It won't disable them completely, but you can add FortressDefense, 2 under @COSMIC2 to set the defence multiplier to 100% (nullifying the bonus). They'll still provide faster healing and waive war weariness.
I'm guessing these aren't possible, but is there or could there be a way to change the behavior through lua of any of these?
trireme sinking
diplomat/spy actions
senate intervention
airlift interception
amphibious attacks
transporting between maps
nuclear explosions
pollution
caravans
Ok got a little bit of free time on my hands again so trying to work through some things. Sorry for wall of text but trying to be specific in what I’m asking.
Can anyone help me understand the @unit_advance section? If anyone has a link to very specific breakdown that would be great. I think I understand the basic column section how to tell column A-G. And some of the basics of each section but there is more here than I have knowledge of and trying to enlighten myself.
Where I need help understanding is for example column A tribe color may build 0-can’t, 1-can, but there are 8 digits in column A, do I read them left to right or right to left? Does it start with barbarians (tribe color 0) then tribe color (1-7) or reverse?
Column B has 8 digits, how would I make it so some units are permitted on earth map but not on Alpha Centauri map and vice versa? Goal is to have aliens use all their units on both maps but not be able to make earth units but use earth units when they take over a city with units in it. Humans can’t use earth units on Alpha Centauri but have specific units they can only build/use on Alpha Centauri.
Column D have no clue I think it pertains to building transport sites between both maps but don’t know what all the digits are. Looks to me like far right digit means can build on earth map, next digit over to left means can build on Alpha Centauri map
Column E can use the transport sites between both maps again far right means can use earth site, next digit over to left means can use Alpha Centauri site
Column F have no idea or guess
Column G I understand.
I am working/playing the extended game and used the following two units to reach my guess as to understanding this entire section
Catfish's site has relevant details on UNITS_ADVANCED, and the SLeague Wiki details transporter rules here. All fields (except C) read right to left, with Column A starting with Barbarians (Tribe 0).
Column B has 8 digits but only the first four are relevant, and follow the order of map layers. So if you're modding ExtendedOriginal, the first digit is Earth, and the second is Centaurus. What the field does specifically is disable production of the unit in cities on the map layer, and prevent teleporting to (but not from) the layer (unless using a Transporter link flagged in Column E). N.B.: In standard ToT, any unit can move between cities with transporter improvements regardless of these definitions; TOTPP has the optional fix "Teleporter improvement map check" to force them to follow the rule here (which technically breaks ExtendedOriginal).
Columns D, E, and F organize identically: they apply in order to each transporter link as defined in MAP_TRANSPORT_RELATIONSHIPS. N.B.: These fields are only read from the Rules.txt when generating a map, so require launching as a mod or swapping in your Rules before starting a standard game; they are not applied on scenario start, and can only be changed mid-game either via Events or hex editing.
'D' allows the unit to build transporter tile improvements of the specified link(s) (when multiple are possible, it prompts a selection dialog). 'E' allows the unit to use those links, irrespective of Column B rules. 'F' allows the unit to teleport without an improvement, but is subject to Column B.
So, the rules for the colonist units cited translate as follows:
Spoiler:
Colonist:
Buildable by: Barbs (no), White (yes), Green (yes), Blue (yes), Yellow (yes), Cyan (yes), Orange (yes), Purple (no)
Not allowed: Earth (no) Centaurus (yes)
Minimum bribe: 0
Can build Transport link: 1 [QT Portal (Earth↔Centaurus)] (yes), 2 [Tig Earth'ta (Earth↔Centaurus)] (no)
Can use Transport link: 1 [QT Portal (Earth↔Centaurus)] (yes), 2 [Tig Earth'ta (Earth↔Centaurus)] (yes)
Quick reminder that this is the ToTPP project thread so any questions or statements posted here should directly relate to that project. General questions about modding and scenarios, and anything else Civ2 & ToT related are very welcome and there's plenty of people happy help but this thread is not the place. Please make a thread elsewhere here for big stuff or use our Civ2 community small questions thread below for small stuff. I moved the most recent questions over to there...
This thread is mean as a place to ask questions that it doesn't make sense to devote an entire thread to. I'm writing a "promotions" module, and one thing that I thought of was to alter the chance that a unit would be promoted in combat to veteran. The issue that I run into is that the game...
Hello everyone!
Perhaps someone has already asked this question. How difficult is it to patch the capacity of aircraft carriers and submarines? This would make it worthwhile to create more expensive and capacious submarines and aircraft carriers.
Hello everyone!
Perhaps someone has already asked this question. How difficult is it to patch the capacity of aircraft carriers and submarines? This would make it worthwhile to create more expensive and capacious submarines and aircraft carriers.
The TOTPP project itself does not give you the ability to do this, at least not in its current form, but it does support the use of the lua programming language which can allow scenario designers familiar with coding the ability to implement a vast array of features not otherwise possible with the simple macro language.
The first site documents how to use his Lua Scenario Template’s functions and features and provides lessons on how designers can implement these features in their ToT scenario projects.
The Github page gives you access to his lua template project itself which you can download from there.
The navySettings.lua file located here specifically gives you a whole slew of options with regards naval units and specifically to your question how you can limit their capacity including carriers.
Finally, if you are equally interested, you can grab the latest version of the TOTPP v018.pdf user guide in post #2 of the Scenario Creation Excel Thread here, which outlines all the project's features.
EDIT: On a side note, I'm actually using the navySettings.lua file in my "Battle of Italy 1943-45" scenario to limit not only the carrying capacity of carriers but which types of aircraft can operate from them. You can access the scenario here, in case you were curious to see how it worked in actual gameplay.
Just a final note on the subject for those who may be interested.
One of the great advantages of using the Prof's template, particularly for beginner designers, is that you can continue to write as much of your events in the macro language as you prefer and if you so desire follow the simple instructions on how to integrate them into his lua template (see the brief explanation in his Github readme page here). In this manner, you can integrate as many or few of the lua functionalities of the template into your scenario as you are able or comfortable with using or implementing.
An example of this is techumseh's '1937 - Japan Invades China' scenario which can be found here, whose primary events were written in the macro language and then added into and combined with some features from the lua template.
Of course, there's always a learning curve when trying to learn a new thing but the template has the advantage of making the usage of lua into one's scenarios more accessible to beginners then if one attempted to do it from scratch, because much of the core coding that 'supports' the lua features/functionalities is already being handled in the background.
Could someone help me get TOTPP running on my XP guest OS?
I had WinXP installed via UTM on my M4 Pro MBP, strictly followed Catfish's installation guide (https://foxahead.github.io/Catfish-s-Cave/cc_tot_install.htm). The game itself runs fine; the only problem is that TOTPP doesn't launch. Double-click, right-click run as admin, or >start TOTLauncher.exe in cmd all give nothing, no GUI showing up, no error message returned, but Windows did give the traditional error sound.
XP is installed using UTM's default XP template (https://mac.getutm.app/gallery/windows-xp), and the version is en_windows_xp_professional_sp3_Nov_2013_Incl_SATA_Drivers.iso as suggested by UTM. The old VC++ library for XP is installed per TOTPP's instruction, and I double-checked that the files are unzipped to the correct location so that TOTLauncher.exe and civ2.exe sit at the same folder. I don't have any anti-virus software installed, and also turned off the firewall. The XP guest OS is basically a fresh install with nothing but some old civ games on it. I'm running out of ideas trying to get it work...
Rin, as a diagnostic, you could try running CMD separately, changing directories to where you have TOTLauncher (e.g. C:\Program Files\civ2tot), and then running it from the command line as TOTLauncher.exe. It might give you time to see an error message in case there's one that instantly disappears
I wonder if there's something like an architecture mismatch happening
I run it on my M1 Pro MBP in Crossover, which is a fancy paid Wine/Proton-like thing.
Rin, as a diagnostic, you could try running CMD separately, changing directories to where you have TOTLauncher (e.g. C:\Program Files\civ2tot), and then running it from the command line as TOTLauncher.exe. It might give you time to see an error message in case there's one that instantly disappears
I wonder if there's something like an architecture mismatch happening
I run it on my M1 Pro MBP in Crossover, which is a fancy paid Wine/Proton-like thing.
Thanks Leo, it's been very inspiring and helpful. Architecture mismatch makes a lot of sense, and it works on a 64-bit XP guest.
I first tried running TOTLauncher.exe directly via cmd, but still it didn't give an error message. Also tried the default bottle setup for civ2 on Crossover, the installation process finishes with game not installed. And then I reinstalled XP using i386 architecture (the UTM template was using x86-64), still no luck. Dunno how to deal with it so I finally installed a 64-bit XP guest, and it worked.
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