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I placed the save I've been using (founded.sav) into the mapcopy folder. I then opened up the dos prompt and accessed the program. Now according to the instructions I am suppoed to use the command "f" to signify that I want to change fertility. Here is what I enetered and this is the result:
C:\Mapcopy>mapcopy founded.sav -f:ZERO
Backing up.
Loading File: founded.sav
X Dimension is: 140
Y Dimension is: 100
Map Area is: 7000
Flat Earth is: 1
Map Seed is: 29216
locator x dim is: 35
locator y dim is: 25
Read civ view map.
Read terrain map
Wrote header
Wrote civ_view_map
Wrote terrain map
Now, I think that typing "-f:ZERO" will result in the fertility for all terrain tiles to be brought down to zero, making the AI not want to found cities. Has this happened?
I've posted the save below.
EDIT: SAVE DELETED, proceed down the thread.
Last edited by Harry Tuttle; October 18, 2004, 23:27.
That should have done it... However, that would of course also affect the other saloons. So this would make Gold Gulch only playable as a multiplayer game (right?).
Originally posted by Mercator
(I don't have MGE, sorry)
That should have done it... However, that would of course also affect the other saloons. So this would make Gold Gulch only playable as a multiplayer game (right?).
Yes, it should. I'll try to switch the individual types of terrain fertilities tonight. The instructions leave a lot to learn.
Hmmm, well you SHOULDN'T be able to negotiate with the Sioux which is good, but I think the problem with the AI negotiating with the Sioux might either lie with the events being comp/human.
This is not really a problem as the Sioux only serve as a nuisance in the hills, but I'd like to know if any city styles change suddenly. The tech "Saloon" is the derivative for all saloon civs and if by chance the Sioux get this civ it could screw up the game. Vice versa with "Sioux Nation" and of course the techs that lead to the modern era city style.
Let me know if anything happens that seems overly strange, beyond "The Sioux and Saloon whatever declare war".
I bet it's some sort of hard-coded thing that makes civs ally against you if you are the human player (The XXX Pact ones). Because they haven't exchanged tech or anything so far...
Originally posted by Harry Tuttle
Hmmm, well you SHOULDN'T be able to negotiate with the Sioux which is good, but I think the problem with the AI negotiating with the Sioux might either lie with the events being comp/human.
To avoid that, there is the "human or computer" (or something like that) command, wwhich actually works (unlike the "anybody")
That should prevent even an AI controlled civ to contact the Sioux!
This is not really a problem as the Sioux only serve as a nuisance in the hills, but I'd like to know if any city styles change suddenly. The tech "Saloon" is the derivative for all saloon civs and if by chance the Sioux get this civ it could screw up the game. Vice versa with "Sioux Nation" and of course the techs that lead to the
And to make 200% sure those "Saloon" or "Sioux" techs are never traded, make them "no, no"!
I am now positively sure that they haven't talked with each other... i've cheated in some spicy techs to both civs, so that they would trade with each other and they don't.
Cyrion: the events are indeed coded using HumanOrComputer.
Originally posted by N35t0r
I am now positively sure that they haven't talked with each other... i've cheated in some spicy techs to both civs, so that they would trade with each other and they don't.
Cyrion: the events are indeed coded using HumanOrComputer.
So it must be as you supposed: they are hardcoded to ally, but can't talk anyway!
Just finished my game, my train just "landed" in Chicago!
I'll wait for your update, Harry, to start my next playtest!
Ok, I've been screwing around with this mapcopy utility. I've figured out how terrain squares can be copied from a map file to a save file. It's a piece of cake. Problem is, I need to find out how a square with low fertility, like say "glacier", can be copied onto a save file without actually copying the glacier terrain tile.
The readme eludes to copying fertility, but what I don't get, is how do I copy a grassland tile with low fertility to a grassland tile with high fertility, thus making the receiving save file grassland tile have low fertility?
Originally posted by Harry Tuttle
Ok, I've been screwing around with this mapcopy utility. I've figured out how terrain squares can be copied from a map file to a save file. It's a piece of cake. Problem is, I need to find out how a square with low fertility, like say "glacier", can be copied onto a save file without actually copying the glacier terrain tile.
The readme eludes to copying fertility, but what I don't get, is how do I copy a grassland tile with low fertility to a grassland tile with high fertility, thus making the receiving save file grassland tile have low fertility?
You want to set the fertility of grassland/plains tiles in the outlying areas of the map to zero, right? You also want to make some of the town terrain types fertile? If so, you're going to have to copy fertility data from a .sav file to a .sav file – copying from a .mp file won't do it. Why? All fertility values in a .mp file are zero. The CALC and CALCALL options recalculate fertility values based on your final terrain types and so aren't useful here. BTW, you'll find that grassland and plains will have initial fertility values ranging from 8-15 (on a scale of 0-15) and the rest will be zero. The AI (supposedly) won't build on anything below 8. These values will be modified once players start building.
Steps:
1. Open up your saved game in Civ2's Map Editor.
2. For all those grassland/plains tiles on which you don't want the AI to build, replace them with a zero-fertility terrain type. Do the reverse for fertile town tiles.
3. When you're done editing the map, save it.
4. Start a new normal game with this new map. Pick Romans. Civ2 will set new fertility values. Don't build. Save the game as NewFert.sav.
5. Type the following command line for MapCopy: mapcopy NewFert.sav Scenario.sav –s –t –bc. This will copy the fertility data only, using the ADJUST option to lower the values of tiles which fall within city radii.
6. Done.
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