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
CONTENTS
1. MAKING THE MAP2. THE FILES YOU CAN EDIT
3. THE CHEAT MENU
4. IMPROVING PLAYABILITY
5. WIERD/ RANDOM STUFF
MAKING THE MAP
PROPORTIONS OF YOUR MAP
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RIVERS
THE FILES YOU CAN EDIT
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. |
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
PAINT SHOP PRO TIPS
THE DOTS IN THE UNITS.GIF FILE
DOTS IN THE CITIES.GIF FILE
BACKGROUND COLORSPRETTY IN PINK
EDITING THE UNITS.GIF
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
CHANGING CITY IMPROVMENTS AND WONDERS
MODIFYING THE SCIENCE RATE
MODIFYING THE FOOD GROWTH RATE
COSMIC PRINCIPLES
GETTING UNITS TO BE BUILT
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
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
TECHNOLOGY SLOTS
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
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
MAKING WAR
@IF
NEGOTIATION
talker=Confederates
talkertype=humanorcomputer
listener=Europeans
listenertype=humanorcomputer
@THEN
@ENDIF
@IF
NEGOTIATION
talker=Europeans
talkertype=humanorcomputer
listener=Confederates
listenertype=humanorcomputer
@THEN
@ENDIF
-PREVENTING CIVIL WAR
Finally, there is this action you can do that the booklet doesn't explain:
@IF
NOSCHISM
DEFENDER=anybody
@THEN
@ENDIF
OTHER CHANGES WITH THE SCENARIO CD
THE CHEAT MENU
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
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 IS "TOTAL WAR"?
GETTING CITY.TXT CHANGES TO WORK
GETTING RID OF THAT PESKY UNIT
IMPROVING PLAYABILITY
STEALING TECHNOLOGIES AND THE TOTALLY GREAT SECRET
THE GHOST TECHNOLOGY
- 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.
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
CIVILIZATION VISABILITY
THE CIVILOPEDIA
THE STUPIDITY OF THE COMPUTER CIVS
LOSING WONDERS
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
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
UNIQUE UNITS
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
THE LAND SUB
ANOTHER INVISIBLE UNIT
PUT THE STEALTH BACK INTO THE STEALTH BOMBER
FORTIFIED OCEAN SQUARES
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?
THE FOOD CARAVAN FROM NOWHERE
BARBARIAN CITIES
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
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
That's it! I hope this file helped you. Good luck in making your scenarios!