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  • #16
    Originally posted by percuno
    It still "feels" that way though, because if I were to compare two single-player scores of two identically skilled players on two identical games, the "modded" one would by default be higher, because I have "changed the rules".
    Well of course you can only compare games played with the same rhules. Otherwise you would compare apples and oranges.

    -Martin
    Civ2 military advisor: "No complaints, Sir!"

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    • #17
      Well, the final result of all this "tweaking" was a save game file that crashed at year 2238 every single time, even if I went back a turn or two, I don't know if it mattered but it was when my largest city was about to click over to 67 from 66.

      So I went back a turn, killed off the last enemy city and achieved my all-time highest score, then "continued the game", which still resulted in crashing in 2238

      It seems that progressing to a certain specific unit was what caused it, because when I would reload the save I could move a few units before crashing, then one or two more, then just one, then it would crash right when I loaded the save game. This was with saving after each successful unit movement.

      Of course in their infinite wisdom, the programmers produced a huge error message with a data dump that...could not be cut and pasted

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      • #18
        Well the savegame would be of more use so we could use the debug built to figure out what's going wrong.

        -Martin
        Civ2 military advisor: "No complaints, Sir!"

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        • #19
          I'll see if I can make it happen again, might take a while as I am on a course.

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          • #20
            ok, completely erased and reinstalled the game and patched up to the latest Apolyton version, played one game through to see how it goes, then made the following changes:

            *************
            buildings.txt
            *************
            IMPROVE_AQUA_FILTER
            RaiseOvercrowdingLevel 9
            RaiseMaxPopulation 21

            IMPROVE_AQUEDUCT
            RaiseOvercrowdingLevel 9
            RaiseMaxPopulation 21

            IMPROVE_ARCOLOGIES
            RaiseOvercrowdingLevel 16
            RaiseMaxPopulation 21

            IMPROVE_BODY_EXCHANGE
            RaiseOvercrowdingLevel 21

            IMPROVE_DRUG_STORE
            RaiseOvercrowdingLevel 7

            IMPROVE_HOSPITAL
            RaiseOvercrowdingLevel 12

            IMPROVE_INCUBATION_CENTER
            RaiseOvercrowdingLevel 21

            *************
            citysize#.txt
            *************
            CITYSIZE_ZERO through CITYSIZE_FIVE
            BaseOvercrowding 6
            BaseMaxPop 24

            CITYSIZE_SIX
            Population 101
            MaxWorkers 101
            BaseOvercrowding 6
            BaseMaxPop 24

            Note: Population and MaxWorkers are the sum of the RaiseOvercrowdingLevel values in buildings.txt + the BaseOvercrowding

            *************
            govern.txt
            *************
            GOVERNMENT_ECOTOPIA
            TooManyCitiesThreshold 120

            GOVERNMENT_VIRTUAL_DEMOCRACY
            TooManyCitiesThreshold 120


            We'll see what the end result is in a new game I am about to start.

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            • #21
              Well it took forever, in between classes, work, child-raising and every other little thing, but I finally got a city to 100 population with all the changes listed in my previous post.



              Now to find time to mess with the aactual source code itself

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              • #22
                Re: Max City Size

                Excellent, we look forward to help on the code...
                Formerly known as "E" on Apolyton

                See me at Civfanatics.com

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