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Can A Tot Meister Make Me A Rules File?

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  • Can A Tot Meister Make Me A Rules File?

    I need some help from any of our well-known ToT men!



    What I need is a generic set of rules that will support two
    maps in original mode of ToT, and the max amount of units!

    Also if the transport settings could be fixed, I would be grateful!
    If this process requires the map, I will get back to you on that!

    But just know I need a properly set up rules file!

    Is a Mr Tecumseh around?
    http://sleague.apolyton.net/index.php?title=Home
    http://totalfear.blogspot.com/

  • #2
    Email me. It shall be done.
    Tecumseh's Village, Home of Fine Civilization Scenarios

    www.tecumseh.150m.com

    Comment


    • #3
      I'll be in touch!

      Many thanks!

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

      Comment


      • #4
        No, don't tell me that there are huge differences between FW and ToT rules files...
        "I realise I hold the key to freedom,
        I cannot let my life be ruled by threads" The Web Frogs
        Middle East!

        Comment


        • #5
          Not huge - just extra items within ToT...

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

          Comment


          • #6
            I'd call it huge. Anyway, you be the judge.

            Here's a clean and complete Rules Txt. file for ToT, Curt. If you look at @SECONDARY_MAPS you'll see 3 lines - each a 6 followed by a bunch of zeros. Each one causes another map to be added when a ToT game is started. Two of them are masked by semi-colons, so only one extra map will be added whan the game is first started.

            Intermap movement is controlled by the @MAP_TRANSPORT_RELATIONSHIPS section. I've used the first 6 slots to define the possible map/map relationships, ignoring which transporter art is used.

            In the @UNITS_ADVANCED section, fields D, E, and F control each type of units' ability to build transporters, use them or travel between maps without needing a transporter. Each toggle corresponds to one of the intermap relationships determined in the @MAP_TRANSPORT_RELATIONSHIPS section.

            @LEADERS2 and @CIVILZE2 work together to restrict which civs can research and/or own which technologies.

            If you know which units will have which intermap abilities before you launch the initial game, you can adjust the Rules in advance. If you're like me and make it up as you go along, you'll have to change things by means of a temporary events file. The same thing goes for changes to the technology restrictions. (see the tips on the Cradle of Civilization site) Unfortunately, you can't adjust these things just by editing the Rules text once the game has started.

            I hope that's clear. The guides on the Cradle site are very useful. If you have any questions, just let me know.
            Attached Files
            Tecumseh's Village, Home of Fine Civilization Scenarios

            www.tecumseh.150m.com

            Comment


            • #7
              Man, that's certainly a mess! All the formatting is gone. Here is the file zipped.
              Attached Files
              Tecumseh's Village, Home of Fine Civilization Scenarios

              www.tecumseh.150m.com

              Comment


              • #8
                Nice work!

                Many thanks, Tech - This file will be of massive help to me!

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

                Comment

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