Announcement

Collapse
No announcement yet.

ToT Graphics for Bonaparte II

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • ToT Graphics for Bonaparte II

    Using Gareth's epic Napoleonic Wars units compilation, I've cobbled together a small graphics update for Catfish's ToT conversion of John Ellis' classic Bonaparte II.

    Here's Catfish's conversion:

    Bonaparte II for ToT (410 kB)

    Sounds (570 kB)

    Apologies for the terrible screenshot; it really doesn't do justice to the excellent work by the artists.
    Attached Files
    Last edited by typhoon; March 24, 2009, 01:39.

  • #2
    Here are the files. Credit rightfully goes to:

    Units - fairline, curtsibling and Allard Höfelt
    Terrain and icons - fairline, curtsibling, Catfish and Favored Flight
    Cities - curtsibling

    Bonaparte II Gfx for ToT (642kb)
    Last edited by typhoon; March 23, 2009, 12:00.

    Comment


    • #3
      WHAT IS GOING ON ??

      I downloaded the Bonaparte TOT files and set about to making my usual ??IMPROVEMENTS??

      Nice straight white roads that can be seen from space, map grid without dumb city influence grids, simplified resource items, vanilla MGE displays, lighter terrain and so forth. Everything went swimmingly until I tried to color code the backgrounds in the PEOPLE file; happy=green, content=yellow, unhappy=red, anarchy=dark brown, specialists=white. To make sure that there would be no compatibility problems I picked colors present in the various portraits and used them to flood the backgrounds. Absolutely standard procedure for me, done it dozens of times for both MGE and TOT.

      Surprise of surprises when I opened the start save and found no color coded background. Messed around a bit more before importing the PEOPLE file from my last TOT scen, AMERICAN WAR OF INDEPENDENCE, as the most suitable replacement. As expected, it worked fine.

      As I know less than zip about palettes - 16 bit, 256 bit or any other kind - could some kind soul explain the problem, preferably in words of one syllable or less?
      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


      • #4
        The obvious conclusion is that your copy of Civ has wearied of your IMPROVEMENTS and taken the appropriate measures.

        On a more serious note, try adding a transparent (magenta) pixel to the top left corner of the box. Like so:
        Attached Files

        Comment


        • #5
          I'm not sure I should be encouraging you're 'white roads that can be seen from space' antics John, but anyway, here goes

          As Catfish has pointed out in the past, the stock ToT people are offset by 1 pixel to the right (as well as up IIRC, but that's less important). The game looks at the top left pixel in each people picture and uses the colour of this pixel as a transparency colour. With the original people icons, because of the offset, the game mistakenly uses the green border colour surrounding each person as a transparency; hence any background colour will appear in game. If the people gfx are moved to their correct position 1 pixel to the left, the game picks up the transparency colour from the background colour, and it consequently becomes transparent in game.

          I've attached a file with the people pics in the correct location and with a single pixel of the pink transparency colour added top left in each people icon. This will allow the background colour to appear in-game (bar a single pixel top left if you're eagle-eyed)
          Attached Files
          http://sleague.apolyton.net/index.ph...ory:Civ2_Units

          Comment


          • #6
            Cross-post!

            Good work btw Typhie
            http://sleague.apolyton.net/index.ph...ory:Civ2_Units

            Comment


            • #7
              Between the three of you (John Ellis, Fairline and Typhoon) you have done an excellent job! I look forward to playing this classic scenario once again. I might try it as the Austrians this time. Thanks
              SCENARIO LEAGUE FORUM
              SCENARIO LEAGUE WIKI SITE
              SL INFORMATION THREAD
              CIV WEBRING MULTIPLAYER FORUM

              Comment


              • #8
                @typhoon & fairline

                Thanks to your excellent, short, sweet, monosyllabic replies and the magical magenta pixel all is well in Nappy's empire.


                @McM

                As I've already hijacked typhoon's thread, I figure that I might as well keep going and kidnap it.

                When you played the scen, did you use the Mv values that came with the scen? How well did they work?

                I'm bothered by the fact that Bony crossed the Niemen at Kovno on June 23, fought a major battle at Borodino, and was in Moscow by September 14. In the game, the same ~1000 km march takes 5 turns/10 months for infantry and 10 turns/20 months for artillery. Seems to me that, if Bony's horsedrawn arty could keep up with the footsloggers why not in the game? After giving proper consideration to this extremely vexing problem, I upped the arty Mv to match the footsloggers' and increased the road multiplier to 3.

                Comments, suggestions?
                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


                • #9
                  Beautiful work! Kudos to the artists (Curt and Fairline)! And to the Director - Typhoon! And of course, the author, the great John Ellis!

                  I just noticed the date on the Title page - 1998! That's over TEN years ago! I think of this scenario as one of the newer ones.
                  Tecumseh's Village, Home of Fine Civilization Scenarios

                  www.tecumseh.150m.com

                  Comment


                  • #10
                    I just noticed, there are a number of units without national flags. This causes some confusion.
                    Tecumseh's Village, Home of Fine Civilization Scenarios

                    www.tecumseh.150m.com

                    Comment


                    • #11
                      Some units like French infantry and Brit lt dragoons are used by more than one nation, so they can't have national flags..
                      http://sleague.apolyton.net/index.ph...ory:Civ2_Units

                      Comment


                      • #12
                        There is an apparent problem in this scen.

                        I would appreciate if someone would check my finding that the French should be able to but CANNOT build Invasion Barges. This makes any invasion of Britain almost impossible.

                        The units table looks like this, with Invasion Barges in slot 9

                        Labourers, nil, 0, 2.,0, 0a,1d, 2h,1f, 3,0, 5, nil, 000000000000000
                        Farmers, nil, 0, 1.,0, 0a,1d, 2h,1f, 7,0, 5, Alp, 000000000000000
                        Musketeers, X5, 0, 2.,0, 4a,4d, 4h,2f, 3,0, 1, Rec, 000000001000000
                        Grenadiers, X5, 0, 2.,0, 6a,4d, 4h,2f, 5,0, 0, Rec, 000000001000000
                        Imperial Guard, X5, 0, 2.,0, 8a,5d, 5h,3f, 5,0, 1, Env, 000000001000000
                        Landwehr, U3, 0, 2.,0, 4a,4d, 2h,3f, 2,0, 1, Mag, 000000001000000
                        Garde zu Fuss, X4, 0, 2.,0, 7a,5d, 5h,3f, 5,0, 1, Env, 000000001000000
                        DONT USE!, nil, 2, 5.,0, 0a,0d, 2h,3f, 4,0, 3, no, 100000000101000
                        Invasion Barges,nil, 2, 1.,0, 0a,5d, 1h,1f, 2,2, 4, Feu, 00000000010000
                        Partisans, X6, 0, 2.,0, 0a,3d, 4h,1f, 1,0, 0, Env, 000011000001011
                        Musketeers, X3, 0, 2.,0, 4a,4d, 4h,2f, 3,0, 1, Ato, 000000001000000

                        The French have other units with Feu as a prerequisite and all are buildable. There is nothing in @UNITS_ADVANCED to prevent building barges.

                        The only thing remotely anomalous in RULES is the DONT USE! unit that precedes the barges. Interchanging the positions of the two units in RULES and UNITS makes the barges appear on the city can build list. Unless someone knows how to fix the problem with DONT USE! and because there are French barges at the start of the scen, the only workaround that I could find is to put barges in both slots 8 and 9 in RULES and in UNITS.


                        EDIT: OOPS, I REALLY BLEW THIS ONE

                        Misread the Players' Notes which state, somewhat ambiguously, that "Useful for invading Britain, they are raised automatically by events, for the French only." Realized my mistake when I downloaded John Ellis' original MGE scen and found the unusual way he uses to make barges unbuildable. I suspect that it was the only way he could do it in MGE. I was looking at @UNITS_ADVANCED where it can be done much more elegantly in TOT.

                        Fortunately in my game there are no unwanted consequences because there were no built barges on Turn 3 when Bony triumphantly rode into Dover at the head of a large army.
                        Last edited by AGRICOLA; March 25, 2009, 19:42.
                        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


                        • #13
                          Sorry for threadjacking this thread , I´ve a question.
                          Does anyone have a good and maybe detailled map of Central Europe, mainly with complete Germany, and parts of their border states?
                          American War of Independence
                          A Divided Nation - US Civilwar

                          Comment


                          • #14
                            Here is the link to my recommendations on how to make Bonaparte more playable. I see little point in wasting forum space to repeat a previous post.



                            Without the mods, the scen is very slow and ponderous to play. With the mods, unit movement is more like that of the fast moving armies of Napoleon's time where generals tried to outmaneouver and outmarch the enemy in order to cut its supply lines.
                            Last edited by AGRICOLA; June 21, 2009, 17:21. Reason: Bad link.
                            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

                            Working...
                            X