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Angelo Scotto
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Milan, Italy
Oct 1999 time: 05:13
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Gothmog,
yes, for a WORD i mean 2 bytes and for a DWORD i mean a doubleword, so 4 bytes; i'll search if this scheme changes between Fantasy, Sci-fi or extended
About Map Section,
Tot makes slight adjustment to Civ2 Map structures (looking my notes i read that it adds a WORD between map header and first map block and adds also 7 WORDS between 2nd and 3rd map block BTW the first word of these words must be equal to map seed number because TOT looks here instead that in the header)
Anyway i'm sure about a thing, if you use a single map you'll have ONLY ONE map in the sav file as in a Civ2 original SAV games (only 7+1=8 WORDs longer), but if you use 2, 3 or 4 maps you will have 2,3 or 4 data structures appended at the first map section while the map header is always the same.
I know this is not very clear so just ask me everything you want me to explain better.
Angelo
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Angelo Scotto
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Milan, Italy
Oct 1999 time: 05:13
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Unfortunately, actually i haven't time to look in scn structure again, but probably next week i'll try to decode this number of slack bytes, anyway this is what i've discovered with civconv. :
In original games this number is always the same even if it growns enormously since Civ2;
in Civ2 we had something as 0x400 bytes while in Tot we have 0x2800; i'm not sure about exact numbers for a couple of reasons, anyway the important thing is that (at least for original flavor) you can calculate an exact offset and solve in this way your problem.
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Captain Nemo
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Red Front
Jan 1970 time: 05:13
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Gothmog,
I have edited the Civ Rules many times before to make the city styles conform to what I wanted... I thought CivTweak replaced that operation?
What is the purpose of choosing city styles in Civ Tweak when the game disregards that information and goes by the Rules anyway? Apparently something I didn't understand... Any way I went in and edited the rules.txt to do what I wanted.
BTW sorry for mangling your name in the previous post. I guess I am now qualified to be president...
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Captain Nemo
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Red Front
Jan 1970 time: 05:13
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Thanks Gothmog, I got it...
The problem is the one you get when you load the Civ2 CiC Napoleon scenario and get Bronze age cities for the French... Yes, I remember editing that in the Hex-editor. I my case the played Civ (Allies) is Industrial Age so the Bronze age Bug wasn't getting me.
I had another problem with the "people" graphics, not being able to force a Civ to have the Renaissance style population. I always thought it was tied to the Philosophy technology just as the Industrial age people and cities are tied to the Industry Tech and the modern style are tied to Automobile and Electronics... But I am apparently wrong. It seems that Renaissance has additional prerequisites beside Philosophy. Any ideas?
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Angelo Scotto
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Milan, Italy
Oct 1999 time: 05:13
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Gothmog, like you said an Original only version of CivCity for Tot is better than nothing and, with some care in coding you should be able to add other flavors later, when we will understand how they work, with a minimal effort.
Angelo
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Captain Nemo
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Red Front
Jan 1970 time: 05:13
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Thanks Bernd that worked!
I guess I had figured it out a long time ago but forgot :0
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