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Seeking advice for El Aurens v2

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  • #31
    @Eivind. The current version is very close to beta, so I'm reluctant to revise v1 at this time. There wasn't enough room to post it at the Geocities site. These links may work; they are from my Apolyton upload directory:

    @Merc. CityPref works well!

    Version 2 is a major upgrade with a lot of effort to improve both gameplay and historical accuracy. Infantry has been upgraded to allow for Murray-style slugfests (e.g. Gaza I and II), but your best bet is a carefully planned Allenby-style juggernaut (e.g. Gaza III and Megiddo).

    Arab and Sanussi fronts are fairly similar to v1, but with a few tweaks — individual Bedouin tribes, trains, nastier potential for Saudi vs Hashemite infighting, and a Darfur theater.

    Here's a screenie or two from the latest Alpha. It's Sept. 1917. Allenby has massed 3 cavalry divs, 5 infantry divs, and 5 batteries of heavy artillery against the heavily entrenched XXII, XX, and III Turkish corps. Can he give the Allies Jerusalem for Christmas? It's a challenge, but with careful use of all arms at your command, it can be done!
    Attached Files
    Last edited by Boco; June 26, 2005, 23:22.
    El Aurens v2 Beta!

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    • #32
      This is what you're up against in Gaza.
      Attached Files
      El Aurens v2 Beta!

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      • #33
        Turks are pretty aggressive in the Hejaz. They'll try to approach Rabegh from Medina by two routes. If you plug those, the AI tends to advance toward Yanbo (west of the camel jockey in red-striped pajamas) or Jeida. That armored car is tough to take out!
        Attached Files
        El Aurens v2 Beta!

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        • #34
          wow, boco, that really looks great!
          what are you going to do with that "darfur theatre"? Are you going to add another map?

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          • #35
            Hex editing questions buried in post

            Thanks Allard. Kudos from a master are always welcome, but the art is a compilation of work by Fairline, Catfish, curtsibling, Sarstock, and many others.

            EAv2 has four maps: Near East Theatre, Arab Tribes, Order of Battle, and Political+Secret. Darfur is on the Arab Tribes map. The terrain gfx are not yet finalized. Wonder where I can find some terrain for Darfur?

            Here's a screenie of an OOB map section. The gold bar leads to transport sites under Matruh, Cairo, Kantara, Gaza, and Jaffa. The idea is to move your units to one of these sites and hop to map0. I tried your idea of labels at these sites, but the city present flag messed up the transport flag. Is it possible to hex edit a square (on map2) to have a transport site, a city label, and no city present? How difficult is it to change the continent number on ~100 squares? I'd like to get the 'go to' command to work on map2, but after all my mapediting, there are multiple continents for one contiguous mass.

            One nice feature of multiple maps is that you can specify units that can only be built on a particular map. I use that to allow Bedouin building only on the Arab Tribes map.
            Attached Files
            El Aurens v2 Beta!

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            • #36
              No hex-whizzes?

              Originally posted by Boco
              Is it possible to hex edit a square (on map2) to have a transport site, a city label, and no city present? How difficult is it to change the continent number on ~100 squares? I'd like to get the 'go to' command to work on map2, but after all my mapediting, there are multiple continents for one contiguous mass.
              No takers on this? Are they silly questions?

              More cheesy dialog atmospherics.
              Attached Files
              El Aurens v2 Beta!

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              • #37
                Are they silly questions?
                Not at all. I don't know the answer to

                Is it possible to hex edit a square (on map2) to have a transport site, a city label, and no city present?
                Mercator's hex edit compendium is excellent for FW and MGE but only parts of it (with minor adjustments) can be applied to TOT. I'll take a shot at this but right now I don't even know how TOT stores multiple maps. Can't promise to deliver this baby.

                How difficult is it to change the continent number on ~100 squares? I'd like to get the 'go to' command to work on map2, but after all my mapediting, there are multiple continents for one contiguous mass.
                This is time consuming unless there is a utility that can do it quickly. I can do if you give me instructions as to what you need done and the map.
                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.

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                • #38
                  Re: Hex editing questions buried in post

                  Originally posted by Boco
                  Is it possible to hex edit a square (on map2) to have a transport site, a city label, and no city present?
                  I think it should be. But transport sites are stored in more places than just the map, so you need to be a bit careful with them or you'll crash ToT...

                  Try this... This will only work if all cities on map2 are just labels though...
                  • Place cities on the squares that need labels.
                  • Use CivEngineer to remove the city present flag from all squares that have the city present flag (on map2).
                    Note: This would also affect transporter sites and airbases! If you still have some of those on the map too, either remove them first or use a different way to "mark" the squares that need to be adjusted. E.g. put units in the cities if there aren't any units elsewhere on the map and then use the unit present flag instead, or change the terrain type under those cities (before you build them) to one that isn't used elsewhere on the map and then use that to identify them in CivEngineer.
                  • When you go back to ToT, the cities will have become "invisible" (except for their names). You can now place the transport sites as usual.


                  How difficult is it to change the continent number on ~100 squares? I'd like to get the 'go to' command to work on map2, but after all my mapediting, there are multiple continents for one contiguous mass.
                  I think the latest MapCopy can help with that. Are you using land mass numbering "tricks", or do you just want to restore the land mass numbering to what it should be?
                  I think the following would work:
                  • Export the map through the ToT Map menu.
                  • Open the map in your map editor, Analyze it and then save it... If you want to play with the numbering, edit the map first so that you get different landmasses for each area that needs a different number.
                  • Use MapCopy to import just the land mass numbers for that one map back into your savegame.
                  Civilization II: maps, guides, links, scenarios, patches and utilities (+ Civ2Tech and CivEngineer)

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                  • #39
                    Thanks, I'll give Mapcopy a shot. No tricky continent numbering needed on this map.

                    I'm rethinking what my objective is for the 'label cities'. Part of it is to provide destinations for the 'go to' command, but I suspect that that command only works with cities that have the city present flag on. If that's true, then that's that, and I'll stick with conventional cities. However, I'd rather that that 'that's that' is wrong.

                    (4x that! Top that Exile. )
                    El Aurens v2 Beta!

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                    • #40
                      You cheated - shouldn't your second 'that' be a 'than'?

                      EDIT: I misread it, you're right , that's that
                      http://sleague.apolyton.net/index.ph...ory:Civ2_Units

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                      • #41
                        Originally posted by Boco
                        I'm rethinking what my objective is for the 'label cities'. Part of it is to provide destinations for the 'go to' command, but I suspect that that command only works with cities that have the city present flag on.
                        Nope. I just tested it. It works just fine with invisible cities.
                        Civilization II: maps, guides, links, scenarios, patches and utilities (+ Civ2Tech and CivEngineer)

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                        • #42
                          Doesn't look like I can use Mapcopy. If I understand this right, to incorporate a MapCopied map2, I would need to start a new sav by importing maps from my current sav file (along with a MapCopied map2). That would mean redeploying all the units again, right?

                          To hex-edit manually, is it true that I'd have to find map data blocks 1 & 2 in a ToT sav file, then edit the continent ID for all the offending squares? Does that amount to 8 entries per square for block 1 and 1 per square for map 2?

                          @Agricola. Many thanks for the offer, but this is looking like a huge amount of work! Let me learn a little more, then decide whether it's worth the cost.

                          Thanks for the test Merc

                          [Edit]Never mind. I think I've got the continent editing worked out and finished[/Edit]
                          Last edited by Boco; July 3, 2005, 17:27.
                          El Aurens v2 Beta!

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                          • #43
                            Does this sound right?

                            Originally posted by AGRICOLA
                            but right now I don't even know how TOT stores multiple maps. Can't promise to deliver this baby.
                            As far as I can understand, for map data block 2 each map is stored in a continuous block in the organization described by the Allard/Merc doc. They're spread out from each other by a sizeable offset that contains a little info and a lot of 00 bytes. Within this map data block 1, I think the only clue to map location is the continent ID: 1-64 = map0, 65-128 = map1, etc.

                            I believe this represents 0,0 of map0.
                            Code:
                            0A 00 00 01 02 00
                            It's ocean, unimproved, outside of any city, ocean #1, known only to the white civ, and a fertility of 0 (?).

                            Does Catfish have ToT hexing info anywhere on his site? I know he's very familiar with it.
                            El Aurens v2 Beta!

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                            • #44
                              Know enough to be dangerous!

                              Is this method for creating city labels on transport sites sound? My brain's beginning to fry. [list=1][*]Create a city in a place you can locate easily in a hex editor.[*]Using a hex editor, find that square in map block 2.[*]Remove the city present code.[*]Find the city information block for the city created in step 1.[*]Edit the x coordinate to the desired position (i.e. the transport site).[*]Save, then load in ToT.[/list=1]

                              Is the transport site present code in map block 2 is: pollution + city present = 82h = 1000 0010?
                              El Aurens v2 Beta!

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                              • #45
                                The CivEngineer thing won't work?

                                But yes, that looks like it will work.

                                And yep, that's the transporter code... But I suggest you do NOT mess with transporters. Transporter info is also stored somewhere else. Removing or adding a transporter just from the map just like that will screw that up and crash Civ2.
                                Civilization II: maps, guides, links, scenarios, patches and utilities (+ Civ2Tech and CivEngineer)

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