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City Style and Leader Name problems

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  • #16
    Or it could be a side effect of the leader changes.
    You just changed the city styles with civfix?

    I guess it could have something to do with changing some of these values. Most of my scenarios have no goodie huts or barbarians, so it's beyond my experience. I play around with this and see what happens.


    "Cease fire! Please! Cease fire. What a dreadful waste of ammunition!" -- General Horatio Herbert Kitchener
    --

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    • #17
      I ran a couple of tests, and it's definitely something caused by CivFix.

      1) I took the "End of the Bronze Age" scenario file and ran it through CivFix. I changed only the city styles (The other default settings were Bloodlust, Deity, and Raging Hordes....I didn't touch them). This caused the "Frozen Barbarian" problem.

      2) I changed the city styles BACK to their defaults, but the problem didn't go away.

      3) I took a clean EotBA.scn file, opened it with CivFix, changed nothing, and saved it. Result? The "Frozen Barbarian" problem again!

      I'm beginning to think this has nothing to do with city styles. Is it possible that the Barbarian portion of the hex editing is causing the problem? That appears to be the most likely explanation.
      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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      • #18
        Kull,

        Right you are! I experienced the same problems. Civfix has the unfortunate side effect of disabling barbarians. Technically speaking, the value at offset '2D' had the last bit (the barbarians!) set off. It should always be on! So any files you might have changed would have this problem.

        Version 1.2 should remedy this. It now shows the barbarians as a tribe, so you can re-enable them, or you can hex edit your file with a hex editor to fix the problem. For example if you had all tribes in play the value should be hex 'FF' (binary '11111111') at offset '2D'. The value Civfix placed in there was 'FE' (binary '11111110').
        I'm mailing you and others in this thead a corrected program. Don't worry, its a small attachment.
        [This message has been edited by Gothmog (edited May 18, 2000).]
        "Cease fire! Please! Cease fire. What a dreadful waste of ammunition!" -- General Horatio Herbert Kitchener
        --

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        • #19
          Gothmog,

          As the saying goes, nothing worthwhile is ever easy! The value of the tool more than offsets the inconvenience caused by the occasional bug. Keep up the good work!

          P.S. If you really want a challenge, have you considered incorporating some of the findings displayed in Allard's Hex Edit thread? I'm very interested in Barbarian stuff in general. In particular, adding Palaces to Barbarian cities (thus preventing Bribe City) and changing the default production (for example, have an island city produce pirate ships instead of land units) would be very useful to many developers.
          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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          • #20
            Thanks for understanding. I have been studying Allard's post. What I'd really like to do is make a city editor. The stumbling block there is that while the city entries have been mapped out, they start in a variable location, and I'd don't know how to find the first city with an algorithm.
            "Cease fire! Please! Cease fire. What a dreadful waste of ammunition!" -- General Horatio Herbert Kitchener
            --

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            • #21
              Kull,

              I do not believe you need hex editing to add palaces to barbarian cities. There are several scenarios out there that use this feature (most notably those by J.B. and H.T) and no mention is made in the readme about having used hex editing. It is my understanding that you have to use a .sav "virgin" file., i.e. if you use a .scn file or a .sav file that is derived from a previous .scn, the game will crash. I have not tested this thoroughly but I know it has worked for others.

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              • #22
                Benedetti,

                This topic was discussed at some length in an earlier thread and the problem is specific to those with FW. (I'll bump it up for you). An informal poll of those who participated in the thread shows that:

                1) People who can't build Palaces in Barbarian cities include Gothmog, Mark L, St. Leo, & I.

                2) People who CAN build Palaces are DarthVeda, Allard, & Black Dragon.

                Each person has FW, yet some are successful and others are not. Perhaps what's required is for a person in Group #1 to create a simple saved game containing a Barbarian City. Send it to a person in Group #2 and ask them to add a Palace to the Barbarian city...that change and no others. Then save the file and return it to a hex-edit expert. If that person compares the two files, we may be able to determine once and for all why one group can do this while the other can't!

                I'm willing to do my part as the Group #1 guy! Any volunteers for the other two jobs?
                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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