Mercator,
Your work here, and the link you posted, are very great. Keep up the good work. Let us know if you make any more progress on the visibility hex- it would be great to simply change this hex if one makes mistakes in what squares are shown to who.
Here's what I think must be the case about special resources, if I haven't made myself clear so far. Lets say you have a big ocean. In the map editor it will be filled with resources, but when you start an actual game, all the resources not near a coast disappear. If you then build an island near a resource spot, it still won't appear, but if you change that exact spot to land, it will reappear and stay that way even if you turn it to water again. So, there must be in the file a place where the underlying pattern is saved, and also a function showing if that resource is activated or not.
Hopefully, if that location is found, this means one could turn on or off resources through hex editing, though maybe only for squares that fit the predetermined pattern. Perhaps, Mercator, this is the meaning of the 3rd or 6th byte you speak of, or its in some other still unknown location. Could you try editing a spot in an ocean where there would be a resource if it was near to land, so the resource is uncovered, and then see if there are any changes to the hex code for that square? That information must be recorded somewhere in the .sav file!
Another thought: would it be possible to increase the size of a map simply by adding extra lines of terrain code for extra lines of terrain? I doubt its that easy, there is probably a spot somewhere else in the file where the overall map size is indicated, if not other such spots that need changing. For instance, after checking out the info on hex editing cities, I tried to move a city simply by changing the hexes indicating the city's location. It unfortunately didn't work, creating some kind of middle ground where the name of the city was in one place and the actual city kind of still in the original spot. So city location info must be in more than one place.
But, if a map could be increased in size, might it even be possible to increase a map over the 100 by 100 limit? That would be mind-blowingly great. I've always rankled against that limit.
Also, does anybody know of the hex that needs changing to turn a destroyed wonder into a non-destroyed one? Someone who has now left Civ2 once did that for one of my scenarios, so I know it can be done.
Your work here, and the link you posted, are very great. Keep up the good work. Let us know if you make any more progress on the visibility hex- it would be great to simply change this hex if one makes mistakes in what squares are shown to who.
Here's what I think must be the case about special resources, if I haven't made myself clear so far. Lets say you have a big ocean. In the map editor it will be filled with resources, but when you start an actual game, all the resources not near a coast disappear. If you then build an island near a resource spot, it still won't appear, but if you change that exact spot to land, it will reappear and stay that way even if you turn it to water again. So, there must be in the file a place where the underlying pattern is saved, and also a function showing if that resource is activated or not.
Hopefully, if that location is found, this means one could turn on or off resources through hex editing, though maybe only for squares that fit the predetermined pattern. Perhaps, Mercator, this is the meaning of the 3rd or 6th byte you speak of, or its in some other still unknown location. Could you try editing a spot in an ocean where there would be a resource if it was near to land, so the resource is uncovered, and then see if there are any changes to the hex code for that square? That information must be recorded somewhere in the .sav file!
Another thought: would it be possible to increase the size of a map simply by adding extra lines of terrain code for extra lines of terrain? I doubt its that easy, there is probably a spot somewhere else in the file where the overall map size is indicated, if not other such spots that need changing. For instance, after checking out the info on hex editing cities, I tried to move a city simply by changing the hexes indicating the city's location. It unfortunately didn't work, creating some kind of middle ground where the name of the city was in one place and the actual city kind of still in the original spot. So city location info must be in more than one place.
But, if a map could be increased in size, might it even be possible to increase a map over the 100 by 100 limit? That would be mind-blowingly great. I've always rankled against that limit.
Also, does anybody know of the hex that needs changing to turn a destroyed wonder into a non-destroyed one? Someone who has now left Civ2 once did that for one of my scenarios, so I know it can be done.
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