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  • Civilization II SAV/SCN file format

    Civilization II SAV/SCN file format

    PrologueThis thread is intended to become a reference guide to the Civilization II savegame and scenario file format. It is a vital first step if we ever want to see a universal civ2 scenario editor. I started this thread to make it a more public and centralized effort, as opposed to Allard's Hex Editing document. While being an indispensable initiative, I believe it's become almost unmanageable. There never was one central place to post new discoveries, making it impossible to keep up to date.B...
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  • Quick note on editing Civ2 units

    Quick note on editing Civ2 units

    A Quick Note on Editing Units Written by the Great Icon Library Copying and pasting the new unit into the green frame of the unit to be replaced is not enough. The shield that accompanies units must be positioned. This is what the blue dots that appear on the top and left sides of the frame are for. They are vertical and horizontal markers and their intersection determines where the top left corner of the shield will be positioned. The actual unit will come on top of the shield. The ...
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  • The Ghost Technology in Civ2

    The Ghost Technology in Civ2

    Original Author: Dirk Weber Weseler Str. 145 47169 Duisburg Germany Bakcm at aol.com With this file I TRY to explain you, how to allocate a technologie (and on this way also units) to a single civilization. As an example: Greece Fire (only for Greek civilization). Steps: Create a scenario, first (there is no other way) Rename one technologie (maybe 'def.user technology') to Greece fire. This Technology should be reached from nil (nil = from the beginning). The rest could be as 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 those civilizations you want it for, then save the scenario. Step again in the rules file. Replace 'nil' (see above) with 'no'. Then save again . ... finished. ...
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  • The Rocky Mountain Civilization II Site presents: Mod Packs, Scenarios, Units, Hints and Tips

    The Rocky Mountain Civilization II Site presents: Mod Packs, Scenarios, Units, Hints and Tips provided by our site are SHAREWARE This means that you are free to look at them, download them, use them, abuse them, etc. If you like ours, and they are of benefit to you, we ask that you consider sending us the following to offset the site subscription, email, counter, etc. costs, so we can continue providing all of this to Civ II enthusiasts around the world: Our Hints & Tips that help .....
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  • How to make your custom unit icons for CIV2

    How to make your custom unit icons for CIV2


    WARNING: backup the units.gif file situated in your CIV2 folder BEFORE changing anything.


    Well, you'll need Windows '95 or NT and the Paint Shop Pro (32-bit version) to work OK.

    First of all, you may create:

    a) a completely new unit or
    b) one based in a former unit.

    a) You may create the unit using a shareware icon editor. It is also possible to draw it using a program as Paintbrush, but I find that somehow difficult. Save your work in the *.gif format. If the program doesn't allow that, save under *.bmp or whatever and use Paint Shop Pro to convert to *.gif. Once you have it, go to the General Procedure section.

    ...
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  • The Rocky Mountain Civilization II Site Presents: Editing UNITS.GIF Using PSP

    The Rocky Mountain Civilization II Site Presents: Editing UNITS.GIF Using PSP

    INTRODUCTION There are so many questions and problems out there about editing gif files in Civ II, I finally decided I’d try and write a basic “How To” Tip. I’ll go over some basic principles, then end up with a step by step example. This tip will not make you a good artist. UNITS.GIF There are several gif files in Civ II, all of which can be edited. UNITS.GIF gets the most attention. It is the file that stores the images (pictures) for all of the units displayed in Civ II. It is directly related to the description of each unit and its characteristics found in RULES.TXT. The units also use specific sound files (.WAV files) found in the SOUND directory of Civ II (or one of the scenario directories if you have the Scenario CD). Changing the units in Civ II’s UNITS.GIF without understanding these relationships will not produce the desired results....
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  • The Rocky Mountain Civilization II Site presents: Scenario Creation

    The Rocky Mountain Civilization II Site presents: Scenario Creation

    The Rocky Mountain Civilization II Site presents: Mod Packs, Scenarios, Units, Hints and Tips provided by our site are SHAREWARE This means that you are free to look at them, download them, use them, abuse them, etc.* If you like ours, and they are of benefit to you, we ask that you consider sending us the following to offset the site subscription, email, counter, etc. costs, so we can continue providing all of this to Civ II enthusiasts around the world: Our Hints & Tips that help ...
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  • The Rocky Mountain Civilization II Site Presents: RULES.TXT Comments and Notes

    ;------------------------------------------------------------------------------------------------------------- ; The Rocky Mountain Civilization II Site ;-------------------------------------------------------------------------------------------------------------- ; ; RULES.TXT Comments and Notes ; ; May 1997 by Jeff Head and the Rocky Mountain Civilization II Site ; ; What follows are the notes and comments that I have made in my own rules.txt file ; for the changes I make to Civ II when making a Mod Pack. Some of it is the stock ; notes that Microprose sent out with the game, a lot of it has been added to or ; clarified based on my many “trial and error” experiences. ; ; We release this as a help to those making Mods, not as an “end-all”. Although ; these comments represent our general experiences, they could well be sub-sets ; of the actual game operation and programming, meaning they may not work as ; stated in all cases. ;-------------------------------------------------------------------------------------------------------------- ...
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  • Radiospace's CIV 2 Scenario Design FAQ

    Radiospace's CIV 2 Scenario Design FAQ

    version 1.0
    by Patrick Williams
    June 4, 1996
    email: Radiospace at aol.com

    This FAQ is designed to help you build scenarios for Civilization II. It is completely unofficial and not affiliated with Microprose in any way. Then again, neither is Brian Reynolds, so what the hey.

    Some of the Menu Items I mention might have a slightly different name, as I’m writing from memory, but other than that the information is accurate, except where I note that I’m guessing about something.

    If you are new to building scenarios for Civ2, or even experienced but achieving unsatisfactory results, these notes may help you in your next effort. The material is organized as follows:

    1. Choosing a scenario
    2. Designing the map
    3. Placing the tribes on the map
    4. Starting the game
    5. Editing cities
    6. Creating units
    7. Controlling technology
    8. Influencing diplomacy
    9. Miscellany
    ...
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  • Advanced Scenario Design in Civ2

    Advanced Scenario Design in Civ2

    Advanced Scenario Design

    Leon Marrick (Leon2M at aol.com), assisted by Harlan Thompson (harlant at hawaii.edu) and others.
    Please see Credits for details.

    This manual is designed to assist those with both a firm understanding of the map editor and of the Cheat menu used in preparing scenarios to improve and polish their work. Novices are urged to read some of the excellent documents for beginners found on the "Ultimate Civ2 Page" now Apolyton, and practice with a design or two before delving too deeply into this document.

    This is a long essay, but not even close to being comprehensive. Additions are welcomed.

    If you see a section referance - example "(Section 5a)" - that section of the document (in this case, the discussion of the rules.txt file's cosmic principles area) will have further information on the subject.
    ...
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  • The Rocky Mountain Civilization II Site presents: Mod Packs, Scenarios, Units, Hints and Tips
    by Martin Gühmann
    The Rocky Mountain Civilization II Site presents: Mod Packs, Scenarios, Units, Hints and Tips provided by our site are SHAREWARE This means that you are free to look at them, download them, use them, abuse them, etc. If you like ours, and they are of benefit to you, we ask that you consider sending us the following to offset the site subscription, email, counter, etc. costs, so we can continue providing all of this to Civ II enthusiasts around the world: Our Hints & Tips that help .....
    September 3, 2012, 18:01
  • Civilization II SAV/SCN file format
    by Mercator
    PrologueThis thread is intended to become a reference guide to the Civilization II savegame and scenario file format. It is a vital first step if we ever want to see a universal civ2 scenario editor. I started this thread to make it a more public and centralized effort, as opposed to Allard's Hex Editing document. While being an indispensable initiative, I believe it's become almost unmanageable. There never was one central place to post new discoveries, making it impossible to keep up to date.B...
    June 12, 2012, 12:03
  • The Rocky Mountain Civilization II Site Presents: RULES.TXT Comments and Notes
    by Martin Gühmann
    ;------------------------------------------------------------------------------------------------------------- ; The Rocky Mountain Civilization II Site ;-------------------------------------------------------------------------------------------------------------- ; ; RULES.TXT Comments and Notes ; ; May 1997 by Jeff Head and the Rocky Mountain Civilization II Site ; ; What follows are the notes and comments that I have made in my own rules.txt file ; for the changes I make to Civ II when making a Mod Pack. Some of it is the stock ; notes that Microprose sent out with the game, a lot of it has been added to or ; clarified based on my many “trial and error” experiences. ; ; We release this as a help to those making Mods, not as an “end-all”. Although ; these comments represent our general experiences, they could well be sub-sets ; of the actual game operation and programming, meaning they may not work as ; stated in all cases. ;-------------------------------------------------------------------------------------------------------------- ...
    April 8, 2011, 17:30
  • Advanced Scenario Design in Civ2
    by Martin Gühmann

    Advanced Scenario Design

    Leon Marrick (Leon2M at aol.com), assisted by Harlan Thompson (harlant at hawaii.edu) and others.
    Please see Credits for details.

    This manual is designed to assist those with both a firm understanding of the map editor and of the Cheat menu used in preparing scenarios to improve and polish their work. Novices are urged to read some of the excellent documents for beginners found on the "Ultimate Civ2 Page" now Apolyton, and practice with a design or two before delving too deeply into this document.

    This is a long essay, but not even close to being comprehensive. Additions are welcomed.

    If you see a section referance - example "(Section 5a)" - that section of the document (in this case, the discussion of the rules.txt file's cosmic principles area) will have further information on the subject.
    ...
    March 26, 2011, 20:10
  • CITY IMPROVEMENTS, WONDERS and UNITS for only Certain Civ2 Civilizations
    by Martin Gühmann
    I have received a number of inquiries into changing Civ II to accomplish a number of things. One of the premier requests deals with a fairly advanced capability in the Mod Pack area. I will answer this in this file:
    ...
    March 25, 2011, 18:41
  • Civilization 2: A few words about ...
    by Martin Gühmann
    • 'Conflicts in Civilization', Microprose's Civ2 Scenario Disk
    • 'Evolution - The dawn of humanity', Actura's Civ2 Scenario Disk
    • 'Scenarios & Maps für CivilizationII', Tewi's Civ2 Scenario Disk
    • 'The official strategy guide', Prima's Book for Civ2
    ...
    March 25, 2011, 18:31
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