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- Jan 24, 2011
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Let me know how that goes, I haven't tested the latest version of TOTPP on XP yet. If this fails I can also provide statically compiled binaries (= no dependencies).
That solved the issue perfectly! Thanks.
Let me know how that goes, I haven't tested the latest version of TOTPP on XP yet. If this fails I can also provide statically compiled binaries (= no dependencies).
I recently cracked a copy of TOT we purchased a while back and installed the latest version of TOTPP. I found that automating settlers causes the game to crash. Has anyone else noted this?
TNO, I have an issue that I believe may be a Patch Project bug. Some time ago the macro event modifier 'continuous' stopped working for me. I'm not sure it's caused by the patch, but it happened following one of the upgrades, though I don't recall which one since I didn't notice it at first.. It occurs on my laptop (Win7) and on my desktop (Win10). I currently have v 0.15 installed. Hope you can help. Thanks.
- Somehow getting the old Wonder video support working all the time for everyone in ToT 'original mode' as it seems to work sometimes but not always. Probably best as a tickbox like you did for the throne room as I guess people would not want them playing during Scifi or Fantasy mode lol!
- If the above goes well then also adding support for custom intro, scene 1-13 & wonder 0-27 video replacements from a 'Video' sub folder of a mod folder as that would be great for ToT mods like Empire Earth that contain scene & wonder video replacements. May eventually convert my Heroes of Might & Magic mod from MGE to ToT one day too and thats full of custom wonder videos too.
Could you post a (preferably minimal) example that demonstrates this? I tried with FLAG/CHECKFLAG and continuous seems to work fine for me.
Thanks mate, considering my troubles and the thread with people saying "it works for me" and others saying "doesn't for me" etc etc it must have a bit of a mind of it's own, so giving us full control over the hidden setting with a tickbox would be wonderful! That's cool that they already put in a wonder video safety check for 'original mode', so strange that they didn't ship with the wonder movies then.Adding a checkbox shouldn't be a lot of work. Funny enough the code already checks if the game mode is not Scifi or Fantasy when playing wonder movies, meaning they updated this code for ToT, even though they shipped without wonder movies in the end.
Oh wow, you found the mystery setting location just like that! Thanks I'll give that a try!If you're really determined to have this work now when building wonders, you can hex-edit civ2.dat and add 1 to the byte at offset 0x10. This will then have the option enabled in new games.
No I absolutely did not know that! Jeez a whole secret menu for test playing wonders, that is brilliant! I always thought is was a shame that you couldn't view wonder views again from the wonders area. Would have been a good feature to ship the game with but I guess no one thought of it back in the day.Did you know you can test wonder movies by shift-clicking the "Wonders of the World" menu while cheat mode is enabled? This also works in ToT, and doesn't require the game option to be set.
Thank you thank you thank you! That would be awesome! Yeah @Knighttime was just asking me 'what if the other setting you asked for makes it play the old wonder videos instead of your custom mod ones' (I'm paraphrasing), however if it checks the mod video folder before the main video folder as you say it should hopefully protect us from that.I suppose I could make it check for a Video subfolder before checking the main Video folder. Although a custom intro would be pointless, as it would always run before a mod was loaded.
Actually I was thinking about mods or scenarios that don't have any custom wonder videos (which is almost always the case) or a folder for them. I presume then the game would play the default wonder videos, if they are installed and if the new box is checked? But the mod may have completely altered the wonder names, in which case the original videos wouldn't be relevant. I suppose in that case it would just be up to the end user to uncheck the box so they weren't shown -- unless there could be some way for the scenario designer to disable them (without providing replacements, I mean).Yeah @Knighttime was just asking me 'what if the other setting you asked for makes it play the old wonder videos instead of your custom mod ones' (I'm paraphrasing), however if it checks the mod video folder before the main video folder as you say it should hopefully protect us from that.
Nicheal said:Usually you can do Sprites, so that the units can change faction colors.
Imagine that: Once you had the Units.bmp with your 9 x 9 slots. You create a 9 x 9 slot BLACK mask.bmp. You grey the Units in bmp, so that any grey color is overridden by the WHITE color in mask.bmp signalizing to override by tribal colors.
Problem: TNO maybe forgot to implement, that all new units beyond the 81 get multiple attacks too.
The Sprite maker software just sprites the first 81 too. Either a new software to sprite ALL 127, the new rows too.
Or, my suggestion: That TNO will implement a Sprites.mask.bmp, so that you have your Units.bmp, PLUS your Sprites.bmp as a black and white to tribe color the grey colors in Units.bmp, you got that? Kind of complicated.
But to implement another .bmp for masks and tribal colors would be GRRRREAT!
Actually I was thinking about mods or scenarios that don't have any custom wonder videos
Isn't the scenario parameter in addition (or rather multiplication) to the cosmic parameter?
I have a potential bug to report but I'm not sure what it is.
https://forums.civfanatics.com/resources/operation-herbstnebel-v2-0-for-tot.26528/
This scenario worked a few versions back at least but no longer works now. Is it working for anyone else? It crashes immediately for me and I'm not sure why. I've tested a few other older scenarios and they seem to work fine, but there may be others out there that have the same issue.