TheNamelessOne
Warlord
- Joined
- Dec 18, 2013
- Messages
- 227
I meant I've added it to the next release 

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!
It's all the same problem... Anyway, it's fixed now.
You want the map transport relationships checked? Do you still need help with this?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.
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 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 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.You want the map transport relationships checked? Do you still need help with this?
Would using the extra terrain overlays (the terrain2/4/6/8 bitmaps) as an alternative also help?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.
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.Would using the extra terrain overlays (the terrain2/4/6/8 bitmaps) as an alternative also help?
So, Beer and Hot Women for the Village?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.
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.
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 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.
Zero shields for those. What happens when you switch to Fundamentalism?So, Beer and Hot Women for the Village?![]()
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.Zero shields for those. What happens when you switch to Fundamentalism?
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.
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.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.
Just a crazy thought:
Would it be possible to enable settlers/engineers to create rivers on terrain?