[TOT] The Test Of Time Patch Project

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?
Are you coding it so that each tribe will use different city graphics for each era? So for example, Asian groups will use a new city graphic in the anicent age, then a new one in medieval, then a new one in industrial, and these will all differ from the graphics that European tribes will use for each of those eras?

If so, I would like to know how to do that too.
 
Basically I think. No coding involved other changing the line in rules.txt and making files citiest0-7. I am just changing the image of the city for each tribe so the cities all appear differently on the map.

Basically each tribe has different looking cities from the start. Then will each have their own look for renaissance, industrial, and modern eras.

No coding at all just a lot of image editing. So far only have basic cities done haven’t had a chance yet to change the renaissance, industrial, modern eras yet for all of them. I am not doing anything original I am using what’s out there as far as city images. Put my extended game project with moon on hold for a while since I don’t have enough time to dedicate to it.
 
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Basically I think. No coding involved other changing the line in rules.txt and making files citiest0-7. I am just changing the image of the city for each tribe so the cities all appear differently on the map.

Basically each tribe has different looking cities from the start. Then will each have their own look for renaissance, industrial, and modern eras.

No coding at all just a lot of image editing. So far only have basic cities done haven’t had a chance yet to change the renaissance, industrial, modern eras yet for all of them. I am not doing anything original I am using what’s out there as far as city images. Put my extended game project with moon on hold for a while since I don’t have enough time to dedicate to it.
That sounds quite good. I would like to learn how to do that too if possible. :)

How many tribes do you have? I'm in the process of making modern, industrial and other eras for Asia and other groups, but especially Asia. I noticed the dearth of Asian and African citysets and am trying to fix that
 
Here is how to do it. Basically add the lines under @cosmic2 then make a city.bmp for each tribe “CitiesT0-7” 0 being barbs 1-7 being the rest of the tribes. If you read back in this thread like maybe one or two pages you can see where I asked how to do this and people have given very clear feedback and advice, way better than I could explain. I am doing this with all seven regular tribes, might also do barbs as well but haven’t decided yet.

1724022958240.png
 
Are you coding it so that each tribe will use different city graphics for each era? So for example, Asian groups will use a new city graphic in the anicent age, then a new one in medieval, then a new one in industrial, and these will all differ from the graphics that European tribes will use for each of those eras?
The key thing to remember is that CitiesPerTribe works through the tribe's assigned colour, and only recognizes culture groups as they apply to the Ancient sprites. So if you want to keep consistent graphics in a vanilla game or scenario with respawning players, you'll need to ensure all the tribes of a colour suit the set (i.e. all Green civs are East Asian, all Yellow civs are Mediterranean, &c.).
 
Good point I did not think of that. Guess I will rework my@leaders section while I’m at it.
 
I'm pleased to announce that I'm working on new cityset graphics for Civ II. In particular I noticed not many Sub-Saharan African or East Asian city graphics, so I'll be adding to those.

My first is under construction: An Ancient Era Asian cityset. It is derived from Yayoi Jidai Japan.
 

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Sorry to ask such a basic question when it feels obvious that the search function should give the answer, but however I'm searching, I'm not finding it:
if I edit the BMPs in the Original folder, the game crashes (even just opening it in GIMP and "overwriting" the BMP causes it), presumably because it fails to read the BMP. So stands to reason there's further requirements to the file beyond being a BMP (palette, color depth, who knows). Can anyone specifically spell out what exactly they are?

Search brings up a lot of rather vague allusions but nothing specifically-specific that I can find. Or super old results that don't seem applicable. Or about the Terrain1.GIF of original Civ2 (editing of which works fine).
Heck, maybe those "Original" BMPs cannot be edited in the first place, or something.

Anyway, any help appreciated, and again sorry that apparently I'm blind because that information surely must be somewhere ;)
 
This happened to me, I was able to circumvent it by taking the bmp files from someone’s scenario and placing them in my game. It worked so then I went on about editing the bmp files to my liking for what I was trying to do. Worked for me and still working. Not sure if that helps any but that’s what I did. I only play ToT since MGE required more effort to edit than I was willing to give.
 
Sorry to ask such a basic question when it feels obvious that the search function should give the answer, but however I'm searching, I'm not finding it:
if I edit the BMPs in the Original folder, the game crashes (even just opening it in GIMP and "overwriting" the BMP causes it), presumably because it fails to read the BMP. So stands to reason there's further requirements to the file beyond being a BMP (palette, color depth, who knows). Can anyone specifically spell out what exactly they are?

Search brings up a lot of rather vague allusions but nothing specifically-specific that I can find. Or super old results that don't seem applicable. Or about the Terrain1.GIF of original Civ2 (editing of which works fine).
Heck, maybe those "Original" BMPs cannot be edited in the first place, or something.

Anyway, any help appreciated, and again sorry that apparently I'm blind because that information surely must be somewhere ;)
I had a similar problem with MGE and bitmaps
I ended up using PaintXP, but after installing i had to go to the paintXP folder under program files and rename mspaint to mspaintXP
https://paint-xp.soft32.com/
 
Anyway, any help appreciated, and again sorry that apparently I'm blind because that information surely must be somewhere ;)
I use GIMP too; I think it has something to do with colour profile metadata but so far I haven't determined the right settings. I just open and save the final file in MS Paint and it works.
 
I use GIMP too; I think it has something to do with colour profile metadata but so far I haven't determined the right settings. I just open and save the final file in MS Paint and it works.
MS Paint (Win10) didn't work for me, the game complains about "Incompatible Bit Count" after saving (or something like it - different from crashing though), but paint.net does perfectly.

... okay, so that's a working solution, but if anyone actually does know what's up with that and what the requirements are I'd still like to know ;)
 
I use GIMP too; I think it has something to do with colour profile metadata but so far I haven't determined the right settings. I just open and save the final file in MS Paint and it works.
Try selecting "Do not write color space information" under Compatibility Options when you export the image
 
MS Paint (Win10) didn't work for me, the game complains about "Incompatible Bit Count" after saving (or something like it - different from crashing though), but paint.net does perfectly.
Yeah having to use special paint programs (I use good old 90s Paint Shop Pro 7) to preserve palette colour positions has always been a Civ2 MGE problem (its use of a limited <256 colour palette in it's files with precise calls to different colour slots) so if it's happening to you with ToT then I've got no idea as ToT removed all those limitations and went full colour. Weird!

Is it possible to automatically disable animations when playing a scenario?
Yes go to main Game menu while playing a game and select Graphic Options and you'll find tickboxes to turn off animations.
 
Yes go to main Game menu while playing a game and select Graphic Options and you'll find tickboxes to turn off animations.
I know about that but it's annoying if a scenario disables those options and animations are still showing up. I was thinking maybe I could just add some lua stuff to the scenario to automate it.
 
Try selecting "Do not write color space information" under Compatibility Options when you export the image
This reliably does the trick.

Speculation: going by wiki this is an optional aspect of BMPs that kinda gets inserted in the middle of the file if included. So I assume the game finds something it doesn't like in a place it doesn't expect if the information is present. So presumably anything that doesn't write this optional information into the BMP or allows turning it off will work.

Alright, time to draw some pixels. Thanks for the help everyone ;)
 
MS Paint (Win10) didn't work for me, the game complains about "Incompatible Bit Count" after saving (or something like it - different from crashing though), but paint.net does perfectly.
Incompatible bit count means the file isn't saving as 24-bit. It's cropped up on me when I've saved straight from GIMP and forgotten to flatten the alpha channel (32-bit). "Save as" lets you specify type, though I'm on Win10 and I thought it was the default.

Try selecting "Do not write color space information" under Compatibility Options when you export the image

Yes go to main Game menu while playing a game and select Graphic Options and you'll find tickboxes to turn off animations.
I know about that but it's annoying if a scenario disables those options and animations are still showing up. I was thinking maybe I could just add some lua stuff to the scenario to automate it.
Aye, it's an oversight on MicroProse's part: if animations are enabled and you load into a scenario that isn't using discrete sprites, active units will default to the base game animations regardless of .SPR lockout settings. Auto-disabling animations if the scenario disables the check-boxes would be a major convenience boon.
 
Mh, I did end up with another question. Sorry again if this has been answered before.

Is there a way* to turn off Fortresses?
Feels to me like being able to build them is just a disadvantage to the AI, among other things.
I did find the @ORDERS bit in Rules.txt but not sure that affects anything. So I was thinking I could effectively make it so Construction can't get researched (and moving the other unlocks of the tech to other techs).
But if there's a better way I'm all ears. Didn't find anything in any options or searching though, and tbh with all the stuff everywhere it feels like terrain improvements should be somewhere. Maybe I'm blind ^^

*I want to say non-LUA-way since I feel that's a bit beyond me, but if it's simple, eh, I might manage ^^
 
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