt. With the Multi-player Gold Edition (MGE) and Test of Time (ToT) you can add even more info in describe.txt. If you're using ToT, you can also create your own city improvement/wonder pictures (01imp.bmp – 67imp.bmp) and place them in your scenario folder.

Just to expand on Souron's comments: no, you can't add any more of the items you listed, but different versions of Civ2 have different maximums. ToT has one more city style (7) than other versions. It also has more units (80) compared with FW/MGE (62).
 
Someone could use this for initial planning:

Palace – eliminates pollution and waste and decreases it in nearby cities.
Barracks – veteran ground units, ground repair in one turn.
Granary – ½ of city’s food is depleted when it increases size
Temple – up to 2 disconents are made content
Market – Tax and Luxury +50%
Library – Science +50%
Courthouse – decreases corruption by 50%, city more resistant to diplomats and spies. Under Democracy one content becomes happy.
Walls – Defence 300% vs ground attacks.
Aqueduct – allows grow beyond 8.
Bank – Luxuries and Tax +50% (after Marketplace)
Cathedral – 4 unhappy made content (3 after communism)
University – Science +50% (Library)
Mass Transit – eliminates pollution caused by population.
Colloseum – 3 unhappy made content (4 with Electronics)
Factory – Resource production +50%
Manufacturing Plant – +50% resources (with Factory)
SDI Defense – no nukes 3 squares from the city
Recycling Center – decreases factory pollution
Power Plant – factory + 50%
Hydro Plant – factory +50%, cleaner than power plant
Nuclear plant – factory +50%, cleaner than power plant, but risk of meltdown before fusion.
Stock Exchange – +50 Luxuries and taxes (after bank)
Sewer System – city grow beyond 12
Supermarket – collect farm food (+50% food/square)
Superhighways – roads and railroads in city produce +50% trade
Research Lab – science +50% (after University)
SAM Missile Battery – air and missile defense is doubled
Coastal Fortress – sea defense is doubled
Solar Plant – factory oputput +50%, cleaner than all plants.
Harbour – all sea squares produce one more food
Offshore Platform – all sea squares produce one shield
Airport – airlift between bases, veteran air units, one turn air repair
Police – decreases unhappiness of troops away from the city by 1
Port Facility – veteran naval units, one turn naval repair.
SS Structural
SS Component
SS Module
Capitalisation – production into gold (trade)
 
In Civ II classic there are seven rows of nine in units.gif, but the bottom row isn't recognized as possible units in the game. (I created stats for them in oder in rules.txt and gave them nil prequisites for simplicity)
Can I get this row to work or am I stuck with only 54 units(6x9)?
 
If you want to be able to use 62 slots, you will require an upgrade:

http://www.civfanatics.com/civ2/downloads/

(Note that the 'upgrade patch' will replace any relevant Civ2:Classic files with Civ2:MGE files, so you may want to place your Classic files in a backup folder.)

If you don't upgrade, then yes, you will be limited to 54 slots (the game will ignore additional slots, both in Units.gif and Rules.txt).

Slot 63 (bottom right):
- Has exactly the same function in all Civ2 versions.
- Reserved for the Barbarian Chieftain--only for graphics purposes
- Any Barbarian Diplomat units are replaced with this graphic.
- Barbarian leader stats reflect stats in default Diplomat slot, I think.)
- All Diplomats with the Barbarians as owner will trigger 'ransom' gold pop-up when unit destoryed.

AFAIK, the additional slots contain no hardcoded effects (same as 'Custom' slots).

(Also note that Civ2:Test of Time allows up to 82 units--83 slots with Barbarian leader--but you actually require a copy of ToT, as there is no 'upgrade' available for that.)
 
Why the **** is my flag Y coordinate being ignored in CIV2TOT's custom Cities.bmp file?????????
I placed the little blue dots right, they're the exact same color as those in other docs. The X coordinate works. the document itself is spotless. WTH is wrong?? Someone please help....
 
Call it a bug, oversight or whatever, but the blue pixels that mark the vertical positions of the city flags are not read by ToT. You can get around it somewhat by moving the horizontal markers to better match up with the city icons or by lowering the flags a little in the bottom left corner of cities.bmp.
 
I have a question. Is it possible to change the population number displayed in the city menu?
 
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