[TOT] The Test Of Time Patch Project

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...


I'm afraid I don't understand. So you mean to say, the thing I want to do with the cities, akin to CIV III or CIV V, it is not possible?
 
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
That's the most comon issue indeed.

Could you attach your 5 files please ?
“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
Here it is :

exemple.png
 
I have the rules, terrain 1-4 in here. It freezes with the allowed terrain per map 16, 16 but loads with 16, 11 but then the overlays are all jacked. Thanks for taking a look.
 

Attachments

So under @COSMIC2 I would add

CitySpritesPerTribe, 0 (change this to 1 if I wanted to enable tribe specific cities?)
CitySpritesPerMap, 1

Then make a file called CITIESM0 for the first map, CITIESM1 for the second map? and so on from 0-3 if i had more maps?

Then make CITIEST0-7 for specific tribe cities if on single map, CITIESM0T0 etc for multimap?
 
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So under @COSMIC2 I would add

CitySpritesPerTribe, 0 (change this to 1 if I wanted to enable tribe specific cities?)
CitySpritesPerMap, 1

Then make a file called CITIESM0 for the first map, CITIESM1 for the second map? and so on from 0-3 if i had more maps?

Then make CITIEST0-7 for specific tribe cities if on single map, CITIESM0T0 etc for multimap?
Should be that yes.
Haven't tested it yet :D
 
I have the rules, terrain 1-4 in here. It freezes with the allowed terrain per map 16, 16 but loads with 16, 11 but then the overlays are all jacked. Thanks for taking a look.
First, for freezes and crashes, please begin with that :
exemple2.png

Then try again please.

Last overlay (thus rivers and seas) seems correctly defined
 
Genius! That fixed the issue. Not sure how I did not catch that. Appreciate the help. Im sure Ill be back with more issues as I continue to mod the game. Hats off to you my friend
 
Are there any specific units that must remain in their original slots on the units file?

I am trying to organize all the units I am using to make it easier for me to balance them. I would assume settler, engineer, caravan, freight, diplomat, and spy are all hard coded and must remain in their original slots in the unit file. Is this correct or are there more/less? I understand moving units around will throw my description file out of whack but that is an easy fix as I will already have a lot of units to add to it and will require me to completely change up the order in a few other spots in the rules.
 
I am trying to organize all the units I am using to make it easier for me to balance them. I would assume settler, engineer, caravan, freight, diplomat, and spy are all hard coded and must remain in their original slots in the unit file. Is this correct or are there more/less
Those are more ;).

Settlers is hard coded as beeing gifted as a beginning unit. Otherwise most other slot may be used for settlers.
Caravan can be set to any slot.
Diplomat slot is important as the barbarian uses this unitType as the barbarian leader (with graphic used the one after the last unit ones)

For the "more" to look into, most of it can be seen on the scenario league wiki ;)
 
Well got busy and had to stop working on this but about to have some down time again and wanted to pick up where I left off.

Question in regards to tribe specific cities bmp.

For single map I want to make each tribe have different looking cities I understand that I have to make a CITIEST0-7 bmp for each tribe. So my question is the 0-7 does the 0-7 designate what number slot the tribe falls in under the leaders section? Since in the leaders section there are 21 different tribes each tribe is assigned 1-7, 1-7, 1-7, I would assume that CITIEST1 would be used for all tribes that are in the “1” slot correct? If that is the case what does the 0 do read from cities bmp?

Thanks
 
Yep; numbers correspond to the colour masks/flags as seen in the bottom-left of Cities.bmp: 0 = Red (Barbarians), 1 = White, 2 = Green, &c.

Note that these variant files only alter city graphics: colours/flags, fortify/fortress, airbase, and transporter sprites are read from the base Cities.bmp.
 
Does anyone know of a scenario or mod that has this active where every tribe has different looking cities? I am trying to see how exactly this is set up.

Debug issue found. Now just want to see how the different citiest files are set up.
 
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Huh, I thought for sure I'd have something on-hand, but it seems they're all my personal projects.

It's not each and every tribe, but I converted KESH and threw in some flavour: three architectural styles across all eras (except for Modern, which narrows to two). Should offer a basic outline of how things work. :)
 
My understanding is the 3rd number after the leader name designates what row of the cities files that tribe will use and their cities will look like in game.

I have made CitiesT1-7 files and have edited the corresponding rows based off the 3rd number after the leader name and they appear to show up in game, so I am assuming that is working as intended, correct?

How do the early industrial, modern, and renaissance rows come into play? Do all tribes switch to what ever images are in these rows when they reach said era in game? If so then I need to edit these rows as well for each cities files to be what I want them to look like correct?
 

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  • IMG_1512.jpeg
    IMG_1512.jpeg
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Correct on all counts: third digit is City Style in order of the first four rows. Tribes will read later-era graphics from their dedicated file; eras are activated once the civ has researched specific advances:
  • Renaissance = Invention
  • Industrial = Industrialization
  • Modern = Automobile & Electronics
(The Fantasy mod uses different techs, but I'm not sure if anyone's built their own scenarios on it.)

This is the genius of the patch, as per-civ city sprites were previously done by making the era-switching techs unique to specific players, which meant hard-coded mechanics like pollution would be uneven between civs.
 
Thanks. Guess I got some more editing to do. Then I get to start figuring out how to edit civilopedia and describe files.
 
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