 |
|  |
 |
|
AGRICOLA
|
|
Canadian bush & Florida
Feb 2003 time: 00:34
|
|
In an earlier thread on this forum (Can a destroyed Wonder be hexed back to life? started by curtsibling), Harry Tuttle voiced his opinion that
quote: You know, it would be really cool if someone could make a compendium of what can be hexed... |
I spent a bit of time on this and was surprised at how much can be changed by using the various cheat menus without needing to resort to hex editing.
Here are the unexpectedly few things that, as far as I know, can be accomplished only by hex-editing a game or scenario file.
1. Wonders - destroy, revive or move to another city.
2. Units - change number of charges on pre-charged settlers/engineers.
3. Terrain - add river to a terrain square.
4. Cities - remove food trade route
5. Technology - change the number of accumulated flasks
6. Civilizations - change diplomatic status (peace, war etc.); change reputation of a civilization
7. Global - delete or change level of global warming; change turn number or level of difficulty in mid-game; remove cheat flag
Please post any corrections, additions or comments. As I'm completely unfamiliar with the specialized CIV II edit software that has been developed there may be too many items on the list.
I'll revise the list in due time.
Last edited by AGRICOLA on 04-03-2004 at 11:06
|
|
|  |
 |
|
rmsharpe
|
 |
Minneapolis
Aug 2001 time: 23:34
|
|
quote: Originally posted by AGRICOLA
In an earlier thread on this forum (Can a destroyed Wonder be hexed back to life? started by curtsibling) |
Yes, it can, and I did it for him for Vendetta 2.
quote: Here are the unexpectedly few things that, as far as I know, can be accomplished only by hex-editing a game or scenario file. |
Some of them can be done through cheat mode, I've gone through them below.
quote: 1. Wonders - destroy, revive or move to another city. |
You can destroy a wonder by destroying the city (after all units in the city have been destroyed by pressing Ctrl-Shift-D) under the cheat mode. Shift-D will delete the city.
quote: 2. Units - change number of charges on pre-charged settlers/engineers. |
I don't understand what you mean here.
quote: 3. Terrain - add river to a terrain square. |
Yes, this must be done through a hex editor.
quote: 4. Cities - remove food trade route |
This can be done through CivCity, a popular utility used to modify .sav and .scn files.
quote: 5. Technology - change the number of accumulated flasks |
This can be done in cheat mode. Go to Cheat, select Edit King, choose which civilization, and select Set Research Progress.
quote: 6. Civilizations - change diplomatic status (peace, war etc.); change reputation of a civilization |
Similar to research, you do the same thing but instead of selecting Set Research Progress, you select Edit Treaties.
quote: 7. Global - delete or change level of global warming; change turn number or level of difficulty in mid-game; remove cheat flag |
Yes, this must also be done through a hex editor.
Hope I covered all bases okay.
|
|
|  |
 |
|
AGRICOLA
|
|
Canadian bush & Florida
Feb 2003 time: 00:34
|
|
quote: Originally posted by rmsharpe
quote: 2. Units - change number of charges on pre-charged settlers/engineers. |
I don't understand what you mean here. |
If you put an engineer or settler to work (usually irrigate, mine or transform) and "wake" them before the work is completed, they retain the number of turns they have worked. Then, if they are put to work on another project the retained turns count towards the completion of the new project.
A very simple example would be that, if an engineer starts to irrigate a square on turn 1 and is activated at the beginning of turn 2, it can then be moved to a new location where it will by itself immediately complete a 2-turn project such as build a fortress, an airfield or a RR on plains or grassland that already has a road.
There is a current thread, "precharged engineers???" by boychuk in CFC's Civ2 - Strategy & Tips forum that deals with this in some detail.
|
|
|  |
 |
|  |
 |
|
AGRICOLA
|
|
Canadian bush & Florida
Feb 2003 time: 00:34
|
|
You have 32 cities. I assume you would want all of them on a glacier. Have you considered that this might do some very unpleasant things to the food supply of the smaller cities.
I've looked at the cities and most have very few improvements. The easiest way to do what you want would be for you to use the cheat mode to to raze them, change the terrain, rebuild and add the improvements. It shouln't take more than 5 minutes per city. Don't worry about the lost wonders. The attached file has been hex edited so that they have not yet been built in London or Berlin.
This is one situation where hex-editing terrain is not the easiest way.
Good luck with your scenario. 
Attachment: create2.sav
This has been downloaded 3 time(s).
Last edited by AGRICOLA on 04-03-2004 at 19:57
|
|
|  |
 |
|  |
 |
|
Panda
|
|
Europe
Jan 1970 time: 05:34
|
|
You don't need to hexedit terrain under a city either: just amend the rules.txt so that terrain can be irrigated to turn into Glacier (or whatever) in one turn. Then create settlers for those civs in those cities, irrigate, then disband. Simple.
|
|
|  |
 |
|
AGRICOLA
|
|
Canadian bush & Florida
Feb 2003 time: 00:34
|
|
@rmsharpe
quote: Originally posted by rmsharpe
Maybe he doesn't want to fool around with crazy coal, goofy graphics, and the rules.txt |
Thank you, but you're giving me credit for knowledge I do not have. I'm sure that Mercatore Uno is right in saying that
quote: Originally posted by Mercatore Uno
This should be common knowledge by now... You don't need to hexedit this. |
I really have no expertise in the more esoteric tricks of the scenario designer's art. The posts on this thread have been a real eye-opener to me.
|
|
|  |
All times are GMT. The time now is 05:34. Apolyton Time is 00:34. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|