When starting out to make scenarios,
I found Patrick William's notes on the subject very helpful. It
provides the basics and a lot of common sense advice on how best to
design setups. I'm assuming you've READ THAT ALREADY before you even
start this, a good amount of experience playing Civ2 and that you have
a good amount of common sense. As long as this file is, I didn't cover
everything; I tried to avoid the obvious stuff you should learn on your
own no problem. What I'd like to explain here are some more little
tricks and devices to help make a really good scenario. Things that
aren't apparently obvious to everyone, but you have to kind of muddle
your way through. Scenario making is really on the fringes of civ2
programming, meaning that much of it is not very obvious and some of it
downright screwy. Hopefully this file will help speed up the learning
curve.
I've only made two scenarios myself (working on the third) so I'm sure there are many folks out there with MUCH more experience than I have. But I like to think of myself as an observant chap, and I hope sharing some observations will allow other scenario makers to make better scenarios with less guesswork than I had to go through. Some of it might be obvious or nit-picky to you, but useful to someone else, so skim if necessary. Here, in only a vague order, are some things I found out not mentioned in Patrick's notes.
I've only made two scenarios myself (working on the third) so I'm sure there are many folks out there with MUCH more experience than I have. But I like to think of myself as an observant chap, and I hope sharing some observations will allow other scenario makers to make better scenarios with less guesswork than I had to go through. Some of it might be obvious or nit-picky to you, but useful to someone else, so skim if necessary. Here, in only a vague order, are some things I found out not mentioned in Patrick's notes.
NOTE BEFORE STARTING
Don't blame me if you try something
here and it doesn't work or causes your program to crash. Save often.
Free distribution of this file on this internet is encouraged, but
profiting by it in any way is prohibited. Finally, please don't e-mail
me if you don't understand something here or something else there are
several on-line discussion groups for such things. I am happy though to
get any e-mails about corrections or additions to this file. My name's
Harlan and my e-mail is harlant at hawaii.edu. Also let me know if I
have mentioned something by you, a web link or whatever that you want
removed.
CONTENTS
1. MAKING THE MAP2. THE FILES YOU CAN EDIT
3. THE CHEAT MENU
4. IMPROVING PLAYABILITY
5. WIERD/ RANDOM STUFF
MAKING THE MAP
First I want to repeat what Patrick
Williams said on this subject. The first thing you need to do after
you've chose your map size and all, is set whether your "world" is a
round or flat one. If it is round, there will be an extra line of polar
squares automatically made on the north and south borders, so figure
that into your plans. If they didn't do that, you could sail off the
northern edge of the world and suddenly find your self in the south,
kind of a fourth-dimensional world! The second thing you need to do is
change the resource seed unless you really want it too be random. An
easy mistake to make is assume that the special squares will be just
the same in the game as what you see before you in the mapping program,
but they won't be unless you change the resource seed number from 1 to
any other number.
PROPORTIONS OF YOUR MAP
You may have noticed that the little
map in the upper right of your game that shows the entire world (the
World Map) isn't the same shape as the main map (lets call it the Game
Map) you use. Well, believe me, it isn't. On the Game Map each square
is a diamond shape, much wider than it is taller. So, if you move ten
squares from east to west on the Game Map, you actually go a greater
distance as measured by a ruler than if you go ten squares south to
north. In the World Map in the upper corner, the distances would be the
same. What does this mean? It means that if you say, okay, I'm going to
make a square map, 100 squares tall and 100 squares wide, it will be a
true square in the World Map but a really wide rectangle in the Game
Map, which is the one that really matters. So you need to compensate
accordingly. In the beginning it asks you for an X and Y value. If you
want a square map, you would need to make 5 squares in the X dimension
(north-south) for every 8 squares in the Y dimension (east-west). As
Patrick mentions, a grid system works best. Overlay a grid on top of
the map you are basing your map on (if you're doing that) and work in
multiples of 5 and 8:
| 0 |
8 |
16 |
24 |
32 | ... |
|
| 0 |
||||||
| 5 |
||||||
| 10 |
||||||
| 15 |
||||||
| 20 |
||||||
| ... |
So on the Game Map it --should-- come
out alright (I make no promises though!).
RIVERS
Pretty much everything you can do in
the mapping program can be done via the cheat menu (once you have a
map). Good idea becuause after you make a map and you've already
started building cities and so on, sometimes you might want to change a
little terrain here and there. Unfortunately, they forgot to include an
option for adding or subtracting rivers outside of the mapping program.
To get rid of a river, you can change the terrain to ocean and then
back to some other kind of land terrain, and the river will be gone.
But there's no way to add a river on after you've left the map editor
program.
THE FILES YOU CAN EDIT
Now that you have your map, that's
just the tip of the iceberg. There are loads of other files to edit (in
order of usefulness):
GRAPHICS FILES
| Units.gif | To edit the look of units. Probably the most popular file to edit. |
| Icons.gif | Edit the look of city improvements, wonders, and all kinds of little details like what a nuclear explosion might look like, the symbol for civil disorder and so on. Kind of a grab bag of stuff that doesn't belong other places. There also is an Iconsb.gif file, but this isn't actually used in the game. You can use it (by switching the names of the two files) but they hardly differ at all. For scenario making purposes, ignore the b. |
| Cities.gif | Change the architecture of all the civ's buildings. Also allows you to change flags, civ colors, and the look of "fortify", fortress and airbase. |
| Terrain1.gif and Terrain2.gif | As the name says, everything having to do with terrain is here. Interestingly, the first terrain file has lots of extra stuff that doesn't actually get used in the game. There are at least 20 alternate special resource pictures so changing those won't actually change anything in the game. |
| People.gif | This edits the look of your citizens (the ones that get unhappy on you) but only very thorough scenarios will bother to edit this. |
| City.gif | If a scenario has this edited, they really did the whole enchilada. It is the background of the city report screen. |
TEXT FILES
| Yourscenario.txt | Whatever the name of your scenario is, you are going to want to have a text file with that exact same name. This file will be the opening screen introducing people to your scenario. This best way to do this is grab another file of this type from another scenario, rename it and replace the text with your own. That way you don't have to worry about all the coded stuff you shouldn't touch at the beginning and end of the file. |
| Rules.txt | Virtually all the important things can be edited with this one file. Unit attributes, city improvements, wonders, technologies, terrain productiveness, trade good names, and on and on. If you're a serious scenario maker, get to know this file and everything it can do! |
| City.txt | This file contains lists of all the potential city names each city can make. If you changed the names of your civs from the usual bunch you will probably want to edit this. |
| Game.txt | All the things that appear in those grey pop up boxes (things like "You will pay for your foolish pride!") can be edited here. You can only change the text, not the options the text is based upon (for instance, you can't get rid of one of the choices a diplomat has when entering a city by removing one of the line of choices - the choices will still be there to click on, you just won't see the text for one). |
| Labels.txt | Every last word you see in the game comes from some text file, and that's what this one is, a list of words. Much of the Game.txt file works on a fill-in-the-blank basis, and the words here fill in lots of those blanks (for instance, you could change a message that you are being attacked by a "guerilla uprising" to a "band of desperados" or whatever. But most of this stuff is so basic only the really complete scenarios bother to edit this. |
| Menu.txt | Is the same as Labels.txt, except these are the words that are connected to actual keyed in commands. So for instance, you could change "view pieces" and "v" to "look at pieces" and the command "l" if you wanted to. But, like the labels.txt file, this is such basic stuff it is rare find it edited. |
| Mapmenu.txt | Same as menu.txt but for the map editor program only. |
| Debug.txt | This edits some pop up boxes for the cheat section. |
| Tutorial.txt and Advice.txt | Can be edited too but once in a blue moon. |
CONFLICTS IN CIV2 FILES
If you have the Conflicts in Civ2 Scenarios CD-Rom, there are three other files you can edit and two you can't anymore:| Title.gif | The pretty picture you see while you wait for the scenario to start up. |
| Events.txt | Allows you to add "events" into the game. The booklet that comes with the CD does a decent job of explaining this. |
| Pedia.txt | If you include this file in your scenario, instead of getting the usual Civilopedia, the Civilopedia will be tailored to fit your scenario better. It will look at your Rules.txt file and other files and use the names you use, the graphics you use and so on. But you still may want to look this over to make sure it has everything right if you changed things drastically. |
Meanwhile, Labels.txt and Game.txt
can no longer be edited for those with the CD. Actually they still can
be edited, its just that the edited versions will not be automatically
loaded up with a scenario if in the scenario directory. Only the copies
of these files in the Civ2 main directory will be used.
In addition to all those files, people also edit the many sound files (all the files that end in .wav) to change the sound of the game. Also, you may want to throw in some kind of readme.txt file to give people more background and information on your scenario than the one or two paragraphs allowed in the yourscenario.txt file. A number of files exist to help you out in the artistic department. There are three files of units collected from many sources, called AllUnit1.gif, Allunit2.gif and Allunit3.gif. There is a AllFlags.gif that contains the flags of every country on earth today. Also, Allterr.gif, Allicons.gif and Allcities.gif exist. All of these and more can be found at ModHeavenhttp://www.heavenweb.com/modheavn/webdoc4.htm.
Next I'll mention a few things about editing the graphics files before launching into the tough one, editing the Rules.txt file.
In addition to all those files, people also edit the many sound files (all the files that end in .wav) to change the sound of the game. Also, you may want to throw in some kind of readme.txt file to give people more background and information on your scenario than the one or two paragraphs allowed in the yourscenario.txt file. A number of files exist to help you out in the artistic department. There are three files of units collected from many sources, called AllUnit1.gif, Allunit2.gif and Allunit3.gif. There is a AllFlags.gif that contains the flags of every country on earth today. Also, Allterr.gif, Allicons.gif and Allcities.gif exist. All of these and more can be found at ModHeavenhttp://www.heavenweb.com/modheavn/webdoc4.htm.
Next I'll mention a few things about editing the graphics files before launching into the tough one, editing the Rules.txt file.
EDITING GRAPHICS FILES
See the file "How to Edit GIF Files
with PSP" by Jeff Head for a basic explanation on how to use
PaintShopPro (http://www.nebonet.com/headhome/jeffciv2/tipspage.htm).
The file shows how to cut and paste unit pictures or other graphics
from other files into yours. I'm only gonna mention a few hard to
figure out things not previously mentioned.
PAINT SHOP PRO TIPS
Personally I use PaintShopPro to do
my editing, as it is shareware (free for a limited time) and easily
downloadable from the World Wide Web. There are a couple of commands
there I use a lot most people don't know about. One is "resize" (under
"image")- I can grab any image off the World Wide Web, save it as a
graphics file (just click on the right mouse button if you have
Windows95), then fiddling around with the resize button, get it to be
the right size to include in my units or icons file or whatever. So you
don't need to be a great artist to make your own graphics changes, you
just need to find the right pictures. The second is the "Color
Replacer" button. A bit more complicated (look it up in the help
section) but it allows you to change all instances of one color into
another color in a second. So for instance you could change an unhappy
red person in the People.gif file into a happy blue person in a matter
of minutes by changing all the reds to blues. A major time saver.
THE DOTS IN THE UNITS.GIF FILE
If you look at any units.gif file,
you will see green borders around each unit and blue dots on some of
those borders. Lot of people (including me for my first scenario) are
not sure what these dots mean. They determine where the shield (the one
that shows what civ the unit belongs to and how much damage the unit
has) will go for each unit. So if you are taking a unit from somewhere
else, make sure to grab the top and left green bands around the unit
(the sides with the dots) or else the shield will probably be in some
hard to see spot. Having no dots at all, the shield will go to some
default position, which probably isn't what you want either.
DOTS IN THE CITIES.GIF FILE
The Cities.gif file has two sets of
dots on the borders for each building in the architecture sections. One
set determines where the flag will go, the other where the sign showing
how many citizens there are will go. In the flags section of that file,
there is a special pixel in the middle of each flag. That pixel
determines what color all the units of a civ will be (you CAN change
the colors of the civs!). I think it is the fifth pixel from the top
and the fourth pixel in from the left for each flag, but don't quote me
on that. Mike McCart's AllFlags.gif file gives a good visual image of
which pixel it is. The bar above each flag by the way is the color the
name of the cities of that civ will be. If you make this at all dark it
can be hard to read the city names.
BACKGROUND COLORSPRETTY IN PINK
For pretty much all the graphics
files you have background colors that hopefully don't show up. Well,
sometimes they do after you've edited something, don't ask me why. This
isn't a problem with the Units.gif file, but for some of the other ones
the olive green background color sometimes shows up as foreground.
Solution? The background pink color never fails. So if something is
showing up that you don't want, just paint it pink.
EDITING THE UNITS.GIF
Speaking of background colors, in the
Units.gif file the background colors of pink and purple make a kind of
diamond pattern. The important thing here is that the bottom purple
section does not get drawn over. If you do, the unit will look funny
when its fortified, will look funny when it moves (the bottom section
will disappear and reappear alot) and basically will be annoying. But
feel free to go wild towards the sides and top- the only problem with
moving into those spaces is that you may partially block views of other
units standing on nearby squares.
EDITING THE PORTAITS OF KINGS
Yes you can. Personally I don't know how and have never tried it, but check out the Civilization III homepage (http://home.t-online.de/home/crede/civ3.htm) for an explanation by Dorian Crede on how to do it. It looks pretty complicated since alot more than just gif files are involved.. I imagine full size pictures of wonders and other such things could be changed in the same way.EDITING THE RULES.TXT FILE
Personally I think this is a pretty
straightforward thing- it even has some advice on how to do it properly
written right into the file. So I assume you can understand all that. I
have a few additional items though. First, some generalities. I hardly
know a thing about computer programming, but I know that everything in
a line after a semi-colon doesn't count- it is just notes to help the
programmer. You see a lot of this is the Rules.txt file. And with the
names of things, you of course can't get the program to misfunction by
changing those (unless they're too long). But if you screw up, mess up
just one letter, miss one punctuation mark, on anything else, Civ2
won't run until you fix it. For instance, the abbreviations of
technologies - Gun for Gunpowder and all that. Even getting the
capitalization wrong here is a big no no. And you'll notice that those
tech abbreviations come AFTER the semicolons, which means those are one
thing you can't change.
CHANGING CITY IMPROVMENTS AND WONDERS
No, you can't actually change what
city improvments and wonders do (yet?!). But, you can rename them, make
new pictures for them (editing Icons.gif), change their attributes
(cost, upkeep, prerequsites, deadlines) and in the process come up with
something pretty different. What's especially interesting I think is
putting these things in time periods they're not meant to be in. For
instance, Cure for Cancer (+1 happy person) renamed and with a new
graphic could make a perfectly good extra ancient wonder. I renamed
"SAM Missle Battery" (double defense against air units) "The Eye of
Sauron" in my Lord of the Rings scenario to make a particular city
harder to attack from the air. Be creative.
MODIFYING THE SCIENCE RATE
There are two ways to modify the
science rate, one as a cosmic principles value at the beginning of the
Rules.txt file and the second under the "cheat" option. They both do
the exact same thing, but it seems the "cheat" option takes precedence
over the other one in scenarios. Also, under "Edit King" in the cheat
options there is a way to change both what each civ is working on at
the beginning of the game and how far they've progressed on it.
MODIFYING THE FOOD GROWTH RATE
Under the cosmic principles section
of Rules.txt you can also change the food growth rate by changing the
number of rows in the food box. But in fact this doesn't really work.
Changing it from ten to twenty will make it twice as long for a city to
grow, but beyond that, changing to thirty or more, does nothing. So if
you really want to slow down or stop food growth, you need to change
another cosmic principle, how much food each citizen eats, from 2 to 3.
In fact, probably most of your cities will be starving after you do
this, so you'll have to make some adjust - ments to fix that (such as
you could make some terrain types more bountiful or improve the terrain
around starving cities or give them the farmland function). The reason
I mention this is because if your scenario is of a very short time
period, like a several year war, it makes no sense to have city sizes
double in that time!
COSMIC PRINCIPLES
These are pretty clear but I think
two need some clarification. "Riot factor based on # of cities" is one
of those things they never tell you about- after your civ reaches a
certain size, any new citizens are gonna be a lot more unhappy than the
already existing ones. This number determines how many cities are
needed for this effect to start taking place. "Communism is equilivent
of this palace distance" is a way to have corruption happen under
Communism. The larger this number, the more the corruption (as usual,
dependent on distance from palace).
GETTING UNITS TO BE BUILT
Whoa! This is one of the wierdest and
complicated but most important things. Bear with me on this one.
It took me a while to figure this out, but simply giving a computer civ the appropriate technology to build a unit does not mean it will EVER make that unit. There must be some kind of sub-program that determines which units are worthy of being built and which aren't. If two units are exactly the same except that one attacks with a strength of 6 and the other 4, why ever build the one with a strength of 4? In other words, the computer isn't always told explicitly which units are obsolete and so it needs to figure this out on its own. THIS IS A BIG PROBLEM. Sometimes even the people at Mircoprose don't notice it - I noticed that in the Mongol Horde scenario that comes with the Scenarios CD, many of the computer civs obviously don't want to produce the units the designer thought they would.
Here's an important point before I continue. The human player will always have the choice of building any unit it has the technology for and hasn't been explicitly make obsolete. DIFFERENT than computer players. So, let's say your scenario building technique chose "set human player" to the first civ, build up one civ completely, then "set human player" to the next civ, build it up, and so on. If this is so, you will never notice the problem I'm talking about here. Once that civ is no longer considered human operated, the rules determining which units to build will instantly change.
Luckily for us, we have a way of knowing what the computer is thinking on this. Under cheat mode, select "Reveal Map" and choose "Entire Map". Then you can go click on any city in the world and see what it's production options are even if it isn't the human player's. What you see there may surprise you. This is because of all the factors the computer could look at to determine which units to build (cost, attack strength, defense strength, movement, special abilities, hitpoints, etc), it only seems to look at a few. These are attack strength, defense strength, movement (to some extent), and what kind of unit it is (offensive, defensive, diplomatic, trade, etc). Special abilities seem to be ignored and cost even is ignored. So, let's say you have one offensive unit that's really great but really expensive and another one that's not so great but cheap. Since the computer doesn't think about cost in its formula, it may decide to NEVER built the cheaper unit. It only thinks, "Hey, the offense number and defense number both are better on this one unit so I must be out of my mind to make the other one". On top of that, if the cheaper unit has some special ability that the expensive one doesn't, like paratrooping, the computer tends to ignore that.
So, what can you do? Rule one, always check to see if the units you want the computer civ to make are in fact showing up in the production options in their cities. If some unit isn't, you may have to work with the numbers to get the computer to like it. A general rule is that the more you deviate from the original units setup, the more likely you will have trouble. The computer seems to want certain things. I'll bet the whole formula for how the computer figures out which units are to be used would be a hopelessly complicated thing, but we can make dim guesses. If you look at the civ2 poster, there are certain progressions of units (I'm thinking ground units here - most of my problems have been with them). There's the defensive unit (phalanx, pikemen, muskateers, riflemen etc). So the computer always wants to make something like that. There's the offensive unit that moves two but has a defense of one (horseman, chariot, elephant, crusaders). There's the offensive unit that moves two or more but has a defense greater than one (Knights, Dragoons, Cavalry, Armor). There's the offensive unit that usually moves one with a defense of one (Catapult, Cannon, Artillery, and Howitzer obviously falls into this category even thought the Howitzer has a defense of two- I'll bet the computer looks for a unit with an attack to defense ratio of 4:1 or so or greater). Suicide type units with a defense of* 0 also seem to be in their own category. So, in making your units you should try to follow these patterns of units. If you don't watch it you could make a unit that fulfills two or more of these slots the computer is looking for and then other units you want won't show up.
One good way of getting more units to show up is keeping the factors the computer is looking for (mainly offensive and defensive strength) the way the computer wants them and manipulating the numbers the computer doesn't care about. So, let's say you want two fast moving attack units and the computer wants to only make one. Make the offensive and defensive numbers for both the same, and change the hit points, fire power, cost, special abilities and so on.
Another aside- I wouldn't say the computer always ignores special abilities. I've been able to get it to make a special abilities unit with obviously inferior numbers (like a Siege Tower in addition to a Cannon). There's just no telling. Now, here's the bad news. Even after you do all this and the units you want show up on the computer city's production options screen, that STILL doesn't mean the computer will ever produce the unit. You'll have to do some playtesting and see if you ever see what units. I've noticed that for the defensive unit slot every computer player picks one as its default (i.e. a new city will build that unit first) and always builds that one regardless how many defensive units there are, until a better one comes along. So, let's say there are several defensive units with a defense of two (some having special abilities). The computer will always build just one of them (it often seems to be the last one on the list). So the computer could stupidly not build the one with special abilities just because it comes before the one without. I don't know if order on the list makes a difference with other types of units, but it could. Also, there were times when I couldn't get a computer to make a certain type of unit no matter what I did but when I put the unit into one of the three user defined slots (in the Rules.txt file) then it was happy. Conclusion: trial and error, trial and error. There's nothing more frustrating than making a really great unit only to have no one use it.
A few more things. If you really screw up on the defensive default unit, the computer will pick settlers to make if it doesn't like anything else. So when a civ player starts a new city it first builds a settler that could wipe that city out! (duh)* Also, I noticed when Gunpowder is discovered (allowing Musketeers defending with 3), the computer players will not make any defensive units with defense value of 1 or 2 anymore even if you moved or got rid of Musketeers (which might lead to the settler problem). This could happen again with Conscription and Riflemen, I haven't checked.
It took me a while to figure this out, but simply giving a computer civ the appropriate technology to build a unit does not mean it will EVER make that unit. There must be some kind of sub-program that determines which units are worthy of being built and which aren't. If two units are exactly the same except that one attacks with a strength of 6 and the other 4, why ever build the one with a strength of 4? In other words, the computer isn't always told explicitly which units are obsolete and so it needs to figure this out on its own. THIS IS A BIG PROBLEM. Sometimes even the people at Mircoprose don't notice it - I noticed that in the Mongol Horde scenario that comes with the Scenarios CD, many of the computer civs obviously don't want to produce the units the designer thought they would.
Here's an important point before I continue. The human player will always have the choice of building any unit it has the technology for and hasn't been explicitly make obsolete. DIFFERENT than computer players. So, let's say your scenario building technique chose "set human player" to the first civ, build up one civ completely, then "set human player" to the next civ, build it up, and so on. If this is so, you will never notice the problem I'm talking about here. Once that civ is no longer considered human operated, the rules determining which units to build will instantly change.
Luckily for us, we have a way of knowing what the computer is thinking on this. Under cheat mode, select "Reveal Map" and choose "Entire Map". Then you can go click on any city in the world and see what it's production options are even if it isn't the human player's. What you see there may surprise you. This is because of all the factors the computer could look at to determine which units to build (cost, attack strength, defense strength, movement, special abilities, hitpoints, etc), it only seems to look at a few. These are attack strength, defense strength, movement (to some extent), and what kind of unit it is (offensive, defensive, diplomatic, trade, etc). Special abilities seem to be ignored and cost even is ignored. So, let's say you have one offensive unit that's really great but really expensive and another one that's not so great but cheap. Since the computer doesn't think about cost in its formula, it may decide to NEVER built the cheaper unit. It only thinks, "Hey, the offense number and defense number both are better on this one unit so I must be out of my mind to make the other one". On top of that, if the cheaper unit has some special ability that the expensive one doesn't, like paratrooping, the computer tends to ignore that.
So, what can you do? Rule one, always check to see if the units you want the computer civ to make are in fact showing up in the production options in their cities. If some unit isn't, you may have to work with the numbers to get the computer to like it. A general rule is that the more you deviate from the original units setup, the more likely you will have trouble. The computer seems to want certain things. I'll bet the whole formula for how the computer figures out which units are to be used would be a hopelessly complicated thing, but we can make dim guesses. If you look at the civ2 poster, there are certain progressions of units (I'm thinking ground units here - most of my problems have been with them). There's the defensive unit (phalanx, pikemen, muskateers, riflemen etc). So the computer always wants to make something like that. There's the offensive unit that moves two but has a defense of one (horseman, chariot, elephant, crusaders). There's the offensive unit that moves two or more but has a defense greater than one (Knights, Dragoons, Cavalry, Armor). There's the offensive unit that usually moves one with a defense of one (Catapult, Cannon, Artillery, and Howitzer obviously falls into this category even thought the Howitzer has a defense of two- I'll bet the computer looks for a unit with an attack to defense ratio of 4:1 or so or greater). Suicide type units with a defense of* 0 also seem to be in their own category. So, in making your units you should try to follow these patterns of units. If you don't watch it you could make a unit that fulfills two or more of these slots the computer is looking for and then other units you want won't show up.
One good way of getting more units to show up is keeping the factors the computer is looking for (mainly offensive and defensive strength) the way the computer wants them and manipulating the numbers the computer doesn't care about. So, let's say you want two fast moving attack units and the computer wants to only make one. Make the offensive and defensive numbers for both the same, and change the hit points, fire power, cost, special abilities and so on.
Another aside- I wouldn't say the computer always ignores special abilities. I've been able to get it to make a special abilities unit with obviously inferior numbers (like a Siege Tower in addition to a Cannon). There's just no telling. Now, here's the bad news. Even after you do all this and the units you want show up on the computer city's production options screen, that STILL doesn't mean the computer will ever produce the unit. You'll have to do some playtesting and see if you ever see what units. I've noticed that for the defensive unit slot every computer player picks one as its default (i.e. a new city will build that unit first) and always builds that one regardless how many defensive units there are, until a better one comes along. So, let's say there are several defensive units with a defense of two (some having special abilities). The computer will always build just one of them (it often seems to be the last one on the list). So the computer could stupidly not build the one with special abilities just because it comes before the one without. I don't know if order on the list makes a difference with other types of units, but it could. Also, there were times when I couldn't get a computer to make a certain type of unit no matter what I did but when I put the unit into one of the three user defined slots (in the Rules.txt file) then it was happy. Conclusion: trial and error, trial and error. There's nothing more frustrating than making a really great unit only to have no one use it.
A few more things. If you really screw up on the defensive default unit, the computer will pick settlers to make if it doesn't like anything else. So when a civ player starts a new city it first builds a settler that could wipe that city out! (duh)* Also, I noticed when Gunpowder is discovered (allowing Musketeers defending with 3), the computer players will not make any defensive units with defense value of 1 or 2 anymore even if you moved or got rid of Musketeers (which might lead to the settler problem). This could happen again with Conscription and Riflemen, I haven't checked.
UNIT SLOTS
Certain units are have special
abilities that are inherent in their position in the Rules.txt file.
For instance, Engineers can do things Settlers can't do (such as the
"transform" command) simply because they are in the second unit slot.
Move a settler type unit to any other spot and they will not be able to
do the special engineer functions (working twice as fast, "transform"),
only the usual fuctions of Settlers. So be careful with these positions!
If you want a unit that can only be made by Fundamentalist governments, that unit better occupy the postion of Fanatics. You can't move Fanatics to somewhere else and expect that trait to follow, AND if you put some totally different unit in the Fanatics spot it will still be available to Fundamentalist governments only. The Partisan slot is another one to watch out for. Whatever you put there will do the partisan thing for civs advanced enough for that to happen (and getting rid of guerrilla warfare isn't enough to get rid of the effect- Communist and Democratic governments get partisans when their cities fall even without that tech).
Helicopters lose a little strength each turn they're away from a city and they also are the only air unit that can occupy an enemy city. This is not determined from the slot but rather from the fact that helicopters don't need to return to cities by a certain turn. Any air units that you say in the Rules.txt file never need to return to cities will have these attributes too. Alternately you could take away these special abilities from the helicopter by changing that number. Spies can do all the things Diplomats can't only if they're in the slot they're in. The nuclear missle slot is a real tricky one. If a civ has any units of that slot type, the civ will say in negotions that its words are backed with nuclear weapons (and presuamably act differently too). Even if that unit is some totally non-nuclear thing like a Smurf unit. The nuclear effect of lots of pollution and total destruction of a city might be connected to this slot or (I suspect) to having a really high offense number for a missle styled unit. There could be other slot specific rules I don't know about. Watch out for them and use them to your advantage if you can.
If you want a unit that can only be made by Fundamentalist governments, that unit better occupy the postion of Fanatics. You can't move Fanatics to somewhere else and expect that trait to follow, AND if you put some totally different unit in the Fanatics spot it will still be available to Fundamentalist governments only. The Partisan slot is another one to watch out for. Whatever you put there will do the partisan thing for civs advanced enough for that to happen (and getting rid of guerrilla warfare isn't enough to get rid of the effect- Communist and Democratic governments get partisans when their cities fall even without that tech).
Helicopters lose a little strength each turn they're away from a city and they also are the only air unit that can occupy an enemy city. This is not determined from the slot but rather from the fact that helicopters don't need to return to cities by a certain turn. Any air units that you say in the Rules.txt file never need to return to cities will have these attributes too. Alternately you could take away these special abilities from the helicopter by changing that number. Spies can do all the things Diplomats can't only if they're in the slot they're in. The nuclear missle slot is a real tricky one. If a civ has any units of that slot type, the civ will say in negotions that its words are backed with nuclear weapons (and presuamably act differently too). Even if that unit is some totally non-nuclear thing like a Smurf unit. The nuclear effect of lots of pollution and total destruction of a city might be connected to this slot or (I suspect) to having a really high offense number for a missle styled unit. There could be other slot specific rules I don't know about. Watch out for them and use them to your advantage if you can.
BARBARIAN SLOTS
Notice how Barbarian units always
tend to be the same things, but as the game goes on, they get more
advanced? First, --I think--, they're Horsemen, then Elephants,
then Crusaders, Cavalry and finally Partisans. I'm not really too sure
about these- I kind of recall other barbarians too (Legions?).
Regardless, this is slot driven, meaning that whatever kind of unit you
put in the Horsemen slot, they could be used as Barbarians. Watch out
for it in your scenario if you can. You wouldn't want some really wierd
thing, like a Henry Kissenger unit, to come down from the hills
attacking in droves! (scary thought, that) What kind of barbarian is
created seems to be tied to whatever the most advanced techs are at the
time. I --think-- as soon as someone gets Guerilla Warfare, all
barbarians till the end of the game will bewhatever is in the Partisans
slot.
TECHNOLOGY SLOTS
Just like unit slots, there are some
things that happen when a civ discovers a technology in a certain slot,
independent of whatever that technology might be. So, for instance,
let's say you rename Gunpowder to Ceramics, and totally change all the
things you get with it. But still, when the first civ reaches Ceramics,
a message will appear saying "The discoverery of Ceramics renders all
barracks obsolete. Antiquated barracks sold for X gold." And the
barracks are sold. So, if you're rearranging and renaming technologies,
watch out for these kinds of things! Put Ceramics in some other spot,
most likely. I'm not totally sure about them all, but here are some.
Obviously, the government-form techs, Monarchy, Republic, Fundamentalism, Communism and Democracy, will allow you to change gvmts regardless if you rename them.
I think, but I could be wrong, the techs that wipe out barracks are Gunpowder, Conscription, and Mobile Warfare. Explosives, Radio, Railroad, Construction, and Refrigeration all allow your Settlers/Engineers to do new things, regardless of how else you alter these around. Invention changes the architectural form to Renaissance, and Industrialization changes it to Industrial Revolution. I think a combination of Electronics and Automobile changes it again to Modern. You can use this to your advantage. For instance, if you strip these civ advances of their other benefits (move those to another slot maybe) and give the right advances to certain civs, you could have 6 different architectural styles at once (which you can edit in Cities.gif), not a max of four. These techs also change the appearance of your citizens (editable in the People.gif file).
There are a bunch of other special features associated with the slots. Many (all??) are mentioned on page 93 of the book that comes with Civ2. For instance, the Nuclear Power tech slot allows all your naval units to move one extra space. Fusion Power, Philosophy, Electronics, Navigation, Seafaring, Railroad, Refrigeration, Theology and Communism are also mentioned on that page. Who knows what else there could be. I've noticed that as a civ gets more and more techs it tends to get more Partisans when one of it's cities is conquered but how this works exactly is beyond me (the Partisan thing is also connected to city size it seems and civs with Communist or Democracy forms of gvmt tend to get the most partisans). Also, I tend to avoid reusing Nuclear Fission and Rocketry for other things- I'm afraid there might be some nuclear connection there. Finally, if you do change technologies around, be sure to change the AI value and the Modifier value (see the Rules.txt file for an explanation). Without this the computer players won't value your changes properly. I think many forget this detail.
Obviously, the government-form techs, Monarchy, Republic, Fundamentalism, Communism and Democracy, will allow you to change gvmts regardless if you rename them.
I think, but I could be wrong, the techs that wipe out barracks are Gunpowder, Conscription, and Mobile Warfare. Explosives, Radio, Railroad, Construction, and Refrigeration all allow your Settlers/Engineers to do new things, regardless of how else you alter these around. Invention changes the architectural form to Renaissance, and Industrialization changes it to Industrial Revolution. I think a combination of Electronics and Automobile changes it again to Modern. You can use this to your advantage. For instance, if you strip these civ advances of their other benefits (move those to another slot maybe) and give the right advances to certain civs, you could have 6 different architectural styles at once (which you can edit in Cities.gif), not a max of four. These techs also change the appearance of your citizens (editable in the People.gif file).
There are a bunch of other special features associated with the slots. Many (all??) are mentioned on page 93 of the book that comes with Civ2. For instance, the Nuclear Power tech slot allows all your naval units to move one extra space. Fusion Power, Philosophy, Electronics, Navigation, Seafaring, Railroad, Refrigeration, Theology and Communism are also mentioned on that page. Who knows what else there could be. I've noticed that as a civ gets more and more techs it tends to get more Partisans when one of it's cities is conquered but how this works exactly is beyond me (the Partisan thing is also connected to city size it seems and civs with Communist or Democracy forms of gvmt tend to get the most partisans). Also, I tend to avoid reusing Nuclear Fission and Rocketry for other things- I'm afraid there might be some nuclear connection there. Finally, if you do change technologies around, be sure to change the AI value and the Modifier value (see the Rules.txt file for an explanation). Without this the computer players won't value your changes properly. I think many forget this detail.
THE FOURTH USER DEFINED TECHNOLOGY SLOT
In addition to the three user defined
technology slots, there actually is a fourth unused one- Plumbing. I
don't know why, but its there in the middle of the tech list in
Rules.txt and you can rename it and use it any way you want.
THE EVENTS FILE
I'm not going to try and explain all of this, just a few things the booklet coming with the Scenarios CD fails to mention. One is that the total length of this file seems limited. It seems that it can only be so many lines long, and if you go over that length you can't start the civ game. So I'd recommend building this file up bit by bit, the most important stuff first, and if you get an error message but can't find any error, try shortening it up a bit.BUGS, BUGS, BUGS
The events file is filled with
troublesome bugs. I've noticed a bug with the ChangeMoney action.
Giving money seems fine, but taking money doesn't work. If you take
money and bring the civ's amount below 0, its supposed to stop at 0,
but for me it would always end up at 30,000! Hopefully they'll fix this
bug. I was unable to get the command MoveUnit to work either. I've had
some other buggy problems too - if your scenario isn't working, the
events.txt file would be one of the first places to look for
trouble-shooting.
MAKING WAR
There seem to be two ways to prevent
peace from breaking out between two civs. One is the "MakeAgression"
action explained in booklet. But I don't like this. The two civs often
still talk, trade techs, make peace and do all that except at the
beginning of the next turn they're at war again.Sometimes you will get
a message EVERY turn that two civs made peace (only to have the
events.txt file break it the next), which gets really old fast. Better
to get the two civs to be at war with each other on the first turn (by
"edit King" under cheat) and then write something similar to this:
@IF
NEGOTIATION
talker=Confederates
talkertype=humanorcomputer
listener=Europeans
listenertype=humanorcomputer
@THEN
@ENDIF
@IF
NEGOTIATION
talker=Europeans
talkertype=humanorcomputer
listener=Confederates
listenertype=humanorcomputer
@THEN
@ENDIF
This will prevent the two sides from
ever talking, thus freezing their relationship into place. Of course
this could theoretically freeze any kind of relationship into place
(except for cease fires which expire), but the other ones are a bit
more risky. You could, for instance, try to free an alliance into
place, but if one of the partners stole a tech from the other causing a
declaration of war, the permanent alliance would become a permanent
war. Also, if you really want to be sure two civs will be at war, you
could use both methods (the above and MakeAggression) to be on the safe
side.
-PREVENTING CIVIL WAR
Finally, there is this action you can do that the booklet doesn't explain:
@IF
NOSCHISM
DEFENDER=anybody
@THEN
@ENDIF
What NoSchism does is to guarantee a
civil war won't happen to a given civ or "anybody" if you choose that.
I noticed too that civil wars only happen if there are less than seven
civs alive at that moment, or else the civil war would create 8 civs,
which is impossible.
OTHER CHANGES WITH THE SCENARIO CD
The civ2 programmers made a few
changes they failed to mention with their new Scenarios CD, aside from
the general bug fixing. Now there are two kinds of objectives you can
make your cities, major and minor. Major are worth 3 points, minor 1.
People who play a scenario make with the Scenarios CD changes but don't
have the CD themselves will find all the 3 point objectives worth 1
(but how to set the victory conditions to make both groups happy??).
The "Don't change governments" option is more powerful now. It used to
be that if you selected this for your scenario, a civ could still
change gvmts only on the turn they discovered a tech that allowed a new
gvmt form. The Scenario CD closes this loophole. I'm sure there are
other changes too.
THE CHEAT MENU
Most of the things on the cheat menu
are straightforward or covered by Patrick William's FAQ, but here are a
few that aren't.
EDITING REPUTATION
One neat thing I've learned to use is editing a leader's reputation (under Edit King in the cheat option). I think this is a 1 to 100 scale but it doesn't take much, maybe 10 or so, and the reputation is already really black. This will help prevent peace and alliances between civs you don't want to get friendly. I've found sometimes I could make two civs at war, set their leader's attitudes 100 negative against each other, and find they make peace the first turn anyways. But with bad repuations on top of that this doesn't happen much.TURN YEAR INCREMENT
Not really the most intuitive system.
1 = yearly, 2 = biannually, etc.., -1 = monthly, but then -2 =
bimonthly, -6 = biannually. I did a -9 for my Mongol scenario, which
makes a turn last 9 months. A -18 would be a year and a half long turn.
Fractions/decimals don't work so there is no way of having time by go
slower than monthly.
Also while I'm going on about time, it seems the max year is about 3000 BCE, if your scenario is set in the far future you'll have to work around that.
Also while I'm going on about time, it seems the max year is about 3000 BCE, if your scenario is set in the far future you'll have to work around that.
CLEAR PATIENCE
What I this does is
that if patience is cleared, this civ doesn't want to talk to anybody
until the beginning of the next turn. Patrick Williams thinks it means
the leader will demand tribute. Whatever it does, it doesn't seem that
useful.
WHAT IS "TOTAL WAR"?
Under the cheat option there is one
option called "Total War". At first I thought, as Brian mentions in his
FAQ, this must be some kind of no-holds-barred, never have peace type
option. In fact, it just is another way to choose winning only by
conquering the entire world, not through the space race.
GETTING CITY.TXT CHANGES TO WORK
Lets say I want to change the name of
a civ and civ leader from the usual choices. There are two ways to do
thischanging it in the Rules.txt file, or changing it with the Cheat
Menu, under Edit King. Do the latter, even though this means you will
have to start off with the wrong names at first. Why? To get the file
City.txt to work. Usually your civs will want to build new cities, and
so you will need to have names ready for them to use. If you change,
say, Romans to Borgs, and go into the city.txt file and change Romans
to Borgs there too, you'd think the computer would be able to link the
two together. But it can't (or at least I haven't seen it do it).
Better to keep everything Romans, change the list of Roman cities names
to Borg type names, and then finally under Edit King change your civ
name from Romans to Borgs at the last minute. Just another
unnecessarily wierd thing you gotta know! If you do it incorrectly by
the way, the civs will either use city names from the @EXTRA section at
the end of the city.txt file, or just have no city names at all.
GETTING RID OF THAT PESKY UNIT
One annoying thing when editing a civ
other than the one you currently are choosing to be iswhat if there is
just one unit on a square? It seems at first there is no way to do
things like change the terrain there, remove or add units, or edit the
unit, cos every time you click on that unit the cursor will bounce you
back to one of the human player units. "Oops, I wanted those troops to
be fortified". "Oops, I want that unit to be over here instead". It's
kind of a *****, but my solution is this. Presumably you have selected
"Entire Map" to be able to see the other player's units in the first
place. Put your cursor (with the "view" option turned on) on a square
next to the unit. Select "change map" to some civ who likely doesn't
know that unit exists. Then move your cursor on top of the square you
know that unit is on, and select "Destroy All Units at Cursor". Then
you can do whatever you want with that square. Rebuild the unit (F1)
and edit it the way you want if you like before moving to another
square.
IMPROVING PLAYABILITY
It is very easy to make any old
scenario, but to make a good one takes alot of time and effort, if you
haven't noticed that by now. I think there are three main things to
worry about in making a good scenarioplayability, a good storyline, and
accuracy (if based on something historical, or famous work of fiction,
or even similar-to-real-world speculation). You don't want the game too
easy or too hard. It is better if there is a point to the whole thing,
like a clear goal, defined enemy, race against time or whatever.
Probably the hardest to achieve (for a perfectionist like myself!) is
accuracy. Luckily though, more and more stuff keeps getting put up on
the net all the time, so you can learn all kinds of things about your
subject whatever it may be, without even getting off your duff. Even
better, if you see some graphic you like on the internet you can grab
it and use it for a unit or wonder or whatever. Go to the library!
Sorry if this sounds harsh, but in my opinion you have to be really
lazy about it to make a historical scenario and not even look at a
historical atlas (the several volumnes of the Cambridge Illustrated
Historical Atlas of Warfare I particularly recommend since so many
scenarios are war based). There are so many scenarios out there now
that very few people are going to want to play a totally unthoughtout
one. If you're not into accuracy, no problem, make a totally fictional
scenario. A good storyline and accuracy I can't really say any more
about, but here are some further ideas on playability.
STEALING TECHNOLOGIES AND THE TOTALLY GREAT SECRET
One of the reasons having permanent
war is such a desired thing is to prevent the exchange of technologies.
It can be really frustrating to have totally different civs trade
technologies when you don't want that to happen- who knows, they could
even be different species and suddenly one species is making units of
the other. Selecting the "no techs from conquest" is the first thing
you need to do. Preventing the civs in question from communicating with
each other as shown above is the second. But then you still have the
problem that techs could be stolen by diplomats. One extreme would be
deciding no civ gets to make diplomats or spies. But even then the two
civs could exchange techs via talking to third party civs when their
units meet each other. There is only ONE WAY to be totally sure a give
tech will not be traded. This was discovered by Dirk Weber; what he
calls the "Ghost Technology". I hope he doesn't mind that I reprint his
entire file on this subject since its so short and most people don't
know about it .
THE GHOST TECHNOLOGY
With this file I'll TRY to explain
you, how to allocate a technology (and on this wayalso units) to a
single civilization only. As an exampleGreek Fire (only for
Greekcivilization).
- Create a scenario first (there is no other way)
- Rename one technology (maybe 'def.user technology') to Greek fire. Thistechnology should be reached from 'nil' (nil = from the beginning). The rest could beas you want. Then -> save. Before this you can also allocate units to this technology.
- Load your scenario, go in the cheat menu, allocate this technology to thosecivilizations you want it for, then save the scenario.
- Step again in the rules file. Replace 'nil' (see above) with 'no' for both prerequisites. Then save again.
- ... finished.
What happens nowThe technology is not
found anymore in your scenario. Not seen in the pedia, no wayto
exchange with other civilizations - but, all civilizations (you
allocate thetechnology to) are able to build the units of this
technology level. Well, this isan 'illegal' way but the only without
'CiC' - and it works.
Thanks, Dirk. I don't know why it works, but it does (if you just change the prerequisites to "no" without doing the "nil" first, of course all that means is that no one can research that tech). He points out one of the downsides - unfortunately you cannot use the civilopedia to look up the attributes of any units or anything else associated with this ghost tech. But that a small price to pay. If you change your mind, don't freak out, just replace the "no" prerequisites with anything else and the ghost tech will be uncovered again. The other downside is that this only works with units. If you want only a certain civ or civs to be able to make a certain wonder or city improvement for instance, this above trick doesn't do it. If anyone finds a way, let me know.
Thanks, Dirk. I don't know why it works, but it does (if you just change the prerequisites to "no" without doing the "nil" first, of course all that means is that no one can research that tech). He points out one of the downsides - unfortunately you cannot use the civilopedia to look up the attributes of any units or anything else associated with this ghost tech. But that a small price to pay. If you change your mind, don't freak out, just replace the "no" prerequisites with anything else and the ghost tech will be uncovered again. The other downside is that this only works with units. If you want only a certain civ or civs to be able to make a certain wonder or city improvement for instance, this above trick doesn't do it. If anyone finds a way, let me know.
PREPARING FOR DEITY PLAYERS
A mark of a poorly designed scenario
is when you start it up and a whole bunch of cities begin in disorder.
Well, this could happen to you unwittingly if someone either tries to
play a civ you didn't expect they would (a city controlled by a
computer player will take less to be happy than if the human player is
controlling it), or they start at a difficulty level higher than you
designed for and you didn't think of that either. Its a good idea to
playtest all the likely civs a person might pick at the deity level, if
only for a single turn.
CIVILIZATION VISABILITY
If you want to do a scenario right,
usually you will want to make sure each civ starts out with the
appropriate amount of explored and unexplored world at the beginning of
the game. This can be very time consuming to convert all that blackness
into known territory up to seven times (once for each civ). Brian
Williams recommended flying fighters around each city. I'd go even
farther and edit the distance fighters can fly to about 30 (more than
that doesn't seem to work). With just a few fighters you've covered
alot of ground. But make sure to change it back before starting.
THE CIVILOPEDIA
Kind of an extra bells and whistles
thing, but it is nice to have the Civilopedia working properly. For
those with the Scenarios CD, this is no problem, just make sure to
include a copy of Pedia.txt (even if you haven't edited it) and they
will be able to see all the units, wonders, etc... exactly as you've
edited them to be. What about those without the CD, who have the old
info still on their Civilopedia? According to the Civ2 Fascist Page,
you should move (or at least rename) your GET_INFO.EXE file from the
Pedia directory. Now your Civilopedia will show all the proper numbers
and so forth for the scenario (this disadvantage is that that is all
they will show- no fancy graphics or long descriptions). When you want
to play regular civ again, just move back or re-rename that
GET_INFO.EXE file. If you've made alot of changes in your scenario and
as a result a lot of things aren't going to ever be used (no nuclear
weapons in a Roman scenario for instance), it is nice to make the
prerequisites for all the unreachable techs all "no". That way, players
who have done one of the two things in the above paragraph will have
only the things they need to know about in their Civilopedia.
THE STUPIDITY OF THE COMPUTER CIVS
In my opinion, the major problem with
Civ2 as a game is just how dumb the computer players play. You'd think
they could have programmed them to have a bit more strategy. Like
instead of attacking a city with units that randomly happen to get
close to it, save up a bunch and attack with them all together. But
noOOoo. What this means as a scenario maker is you need to get the
balance right. For instance, lets say you make a Civil War scenario. It
may be better to make one scenario and then at the last minute split it
into two, one designed for the human player to be the North, one for
the human player to be the South. Then, in both compensate for the
stupidity and general lack of strategy of the computer side by giving
that side more units. Or another way around this is make the scenario
specifically for the human to be one of the civs, and that one civ only
(or at most a few).
LOSING WONDERS
There seem to be alot more bugs when
playing scenarios than playing a regular game. No big surprise there.
One that really annoys me is that it frequently new wonders can't be
built even when the proper technology has been researched. A lot of
scenarios suffer from this problem (esp. mine!). Last time I made a
scenario I noticed wonders disappeared from my production menus at some
point between two saved versions of the scenarioin the older file I
could make them but in the new one I couldn't and I have NO IDEA what
the hell I did in between. So save often, and save under DIFFERENT
NAMES so if this happens to you you can go back to an older file and
not lose too much work. Hopefully the next patch from Microprose will
fix this, amongst other things!
As an aside, if this happens to you when playing a scenario, I know one kind of lame way of fixing it. Turn on cheat mode, and just before the end of your turn switch to another civ. Use the change maps option under "cheat" and select "entire map". Then, (no peeking!) quickly go to the city you want to start the wonder in and change the production to that wonder. Finally, put the map mode back to your country's view of the world and switch back to your original civ. Although the wonders don't work for the human players, they still work for the computer ones.
As an aside, if this happens to you when playing a scenario, I know one kind of lame way of fixing it. Turn on cheat mode, and just before the end of your turn switch to another civ. Use the change maps option under "cheat" and select "entire map". Then, (no peeking!) quickly go to the city you want to start the wonder in and change the production to that wonder. Finally, put the map mode back to your country's view of the world and switch back to your original civ. Although the wonders don't work for the human players, they still work for the computer ones.
SOUND
Another whoa. This is another one of
those impossbily complicated areas. I personally don't try to modify
sound so I can't claim to know much about it (I got my info here from
Curro Rodriguez). But it isn't as straightforward as each unit having
its own sound file. Sound files are shared by units, and some units
make more than one sound (during the basic attack) not to mention all
kinds of special sounds like when an air unit runs out of fuel. Below
is a chart of which unit slots use which sound, as far as I know, I'm
sure there are some inaccuracies and things left out here and there
| Settlers | none |
| Engineers | none |
| Warriors | swordfgt.wav |
| Phalanx | swordfgt.wav |
| Archers | swordfgt.wav |
| Legion | swordfgt.wav |
| Pikemen | swordfgt.wav |
| Musketeers | infantry.wav |
| Fanatics | mchnguns.wav |
| Partisans | infantry.wav |
| Alpine Troops | infantry.wav |
| Riflemen | infantry.wav |
| Marines | mchnguns.wav |
| Paratroopers | mchnguns.wav |
| Mechanized | Infantrymchnguns.wav |
| Horsemen | swrdhors.wav |
| Chariot | swrdhors.wav |
| Elephant | elephant.wav |
| Crusaders | swrdhors.wav |
| Knights | swrdhors.wav |
| Dragoons | cavalry.wav |
| Cavlary | cavalry.wav |
| Armor | medgun.wav + medexpl.wav |
| Catapult | catapult.wav |
| Cannonfire | ---.wav |
| Artillery fire | ---.wav |
| Howitzer fire | ---.wav |
| Fighter | aircombt.wav + divecrash.wav |
| Bomber | divebomb.wav + divecrash.wav |
| Helicopter | helishot.wav |
| Stealth Fighter | jetcombt.wav + jetcrash.wav |
| Stealth Bomber | jetbomb.wav |
| Trireme | navbttle.wav + largexpl.wav |
| Caravel | navbttle.wav + largexpl.wav |
| Galleon | none |
| Frigate | navbttle.wav + largexpl.wav |
| Ironclad | navbttle.wav + largexpl.wav |
| Destroyer | navbttle.wav + largexpl.wav |
| Cruiser | navbttle.wav + largexpl.wav |
| AEGIS Cruiser | navbttle.wav + largexpl.wav |
| Battleship | navbttle.wav + largexpl.wav |
| Submarine | torpedos.wav + largexpl.wav |
| Carrier | navbttle.wav + largexpl.wav |
| Transport | none |
| Cruise Missle | missle.wav |
| Nuclear Missle | nukexplo.wav |
| Diplomat | spysound.wav |
| Spy | spysound.wav |
| Caravan | none |
| Freight | none |
| Explorer | none |
| User Defined 1 | Custom1.wav |
| User Defined 2 | Custom2.wav |
| User Defined 3 | Custom3.wav |
If you change a unit to a different type (air, land, naval), the sound file may no longer apply and one of the below defaults will become the sound file used for that slot.
defaultsair or naval changed to landswordfgt.wav
naval or land changed to airdivebomb.wav + divecrash.wav
air or land changed to navalnavbttle.wav + largexpl.wav
other soundsjetsputr.wav, enginesput.wav - air unit falling
Making your own sound files can be tricky- files must be wav 8 bit mono at 22 Mhz. However, there are loads of appropriate sound files out there- try the Conflicts CD-Rom scenarios and most mod packs for starters. Some people have even put soundpacks together.
REALLY WIERD THINGS YOU CAN DO
There are certain loopholes you can
manipulate for interesting effects. If you know of more that could be
added here, let me know. Also, some of these ideas I just thought up on
the spot; no guarantees these things will work!
UNIQUE UNITS
Let's say you really want to limit
the number of a certain kind of unit. You could give a civ some or even
one of this type of unit at the beginning of the game but not the
technology to make more. This could even allow you to have one of a
kind units, like a Robert E. Lee unit for the Civil War. Another way is
to have the production of a city or a few cities set on making
something the civ otherwise doesn't have the technology for. So the civ
could make as many of that type as it wanted, but only at great cost
(in not being able to make anything else such as useful city
improvments in that city) and in a limited geographical area. For
instance, you could make only Constantinople be able to build Greek
Fire since historically the secret of Greek Fire was tightly held by
that city and no one else knew it. But once the person changed the
production of the city, that's it, no more Greek Fire. This works with
the human player but unfortunately the fickle computer civs will be
very unlikely to keep making that thing for long (a few turns?).
Yet another way is through the events.txt file that comes with the Scenario CD. Have the unit just show up on a given turn or even a randomly chosen turn. I've found the random turn and interval turn functions to be sometimes buggy, but specifying the exact turn or every turn seems to be bug free at least.
Yet another way is through the events.txt file that comes with the Scenario CD. Have the unit just show up on a given turn or even a randomly chosen turn. I've found the random turn and interval turn functions to be sometimes buggy, but specifying the exact turn or every turn seems to be bug free at least.
UNITS WITH A MOVEMENT OF ZERO
Since they cannot move, you can never
activate them to do ANYTHING to them. So if you have a city build such
a thing, it obviously could never leave the city, even if you say gave
it paradrop powers (I tried). Still, you can do neat things with this
by using them as defensive barriers. For instance, in my Mongols
scenario, I have an actual Great Wall, made up of units that can't move
and look like a wall. Or, you could make great city defending units out
of them, like a Burning Oil unit (pouring hot oil on attackers in the
Middle Ages). Or, say, a civ with Leonardo's Workshop has all of a
certain type of unit suddenly "upgraded" to a non-movable unit and the
civ's whole army freezes into place!
THE LAND SUB
I saw this in the King Arthur
scenario- a land unit that has the advantages and disadvantages of a
submarine. This means it is pretty much invisible (though you could
also give other units the "can see subs" ability so they could see it).
The down side? Like subs, it can't attack other units on land! Still,
it can work for non-attacking units (a super stealthy spy!) and
computer civs seem to attack with these kinds of units just fine, its
only the human player that can't.
ANOTHER INVISIBLE UNIT
Another way to get an invisible unit
is just don't draw anything in a unit slot - leave it completely
background! The problem is the shield can still be seen, but even that
can be fixed by moving the shield WAAAYY down, down to the bottom of
the lower purple sections. Now, you have a totally invisible unit. But,
keep in mind it is only invisible for the human player- the computer
doesn't care what a unit looks like. Combine the unit with a movement
of zero idea and you could have an invisible wall! Alternately, just do
the move the shield way down bit but keep the rest visable, and you
would have a unit where the human wouldn't know which civ it was
belonging to (or how much damage it had suffered).
PUT THE STEALTH BACK INTO THE STEALTH BOMBER
Similar to the land sub, putting the
"adv. and disadv. of submarine" special function onto air units will
also make these units nearly invisible. The good news is they CAN
attack other units, the bad news is only over water (if the human
player; computer civs cheat). So it is questionable if you want to add
this to stealth airplanes (its a great boat destroying unit), but I
think it would work quite well for non-attacking air units, like a
balloon or spy satellite.
FORTIFIED OCEAN SQUARES
Yes, you can do this. Only by using
the cheat menu, not with settlers though. You'll need to have the
square in question be land, add a fortress while still land and then
change it to ocean. Here are the notes on it from Shadowland by Shay
Yates Roberts where it first appeared:
Naval FortressA standard fortress which happens to be built in the ocean. Naval units inside the fortress DO NOT enjoy a defensive bonus, but if stacked, can only be killed one at a time. Interestingly, any land units carried aboard a slain vessel ARE NOT DESTROYED. They simply remain in the naval fortress until another ship arrives to pick them up. Land units stationed inside a naval fortress enjoy the full benefits of a land fortress. Naval units cannot unload land units into a fortress, but they may pick them up from one. Land units can be left alone to defend a naval fortress only if their host ship is destroyed in combat.
Naval FortressA standard fortress which happens to be built in the ocean. Naval units inside the fortress DO NOT enjoy a defensive bonus, but if stacked, can only be killed one at a time. Interestingly, any land units carried aboard a slain vessel ARE NOT DESTROYED. They simply remain in the naval fortress until another ship arrives to pick them up. Land units stationed inside a naval fortress enjoy the full benefits of a land fortress. Naval units cannot unload land units into a fortress, but they may pick them up from one. Land units can be left alone to defend a naval fortress only if their host ship is destroyed in combat.
IRRIGATED FOREST?
You can do other wierd stuff with the
cheat menu, like irrigated forest. Mined ocean square. Roads over
ocean. However, the computer doesn't recognize them. So for instance
you can have roads over ocean but units can't move onto them and you
don't get extra trade for them, so why bother? But for non-ocean
squares you can change the Rules.txt to allow things like irrigated
forest in the terrain section. You can change this for ocean squares
too, but in reality the computer won't accept those ocean changes.
THE FOOD CARAVAN FROM NOWHERE
One thing you can't ever manipulate
freely it seems is food. One loophole here is making a caravan next to
a city, and set home city on it to "none" and caravan supply to "food".
Establishing a trade route with that city will give it an up front big
amount of food, plus it will continue to get one extra food for the
rest of the game from- ??? - from nowhere I guess. An interesting way
to, for instance, have a thriving city in the middle of a desert. Or,
start a game with one civ supplying lots of food to another civ, so
that civ has to try and fight its way out of that situation.
BARBARIAN CITIES
As Patrick Williams mentioned,
barbarian cities are possible. Just leave a city unoccupied and create
a barbarian nearby to wander into it. However as Patrick mentioned,
this is a real iffy zone fraught with crash potential. I've found I can
look into a barbarian city and use the "create unit" cheat command to
put any kind of unit in it (and fortify it there). But, barbarians have
no technology pretty much, so they
will have virtually no choices on what units or city improvements to make. With the city improvements you can fix that by using the "Copy Another City's Improvements" but with the units it will turn out the same kind of unit that the barbarians that appear out of nowhere happen to be appearing as at that time (so, very early in the game it probably would be horsemen, at the very end partisans). Barbarian cities cheat massively, growing even when the terrain should have them starving, producing an unbelieveable amounts of units, and so on. Most annoying is how you always see them wandering around. An interesting thing, but use sparingly.
will have virtually no choices on what units or city improvements to make. With the city improvements you can fix that by using the "Copy Another City's Improvements" but with the units it will turn out the same kind of unit that the barbarians that appear out of nowhere happen to be appearing as at that time (so, very early in the game it probably would be horsemen, at the very end partisans). Barbarian cities cheat massively, growing even when the terrain should have them starving, producing an unbelieveable amounts of units, and so on. Most annoying is how you always see them wandering around. An interesting thing, but use sparingly.
EXPERIMENT WITH THE TRADE, SETTLER, AND DIPLOMAT FUNCTIONS
You can give these functions via the
Rules.txt to any unit you want. Most combinations don't do much. You
can't really have flying or sea-going diplomats or trade units (though
they could defend themselves and as diplomats or trade units I imagine
they wouldn't cost any unhappiness or shields for being out of a city).
Flying settlers work though. They can perform settler functions on land
they're flying over, believe it or not. Or course remember they also
would eat food up and either have to return to a city by a certain turn
or lose a little strength each turn (if they were helicopter styled).
Boat settlers can't do much except they eat food up and can join a
coastal city to increase its population. Diplomats can of course never
attack but you could have attacking trade or settler ground units.
Trade units funnily enough
could only attack units outside of cities- if it tried to enter another civ's city it would disappear and create a trade route.
could only attack units outside of cities- if it tried to enter another civ's city it would disappear and create a trade route.
MULTIPLE PALACES
Each civ has only one capital but
that doesn't mean it can't have more than one palace. Once the game
gets started each time a palace is built the old one disappears, but
through the cheat button in the city report screen while still making
the scenario you can make a civ has as many palaces as you want. The
computer will still only recognize one as the capital and if the city
with that one is captured it will want to build another one (this won't
make any other palaces go away though). So why bother? Any palace will
help lower corruption for government forms with corruption, cities with
palaces cannot be bought and it is harder for a spy mission to succeed
generally against it. Also, historically many civs really had more than
one capital, esp. if you make a civ out of several similar real life
countries. Or, in a fictional scenario a civ might be so spread out
that corruption would be ridiculous without two or more palaces.
That's it! I hope this file helped you. Good luck in making your scenarios!



Recent Blogs