[TOT] The Test Of Time Patch Project

I meant I've added it to the next release :)
 
Whilst discussing the use of helicopters (not the ones in the original game) on a Vietnam War thread at the scenario league we cooked up the idea in the quote below. For a while we have used ship type units in combination with the paradrop flag to allow the movement of other land unit types when they paradrop. This works well. We were toying with the idea of giving this unit type the engineer flag as well so that it can build a landing zone and paradrop back out of there. This led us on to a little brainstorm:

A troop carrying helicopter (plus Trucks, APCs or Strategic Bombers for that matter) would be an amazing new feature if TheNamelessOne could implement it. It would also make artillery more realistic as they could either be carried (towed) by trucks or could move independently carrying shells which they could then fire, giving them range. Trucks could then be used to bring up fresh ammunition adding a real supply element for the first time. This would add a whole new level of strategic detail to the game! Bombers could be loaded with bombs to drop on targets and so on. Fingers crossed this could be made to work!

I realise this idea may have been put forward already, but in case it has not I thought I would post it. This really would revolutionize combat in many scenarios!

I also have a slight cosmetic problem with the extra terrains. I have added an additional terrain called Village. It appears in the game but just looks fuzzy around the bottom part of the tile as if it is blurring with something else. I think I have done everything correctly in the rules file as that all works in game.I have double and triple checked the terrain1 file. I added the village tiles under ocean and there don't seem to be any extra or missing pixels. Is this something that has been encountered before and if so could someone direct me to the post where it is resolved? I have looked through the thread but it's getting pretty big now!

Here's an example. The village on the right it a standard resource associated with the plains terrain. The one on the left is the village terrain I added (as a terrain with a solid base, not a transparent resource one). As you can see it's kind of fuzzy. Cheers.

VCapture.GIF
 
I saw this thread in the Technical Support subforum. I'm not getting my games bounced on a LAN, but the lack of a 'Start on Pre-made world' option (@MAINMENU2) for any of the multi-player modes (@MAINMENU2M) is worth a look.
It's all the same problem... Anyway, it's fixed now.
Thumbsup.gif


In the meantime, can someone double check the hex values in the scenario files I uploaded earlier? I can't remember if I did the necessary delevent and event flags procedure, but I've seen the AI sending Partisans to Mars (Map 1) when they shouldn't be able to.
You want the map transport relationships checked? Do you still need help with this?

I also have a slight cosmetic problem with the extra terrains. I have added an additional terrain called Village. It appears in the game but just looks fuzzy around the bottom part of the tile as if it is blurring with something else.
That's the way it's supposed to work. Terrain tiles use the dithering pattern in the bottom left corner of the terrain1/3/5/7 bitmaps. The resource graphics don't use dithering for obvious reasons. Since you can manually place resources these days, you could always use a natural terrain base with village icons in the resource slots.
 
You want the map transport relationships checked? Do you still need help with this?
I decided to take the safe route and put the set/clear flags in events.txt, and began an entirely new game, since I made small changes to the scenario anyway. Turns out, since they are partisan units, they have been spawning on prohibited maps anyway from captured cities; and since their map transports have been restricted, and the AI doesn't build or use the map transport city improvement, partisans have no way of getting to an appropriate map.

And, on an unrelated topic, I think someone mentioned earlier in this thread that either a feature or fix that reduces the game's emphasis on tracking barbarians' every single move and attack would be a good idea. That game eventually got quite a bit more events-generated barbarians than I anticipated, so even on my fast computer, I still had to wait a bit for their turn to finish.

So, as an example, maybe it (barbarian tracking) could be customizable, such as under @COSMIC2? So that one can set whether to limit or turn off the tracking any one of the barbarian actions (unit moves, attacks, and/or city captures) they so choose. :)

EDIT:
That's the way it's supposed to work. Terrain tiles use the dithering pattern in the bottom left corner of the terrain1/3/5/7 bitmaps. The resource graphics don't use dithering for obvious reasons. Since you can manually place resources these days, you could always use a natural terrain base with village icons in the resource slots.
Would using the extra terrain overlays (the terrain2/4/6/8 bitmaps) as an alternative also help?
 
I was musing that it would be useful to be able to change your leader's name mid-game...
Having a menu in the game would be great, something like the titles menu in the regular CIV2 setup.
 
Yes. In fact that's the superior method. It may take a little more time and effort, but it frees up both of your resources.
So, Beer and Hot Women for the Village? :mischief:
 
Congratulations for all your hard work and thumbs up the hours you spend on this, TheNamelessOne.
If I were to make a request too, I would ask to be able to add text to terrain tiles and improvements, the way it is done for cities. Like river/ region X, village Y, mine/ airfield Z etc.

(Oh, and when you start a fantasy game with the move debug thing, the selection "loops" and doesnt let you load the 4 maps.)
 
That's the way it's supposed to work. Terrain tiles use the dithering pattern in the bottom left corner of the terrain1/3/5/7 bitmaps. The resource graphics don't use dithering for obvious reasons. Since you can manually place resources these days, you could always use a natural terrain base with village icons in the resource slots.

I found the problem. It appears that with some of the terrains are able to extend from the top of the diamond whilst other are not. With the ones that are not allowed to extend above the borders the parts of the out of bounds graphics loop back to the bottom of the image when you view it in the game. Keep within the borders and everything works! This is new to me anyway!
 
I found the problem. It appears that with some of the terrains are able to extend from the top of the diamond whilst other are not. With the ones that are not allowed to extend above the borders the parts of the out of bounds graphics loop back to the bottom of the image when you view it in the game.
That's standard Civ2 behaviour, unrelated to the ToTPP. The terrain types that are able to extend above the diamond are the hard-coded overlays like the hills, mountains and forest slots. The ToTPP allows additional overlays. Instead of cropping your towns, you could add an overlay to terrain2.bmp, as PE suggested. Unless you have done away with dithering altogether (ie, no speckled pattern in the bottom-left tile), you will still get artefacts on your terrain.

So, Beer and Hot Women for the Village? :mischief:
Zero shields for those. What happens when you switch to Fundamentalism?
 
Zero shields for those. What happens when you switch to Fundamentalism?
Joke's on me. They'd go away IRL, and since it's Civ 2 we're talking about, they wouldn't be valid resources to come up with to begin with.
 
That's standard Civ2 behaviour, unrelated to the ToTPP. The terrain types that are able to extend above the diamond are the hard-coded overlays like the hills, mountains and forest slots. The ToTPP allows additional overlays. Instead of cropping your towns, you could add an overlay to terrain2.bmp, as PE suggested. Unless you have done away with dithering altogether (ie, no speckled pattern in the bottom-left tile), you will still get artefacts on your terrain.

I got rid of the dither icon which improves the visuals but the overlapping was what was causing me the problems. I realise it is not a problem with ToTPP but a feature of ToT I was not aware of. I will try the terrain 2 overlay and see how I get on. Thanks for the help guys!
 
Joke's on me. They'd go away IRL, and since it's Civ 2 we're talking about, they wouldn't be valid resources to come up with to begin with.
Maybe the joke's on me. Why can't resources be anything you want them to be? Many years ago I ran across a development discussion for a Civ2 sex/porn scenario. I'll leave possible resource types to your imagination.
 
Just a crazy thought:

Would it be possible to enable settlers/engineers to create rivers on terrain?
 
Another crazy idea would new kinds of "shield resource" categories like mana for magic from elemental sources, piety points for faith from religious buildings, morale from propaganda and ideological advances etc, in addition to regular production shields, happiness and money.

-edit- and form ley lines the way you make trade routes
 
The list must just go on and on ;) Would I be able to request (or put forward the suggestion) the ability for ships that can carry land and air units? This would help with my current Spanish Civil War scenario by freeing up a unit slot that would otherwise be taken up with an 'Aircraft carrier' of sorts.

I just wanted to thank you again for your efforts TheNamelessOne. I have made extensive use of the extra terrains, the railroad and almost every other feature of ToTPP in my latest project. One of the most important new features is the ability to stop city population loss/destruction and the prevention of improvement destruction. Finally important cities can change hands multiple times without being reduced to ashes! Your hard work is very much appreciated!!!
 
Just a crazy thought:

Would it be possible to enable settlers/engineers to create rivers on terrain?

what about turning it into ocean, so you could build a channel. Or turn sea into terrain (like in Dubai?) Even bridges/railroad over ocean (after a special tech) would be funny.

MORE IMPORTANT: An adjustable technology progress rate for each government - just like fundamentalism. I always thought a democracy's research rate was far too fast.
 
I'm sorry to report that I've hit a glitch. I've been using the patch as I've been developing my scenario "Burma Campaign". Everything worked as advertised, but at some point certain features stopped working. Specifically, rail movement is again unlimited, despite being set at 3. Road and river movement is 1, as set. Also, the river movement for designated naval units has stopped working. All other set functions of the patch seem to be functioning, eg. stackable terrain in combat. Can you help?

(edit) http://forums.civfanatics.com/showpost.php?p=13732162&postcount=79
 
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