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Using Excel as a design tool

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  • #46
    Merc, I've made most of your suggested edits. Thanks for the help.

    Btw, how does "bitmask for goodie huts" in @COSMIC work?
    El Aurens v2 Beta!

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    • #47
      No idea what Marrick did, to be honest... I just tested a bunch of values myself and then wrote a little script that generated the full list.

      HP value list... On the left the number you'd enter in the rules.txt, on the right the value Civ2 would end up using.

      You should probably allow one negative value in addition to these in case someone somehow gets some use out of that. -1 will do, which translates to -10 hit points then, or perhaps 13 (becomes -126 hit points) if you don't like allowing input of actual negative numbers. All negative numbers kind of have the same effect anyway.

      Code:
      Rules.txt value		Real hit points
      1			10
      2			20
      3			30
      4			40
      5			50
      6			60
      7			70
      8			80
      9			90
      10			100
      11			110
      12			120
      26			4
      27			14
      28			24
      29			34
      30			44
      31			54
      32			64
      33			74
      34			84
      35			94
      36			104
      37			114
      38			124
      52			8
      53			18
      54			28
      55			38
      56			48
      57			58
      58			68
      59			78
      60			88
      61			98
      62			108
      63			118
      77			2
      78			12
      79			22
      80			32
      81			42
      82			52
      83			62
      84			72
      85			82
      86			92
      87			102
      88			112
      89			122
      103			6
      104			16
      105			26
      106			36
      107			46
      108			56
      109			66
      110			76
      111			86
      112			96
      113			106
      114			116
      115			126
      The goodie hut bitmask gets no special treatment in OpenOffice. I can just enter whatever I want.
      Civilization II: maps, guides, links, scenarios, patches and utilities (+ Civ2Tech and CivEngineer)

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      • #48
        Thanks!

        I was unclear. There is no limit for the Goodie Hut entry because I'm clueless about appropriate settings.

        Do you know what does the bitmask does in Civ2? What are functional settings for it? Or is this info that is really stored in the SAV file rather than read routinely from Rules.txt?
        El Aurens v2 Beta!

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        • #49
          Your rules file loads perfectly now!
          Ankh-Morpork, we have an orangutan...
          Discworld Scenario: http://apolyton.net/forums/showthrea...8&pagenumber=1
          POMARJ Scenario:http://www.apolyton.com/forums/showt...8&pagenumber=1
          LOST LEGIONS Scenario:http://www.apolyton.com/forums/showt...hreadid=169464

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          • #50
            Originally posted by Boco
            I was unclear. (...) Do you know what does the bitmask does in Civ2? What are functional settings for it?
            Ah... I'm not sure what it does or how it works. I never checked. Judging from the comment the rightmost 4 bits correspond to the 4 maps (right-to-left) and the left 4 bits don't do anything.

            I would guess it is used to determine which maps get goodie huts and which don't on random-generated maps for the special games. E.g. when you play a Sci-fi game, only the Funestis and Orbit maps have goodie huts on them.

            I think it's only used on start-up, together with the @SECONDARY_MAPS data... which, coincidentally, seems to be missing from the spreadsheet!
            Last edited by Mercator; April 27, 2008, 17:58.
            Civilization II: maps, guides, links, scenarios, patches and utilities (+ Civ2Tech and CivEngineer)

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            • #51
              Oops!
              El Aurens v2 Beta!

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              • #52
                I gave a good look at your file, Boco, and I have to say it is really amazing work!

                Would it be much work to add a "load rules" button so that one can work from an existing rules file?
                Ankh-Morpork, we have an orangutan...
                Discworld Scenario: http://apolyton.net/forums/showthrea...8&pagenumber=1
                POMARJ Scenario:http://www.apolyton.com/forums/showt...8&pagenumber=1
                LOST LEGIONS Scenario:http://www.apolyton.com/forums/showt...hreadid=169464

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                • #53
                  Sadly, it would. At some point, I'd like to put this one to use for my own scenario, which has lain stagnant for too long.

                  Is your current version pretty far removed from the one you posted here?
                  El Aurens v2 Beta!

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                  • #54
                    Originally posted by Boco
                    Sadly, it would.
                    Too bad... But not a major problem!


                    Is your current version pretty far removed from the one you posted here?
                    My current version isn't so far that altering your file would be too inconvenient, so I'll use it when I start modifying the rules again after the current playtest!
                    Ankh-Morpork, we have an orangutan...
                    Discworld Scenario: http://apolyton.net/forums/showthrea...8&pagenumber=1
                    POMARJ Scenario:http://www.apolyton.com/forums/showt...8&pagenumber=1
                    LOST LEGIONS Scenario:http://www.apolyton.com/forums/showt...hreadid=169464

                    Comment


                    • #55
                      Boco,

                      Recently I've been fooling around with something similar to your Excel workbook. Can you post your latest version? My goal is to go from MGE, ToT > Excel > MGE, ToT, Freeciv.

                      - HT (Bill)

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