[TOT] The Test Of Time Patch Project

Ok another question. I added another unit in hopes of making a second engineer type unit. Can someone help me figure out why the option to transform terrain is not being given as an option please. The unit can do everything the engineer unit can except for transform terrain. I am not sure if I need to change something with the unit or the terrain. Thanks
1712424540426.png
 
The transform ability is hard-coded to Slot 2. The ToT flag only affects worker speed.

Expanding transform-capable units would be a handy addition: it's potentially problematic in the Extended Original mod, where Colonists supersede Engineers and therefore disable terrain transformation unless you've stockpiled a workforce.


UPDATE: Clarified in Post #1491.
 
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Ok another question. I added another unit in hopes of making a second engineer type unit. Can someone help me figure out why the option to transform terrain is not being given as an option please. The unit can do everything the engineer unit can except for transform terrain. I am not sure if I need to change something with the unit or the terrain. Thanks

In TOTPP you can definitely add an unlimited number of units that receive the engineer flag, capable of transforming the terrain. You need to add the line

; 00100000 unit acquires engineering abilities 1 - engineer

in the RULES file in the @UNITS_ADVANCED section.

In this post Prof. Garfield gives advice on how to do this:

I used these settings and made for myself the required number of units with the engineer option. It definitely works.
 
Ok so in column G if I read everything right it starts on the right and ends on the left. How may total digits should there be in column G? One of set rules I used had 13 digits, 8 digits posted above, my current rules that I copied from has 9 digits.
 
So I have my colum G match
00100000 unit acquires engineering abilities 1 - engineer
With the exception of one more digit added to the left for navigable rivers (000100000). New unit still can not transform tundra like the regular engineer unit. Which now leads me to believe that something is wrong with my tundra settings.
20240406_122208.jpg

Maybe I am missing something since I just getting back into this.
 
The ability for engineers to transform terrain is only granted when its civilization has discovered the « Explosives » technology, otherwise it is limited only to building roads ( or railroads with the « Railroad » advance), mines/irrigation or removing pollution. It may also only build farmlands after discovering « Refrigeration ».

EDIT: and only if you have ‘granted’ the rights to do so in the @terrain section of the rules file for the terrain you want them to be able to transform.
 
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Ok so in column G if I read everything right it starts on the right and ends on the left. How may total digits should there be in column G? One of set rules I used had 13 digits, 8 digits posted above, my current rules that I copied from has 9 digits.
The standard rules are 8; TOTPP Navigable Rivers flag is 9, and 10 through 13 are the Extra Settler Flags introduced in v0.16 (none of which control Engineer-specific functions).

With the exception of one more digit added to the left for navigable rivers (000100000). New unit still can not transform tundra like the regular engineer unit. Which now leads me to believe that something is wrong with my tundra settings.
Your settings are fine; Buck and tootall must know something I don't, because I have never been able to access the transform order with any unit other than the original Engineers. UPDATE: Clarified in Post #1491.

The ability for engineers to transform terrain is only granted when its civilization has discovered the « Explosives » technology
Technically this is linked to the Engineers' prereq advance and not Explosives specifically (as is the popup message).
 
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Technically this is linked to the Engineers' prereq advance and not Explosives specifically (as is the popup message).
Yes, you are right in your statement. I stand corrected. :)

Your settings are fine; Buck and tootall must know something I don't, because I have never been able to access the transform order with any unit other than the original Engineers.
I'd never tried to implement it before today on units other than those in the settler/engineer slots so I tried the following test with a scenario I'm currently playing:

I made the following adjustments in the rules.txt for the "Swordsman" unit in slot #4.
  • Gave it the role 5 in the @units section and
  • Set the bits 10 to 13 in the @UNITS_ADVANCED of the fourth unit to 0

Code:
@UNITS
Peasant,      Mat, 0,  1.,0,  0a,1d,  2h,1f,  4,0,  5, nil, 000000000000000
Constructor,  Rad, 0,  2.,0,  0a,2d,  1h,1f,  6,0,  5, Eng, 000000000000000
Warrior,      nil, 0,  0.,0,  4a,7d,  3h,2f,  4,0,  1, AFl, 000000000000000
Swordsman,    Rep, 0,  2.,0,  7a,4d,  2h,2f,  4,0,  5, Cmp, 000000000010100

...

@UNITS_ADVANCED
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 10000000
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 0000010000000 ; Swordsman

Now when I activate the Swordsman and go to the Orders menu you see I can not only build a city, a road but also transform the woods terrain to a plains

1712512421230.png


If I want to deactivate some or all of these abilities I need to change the corresponding bits in the @UNITS_ADVANCED from 0 to 1. For example if I only want it to have the ability to a build a city I would leave the 12th bit as a zero and set the others to 1:

Code:
11111111, 00000000, 0, 0000000000000000,0000000000000000,0000000000000000, 1011010000000 ; Swordsman

1712512793329.png


I hope this was helpful.
 
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Thanks for the replies and info. I will give it a go testing out the 10-13 bits tonight.
 
Now when I activate the Swordsman and go to the Orders menu you see I can not only build a city, a road but also transform the woods terrain to a plains

View attachment 688301

@tootall_2012 In that screenshot, your unit can convert Woods to Plain using the "i" / irrigate command. But I think the discussion here was about the "o" / transform order, right? And although your menu shows an entry for "Transform to Grassland" it's grayed out and not selectable. However:

I tested a situation where the unit in the Engineer slot has a prerequisite of "no", meaning it will never appear in the game.
First, I confirmed that the basic Settlers unit in the first slot could not Transform terrain; the menu option was grayed out, and pressing the "o" key brought up the popup box saying "That function can only be performed by Engineers".
Then I added the Engineer capability to the Settlers unit type using the flag in column G of @UNITS_ADVANCED. With this in place, when I activated a Settler, the menu option was still grayed out -- but, when I pressed the "o" key, the Settler unit began to transform!

So, my conclusion is that giving a unit Engineer capabilities using column G of @UNITS_ADVANCED does give them the capability to transform terrain, but does not unlock the Transform menu option.

The ability for engineers to transform terrain is only granted when its civilization has discovered the « Explosives » technology
Technically this is linked to the Engineers' prereq advance and not Explosives specifically (as is the popup message).
Interesting... I didn't realize this either, but the documentation of the Explosives tech slot (ID 28) agrees:
Contrary to popular belief, Explosives does NOT inherently allow transformation orders or display the "New Order: Transform" message.
The ability to transform is inherent to unit in the Engineer slot of the RULES.TXT file. When this unit first becomes available the message will be displayed.
However, that documentation may have been written before TOTPP gave us the ability to add Engineer capabilities to any unit using column G of @UNITS_ADVANCED. Furthermore, it seems important to distinguish between "the ability of the unit to transform" and "the transform menu option being available" since (unfortunately) those are not always aligned.

I didn't do any further testing on this yet. But I wonder, does the menu option get unlocked for all units with Engineer capability, when the prereq for the second unit type is acquired, even if that second unit isn't a "role 5" unit at all? Does it matter how the prerequisite for that unit is acquired -- for example, what if it's given to the tribe via the Cheat menu, or via the Lua civ.giveTech() function? What if the prereq of the second unit is "nil" -- I suppose the popup message would never appear, but would the menu option be activated the entire game (for units with Engineering capability)?

One more note: TOTPP added a patch labeled in the launcher as "Transform requires tech" which allows you to set separate tech prerequisites to transform each terrain type. I haven't played around with this feature at all yet either.
 
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So, my conclusion is that giving a unit Engineer capabilities using column G of @UNITS_ADVANCED does give them the capability to transform terrain, but does not unlock the Transform menu option.
Ah, I was only going off the Orders menu and completely forgot to test if hotkeys bypassed it. :crazyeye:

I didn't do any further testing on this yet. But I wonder, does the menu option get unlocked for all units with Engineer capability, when the prereq for the second unit type is acquired, even if that second unit isn't a "role 5" unit at all? ...
No, the menu order only appears once you have Slot 2's prereq (so 'nil' lists it from the start); like general worker actions, it's listed for all units even if they're not Role 5.

I did a quick test with Extended Original and the transform order is innate to appropriate unit(s), and isn't dependent on a specific tech or if it's listed in the menu. (The @NEWXFORM popup remains hard-coded to Slot 2.)
 
I wanted to clarify the item "Enable throne room".
Will improvements to the throne room work like in MGE, or will the room simply be available to view, but there will be no suggestions to improve it during the game? I did everything according to the documentation, added an item to the menu, but could not improve the throne room during the game.
 
I wanted to clarify the item "Enable throne room".
Will improvements to the throne room work like in MGE, or will the room simply be available to view, but there will be no suggestions to improve it during the game? I did everything according to the documentation, added an item to the menu, but could not improve the throne room during the game.
I have't tested in ages but I'm pretty sure I remember upgrading the throne room after turning it back on in ToTPP. Were you definitely playing a vanilla ordinary Civ game in ToT for your test? Since if you play any of the other modes including even 'Extended Original game' then you are technically playing a scenario where the throne room is automatically disabled.
 
Yes, I tested it on vanilla. I've tested it on one game so far, I'll try more games to collect more information.
 
I've been looking into Civ II lately. These new updates and city and unit graphics are very impressive. I was wondering though, has anyone yet made a mod to expand the roster of Units / City graphics available for each game playthrough?

By which I mean to say, in CIV V and CIV IV (with mods) the city graphics for each culture group change according to the new eras at hand. This is especially true in V. From what I've seen from Civ II though, there seems to be a limit on the various city graphics, which is quite sad for me, as I really like seeing each culture group develop into new forms of unique architecture as time progresses. Is there any mod, or any possible way to make a mod via lua that will allow for an expansion on the number of city graphics for a game of Civ II? I really wish to see Asian cities develop from the Ancient Era to Information Era in their own unique forms of architecture. As for the graphics, I'll make those myself.

Also, does a mod currently exist or is it technically possible to make a "Unit Art Style", exist for Civ 2? Essentially, make a spearman as a Middle Eastern culture group, it will look diifferent from a Mesoamerican culture group spearman, and so on for the rest of the game units.
 
Ran into a problem I can’t seem to figure out and need some help figuring it out. This involves the extended original game. I have updated terrain files to suit my needs and they work on their own in original game when using as a single map. So in rules text in the ext org file I have the number of terrain per map set to 16, 16 since it will have 2 planets when I start a new game civ2 becomes unresponsive and crashes. No pop up stating error, if I change the number of terrain allowed to a single 16 then I have major overlay issues on the 2nd planet If I change it back to 16, 16 then game crashes. Any help is appreciated
 
No pop up stating error, if I change the number of terrain allowed to a single 16 then I have major overlay issues on the 2nd planet If I change it back to 16, 16 then game crashes. Any help is appreciated
Overlay issues may occur when Terrain02 (04,06,08 depending on map touched) and their respective section in rules.txt (or default settings) don't match.
Direct crash may occur when trying to assign (even partial) transparent-used color for the base of the tiles in Terrain01 (03,05,07, depending on map crashing)
 
I was wondering though, has anyone yet made a mod to expand the roster of Units / City graphics available for each game playthrough?
Civ2ToTpp allows for both one city file per map (from n°0 to n°3) and one city file per tribe (from n°0 to n°7), or both at the same time.

As for unit Types, I guess there's room for doing something with sprites.
At the moment, one can use added unit slot (raised to 189) to "copy" some of the initial 50 unitTypes...
 
since terrain1 & 2 are for map 1, @overlays works as intended.

Since terrain3 & 4 are for map 2 (files copied and edited work fine in regular game as single map), @overlays1 is for map 2 so you are you saying that maybe in terrain 3 one of the colors of the base terrain might be causing the issue?

Since the terrain files were just copied/edited the overlays just copied and pasted as well (@overlays/@overlays1) so I am not understanding how that could be causing it

“Civ2ToTpp allows for both one city file per map (from n°0 to n°3) and one city file per tribe (from n°0 to n°7), or both at the same time.”. Are you saying there can be a cities1 file for the second map? Or can you point me where to read this info because having separate cities for tribes sounds interesting
 
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