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First turn money bug can be removed by hex edit

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  • First turn money bug can be removed by hex edit

    CAUSE OF MONEY BUG

    Civ 2 keeps track of the sum of the sizes (SOS) of all cities that belong to each civ, including barbarians.

    This number is updated at the beginning of each turn to reflect any changes caused by city growth, founding of new cities or the conquest or loss of cities.

    As far as I can tell, the main use of SOS is for computing the amount of gold a civ gains when it conquers an enemy city. I believe that the computation looks something like this:

    GOLD GAINED = {gold possessed by enemy civ} x {(size of conquered city) / (SOS of enemy civ)} x {fudge factor that includes distance from capital, etc.}

    The first turn money bug in scenarios (and games) arises from the fact that all SOS are zero because the program has not had a chance to update them.

    Consequently, on the first turn, {(size of conquered city) / (SOS of enemy civ)} is infinite and GOLD GAINED = {gold possessed by enemy civ} .


    HOW TO FIX BUG

    In CIV II MGE, the following bytes (offsets in decimal) contain the SOS for each civ:

    2386 - 7 Barbarians
    3814 - 5 Civ 1
    5242 - 3 Civ 2
    6670 - 1 Civ 3
    8098 - 9 Civ 4
    9526 - 7 Civ 5
    10954 - 5 Civ 6
    12382 - 3 Civ 7

    One way to fix the problem is to count up the SOS for each civ, convert the number to hex and enter it in the correct slot in the scenario save (remember that a hex number like 1C49 needs to be entered as 49 1C).

    Alternately, one can fast forward through the first turn, save it and then copy each number from the save and paste it into the correct slot in the scenario save. This may introduce very minor errors in the amount of gold one gets for conquering a city during the first turn.

    If anyone has a scen that is ready to launch but does not want to tackle hex editing, I'll try to help.
    Last edited by AGRICOLA; April 18, 2004, 20:13.
    Excerpts from the Manual of the Civilization Fanatic :

    Money can buy happiness, just raise the luxury rate to 50%.
    Money is not the root of all evil, it is the root of great empires.

  • #2
    Awesome!

    Perhaps you can help me with my cheat menu problem - AGRICOLA?

    Please check my thread...
    http://sleague.apolyton.net/index.php?title=Home
    http://totalfear.blogspot.com/

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    • #3
      Damn fine job. I'd guessed there was a hex solution, but couldn't spare the time to track this down (and I still use the old-fashioned work-around myself).
      "I didn't invent these rules, I'm just going to use them against you."

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      • #4
        What is the old fashioned work around?

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        • #5
          Make sure that the "SOS" isn't zero when the first city is captured.

          You can do that in two ways. Either let a turn pass during scenario creation after you've created the cities, or make sure no-one can capture any cities in the first turn (e.g. by having most units finished their turn already).
          Civilization II: maps, guides, links, scenarios, patches and utilities (+ Civ2Tech and CivEngineer)

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          • #6
            Agricola
            Trying to rehabilitateh and contribuing again to the civ-community

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            • #7
              Congratulations Mr. Agricola!
              Deutscher Meister 2004: WERDER BREMEN

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