Anon Pharaoh of Egypt
Chieftain
- Joined
- Mar 14, 2019
- Messages
- 4
Could someone help me in making my own unit graphics for Civ 2?
Could someone help me in making my own unit graphics for Civ 2?
I was thinking of either downloading or making some kobolds (possibly a D&D unit pack if it exists)Have you taken a look at some of the stickied graphic threads in here? At this point, we have an enormous collection of units for the entire history of mankind, and a good amount of fantasy ones as well. You can get lost for hours in those threads
With that said there's always "something" missing, but I've found that if you have a project folks have confidence will be completed, they're usually willing to do an odd or end for you if it's missing and unique.
What sort of units are you looking for? What is the project?
@SorFox wrote a module that does that:Here's a small question, and I wonder if it would involve Lua or if it could be accomplished through .txt modification. Has the "land carrier" problem ever been resolved? What I mean is... Moving a land unit with the "Carrier" function, so that it carries the air units as it moves? In my experiments and in other scenarios, I have seen land carriers successfully used as stopping points (like a moving airbase), but not move with air units in tow. Curious how this could be accomplished!
I do like the "k" ammo thought, but my goal here is to produce an air unit in a city, and then require it to be carried. I have an idea for an interesting workaround, but wanted to first check in if this was possible.
This came up very recently. Have a look here:Here's my next small question.
I saw at some point, and searched the forums but couldn't find it, that someone had limited espionage options when a diplomat/spy went into a city tile. I know how to edit the wording of these options, but how would I disable some of the options altogether?
(I feel like I saw this in Pablotsuka's thread, but, I believe he created his own espionage system altogether, so I may be confused.)
The first is about population. I want to change the population equation to much smaller numbers. Is anyone aware of how to achieve this? (for example, change 1 citizen is 10,000 to 100, 2 is 300 instead of 30k, etc.).
The lua template has some individual files that must be copied directly into the scenario folder:Much of the language surrounding Lua has to do with scenarios. When creating a mod, wherein the mod folder co-exists with folders like "SciFi" "Fantasy" "Original" etc., is there anything particular that should be done with the Lua Template folders and files?
For example, when I tried putting the 6 folders and other files into my "Mod" folder, I get a console message upon starting a new game, "failed to load events.lua." So I wonder if this is a quirk with it not being a scenario or in a scenario file. I haven't changed the files at all.
Global variables are disabled
File number 1 event ending at line 26 successfully parsed. Event number is 1.
...op\ToT With Lua\Original\LuaCore\changeRules.lua:249: bad argument #1 to 'len' (string expected, got nil)
stack traceback:
[C]: in function 'string.len'
...op\ToT With Lua\Original\LuaCore\changeRules.lua:249: in function <...op\ToT With Lua\Original\LuaCore\changeRules.lua:247>
(...tail calls...)
...op\ToT With Lua\Original\LuaCore\changeRules.lua:546: in upvalue 'applyRuleRow'
...op\ToT With Lua\Original\LuaCore\changeRules.lua:821: in local 'newItemFn'
...op\ToT With Lua\Original\LuaCore\changeRules.lua:1149: in local 'createAuthoritativeDefaultRulesSubtable'
...op\ToT With Lua\Original\LuaCore\changeRules.lua:1332: in main chunk
[C]: in function 'require'
... With Lua\Original\MechanicsFiles\calculateCityYield.lua:17: in main chunk
[C]: in function 'require'
...strator\Desktop\ToT With Lua\Original\events.lua:192: in main chunk
Check your rules.txt file, in particular the UNITS_ADVANCED section. There is some problem when the changeRules module reads that section of the rules.txt.Thanks Prof. Here's what I got:
My mod is taking the place of the "Original" game mode (for now). I placed the 6 folders and files into the Original folder, but it seems to run into this issue. I've had success with scenarios in your last version, so I'm wondering if it's the way I have the folders placed?