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  • CTP Modification FAQ

    CTP Modification FAQ

    Hey, fellow civers ... I'm not a programmer or such, so please view this information with skepticism (I would), use caution, common sense, and don't blame me if something goes wrong! I'm just an average guy who's addicted to Civilization: Call to Power. I've been working with some great people on the improvement and modification of Civ:CTP, as well as trying to address some of the game's bugs, annoying quirks, and so forth. Most of what I've personally learned has been through trial and error--and countless crashes and errors and ... headaches....
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  • SLIC Scripting Language

    SLIC Scripting Language

    by Joe Rumsey
    About the author: CTP Programmer, a.k.a Mr Ogre on the forums
    Date: June 18, 1998
    Last Updated: April 13, 1999

    Contents


    SLIC Language Specification

    SLIC uses a C-like syntax for most things. There a few large differences, and many features of C don't exist in SLIC, but if you can read C, you can understand most everything in SLIC.
    The basic components of the SLIC language are:
    ...
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  • Hacking CTP: Tips From Activision

    Hacking CTP: Tips From Activision

    Hacking CTP: Tips From Activision

    How to edit the Great Library, Sounds, and Sprites.

    Great Library

    If you want to edit or create your own text entries for anything in the Great Library, you must first decide which type of entry (Unit, Wonders, etc.) you wish to change. To find the filename used in the Great Library, open the respective *ICON.TXT file in \CTP_DATA\DEFAULT\GAMEDATA\. For example, open UNITICON.TXT to find the filenames used by the Legion (Unit) in the Great Library....
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  • CTP MODIFICATION: ACTIVISION FAQ

    CTP MODIFICATION: ACTIVISION FAQ

    How to stagnate growth and technology

    "When you create scenarios, will you be able to stagnate growth? For example, if I wanted to create a Viking scenario would you be able to ensure the tech level remains the same for that time period as opposed to being able to develop nuclear weapons? In Civ 2 that was one of the things that bothered me most. Someone creates a WW2 scenario and it quickly turns into a Desert Storm scenario."
    You can "stagnate" technology through three routes:...
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  • CTP MODIFICATION: OVERRIDING GAME FILES IN SCENARIOS

    CTP MODIFICATION: OVERRIDING GAME FILES IN SCENARIOS

    The following was copied from a post on our forums by Joe Rumsey(a.k.a. Mr Ogre), one of CTP's programmers

    Actually, v1.1 does give you the ability to override files for scenarios. The way you do it is by making a copy of the portion of the ctp_data directory you want to modify inside the scenario save directory....
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  • CTP MODIFICATION: IMPROVEMENT FLAGS

    CTP MODIFICATION: IMPROVEMENT FLAGS

    Many improvements use more than one flag. The 45 in CTP improvements use 37 different type of flags. I included explanations of some flags that might not be clear....
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  • CTP MODIFICATION: "BUILDING BUILT" MOD

    CTP MODIFICATION: "BUILDING BUILT" MOD

    TinySLICs 1.01

    This is a "mini Mod-Pack" for Civilization: Call to Power

    I wrote this one because I was getting SO annoyed by CtP telling me all the time my production queue was empty but NOT what has been built in that city!

    So, after installing this Mod, you will finally GET this essential piece of information (wonder why the "cracks over at Activision couldn't fix that themselves...)....
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  • CTP MODIFICATION: WONDER FLAGS

    CTP MODIFICATION: WONDER FLAGS

    I've made a list of all the specific wonder flags to help people make their own wonders. Some wonders in CTP use the same flags, and some use more than one flag- when you count it out there are 44 different flags for the 35 wonders in the game. I've also broken them down into effect range: for just the city that built the wonder, the entire civ, or the entire world....
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  • CTP MODIFICATION: MAKING UNIT GRAPHICS
    Harlan
    Get the Full version of this guide with images and unit.txt example

    Here is what I have so far on a file to help explain how to make non-animated unit graphics. I'm going to add some more (such as an additional section on how to make shadows) but this is the basic part. When I post it, I will include a couple of files that will help the user make files easier. For now if you want to try this out, use the text I included earlier in this thread for the text file, and open up one of the cow pictures that comes with the graphics editor patch to start your graphic off from (deleting the cow, of course).
    ...
    March 5, 2012, 17:43
  • CTP MODIFICATION: AIP COMMENTS
    Celestial_Dawn
    I think I've managed to figure out how the AIPs work. The AIPs certainly have a lot of information about the inner workings of the AI. Read and enjoy.

    AIP COMMENTS (based on default.aip)

    Default.aip is the first aip loaded at game start and contains a number of strings which are not found in the other personality aips. If repeated in the other aips, the new values take precedence over the default.

    // The next line was used in Dark Reign to specify a likelihood that a spy
    // would be seen... We can use that stuff in Civ3, too
    int infiltrator_period = 2;

    No clue.
    ...
    March 5, 2012, 17:33
  • CTP MODIFICATION: SET_FOOD_OR_PROD.FLI and SET_RESOURCE_DESIRE.FLI COMMENTS
    Celestial_Dawn
    SET_FOOD_OR_PROD.FLI and SET_RESOURCE_DESIRE.FLI COMMENTS

    For all non-barbarians:

    1. If cities = 0-1 and total population is 1,
    Maximise growth ratio (minimise turns to next pop)
    Pay as much wages as needed, minimise rations, average workday
    No PW
    Minimum workers on production tiles
    Maximum workers on food tiles
    Opening game strategy (this means explore more, and don't build roads yet - this is the same for all entries in this FLI so I won't repeat it)
    ...
    March 5, 2012, 17:27
  • CTP MODIFICATION: BEGINTURN.FLI&OUTPUTS.FLI COMMENTS
    Celestial_Dawn
    BEGINTURN.FLI(S) COMMENTS

    beginturn.fli is a template that is unused by the game.

    The settings for the various personalities are:

    Barbarian settle_dense, science_slow, diplomacybarbarians //Barbarian
    Cleric settle_dense, science_fast, diplomacypeacebackstab //Religious
    SciFew settle_loose, science_fast, diplomacypeaceloyal //Agreeable
    SciMany settle_dense, science_fast, diplomacypeaceloyal //Peaceful
    Slaver settle_dense, science_fast, diplomacywarbackstab //Slaver
    WarFew settle_loose, science_slow, diplomacywarloyal //Aggressive
    WarMany settle_dense, science_slow, diplomacywarbackstab //Militant

    Note that both science_fast and science_slow are identical, Activision decided to set them all to a fast science rate, but differentiated them according to their research goals - i.e. do you research war branches rather than development brances of the tech tree. I think this approach is just fine....
    March 5, 2012, 17:23
  • CTP MODIFICATION: AIPLOADER.FLI COMMENTS
    Celestial_Dawn
    AIPLOADER.FLI COMMENTS

    OUTPUT primary_loaded is only in aiploader.fli

    primary_loaded is to make sure that the AIPs are loaded in the correct order. This is to ensure that survival_mode.aip and citywall.aip are only loaded after the personality aips have first been loaded. Personality AIPs are always loaded on the first turn (turn 0). Otherwise, not relevant....
    February 13, 2012, 19:07
  • CTP MODIFICATION: ACTIVISION FAQ
    Mr Ogre
    How to stagnate growth and technology

    "When you create scenarios, will you be able to stagnate growth? For example, if I wanted to create a Viking scenario would you be able to ensure the tech level remains the same for that time period as opposed to being able to develop nuclear weapons? In Civ 2 that was one of the things that bothered me most. Someone creates a WW2 scenario and it quickly turns into a Desert Storm scenario."
    You can "stagnate" technology through three routes:...
    February 11, 2012, 21:16
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