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    by Published on December 3, 2004 19:13
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    \CTP2_DATA\DEFAULT\AIDATA\Diplomacy.txt

    This file defines the Diplomatic States. The active Diplomatic State is selected by logic from within the game. Future plans are to expose the state selection logic to SLIC so state changes can be scripted in SLIC scripts.
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    by Published on December 3, 2004 18:28
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    \CTP2_DATA\DEFAULT\GAMEDATA\Concept.txt

    This file contains a list of Concept to appear in the Great Library.

    Each Concept entry in the file must have two Icon IDs. The first is not used and can be set to CONCEPT_DEFAULT_ICON. The second must be a valid Icon ID from UnitIcon.txt and sets the data to be used in the Great Library. The first line of the file must contain the total number of concepts in the file.
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    by Published on December 3, 2004 18:21
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    \CTP2_DATA\DEFAULT\GAMEDATA\Colors00.txt

    This file defines various colors used throughout the game. Text colors, Player color and Radar Map colors can all be redefined. Each color is composed of 3 integer values between 0 and 255 one for Red, Green and Blue. NOTE: Do not add or remove colors. The number and order of colors expected is hard-coded in the game.
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    by Published on November 29, 2004 16:26

    Modification Forum
    • CtP2-Creation Discussion on specific MODS, scenarios, AI and general modification * Go


    AI Customization
    • A description of how to use the AI SLIC2 functions available in Call to Power II to customize the behavior of AI players and the mayors that can control human cities. By Activision * Go


    CTP1 Sprites List
    • The sprites for the ctp1 units that are not in ctp2 are still there! Here's the list. * Go


    Scenario Making
    • Apolyton CtP2 Modificiation Section Official Activision documentation on the scenario editor. Lists all buttons and options and briefly explains what they do and how they work. By Activision & Apolyton * Go
    • Modder's Guide to CtP2 A guide compiled by hexagonian from posts on Apolyton made in the first months after CtP2's release. It contains a ton of info on how to do text file editing (editing/adding units/wonders/civs/etc, getting the AI to use new these new things, changing game settings to make the game and AI more challenging, etc) and on how to create scenarios and use the scenario editor. Although advanced topics such as advanced AI modding, SLIC, UI modding, etc are not covered by this guide, it's still the first resource every new modmaker should turn to when learning to mod CtP2. By Hexagonian * Go
    • CtP2 Map Editor Manual There's no clear documentation on how the Scenario Editor of CtP2 works but for beginning scenario makers this can be a confusing tool. That's why Immortal Wombat wrote a brief guide on (the buttons in) the Map Editor, the largest and most complicated part of the Scenario Editor. By Immortal Wombat * Go
    • BMP to CtP2 Tool that can convert BMP maps to CtP2 format so you can use your own maps in CtP2 scenarios without having to manually lay out every single tile in the Ctp2 built-in map editor. This program can be used in combination with the enormous Earth map OmniGod created to auto-generate maps of any part of the world of almost any size. By Harlan & Activision * Go (Program); Go (Map by OmniGod)
    • turnlength.txt Generator This is a tool that lets you automatically generate turnlength.txt files for your scenarios, which saves a lot of repetitive type work. Of course, this does require that there is at least some degree of regularity in your date system. By DDowell * Go
    • Setting Trust & Regard This article explains how one can easily set the diplomatic trust and regard levels between civs at the start of a scenario. By Immortal Wombat * Go


    Graphics, Sprite, and Sound Creation
    • Unit Creation Tools and Documentation Contains official Activision tools and info for the creation of sprites (graphics files for units, cities, trade goods and special effects), as well as a guide and some tools by Harlan to facilitate this process. Originally written for CtP1, but most of it still applies to CtP2 as well. By Harlan & Activision * Go
    • ReadZFSFile A tool which can be used to view and extract graphics and sound files from the ZFS archives. Useful for editing the graphics and sounds in the game. By Martin the Dane * Go
    • CtP TGA Picture Sizes Explains what the picture sizes of various graphics should be and where and how they are used. By Caranorn * Go
    • CtP1 Sprites List Official Activision list of CtP1 Sprites. This is a list of the units sprites that existed in CtP1 and are not in CtP2. To be more specific, the units are not in the game, but Activision left the sprites for use in mods. Note that the naming convention is different: CtP1 sprites are named GUxx.SPR while CtP2 sprites are named GUxxx.SPR. So the CtP1 sprites in the graphics\sprites folder can be used by renaming them. By Activision & Apolyton * Go
    • Civ3 Unit FLC conversion Provides FLC files and explanations on how to convert those to CtP2 format (including the necessary Makespr script files), so Civ3 units can be converted to CtP2 format and used in CtP2 mods and scenarios. Also includes a few already converted and ready-to-use units (Bowman, Swordsman, Archer, Mounted Warrior, Infantry, Cavalry). By E et. al. Go
    • Sounds Some general information on editing/adding sounds. By Martin Gühmann * Go
    • Sprite Edit is the tool that allows you to extract and edit all the graphics that are used to make up the unit, city, good, and special effect graphics. These graphics are bundled in the sprite format. By Martin the Dane * Go


    SLIC2 scripting language
    • SLIC2 is a C-like language that "moves" many things behind CTP2. By Activision * Go


    SLIC2 Events
    • This is a complete listing of SLIC2 events. By Activision * Go


    SLIC2 Function Reference
    • Reference of the SLIC2 Functions. By Activision * Go


    SLIC2 Built-in variable types
    • There is one builtin "variable" and a number of builtin variable arrays available in SLIC2. This document contains a complete reference of the data that can be extracted from these types. By Activision * Go



    Text File Editing
    • Directory Structure & Data Files A list of data files and their definitions that control all aspects in the game, like units, city buildings, terrain improvements, etc. By Activision * Go
    • CTPedit is an extremely powerful text file editing program created by J Bytheway. It allows modmakers to edit many of the various CTP2 data files (advance.txt, etc) through a graphical interface to speed mod development, decrease the chance of errors and help in other ways. The two most noteworthy extra features it offers are (1) a Great Library tool which allows use of templates to quickly generate many GL entries and (2) the ability to quickly make mass changes to entries in a data file. But there are many other features that this program adds that most other text editors don't offer. It's a program that according to John will most likely never leave the Beta stage, but that can in spite of this be an very useful tool for all modmakers. By J Bytheway * Go
    • Flaglist Lists all most of the flags that are available in the game, taken from from the ctp2.exe file. The lists in this file are grouped by the text file for which they are/could/should/might be used or, when that's not applicable, by subject (SLIC function, String, etc). This list may not be complete and for many flags it's not known what they do or if they work, but it's still an extremely useful resource to have when working with the text files. By Martin Gühmann * Go
    • Limits This thread briefly discusses the hard-coded limits of the game (before going off-topic). Useful to know for the beginning modmaker (but probably 'read once, remember forever'). By Locutus * Go
    • Powerpoints This thread explains the Powerpoints attribute from units.txt. By Mr. Ogre et. al * Go


    Terrain MODing
    • TileEdit Program that lets you view, edit and add the graphics contained within the Tile File. Without this, you can't edit the graphics of terrain or tile imps. By Martin the Dane * Go
    • Apolyton Tile File This file is the standard terrain file for modded CtP2. Since the file is rather large and not modswapper-compatible, it's difficult to synchronize the tile files of different mods. This file was created to serve as standard: all modmakers are recommended to keep their mods compatible with this file, and if they want to add their own terrains, they are recommend it to request an update for this standard file with their own terrain included. By Pedrunn and Mortal Wombat * Go
    • Adding Road-like Tile Improvements In this thread Immortal Wombat discussed his findings on the possibilities of adding road-like tile improvements (in this case Highways) to the game. By Immortal Wombat * Go


    * Activision does not provide any support for the map/scenario editor or the documentation that appears on these pages
    by Published on November 28, 2004 15:59

    Directory Name / File Name File Description
    \CTP2_DATA
    \DEFAULT
    \AIDATA

    \AdvanceLists.txtResearch order definitions
    \BuildingBuildLists.txtBuilding build order definitions
    \BuildListSequences.txtLists to define AI build priorities
    \Diplomacy.txtDiplomacy State definitions
    \DiplomacyProposal.txtProposal definitions
    \Diplomacy-Test.txtHow to test AI (non-game file)
    \DiplomacyThreat.txtThreat definitions
    \Goals.txtGoal definition file
    \ImprovementLists.txtTile Improvement build priorities
    \Interactions.txtAI diplomacy logic (non-game file)
    \Personalities.txtAI Personality definitions
    \Strategies.txtStrategy State definitions
    \UnitBuildLists.txtUnit build order definitions
    \WonderBuildLists.txtWonder build order definitions
    \GAMEDATA

    \Advance.txtAdvance definitions
    \AdvanceIcon.txtObsolete File
    \Age.txtAge definitions
    \AgeCityStyle.txtCity Sprite definitions
    \BranchID.txtObsolete File
    \Buildings.txtBuilding definitions
    \CityID.txtObsolete File
    \CitySize0.txtCity Growth definitions (Beginner)
    \CitySize1.txtCity Growth definitions (Easy)
    \CitySize2.txtCity Growth definitions (Medium)
    \CitySize3.txtCity Growth definitions (Hard)
    \CitySize4.txtCity Growth definitions (Very Hard)
    \CitySize5.txtCity Growth definitions (Impossible)
    \CityStyle.txtCity Style/Age definitions
    \Civilisation.txtCivilization definitions
    \Colors00.txtColor definition
    \Concept.txtConcept list
    \ConceptIcon.txtObsolete File
    \Const.txtConstant definitions
    \DiffDB.txtDifficulty definitions
    \Diplomacy.slcDiplomacy SLIC scripts
    \EndGame.txtObsolete File
    \EndGameIcon.txtObsolete File
    \EndGameObjects.txtGaia Controller definitions
    \Feat.txtFeat definitions
    \Feats.slcFeat SLIC scripts
    \GameFile.txtGame data file list
    \Goods.txtGoods definitions
    \GoodsIcon.txtObsolete File
    \GoodsID.txtGoods Sprite definitions
    \Govern.txtGovernment definitions
    \GovernIcon.txtObsolete File
    \GW.txtGlobal Warming trigger definitions
    \Hscore.txtHigh Score
    \Improve.txtObsolete File
    \ImproveIcon.txtObsolete File
    \Map.txtMap generator definitions
    \MessageIcon.txtObsolete File
    \NewSprite.txtSprite Definitions
    \Order.txtOld Order definitions (still used)
    \Orders.txtUnit Order definitions
    \Ozone.txtOzone trigger definitions
    \Playlist.txtCD playlist
    \Pollution.txtPollution definitions
    \Pop.txtSpecialist definitions
    \Profile.txtGame setting definitions
    \ProjectileEndID.txtProjectile Sprite definitions
    \ProjectileID.txtProjectile Sprite definitions
    \Risks.txtBarbarian definitions
    \Scenario.slcScenario SLIC scripts
    \Script.slcMessage SLIC scripts
    \Sounds.txtSound definitions
    \SpecAttack.txtSpecial Attack definitions
    \SpecEffectID.txtSpecial Effect Sprite definitions
    \SpriteID.txtObsolete File
    \Terrain.txtTerrain definitions
    \TerrainIcon.txtObsolete File
    \Test.slcObsolete File
    \Throne.txtObsolete File
    \TileImp.txtTile Improvement definitions
    \TileImpIcon.txtObsolete File
    \Tut2_Func.slcTutorial SLIC functions
    \Tut2_Main.slcTutorial SLIC scripts
    \Tut2_Msg.slcTutorial SLIC messages
    \Tut2_Terrain.slcTutorial SLIC terrain evaluation
    \Tutorial.slcTutorial SLIC file
    \UnitIcon.txtIcon definitions
    \Units.txtUnit definitions
    \VictoryMovie.txtObsolete File
    \Wonder.txtWonder definitions
    \WonderIcon.txtObsolete File
    \WonderMovie.txtObsolete File
    \GRAPHICS
    \SOUND
    \UIDATA
    \Credits.txtGame Credits
    \CritMsgs.txtMessages w/Don't show again
    \Keymap.txtKeyboard definitions
    \VIDEOS
    \ENGLISH
    \GAMEDATA

    \Add_Str.txtStrings added near end of project
    \Cht_Str.txtStrings for Scenario Editor
    \Civ_Str.txtCivilization strings
    \Cut_Str.txtStrings removed from game
    \Dip_Str.txtCTP1 diplomacy strings (Obsolete)
    \Dip2_Str.txtDiplomacy strings
    \Err_Str.txtError message strings
    \Exp_Str.txtHappiness/Score Explanation strings
    \Feat_Str.txtFeat message strings
    \GL_Str.txtGreat Library strings
    \Great_Library.txtGreat Library
    \Info_Str.txtGame messages
    \Junk_Str.txtPlaceholder strings
    \Ldl_Str.txtUI strings
    \Scen_Str.txtScenario strings
    \Strings.txtString list file
    \Tips_Str.txtStatus Bar/Tooltip strings
    \Tut_Str.txtCTP1 tutorial strings (Obsolete)
    \Tut2_Str.txtTutorial strings
    \GRAPHICS
    \SOUND
    \UIDATA
    \VIDEOS

    BACK TO MODIFICATION INDEX PAGE


    by Published on November 28, 2004 14:59
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    \CTP2_DATA\DEFAULT\GAMEDATA\Civilisation.txt

    This file defines the various strings and attributes used by an empire. Unlike most of the other database files used in CTP2 this file is order dependant. Make sure all variables are defined and in the correct order.
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    by Published on November 27, 2004 20:09
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    \CTP2_DATA\DEFAULT\GAMEDATA\CityStyle.txt

    This file defines the different CityAgeStyle structures to be used by a certain CityStyle. ...
    by Published on November 27, 2004 20:02
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    \CTP2_DATA\DEFAULT\GAMEDATA\CitySizeX.txt

    This file defines the area of influence and growth settings based on city size. There are 6 files (CitySize0.txt - CitySize5.txt) needed by the game. One for each difficulty level.
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    by Published on November 27, 2004 19:52
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    \CTP2_DATA\DEFAULT\AIDATA\BuildListSequences.txt

    This file contains build list sequences for the mayor priorities. These sequences bring together all the various build lists from BuildingBuildLists.txt, WonderBuildLists.txt and UnitBuildLists.txt.
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    by Published on November 27, 2004 19:41
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    \CTP2_DATA\DEFAULT\GAMEDATA\Buildings.txt

    This file defines all the buildings that can be built within a city.
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