Any designer who builds scenarios for ToT has GOT to examine Angelo Scotto's new Event Creation tool. I spent a week editing the Instruction Manual, and have to say that this tool absolutely blows me away! CSPL functions by editing Civ2 game files while they are running in computer memory. This allows scenario designers to create entire CATEGORIES of events that simply aren't available in Civ2! The download file also contains a large manual which functions as a step-by-step tutorial. To give you an idea of CSPL's capabilities, here's some of the examples from the manual:
1) (Ch5) WorldLink: In this example we will link two ToT maps east-west. This effect is impossible to obtain normally, but with CSPL it becomes quite easy.
2) (Ch6) "Colonization"-type Improvements: This early Sid Meier game allows Improvements present in a city to determine which units can or cannot be built in that city. For example, an artillery unit cannot be built in a city if a Barracks is not present there. In Civ2 only techs determine which unit can be built and so an event such as the one described above is simply impossible to obtain with ToT. This effect IS possible with CSPL and we'll code exactly this event.
3) (Ch7) Submissive Civs: With Civ2:MGE the AI became much more aggressive, making it difficult to build scenarios which depend upon long term alliances. In this example we will make alliances between civs more solid by changing Attitude values directly in memory. Let's say we are creating a scenario based on WWII and we want to implement two civs, English and Americans. With CSPL they can have normal contact and diplomacy ennabled and STILL keep their alliance for the whole game.
4) (Ch8) The Moving Wonder: One of the annoyances about Wonders is that they're stuck in the cities in which they're built. In some scenarios it would be interesting to move wonders from city to city, almost as if they were units. Imagine a Special King unit which acts as a wonder when present in a particular city (maybe as Shakespeare's Theatre to calm down the citizenry or as King Richard's Crusade to boost production in the city) or an Einstein unit which acts as a moving Copernicus observatory. This is exactly what CSPL will do in this example.
5) (Ch9) SwitchCiv: This effect can be used to simulate civil wars in which the player now controls a new faction, or you can use this effect in multi-protagonist scenarios (play the first half with one civ, the second half with another), and a lot of other interesting effects (such as scenarios designed with companies instead of civs where the player is hired first by one company and then by another, etc). In the following example let's have the player start with the white civ and at turn 10 the player controlled civ will become the green one.
6) (Ch10) Miner Unit: Imagine having a CSPL program which changes a tile to a special terrain type (Mine) which was not used on the map at the start. Imagine also a special unit, the Miner, and a CSPL coded event of this type: "IF Miner is on Mine THEN Send number of Money/Shields/Food to Miner HomeCity". Obviously, controlling Mines with Miners in this way would be vital for each player (although it's doubtful the AI would be able to "learn" how to do this). Miners should send resources to the HomeCity only once per turn.
7) (Ch11) Unit "Level Ups": In Colonization, Indians who were able to defeat European soldiers could seize their rifles (or horses), thus changing the Indian unit into a more powerful one (natives+guns).
There are a lot of situations in Civ2 where similar functionality would be very useful (in sci-fi or fantasy scenarios for example, apart from the historical example given above). We could also imagine a hierarchy of levels: Starting from level0, units will battle against other units gaining sometimes (for each 10 units killed or something similar) a level advance and thus a change to their unit type. Or you can use the exact opposite. If after a battle the winner unit has a health bar in the red, this means it sustained too much damage and it is then transformed into a weaker unit type. Both effects (and variations thereof) are possible with CSPL.
8) (Ch12) Specialized Artillery: I know, ToT already has artillery and howitzer units, but our artillery unit will definitely be more interesting. Imagine having an artillery unit which is able to create a shell unit (a missile) when the player presses a key. Obviously, to avoid players creating infinite shells in the same turn, we need to implement a rule. Let's say that each time an artillery unit "fires", it's health bar goes down by 1/3. When it is under 50% (let's say), we cannot fire but we have to wait until the health bar goes over 50%. OK, this is exactly what we're going to implement.
The examples above are interesting, some even astounding, but it's just the tip of the iceberg. Almost ANY kind of event you can conceive of CAN be created using CSPL! As I told Angelo, "This isn't a tool to manipulate Civ2....it's a whole new game"!
For a limited time only, the new improved CSPL (with edited manual and library bug fixes) is available exclusively from the Ancient Empires web site! (At least until other web site owners grab it and post it!)
You'll find it on the AE Tools Page. Enjoy!
1) (Ch5) WorldLink: In this example we will link two ToT maps east-west. This effect is impossible to obtain normally, but with CSPL it becomes quite easy.
2) (Ch6) "Colonization"-type Improvements: This early Sid Meier game allows Improvements present in a city to determine which units can or cannot be built in that city. For example, an artillery unit cannot be built in a city if a Barracks is not present there. In Civ2 only techs determine which unit can be built and so an event such as the one described above is simply impossible to obtain with ToT. This effect IS possible with CSPL and we'll code exactly this event.
3) (Ch7) Submissive Civs: With Civ2:MGE the AI became much more aggressive, making it difficult to build scenarios which depend upon long term alliances. In this example we will make alliances between civs more solid by changing Attitude values directly in memory. Let's say we are creating a scenario based on WWII and we want to implement two civs, English and Americans. With CSPL they can have normal contact and diplomacy ennabled and STILL keep their alliance for the whole game.
4) (Ch8) The Moving Wonder: One of the annoyances about Wonders is that they're stuck in the cities in which they're built. In some scenarios it would be interesting to move wonders from city to city, almost as if they were units. Imagine a Special King unit which acts as a wonder when present in a particular city (maybe as Shakespeare's Theatre to calm down the citizenry or as King Richard's Crusade to boost production in the city) or an Einstein unit which acts as a moving Copernicus observatory. This is exactly what CSPL will do in this example.
5) (Ch9) SwitchCiv: This effect can be used to simulate civil wars in which the player now controls a new faction, or you can use this effect in multi-protagonist scenarios (play the first half with one civ, the second half with another), and a lot of other interesting effects (such as scenarios designed with companies instead of civs where the player is hired first by one company and then by another, etc). In the following example let's have the player start with the white civ and at turn 10 the player controlled civ will become the green one.
6) (Ch10) Miner Unit: Imagine having a CSPL program which changes a tile to a special terrain type (Mine) which was not used on the map at the start. Imagine also a special unit, the Miner, and a CSPL coded event of this type: "IF Miner is on Mine THEN Send number of Money/Shields/Food to Miner HomeCity". Obviously, controlling Mines with Miners in this way would be vital for each player (although it's doubtful the AI would be able to "learn" how to do this). Miners should send resources to the HomeCity only once per turn.
7) (Ch11) Unit "Level Ups": In Colonization, Indians who were able to defeat European soldiers could seize their rifles (or horses), thus changing the Indian unit into a more powerful one (natives+guns).
There are a lot of situations in Civ2 where similar functionality would be very useful (in sci-fi or fantasy scenarios for example, apart from the historical example given above). We could also imagine a hierarchy of levels: Starting from level0, units will battle against other units gaining sometimes (for each 10 units killed or something similar) a level advance and thus a change to their unit type. Or you can use the exact opposite. If after a battle the winner unit has a health bar in the red, this means it sustained too much damage and it is then transformed into a weaker unit type. Both effects (and variations thereof) are possible with CSPL.
8) (Ch12) Specialized Artillery: I know, ToT already has artillery and howitzer units, but our artillery unit will definitely be more interesting. Imagine having an artillery unit which is able to create a shell unit (a missile) when the player presses a key. Obviously, to avoid players creating infinite shells in the same turn, we need to implement a rule. Let's say that each time an artillery unit "fires", it's health bar goes down by 1/3. When it is under 50% (let's say), we cannot fire but we have to wait until the health bar goes over 50%. OK, this is exactly what we're going to implement.
The examples above are interesting, some even astounding, but it's just the tip of the iceberg. Almost ANY kind of event you can conceive of CAN be created using CSPL! As I told Angelo, "This isn't a tool to manipulate Civ2....it's a whole new game"!
For a limited time only, the new improved CSPL (with edited manual and library bug fixes) is available exclusively from the Ancient Empires web site! (At least until other web site owners grab it and post it!)

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