Unit-Mania Original-Plus for Test-of-Time
-----------------------------------------


27 June 2000 - Version 1.5
--------------------------


;
;   
;
;   TEST-OF-TIME ORIGINALPLUS UNIT-MANIA VERSION for Purists
;
;   This Cut-down "Purist" Mod-pack is designed so that it can be used with any 
;   Test-of-Time "Original" saved game.
;
;   Simply save your existing game, load this Mod-pack and then continue playing with
;   the many extra realistic Unit choices suddenly available to you 
;   (and to your opponents).
;
;   This Mod-Pack contains the Bare Minimum of changes to Original 
;   Rules / Advances etc. in order to accomodate the 
;   Maximum number of new Units, but to also allow the Existing 
;   Civilopedia & Scenarios which use the Original rules to function properly 
;   (as far as possible).
;
;
;   This means no Intermediate Techs or Intermediate Units can easily 
;   be included and so the greatest rush of diffreing Units occurs in 
;   the "final" days.
;
;
;   However what all this means is that this Mod-Pack should be able to 
;   be overlayed over any existing Saved Test-Of-Time "Original" game 
;   without too many idiosyncrasies.
;
;
;      Modified by Kestrel18@Bigpond.com to take advantage of the
;      extra 29 Unit Slots (and the 11 Advance Slots) available in CIV2-ToT
;      whilst trying to retain the basic precepts of the Original game.
;


The First Unit-Mania Mod-Pack was originally developed so that I could fit in a 
whole heap of realistic modern land, sea & air units into the slots made available 
as a result of the Test-of-Time extra advance and Unit Slots.

I wanted to go 'mad' with Unit options to try to make unit choices 
difficult as time went on (without compromising the AI too much) and to 
explore the diversity of units that became available after the invention of 
Gunpowder. 

I also wanted to 'smooth' the capabilities of new units so that smaller jumps 
in ability occurred from one advance to another.


And so in this Mod-Pack variant 
the new progression of defensive land units goes :

- Warriors
- Phalanx
- Pikemen & Archers
- Musketeers
- Infantrymen
- Riflemen & Reservists & Machine-Gun group & Bicycle Troops
- Civil Defense, Commandos, Modern Infantry and Mechanised Infantry


And Slow offensive land Units :

- Legion
- Catapult
- Bombard
- Cannon
- Artillery
- Howitzer 

And Fast offensive land units :

- Horsemen
- Chariot
- War Elephant
- Mounted Legion
- Knights & Crusaders
- Dragoons
- Cavalry & Tank Mk1
- Armor
- Advanced Battle Tank & Self Propelled Howitzer

And Sea Transport Units :

Trireme
- Caravel
- Galleon/Frigate
- Clipper Ship
- Transport & Hovercraft

And Air units :

- Zeppelin
- Biplane
- Fighter
- Fighter / Bomber (Early analogue of the advanced four-engined bomber).
- Heavy Bomber
- SR-71 Spy-Plane
- Stealth Fighter & Stealth Bomber



For the same reason I added in the Zeppelin (Early analogue of the Helicopter)
 
As well I wanted to try out the "Domain 3" Land/Sea capabilities and so the 
"Navy SEALS" and "Naval Artillery" Units were born. (I have long been frustrated 
by enemy warships bombing my ports and not being able to shoot back at them.)


I have added in a few other unique or oddball units for example :

- Mortar Unit
- Recon Unit 
- Poison Gas
- Sea-Mines
- U-boat (early Submarine)
- Scouts
- Civil Defense Unit
- Suicide Squad
- Dreadnought
- Ambassador (exactly the same features as the diplomat, 
		  but the graphic and animation is more in keeping
		  with the early game).
 
 plus 1 or 2 others.	


See Describe.txt / Civilopedia for Details.


Even then I didn't have room for a few I would have liked to include such as :
- Musket Militia
- Gatling Gun
- Air Freight (Alas, I haven't been able to get that one working)
- Mech. Cavalry
- Pioneers
- Terraformer
- SAM Launcher
- Stinger Unit 
- Raft
- Patrol Boat
- Advanced Freight
and many more...


I have also tried to experiment with the new "Invisible Until attack"
and "Non-bribable" features of the new Test-of-Time game.

Changes to the existing Units - 
I changed the Legion Role from Defense to Attack so that it would upgrade to 
Knights if the Player has Leonardo's Workshop. (The old upgrade to Musketeers 
seemed to reduce the attack rating of the Unit from 4 to 3, not always desirable.)

Stealth Aircraft now are "Invisible until Attack"

Modern Submarine now has a movement of 4
     
I also set or changed  expiration on some of the Units, for example :-
- Musketeers are superceded by Infantrymen,
- Alpine Troops are superceded by Commandos, 
- Riflemen are Superceded by Modern Infantry and so forth. 


Whilst none of the Original Advance tree has been altered, 
Some new advances have been added and one has had its name modified, 
"Conscription" has become "Rifled Arms" and a new "Conscription advance 
has been created.

In addition the final Spacecraft build has (I believe) a more sensible set 
of Advance Preresquisistes. For Example - How are you going to build Life 
Support modules if you haven't yet discovered Recycling ?


More details as to what new Units require what new Advances can be found
by using the Civilopedia or by looking in the DESCRIBE.TXT file included,
or by looking in the Rules.Txt itself. 

See also the CIVILOPEDIA for further details as to specifications for all the 
new and modified Units and the rationale behind the creation of some of them.
(I have also updated many of the dscriptions for the existing advances 
	& units in the Civilopedia)




Other than that I have tried to leave the other Civilisation rules alone 
and retain the traditional objectives as I am not sure that any other mods 
I could make would add much value to what is already a fine mixture. 


Gameplay will probably be as for normal CIV2 until
Gunpowder is developed when masses of ever-improving military Units 
become available with new Technologies discovered, muddying the 
strategies as to what is the best thing to build at any one time
(and hopefully confusing the player with all the myriad possibilities).





INSTALLATION
------------

To load you will need to backup (and delete) your Original 
- Advice.txt
- Rules.txt
- Describe.txt
- Units.bmp
- static.spr 

If you do have the Test-of-Time patch v1.1 
MOVE the following sprites to the ExtendedOriginal directory
- Unit19.spr
- Unit57.spr
- Unit60.spr
- Unit66.spr
- Unit67.spr
- Unit78.spr


If you do not have the Test-of-Time patch v1.1 
Also MOVE the following sprites to the ExtendedOriginal directory
(they are not used in the Original Game)
- Unit51.spr to Unit79.spr

and then copy the contents of this modpack into your original directory.

That is,
- Advice.txt
- Rules.txt
- Describe.txt
- Units.bmp
- Unit19.spr
- Unit57.spr
- Unit60.spr
- Unit66.spr
- Unit67.spr
- Unit78.spr


Ditto for the Terrain files if you want to use them.


Use of the two new Earth Terrain files is optional, but I like the 
idea of different terrain for each game / modpack..



Copy the OriginalPlus sounds into your Original Sound directory


Hint from John Possidente from Microprose in order to get the Units in the 
Units.bmp to appear properly :

"The pictures in units.bmp are used in the Civilopedia and the build selection menu, 
but evidently nowhere else; as long as the game can find the animation files, 
it uses the first frame of each as the icon for the unit. These animation files, one for each unit, provide  the animations--movement, attack, dying, and so on. The first frame of each animation file is also used, in many places, as the static icon for the unit. So, you can change things in units.bmp, but never see them in the game, except in odd places like the production choice menu. "

"The static frame is first looked for in static.spr if there is no static.spr then it should look to the units.bmp file. To fix this, you must go out into the game directory and rename the unit##.spr file for every unit that you made a new image for. In addition to renaming the unit*.spr files so they are not used you will have to rename the static.spr file in each directory as well so your static frames fall back to the units.bmp file. That hides the unit animation, and the first-frame-static-image altogether so the game falls back on the units.bmp icon for the unit. That way, you can keep the existing units animated and still stick in your own."



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The Rules.txt and Units.bmp and advice.txt and Describe.txt 
in the Original Directory are for use with Test-of-Time 
when playing the "Original" game only, (The extra blank unit slots that 
have been used here are required in the "Extended" game)

Warning!: You need to have Civ2 Test-of-Time for this Mod-Pack to work!




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CREDITS
--------

Most Units images have been borrowed (stolen / pillaged),
(Although I have made minor mods to some, including reversing the images where necessary so that all point to the right to take advantage of Civ2-ToT's clever Icon mirroring movement.)
& apologies to all the designers from whom I have pillaged them , but I can't remember 
all the places I found them.

Here is an attempt to assign credit as far as I can reconstruct my wide 
ranging surfing to find images...

The Unit Gif credits are as follows :

Reservists - 		From the "Hi-Res" Modpack by Tim Smith
			- and were then modified.
Scouts - 		come from Civilwar (from "Conflicts in Civilization") 
Naval Artillery - 	comes from Allard Hfelt's Unit Collection  (enlarged by me)
Modern Infantry - From the "Hi-Res" Modpack by Tim Smith
Bicycle Troops - 	comes from Allard Hfelt's Unit Collection  
Navy SEALS - 		Ditto
Commandos - 		Ditto
Machine-Gun Grp - 	Ditto
Mortar Unit - 		Ditto
Hovercraft - 		Ditto  (enlarged by me)
Dreadnought -		Ditto
Tank -			Ditto (by ST)  (enlarged by me)
Adv. Battle tank -	Ditto (enlarged by me)
Zeppelin -		      Ditto (by ST)
Ftr Bomber -		Ditto (by MB)
Jet Bomber - 		Ditto  (enlarged by me)
Clipper Ship - 		From the VERNE Scenario

Where I have in the past used the Fantastic Worlds Image editor for Units it 
appears to eliminate "invisible" initials, sorry.





The Terrain is largely a compilation of my previous Earth-Lighter Terrain,
the Hi-Res2.4 modpack by Tim F. Smith (yoohootim@hotmail.com)
for the mountains and one of the Forest Graphics and 
using St.Leo's modpack as a basis. 

I also liberated a couple of cacti from Icedan.




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If anyone else wants credit, or I have got any of the above wrong, 
please E-Mail me & I will ensure that appropriate credit is given.



See / Get  also the Updated Terrains I have created 
( available in the 4 realm "3-D Scenario or as a separate Mod-Pack at http://civ.cx )


Lightened/Reduced-Contrast Backgrounds for the 
Information screens available separately in the Mod-Pack :
"Civ2-ToT-Background-Better". It makes the game easier to play 
by reducing the background contrast when trying to get foreground info. 
The Black writing on mottled grey thus becomes easier to read.

(Well that's my opinion anyway).





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Regards,


Kestrel18@bigpond.com


