A bit of good news and some not so good.
This one is easy to fix. In ICONS there are two side-by-side boxes with black diamonds. The right one has a white band around it. Flood the black in this one with violet and the problem disappears.
I changed the border squares to Snowy Mountains + Fortress, getting rid of the border markers and the pollution. Is it possible that the pollution caused by border markers is due to the fact that the border marker icon in Terrain1 is in the box that normally has the icon for pollution?
The bad news is that this did not get rid of global warming. It took place on turn 18, right on schedule.
I did hexedit the game in accordance with Mercator's latest version of Allard Hofelt's compendium on hex editing Civ2. As suggested, I changed byte 50 to be >80. That did not stop global warming.
The compendium was originally for FW and the FW file structure differs somewhat from MGE's. Possibly this is one of the places where there is a significant difference.
The only thing that seems certain is that global warming takes place with astonishing speed. Consequently, there must be a lot of squares that the program considers polluted. The only non-standard feature on the game map is the number of black squares. Are all or some of these somehow the source of the problem?
Originally posted by AGRICOLA
What happens on my game map is that when the grid is not on, all of Denmark is visible, as it should be. However, if the grid is turned on, the zones of influence of cities as well as the actual city squares turn black for all Danish cities.
What happens on my game map is that when the grid is not on, all of Denmark is visible, as it should be. However, if the grid is turned on, the zones of influence of cities as well as the actual city squares turn black for all Danish cities.
Originally posted by techumseh
As for the global warming, your border squares are ocean covered by polution, no? There are two ways to deal with this: 1) add a number of solar plants. Each one will counter the effects of 2 pollution squares. 2) get some computer wiz to hex edit global warming out of your scn file. This permanently eliminates global warming from your scenario. Allard's paper on hex editing will tell you where to find the correct byte.
As for the global warming, your border squares are ocean covered by polution, no? There are two ways to deal with this: 1) add a number of solar plants. Each one will counter the effects of 2 pollution squares. 2) get some computer wiz to hex edit global warming out of your scn file. This permanently eliminates global warming from your scenario. Allard's paper on hex editing will tell you where to find the correct byte.
The bad news is that this did not get rid of global warming. It took place on turn 18, right on schedule.
I did hexedit the game in accordance with Mercator's latest version of Allard Hofelt's compendium on hex editing Civ2. As suggested, I changed byte 50 to be >80. That did not stop global warming.
The compendium was originally for FW and the FW file structure differs somewhat from MGE's. Possibly this is one of the places where there is a significant difference.
The only thing that seems certain is that global warming takes place with astonishing speed. Consequently, there must be a lot of squares that the program considers polluted. The only non-standard feature on the game map is the number of black squares. Are all or some of these somehow the source of the problem?

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