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TOT, goody huts, SOG, and Iran

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  • TOT, goody huts, SOG, and Iran

    I started playing Stephen Hartel's "Iran". Looks great, love the hunting and stuff, and interesting period in history about which i know little.

    But - I see no goody huts. I have TOT. I assume that this is the same problem that afflicted earlier versions of Paul Cullivan's Seeds of Greatness. This problem comes up in "original game style" scenarios, like SOG and Iran. Apparently it was solved in latest version of SOG, with help of William Keenan. While appreciating how busy everyone is, I would appreciate it if either someone could do this for "Iran", or altervatively if Mr. Keenan could post how it is done, so I or others could do it for Iran and similar scenarios. Perhaps someones already posted the method somewhere on the net - of so, could someone please point me to it?

    TIA,
    LOTM
    "A person cannot approach the divine by reaching beyond the human. To become human, is what this individual person, has been created for.” Martin Buber

  • #2
    That is an interesting suggestion. I was planning to do an update of that scenario anyway (removing dead-end techs and so), so I will think of -simply including goody huts. I'm not sure in what dimension, however. I mean, maybe I will remove them from the Iranian plateau and Siberia, because those are the areas I don't want to give the players an advantage. I might also give the Barbarians a more important role.
    Follow the masses!
    30,000 lemmings can't be wrong!

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    • #3
      By the way, LOTM, do you have Word 2000?
      Follow the masses!
      30,000 lemmings can't be wrong!

      Comment


      • #4
        word processers

        Originally posted by Stefan Härtel
        By the way, LOTM, do you have Word 2000?
        No, I dont, why?

        LOTM
        "A person cannot approach the divine by reaching beyond the human. To become human, is what this individual person, has been created for.” Martin Buber

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        • #5
          I was going to send you something by eMail, which I thought you might find interesting, but I don't know your adress...
          Follow the masses!
          30,000 lemmings can't be wrong!

          Comment


          • #6
            To briefly quote from Mr Keenan's email:

            I solved the problem with the goody huts not showing up in SoG. The new part of the @COSMIC section of the rules.txt was missing. It is this part that controls the huts in ToT. I've attached a corrected rules.txt file.
            There are several new lines in the @COSMIC section, but the one he's talking about is this:

            11111111;bitmask for goodie huts, right bit =map0, 0=no goodie huts

            Good pick-up on William's part!
            To La Fayette, as fine a gentleman as ever trod the Halls of Apolyton

            From what I understand of that Civ game of yours, it's all about launching one's own spaceship before the others do. So this is no big news after all: my father just beat you all to the stars once more. - Philippe Baise

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            • #7
              Update?

              Originally posted by Stefan Härtel
              That is an interesting suggestion. I was planning to do an update of that scenario anyway (removing dead-end techs and so), so I will think of -simply including goody huts. I'm not sure in what dimension, however. I mean, maybe I will remove them from the Iranian plateau and Siberia, because those are the areas I don't want to give the players an advantage. I might also give the Barbarians a more important role.
              Good News! Will you include the Ahura Mazda cursor?
              MRP

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              • #8
                As Kull pointed out, the Goody Hut problem in converted scenarios in ToT is the result of a truncated @COSMIC section. Copy and paste the lines to the end of the @COSMIC section to fix the problem.


                1 ; Value of each citizen to the Civilization Score.
                20 ; Value of each wonder to the Civilization Score.
                1 ; Reward for landing on A. Centauri first = this multiplier*(# of habitats)*(prob. of success)
                -10 ; Cost to Civilization Score (+ or -) for each extant non-AI controlled polluted tile.
                1 ; For each turn of peace after turn 199, this amount *3 is added to Civilization Score.
                5 ; Value to the Civilization Score of each future tech researched.
                0 ; Penalty assessed to Civilization Score each time player betrays another race.
                0 ; Cost to Civilization Score (+ or -) for each unit destroyed.
                11111111 ; bitmask for goodie huts, right bit =map0, 0=no goodie huts
                0 ; Helicopters pick up huts 0=no 1=yes

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                • #9
                  Error

                  Originally posted by William Keenan
                  As Kull pointed out, the Goody Hut problem in converted scenarios in ToT is the result of a truncated @COSMIC section. Copy and paste the lines to the end of the @COSMIC section to fix the problem.


                  1 ; Value of each citizen to the Civilization Score.
                  20 ; Value of each wonder to the Civilization Score.
                  1 ; Reward for landing on A. Centauri first = this multiplier*(# of habitats)*(prob. of success)
                  -10 ; Cost to Civilization Score (+ or -) for each extant non-AI controlled polluted tile.
                  1 ; For each turn of peace after turn 199, this amount *3 is added to Civilization Score.
                  5 ; Value to the Civilization Score of each future tech researched.
                  0 ; Penalty assessed to Civilization Score each time player betrays another race.
                  0 ; Cost to Civilization Score (+ or -) for each unit destroyed.
                  11111111 ; bitmask for goodie huts, right bit =map0, 0=no goodie huts
                  0 ; Helicopters pick up huts 0=no 1=yes
                  You sound like the right person to ask about this error message I got in the first turn of play testing Age of Osman...
                  Went to play the Osmali, the Romans sent 4 Bishops (Spys) to the city of Ismed and this error message popped up and I could not continue playing!
                  William, what do you make of it?
                  Attached Files
                  MRP

                  Comment


                  • #10
                    That's not alot of information to go on.

                    What version of Civ2 is this?
                    Are the Romans the AI?
                    What were the spies doing? Stealing techs?
                    Does the game crash every time or did it just happen once?

                    Comment


                    • #11
                      More to go on

                      Originally posted by William Keenan
                      That's not alot of information to go on.

                      What version of Civ2 is this?
                      Are the Romans the AI?
                      What were the spies doing? Stealing techs?
                      Does the game crash every time or did it just happen once?
                      Using Version 2.42 of Civ II with FW add on.
                      In this instance, the Romans are the AI.
                      The spies (Bishops) were poisoning the water supply, I had deleted the steal tech option from the Game text.
                      Every time I wanted to playtest the Osmali side the game crashed in its first turn as the Romans presede the Osmali in the tribe rota.

                      A hint (?) had to do some switching to give the Osmali Osmali units, Persians Persian units and Christian Christian units...using Communism for Sultanate and Fanatism for Khanate.

                      Still some units have not appeared in the scenario even when they have been selected...
                      MRP

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                      • #12
                        Re: More to go on

                        Originally posted by Masis

                        In this instance, the Romans are the AI.
                        The spies (Bishops) were poisoning the water supply, I had deleted the steal tech option from the Game text.
                        Removing the steal tech option from the Game.txt file will NOT prevent the AI from stealing techs.

                        Still no clear idea why the game is crashing. Check the game.txt file to insure that the @WATERSUPPLY section is there.


                        A hint (?) had to do some switching to give the Osmali Osmali units, Persians Persian units and Christian Christian units...using Communism for Sultanate and Fanatism for Khanate.

                        Still some units have not appeared in the scenario even when they have been selected...
                        There are a number of reasons why units are not buildable. None have anything to do with Governments (except Fanatics). I suggest you read the Advance Scenario Design 1.8 by Harlan Thompson and Advanced Slot Properties by myself.

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