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Captain Nemo
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Red Front
Jan 1970 time: 05:37
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Yes, the ships paradropping while carrying cargo works. I have implemented it in Second Front.
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Panda
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Europe
Jan 1970 time: 05:37
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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.
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"The man who can smile when things go wrong has thought of someone he can blame it on"
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Allard HS
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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)
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MagyarCrusader
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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!
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"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
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Xin Yu
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Emeryville, CA, USA
Jan 1970 time: 21:37
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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>
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