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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Restored Forums > [Restored Forum 198] SL: Civ2 Creation Hints, Tips and Guides > Everything on Hex Editing
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The ANZAC
King
The Rodina!
Jan 2000
time: 00:37
21-06-2000 03:15 | www
edit | quote
#31 | report |
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BTW do you have a second topic on hexediting? If so what's the URL?

Allard HS
Prince
NL
Jan 1970
time: 06:37
21-06-2000 04:06 | www
edit | quote
#32 | report |
Remove this text


<center><table width=80%><tr><td><font color=000080 face="Verdana" size=2><font size="1">quote:
<img src="/images/blue1.gif" width=100% height=1>
</font>Thanks for looking at my post. Do you know a good hex editor, that's free? And if not, anything that's good.
<img src="/images/blue1.gif" width=100% height=1></font></td></tr></table></center>

I use Hex Workshop. It's ok. You can download it here:
http://www.bpsoft.com/downloads/ .
It's shareware but if you type in 90401-426325-78F0 as the code, it gets free (on the 3.x version, not older ones).
There might be some better ones, but I doubt for free.

<center><table width=80%><tr><td><font color=000080 face="Verdana" size=2><font size="1">quote:
<img src="/images/blue1.gif" width=100% height=1>
</font>BTW do you have a second topic on hexediting? If so what's the URL?
<img src="/images/blue1.gif" width=100% height=1></font></td></tr></table></center>

no, why would I make two threads about the same?

Mercator
King
Sorekara no Nanimo
Jan 1970
time: 06:37
21-06-2000 16:05 | www
edit | quote
#33 | report |
Increase Your PM Length


I personally find A.X.E. rather nice. And best of all, it's a legally free HEX-editor. It can be found at http://www.kahei.com
Keep up the good work everyone!

Edit: Nevermind that link, try this instead:
http://www.civgaming.net/mercator/files/axe21.zip

Last edited by Mercator on 21-09-2003 at 17:40

Captain Nemo
Prince
Red Front
Jan 1970
time: 05:37
22-06-2000 06:46 | www
edit | quote
#34 | report |
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Yes, the ships paradropping while carrying cargo works. I have implemented it in Second Front.

Gothmog
Prince
Minas Morgul
Jan 1970
time: 00:37
22-06-2000 14:36
edit | quote
#35 | report |
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Allard,
A few more things I've learned since my last posting.
In the second tribe record (the big one), location Hex 69, is a city count. It shows up in MGE when you start a multiplayer game. Otherwise, I think it has no effect on the game.

In MGE a unit entry is 32 bytes long versus 26 for earlier versions and city entry is 88 bytes long versus 84 for earlier versions. What the extra bytes are I don't know yet.

Prometeus
King
of Old Europe - "In America we don't trust"
Jun 2000
time: 06:37
22-06-2000 14:48
edit | quote
#36 | report |
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Thanks a lot Nemo!
Call me Gyren Zabi, now....
<font size=1 face=Arial color=444444>[This message has been edited by Prometeus (edited June 22, 2000).]</font>

Panda
Prince
Europe
Jan 1970
time: 05:37
23-06-2000 01:16
edit | quote
#37 | report |
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Gothmog:

I did point out eailer that the city information in FW contains only 84 bytes, not 88. Perhaps in MGE format it is 88 and 85+86 is the city index number as stated above.

All:

There is a really great (free) Hex Editors I use. Hex Wizard http://members.xoom.com/Hexwizard/index.htm , allows you to compare two files. But it doesn't allow to pasting information.

------------------
"The man who can smile when things go wrong has thought of someone he can blame it on"

Gothmog
Prince
Minas Morgul
Jan 1970
time: 00:37
23-06-2000 17:50
edit | quote
#38 | report |
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Andrew,
By earlier versions, I meant FW and CIC. I didn't mean to contradict you. Your city hex editing page has been of enormous help to me!
When I started hacking around an MGE saved file, I realized the city entry was longer for the MGE format only. I suppose ToT is different yet again. I haven't poked around there yet.

SCDARS
Warlord

Sep 1999
time: 06:37
24-06-2000 02:45 | www
edit | quote
#39 | report |
Suffering from ads?


Allard: Thank you for your very prompt help!
You prevented me from restarting my scenario after more than a year of work...
Gothmog mentioned "city count showing upin MGE"...
This brought me to the question about another kind of "city count": Where is the number of built cities per civ stored... I mean the value that determines which city name# will be picked out of city.txt when the next one is build?

I remember that in good old Colonization it was quite easy to find, and I already thought I had located it, but then I realized I was wrong...

techumseh
King
of the frozen North.
Apr 1999
time: 22:37
11-05-2001 20:17 | www
edit | quote
#40 | report |
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Just wondering if anyone's been doing any hex editing based on this great research done last year?

Henrik
Emperor
The European Union, Sweden, Lund
Dec 2000
time: 06:37
11-05-2001 23:12 | www
edit | quote
#41 | report |
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This is amazing thanks for bumping the topic, i had no idea something as thurough as this had been done

Henrik
Emperor
The European Union, Sweden, Lund
Dec 2000
time: 06:37
11-05-2001 23:20 | www
edit | quote
#42 | report |
Increase Your PM Length


<center><table width=80%><tr><td><font color=000080 face="Verdana" size=2><font size="1">quote:
<img src="/images/blue1.gif" width=100% height=1>
</font><font size=1>Originally posted by Allard HS on 05-05-2000 06:20 PM</font> byte 16 - Government. Valid values are 00-07 (though 07 does
not normally exist). A value of 08 or higher causes
the game to crash. 00 is of course Anarchy, 01 is
Despotism, etc.
You can give the barbarians Democracy (06) to prevent
their cities being subverted.
<img src="/images/blue1.gif" width=100% height=1></font></td></tr></table></center>

Could someone please elaborate on this? What happens whit a 07 govt, how will the game handle it?

JMarks
Prince
formerly known as the artist
Mar 2000
time: 05:37
14-05-2001 06:35 | www
edit | quote
#43 | report |
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Hey, I was reading through this topic, and saw that one could place cities next to each other. I was wondering, could one possibly place the cities on top of each other? If that could happen, what would the effects be? If everything was satisfactory, could it be the answer to the Americans based in UK in WWII scenarios without combining the two countries?

Heresson
King
of frogs
Jun 2000
time: 06:37
15-05-2001 03:42
edit | quote
#44 | report |
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In fact, I've discovered the way to put cities on each other without
hex-editing some time ago. it's very nice thing, it can be very very useful.

Pap1723
Prince
Chicago, IL
Mar 2000
time: 23:37
15-05-2001 07:51 | www
edit | quote
#45 | report |
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Heresson-
Can you please share with the rest of us how you can accomplish that?

Heresson
King
of frogs
Jun 2000
time: 06:37
15-05-2001 18:22
edit | quote
#46 | report |
Browse Apolyton AD-FREE


I can tell, but won't ;-P

Henrik
Emperor
The European Union, Sweden, Lund
Dec 2000
time: 06:37
15-05-2001 18:33 | www
edit | quote
#47 | report |
Enter the AD-FREE zone


why not

Pap1723
Prince
Chicago, IL
Mar 2000
time: 23:37
15-05-2001 19:39 | www
edit | quote
#48 | report |
Got spare money?


Dude, that really isn't cool.
Almost no one holds back information, because it allows everyone to make awesome scenarios that everyone can play and enjoy. I know that I could really use it for my new scenario, so please don't be so rude, and share your knowledge.

Pap

Mr. Oobir
Warlord
Michigan, USA
Apr 2001
time: 00:37
15-05-2001 20:46 | www
edit | quote
#49 | report |
Avatar Enlargement: We've got the solution


I'm not sure, but this might make stacked cities (without hex-editing): Place a Settler/Engineer in a foreign city (via the Cheat menu). Ownership problems could be taken care of by bribing the city. Just a guess, though.

EDIT: Nope, this doesn't work. Has the 'Join City' option rather than 'Build a New City.' And I thought I had something there...
<font size=1 face=Arial color=444444>[This message has been edited by Mr. Oobir (edited May 15, 2001).]</font>

Heresson
King
of frogs
Jun 2000
time: 06:37
16-05-2001 09:21
edit | quote
#50 | report |
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No, that's not it

Allard HS
Prince
NL
Jan 1970
time: 06:37
17-05-2001 03:45 | www
edit | quote
#51 | report |
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<center><table width=80%><tr><td><font color=000080 face="Verdana" size=2><font size="1">quote:
<img src="/images/blue1.gif" width=100% height=1>
</font>Could someone please elaborate on this? What happens whit a 07 govt, how will the game handle it?
<img src="/images/blue1.gif" width=100% height=1></font></td></tr></table></center>

Why don't you try it out? I didn't really put too much research into it, as I did not really care. It did seem to work, so I put that notice, just in case anyone might find it handy.

<center><table width=80%><tr><td><font color=000080 face="Verdana" size=2><font size="1">quote:
<img src="/images/blue1.gif" width=100% height=1>
</font>I was wondering, could one possibly place the cities on top of each other?
<img src="/images/blue1.gif" width=100% height=1></font></td></tr></table></center>

Very easily. You can change cities' locations to anything you wish, on top of another next to another, at sea or on mountains. The tricky part is, though, that you have to change the terrain where it is to be moved to to have the flag "city is here", and remove that same flag from where you moved it from. This is quite complicated, and I advise you to ask Jorrit Vermeiren (Mercator) as he is the expert on that subject.
Effects of cities on the same spot? Well, it just will never become a big city, as it won't have a lot of food.

<center><table width=80%><tr><td><font color=000080 face="Verdana" size=2><font size="1">quote:
<img src="/images/blue1.gif" width=100% height=1>
</font>In fact, I've discovered the way to put cities on each other without
hex-editing some time ago. it's very nice thing, it can be very very useful.
<img src="/images/blue1.gif" width=100% height=1></font></td></tr></table></center>

Yes, there seem to be some ways, one of which I recently was informed of by someone (not Heresson), but who wishes to keep it secret for the time being. (I guess the same reason as Heresson)

MagyarCrusader
Guest

Not Yet
time:
17-05-2001 07:55
edit | quote
#52 | report |
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Man... the attitude of scenario creators have changed since my day. Back them, the only problem we had was Alex more acting like a ***** over his precious units, but this is getting worse. What ever happened to the era of the SLeague where everyone would share their knowledge to increase the quality of ALL scenarios in general. I mean, who cares if someone rips off your idea, there is no money involved. Which makes it even worse to act like sell outs!

------------------
"The Rumanians are really the most reliable people in the world when it comes to depending upon their breaking any promises they make." - General Harry Hill Bandholtz, US Army, 22 NOV 1919. General Bandholtz was the one who saved the Crown Jewels from the Rumanians. His statue sits in front of the American Embassy in Budapest.
Truth

Heresson
King
of frogs
Jun 2000
time: 06:37
17-05-2001 16:48
edit | quote
#53 | report |
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I know. I'm bad.
But if I share my ideas,
no-one will remember they were mine.
It's not quite about the fame,
but if I will be better known,
I won't have problems with getting playtesters.

Though... In fact, most of people are such useless
that... One or two good ones stand for thousands
ordinary. However, sometimes they aren't free,
and what can I do then?

Strange name? I wish to change it, but can't do it
now.

Panda
Prince
Europe
Jan 1970
time: 05:37
17-05-2001 23:37
edit | quote
#54 | report |
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Well, if you wanted people to remember you, I think you've just acheived your aim. Congrats!

------------------
"The man who can smile when things go wrong has thought of someone he can blame it on" - anon

"Every gun that is made, every warship launched, every rocket fired, signifies, in the final sense, a theft from those who hunger and are not fed, those who are cold and are not clothed" - President Eisenhower

Henrik
Emperor
The European Union, Sweden, Lund
Dec 2000
time: 06:37
18-05-2001 00:15 | www
edit | quote
#55 | report |
Increase the size of your Attachments


<center><table width=80%><tr><td><font color=000080 face="Verdana" size=2><font size="1">quote:
<img src="/images/blue1.gif" width=100% height=1>
</font><font size=1>Originally posted by Andrew Livings on 05-17-2001 02:37 PM</font>
Well, if you wanted people to remember you, I think you've just acheived your aim. Congrats!

<img src="/images/blue1.gif" width=100% height=1></font></td></tr></table></center>

My thoughts exactly!

Heresson
King
of frogs
Jun 2000
time: 06:37
18-05-2001 01:07
edit | quote
#56 | report |
Suffering from ads?


hehehe I know.
C-mon.
It is my birthsday today, let me play.

And I have nothing against sharing this and other stuff with everyone.
If I'll receive allowance from one guy, I'll do it in next days.

I don't want to be good. Good means dumb.

Kull

King
El Paso, TX USA
Mar 1999
time: 22:37
18-05-2001 05:58 | www
edit | quote
#57 | report |
Got spare money?


The only acceptable reason for not sharing a discovery is if it's part of a soon-to-be-released scenario. That does NOT mean one of those vaporware scenarios that exists only in your head or else has been "under construction" since forever. From Allard and his hex-editing document to tool-creators such as Gothmog & Angelo Scotto, the Scenario World is blessed by the presence of countless, selfless individuals.

In the Scenario League, the only coin-of-the-realm is respect. And there's only one way to get it.

William Keenan
Prince
New Jersey, USA, Earth, Sol, Milky Way
Sep 1999
time: 00:37
18-05-2001 08:32 | www
edit | quote
#58 | report |
Get a bigger avatar today!


I find it disconcerting when an important thread like this one becomes polluted with the useless babble of an obvious charlatan like Heresson.

Xin Yu
King
Emeryville, CA, USA
Jan 1970
time: 21:37
18-05-2001 10:09 | www
edit | quote
#59 | report |
Increase Your PM Length


The problem of civ2 is that the AI is really dumb. In order for the AI to be tough in a scenario, we have to give it half-dozen units for each one a human player kills. Thus, the human player needs to spend a lot of time micromanaging cities and planning movements for every single unit.
For some people, playing civ2 is for fun, not for brain-killing. So they give up after half turn of playing.
For some other people, they passed the brain-killing test and find or learned a trick, and then suddenly realize that, since the AI has too many units and cities, they must use the trick repeatedly in a monotone fashion. These people soon get bored and give up after 10 turns.
Therefore, the only players who can enjoy the scenarios are those who playered without thinking (play as if in a normal civ game). Because the AI is strengthened by the scenario designer, the players will suffer huge losses at the beginning. Those players enjoyed the defeat and praised the designer's plots. Later, the designer's plots turned to the human players' favour and they finally won the scenario.

In order to build a scenario exceeding Nemo's level, we need to make the AI smart while reducing the micromanagement for the human players. For example, after capturing a city, AI units will regroup to that city ('goto'), and after there are enough units there (use a hacker program to get unit counts), they will attack again with a specific target.
<font size=1 face=Arial color=444444>[This message has been edited by Xin Yu (edited May 18, 2001).]</font>

Heresson
King
of frogs
Jun 2000
time: 06:37
18-05-2001 16:18
edit | quote
#60 | report |
Full PM-box? Change here!


Me charlatan?

 
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