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help with 2194 v2, fixing the money bug of first turn

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  • help with 2194 v2, fixing the money bug of first turn

    hello people,

    i always had the same problem, the money bug that happens in the first turn when a civ captures a city and plunder all the gold

    please, i know this can be hex-edited and fixed, but i dont know how to do that, could you be so kind to modify the *.scn in order to avoid this annoying bug?

    here i drop you the *.scn file to take a look and fix.

    thanx and good luck.
    Attached Files

  • #2
    I'm downloading the scen and will fix the problem, provide a description of how to fix it and post it on this thread.
    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.

    Comment


    • #3
      re:

      thanks AGRICOLA,

      try to have it asap, would be nice writing a text how to fix this problem as well. all the scenarios have this problem

      cheers,

      Comment


      • #4
        Code:
        [FONT=century gothic]Here's how to do it.
        
        1. Count up sum of city sizes from an advisor's list for all civs and convert to [color=red]hexadecimal[/color].
        
        Soviets:      288   [ [color=red]120[/color] ]
        Japanese:     372   [ [color=red]174[/color] ]
        Germans:      555   [ [color=red]22b[/color] ]
        Chinese:       74   [ [color=red]4a[/color] ]
        American:     375   [ [color=red]177[/color] ]
        British:      534   [ [color=red]216[/color] ]
        Minor civs:   219   [ [color=red]db[/color] ]
        
        
        2. Enter the sum of city sizes for each civ in the following bytes (offsets are decimal)
        
        CIV 1     3814 -  3815
        CIV 2     5242 -  5243
        CIV 3     6670 -  6671 
        CIV 4     8098 -  8099
        CIV 5     9526 -  9527
        CIV 6    10954 - 10955
        CIV 7    12382 - 12383
        
        Note that:
        A. 120 has to be entered as 20 01, db as db 00, 216 as 16 02 etc.
        B. These offsets apply only to FW and MGE.   They are considerably different in TOT.
        
        
        3. Here's what the 7 civs should look like in the 2194.scn file after editing.
        
        OFFSET (hex at 16 bytes per line))
        00000ee0 || 68 01 22 00 | 00 00 [color=red]20 01[/color] | 02 00 00 00 | 00 00 00 00 | 
        00001470 || 10 95 00 00 | 43 01 1e 00 | 3f 00 [color=red]74 01[/color] | 60 18 85 0d | 
        00001a00 || 20 02 45 00 | 30 05 00 00 | ed 01 3a 00 | 00 00 [color=red]2b 02[/color] |
        00001fa0 || 00 00 [color=red]4a 00[/color] | 00 00 00 00 | 00 00 00 00 | 00 00 00 00 |
        00002530 || 01 01 2b 00 | 00 00 [color=red]77 01[/color] | 00 00 00 00 | 00 00 00 00 |  
        00002ac0 || 30 5d 02 00 | 5f 01 3b 00 | 00 00 [color=red]16 02[/color] | 00 00 00 00 | 
        00003050 || 00 00 00 00 | 00 00 00 00 | 23 00 12 00 | 00 00 [color=red]db 00[/color] | 
        
        
        4.  Download Mercator's Compendium of Hex-Editing.   This is a gold mine of info on hex editing Civ2 saves.   
        Unfortunately I can't seem to find it in its usual place.   Can anyone provide a link?
        
        5. The fixed .scn file is attached. 
        [/FONT]
        Attached Files
        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.

        Comment


        • #5
          re:

          yes, agricola, i've the document about the civ2 file format, but that is the old version. i think that Mercator released a new one covering the last things discovered, including a full update on Event structure. if you refer to that, i dont find that link.

          i hope news,

          thank you.

          Comment

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