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  • #16
    Gothmog,
    yes, for a WORD i mean 2 bytes and for a DWORD i mean a doubleword, so 4 bytes; i'll search if this scheme changes between Fantasy, Sci-fi or extended

    About Map Section,
    Tot makes slight adjustment to Civ2 Map structures (looking my notes i read that it adds a WORD between map header and first map block and adds also 7 WORDS between 2nd and 3rd map block BTW the first word of these words must be equal to map seed number because TOT looks here instead that in the header)
    Anyway i'm sure about a thing, if you use a single map you'll have ONLY ONE map in the sav file as in a Civ2 original SAV games (only 7+1=8 WORDs longer), but if you use 2, 3 or 4 maps you will have 2,3 or 4 data structures appended at the first map section while the map header is always the same.
    I know this is not very clear so just ask me everything you want me to explain better.

    Angelo
    "If it works, it's obsolete."
    -- Marshall McLuhan

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    • #17
      I've been digging into this myself. Your formula works perfectly to get to the map header. It also looks like the map header in ToT is 16 bytes (used to be 14). The extra word is an integer that indicates how many extra maps there are. So for the extended game the number is 1; for the sci-fi and fantasy the number is 3.

      What I need to know now is the number of slack bytes between the actual map data and the unit table. It seems to vary depending on whether you're in the orginal game, the extended game, the scifi game or the fantasy game.

      ------------------
      "There is no tiddle-taddle nor pibble-pabble in Pompey's camp."
      "Cease fire! Please! Cease fire. What a dreadful waste of ammunition!" -- General Horatio Herbert Kitchener
      --

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      • #18
        Unfortunately, actually i haven't time to look in scn structure again, but probably next week i'll try to decode this number of slack bytes, anyway this is what i've discovered with civconv. :
        In original games this number is always the same even if it growns enormously since Civ2;
        in Civ2 we had something as 0x400 bytes while in Tot we have 0x2800; i'm not sure about exact numbers for a couple of reasons, anyway the important thing is that (at least for original flavor) you can calculate an exact offset and solve in this way your problem.
        "If it works, it's obsolete."
        -- Marshall McLuhan

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        • #19
          Angelo,
          Do you think it would be worthwhile to make a version of CivCity that could only handle the 'original' version? I'm sitting on the fence on this question. On the one hand, people want a ToT version and maybe something would be better than nothing; on the hand an 'original' only version would leave people who wanted to use mulitple maps out in the cold.

          DarthVeda.
          Your thoughts on this?

          ------------------
          "There is no tiddle-taddle nor pibble-pabble in Pompey's camp."
          "Cease fire! Please! Cease fire. What a dreadful waste of ammunition!" -- General Horatio Herbert Kitchener
          --

          Comment


          • #20
            Gothmoth,
            I downloaded the latest version of CivTweak for the purpose of changing the city "styles" for Second Front... And it doesn't work
            It has a wonderful interface, easy to use but all the cities have become Bronze age and stay that way? Is there something I didn't get??

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            • #21
              I don't know what you mean by
              quote:

              Originally posted by Captain Nemo on 10-20-2000 10:50 PM
              all the cities have become Bronze age and stay that way? Is there something I didn't get??


              Do you understand that the styles in rules.txt have to agree with what you pick in civtweak?
              "Cease fire! Please! Cease fire. What a dreadful waste of ammunition!" -- General Horatio Herbert Kitchener
              --

              Comment


              • #22
                Gothmog,
                I have edited the Civ Rules many times before to make the city styles conform to what I wanted... I thought CivTweak replaced that operation?
                What is the purpose of choosing city styles in Civ Tweak when the game disregards that information and goes by the Rules anyway? Apparently something I didn't understand... Any way I went in and edited the rules.txt to do what I wanted.
                BTW sorry for mangling your name in the previous post. I guess I am now qualified to be president...

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                • #23
                  Nemo,
                  Apparently I'm not qualified to be an explainer of program documentation.

                  Civtweak is meant to replace selected hex editing chores. It only updates the save file; it does not update the rules file.

                  One chore it does is fixing the so called bronze-age city style problem. The city style pre-industrial appearance is determined by the rules file for UNPLAYED tribes. For PLAYED tribes, the appearance is determined by what is stored in the save file, which is a zero in most cases. Only the tribe you stared the game with will have the correct value stored in the save file.
                  "Cease fire! Please! Cease fire. What a dreadful waste of ammunition!" -- General Horatio Herbert Kitchener
                  --

                  Comment


                  • #24
                    Thanks Gothmog, I got it...

                    The problem is the one you get when you load the Civ2 CiC Napoleon scenario and get Bronze age cities for the French... Yes, I remember editing that in the Hex-editor. I my case the played Civ (Allies) is Industrial Age so the Bronze age Bug wasn't getting me.

                    I had another problem with the "people" graphics, not being able to force a Civ to have the Renaissance style population. I always thought it was tied to the Philosophy technology just as the Industrial age people and cities are tied to the Industry Tech and the modern style are tied to Automobile and Electronics... But I am apparently wrong. It seems that Renaissance has additional prerequisites beside Philosophy. Any ideas?

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                    • #25
                      According to W.Keenan´s advance slot design tip you need Philosophy AND Invention for the Renaissance people.

                      ------------------
                      Civ2000
                      Blah

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                      • #26
                        Gothmog, like you said an Original only version of CivCity for Tot is better than nothing and, with some care in coding you should be able to add other flavors later, when we will understand how they work, with a minimal effort.

                        Angelo
                        "If it works, it's obsolete."
                        -- Marshall McLuhan

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                        • #27
                          Thanks Bernd that worked!
                          I guess I had figured it out a long time ago but forgot :0

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