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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.
    ;-------------------------------------------------------------------------------------------------------------- 
    ; 
    ;  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 ........................	$ 1.00 (US) 
    ;		Our Scenarios you like ..............................	$ 1.50 (US) 
    ;		Our Mod Packs you like ............................	$ 2.00 (US) 
    ; 
    ;		The Rocky Mountain Civilization II Site 
    ;		P.O. Box 295 
    ;		Nephi, UT 84648 
    ; 
    ; 
    ;  Thanks for your consideration. 
    ; 
    ;-------------------------------------------------------------------------------------------------------------- 
    ; 
    ; 
    ;   CIVILIZATION GAME DATA 
    ;   Copyright (c) 1995 by MicroProse Software 
    ; 
    ;   This file can be altered at your own risk to change  the rules of the game.   
    ; 
    ;   Keep in mind that altering the contents of this file may cause your game to malfunction, 
    ;   particularly if you use values outside the specified  ranges. 
    ; 
    ;-------------------------------------------------------------------------------------------------------------- 
    ;   Cosmic Principles 
    ; 
    ;   The following numbers control various key rules of the game.  GREAT discretion is advised 
    ;   if you opt to change these.  Values too far out of the expected range can cause the game to  
    ;   behave strangely. 
    ; 
    ; 
    ;-------------------------------------------------------------------------------------------------------------- 
    ;   Civilization Advances 
    ; 
    ;    You may alter the name and values associated with an advance.  There must be the same 
    ;     number of advances and they must have the same abbreviations.  Be careful in altering 
    ;     the technology tree too drastically.  If you are not extremely detailed and careful in your 
    ;     approach, your branching may become non-sensical or too complex for the program. 
    ; 
    ;   Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category 
    ; 
    ;     Ai Value = Basic value at which computer players 
    ;                view this advance (used in determining 
    ;                which discovery to pursue, which to 
    ;                acquire during exchanges, and value of 
    ;                gift during diplomacy). 
    ;     Modifier = Modifier to value based on the "civilized" 
    ;                aspect of a leader's personality.  Positive 
    ;                values increase value for civilized leaders, 
    ;                decrease it for militaristic.  Negative 
    ;                values vice versa. 
    ;     preq1, preq2 = Prerequisites 
    ; 
    ;     Epoch = historical period 
    ;             0 = Contemporary 
    ;             1 = Cutting Edge 
    ;             2 = Futuristic 
    ;             3 = Sciense Fiction 
    ; 
    ;     Category = Knowledge category 
    ;             0 = Military 
    ;             1 = Economic 
    ;             2 = Social 
    ;             3 = Academic 
    ;             4 = Applied 
    ;			AI		Epoch	 
    ;Advnacement Name	Mod    Prereq	Cat	Abrev. 
    ;------------------------	------    --------	-----	--------- 
    ; 
    ;  Last 3 tech lots allow you to define your own civilization 
    ; advances if desired.  Supply the name, the AI value, and 
    ; the prerequisites. 
    ; 
    ; Then use the "U1", "U2", or "U3" 
    ; identifier to incorporate it into the tech chain as a 
    ; prerequisite for other techs, units, city improvements. 
    ; 
    ;------------------------------------------------------------------------------------------------------------ 
    ;  City Improvements 
    ; 
    ;    You may alter the names, cost, upkeep and prerequisites.  There must be the same 
    ;    number of advances and they must come in the order given, or unexpected results 
    ;    and crashes can occur.  The same is true for all of the wonders, which appear as city 
    ;    improvements after (capitalization). 
    ; 
    ;   cost(x10), upkeep, preq 
    ;			Cost/ 
    ; Improvement Name	Upkp    Prereq 
    ; ------------------------	------    -------- 
    ;  
    ;------------------------------------------------------------------------------------------------------------ 
    ; Expiration advancements for Wonders of the World 
    ; 
    ;    You can change the expiration of the wonders.  Make sure that that this is done with 
    ;     due consideration given to the changes made in technology advances and city 
    ;     improvements 
    ; 
    ; Expr	Wonder Name 
    ; ------	------------------ 
    ;  
    ;------------------------------------------------------------------------------------------------------------ 
    ;    Unit Types 
    ; 
    ;     Unit types may be modified by name and their various values.  Insure that these values 
    ;     do not become non-sensical or cause basic conflicts in game operation.  Also, a "hit" 
    ;     value of over 10 (meaning it would take more than 100 hit points to destroy the unit) 
    ;     will cause the unit to have a negative hit value and thus be easily destroyed. 
    ; 
    ;     Certain units must remain in the same relative position and will retain some of their stock 
    ;     characteristics, regardless of what you call them, or how they are modified (ie. partisans). 
    ;     The only way to negate this is to cause the unit not to appear in the game by giving the
    ;     prerequisite field a "no" value. 
    ; 
    ;     You must have the same number of units (although you can cause as many as you want 
    ;     not to appear in the game by putting a "no" in the prerequisite field). 
    ; 
    ;     The following is a discussion of the various fields: 
    ; 
    ; until, domain,  move,rng,  att,def  hit,firepwr  cost,hold,  role, preq,  flags 
    ; 
    ; until       = Civ advance which renders unit obsolete. "nil" will cause the unit to never obsolete. 
    ; domain      = Movement domain of unit 
    :               0 = Ground 
    ;               1 = Air 
    ;               2 = Sea 
    ; Move        = Movement rate (spaces per turn) 
    ; Range       = # of turns fuel carried (0 for non-air units) 
    ; 
    ; att         = Attack factor (chance to score hit attacking) 
    ; def         = Defense factor (chance to score hit defending) 
    ; hit         = Hit points (damage x10 which can be taken before elimination).
    ;                  Do not exceed 10 for hit. 
    ; firepwr     = # damage points caused per hit scored on enemy. 
    ; 
    ; cost        = Cost (# of shield rows, usually of 10 shields each) 
    ; hold        = # of holds on ship (for carrying units) 
    ; 
    ; role        = AI role (Generally affects the way in which computer players use the unit, 
    ;                  but roles >= 5 will actually affect abilitiesof the unit). This is a 
    ;                  critical field for altering play & fell of the game. 
    ;           0 = Attack 
    ;           1 = Defend 
    ;           2 = Naval Superiority 
    ;           3 = Air Superiority 
    ;           4 = Sea Transport 
    ;           5 = Settle 
    ;           6 = Diplomacy 
    ;           7 = Trade 
    ; 
    ; preq        = Prerequisite advance, "No" will cause unit to never appear, "nil" causes 
    ;                   unit to be available immediately. 
    ; 
    ;     "Flags" control special advantages & restrictions.  Not all of these flags "make sense"
    ;     for all types of units (paradropping ships, for instance). Nonsensical variations may 
    :     produce bizarre effects (or worse).  You were warned. 
    ; 
    ;   000000000000001 = Two space visibility 
    ;   000000000000010 = Ignore zones of control 
    ;   000000000000100 = Can make amphibious assaults 
    ;   000000000001000 = Submarine advantages/disadvantages 
    ;   000000000010000 = Can attack air units (fighter) 
    ;   000000000100000 = Ship must stay near land (trireme) 
    ;   000000001000000 = Negates city walls (howitzer) 
    ;   000000010000000 = Can carry air units (carrier) 
    ;   000000100000000 = Can make paradrops 
    ;   000001000000000 = Alpine (treats all squares as road) 
    ;   000010000000000 = x2 on defense versus horse (pikemen) 
    ;   000100000000000 = Free support for fundamentalism (fanatics) 
    ;   001000000000000 = Destroyed after attacking (missiles) 
    ;   010000000000000 = x2 on defense versus air (AEGIS) 
    ;   100000000000000 = Unit can spot submarines 
    ;
    ;   Examples 
    ;   010001101010111 = Super criteria for MECH WARRIOR 
    ;   110000011010001 = Super criteria for ASSAULT AIRFOIL 
    ;   110000001010001 = Super criteria for UFO    
    ;   010111101010111 = Super Criteria for CYBORG 
    ; 
    ; Unit Name	Exp,dom,mv,rng,att,def,hit,frpwr,cst,hld,role, preq,flags		Old Name 
    ; -------------	---------------------------------------------------------------------	------------- 
    ;  
    ;     Note: the last 3 unit types (U1, U2, U3) are available for user defined unit types. 
    ;     If these units are given prerequisites other than "no" they will appear in the game 
    ;     when the specified technology is reached. Use if you want to create your own unit 
    ;     types without sacrificing any of the predefined units. Be sure to define the "role"
    :     field accurately, so that the computer will understand how to make use of the new 
    ;     units in its own civilizations. 
    ; 
    ;     There is no requirement that the extra units be used to create exactly one of each 
    ;     type; you could create three ground units. But the icons provided are for one of 
    ;     each. The 3 extra unit types have default icons provided by the game. To actually
    ;     change the icons is a somewhat more difficult task. The icons are stored in "UNITS.GIF".  
    ; 
    ;     Sound effects for these three units may be added by providing CUSTOM1.WAV, CUSTOM2.WAV,  
    ;     and CUSTOM3.WAV.  These should be 8-bit, mono, and sampled at 22050hz. 
    ;  
    ;------------------------------------------------------------------------------------------------------------ 
    ;    Terrain 
    ; 
    ;     Terrain values can be modified to alter how they behave in the game.
    ;     You must have the same number of terrain types. 
    ; 
    ;  Movecost, defense,   food, shields, trade, 
    ;        . . .  Irrigate, bonus, #turns, ai-irrigate, 
    ;        . . .  Mine,     bonus, #turns, ai-mine 
    ;        . . .  Transform 
    ; 
    ;   defense = multiply by 50% to get % of normal combat factor defended at. 
    ;       (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3). 
    ; 
    ;  Irrigate/Mine = yes, no, or type of terrain changed to 
    ;  Transform     = Terrain type engineers can transform to 
    ; 
    ;  bonus = # extra production from that change 
    ; 
    ;  turns = # turns for settler to make change 
    ; 
    ;  ai    = Minimum govt level necessary for 
    ;          computer player to want to perform irrigate/mine 
    ;        0 Never 
    ;        1 Despotism 
    ;        2 Klintonism 
    ;        3 New World Order 
    ;        4 United Order 
    ;        5 Federation 
    ;        6 Consecrational Union 
    ; 
    ;  
    ;------------------------------------------------------------------------------------------------------------ 
    ;    Governments 
    ; 
    ;     Government names and leaders titles can be altered. You must have the same number 
    ;     of governments. 
    ; 
    ; 
    ;------------------------------------------------------------------------------------------------------------ 
    ;   Leaders 
    ; 
    ;     Leader names and values can be altered. You must have the same number of leaders, 
    ;     and the last two must be positioned as they are in the file, though values can change. 
    ; 
    ;   leader, female, gender, color, style, plural, adjective, ... 
    ;           ...attack, expand, civilize, ... 
    ;           ...govt, male, female... 
    ; 
    ;   gender:     0 = male           1 = female 
    ; 
    ;   color:  Color set (1 - 7) 
    ;   style:  City style (0 - 3) 
    ;           0 = American 
    ;           1 = Eurasian 
    ;           2 = Far Eastern 
    ;           3 = Mid Eastern 
    ; 
    ;   attack:     	1 = aggressive    	-1 = rational 
    ;   expand:     	1 = expansionist	-1 = perfectionist 
    ;   civilize:   	1 = civilized     	-1 = militaristic 
    ; 
    ;   govt = government type for name replacement 
    ;        0=Anarchy 
    ;        1=Despotism 
    ;        2=Klintonism 
    ;        3=New World Order 
    ;        4=United Order 
    ;        5=Federation 
    ;        6=Consecrational Union 
    ; 
    ;   male, female = titles for leader of government 
    ; 
    ; 
    ;------------------------------------------------------------------------------------------------------------ 
    ;   Trading Commodities   
    ; 
    ;     Trading commodity names can be changed. You should have the same number of commodities. 
    ; 
    ;  
    ;------------------------------------------------------------------------------------------------------------ 
    ;    Orders 
    ; 
    ;     The name and key in for orders can change, but their relative position will determine 
    ;     what they do regardless of name. You must have the same number of orders. 
    ; 
    ;  
    ;------------------------------------------------------------------------------------------------------------ 
    ;   Difficulty 
    ; 
    ;     The names for difficulty levels can change. You must have the same number of levels. 
    ; 
    ;  
    ;------------------------------------------------------------------------------------------------------------ 
    ;   Attitudes 
    ; 
    ;     The names for attitudes can change. You must have the same number ofattitudes. 
    ; 
    ;------------------------------------------------------------------------------------------------------------ 
    
    
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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 ......................... $ 1.00 (US)
      Our Scenarios you like ............................... $ 1.50 (US)
      Our Mod Packs you like ............................. $ 2.00 (US)
      *The Rocky Mountain Civilization II Site
      P.O. Box 295
      Nephi, UT 84648
      Thanks for your consideration.

      HINT or TIP : Microprose Scenario CD Impact

      Regarding the new Civ II Scenario CD by Micropprose and it's impact on Mod Packs. They have done some really good things that I will summarize below:

      a) They have included a number of very good scenarios, each of which is a virtual Mod Pack of its own. They have made switching between the scenarios, and all of the respective mods for each, very easy. They did this by establishing a SCENARIO sub-directory under the main Civ II directory which contains each scenario as another sub-directory. Within the sub-directory for each scenario are all of the .GIF and .TXT files for the mod, and a SOUND sub-directory whcih includes any new .WAV files. The Civ II program uses the mods in the sub-directory under SCENARIO when you start up a scenario or saved game from that sub-directory.

      b) The Civ II program now returns to the main, start-up menu whenever you quit, win or resign from a game. No more restaring the program each time you stop playing.

      c) They have created a nice macro language for creating conditional events within your scenarios. The conditional (IF, THEN) statements are included in an "event.txt" file for each scenario sub-directory and are then executed during the game according to the conditional statements in the "event.txt" file. For example, one could cuase any civilization to have its treasury increaded by X amount according to conditional happenings in the game; or, you can create new units for any civilization according to conditions you establish; or, you could have certain units move to various places on the map based on conditional statements at some point in the game; or, you could play a special .WAV file based on conditions, etc., etc..

      The net effect of this has been to force players to make one of two decisions

      1) You can take your existing Mods under MODPACK created by the Mod Pack manager and move each sub-directory under SCENARIO. A sub-directory called SOUND will have to be created for each for any .WAV files. For example, for a Mod Pack called "MoreReal", you would end up with:

      c:\civ2\scenario\morereal\sound

      .WAV Mod files for MoreReal go into "sound" directory of path above. .TXT and .GIF Mods files for MoreReal go into "morereal" directory of path above.

      2) You can load the new scenarios into a temporary place on disk, and then move the scenario sub- directories that come with the CD under your Mod Pack directory, doing away with the SOUND sub- directory for each and loading the .WAV files into the respective Mod Pack directory. This will allow you to use your current operation with Mod Pack manager, and the GAME.TXT and LABELS.TXT modifications for each Mod Pack.

      I opted for the first option. Changing between Mod Packs is much faster, and I've got the best of both worlds. All of the Mod Packs I've accumulated work, and I have the new stuff. Hope this helps.

      IMPORTANT

      Specific changes to GAME.TXT and LABELS.TXT files for each Mod Pack are rendered obsolete by the new civ2.exe. This is because these files have changed to accomodate the new functionality in Civ II, and the program does not use any GAME.TXT or LABELS.TXT files in the SCENARIO sub-directories. So, you'll have to change them once for your own general environment and put them in the main civ2 directory, then risk having to update them with any new releases.

      ...
      September 3, 2012, 18:01
    • Civilization II SAV/SCN file format
      by Mercator
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But feel free to add comments or ask questions, as long as they're specifically about this reference, and not about hex-editing in general.Please do NOT ask your hex-editing questions here. If you have a question, post a new thread.As you will notice, apart from the table of contents the file format is still mostly uncompleted. That's not because we know so little, but simply because I haven't added all of it yet. This thread will probably always remain a work in progress. And for the moment certainly not only for the file format itself. I will also be adding notes on the notation and some of the terms used. Notes will follow right after the table of contents, including notes on the table of contents itself.Table of ContentsNotesCreditsFile FormatHeader (12)Settings (CiC:558, FW/MGE:572, ToT:1238)??? (ToT:640)Menu (16)Game (38)Technologies (200, CiC: 186)First to Discover (100, CiC:93)Discovered By (100, CiC:93)Wonders (56)??? (262, ToT:288)Civilizations (13118, ToT:28478)Names (7 * 242 = 1694)Properties (8 * 1428 = 11424, ToT: 8 * 3348 = 26784)Transporters (ToT10: 4 + 14 * transporters, ToT11: 172 + 14 * transporters)MapsHeader (14, ToT:16)Data, repeat for all maps in ToT (13 * surface, ToT: 13 * surface + 2)Visible Improvements (7 * surface)Map (6 * surface)Resource Seed (ToT:2)??? (2 * 6th header value * 7th header value)??? (1024, ToT:10240)Units (26 * units, MGE: 32 * units, ToT: 40 * units)Cities (84 * cities, MGE: 88 * cities, ToT: 92 * cities)???Passwords (MGE/ToT: 224)???Conquest History (338)EventsHeader (FW: 6, ToT: 8)Events (FW: 298 * events, ToT: 276 * events)String HeapNotesTable of ContentsLet me start off with some comments about the notational use in the table of contents. Due the differences between the various game versions, as well as the presence of variable-size sections I have refrained, and will refrain, from using file offsets. Instead, I indicate the size in bytes of all different parts of the file format. You should be able to calculate the exact position yourself.So, in parentheses is mentioned the size in bytes of that (sub-)section. Differences between the game versions are marked with their respective abbreviations:CiCCivilization II Scenarios: Conflicts in Civilization and all prior versions, including the original "classic" Civilization II v2.42.FWCivilization II: Fantastic WorldsMGECivilization II: Multiplayer Gold Edition with the latest patch version 1.3 and all equivalent versions, including Civilization II: Ultimate Classic Collection and the add-on Civilization II: MultiplayerToTCivilization II: Test of TimeToT10More specifically, the unpatched version of Test of Time, version 1.0ToT11Patched Test of Time v1.1A size unmarked by any abbreviation applies to all versions, with the possible exception of any marked sizes. E.g. Header (12) means the header is 12 bytes for all versions, Header (14, ToT:16) means the header is 14 bytes for all versions except Test of Time, for which it is 16 bytes. Passwords (MGE/ToT: 224) means this section only exists in the MGE and ToT versions, where it is 224 bytes.File FormatData TypesOnto the file format notes. So far, there are three data types: The null-terminated string is a variable length type for text. It always ends with a byte value of zero, meaning a string of 9 bytes only has place for at most 8 characters. The signed short integer is a numeric data type taking up 2 bytes. It can take values from -32768 to +32767. The unsigned byte should be self-explanatory. It takes values from 0 to 255.DescriptionIf the specific order of a section with multiple values is not specified, you can assume the order as used in the RULES.TXT. This applies, for instance, to the technology and wonder sections.HexadecimalsI mark hexadecimals with the prefix "0x". In this guide I write them in big-endian notation. In other words, in the same way you'd see them in your Windows calculator. However, in the binary file format, the numeric data types use a reverse, little-endian, notation with the least significant value first. The bytes appear in reverse order. E.g. for a short integer value, your hexadecimal calculator might say 27, ...
      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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