techumseh
Deity
Exactly.
As an alternative, the city could lose one pop every turn till it's destroyed - basically the Civ5 way?
I seldom install game-related stuff... But when I do, it's never in the Program Files folder (I should make this into that meme picture, but I'm too lazyIt's not that different from the MGE map editor. My next port of call would be system security, eg, UAC, HIPS, anti-virus/malware. Did you install ToT in the Program Files folder?
). Anyway I'm hoping that a new computer will solve it... Too bad I'll have to get Windows 7 for that, too (at least I'll know to stay away from Win 8, brr!). It will take a long time before I get to placing resources. Although I should be mindful of the new possibilities for the 'plateau' borders and two (or more) different mountain heights as I go about placing the Hills and Mountains.I see. But you're essentially saying what I said (in part), in that you need the underlying terrain to apply the terrain stats, and then it picks the 'orientation' (depending on adjacent similar squares) from Terrain2.bmp and applies it on the terrain in question. So you 'consume' two 'resource slots' to make that varied terrain type a reality. With only 5 extra types available (since the default game has 11), I think two terrain slots is too much to use for one terrain.I believe so.Overlays serve a purely aesthetic purpose. As TNO said, they function the same way as forest, hills and mountains, which, in non-ToTPP Civ2, are essentially hard-coded graphical overlays. They do not affect game mechanics. If you wish to change the terrain stats, then edit them under @TERRAIN in rules.txt. With the ToTPP, you now have 16 terrain slots at your disposal. The Original game graphics mod is exactly what it says. In other words, it's pure vanilla Civ2 game mechanics with the original 11 terrain types. There is no 'Desert Jungle' or 'Grassland Jungle', only jungle.
Is this National Confusion Day or something? Gah, I'll be silent now for another month, make that map and then worry about placing stuff on it. 

Can you restrict road-building in a terrain without making it impassable? If not, that's another one for the list (somewhere way down near the bottom). With Mines and Farms it's easy (just do not give them a +yield), but with Roads I don't recall seeing this possibility. Might be handy for the Greenland ice field, too (I suppose you *could* build a road... But ehh.).
An additional suggestion: moveable stacks (move 100 tanks with one click). I recall it being discussed on some page or other... Was it deemed unfeasible for some reason? You know, if implemented, this would grant hundreds of useful man-hours to the collective player-base (instead of moving units...), leading us to discover the cure for cancer that much quicker irl. 
(also, any suggestions/criticisms are welcome to improve upon the map, even at this early stage).:
This is probably why they made Offshore Platform a city improvement instead... But that's another pet peeve of mine that would be neatly solved by replacing it with something else: i.e., every coastal city in the world having an oil rig next to it! 
An additional suggestion: moveable stacks (move 100 tanks with one click). I recall it being discussed on some page or other... Was it deemed unfeasible for some reason? You know, if implemented, this would grant hundreds of useful man-hours to the collective player-base (instead of moving units...), leading us to discover the cure for cancer that much quicker irl. 
(also, any suggestions/criticisms are welcome to improve upon the map, even at this early stage).:
This is probably why they made Offshore Platform a city improvement instead... But that's another pet peeve of mine that would be neatly solved by replacing it with something else: i.e., every coastal city in the world having an oil rig next to it! 
Have at it, I'll get back to chiseling away at the world, so to speak.

Here's an odd question for you TNO. It's possible to place a unit from another civ in a city, using the cheat menu. The unit may move out of the city, or be sentried or fortified in it, but it can't move back into the city. My question is whether or not it would be possible to utilize ToTPP to enable the use of air transport between two cities with airports, but of different civs. Could it be done?
The context is from the Burma Campaign scenario I'm working on, to simulate the "Hump" - the allied airlift to China over the Himalayas. I wish to transport a supply unit from a British city in India to a Chinese city. Thanks for your consideration.
It would take too long to raze a bigger city. Maybe a better alternative for the 'raze command' would be to immediately reduce a city's size to one? Then it could be razed easily by building a settler unit.
An additional suggestion: moveable stacks (move 100 tanks with one click).
But could it be possible to make resources appear with discovered technologies
I remembered yet another nonsensical restriction -- namely, iirc, Roads only give +1 Commerce to Plains and Grassland squares in Civ II.
As a way to kill ICS, could it be possible to make the minimum number of tiles between cities customizable? [...] If this is possible, do you know how the game actually reads the number?
Are there any plans on making improvements to the macro event scripting language?
I'm ambivalent about the air units not being destroyed when the carrier is sunk but I can see the logic behind it
During my testing, I seem to have detected a small issue. When I destroy a naval transport that carries 3 or more land units only the first two land units are destroyed along with the transport. The other land units remain on the ocean tile. Does this sound correct?

Iirc, in Civ V units can use their fractional movement points. But in Civ II, when you move them individually, if a unit has e.g. 1/3 of a point left and you try to enter a tile that requires more than 1 move, then it refuses to move (and the turn is lost to boot). I think the ideal behavior would be that the unit won't move into the square, but retains its movement point fraction, to be used on some other square (that requires only 1 point to move into). This goes for individual units as well; the unit losing its movement point with an attempt at a non-possible move is a stupid feature imo, if it's intended in the first place.Don't see any big problems with that suggestion. Should figure out what units to move though, anything with movement points left? What about fractional points (1/3 etc.), should they be moved or not?
I've never used it in enemy lands after losing my first few units with it... In your own lands there'd be only minor problems with stacked movement, especially after every square gets coated with railroads. (That always looked ugly to me btw, not to mention making little sense. Perhaps railroads could cost some gold maintenance per turn? It's crossing the line from fixes into new features though; not sure if that's the way you want to take this project. ... Perhaps it could be accomplished by making the railroad bonus yields configurable; add a negative gold modifier and it turns into a maintenance cost?)
That doesn't sound correct at all. But units are not "carried" till after the unit or the transport moves a tile. If you used Create Unit from the cheat menu, maybe that is what happened.
'The citizens of Blight-on-the-Land have finished digging Mass Grave. Proceed?'A new idea to the 'raze city' command. Can't it be some kind of city improvement. And when it is finished, the whole city gets busted? I like that idea, it would take shields/turns (or money) to accomplish it.
Too un-pc for the modern days perhaps... You could make it 'Relocation' to leave some room for the imagination. 
I distinctly remember seeing Metro's post appear after making mine. Strange hijinks! 
You can already airlift *out* of another civ's city if you placed a unit in there and the city has an airport. Do you also want to be able to airlift into them? Or be able to move a unit into an allied city and airlift subsequently?
But in Civ II, when you move them individually, if a unit has e.g. 1/3 of a point left and you try to enter a tile that requires more than 1 move, then it refuses to move
Alternatively, if two different water terrains could be made, with identical behaviors as far as ship movement goes, then that'd mean 4 different resources for water and a neat way to circumvent the whole atoll problem (by making them one of the resources). I know you said that water is different from other terrains, but is it really undoable?![]()
A new idea to the 'raze city' command. Can't it be some kind of city improvement. And when it is finished, the whole city gets busted? I like that idea, it would take shields/turns (or money) to accomplish it.
[...] in the way the game calculates available trade resources (possibly trade routes also). For example, in this old thread they've corrected the dye/copper bug, whatever that is... But e.g. in modern times Uranium should be available for trade, yet you hardly ever see it.

To be able to airlift one of your own units from a city with an airport that you control, to another city which also has an airport but which belongs to a different but (presumably) allied Civ.
Ah. Been a long time since I actually played a game; there was a nag in the back of my head telling me that I sometimes *had* been able to move the unit. Anyway, imo such a random chance serves no purpose other than to frustrate players with reload attempts, so it should be changed to either always possible or never (I'm leaning on the latter, assuming the square in question requires more than 1 movement point to enter).Actually, in that case the unit has a chance to move into the square (proportional to the movement points remaining), so the movement points are not necessarily lost.
The game can think whatever it wants, being a non-sentient entity.As far as ship movement goes, sure, that wouldn't be any more difficult than the navigable rivers patch. But the terrain would still count as land, as far as the game is concerned.
So long as there aren't any foreseeable adverse consequences (such as land units entering the water), the end justifies the means here as far as I'm concerned. (Based on this response, you'd probably peg me as the type of guy who'll stuff his closets chock-full of stuff in random order and call that a fine Spring cleaning. You'd be right.
)Someone must've already figured out plenty of that stuff though. I've seen some really obsessive posts about the minutiae of Civ II in some old threads... One of those threads had all the ins and outs of the trade system. It's just a matter of pin-pointing it, which is a matter for the 'old hands', so to speak. But in all fairness it's a minor point at this juncture, at least for me, as the importance of trade will be greatly diminished with the elimination of the science bonus from caravans. Maybe the few worst bugs could be sorted out towards the end* of the project? (*Far, far into the future, hopefully!The way the game generates commodities is actually *very* complex, with very specific conditions such as "if leader = 9, double the value for commodity 8", i.e. the French produce double the wine. Making it configurable would also require it to be simplified greatly, unless you like configuring hundreds of coefficients.![]()

)OK, I'm putting that on the list.
Here's the page that techumseh linked me in another thread, to give you an idea of the process (although you may know about it already):Mercator created CivSwap which partially automates the file swapping process, but it never really caught on with scenario designers. It seems that many had a hard enough time creating a working batch file.If the process of switching files could be automated, it would provide a tremendous boon to modders.
Ah. That's nice (I really should go through every Civ utility on that site, to check what other things already exist). But while one might assume that anyone who plays Civ II scenarios nowadays is technically adept enough, or at least can be bothered to read Readme files, there's still too many hoops to jump through for my taste:Mercator created CivSwap which partially automates the file swapping process, but it never really caught on with scenario designers. It seems that many had a hard enough time creating a working batch file.
There's at least three things that could go wrong here, and that's assuming that the scenario maker knows what s/he's doingCivSwap Instructions said:This scenario has multiple events and uses CivSwap to automate the file switching process. To make this work there are two things you must do: (1) Start the CivSwap program in this scenario's folder before every time you play this scenario. A tiny window will appear in the top right-hand corner of your screen. (2) Turn on the Civ2 autosave feature. CivSwap will monitor the autosave while you are playing to check when the file switching needs to happen. When the time comes, all you have to do is load a new savegame as specified in the text pop-up.
In case you have problems running CivSwap and get any errors, you are likely missing the Visual Basic 6.0 SP5 run-time files. They are available at both the Microsoft website (http://www.microsoft.com/downloads/...f9-b5c5-48f4-8edd-cdf2d29a79d5&DisplayLang=en) and Mercator's Civilization2 Utility Site (http://civ2.mercator.fastmail.fm/mapedit/).
mischief
. So... Semi-automatic, but not quite. It might be outside the scope of ToTPP, however. I mainly want it for the city styles... To have bronze-age pyramids turn into houses by the middle age, and then into oriental / American / European city-scapes. It's a bit tricky though, since if the switch is controlled by turn-number, a runaway player might encounter Archers in modern metropolises. Perhaps ancient unit graphics should change also at some point. Archer --> Guerrilla, with primitive rifle and slightly better stats perhaps. Anyway such problems lie far into the future... It's just something to think about. Who knows how hard it is to actually accomplish; I know next to nothing about the technical aspects of what TNO is doing. It's just so tempting to keep suggesting things. 