Tanelorn
Deity
Good news, both CivCity and Civtweak appear to be working with the pathes on. Still, multimap support for CivCity though.
The Barbarians had almost 400 units in the save game I was playing (because I wasn't paying attention to my events.txt), almost all on a single map. The AI civs had only three cities there because the barbs were so pervasive. Holding down shift didn't speed up the movements either.
Could it be dependent on the speed of my computer? Maybe my computer is too fast to make a difference with shift.![]()
Sadly no. I loaded up "*_Auto2.save" to see if it happened before the first autosave, but it had apparently been there for a while, since I saw it at population 2. I checked the scenario setup file to see if there were any pre-existing or buggy airbases or fortresses, but there were none.
Yeah that was it, bit 3 was enabled, but I tried bit 3 for other improvements as well, but they still weren't destroyed upon capture. And during some changes I was making later on in the scenario itself, I noticed that when a city is captured once, none of the improvements are destroyed. When it is captured again immediately, all of the improvements are destroyed, even if it has built every single one of them. So whether it's something in the rules file, I have no idea.
1) Does anyone know how to change city sprites? I've have set "CitySpritesPerTribe ,1" in @Cosmic2 (no city sprites are being displayed in-game) but honestly I've no clue what to do beyond that point. Also, how CITIEST<x>.BMP files are modified? Do I make copies of cities.bmp or something...?![]()
2) Is it possible to Barbarians to not go extinct as game progresses? That constant fear of Barbarians in the begging of the game is exciting.
Not a major priority, but I wonder if we could isolate the code that makes
all the AI tribes hate the player once Space Flight ("SFl" tech) is found...
It is an annoying aspect that ruins alliances and makes no real sense...
It would be nice to have (eventually) an AI tweaks menu, that includes
levels of AI aggression (Ghandi to Stalin) and turning off the SFl fury...
TNO, I am wondering (and I know you have your hands full)...
But how difficult would it be to add more techs slots to the list?
Perhaps extending the "X techs"...
Thanks, TNO. My scenario is progressing smoothly now. At the start, the Japanese invading British Burma have no home cities. Its attacking army is made up of units with 'NONE' as their home city. Japan has a fundamentalist government, and all Japanese units have the 'free support for fundamentalism' flag. Though they attack as ordered, and capture Burmese cities, the units are disbanded by the AI at a great rate. My question is whether it would be possible to add a flag to @UNITS_ADVANCED to prevent the AI from disbanding particular units of an AI civ? There are already flags to prevent human controlled civ units from being disbanded and to prevent barbarian units from expiring, so I'm thinking it must be possible. Is it?
I posted this on the Scenario League forum. I'm not sure if the issue is related to ToTPP or a quirk in the original game, but it started after I was using the edit terrain hotkeys to change terrain under cities in a save. No harm done. I have a backup save to go back to, but I would like to work out what happened as I would like to change the base terrain under certain cities if possible. If I have to destroy them, change the terrain and then rebuild I will, but if I can do it with the hotkeys I would much prefer that. Not a biggie but I thought I would ask your opinion.
EDIT: I had another go at changing the terrain under cities and this time I got no bugs crop up. I think it is OK to remove rivers and change the terrain type. To me it would seem that adding rivers to a city square could be the cause of the issue, but I haven't looked into this in detail. I expect this is a bug in Civ2, rather than an issue with ToTPP.
Tanelorn, Can you get CivCity working on Win7?
If so, how did you manage?
@Timoleon:
In ToT you can set parameters that make barbs permanent...
No you can't do that with the file compatibility mode. The compatibility mode is a sham.Tried to run CivCity via compatibility mode for XP, but still tells me it cannot run on 64-bit, etc...![]()
'Fraid not.I think it may not affect Barbarian units after all. Does it work for the movement phase of other AI tribes though?
The tile in question is 83 x 43. Yeah, kinda hard to figure it out at this point. Only other thing I can think of is pollution, as that city, Istanbul, was nuked at least once or twice before the second city came around.Probably related to incorrect fertility values of the tile. It's hard to say what exactly happened after the fact.
Yeah, I loaded up the save game I was using for that, to recreate it, but was unable to. I then encountered an unrelated problem; when switching from Barbarians as the human player (the save was one of my scenario setup files) to any one of the 7 civs, the game decided to start advancing the turn, when it wasn't doing it previously during Barb-to-Civ player switching.Not sure what's going on then, in my tests it worked fine. If you have a saved game exhibiting this behaviour, feel free to post it.
With the scenario I'm working on, yeah they do, when not using events. Even on barbarian wrath. See bottom of post.Do they really go extinct though? They shouldn't, at least not on the higher difficulty / barbarian activity levels.
Doesn't the leader personality in @LEADERS influence it a bit?I think I came across it once, but I don't remember exactly. I'll put it on the list.
You can also hex edit your save or scenario file to add Barbarian Wrath. Adding it to the activity level list in Game.txt will also help.How...? I've set Raging Hords but I'm not satisfied. I want the scenario to be crawling with Barbarians. And if they were targeting human players it would be awesome, because AI sucks keeping up with their attacks and they are losing their cities one after another making the game easier (they keep building settlers for some reason - I've now disabled them). Also, I think after a specific advance discovery the Barbarians stop showing up or something like that, I'm not really sure.
It should be possible. I'd need a saved game though to see where / when the units get deleted exactly. One thing I can think of is that it could be related to the AI deleting obsolete units.
How...? I've set Raging Hords but I'm not satisfied. I want the scenario to be crawling with Barbarians. And if they were targeting human players it would be awesome, because AI sucks keeping up with their attacks and they are losing their cities one after another making the game easier (they keep building settlers for some reason - I've now disabled them). Also, I think after a specific advance discovery the Barbarians stop showing up or something like that, I'm not really sure.
I've already created copies of cities.bmp and renamed them to CITIEST(n).BMP (n = 0~7). Problem is, in-game I've no sprites for build cities. What do I do? How am I supposed to moddify the bmp for civs 4~7? Besides setting the command in @Cosmic2 do I have to add anything else in Rules?
Is there a template I could see?
Hi, there TNO!
I wonder if it's possible to have some units that can't be allocated to a certain nation. Some weak pirate ship or franctireur/partisan. Maybe they could appear as barbarians on the map, but aczually be controlled by a player or AI to wreak havoc without necessarily starting a war. I think this would be great and improve strategical options.
Yes, all Japanese units are obsolete, so that they can't be built. All are created by events or available at the start. I can change things up so they are unbuildable because the pre-req is unresearchable, if that will keep the AI from disbanding them.
I attempted to start a game [...] with TOTPP 11.1 installed. All of them got an error announcing an issue had occurred with Civ2.exe and it was shutting down
The files should be named CITIEST0.BMP, CITIEST1.BMP up to CITIEST7.BMP. In the current version, all files should be present (there's no fallback atm). Then just modify as you would CITIES.BMP.
You can also hex edit your save or scenario file to add Barbarian Wrath. Adding it to the activity level list in Game.txt will also help.![]()