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  • Help with some scenario stuff?

    I'm making a scenario, but as soon as I try to load it, it crashes. I've looked for problems, but to no avail. Thus, in a desperate hope, I'm pasting the rules.txt file here in hope someone can find what's wrong. This is the only non-graphic file I've changed so far, and I've only gotten through trade goods, improvements, and (a groan comes up from everyone reading) advances. If anyone can find the error, they will receive my eternal respect and gratitude, as well as being credited in the readme if I ever finish this thing. So here goes:

    ;
    ; CIVILIZATION GAME DATA 8/6/98
    ; Copyright (c) 1999 by MicroProse Software
    ;
    ; This file can be altered at your own risk to change
    ; the rules of the game. Keep in mind that altering the
    ; contents of this file may cause your game to malfunction,
    ; particularly if you use values outside the specified
    ; ranges.
    ;

    ;
    ; Cosmic Principles
    ;
    ; The following numbers control various key rules
    ; of the game. GREAT discretion is advised if you
    ; opt to change these. Values too far out of the
    ; expected range can cause the game to behave strangely.
    ; All values entered in rules.txt are bounded by +/-127.
    ; However, this does not mean that all numbers within this
    ; range will work properly, for example, unit costs must
    ; not exceed 17.
    ;
    @COSMIC
    3 ; Road movement multiplier
    2 ; 1 in x chance Trireme lost (mod. by Seafaring, Navigation)
    2 ; # of food each citizen eats per turn
    10 ; # of rows in food box (rows * city_size+1 = box)
    10 ; # of rows in shield box
    1 ; Settlers eat (govt <= Monarchy)
    2 ; Settlers eat (govt >= Communism)
    7 ; City size for first unhappiness at Chieftain level
    14 ; Riot factor based on # cities (higher factor lessens the effect)
    8 ; Aqueduct needed to exceed this size
    12 ; Sewer System needed to exceed this size
    10 ; Tech paradigm (higher # slows research)
    20 ; Base time for engineers to transform terrain (x2)
    3 ; Monarchy pays support for all units past this (max 8)
    3 ; Communism pays support for all units past this (max 8)
    8 ; Fundamentalism pays support for all units past this (max 8)
    0 ; Communism is equivalent of this palace distance.
    50 ; Fundamentalism loses this % of science
    50 ; Percent shield penalty for production type change
    10 ; Max paradrop range
    75 ; Mass/Thrust paradigm (increasing slows spaceship time)
    5 ; Max effective science rate in fundamentalism (x10, so 5 = 50%)
    1 ; Value of each citizen to the Civilization Score.
    20 ; Value of each wonder to the Civilization Score.
    1 ; Reward for landing on A. Centauri first = this multiplier*(# of habitats)*(prob. of success)
    -10 ; Cost to Civilization Score (+ or -) for each extant non-AI controlled polluted tile.
    1 ; For each turn of peace after turn 199, this amount *3 is added to Civilization Score.
    5 ; Value to the Civilization Score of each future tech researched.
    0 ; Penalty assessed to Civilization Score each time player betrays another race.
    0 ; Cost to Civilization Score (+ or -) for each unit destroyed.
    11111111 ; bitmask for goodie huts, right bit =map0, 0=no goodie huts
    0 ; Helicopters pick up huts 0=no 1=yes

    ;
    ; Civilization Advances
    ;
    ; Ai Value, Civilized Modifier, Preq1, Preq2, Epoch, Category
    ;
    ; Ai Value = Basic value at which computer players
    ; view this advance (used in determining
    ; which discovery to pursue, which to
    ; acquire during exchanges, and value of
    ; gift during diplomacy).
    ; Modifier = Modifier to value based on the "civilized"
    ; aspect of a leader's personality. Positive
    ; values increase value for civilized leaders,
    ; decrease it for militaristic. Negative
    ; values vice versa.
    ; preq1, preq2 = Prerequisites
    ;
    ; Epoch = historical period
    ; 0 = Ancient
    ; 1 = Renaissance
    ; 2 = Industrial Revolution
    ; 3 = Modern
    ;
    ; Category = Knowledge category
    ; 0 = Military
    ; 1 = Economic
    ; 2 = Social
    ; 3 = Academic
    ; 4 = Applied
    ;
    @CIVILIZE
    1985 Or Later, 4,-2, no, no, 3, 4 ; AFl
    1990 Or Later, 5, 1, no, no, 3, 4 ; Alp
    1995 Or Later, 3,-2, no, no, 3, 4 ; Amp
    2000 Or Before, 4, 1, no, no, 3, 4 ; Ast
    Not Used, 4,-1, no, no, 3, 4 ; Ato
    CITY II, 6,-1, no, no, 3, 4 ; Aut
    Space Program, 4, 1, nil, nil, 1, 4 ; Ban
    Environmentalism, 4, 0, nil, nil, 3, 2 ; Bri
    MSDOS, 6,-1, nil, nil, 0, 3 ; Bro
    HAPPY II, 5, 0, no, no, 3, 4 ; Cer
    NBC Weaponry, 5,-1, nil, nil, 1, 2 ; Che
    Applied Laser, 4,-2, nil, nil, 0, 1 ; Chi
    Supercomputers, 4, 1, Bro, Bri, 1, 3 ; CoL
    Monitor Satellites, 5,-1, Bri, Ban, 2, 4 ; CA
    Computer Accuracy, 5,-1, Bro, Ban, 3, 3 ; Cmb
    Communism, 5, 0, no, no, 3, 2 ; Cmn
    Smart Bombs, 4, 1, Che, Chi, 1, 2 ; Cmp
    Climate Modeling, 7,-1, CoL, CA, 0, 1 ; Csc
    Chaos Theory, 4, 0, CoL, Cmb, 0, 1 ; Cst
    Electric Vehicles, 4, 0, Bri, AF1, 3, 2 ; Cor
    Space Cooperation, 4, 1, CA, Cmb, 0, 4 ; Cur
    Democracy, 5, 1, no, no, 3, 2 ; Dem
    Targ Systems, 4, 1, Bro, Che, 1, 2 ; Eco
    Tomahawk Msl, 4, 0, Eco, Cmp, 1, 2 ; E1
    CITY IV, 4, 1, no, no, 3, 4 ; E2
    Climate Prediction, 4, 0, Csc, Cst, 0, 1 ; Eng
    Windows, 3, 1, Bro, Alp, 0, 3 ; Env
    Genetic Engineering,2,-1, Alp, nil, 3, 2 ; Esp
    Adv. Chemistry, 5, 0, Cst, Esp, 3, 1 ; Exp
    ABM Program, 4,-1, Cur, E1, 1, 2 ; Feu
    Reaganomics, 4,-1, AF1, AF1, 1, 1 ; Fli
    Fundamentalism, 3,-2, no, no, 3, 2 ; Fun
    Y2K Fix, 3, 0, Ast, Env, 1, 3 ; FP
    Vulcanology, 3, 2, Exp, Cst, 3, 1 ; Gen
    Cloning, 4, 1, Esp, Amp, 3, 1 ; Gue
    Hi Tech Mnfctrng, 8,-2, Env, Exp, 3, 1 ; Gun
    Star Wars, 4,-1, Fli, Feu, 1, 4 ; Hor
    CITY II, 6, 0, no, no, 3, 4 ; Ind
    CITY I, 6, 0, no, no, 3, 4 ; Inv
    Robotics, 5,-1, FP, Gun, 2, 3 ; Iro
    MarsDirect, 4,-1, Iro, Amp, 3, 3 ; Lab
    Modular Cnstrctn, 4, 0, Iro, Amp, 3, 3 ; Las
    Nuclear Fusion, 5,-1, Iro, Amp, 3, 3 ; Ldr
    Zero G Living, 5, 2, Iro, Amp, 3, 3 ; Lit
    Machine Tools, 4,-2, no, Tac, 1, 3 ; Too
    Magnetism, 4,-1, no, Iro, 1, 3 ; Mag
    Map Making, 6,-1, no, nil, 0, 1 ; Map
    Masonry, 4, 1, no, nil, 0, 4 ; Mas
    Mass Production, 5, 0, no, Cor, 2, 4 ; MP
    Mathematics, 4,-1, no, Mas, 0, 3 ; Mat
    Medicine, 4, 0, no, Tra, 1, 1 ; Med
    Metallurgy, 6,-2, no, Uni, 1, 0 ; Met
    Miniaturization, 4, 1, no, E2, 3, 4 ; Min
    Mobile Warfare, 8,-1, no, Tac, 3, 0 ; Mob
    Monarchy, 5, 1, no, CoL, 0, 2 ; Mon
    HAPPY I, 5, 1, no, no, 3, 4 ; MT
    HAPPY III, 4, 0, no, no, 3, 4 ; Mys
    Navigation, 6,-1, no, no, 1, 1 ; Nav
    Nuclear Fission, 6,-2, no, no, 3, 3 ; NF
    Nuclear Power, 3, 0, no, no, 3, 3 ; NP
    Philosophy, 6, 1, no, no, 1, 2 ; Phi
    Physics, 4,-1, no, no, 1, 3 ; Phy
    Plastics, 4, 1, no, no, 3, 4 ; Pla
    Plumbing, 4, 0, no, no, 1, 4 ; Plu (Cst & Pot)
    Polytheism, 4, 0, no, no, 0, 2 ; PT
    Pottery, 4, 1, no, no, 0, 1 ; Pot
    Radio, 5,-1, no, no, 3, 4 ; Rad
    Railroad, 6, 0, no, no, 2, 1 ; RR
    Recycling, 2, 1, no, no, 3, 2 ; Rec
    Refining, 4, 0, no, no, 2, 4 ; Ref
    Refrigeration, 3, 1, no, no, 3, 1 ; Rfg
    Republic, 5, 1, no, no, 0, 2 ; Rep
    Robotics, 5,-2, no, no, 3, 0 ; Rob
    Rocketry, 6,-2, no, no, 3, 0 ; Roc
    Sanitation, 4, 2, no, no, 2, 1 ; San
    Seafaring, 4, 1, no, no, 0, 1 ; Sea
    Space Flight, 4, 1, no, no, 3, 3 ; SFl
    Stealth, 3,-2, Hor, Amp, 0, 1 ; Sth
    Steam Engine, 4,-1, no, no, 2, 3 ; SE
    Steel, 4,-1, no, no, 2, 4 ; Stl
    Superconductor, 4, 1, Exp, Amp, 0, 1 ; Sup
    Tactics, 6,-1, no, no, 2, 0 ; Tac
    Theology, 3, 2, no, no, 1, 2 ; The
    Theory of Gravity, 4, 0, no, no, 1, 3 ; ToG
    Trade, 4, 2, no, no, 0, 1 ; Tra
    University, 5, 1, no, no, 1, 3 ; Uni
    Warrior Code, 4,-1, no, no, 0, 0 ; War
    Wheel, 4,-1, no, no, 0, 4 ; Whe
    Writing, 4, 2, no, no, 0, 3 ; Wri
    Philosophy, 1, 0, nil, nil, 0, 1 ; ...
    User Def Tech A, 3, 0, no, no, 0, 0 ; U1
    User Def Tech B, 3, 0, no, no, 0, 0 ; U2
    User Def Tech C, 3, 0, no, no, 0, 0 ; U3
    Extra Advance 1, 3, 0, no, no, 0, 0 ; X1
    Extra Advance 2, 3, 0, no, no, 0, 0 ; X2
    Extra Advance 3, 3, 0, no, no, 0, 0 ; X3
    Extra Advance 4, 3, 0, no, no, 0, 0 ; X4
    Extra Advance 5, 3, 0, no, no, 0, 0 ; X5
    Extra Advance 6, 3, 0, no, no, 0, 0 ; X6
    Extra Advance 7, 3, 0, no, no, 0, 0 ; X7

    ;
    ; Above 11 tech slots (U1 to X8) allow you to define your own
    ; civilization advances if desired. Supply the name, the AI
    ; value, and the prerequisites.
    ;
    ; Then use the "U1", "U2", etc.
    ; identifier to incorporate it into the tech chain as a
    ; prerequisite for other techs, units, city improvements.
    ;

    ;
    ; City Improvements
    ;
    ; cost(x10), upkeep, preq
    ;
    @IMPROVE
    Nothing, 1, 0, nil,
    Capitol, 10, 0, Mas,
    Military Base, 4, 1, nil,
    Silo, 6, 1, Pot,
    Church, 4, 1, Cer,
    Downtown, 8, 1, Cur,
    School, 8, 1, Wri,
    Police Station, 8, 1, CoL,
    Not Applicable, 8, 1, no,
    Hospital, 8, 2, Cst,
    Mall, 12, 3, Ban,
    Theater, 12, 3, MT,
    College, 16, 3, Uni,
    Mass Transit, 16, 4, MP,
    Stadium, 10, 4, Cst,
    Factory, 20, 4, Ind,
    Manufacturing Plant, 32, 6, Rob,
    Star Wars System, 20, 4, Las,
    Recycling Center, 20, 2, Rec,
    Oil Plant, 16, 4, Ref,
    Hydroelectric Plant, 24, 4, E2,
    Nuclear Reactor, 16, 2, NP,
    Chamber of Commerce, 16, 4, Eco,
    Sanitation System, 12, 2, San,
    Agricultural College, 8, 3, Rfg,
    Superhighways, 20, 5, Aut,
    Research Lab, 16, 3, Cmp,
    SAM Missile Battery, 10, 2, Roc,
    Coastal Fortress, 8, 1, Met,
    Fusion Plant, 32, 4, Env,
    Fishing Fleet, 6, 1, Sea,
    Oil Rig, 16, 3, Min,
    Airport, 16, 3, Rad,
    Post Office, 6, 2, Cmn,
    Seaport, 8, 3, Amp,
    Not Applicable, 1, 1, no,
    SS Structural, 8, 0, SFl,
    SS Engine, 16, 0, Pla,
    SS Module, 32, 0, Sup,
    (Business Taxes), 60, 0, Cor,
    American Heartland, 20, 0, Mas,
    Buckingham Palace, 20, 0, Pot,
    Statue of Liberty, 20, 0, Bro,
    Naval Academy, 20, 0, Map,
    World Wide Web, 30, 0, Lit,
    St. Peter's Basilica, 30, 0, Mys,
    Satellite System, 30, 0, Mas,
    West Point, 30, 0, Feu,
    World Trade Center, 30, 0, Eng,
    World Court, 20, 0, Tra,
    Broadway, 40, 0, MT,
    Hubble Telescope, 30, 0, Ast,
    GPS, 40, 0, Nav,
    Kremlin, 30, 0, Med,
    Pentagon, 40, 0, Inv,
    Kaaba, 40, 0, The,
    Space Shuttle, 40, 0, ToG,
    Wall Street, 40, 0, Eco,
    SETI Program, 40, 0, RR,
    Reichstag, 40, 0, Dem,
    Petronas Towers, 30, 0, SE,
    Peace Corps, 60, 0, Ind,
    Microwave Plant, 60, 0, E2,
    Manhattan Project, 60, 0, NF,
    United Nations, 60, 0, Cmn,
    Martian Converter, 60, 0, SFl,
    Intrntl Space Station, 60, 0, Cmp,
    AIDS Vaccine, 60, 0, Gen,

    ;
    ; Expiration advancements for Wonders of the World
    ;
    @ENDWONDER
    nil, ; Pyramids
    RR, ; Hanging Gardens
    Fli, ; Colossus
    Mag, ; Lighthouse
    E1, ; Great Library
    The, ; Oracle
    Met, ; Great Wall
    Mob, ; Sun Tzu's War Academy
    Ind, ; King Richard's Crusade
    Cmn, ; Marco Polo's Embassy
    nil, ; Michelangelo
    nil, ; Copernicus
    nil, ; Magellan
    nil, ; Shakespeare
    Aut, ; Da Vinci's Workshop
    nil, ; Bach
    nil, ; Newton
    nil, ; Smith's Trading Co.
    nil, ; Darwin
    nil, ; Statue of Liberty
    nil, ; Eiffel Tower
    nil, ; Women's Suffrage
    nil, ; Hoover Dam
    nil, ; Manhattan Project
    nil, ; United Nations
    nil, ; Apollo
    nil, ; SETI
    nil, ; Cure for Cancer


    ;
    ; Unit Types
    ;
    ; until, domain, move,rng, att,def hit,firepwr cost,hold, role, preq, flags
    ;
    ; until = Civ advance which renders unit obsolete
    ; Move = Movement rate (spaces per turn)
    ; Range = # of turns fuel carried (0 for non-air units)
    ;
    ; domain = Movement domain of unit
    : 0 = Ground
    ; 1 = Air
    ; 2 = Sea
    ;
    ; att = Attack factor (chance to score hit attacking)
    ; def = Defense factor (chance to score hit defending)
    ; hit = Hit points (damage x10 which can be taken before elimination)
    ; firepwr = # damage points caused per hit scored on enemy.
    ;
    ; cost = Cost (# of shield rows, usually of 10 shields each)
    ; hold = # of holds on ship (for carrying units)
    ;
    ; role = AI role (Generally affects the way in
    ; which computer players use the unit, but
    ; roles >= 5 will actually affect abilities
    ; of the unit)
    ; 0 = Attack
    ; 1 = Defend
    ; 2 = Naval Superiority
    ; 3 = Air Superiority
    ; 4 = Sea Transport
    ; 5 = Settle
    ; 6 = Diplomacy
    ; 7 = Trade
    ;
    ; preq = Prerequisite advance
    ;
    ; "Flags" control special advantages & restrictions. Not
    ; all of these flags "make sense" for all types of units
    ; (paradropping ships, for instance). Nonsensical variations
    ; may produce bizarre effects (or worse). You were warned.
    ;
    ; 000000000000001 = Two space visibility
    ; 000000000000010 = Ignore zones of control
    ; 000000000000100 = Can make amphibious assaults
    ; 000000000001000 = Submarine advantages/disadvantages
    ; 000000000010000 = Can attack air units (fighter)
    ; 000000000100000 = Ship must stay near land (trireme)
    ; 000000001000000 = Negates city walls (howitzer)
    ; 000000010000000 = Can carry air units (carrier)
    ; 000000100000000 = Can make paradrops
    ; 000001000000000 = Alpine (treats all squares as road)
    ; 000010000000000 = x2 on defense versus horse (pikemen)
    ; 000100000000000 = Free support for fundamentalism (fanatics)
    ; 001000000000000 = Destroyed after attacking (missiles)
    ; 010000000000000 = x2 on defense versus air (AEGIS)
    ; 100000000000000 = Unit can spot submarines
    ;
    ;
    @UNITS
    Settlers, Exp, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, nil, 000000000000000
    Engineers, nil, 0, 2.,0, 0a,2d, 2h,1f, 4,0, 5, Exp, 000000000000000
    Warriors, Feu, 0, 1.,0, 1a,1d, 1h,1f, 1,0, 1, nil, 000000000000000
    Phalanx, Feu, 0, 1.,0, 1a,2d, 1h,1f, 2,0, 1, Bro, 000000000000000
    Archers, Gun, 0, 1.,0, 3a,2d, 1h,1f, 3,0, 1, War, 000000000000000
    Legion, Gun, 0, 1.,0, 4a,2d, 1h,1f, 4,0, 1, Iro, 000000000000000
    Pikemen, Gun, 0, 1.,0, 1a,2d, 1h,1f, 2,0, 1, Feu, 000010000000000
    Musketeers, Csc, 0, 1.,0, 3a,3d, 2h,1f, 3,0, 1, Gun, 000000000000000
    Fanatics, nil, 0, 1.,0, 4a,4d, 2h,1f, 2,0, 1, Fun, 000100000000000
    Partisans, nil, 0, 1.,0, 4a,4d, 2h,1f, 5,0, 1, Gue, 000001000000010
    Alpine Troops,nil, 0, 1.,0, 5a,5d, 2h,1f, 5,0, 1, Tac, 000001000000000
    Riflemen, nil, 0, 1.,0, 5a,4d, 2h,1f, 4,0, 1, Csc, 000000000000000
    Marines, nil, 0, 1.,0, 8a,5d, 2h,1f, 6,0, 0, Amp, 000000000000100
    Paratroopers, nil, 0, 1.,0, 6a,4d, 2h,1f, 6,0, 1, CA, 000000100000000
    Mech. Inf., nil, 0, 3.,0, 6a,6d, 3h,1f, 5,0, 1, Lab, 000000000000000
    Horsemen, Chi, 0, 2.,0, 2a,1d, 1h,1f, 2,0, 0, Hor, 000000000000000
    Chariot, PT, 0, 2.,0, 3a,1d, 1h,1f, 3,0, 0, Whe, 000000000000000
    Elephant, MT, 0, 2.,0, 4a,1d, 1h,1f, 4,0, 0, PT, 000000000000000
    Crusaders, Ldr, 0, 2.,0, 5a,1d, 1h,1f, 4,0, 0, MT, 000000000000000
    Knights, Ldr, 0, 2.,0, 4a,2d, 1h,1f, 4,0, 0, Chi, 000000000000000
    Dragoons, Tac, 0, 2.,0, 5a,2d, 2h,1f, 5,0, 0, Ldr, 000000000000000
    Cavalry, Mob, 0, 2.,0, 8a,3d, 2h,1f, 6,0, 0, Tac, 000000000000000
    Armor, nil, 0, 3.,0, 10a,5d, 3h,1f, 8,0, 0, Mob, 000000000000000
    Catapult, Met, 0, 1.,0, 6a,1d, 1h,1f, 4,0, 0, Mat, 000000000000000
    Cannon, Too, 0, 1.,0, 8a,1d, 2h,1f, 4,0, 0, Met, 000000000000000
    Artillery, Rob, 0, 1.,0, 10a,1d, 2h,2f, 5,0, 0, Too, 000000000000000
    Howitzer, nil, 0, 2.,0, 12a,2d, 3h,2f, 7,0, 0, Rob, 000000001000000
    Fighter, Sth, 1, 10.,1, 4a,3d, 2h,2f, 6,0, 3, Fli, 000000000010001
    Bomber, Sth, 1, 8.,2, 12a,1d, 2h,2f, 12,0, 0, AFl, 000000000000001
    Helicopter, nil, 1, 6.,0, 10a,3d, 2h,2f, 10,0, 0, CA, 100000000000001
    Stlth Ftr., nil, 1, 14.,1, 8a,4d, 2h,2f, 8,0, 3, Sth, 000000000010001
    Stlth Bmbr., nil, 1, 12.,2, 14a,5d, 2h,2f, 16,0, 0, Sth, 000000000000001
    Trireme, Nav, 2, 3.,0, 1a,1d, 1h,1f, 4,2, 4, Map, 000000000100000
    Caravel, Mag, 2, 3.,0, 2a,1d, 1h,1f, 4,3, 4, Nav, 000000000000000
    Galleon, Ind, 2, 4.,0, 0a,2d, 2h,1f, 4,4, 4, Mag, 000000000000000
    Frigate, E1, 2, 4.,0, 4a,2d, 2h,1f, 5,2, 2, Mag, 000000000000000
    Ironclad, E1, 2, 4.,0, 4a,4d, 3h,1f, 6,0, 2, SE, 000000000000000
    Destroyer, nil, 2, 6.,0, 4a,4d, 3h,1f, 6,0, 2, E1, 100000000000001
    Cruiser, Roc, 2, 5.,0, 6a,6d, 3h,2f, 8,0, 2, Stl, 100000000000001
    AEGIS Cruiser,nil, 2, 5.,0, 8a,8d, 3h,2f, 10,0, 2, Roc, 110000000000001
    Battleship, nil, 2, 4.,0, 12a,12d, 4h,2f, 16,0, 2, Aut, 000000000000001
    Submarine, nil, 2, 3.,0, 10a,2d, 3h,2f, 6,0, 2, Cmb, 000000000001001
    Carrier, nil, 2, 5.,0, 1a,9d, 4h,2f, 16,0, 2, AFl, 000000010000001
    Transport, nil, 2, 5.,0, 0a,3d, 3h,1f, 5,8, 4, Ind, 000000000000000
    Cruise Msl., nil, 1, 12.,1, 18a,0d, 1h,3f, 6,0, 0, Roc, 001000000000000
    Nuclear Msl., nil, 1, 16.,1, 99a,0d, 1h,1f, 16,0, 0, Roc, 001000000000000
    Diplomat, Esp, 0, 2.,0, 0a,0d, 1h,1f, 3,0, 6, Wri, 000000000000010
    Spy, nil, 0, 3.,0, 0a,0d, 1h,1f, 3,0, 6, Esp, 000000000000011
    Caravan, Cor, 0, 1.,0, 0a,1d, 1h,1f, 5,0, 7, Tra, 000000000000010
    Freight, nil, 0, 2.,0, 0a,1d, 1h,1f, 5,0, 7, Cor, 000000000000010
    Explorer, Gue, 0, 1.,0, 0a,1d, 1h,1f, 3,0, 0, Sea, 000001000000010
    Extra Land, nil, 0, 1.,0, 1a,1d, 1h,1f, 5,0, 0, no, 000000000000000
    Extra Ship, nil, 2, 4.,0, 4a,2d, 2h,1f, 5,1, 2, no, 000000000000000
    Extra Air, nil, 1, 8.,4, 8a,8d, 2h,2f, 10,0, 0, no, 000000000000000
    not used a, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000
    not used b, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000
    not used c, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000
    not used d, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000
    not used e, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000
    not used f, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000
    not used g, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000
    not used h, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000
    not used i, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000
    not used j, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000
    not used k, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000
    not used l, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000
    not used m, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000
    not used n, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000
    not used o, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000
    not used p, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000
    not used q, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000
    not used r, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000
    not used s, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000
    not used t, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000
    not used u, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000
    not used v, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000
    not used w, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000
    not used x, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000
    not used y, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000
    not used z, nil, 0, 1.,0, 0a,1d, 2h,1f, 4,0, 5, no, 000000000000000

    ;
    ; Note: the above 11 unit types (extra land, ship, air, and test units) are
    ; available for user defined unit types. If these units are given prerequisites
    ; other than "no" they will appear in the game when the specified
    ; technology is reached. Use if you want to create your own unit types
    ; without sacrificing any of the predefined units. Be sure to define
    ; the "role" field accurately, so that the computer will understand how
    ; to make use of the new units in its own civilizations.
    ;
    ; There is no requirement that the extra units be used to
    ; create exactly one of each type; you could create three
    ; ground units. But the icons provided are for one of each.
    ; The 11 extra unit types have default icons provided by the game.
    ; To actually change the icons is a somewhat more difficult
    ; task. The icons are stored in "UNITS.GIF".
    ;
    ; Sound effects for these 11 units may be added by providing
    ; CUSTOM1.WAV, CUSTOM2.WAV, and CUSTOM3.WAV for the extra units and
    : Extra1.wav through extra8.wav for the 8 test units. These should be
    ; 8-bit, mono, and sampled at 22050hz.
    ;
    ; Ideas:
    ;
    ; Hovercraft, nil, 2, 8.,0, 0a,1d, 2h,2f, 7,1, 4, MP, 000000000000000
    ;


    ;
    ; Terrain
    ;
    ; Movecost, defense, food, shields, trade,
    ; . . . Irrigate, bonus, #turns, ai-irrigate,
    ; . . . Mine, bonus, #turns, ai-mine
    ; . . . Transform
    ;
    ; defense = multiply by 50% to get % of normal combat factor defended at.
    ; (so 3 x 50% = 150%, meaning a strength 2 unit defends at 3).
    ;
    ; Irrigate/Mine = yes, no, or type of terrain changed to
    ; Transform = Terrain type engineers can transform to
    ;
    ; bonus = # extra production from that change
    ;
    ; turns = # turns for settler to make change
    ;
    ; ai = Minimum govt level necessary for
    ; computer player to want to perform irrigate/mine
    ; 0 Never
    ; 1 Despotism
    ; 2 Monarchy
    ; 3 Communism
    ; 4 Fundamentalism
    ; 5 Republic
    ; 6 Democracy
    ;
    @TERRAIN
    Desert, 1,2, 0,1,0, yes, 1, 5, 5, yes, 1, 5, 3, Pln, no, ; Drt
    Plains, 1,2, 1,1,0, yes, 1, 5, 1, For, 0,15, 0, Grs, no, ; Pln
    Grassland, 1,2, 2,1,0, yes, 1, 5, 2, For, 0,10, 0, Hil, no, ; Grs
    Forest, 2,3, 1,2,0, Pln, 0, 5, 5, no, 0, 0, 0, Grs, no, ; For
    Hills, 2,4, 1,0,0, yes, 1,10, 0, yes, 3,10, 1, Pln, no, ; Hil
    Mountains, 3,6, 0,1,0, no, 0, 0, 0, yes, 1,10, 6, Hil, no, ; Mou
    Tundra, 1,2, 1,0,0, yes, 1,10, 1, no, 0, 0, 0, Drt, no, ; Tun
    Glacier, 2,2, 0,0,0, no, 0, 0, 0, yes, 1,15, 3, Tun, no, ; Gla
    Swamp, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, no, ; Swa
    Jungle, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, no, ; Jun
    Ocean, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, no, ; Oce
    Oasis, 1,2, 3,1,0,
    Buffalo, 1,2, 1,3,0,
    Grassland, 1,2, 2,1,0,
    Pheasant, 2,3, 3,2,0,
    Coal, 2,4, 1,2,0,
    Gold, 3,6, 0,1,6,
    Game, 1,2, 3,1,0,
    Ivory, 2,2, 1,1,4,
    Peat, 2,3, 1,4,0,
    Gems, 2,3, 1,0,4,
    Fish, 1,2, 3,0,2,
    Desert Oil, 1,2, 0,4,0,
    Wheat, 1,2, 3,1,0,
    Grassland, 1,2, 2,1,0,
    Silk, 2,3, 1,2,3,
    Wine, 2,4, 1,0,4,
    Iron, 3,6, 0,4,0,
    Furs, 1,2, 2,0,3,
    Glacier Oil,2,2, 0,4,0,
    Spice, 2,3, 3,0,4,
    Fruit, 2,3, 4,0,1,
    Whales, 1,2, 2,2,3,

    @TERRAIN1
    Desert, 1,2, 0,1,0, yes, 1, 5, 5, yes, 1, 5, 3, Pln, no, ; Drt
    Plains, 1,2, 1,1,0, yes, 1, 5, 1, For, 0,15, 0, Grs, no, ; Pln
    Grassland, 1,2, 2,1,0, yes, 1, 5, 2, For, 0,10, 0, Hil, no, ; Grs
    Forest, 2,3, 1,2,0, Pln, 0, 5, 5, no, 0, 5, 0, Grs, no, ; For
    Hills, 2,4, 1,0,0, yes, 1,10, 0, yes, 3,10, 1, Pln, no, ; Hil
    Mountains, 3,6, 0,1,0, no, 1,10, 0, yes, 1,10, 6, Hil, no, ; Mou
    Tundra, 1,2, 1,0,0, yes, 1,10, 1, no, 0, 0, 0, Drt, no, ; Tun
    Glacier, 2,2, 0,0,0, no, 0, 0, 0, yes, 1,15, 3, Tun, no, ; Gla
    Swamp, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, no, ; Swa
    Jungle, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, no, ; Jun
    Ocean, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, no, ; Oce
    Oasis, 1,2, 3,1,0,
    Buffalo, 1,2, 1,3,0,
    Grassland, 1,2, 2,1,0,
    Pheasant, 2,3, 3,2,0,
    Coal, 2,4, 1,2,0,
    Gold, 3,6, 0,1,6,
    Game, 1,2, 3,1,0,
    Ivory, 2,2, 1,1,4,
    Peat, 2,3, 1,4,0,
    Gems, 2,3, 1,0,4,
    Fish, 1,2, 3,0,2,
    Desert Oil, 1,2, 0,4,0,
    Wheat, 1,2, 3,1,0,
    Grassland, 1,2, 2,1,0,
    Silk, 2,3, 1,2,3,
    Wine, 2,4, 1,0,4,
    Iron, 3,6, 0,4,0,
    Furs, 1,2, 2,0,3,
    Glacier Oil,2,2, 0,4,0,
    Spice, 2,3, 3,0,4,
    Fruit, 2,3, 4,0,1,
    Whales, 1,2, 2,2,3,

    @TERRAIN2
    Desert, 1,2, 0,1,0, yes, 1, 5, 5, yes, 1, 5, 3, Pln, no, ; Drt
    Plains, 1,2, 1,1,0, yes, 1, 5, 1, For, 0,15, 0, Grs, no, ; Pln
    Grassland, 1,2, 2,1,0, yes, 1, 5, 2, For, 0,10, 0, Hil, no, ; Grs
    Forest, 2,3, 1,2,0, Pln, 0, 5, 5, no, 0, 5, 0, Grs, no, ; For
    Hills, 2,4, 1,0,0, yes, 1,10, 0, yes, 3,10, 1, Pln, no, ; Hil
    Mountains, 3,6, 0,1,0, no, 1,10, 0, yes, 1,10, 6, Hil, no, ; Mou
    Tundra, 1,2, 1,0,0, yes, 1,10, 1, no, 0, 0, 0, Drt, no, ; Tun
    Glacier, 2,2, 0,0,0, no, 0, 0, 0, yes, 1,15, 3, Tun, no, ; Gla
    Swamp, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, no, ; Swa
    Jungle, 2,3, 1,0,0, Grs, 0,15, 6, For, 0,15, 0, Pln, no, ; Jun
    Ocean, 1,2, 1,0,2, no, 0, 0, 0, no, 0, 0, 0, no, no, ; Oce
    Oasis, 1,2, 3,1,0,
    Buffalo, 1,2, 1,3,0,
    Grassland, 1,2, 2,1,0,
    Pheasant, 2,3, 3,2,0,
    Coal, 2,4, 1,2,0,
    Gold, 3,6, 0,1,6,
    Game, 1,2, 3,1,0,
    Ivory, 2,2, 1,1,4,
    Peat, 2,3, 1,4,0,
    Gems, 2,3, 1,0,4,
    Fish, 1,2, 3,0,2,
    Desert Oil, 1,2, 0,4,0,
    Wheat, 1,2, 3,1,0,
    Grassland, 1,2, 2,1,0,
    Silk, 2,3, 1,2,3,
    Wine, 2,4, 1,0,4,
    Iron, 3,6, 0,4,0,
    Furs, 1,2, 2,0,3,
    Glacier Oil,2,2, 0,4,0,
    Spice, 2,3, 3,0,4,
    Fruit, 2,3, 4,0,1,
    Whales, 1,2, 2,2,3,

    -----------------------------
    Note: Post can only take so much stuff, but I managed to get the stuff I changed (minus trade goods, which I can't think of a way to mess up) in here.

    ------------------
    Thus spoke Æneas; thus the Trojan crew
    With cries and clamor his request renew



  • #2
    It might be of some help..... I've tried several times in changing the Advances with TOT to only experience crashes..... A solution for me was to replace the Rules.txt with the original.... Save the current one and try copy and paste things until you find out whats wrong..... just a suggestion....
    Civfan (Warriorsoflight)

    Comment


    • #3
      Another suggestion - Do a DOS "File Compare" which may help you to spot non-obvious or unintentional changes.

      (That is ,
      - Open a DOS window,
      - Change Directory to the file with your new rules file in it, and
      - Issue the following command :

      FC your-new-rules-file the-original-rules-file > DIFFERNC.TXT

      (substituting the correct names in place of "your-new-rules-file" and "the-original-rules-file")

      All the differences will now be clear in the new file you have created - DIFFERNC.TXT

      Good Luck.

      Comment


      • #4
        Have you checked wether you placed all the commas and spaces right?
        If you go to:

        Genetic Engineering,2,-1, Alp, nil, 3, 2 ; Esp

        there is no sapce between the first comma and the number 2. Everywhere else there is a space.
        May sound silly but that could cause it.
        At least something like this happened to me with Fantastic Worlds.

        Hendrik the Great
        The Lost Geologist Blog
        http://lostgeologist.blogspot.com

        Comment


        • #5
          Thanks for your help, but I managed to figure it out. For those of you who are curious, the problem is that one of the tech abbreviations was AF1 (A F One) instead of AFl (A F L)

          Thanks, though

          Comment


          • #6
            ...and that 'L' better be lower case, too. Ran into that problem myself...

            Comment

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