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  • #16
    I haven't checked CivCity yet; I worked around the problem by largely replacing the barbarians with the four "non-player" civs, which actually adds a good deal to the game (I changed the barbs to fundamentalism and they still won't leave their damned cities). I may use it, if it works, to tweak some stuff.

    The parameters still aren't working. At least, tech from conquest still strikes, and the tech paradigm resets pretty quickly too. I haven't checked to see whether it hangs around in a scenario. I think I'll do that next. If it still doesn't work, can I work around it by boosting the tech paradigm in rules.txt and doing nothing to the cheat option? It's either that or use the dozen or so techs I didn't assign to artificially inflate tech growth...
    1011 1100
    Pyrebound--a free online serial fantasy novel

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    • #17
      I guess the obvious causes to investigate would be OS incompatibility, interference from system security software running in the background, or simply that your ToT installation is screwed.
      • What OS are you using?
      • Have you tried different compatibility modes?
      • What system security software are you running in the background? Anti-virus, 3rd-party firewall, ad-blockers, anti-spyware? Use the Task Manager to terminate them one at a time. Disconnect from the Internet if you need to.
      • As a last resort, you could try reinstalling ToT. Backup your saved games and scenario files first. Consider disabling security software prior to installation.

      Originally posted by Elok View Post
      If it still doesn't work, can I work around it by boosting the tech paradigm in rules.txt and doing nothing to the cheat option?
      The trouble with the one in rules.txt is that the default value, 10, is also the maximum, whereas the one in the scenario parameters has a maximum value of 32 767. See here. However, as soon as you save the game as a scenario, the default value from the scenario parameters is going to override the rules file value anyway - assuming that that aspect of the game isn't broken as well.

      Originally posted by Elok View Post
      It's either that or use the dozen or so techs I didn't assign to artificially inflate tech growth...
      I used a similar principle in my WotR scenario to create different rates for different tribes. For each tribe I adjusted the value of the byte that stores the number of technologies acquired (hex editing). In doing this you need to be careful that, during the course of the game, the number does not exceed 255, otherwise the byte is reset. However, I’d look at fixing the game before considering workarounds. There are enough limitations as is.
      Last edited by Catfish; December 16, 2009, 06:36.
      Catfish's Cave - Resources for Civ2: Test of Time | Test of Time FAQ | War of the Ring scenario

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      • #18
        It's a moot point as, after some checking, I found out that both options will work now provided you save as scenario *right after* changing them. :sheepish:
        1011 1100
        Pyrebound--a free online serial fantasy novel

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        • #19
          That doesn’t quite match your description in post #8 . The scenario parameters should stay fixed in memory until either you change them or you reload a game.
          Catfish's Cave - Resources for Civ2: Test of Time | Test of Time FAQ | War of the Ring scenario

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          • #20
            Yes, they should. But for some reason, they don't. Oh well, I'll just make them the last things I change.
            1011 1100
            Pyrebound--a free online serial fantasy novel

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            • #21
              Aaand I just found out about the lil' tech groups bug. Looks like I'll be diving into events a little earlier than I'd planned, just to fix it. Balls. I looked around the sleague's TOT tips section and couldn't find any more nasty surprises possibly waiting for me, but are there?
              1011 1100
              Pyrebound--a free online serial fantasy novel

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              • #22
                To which bug do you refer? I only ever encountered one bug relating to Civilize2/Leaders2 (a major one, too) and it's not mentioned in the Scenario League articles. The Darth Veda article is just plain wrong.
                Catfish's Cave - Resources for Civ2: Test of Time | Test of Time FAQ | War of the Ring scenario

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                • #23
                  Well, yes, and if it's wrong, I'm glad I asked. The one where you can change the group of a tech and who can access it till you're blue in the face and none of it takes effect. Civ A can research civ B's special technologies, etc. The weird thing is, it seems to work on the four NPC civs; they're only researching future tech, like I told them to.
                  1011 1100
                  Pyrebound--a free online serial fantasy novel

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                  • #24
                    Don't go thinking that you don't need to change data stored in the SAV file, because if you started out with a blank Leaders2 table, then you definitely need to. The game stores the information in the SAV file to keep track of event-driven changes to tech availability. However, it's only the Leaders2 table that is saved to the SAV file; the Civilize2 table is always read directly from rules.txt. Rewriting the Leaders2 table in the SAV file can be done using EnableTechnology events or by hex editing (much simpler). The real bug concerns espionage units stealing supposedly forbidden technologies. I'll refer you to this guide on my site: http://users.tpg.com.au/jpwbeest/jp_techs.htm.

                    The EnableTechnology event does not work in the simple way it's described in the SL article. In the Japanese Army example, that EnableTechnology event would affect all technologies with the same group number as the ship tech (Civilize2 table). Using the method in the article, the author may have inadvertently disabled (assuming value=2) a whole bunch of other techs that should be available to the Japanese Army. What he should've done is changed the group number (0-7) for the ship tech in Civilize2 in rules.txt to a spare slot and then run the event. He may need to run similar events to set group rules for a number of other tribes as well. If he already had a suitable Leaders2 group (ie, enabled for navy, disabled for army), then all he needed to do was change the group number for the tech in rules.txt; no need for any events.
                    Catfish's Cave - Resources for Civ2: Test of Time | Test of Time FAQ | War of the Ring scenario

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