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...
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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 |
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
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