This thread shows just what can be achieved with advanced CIV2 tweaking...!
It is definitely a masterclass of scenario design...
It is definitely a masterclass of scenario design...
), does this interface make any sense? It doesn't actually hex edit a file. Just uses AXE v2 to jump to the offset (via SendKeys!
) and figures out what should be entered. All listboxes except Byte 5 are single selection boxes. The whole thing has a whopping 14 lines of code.
Or you could just arrange them as two frames next to each other or so.

Can you even find guilders any more?
Can you even find guilders any more?
I think I have a few cents left somewhere, but you can't really find any anymore.
| Hex | Binary | Tile Improvement |
|---|---|---|
| 0x01 | 0b00000001 | Unit Present |
| 0x02 | 0b00000010 | City Present |
| 0x04 | 0b00000100 | Irrigation |
| 0x08 | 0b00001000 | Mining |
| 0x0C | 0b00001100 | Farmland |
| 0x10 | 0b00010000 | Road |
| 0x30 | 0b00110000 | Railroad* |
| 0x40 | 0b01000000 | Fortress |
| 0x42 | 0b01000010 | Airbase |
| 0x80 | 0b10000000 | Pollution |
| 0x82 | 0b10000010 | Transporter |
| 0xC2 | 0b11000010 | Transporter + Airbase |
), does this interface make any sense?

but may work on a better dialog design first. Then a beta release.

4F 00 = x coordinate of 1st square linked by transporter 11 00 = y coordinate of 1st square linked by transporter 00 = map for 1st square 00 always 00 in EAv2 4F 00 = x coordinate of 2nd square linked by transporter 11 00 = y coordinate of 2nd square linked by transporter 03 = map for 2nd square 01 = transporter type (0-2 = types 1-3) 00 00 always 00 in EAv2

[/Edit]

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