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What you can do with hex-editing
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I've made some progress yesterday. With a bit of luck, it'll be done by next weekend, including lengthy documentation.
In the worst case, I forget about it again until you remind me some months from now... After which the same process repeats. I get a little closer to finishing it and quit again. In that case, it'll be about done by the end of this year.
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Originally posted by Harry Tuttle
Mercator, speaking of civ2 hacks, anything new with the auto file swapper?
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@rmsharpe
Originally posted by rmsharpe
Maybe he doesn't want to fool around with crazy coal, goofy graphics, and the rules.txt
Originally posted by Mercatore Uno
This should be common knowledge by now... You don't need to hexedit this.
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Thanks for bringing this up again Agricola. I thought a very good statement on what can be done with hex editing would be useful to all scenario creators, old and new.
Mercator, speaking of civ2 hacks, anything new with the auto file swapper?
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You don't need to hexedit terrain under a city either: just amend the rules.txt so that terrain can be irrigated to turn into Glacier (or whatever) in one turn. Then create settlers for those civs in those cities, irrigate, then disband. Simple.
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Maybe he doesn't want to fool around with crazy coal, goofy graphics, and the rules.txt
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Re: What can be done with hex-editing
Originally posted by AGRICOLA
3. Terrain - add river to a terrain square.This should be common knowledge by now... You don't need to hexedit this. It's even in the Hints, Tips & Guides subforum:
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I'll add this to global:
To slow/accelerate the tech rate of a civ.
You can do it easily by changing the number of tech byte, discovered by great hex-editer SlowThinker.
I modified the famous, excelent Imperialism 1870 v2 of Exile because some players were finding it to go too quickly and Exile said that high tech paradigm values caused problems. I increased number of techs of all civs (except barbarians) so now the research is a slot slower.
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Thanks a lot!
Well Glacier will be renamed "City" or "urban" or else and have a higher # of food of course.
And dont worry about the improvements- I hadnt finished setting improvements inside most of the citys.
Many many thanks one more time.
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You have 32 cities. I assume you would want all of them on a glacier. Have you considered that this might do some very unpleasant things to the food supply of the smaller cities.
I've looked at the cities and most have very few improvements. The easiest way to do what you want would be for you to use the cheat mode to to raze them, change the terrain, rebuild and add the improvements. It shouln't take more than 5 minutes per city. Don't worry about the lost wonders. The attached file has been hex edited so that they have not yet been built in London or Berlin.
This is one situation where hex-editing terrain is not the easiest way.
Good luck with your scenario.Attached Files
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Ah well... ehm could one of you guys help a little?
I got a problem.
In the working progress of my scenario which shall be stackable I didnt realize the need of an urban terrain with a high defensive bonus under every single city´s square to balance the relation of defence to all the fortesses outside.
I have placed about 20 citys yet but 2 of them got wonders inside and deleting them would make them lost, also I micromanaged every single one of it yet.
My request would be, if one of you could perhaps be so gentle and hex edit a "glacier" terrain under every existing city in my save (it really are not much citys yet). That would be too kind!
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Originally posted by rmsharpe
2. Units - change number of charges on pre-charged settlers/engineers.
If you put an engineer or settler to work (usually irrigate, mine or transform) and "wake" them before the work is completed, they retain the number of turns they have worked. Then, if they are put to work on another project the retained turns count towards the completion of the new project.
A very simple example would be that, if an engineer starts to irrigate a square on turn 1 and is activated at the beginning of turn 2, it can then be moved to a new location where it will by itself immediately complete a 2-turn project such as build a fortress, an airfield or a RR on plains or grassland that already has a road.
There is a current thread, "precharged engineers???" by boychuk in CFC's Civ2 - Strategy & Tips forum that deals with this in some detail.
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