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Caesar's Gallic War

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  • no hopes for a non-tot version ?
    "Dilexi iustitiam, odivi iniquitatem, propterea morior in exilio" [PAPA GREGORIUS VII +1085] - ("He amado la justicia, he odiado la iniquidad, por eso muero en exilio") - ("I loved justice, I hated unfairness, that's why I die in exile") - (J'ai aimé la justice, j'ai détesté l'iniquité, c'est pourquoi je meurs en exil") - ("Ich liebte Gerechtigkeit und hasste Ungerechtigkeit, deshalb sterbe ich im Exil")

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    • Originally posted by curtsibling
      Put your current SCN file into a zip, post it here - And I will do it for you!

      My thanks. The file, in zip format, is in post #107.

      Gagliaudo

      Sorry, the MGE version turned out mediocre due to cramped event space, which was badly needed to create difficulty through rebel Gaulish units popping up.

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      • Just to make it a little easier...

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        • @Curtsibling
          I take it Dictator Europe is really absorbing a lot of time...

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          • That, and a host of other things!

            Sorry for keeping you waiting...I will do the conversion now!

            http://sleague.apolyton.net/index.php?title=Home
            http://totalfear.blogspot.com/

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            • Jerec, after some experimentation, I created you a nice zip with your CGW flies in ToT format!

              You will have to recreate the winter/summer unit files and resave them in the new unit style.

              Check out the zip and you will see what needs done...Your text files have converted OK.

              Events can be used in both MGE and ToT without conversion, but in ToT you have more space!

              BTW - I would recommend shortening some of your tech names.

              An example was:
              'Demand Backpay for Legions from Senate',

              I would make that tech merely:
              'Demand Wages'...

              Let me know how you get on!

              Attached Files
              http://sleague.apolyton.net/index.php?title=Home
              http://totalfear.blogspot.com/

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              • BTW, I renamed the scenario 'CGW', for ease of file-keeping,
                I would make the scenario's text file 'CGW' too, so it can be read.

                http://sleague.apolyton.net/index.php?title=Home
                http://totalfear.blogspot.com/

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                • Originally posted by curtsibling
                  BTW - I would recommend shortening some of your tech names.

                  Let me know how you get on!

                  Shortening names would probably help.

                  I'll keep you and everbody else informed, although I probably won't finish this anytime soon. RL and the Spanish Civil War PBEM with McMonkey are taking most of my time these days.

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                  • Any update on the ToT version Jerec?
                    SCENARIO LEAGUE FORUM
                    SCENARIO LEAGUE WIKI SITE
                    SL INFORMATION THREAD
                    CIV WEBRING MULTIPLAYER FORUM

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                    • Yes. Funny you asked, I was about to post a question.

                      Completed Stuff- (besides what was converted)

                      1) @Civilize2
                      2) @Leaders2
                      3) @Leaders
                      4) a number of basic groundwork events

                      Question- Would somebody give me a quick rundown on the @UnitsAdvanced section? I can't make heads or tails of it, due to a seeming lack of tips/guides on this subject.

                      Comment


                      • Originally posted by Jerec
                        Question- Would somebody give me a quick rundown on the @UnitsAdvanced section? I can't make heads or tails of it, due to a seeming lack of tips/guides on this subject.
                        A lot of it works like the normal Units part of Rules.

                        There are various columns/sections that cover different unit values:

                        (Section A)
                        Determines what civ can build units...Quite a complex column.
                        EG: It works in reverse, so '10000000' means that the white civ can build this unit, '01000000' means the green civ, etc.

                        (Section B)
                        Determines what units are allowed on the map - Only relevant if you are using multiple maps.

                        (Section C)
                        Fixes the amount the AI demands for units to be bribed...Or allows units not to be bribed...Useful!

                        (Section D)
                        Covers map transport build values, a complex column.

                        (Section E)
                        Covers map transport useage values, pretty complex too!

                        (Section F)
                        Determine what units can jump maps without a transport tile.

                        (Section G)
                        General flags work in similar ways to regular units flags.
                        With several powerful extra options like stealth and non-disbanding.

                        Hope this helps!

                        http://sleague.apolyton.net/index.php?title=Home
                        http://totalfear.blogspot.com/

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                        • It does, thanks. Now I just have to find more time to work at it.

                          Comment


                          • Originally posted by Jerec
                            Completed Stuff- (besides what was converted)

                            1) @Civilize2
                            2) @Leaders2
                            Note that any changes you make to the @LEADERS2 table in rules.txt will have no effect in the converted game. See this guide.

                            Originally posted by curtsibling
                            (Section A)
                            Determines what civ can build units...Quite a complex column.
                            EG: It works in reverse, so '10000000' means that the white civ can build this unit, '01000000' means the green civ, etc.
                            In fact all of the bitmasks in the @UNITS_ADVANCED table use reverse programmer notation, in which case your example is incorrect. What's more, the mask begins with tribe 0, the barbarians. See this explanation.

                            Originally posted by curtsibling
                            (Section B)
                            Determines what units are allowed on the map - Only relevant if you are using multiple maps.
                            The comments in rules.txt are misleading. See this explanation.

                            The masks in columns D, E and F all refer to line positions in the @MAP_TRANSPORT_RELATIONSHIPS table. This information is read by the game just once and written to the SAV file when it's first created. See William Keenan's guide on Map Transport Relationships. Column E doesn't work the way it's explained in the guide, but since this is only applicable to multi-map scenarios, you need not worry.

                            Column G can confuse because the comments in the rules file for the Original game omit the line about engineers. Here's the full list of comments:

                            ; 00000001 invisible until attack: 1 - invisible
                            ; 00000010 non-disbandable (human players only): 1 - cannot disband
                            ; 00000100 0-range-air-unit damage override: 1 - override damage
                            ; 00001000 barbarian units can't be bought off: 1 - can't buy off
                            ; 00010000 impassable terrain override: 1 - override impassable terrain
                            ; 00100000 unit acquires engineering abilities: 1 - engineer
                            ; 01000000 barbarian unit will not expire: 1 - no expire
                            ; 10000000 override .SPR file for this unit: 1 - don't use .SPR


                            The invisible until attack flag is buggy: you can see such units in the city screen and their names will also appear in the status bar when you right-click a visible terrain tile in which they're present. Air units will automatically override impassable terrain, but for any unit to spawn on impassable terrain with a CreatUnit event, this flag needs to be set. For info about the .SPR file override, see this guide.
                            Catfish's Cave - Resources for Civ2: Test of Time | Test of Time FAQ | War of the Ring scenario

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                            • Thanks Catfish. All clear now. Uh, pertaining to @Leaders2, I made the changes after the conversion- do you mean that the changes after conversion won't take effect, or any adjustments before the conversion won't take effect?

                              Btw, I'll only use section A of @UnitsAdvanced, and maybe section C.

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                              • Originally posted by Jerec
                                Uh, pertaining to @Leaders2, I made the changes after the conversion- do you mean that the changes after conversion won't take effect, or any adjustments before the conversion won't take effect?
                                Both. CivConverter (not the game) creates a blank (all zeroes) LEADERS2 table in the new SCN file; after all, these tables don't exist in FW/MGE scenarios. In ToT, the LEADERS2 table stored in a SAV/SCN file always overrides the one in rules.txt. Once the SAV/SCN file is created, that's it. From then on, the only way to make effective changes to the table is through events (the EnableTechnology action) or hex-editing (my preference: faster, easier).

                                Originally posted by Jerec
                                Btw, I'll only use section A of @UnitsAdvanced, and maybe section C.
                                You might consider using the SPR file override in column G as well.
                                Catfish's Cave - Resources for Civ2: Test of Time | Test of Time FAQ | War of the Ring scenario

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