Ok, Andrew...here is what I've been doing...
I've redone the terrain graphics...not posting at the moment because I am doing some changes to clean up two tiles for shoreline in Terrain2.gif
There were a number of problems that had to be overcome because AC terrains did not match up from PCX to AC palette so standard Civ II palette is used. Terrains will remain gifs. Conversion to .bmp files will not be a problem for ToT.
First, the tiles sizes in AC are nearly twice as large as Civ II, therefore, I had to utilize the X-com technique outlined by Kobyashi to achieve believable terrain graphics.
Second, the number of resources for land are significantly fewer (5=Unity Pod, Monolith, Mineral Resources, Nutrient Bonus, and Energy Bonus). Unity Pod actually replaces Villages. Therefore, Monolith must be a resource instead and cannot have any special functions (unless it is a unit in the extra slot, utilizing a macro command to give money-energy) This is a scenario possibility. Sea resources were limited to Kelp and Sea Fungus (Sea Fungus although not a resource in AC, looks better in Civ II to give the AC atmosphere).
The following is the terrain list:
@TERRAIN
Flat And Arid, 1,2, 0,1,0, yes, 1, 5, 5, yes, 1, 5, 3, Pln, ; Drt
Flat And Moist, 1,2, 1,1,0, yes, 1, 5, 1, For, 0,15, 0, Grs, ; Pln
Flat And Rainy, 1,2, 2,1,0, yes, 1, 5, 2, For, 0,10, 0, Hil, ; Grs
Forest, 2,3, 1,2,0, Pln, 0, 5, 5, no, 0, 5, 0, Grs, ; For
Rolling And Moist,2,4, 1,0,0, yes, 1,10, 0, yes, 3,10, 1, Pln, ; Hil
Cratered And Arid,3,6, 0,1,0, no, 1,10, 0, yes, 1,10, 6, Hil, ; Mou
Rolling And Arid, 1,2, 1,0,0, yes, 1,10, 1, no, 0, 0, 0, Drt, ; Tun
Rocky And Moist, 2,2, 0,0,0, no, 0, 0, 0, yes, 1,15, 3, Tun, ; Gla
Rolling And Rainy,2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, ; Swa
Flat And Moist, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, ; Jun
Oceanshelf, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, ; Oce
Wind, 1,2, 3,1,0,
Monolith, 1,2, 1,3,0,
Precipitation, 1,2, 2,1,0,
New Growth, 2,3, 3,2,0,
Vegetation, 2,4, 1,2,0,
UV Radiation, 3,6, 0,1,6,
Vapor, 1,2, 3,1,0,
Vegetation, 2,2, 1,1,4,
Mineral Bonus, 2,3, 1,4,0,
Nutrient Bonus, 2,3, 1,0,4,
Kelp, 1,2, 3,0,2,
Dunes, 1,2, 0,4,0,
Monolith, 1,2, 3,1,0,
Xenofungus, 0,0, 0,0,0,
Seedlings, 2,3, 1,2,3,
Vegetation, 2,4, 1,0,4,
Sulfides, 3,6, 0,4,0,
Spores, 1,2, 2,0,3,
Vegetation, 2,2, 0,4,0,
Energy Bonus, 2,3, 3,0,4,
Nutrient Bonus, 2,3, 4,0,1,
Sea Fungus, 1,2, 2,2,3,
I have not made any decisions about the values yet, but they may
change as soon as I make a determination about their effect in gameplay. I usually way for playtesting to make these changes because its often more accurate that way.
I have also redone the map--
This sort of has to do with the changes in terrain, but mostly as you might have guessed it is because of some of the problems I talked in email about xenofungus.
First, in order for it to have a negative impact during the use certain systems or units it must be a pollution icon.
Second, it CANNOT be swamp or jungle. This is because the "pink" color is absorbed by the Civ II palette to be read as "blue". This is why it comes out blue instead of pinkish red like it is suppost to look.
This caused me to have to go into the map and add "pollution" by hand. As a modpack it is still ok because it should be used with the AC Planet map. This also allows for the growth to occur in the ecology. I've contemplated exchanging the Forest for the Swamp/Jungle squares because this would allow forests to grow.
What do you think?
John